Jump to content

Blacklists & Lockpicks.


Wrynn

Lockpicks  

139 members have voted

  1. 1. Where would you like to see lockpicks sold?

    • Cloud Temple
      34
    • One shop in every nation capital
      32
    • A hidden location on each of the three large islands
      72
  2. 2. What do you think is a suitable price range for lockpicks?

    • <20 Minas
      46
    • 20-50 Minas
      63
    • 50< Minas
      29
  3. 3. Do you think current lockpicking rules need to change?

    • Yes (If so, please comment how.)
      39
    • No
      99
  4. 4. Should people have to put more roleplay into lockpicking?

    • Yes
      95
    • No
      43


Recommended Posts

1 hour ago, PoliceAli said:

In my opinion I feel like most people immediately assume that rp'ing with a bandit is going to be cancerous and toxic and that puts them in a state where they are already annoyed and aren't investing themselves in the rp with whichever bandit or evil-doer is rp'ing with them, and often times the person making the rp not enjoyable is the victim, which is not to say this is always the case, and there are bandits out there who are terrible rp'ers who just want pixels, but to assume that all bandits are like this is ignorant and stupid.

 

I think that what needs to happen is not necessarily have blacklists soo much as have consequences for anyone who does poor rp, that includes the victims of bandits and the like, this way it helps to improve the rp instead of creating a stereotype and seeking out evil-does to punish regardless of whether they are doing poor rp or not.

 

It is the responsibility of a bandit to provide good rp for the victim, but it is also the victims responsibility to provide good rp for the bandit, they are a player too, they aren't here to serve you, they are just playing with you, nothing more.

 

Also:

  Hide contents

95ca6d89a3d9cd2d9c7f392716b8aa72.png

 

1
 

You are choosing to go out your way to make someone else spend their time rping with you, so the burden of consideration towards the other party falls heavier on you.

 

Also, People treat others the way they are treated. Patient rp centric villains like I described in a previous post are generally well received and not complained about or reported. The ones who do nothing BUT bandit and do so over frequently are. 

 

Both defenders and villains can get irritated by the other sides attitude, but ultimately it is the villains who decide who has to take time out their day to rp with them. 

Link to post
Share on other sites

Maybe you should be allowed to lockpick chests with items in them, but only carry a certain limit of items that you could realistically carry. Maybe create items that allow you to store things in something you can carry e.g a sack 

Link to post
Share on other sites

So.

 

I think lockpicks should be admin-modified, because that does ensure actual rp occurs; but if no mods are online for the modreq, a plugin could be useful.

 

Also, I think the lack of an ability to open chests is a bit disappointing. You can only loot unlocked chests and armor stands, maybe a random item frame.

Link to post
Share on other sites

 

1. What lockpick rules are there

 

2. If someone is villain blacklisted, why do they not get to take part of cultist rp? That's kinda bullshit. What if it's not a violent cult? What if the most villainous thing they do is drink chicken blood and the rest of the day they just worship some bullshit god as an excuse to get high? 

 

3. @PoliceAli mentioned the door thing earlier and so did a construct player, so I'll add to it. Why the **** do you have to roll so high to bust a wooden door down? Do the roll writers understand how easy it is to bust open a wooden door? I can kick open a door rather easily and I'm really not the biggest person around. A wooden door should be an 11+ roll, like honestly. A soldier that's is used to lugging around weapons all day should have a roll of 9+ to open it, and a bigass construct made of stone should open it with a 3+ roll. 

 

4. I also don't like the repeated target rp because what defines ooc motive? What if my character doesn't like someone and wants to **** with them often? What if the victim is just coincidentally at the wrong place at the wrong time often? What keeps a victim from just saying that villain is doing it oocly with no proof of the accusation? And finally, this is just an opinion, but maybe if people roleplayed in different places instead of staying in one spot, they wouldn't be repeated victims of villains attacking a town more than once a week. Instead of people complaining oocly, they should do something about it rply and move to a different town. That would cause the town owner to actually take action against the villains because they are facing a consequence of people not wanting to live in their crime ridden town. (And yes, I understand that some villains really are lazy and raid too often; I get it, but my statement stands.)

