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Re: Suggestions for thing

Posted: Sun Apr 16, 2006 8:36 am
by martin
falco1029 wrote:hah, where's your experience now!? :D
Well, in fact I was the one implementing this time thing. I forgot about it already, sorry.

However, if you're an inexperienced lua-scripter that'd be a hard thing to do anyway.

Martin

Re: Suggestions for thing

Posted: Sun Apr 16, 2006 9:09 am
by falco1029
martin wrote:
falco1029 wrote:hah, where's your experience now!? :D
Well, in fact I was the one implementing this time thing. I forgot about it already, sorry.

However, if you're an inexperienced lua-scripter that'd be a hard thing to do anyway.

Martin
you know i was joking, no need to point out my inexperience, you're mean :(

Posted: Sun Apr 16, 2006 5:48 pm
by Moirear Sian
Nothing wrong with inexperience.

Speaking of which, that reminds me of something else.

I think lockpicking as a skill should not be consistent with other skills; you shouldn't be able to pick it up just by trying to pick any lock without having the skill in advance. From a realistic point of view, you could only pick a very simple lock without knowledge paired with the skill - a locksmith or experienced lockpicker would have to give some pointers for someone else to pick a complicated lock. Considering this, it might be worth a thought of differentiating between "simple locks" and "complex locks". Simple locks don't require skill, complex do; furthermore, you couldn't acquire the skill by just attempting to pick a lock. Perhaps exclusively by being taught, or by reading a book...?

Posted: Sun Apr 16, 2006 5:52 pm
by falco1029
Moirear Sian wrote:Nothing wrong with inexperience.

Speaking of which, that reminds me of something else.

I think lockpicking as a skill should not be consistent with other skills; you shouldn't be able to pick it up just by trying to pick any lock without having the skill in advance. From a realistic point of view, you could only pick a very simple lock without knowledge paired with the skill - a locksmith or experienced lockpicker would have to give some pointers for someone else to pick a complicated lock. Considering this, it might be worth a thought of differentiating between "simple locks" and "complex locks". Simple locks don't require skill, complex do; furthermore, you couldn't acquire the skill by just attempting to pick a lock. Perhaps exclusively by being taught, or by reading a book...?
First of all, until someone decides to make doors have stronger or weaker locks (which would only be done cus lockpicking's done, oh the irony) that isnt going to work. And think about it, you can pick up a lockpick and if youve even heard what they are before and have decent attributes, you'd figure it out, albeit wouldnt be very good. if you can get the lockpick, one would assume you knew what it was you were getting and have an idea how it works.

Posted: Sun Apr 16, 2006 5:54 pm
by Moirear Sian
Not really.

Also, a simple lock is truly so simple you could probably pick it with, say, a dagger; while a complex lock can't be mastered without the proper tools.

Posted: Mon Apr 17, 2006 9:49 pm
by falco1029
Well you can go on thinking that

And locks didnt get that complex in medieval times, most of them had maybe 2 tumblers, 3 if it was something important, so.....

Posted: Tue Apr 18, 2006 11:59 am
by Moirear Sian
Sure, but Illarion is not a simulation for Medieval real world; and you may want to consider thinking this through a bit more before anybody and their brother becomes a lockpicker.

Posted: Tue Apr 18, 2006 12:00 pm
by Aristeaus
Hi Sian, long time ol bean

And as the man says, if you implement such skills, what would be the point in Jails or locked doors.. Mmm none.

At times there are certain areas you should not be able to access.

Posted: Tue Apr 18, 2006 1:14 pm
by Keikan Hiru
There shouldn't be a problem to give the door the flag "unpickable".
Such doors will never be able to be opened without the right key, and trying to pick them will not yield any skill gain.

Also before trying to "simulate" real lockpicking from medival times, never forget that there may be some "magical enhanced" locks.
I aswell heard, that dwarven are incredibly creative when it comes to finding way to store thier "shinies" safely.
So don't fall to belive that all looks are of simple structure.
;)

Posted: Tue Apr 18, 2006 1:41 pm
by Samantha Meryadeles
I aswell heard, that dwarven are incredibly creative when it comes to finding way to store thier "shinies" safely.
They also like traps that cut the thiefs hands off if he tries to pick the lock :P

Posted: Tue Apr 18, 2006 10:52 pm
by falco1029
Whatever, no one's contacted nitram and asked him to give me the key script anyway, ive been asking him if i should redo my static quest to use the new functions but he said that for soem reason i cant while he's fixing bugs (wtf?). Again, i dont care much about this anymore. Not to mention the fact that my self esteem was severely crushed when nitram bitched to me about my lockpicking script and its inefficiency, so im probably only going to do small things until I get better, like static quests and the like.

