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Locks

44
We need locks we could put on chests, carts, doors so we could have keys so claiming wouldn't be needed and also we could beable to make picklocks so the whole burglary/stealing idea could be implemented to give people option to invade our homes etc. Simple and elegant way to make gameplay more exciting :-)
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Comments (32)
  • Accepted Answer

    Tuesday, November 24 2015, 07:56 PM - #Permalink
    0
    Замки это прекрасно и необходимо, я хочу личный сундук в замке с населением в 40 человек и хочу предоставить доступ только некоторым из них, без замков это невозможно. с введением замков в игровой процесс уберет надобность в судных часах. А одиночки смогут играть в воров без введения лишнего контента, как есть в предложениях выше: - "в плоть до НПЦ стражи". Сделать физические ключи которые можно будет собирать с трупов. А получение ключа хозяином сделать в виде всплывающего меню при наличии в инвентаре комочков железа, серебра, золота или меди. Количество ключей не ограничено и может передаваться кому угодно.
    Сразу появится возможность размещать сундуки вне стен замков и домов. Вероятность взлома: навык с 0-30 может взломать замок, качество которого 0 - 30 с вероятностью 0.1%-1% не больше, при этом нужны отмычки которые ломаются при неудаче. и время взлома не меньше 30-60 с. Взлом дело кропотливое и не терпит дискомфорта.
    Тогда это будет и полезно и интересно.

    Locks is fine and necessary, I want to wish the chest in a castle with a population of 40 people and I want to allow access only to some of them, this is not possible without locks. with the introduction of locks in the game process will remove the need for dispensations hours. A single can play thieves without introducing too much content as is mentioned in the proposals: - "in the flesh to the NPC guards." Make physical keys that can be collected from the corpses. A host receiving a key to make a pop-up menu if there is inventory lumps of iron, silver, gold or copper. The number of keys is not limited and can be transmitted to anyone.
    Immediately it will be possible to place the chests outside the castles and houses. The probability of resistance: 0-30 with skill can break the lock, the quality of which 0 - 30 with a probability of 0.1% to 1% at most, and the need to break down the master key on failure. and time of breaking at least 30-60 seconds. Hacking case laborious and does not tolerate the discomfort.
    Then it will be useful and interesting.
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  • Accepted Answer

    Thursday, November 26 2015, 01:40 AM - #Permalink
    0
    I believe that making this a part of the claim system would be good. In Ultima Online you could lock something down to your house and control who had access. I think a system similar to that would be the best.
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  • Accepted Answer

    Saturday, May 21 2016, 01:04 PM - #Permalink
    0
    This is really necessary. Just as mentioned in this thread: http://lifeisfeudal.com/discussions/question/guild-vault-lockboxes, there needs to be more control mechanisms over who can access what. If every room to a large stone house had a door, and you could make/copy keys to the locks, then 10 people could have their own bedrooms where only they and the people they give keys to have access. This would help guild and inventory management immensely.
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  • Accepted Answer

    Monday, May 23 2016, 09:58 PM - #Permalink
    0
    This is going to be vital in the MMO. When you have hundreds of people in a guild, your going to need to keep personal things safe. Or if you invite another guild to your castle, it's not really practical to have to move everything into warehouses everytime.
    I don't know how you would implement a key system, maybe you would need to claim the object first then bind a key(s) to it and only those keys will work.
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  • Accepted Answer

    Tuesday, June 28 2016, 10:13 AM - #Permalink
    0
    Yeah, this is about what i am worried about in mmo... New guild member and puff...suddenly all your guild stuff stolen or thrown away.
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  • Accepted Answer

    Wednesday, August 31 2016, 09:34 AM - #Permalink
    0
    No Claim and more Key!! I like it.
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  • Accepted Answer

    Tuesday, October 18 2016, 12:29 PM - #Permalink
    2
    Kodekc wrote:

    -------------------------------------- EN --------------------------------------
    Hello community! I would like to share an idea.
    The system of locks, keys and hacking:

    At the moment, for the ideas I consider points drawer chest, wardrobe and home. I propose to implement a system of locks, keys and hacking (as a Minor skills).

    Lock already in the game and is a metal product can be created by blacksmiths.
    Now it is possible to state power in the house, my idea is to build on this.

    Example: If you have to lock the inventory, you can close the objects mentioned above, while the castle is a consumable item and will disappear after use. Lock close object on one day (real), as well as the calculation is performed with houses.

