Author Topic: Lock picking  (Read 3906 times)

QuantumG

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Lock picking
« on: November 24, 2004, 05:14:13 am »
It\'s interesting to note that CB will have lockable objects which are pickable but it will not have pickpocketing.  The original idea was that chests would only be openable by picking.  I thought that was pretty strange, so I implemented keys.  Now players could conceivably buy a lockable chest and put all their stuff in it.  Someone could pick the lock on that chest and take all their stuff.  It\'s strange that we consider this ok but we don\'t consider pickpocketing ok.  It\'s kinda like we\'re saying that the player\'s inventory is sacred but anything in the world is up for grabs.  It\'s possible that all chests we sell in the game will have pick skill values set at 110%.  Then no player could ever pick the lock of a chest.  Of course, what\'s to stop someone from taking the whole chest?  We could have it so that no player can pick up an object that is \"owned\" by another player.  So if you throw your sword on the ground no-one can pick it up unless you specifical religuish ownership with some command.  As we recently made it so objects tossed on the ground disappear after about 3 hours we might as well just give players the ability to destroy objects straight from their inventory and remove the ability to drop objects.  Of course, by that point we\'ve no use for chests cause no-one can pick up anyone else\'s stuff anyway and the chests will disappear shortly after they are dropped anyway.

All in all, we don\'t have much of a policy on ownership.  Players own things, but if they drop them they disappear after 3 hours and we really don\'t know if we want to allow other players to pick up dropped items or not.  If someone locks something up in a chest they\'re definitely saying that they don\'t want others to have it, but are we going to honor every request of a player or not?  It\'s all up in the air.

Moogie

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« Reply #1 on: November 24, 2004, 01:44:35 pm »
My thoughts in this post vary as you read each paragraph... I didn\'t have a set direction with this, so sorry, but you\'ll have to read the whole thing to understand why I wrote it. :P


Perhaps another direction on this idea would be allowing Player Inventories to be pickable, whilst Chests act as the sacred safe-haven for people\'s valuable items?

Chests would be non-degradable, but come in a variety of sizes. New players wouldn\'t need to spend much to buy a little lockable purse for their money (a limited amount), which would stay in their inventory, but be unpickable. Old players might need an entire room of storage space, and would buy it as an addition to his house, if he has one.

Alternatively, players could use their pack-animals as chest-like storage. But if the animal dies, perhaps everything is dropped, free to be looted... (by anyone? Or just the owner?)

The bigger the chest, the heavier it would be to carry. And of course, you can\'t just leave it lying around on the floor. So perhaps an early approach to solving this problem could be to use the \"magic\" excuse. ;) Chests that are summoned, used, and then disappear again untill they are needed by the player.

In the future, perhaps more grades of player housing might be considered, such as little slum houses made of sticks and hay, for the poorer players to keep their chests. I don\'t really like this idea, to be honest...

Reading back on this post, I can\'t help but think there should be no safe-haven storage. I do find it extremely unfair and frustrating, as do most other people, when something very valuable and costly is pilfered straight from my pocket in various games that allow this ability. The worst part of it is not knowing who was the culprit, especially in a crowd.

Thus if there were to be no safe-haven storage at all, pickpocketing should require high skill and alot of luck. The amount taken, and what taken, should be random- and have a % chance decreasing with increases in the potentially stolen item\'s value (So with a player\'s inventory full of sticks, and one Uber-Axe-of-Doom, you\'re far more likely to get a stick. Every time. Going for the axe would be too noticable to succeed unless you\'re married to Lady Luck and found 9 four-leaf clovers this morning).

But pickpocketing is a gamble, with some chance of success, so it will be quite popular. So aswell as failing the pick, you might do a rather terrible job of withdrawing your hand unnoticed, and the player would realise you\'re up to no good (name turns Red, or something). Your PK would be turned on temporarily, and you\'ll have to flee or potentially be sent to the Death Realm by the very angry victim.

As an addition to this, stolen items could have a flag in the DB to say who was the original owner of the item. If the thief is killed, someone could try to loot his body. If he has any items in his inventory which were stolen from you specifically, you can take them back. Nobody else can do that for you, however, to prevent obvious abuse. And if the thief managed to get away long enough to deposit your item in his chest/house... tough luck, unless you take the fight to his door.

With that said, I think too many games these days pander to players\' needs for keeping their loot safe, to the point of hardcoding it into their program that loot cannot at all be stolen. This is wrong... it removes a massive aspect of roleplaying and renders the \"thief\" class in most games completely useless as anything other than an assasin. Like I said, I understand how frustrating being looted is, and hope it will never ever happen to me ingame. But fair do\'s if it does- that\'s life, and that\'s good roleplay. Maybe I\'ll hire the Mercenary Guild to track down the thief and take back what I own... :)


Just some extra thoughts for people to mull over. :) I vote \"randomly pickable\" by the way, as it best sums up the mess I\'ve written in this post. :P

seperot

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« Reply #2 on: November 24, 2004, 01:59:48 pm »
i would say that a idea would be to sell differnt levels of chest at price ranges

say like a cheap chest would be easy to break into then the most pricey would need a near god like lock picker to open it.

and if a player drops it tough crap if it gets stolen its there fault for being so careless :)

Icefalcon

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« Reply #3 on: November 24, 2004, 07:18:35 pm »
Hmm, I think most locks should be pickable, but have different levels as Seperot said. In fact, I wouldn\'t mind having a certain lock unpickable. This would be a very rare/expensive lock.