 

Other than that, I can tell that the villain team isn't trying to make improvements. I appreciate that, and I am very excited to see future changes. Keep up the good work, and thanks for actually asking for our opinions. 

Link to post
Share on other sites

Hey quick little insert here. I'm a pretty active thief (at least once a day I break into something). That said I hate breaking stuff because as prior said the roll system is dumb. 

 

That said I would personally like a thief application. Now this does not limit anyone from thieving. But what this does is allow players who specialize in such rp to require lower rolls. The way I propose this is a simply process. It would follow close to how a creature application works. Character name and info, then a short (maybe two paragraphs) example of how to break into the different items that are available on lotc. Then lastly an explanation of the rules to show they have a grasp on it. And all this application would do is lower the required roll number by 5 but would over ride the ability for lock picks so you don't end up with like needing a 10 for wooden doors.

 

Next thing since people bring it up is if someone spam rolls that's on the gm, I emote in between each roll and normally the last emote is a meme yes but the first to follow logic and a gm should be able to tell them to give a better emote before they spend 1 of their rolls.

 

As for villainy let my just say it's so annoying to take the time to set up for an rp kill then the person is just like * gets stabbed and dies*. I don't even normally win my villainy it's just frustrating when I'm asking for nothing but your rp and you won't give me more than single emotes. Victim rp definitely should be punishable and thank you for having it that way I look forward to see how it affects rp in the future.

Link to post
Share on other sites

@Wrynn

What are the current rules on lockpicking?
( Sorry, I'm not quite up-to-date. )

Link to post
Share on other sites

4 hours ago, Wrynn said:

-snip-


@Wrynn
Chests may only be picked during a Heist?
What is the logical reasoning behind this?

@Wrynn

Chests may only be picked during a Heist?
What is the logical reasoning behind this?

Link to post
Share on other sites

1 hour ago, Rissing said:


@Wrynn
Chests may only be picked during a Heist?
What is the logical reasoning behind this?

@Wrynn

Chests may only be picked during a Heist?
What is the logical reasoning behind this?

0
 

Well past polls we've done indicated that the server didn't want players to be able to lockpick their chests! However when we took the community's opinion on Heists, it generally had a good response. 

Link to post
Share on other sites

1 hour ago, Wrynn said:

Well past polls we've done indicated that the server didn't want players to be able to lockpick their chests! However when we took the community's opinion on Heists, it generally had a good response. 

0
 

I can see why people wouldn't want their chests to be lockpicked, but then breaking into someones vault with a big group is almost pointless, and trust me I've gotten into a vault with 1 lock pick left and one roll left and didn't come out with anything. Simply put I think that if someone makes it into a vault or room with a locked chest they should be allowed to unlock 1 chest only using lock picks with 3 attempts. Unless it's a heist where of course Heist rules would apply.

 

Link to post
Share on other sites

3 hours ago, Wrynn said:

Well past polls we've done indicated that the server didn't want players to be able to lockpick their chests! However when we took the community's opinion on Heists, it generally had a good response. 

0
 


I think limiting lockpicking of chests to heists is a horrible idea.
I do think heists could be a thing, however I think it would be much more logical when a heist would be done on a Bank of some sort.

As such I think all chests should be able to be lockpicked. Solutions to this can easily be found in roleplay.
And people or cities can easily start up big banks to protect everyone'chest.


If you can get into some home; there shouldn't be some magical rule-barrier preventing you from looting it.

Link to post
Share on other sites

1 hour ago, Rissing said:

-snip-

Yeah, the community has a lot of varied reactions to the question "Should you be able to lockpick chests". However the majority says no, and making it so chests become lockpickable isn't really fair.

Link to post
Share on other sites

I have a very strong opinion on lockpicking and blacklists both, and I'll start off with blacklists.