Posted: Tue Apr 18, 2006 11:32 pm
by Llama
Don't give up man...

PS: How about hitting doors until they are forced open?

Posted: Tue Apr 18, 2006 11:46 pm
by falco1029
its been suggested

Posted: Wed Apr 19, 2006 1:01 pm
by Miklorius
The problem is that you cant really do something if you lockpick a door yet. There is nothing to steal ingame etc. The only thing is you could write something on the RPG forum, but that's not too great.

Posted: Wed Apr 19, 2006 1:10 pm
by Adano Eles
Maybe if rotting could be disabled in player owned houses so rich characters can display their uber-wealth by stuffing their house with luxury items, which then can be stolen if they were too stingy to invest into an appropiate lock.

Posted: Wed Apr 19, 2006 1:20 pm
by Keikan Hiru
Adano Eles wrote:Maybe if rotting could be disabled in player owned houses so rich characters can display their uber-wealth by stuffing their house with luxury items, which then can be stolen if they were too stingy to invest into an appropiate lock.
Oh please no !
Tibia does exactly this and have you ever looked what a dump the player made of thier owned houses?

Posted: Wed Apr 19, 2006 1:21 pm
by Miklorius
Adano Eles wrote:Maybe if rotting could be disabled in player owned houses so rich characters can display their uber-wealth by stuffing their house with luxury items, which then can be stolen if they were too stingy to invest into an appropiate lock.
Why should I store my things then in a location where it could be robbed and I only have access at location (in contrary to the normal depots)?

Posted: Wed Apr 19, 2006 1:24 pm
by Adano Eles
But there's no real need for a lockpicking system if all it allows you is to walk in and out of other peoples houses. It won't help thieves as items are stored safe in the depots anyway. It might help assassins to reach their targets but that's more the exception to the rule.

Posted: Wed Apr 19, 2006 1:26 pm
by Keikan Hiru
Miklorius wrote:Why should I store my things then in a location where it could be robbed and I only have access at location (in contrary to the normal depots)?
Because sooner or later these Depots will lose thier magical link, I've seen experiments about this.
And because I belive that sooner or later there will be shared-depots, placed inside a house, where everyone has access to, with the right key of course.
(Now look what a valueable target this is for a thief! Oh, I'm so clever :) )

Posted: Wed Apr 19, 2006 1:27 pm
by Miklorius
Exactly! There is no need for a lock picking system now!

Posted: Wed Apr 19, 2006 1:30 pm
by Adano Eles
How will common and shared depots be mixed? Will players get shared depots in their houses while common ones be limited to one per town?

Posted: Wed Apr 19, 2006 1:36 pm
by Miklorius
Mmhhh... the removal of linked "Resident Evil"-style depots has to be balanced very, very well!
It woul be totally massive crap if all my great things are only accessible from one single depot in e.g. Troll's Bane. I don't want to store the same things all over the world!

Posted: Wed Apr 19, 2006 1:45 pm
by Keikan Hiru
How could this be "balanced" ? Using this word made me laugh.

As if I could put my lunchbox for work in my refrigerator at home and just be able to open the refrigerator at work only to find the very same lunchbox, I left home, safely stored here.

Otherwise, I just wanted to give an example how and when a lockpicking system can come in handy, nothing else.
There is nothing decided about depots and such, at least I am not aware of anything.

Posted: Wed Apr 19, 2006 2:42 pm
by Miklorius
It is a question of usability. Sure, it isnt realistic, but who cares?
And at hand with lockpicking is the discussion with thiefing!

Posted: Wed Apr 19, 2006 3:19 pm
by Enwell van Illdoran
don forget.. its illa, so its MAGIC

Posted: Thu Apr 20, 2006 3:01 am
by falco1029
Its very simple, have BOTh linked and nonlinked depots, but the linked ones will be very limited in space. Sheesh it's simple enough.

Posted: Thu Apr 20, 2006 3:16 am
by Poots
yeah, but it's like the houses: everyone wants one, we get a million depots that arn't used because the person quit, and it would be hard to tell them apart yada yada.

keep trying falco, don't give up

Posted: Thu Apr 20, 2006 3:48 am
by falco1029
um i meant that the linked depots would function like the current ones do, while unlinked ones are also shared (when unlocked ;)), so....