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 Post subject: Self-locking doors
PostPosted: Sat Sep 24, 2016 4:29 pm 
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Joined: Wed Jun 03, 2015 4:49 pm
Posts: 229
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.


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 Post subject: Re: Self-locking doors
PostPosted: Sun Sep 25, 2016 4:16 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
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.


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 Post subject: Re: Self-locking doors
PostPosted: Sun Sep 25, 2016 7:16 am 
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Joined: Wed Jan 14, 2015 12:26 am
Posts: 423
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.


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 Post subject: Re: Self-locking doors
PostPosted: Sun Sep 25, 2016 7:24 am 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
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.


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 Post subject: Re: Self-locking doors
PostPosted: Sun Sep 25, 2016 7:49 am 
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Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
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.


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 Post subject: Re: Self-locking doors
PostPosted: Sun Sep 25, 2016 8:34 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
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.


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 Post subject: Re: Self-locking doors
PostPosted: Sun Sep 25, 2016 9:06 am 
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Joined: Tue Aug 12, 2008 10:23 am
Posts: 1009
Location: Gulf Breeze
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.


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 Post subject: Re: Self-locking doors
PostPosted: Sun Sep 25, 2016 9:59 am 
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Joined: Wed Jan 14, 2015 12:26 am
Posts: 423
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.


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 Post subject: Re: Self-locking doors
PostPosted: Sun Sep 25, 2016 12:36 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Alright, I'll concede that then.


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 Post subject: Re: Self-locking doors
PostPosted: Tue Sep 27, 2016 9:10 am 
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Joined: Mon Apr 18, 2005 11:29 am
Posts: 753
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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