melting or smashing keys
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- Marian
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melting or smashing keys
If you can retrieve iron from coins I think we should be able to recycle keys too. They're about the right size, and there are so many useless ones lying around cluttering up storage buildings, it's always either nobody knows where they go to, or the lock doesn't even exist anymore.
- Sicofonte
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- Chris Johnson
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This was considered when reclaiming of coins was implemented but put on hold. Unique items such as keys or seals lose currently their uniqueness when added to projects - this is one reason why they don't decay - if they were repaired they would no longer fit the lock (or have a seal image/text ) they were designed for.
Since high on ProgD's lists of things to do is to implement resource recovery from projects , potential destruction of unique objects such as keys will not be possible until a means of reversing their destruction exists. This will be after normal resource recovery/ project cancellation has been implemented.
Since high on ProgD's lists of things to do is to implement resource recovery from projects , potential destruction of unique objects such as keys will not be possible until a means of reversing their destruction exists. This will be after normal resource recovery/ project cancellation has been implemented.
- Marian
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- Elros
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- Chris Johnson
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- Elros
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Schme
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That's the thing. People request and then have things implemented just out of what they would like there character to have right now, and don't even consider just playing the game like it's made.
We don't need this at all.
With the exception of you're case, I can't think of anybody who would sacrifice a key.
We don't need this at all.
With the exception of you're case, I can't think of anybody who would sacrifice a key.
"One death is a tragedy, a million is just statistics."
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Joseph Stalin
- Elros
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- Marian
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Well it's not just my case, though obviously that's what gave me the idea. (People in programming must have had the idea too if they had considered it before, for one thing...) Most towns get a collection of useless keys over the years. either cluttering up the storage building or the leader's inventory.
Anyway, I'm pretty sure I already explained this in my post, but it's not really a "sacrifice" if the lock the key goes to doesn't even exist anymore, or if all you know is that it might be able to go to open some unknown building in some unknown town that's probably on the other side of the continent, assuming the lock wasn't replaced 20 years ago after the key was stolen.
Keys are even worse then notes in a lot of ways. Even one of those uneditable note usually has a title that's recognizeable on sight and can be skimmed past even if you're looking at a room with 200 of them, it's not like you're looking at a huge list of numbers and trying to remember which one goes to the storage building and which one needs to be copied so your friend can get into the boat and which ones were those six the pirate dropped a month ago.
But anyway, Chris, since it would take to many major changes to make this anything that's likely to be added anytime soon, would it at least be possible to make them more organized...like instead of just "Key", at a glance you'd see "boat key", "building key", and "vehicle key"? That way it'd be easier to narrow it down to the ones you need, especially if you were in a hurry.
And I guess there's no way to simply destroy them without getting any iron back? I guess they would have to be added to a project for that too, though...
Anyway, I'm pretty sure I already explained this in my post, but it's not really a "sacrifice" if the lock the key goes to doesn't even exist anymore, or if all you know is that it might be able to go to open some unknown building in some unknown town that's probably on the other side of the continent, assuming the lock wasn't replaced 20 years ago after the key was stolen.
Keys are even worse then notes in a lot of ways. Even one of those uneditable note usually has a title that's recognizeable on sight and can be skimmed past even if you're looking at a room with 200 of them, it's not like you're looking at a huge list of numbers and trying to remember which one goes to the storage building and which one needs to be copied so your friend can get into the boat and which ones were those six the pirate dropped a month ago.
But anyway, Chris, since it would take to many major changes to make this anything that's likely to be added anytime soon, would it at least be possible to make them more organized...like instead of just "Key", at a glance you'd see "boat key", "building key", and "vehicle key"? That way it'd be easier to narrow it down to the ones you need, especially if you were in a hurry.
And I guess there's no way to simply destroy them without getting any iron back? I guess they would have to be added to a project for that too, though...
- wichita
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Schme wrote:We don't need this at all.
With the exception of you're case, I can't think of anybody who would sacrifice a key.
You're wrong. There is no point in being forced to keep a key to a lock that no longer exists.
"Y-O-U! It's just two extra letters! Come on, people! This is the internet, not a barn!" --Kid President
- SekoETC
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Yeah, it's not just her case! I bet EVERY town leader out there has keys that don't go anywhere. I've had to change several locks due to copies of the keys getting lost and possibly posing a security threat.
But with the current method, if some petty thief managed to get his hands on a bunch of keys (like I did in Quillanoi, by the way), they could just add them on a stone table and that's it, no need to work on it since it cannot be cancelled. The numbers would be gone, and even though the items were retrieved by ProgD, they would now be useless because they're blank. - Instantenous destruction. It's kinda like burying corpses...put them on projects and they're outta way.
But with the current method, if some petty thief managed to get his hands on a bunch of keys (like I did in Quillanoi, by the way), they could just add them on a stone table and that's it, no need to work on it since it cannot be cancelled. The numbers would be gone, and even though the items were retrieved by ProgD, they would now be useless because they're blank. - Instantenous destruction. It's kinda like burying corpses...put them on projects and they're outta way.
Not-so-sad panda
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Frits
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Drakulya
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Going off of the burying idea, why not implement an item, much like a body, that has the option of being buried? Though, you can add to that item the coding to make it much like a barrel, where you can put things in and take them out. You could implement this into the barrel, then bury things you no longer need. Say, you have a massive surplus of raw meat, or someone died with a million notes, or in this case, lots of keys. Well, you could stash it all into a barrel like object, and then bury it much like a body. To be honest I'm too lazy to see if this has been thought up of before, but I did not see it in this particular thread.
I think this could work though, and I had heard of making bodies open to putting items on them. I believe the idea was to make it able so someone could pay respects of sorts to the dead, like leaving flowers and notes. I believe it was shot down, but if this is implementable, would that not be? I'm just curious, and fairly new to cruising these forums
I think this could work though, and I had heard of making bodies open to putting items on them. I believe the idea was to make it able so someone could pay respects of sorts to the dead, like leaving flowers and notes. I believe it was shot down, but if this is implementable, would that not be? I'm just curious, and fairly new to cruising these forums
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- Sho
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