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Rebalancing Redstone Doors

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Xarkly

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No, yeah. Absolutely agree. It's something that goes on both sides. I spent a lot of time earlier on trying to make actual headway into both spook and non-spook bases with this issue. It's just - silly, from an IRP perspective. I think most people use them just because you're at a disadvantage if you don't. Not that it's necessarily about winning, but if everyone and their mother is going to have impenetrable storerooms; what's the point?

I would say just remove keyblocks entirely. Redstone doors without them have a far more limited selection of triggering methods that can't so completely be hidden. I do think there's also a greater discussion that has to be had on things like storage rooms. So much cool stuff just gets locked away in some nations vault to never see the light of day, because it's buried 200 meters underground with no real method of accessing it. People just don't like theft, and I get that - but it's part of PvP.

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I think we're at a point in minecraft where a redstone door plugin isn't even necessary to create a hidden entrance. there are a surprising amount of ways to create a secret passage with a little bit of creativity by just using vanilla minecraft gimmicks and I wouldn't mind seeing this plugin removed all together, or significantly nerfed as per xarkly's suggestions

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Call me anti-RP, but I don't particularly understand the point of making every location accessible - every fortress so indefensible, every group so susceptible to attack and thievery. This may be a critique of a matter far more serious than redstone doors, but I believe that an egregious imbalance already exists where there is no entry barrier to committing villainy of any sort: any gathering of aspiring troublemakers can just create a dozen unkillable, throwaway personas and enjoy complete advantage of initiative in choosing where, when, or how they strike at their targets, with no obligation to justify their association and their goals in-character, no obligation to prove their foreknowledge of the ideal circumstances of their heist or assault (Can they prove their RP knowledge of guard unavailability at certain hours, or knowledge of their desired targeted items' locations?) , and no obligation to render themselves available for investigation and retaliation afterwards, contrary to the good-faith policies of RP give-and-take LotC espouses. Potential defenders enjoy no such boons: they must rally in certain ways, in certain locations, under certain time limits, and constantly justify their own involvement.

My (I do note) subjective experience as someone who's done "villainy" is that I've never quite been interested in or able to justify to myself a particular need to breach a secret location or to steal anyone's item for any reason other than thinly-veiled OOC desire for humiliation; thus, I've never done it. Risking going completely off-topic, but I am curious about other people's experiences and explanations as to why unrestrained heists and absolute entry availability, given the aforementioned lack of RP restrictions, are essential for an RP story.


That being said, I have never created an LotC redstone door myself, and aside from this debate, I ultimately have no stake in how its mechanics are to be handled by the rules in the future.

 

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1 minute ago, LithiumSedai said:

Call me anti-RP, but I don't particularly understand the point of making every location accessible - every fortress so indefensible, every group so susceptible to attack and thievery. This may be a critique of a matter far more serious than redstone doors, but I believe that an egregious imbalance already exists where there is no entry barrier to committing villainy of any sort: any gathering of aspiring troublemakers can just create a dozen unkillable, throwaway personas and enjoy complete advantage of initiative in choosing where, when, or how they strike at their targets, with no obligation to justify their association and their goals in-character, no obligation to prove their foreknowledge of the ideal circumstances of their heist or assault (Can they prove their RP knowledge of guard unavailability at certain hours, or knowledge of their desired targeted items' locations?) , and no obligation to render themselves available for investigation and retaliation afterwards, contrary to the good-faith policies of RP give-and-take LotC espouses.

My (I do note) subjective experience as someone who's done "villainy" is that I've never quite been interested in or able to justify to myself a particular need to breach a secret location or to steal anyone's item for any reason other than thinly-veiled OOC desire for humiliation; thus, I've never done it. Risking going completely off-topic, but I am curious about other people's experiences and explanations as to why unrestrained heists and absolute entry availability, given the aforementioned lack of RP restrictions, are essential for an RP story.


That being said, I have never created an LotC redstone door myself, and aside from this debate, I ultimately have no stake in how its mechanics are to be handled by the rules in the future.

 

 

Valid take - it's a fundamentally different view on accessibility so I don't think there's much point arguing about it.

 

What I will say, though, is that all other locking mechanisms don't seem to subscribe to that view - by virtue of the fact that all locks have checks and balances, I think there's a rare consistency in what the rules are trying to achieve, and Redstone Doors are an outlier in that regard. 

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Even worse than the doors that have craftbook key locks are hopper locks that can be made in vanilla minecraft. With the ability to name and add descriptions to items, you could make a door that requires throwing an exact item into a hopper (potentially even hidden under a block) to open. Due to how minecraft does NBT tags, you cannot recreate these items and the door cannot be brute forced. Oftentimes these keys are permanently soul bound in someone's inventory until they're thrown into the hopper (and promptly re-soulbound as soon as the door is closed). I believe these style of doors should be banned all together.

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The two solutions I am more in favor of are either simply
1. Lockpick
2. You can make hidden sign doors, but they cannot use a key (any right click on the block will open it) 

The reasoning for the second is it still allows you to have your hidden entrance but eliminates the "metagaming" that is always thrown when someone gets the key right. You can still put your 3 iron doors behind the pistons to make it hard to break in so the redstone itself really should just be for aesthetics rather than a barrier imo.

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1 hour ago, Unwillingly said:

I think we're at a point in minecraft where a redstone door plugin isn't even necessary to create a hidden entrance. there are a surprising amount of ways to create a secret passage with a little bit of creativity by just using vanilla minecraft gimmicks and I wouldn't mind seeing this plugin removed all together, or significantly nerfed as per xarkly's suggestions

Yeah, vanilla redstone security can be quite thorough. Other redstone triggers actually work better because all good thieves already know to check the walls for secret doors and may overlook a simple “decorative” button or redstone ore under a carpet.

 

Just using a redstone door is lame though. People need to use redstone traps more often (again, thieves usually don’t expect it!) and the rules should be worded in such a way as to encourage more intricate forms of security instead of lame, unoriginal key-doors.

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spoopy and creamy have the right ideas.

 

raid everyone!!!!

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Thank you everyone for the suggestions- I am looking to implement a few of these into a build rules proposal soon. :)

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