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I like the idea, but I honestly and strongly disagree with keeping it as a VIP perk. You have to remember many people on this server are young and can't afford to donate. I'll use myself as an example, I would love to donate and help out the server, as I've been here a full year, but I am only 14, I can't afford to pay 25-50 dollars to be able to donate. And before anyone goes off about how I supposedly don't wanna help with the server, remember I don't have any money, and many people on this server are the same. While LWC is a donator perk, it is also mainly used OOCly, and this would heavily be used RPly.

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It works exactly the way that it works now.

 

Iron VIP's can currently lock their own chest. That is the equivalent of being able to duplicate locks, but have one key for themselves.

Gold VIP's have more freedom, represented in the fact that you can duplicate keys.

 

Nothing exactly would be changing persay, but it does mean that people without VIP will be able to place/remove locks, they'll just have to get them from elsewhere.

Iron VIPs can duplicate as many keys as they want right now. You can add a player to the door/chest permissions or just set up a password and tell them what it is. How is that different?

 

Welp, time to see people hiding chests under their floorboards even moreso.

 

 

And to this, I bought Bedrock VIP when it was 250$. It got lowered in price, doesn't mean I get my monies back.

That's different. They made something cheaper in that instance. Taking something away that you've already bought is stealing. I bought something and it's getting taken from me by the ones I bought it from because they need more money. If Telanir can explain how this is not what would happen, then good. But I've got no more to give them right now, and never will if this is the amount of security I get when I donate.

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Perhaps we could just not have keys at all? Keys could be like minas in the fact that they're there in RP, but mechanically they aren't. They can't be lost at all (even in death), but they can be "duplicated" for others to use through RP methods. This prevents locksmithing from becoming "overcomplicated" while still allowing for things like tiered locks that can be made and traded in RP.

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I prefer to see keys remain notional, as they are already. If you have permissions to the chest, you have an imaginary key to it. It's just a lot simpler for players to manage, especially large groups. I don't imagine there would be enough entertaining key role-play to warrant complicating what should be a fairly simple plug-in. We can do without tangible keys. Leave it to permissions and lock-picking.

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Perhaps we could just not have keys at all? Keys could be like minas in the fact that they're there in RP, but mechanically they aren't. They can't be lost at all (even in death), but they can be "duplicated" for others to use through RP methods. This prevents locksmithing from becoming "overcomplicated" while still allowing for things like tiered locks that can be made and traded in RP.

How would locks be tiered, exactly? Are they just going to be harder for those with a lockpicking skill to lockpick? Because if so, it definitely shouldn't be a VIP perk. A perk should provide complete security for your items. Couldn't someone just try to pick a lock over and over until they got it? Or would they simply be able to open locks at certain difficulties? Maybe those who've donated could have unpickable locks while those who haven't have to make due with either buying or making their own, easier-to-open locks? I'm kind of brainstorming here.

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Higher tier locks shouldn't be a VIP perk but unpickable locks should? Absolutely no to unpickable locks. I feel like you're being a little biased because you don't want to lose a perk.

 

The lock-picking skill should have a lengthy cool-down after so many tries and failed attempts, in order to prevent players from sitting in one spot grinding away at a lock or running all over the map stealing everything. I believe we're allowed roughly three lock-picking attempts a day as it stands right now, or at least that's what it was last I heard. We could get away with a few more and setting a limit based on cool-downs would prevent abuse and there would be no need for unpickable locks.

 

After so many failed attempts, maybe your thieves' tools break and you have to get another set. If you don't have a backup set prepared, you would have to put them in the crafting queue and wait or find a tinker. Lock-picking could thus be regulated by a combination of cool-downs and item-requirements.

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Higher tier locks shouldn't be a VIP perk but unpickable locks should? Absolutely no to unpickable locks. I feel like you're being a little biased because you don't want to lose a perk.

 

The lock-picking skill should have a lengthy cool-down after so many tries and failed attempts, in order to prevent players from sitting in one spot grinding away at a lock or running all over the map stealing everything. I believe we're allowed roughly three lock-picking attempts a day as it stands right now, or at least that's what it was last I heard. We could get away with a few more and setting a limit based on cool-downs would prevent abuse and there would be no need for unpickable locks.

 

After so many failed attempts, maybe your thieves' tools break and you have to get another set. If you don't have a backup set prepared, you would have to put them in the crafting queue and wait or find a tinker. Lock-picking could thus be regulated by a combination of cool-downs and item-requirements.

Like I said, I was brainstorming. It didn't sound like an especially good idea to me either. And I'm not being biased, I'm only trying to defend my "property." I'd be fine with it becoming available to everybody with all of those limitations, but to have the perk simply raised up a level so that I have to pay again what I paid to get it is simply unfair.

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I really like this idea! However it should definately not be limited to VIP's as it has in the past. I am of the strong opinion that payment should not affect RP mechanics. But, to provide for lost perks some really neat new perks should be brainstormed that don't effect important ingame mechanics. 

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Welcome to Aegis, boys. It has been a VIP perk since Aegis, and should remain so. Not feeling like helping the server to help you RP? Then you're not quite the team player.

Yes, I know it has been so.  I donated in Aegis to help the server, not for the perks.  I didn't like it being a perk then and I don't like it now.  Please don't generalize or assume my enthusiasm for the server based off of my opinion of something like this.  We've had plenty of donor perks that we could come up with and implement.  Playing for the team would be allowing something people should have access to IC regardless of OOC limitations to be standard.  If somebody wanted to RP a locksmith they would have to be a donor to acces the LWC plugin.  I could take the same logic and implement a lockpicking plugin only available to donors.  It would be just as unfair.

 

 

 

Like I said, I was brainstorming. It didn't sound like an

especially good idea to me either. And I'm not being biased, I'm only

trying to defend my "property." I'd be fine with it becoming available

to everybody with all of those limitations, but to have the perk simply

raised up a level so that I have to pay again what I paid to get it is

simply unfair.

 

How is this playing for the team?   

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I like the idea of having our own locks and keys made by the players, though it could become painstaking. What if a player made a lock, and threw the key into a fire? Will locks be breakable by force, or will we need other locksmiths and lockpickers to come to our aid?

I love the idea of having a castle with a master key that unlocks everything. :)

I would like to see this as well.  Could it be made so that one key works for multiple locks, or that you can create multiple locks that are all identical? 

Or the easiest way I could see it working is if you put the locks into the 'key pouch,' and then you can just open locks that the key pouch contains with the pouch item, that way you don't have to open the key pouch every time you want to open a different locked door or chest.

Food for thought.

 

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I like it, didn't Alec originally have this idea?  I think he said something about using trip wire hooks as the keys.

He did, I was a person who helped test it out for him and I must say it worked excellently.

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Moved to the Great Library. It shall be sorted into appropriate category shortly.

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