If you lock something in a chest, you should be able to hide the chest to reduce the chance of it being stolen/picked. I also think there should be chests that cannot be moved, that are bolted to the floor. You could put these chests, or the movable ones, in your house to prevent them from being stolen. This brings up another question. Should house doors be pickable? My opinion is that house doors should not be pickable, so you can have an absolutely sure place to store your items safely.

If someone simply drops an item, anyone should be able to pick it up.

Jagean

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« Reply #4 on: November 25, 2004, 09:30:41 pm »
Why not have a local bank, that can\'t be robbed, hold all you valuable items. The items have to be over a certian overall value to be in the bank, like you can\'t just store 1 ruby crystal. the bank can store almost anything that is not alive, and with no limit of storage time or heigth of value.

Example: I would like to store 3 ruby crystals.
I\'m sorry the lowest amount storable is 10 ruby crystals.

I would like to store 1 Uber-Axe-of-Doom.
Ok, let my take care of that for you.


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Moogie

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« Reply #5 on: November 26, 2004, 12:48:35 am »
Quote
Why not have a local bank, that can\'t be robbed, hold all you valuable items. The items have to be over a certian overall value to be in the bank, like you can\'t just store 1 ruby crystal. the bank can store almost anything that is not alive, and with no limit of storage time or heigth of value.

Example: I would like to store 3 ruby crystals.
I\'m sorry the lowest amount storable is 10 ruby crystals.

I would like to store 1 Uber-Axe-of-Doom.
Ok, let my take care of that for you.


This is a good idea. This could mean that other chests, inventories, and indeed even houses could be robbed. It also means that most robbers would end up stealing a few mediocre items from careful players who don\'t leave valuables on their person or property. Yet some people might, so there is still a chance of grabbing something worthwhile during the heist.

QuantumG

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Banks? what is this?
« Reply #6 on: November 26, 2004, 06:29:30 am »
Some how I can\'t imagine Gandalf the Gray going to a bank.  Even if this were remotely believable, banks store money, not items.  The benefit of having a bank to store money is that it can be loaned out and therefore stimulate the economy.

Moogie

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« Reply #7 on: November 26, 2004, 05:16:01 pm »
Warehouses then. There\'s already a fair few places one of these could be set up. ;)

Diamondcite

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« Reply #8 on: November 27, 2004, 03:03:35 am »
I voted not pickable, can I change my vote to pickable?

The bank is a good idea, but I think they should have limited space, so that a players most treasured item can be placed in it, like an actual banks safety deposit box. Anyone is free to store what they want in that place.

Chests use will be encouraged as a result, not only for more storage space, but also allow for players to bring a little more and store them close by rather then walking for ages to get back to the bank they deposited their item in.
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Myrtl

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« Reply #9 on: November 27, 2004, 06:03:03 am »
I hope that chest will be able to be to be picked only once by every person. So everyone gets a chance to pick the chest but they can only do it once each chest.  There should also be random items in the chest like so...;

Silk shirt: 10%
20 tri:70%
book of the gods: 10%
Ring of terror: 5%

you get the picture
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Jagean

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« Reply #10 on: November 27, 2004, 09:27:47 pm »
Banks can store items, ever heard of safety deposit boxes. Although they can only store a small amount of items, banks can hold millions in money.
« Last Edit: November 28, 2004, 03:13:00 am by Jagean »


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Moogie

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« Reply #11 on: November 27, 2004, 09:42:07 pm »
Jagean: You know little of PS it seems. :) The currency in Yliakum is called Tria, and is money, not the crystals you find spawning in the MB tech-demo.

Jagean

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« Reply #12 on: November 28, 2004, 03:14:53 am »
I heard of PS last month. I am a newbie. lol


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Diamondcite

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« Reply #13 on: November 29, 2004, 06:36:51 am »
Well if you\'ll have a bank store the money how about making a down side? :D
The bank can only hold a certain amount of widthdrawable money each game day, so if someone withdraws say... all 1000 from the bank then the players will have to wait for the next day when the bank gets more funds, this will make it so that banks are a safe place to store money, but it will discourgage people from placing every last cent into the bank. The gm/devs are free to set a width limit per character/day if they want as they may work too.
As for the safety deposit box... I thought that was what my limited space statement meant...
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snow_RAveN

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« Reply #14 on: December 02, 2004, 02:01:18 pm »
i can hear the crys of the disgruntled players on the pickable chest issue. Whine they will about how long it took them to get that item.

i really dont want to see the message boards/text channels overflowing with that rubbish.

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Originally posted by Jagean
I heard of PS last month. I am a newbie. lol


newbies, midbies or oldbies are relative.

so as compared to Gromo the Grizzled Ancient who has been here though thick and thin for 4+ years, you my friend are a newbie.
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