    To close an object you have to click on the object, right-click -> Authority -> Close lock. Of course it should be able to open the lock, including the guild leader can unlock any objects.

    Add Property Features: protection against hacking, according to the type of protection against damage. Protection against hacking will be equal to the quality of the lock, which locks the object, to break the lock master key need of equal or higher quality. Q100 Lock = Q100 Latchkey lock

    Now I would like to talk about the break system (secondary skill):

    | name = Hacking locks
    | type = Minor skills
    | primary = Agility
    | secondary = Intellect
    | mile_passive = Maximum quality of master keys that can be used effectively. Speed ​​breaking locks.
    | mile_0 = Allows you to break crates
    | mile_30 = Allows you to break chests
    | mile_60 = Allows to crack cases
    | mile_90 = Allows crack house
    | mile_100 = Permanent 5% bonus to luck during application hacking locks. The ability to return the lock to the inventory at the time of breaking (1% chance)

    Now consider the possible interaction in the game, and the positive / negative aspects of the idea:
    1. Closed objects are not easily looted villains, but at the same time, they can be stolen and broken in a safe place
    2. Adds the relevance of many professions. Do you need more locks and at least one attacker.
    3. 60 skill can be given the title - Experienced attacker, 90 - Isskusny cracker and a 100 - breaking Master.
    4. The hour of judgment will not be just settlement plunder and leave. The property will have to take place or to crack on.
    5. Houses - are a means of shelter, both for people and for property. With this idea of ​​closed houses will be more relevant!
    6. Skill can be raised at its facilities, locking them up and breaking
    7. To break the lock, the inventory should always be the master key (manufactured by blacksmiths).

    Sorry for my English :)
    -------------------------------------- RU --------------------------------------
    Привет сообщество! Хотелось бы поделиться идеей.
    Система замков, ключей и взлома:

    На данный момент для идеи я рассматриваю объекты: ящик, сундук, шкаф и дома. Я предлагаю реализовать систему замков, ключей и взлома (как второстепенный навык).

    Замок уже есть в игре и является металлическим изделием, может быть создан кузнецами.
    Сейчас уже есть возможность заявить власть на дома, моя идея будет основываться на этом.

    Пример: Если у вас есть в инвентаре замок, вы можете закрыть объекты указанные выше, при этом замок будет является расходным материалом и исчезнет после использования. Замок закроет объект на один день (реальный), так же, как и осуществляется расчёт с домами.

    Чтоб закрыть объект, нужно нажать на объект правой кнопкой мыши -> Власть -> Закрыть замком. Конечно должна быть возможность отпереть замок, в том числе, лидер гильдии может отпирать любые объекты.

    Добавить объектам характеристику: защита от взлома, по типу защиты от урона. Защита от взлома будет равна качеству замка, который запирает этот объект, чтоб взломать замок потребуется отмычка равного или выше качества. Q100 замок = Q100 отмычка

    Теперь я бы хотел поговорить о системе взлома (вторичный навык):

    | name = Взлом замков
    | type = Второстепенные навыки
    | primary = Ловкость
    | secondary = Интеллект
    | mile_passive = Максимальное качество отмычек, которые могут быть эффективно использованы. Скорость взлома замков.
    | mile_0 = Позволяет взламывать ящики
    | mile_30 = Позволяет взламывать сундуки
    | mile_60 = Позволяет взламывать шкафы
    | mile_90 = Позволяет взламывать дома
    | mile_100 = Постоянный 5% бонус к удаче во время применения взлома замков. Возможность вернуть замок в инвентарь в момент взлома (шанс 1%)

    Теперь рассмотрим возможное взаимодействие в игре и положительные/отрицательные стороны идеи:
    1. Закрытые объекты не будут легко разграблены злодеями, но в тоже время, они могут быть украдены и взломаны в безопасном месте
    2. Добавляет актуальности многим профессиям. Вам потребуется больше замков и как минимум один взломщик.
    3. На 60 навыке может быть выдано звание - Опытный взломщик, на 90 - Исскусный взломщик и на 100 - Мастер взлома.
    4. В судный час нельзя будет просто так разграбить поселение и уйти. Имущество придётся уносить или взламывать на месте.
    5. Дома - являются средством убежища, как для людей, так и для имущества. С данной идеей закрытые дома будут более актуальны!
    6. Навык можно повышать на своих объектах, запирая их и взламывая
    7. Чтоб взломать замок, в инвентаре всегда должна быть отмычка (изготавливается кузнецами).
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