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Wrynn

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(If this has been said already, I didn't read through every page of responses)

As I have been saying for quite a while now, if you lockpick there should be a way for someone to find you out, the higher the roll the least amount of evidence you leave behind, as in a badge from a uniform you are wearing if a lock cuts down your shirt, or a note that fell from your pocket would create a lot better roleplay for the person stealing, and being stolen from.

We also have to remember this is a Minecraft roleplaying server with people of all ages, meaning that if you are lockpicked and your pvp sword is taken, get over it, its roleplay and some 10 year old might come on and just steal your stuff.

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I have a genuine question that I would appreciate if someone could give an answer to, I will be asking from personal experience though I'm not still angry over it and am just using it as an example.

 

Having your entirety of your storage stolen where the chests have no locks but the door does (which happens in real life, who of us actually locks our hay / food items inside the house), what roleplay does this give to the victim to return home to a storage that was once full to a storage that is now completely empty?

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I propose a plugin being made, in order to seclude GM's from the actual lockpicking itself. Perhaps you could make a plugin, which made you able to create lockpicks, and with those lockpicks you could go up to a door or a chest and right click it. Then it rolls a d20 for you, and based on how much you nerf it, you either open the door or it fails. Now the difficult part comes when you want to make sure that the door or chest can't be broken with the use of say.. 20 lockpicks. So what I propose is that you somehow create a cooldown on the door itself, kinda like the way that Raids work. So that it is a cooldown for /Anyone/, so that the door or chest can't be attempted lockpicked within a certain amount of time, by anyone.

 

Another, much easier solution, would be to make it so that you could only lockpick Wooden doors and Chests. This is a massive nerf, since all people would quickly move to Iron doors instead, however those who can't afford Iron Doors (the poor), will be the people who gets lockpicked. This way, it makes people wonder if it is actually worth lockpicking some poor mans chest, since they can't enter the nation vault and steal a bunch of Diamonds, as would be virtually impossible in real life aswell.

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maybe if we can get like 15 GMs on 24/7 then lockpicking requests would maybe be fulfilled quicker :)

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4 hours ago, Adasinio said:

I have a genuine question that I would appreciate if someone could give an answer to, I will be asking from personal experience though I'm not still angry over it and am just using it as an example.

 

Having your entirety of your storage stolen where the chests have no locks but the door does (which happens in real life, who of us actually locks our hay / food items inside the house), what roleplay does this give to the victim to return home to a storage that was once full to a storage that is now completely empty?

If thievery was role played properly and not just for items then it would provide rp for you as a victim. The transition from VA's where you had to prove you could rp being a thief to allowing people to commit villainous acts without a VA killed that type of mind set. The fact that you lost a large amount of hay because you simply don't have the money to donate is a sad thing to hear because I'm willing to bet the people who stole from you had no intention of rping and just wanted to items for skilling. 

 

It's sad how the removal of things such as the original system of lockpicking has allowed being item hungry to be the norm on LotC. I see more and more posts defending how players should be able to keep their stuff simply because they donated. Donating money is for helping keep the server up, not so you can feel special because you can keep people out of your chests full of pointless items. 

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My only question is.

 

Why do you need to buy lockpicks and roll 15+ to steal books from a bookshelf or // copy them?

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Tbh the main purpose I see is to breach doors to get to the players inside for whatever reason and really it would help for a plugin so I don't have to rely on a GM or the players inside to breach a door.

2047SWAT-Team-about-to-blow-door_PG.jpg

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With lock picking doors you should just be able to right click on the door with a lock pick, and then there is a random chance of it opening the door, or giving you a message "The lock pick breaks." 

 

but then with lock picking chests, idk.

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3 minutes ago, LevitatedPotato said:

With lock picking doors you should just be able to right click on the door with a lock pick, and then there is a random chance of it opening the door, or giving you a message "The lock pick breaks." 

 

but then with lock picking chests, idk.

 

I believe that it opens to a terrible idea. For if one was to spam a lock pick they would always get in. Unless there is a long cool down towards lock picking then this would be great but at the moment I don't wish there to be a new mechanic for lock picking when it could be abused in a sense.

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I believe the best way for lock picking to advance is through the means of a plugin instead of relying heavily on GM's. I also believe skill should be something to look in to, to make sure not everyone can walk over to CT buy some lock picks and break into any door s/he wishes. This could be done by introducing another /sk group of stats, meaning with every attempt the skill experience would increase and therefore the player would have a higher chance of a successful lock pick. 