 

In my view blacklists should be handed out more often to those who don't exhibit any effort into roleplay (and I'm not talking about ghouls, shades etc I'm talking about those special types of bandits who do 2 or 3 lines of rp before trying to pvp someone, who need to be hunted down and punished). The problem with blacklists however is the lack of a format to go off of as to when someone has performed bad villainy or not, because of this it's completely up to the discretion of the GM handling the situation. This is why there needs to be a sort of guide or template on how to conduct good and proper villainy roleplay, so that anyone who is actively doing worse roleplay than the guide/template suggests can be easier caught out and given a punishment. But I see that this is being worked on so hopefully something good can come from it.

 

Now onto a matter which genuinely gives me sadness, lockpicks.

 

There are many different types of villains (or at least there was), from bandits, thieves, pirates, anarchists, ghouls, shades, dreadknights, undead etc. The list goes on, however since the removal of the ability to lockpick chests, it has knocked a very big and main villain from that list, thieves. Thievery roleplay I will admit, is fun for the thief and not generally for the person stolen from but the lockpicking rules are so blatantly one sided towards the person who is being committed a crime against it's actually frustrating. I get that people don't want there things stolen, no one does, but this is a medieval fantasy world and thieves should be very much around in it, by removing the ability to lockpicking chests you're eliminating an entire route of RP for people who don't want to be mindless roadside bandits. Stealth, timing, information gathering, all vital things to a villain isn't really important with no goal. Entire RP groups such as the Master Thieves Guild (one of the biggest villainy factions on LOTC) died off due to the rules against lockpicking chests. Heck even pirates groups died due to this. It stops any progression for thief characters who want to build a name for themselves, have an actual story of being and learning how to be a thief. There has to be something to gain from it.

 

Whilst I get Heists are a thing, they require many people, are easily foiled, and you can carry like 3 slots worth of things, it's completely worthless and not worth anything for a thief, it also eliminates anyone who wants to be a solo thief. (Although there are no thieves even around anymore due to this, heists are just ways for groups of people whether villains or not, to try and steal some valuable things.)

 

My solution is this, bring back the ability to lockpick chests, however with some rules to regulate it to make it more fair for those who are thieved against. So I'll list the lockpicking rules and edit them to be adjusted for lockpicking chests.

 

Players may attempt to get past locks via the roll system. In order to do this, a GM is required to be present for the rolls. Requirements and rules are as follows.

 

Lockpicks may be purchased by a shop, and if used, will be taken from the player (1 pick per roll) in exchange for more favorable chances.

 

Door rolls are as follows:

Wood (Trap)doors - 17+ without a pick, 10+ with.

Iron (Trap)doors - 19+ without a pick, 15+ with.

Locked Signs (Gates, Lifts, etc) - 17+ without a pick, 10+ with.

Glass - 12+

 

Chests (This goes for Donation Chests as well, however shops cannot be robbed from)

Breaking open a chest without a lockpick - 17+, 15+ with.

Display cases (not shops, but some people place items on display for anyone to grab, but are somehow magically protected by the "cant rob shops rule".) - 17+ without a lockpick, 15+ with.

 

Chests may be literally picked up (although depending on the contents within the chest could take 2+ people) and transported away, taking all it's contents, however this would require the thieves to make it out of the settlement unnoticed with a massive chest.

 

A chest can only be lockpicked from if the owner of the chest is online at the time of the robbery, and after a robbery has taken place the criminal may not attempt to lockpick any other settlement or building for 3 days. (Anyone caught breaking this would obviously receive a blacklist).

 

The contents within the chest, if lockpicked successfully are completely up to players discretion to take after the lock is removed. (Those who choose to pick up chests and move them, such as pirates who would bring the chests aboard their ship, would still need to successfully break open or lockpick the chests to access it's contents)

 

Players have up to 3 attempts to lockpick/break a lock, if they fail they must move onto a different lock.

 

Players may not hide chests beneath blocks otherwise unreachable in roleplay, just at is not possible to break blocks to get past LWC locks.

 

A lock is only valid with an LWC protection on it. If the door or chest is not mechanically locked, it is not locked in roleplay.

 

Due to these edits, Heists would also need to be edited to be accustomed for more larger scale operations, for example if a lot of people are needed to get into an area, it would be breaking raid rules etc so Heists would be used to accommodate for that.

 

Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...