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Self-locking doors
https://shatteredkingdoms.org/forums/viewtopic.php?f=22&t=26148
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Author:  Dubzilla [ Sat Sep 24, 2016 4:29 pm ]
Post subject:  Self-locking doors

If it's not unfair to ask this of the IMMs, do the doors of the Iron Citadel close and lock themselves automatically after a period of time? As it seems to be, -MOST- of the doors in this game close and relock themselves over a period of time. I'd like this clarification please.

Author:  Edoras [ Sun Sep 25, 2016 4:16 am ]
Post subject:  Re: Self-locking doors

I've noticed that all direction-based doors lock themselves every major tick of the area, whereas named exits don't seem to always lock, and perhaps have to be scripted or otherwise set to lock every major tick as opposed to it being a default.

Older players may remember how the ToM would stay open until the reboot if someone had unlocked it in the past few days, or how the old Tower of the Rose would stay unlocked after being unlocked for the reboot. Currently, while not locked, the tower near the Taslamaran stones and Morea Castle's named exits also start out closed at reboots and never reset.

Contrast this to the outer planes portals which are scripted to lock every tick.

To my knowledge, there's only one named exit in the entire IC "area", which is actually outside of the citadel itself and within a newer area. This seems to be the door that was described in ardith's ruling.

Author:  Thuban [ Sun Sep 25, 2016 7:16 am ]
Post subject:  Re: Self-locking doors

Edoras is correct. Some doors work like the entrance to Morea Castle and stay open until someone manually shuts them or until a reboot happens.

The door guarded by the iron colossus was that way, but has since been changed in response to this. Furthermore, the colossus's key now crumbles after a few hours, also in response to this. The spot was originally set up to allow for easy return access. I was not anticipating that a player would use one character to help defeat the iron colossus then go back with another character later, before a reboot, to claim the loot with a second character. Dulrik was pretty insistent that I change it, so I did.

The brass lamp was also used in this incident. Seeing as how that makes two rules violation incidents it has been used in this year, it has also been removed.

Author:  ObjectivistActivist [ Sun Sep 25, 2016 7:24 am ]
Post subject:  Re: Self-locking doors

Thuban wrote:

The brass lamp was also used in this incident. Seeing as how that makes two rules violation incidents it has been used in this year, it has also been removed.


I don't know about the rest of all of this, but this is bad.

Author:  TheX [ Sun Sep 25, 2016 7:49 am ]
Post subject:  Re: Self-locking doors

ObjectivistActivist wrote:
Thuban wrote:

The brass lamp was also used in this incident. Seeing as how that makes two rules violation incidents it has been used in this year, it has also been removed.


I don't know about the rest of all of this, but this is bad.


Agreed, bad.

Author:  Edoras [ Sun Sep 25, 2016 8:34 am ]
Post subject:  Re: Self-locking doors

Removing the brass lamp was totally unnecessary. There were a precious few ways that item could be used to reduce the otherwise awful grind of multiple end-game areas, and it gave a proper use to some of the now much less useful end-game items. I don't see the point of changing the lamp with this as any sort of justification given that the lamp had absolutely nothing at all to do with the offense in question except merely existing in the same log.

Removing the lamp in response to this event is like removing bash just because someone harassed another character while playing a character that could bash.

Also, you should also change the area that the lamp was used to bypass, which is a null-magic flight only sector. In case you aren't aware, that means the area is now impossible to reach as a centaur.

Author:  jreid_1985 [ Sun Sep 25, 2016 9:06 am ]
Post subject:  Re: Self-locking doors

Removing the lamp was absolutely the best choice. I approve and think that it will improve gaming experience. Id like to personally thank thuban for his hard work and solid decisions regardless of player opposition.

Author:  Thuban [ Sun Sep 25, 2016 9:59 am ]
Post subject:  Re: Self-locking doors

Edoras wrote:
Also, you should also change the area that the lamp was used to bypass, which is a null-magic flight only sector. In case you aren't aware, that means the area is now impossible to reach as a centaur.

This is simply not factually accurate. There are multiple ways to get a centaur out there, none of which even require any shenanigans like dying and getting resurrected there. You can even get a centaur MR barbarian there. There are a lot of items and elements of the Outer Planes that you do not know about. Neither do a lot other players (in some cases, none). You and many others are perfectly capable of discovering them, and you could almost certainly find a way to land a centaur at the destination in question if you care to try. I guarantee you it can be done.

Author:  Edoras [ Sun Sep 25, 2016 12:36 pm ]
Post subject:  Re: Self-locking doors

Alright, I'll concede that then.

Author:  Travorn [ Tue Sep 27, 2016 9:10 am ]
Post subject:  Re: Self-locking doors

Having not one clue as to what the brass lamp is, does or how it might be abused, I can honestly say that it has no impact on me. That is all.

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