Quarter locks change, Item bank
Posted: Tue Nov 04, 2014 6:05 am
Personaly I feel the way locks on quarters on this server works is a tad unrealistic. I, with about 10 minutes practice, can pick my own houses door(did this when I forgot my keys inside once
). Now obviously that's just an average lock as opposed to a fancy one, but a general quarter shouldn't be able to have government grade vault locks on their house, in my opinion it's just odd.
Suggestion: lower the max lock DC varying by district.
example: Lower Cordors max is 60, Temple Distrct 70, Upper Cordor/Merchant district 80(numbers could be higher or lower, doesn't really matter too much)
A side affect of this would be making it easier to break into some quarters so that one can steal the items inside, which is arguably more realistic but an annoyance to some players.
To account for this I think there should be an item bank that costs a set amount of money per game month or game year, much like a safe deposit box. This could be set up much like a real world safe deposit box, where the bank has a door leading to another room(or underground) and the room is full of chests(and their accompanying signs) that are labeled by box number. If one possess a key like a quarter key, they can open the chest. If the box is "abandoned" no one can open it until it is purchased and any contents become the new owners. The lock DC on these chests could be high, such as 100-120. The owner of a box should not be visible to normal players on the sign. These could also have a lower item cap, such as 10 items. These would not count as any currently invented property, although there would be a limit to one box per real life player.
For added realism and fun, there could be one or two NPC guards that patrol the map and attack anyone near them* that is inside of a box that does not posses a proper key to whatever box they are in. Naturally these NPCs would be killable as well as very difficult to defeat.
Alternatively, if caught the guard could throw the player out of the city and apply an automatic short exile, such as one that goes away the second hour 0 hits. When caught the guard could say something like "Get out of here you rascal, don't come back until tommorow." High persuade could convince him to let you stay if you pay him X amount of cash. High intimate tries to get him to back down. High bluff/perform could trick him into thinking you actually are authorized to be there. If the persuade, bluff or perform roll fails you get kicked out for the single day, if intimidate fails the guard attacks.
*by near, I mean the range being small enough that a clever player could go in, avoid detection, get the item and leave without being caught. Like this: http://youtu.be/femONiGzYNA?t=5m7s

Suggestion: lower the max lock DC varying by district.
example: Lower Cordors max is 60, Temple Distrct 70, Upper Cordor/Merchant district 80(numbers could be higher or lower, doesn't really matter too much)
A side affect of this would be making it easier to break into some quarters so that one can steal the items inside, which is arguably more realistic but an annoyance to some players.
To account for this I think there should be an item bank that costs a set amount of money per game month or game year, much like a safe deposit box. This could be set up much like a real world safe deposit box, where the bank has a door leading to another room(or underground) and the room is full of chests(and their accompanying signs) that are labeled by box number. If one possess a key like a quarter key, they can open the chest. If the box is "abandoned" no one can open it until it is purchased and any contents become the new owners. The lock DC on these chests could be high, such as 100-120. The owner of a box should not be visible to normal players on the sign. These could also have a lower item cap, such as 10 items. These would not count as any currently invented property, although there would be a limit to one box per real life player.
For added realism and fun, there could be one or two NPC guards that patrol the map and attack anyone near them* that is inside of a box that does not posses a proper key to whatever box they are in. Naturally these NPCs would be killable as well as very difficult to defeat.
Alternatively, if caught the guard could throw the player out of the city and apply an automatic short exile, such as one that goes away the second hour 0 hits. When caught the guard could say something like "Get out of here you rascal, don't come back until tommorow." High persuade could convince him to let you stay if you pay him X amount of cash. High intimate tries to get him to back down. High bluff/perform could trick him into thinking you actually are authorized to be there. If the persuade, bluff or perform roll fails you get kicked out for the single day, if intimidate fails the guard attacks.
*by near, I mean the range being small enough that a clever player could go in, avoid detection, get the item and leave without being caught. Like this: http://youtu.be/femONiGzYNA?t=5m7s