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Lockpicking

-9
I'm a big fan of fighting on games such as this, but I also play on an RP server and understand the importance of a vital balance between both aspects of the game, combat/banditry, and the ability to build in relative peace. I think that being able to lockpick certain lower tier storage units would give players a bit more to do as Bandits on RP or Non RP servers. I'm not too sure on how it would work in terms of how hard it would be to lockpick higher tier storage units, it could also be based on quality of the lockpicks and storage device and could be almost impossible to break into, providing some risk when attempting to.
Comments (7)
  • Accepted Answer

    Saturday, March 26 2016, 01:33 PM - #Permalink
    1
    Should be for judgment hour only. Lockpicking should not be used on gates but we should be used on chests, warehouses, and homes. We make door modules which require a lock and they don't lock crap during judgment hour.
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  • Accepted Answer

    Saturday, March 26 2016, 04:39 PM - #Permalink
    0
    in the mmo, there are no judgement hours
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  • Accepted Answer

    Saturday, March 26 2016, 09:52 PM - #Permalink
    0
    Khan-Bjornsen wrote:

    in the mmo, there are no judgement hours


    Source?
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  • Accepted Answer

    Saturday, March 26 2016, 10:35 PM - #Permalink
    1
    I think they definitely stated that Judgement hour was only a viable solution for the pocket version, the MMO will be more political and based more upon declaring war.
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  • Accepted Answer

    Tuesday, March 29 2016, 05:37 PM - #Permalink
    0
    Q: If there's judgement hour in the MMO, there's no way I'll ever switch over to it. I'm not going to spend weeks (or more) building something and have to babysit it to make sure I don't get raided. And what if you're not able to be online at the time, you get destroyed simply because of your schedule? That's not gameplay to me.

    A: no judgement hour, claim and judgement hour is a YO feature, that cannot be used for the MMO

    Steam 3rd reply
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  • Accepted Answer

    Monday, April 11 2016, 10:19 PM - #Permalink
    0
    I think it would need a lot more than just this. One could look at adding a whole thievery system, with locks being fashionable with different codes by players (or random if left to default) of differing difficulties based on craft level and all that. However, without a much more robust lock system this just becomes a pain that people have to deal with as everyone tries to steal stuff.

    Additionally, there would need to be penalties applied via the reputation system, a ton of coding work, and additional stealth mechanics applied (such as clothing made specifically to reduce visibility, reducing the name view distance, etc.) It's a lot of complex work... and probably not something that really fits within the more massive needs of the game at the moment.

    Still, it might be something cool for adding in eventually, given all the other things falling into place for it.
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  • Accepted Answer

    Monday, April 11 2016, 10:39 PM - #Permalink
    0
    It sounds like a lot of work for a system that would either be pointless or just be obnoxious to players who spend all day crafting. A system for barging into houses during raids would be cool though, seeing as how JH works now you can just open doors to flush out hiding people and it is just a bit underwhelming.

    That being said, I'm still not sure what the whole climbing skill is meant to be, and last I heard it was for scaling walls slowly, something that would suit a thief.
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