 

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1 hour ago, Yankee said:

-snip-

 

I feel like this would be farmed like crazy and then you'd have people with maxed lockpicking going into houses and taking everything in under a few minutes. It needs to be more of an rp thing instead of making it mechanical.

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Lockpicking through chests is R E T A R D E D. Period.

 

Honestly, with the sheer OOC time it takes to make a set of Prot I iron armor, I don't want the first dumbass to come and take it from me. Call me item-hungry all you will, but I'm already being stolen from IRL, I'd rather not have it happen on a Minecraft server aswell.

 

And if you think people try to steal things for the "experience", you are wrong.

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I said it once and I'll say it again: Items have no place in LoTC.

 

It gates meaningful roleplay behind layers of region-perms, nexus grinding and metagaming. It focuses the minds of a few, but very destructive players on obtaining as much as possible, as quickly as possible, which lead to the horrible abuse of PvP default we saw. It could all be fixed so simply by just removing dropping items on death. I can't for my life believe why this haven't happend yet. It'd also remove powergaming completely, as player's will be more inclined to take defeat.

 

Also, can a GM fill me in on what kinds of items are mostly lockpicked? Is it aincent scrolls in the bottom of the Felsen church? Is it an aincent elven loveletter? Is it the kings diary? Or is it just sweet sweet lewtz? What motivates these players? Do they want to open up a mystierous caravan that sells all kinds of stuff? Do they want to open up a museum? Do they want to hide all dangerous magic away from the general populos? Or do they just want to increase their E-peen?

 

In my ideal world. Players should be presented with a wide varaity of tools to gain what they want. Most preferably through minas and the voting system. I would set up/allow stalls in all the major kingdoms, each with a speciality of said kingdom. So humans would have food. Dwarves would have stone, brick and armor. Orcs would have weapons/hides/meat. Wood elves would have logs, saplings and flowers, decor. High elves would have marble, enchantments, and staves. Players would then use their starting minas to go around and outfit their characters, before going on their journey.

 

I know this idea is not refined. But I hope you get where I'm going.

 

Also, if someone has a cool/unique concept for a city/kingdom and they have filled out their paperwork. Get them Creative Mode and let them fulfil their dreams.

 

In short: Get rid of the need of items and go back to RPing.

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1 hour ago, Salvo said:

Lockpicking through chests is R E T A R D E D. Period.

 

Honestly, with the sheer OOC time it takes to make a set of Prot I iron armor, I don't want the first dumbass to come and take it from me. Call me item-hungry all you will, but I'm already being stolen from IRL, I'd rather not have it happen on a Minecraft server aswell.

 

And if you think people try to steal things for the "experience", you are wrong.

It's called role play, not retarded. I'm sorry you are being stolen from IRL, but you come onto this server to rp. Being a thief is a part of the fantasy theme, like it or not. Just because you have to waste hours creating a set of Prot I iron armour doesn't mean you automatically should be exempt from having someone steal from you if they go through the proper rp of doing so. Like I've said in my previous responses, people need to realize that just because you donate to the server and happen to get the ability to lock your chests does NOT mean you deserve the privilege of never being robbed. So sorry you just lost 10+ hours worth of work on a set, but someone came in and stole it because they rp'd and they just happened to get the items from a chest the GM let them have. Also, I'm fairly positive GM's usually give you odds and ends, it's not like they are going to be giving away everything in your chest. It's role play and if you don't like role playing on a server where thieves actually get to steal from you, then you need to leave or realize how ridiculous you are being about something that happens in real life and in rp.

 

 

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"haha xd thievery roleplay is nice! brings much enjoyment! haha xd it's rp don't be mad!!!"

 

Frankly, no. There is a separate line between what I consider fair to steal and what is not.

Mining iron is hard work, enchanting takes hours, and I will /not/ allow that hours of my life go wasted because some tard got lucky with a roll. Simply put, no. I don't care if you call it roleplay, it isn't. People do it for the OOC items, not for the roleplay.

 

Forced-PK is not implemented. This is one prime example of things that don't make much sense (monks make zero sense) that are still allowed and implemented for OOC commodity. After all, you don't want to lose your character because some random bandit with a crossbow shot you, don't you? The same thing shouldn't happen with lockpicking. I won't lose my items because of a random thief with a bobby pin.

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