Why not have a shop where you can pay a small fee to have lockboxes open. Sometimes players arent online or do not respond, this would give players a chance to have them opened.
Lockbox idea
A skill forged non rare pick lock item would be cooler, maybe cap the prof at 35%?
Nothing worse then not having your lockboxes opened, then forgetting about them in your backpack.
We are playing with the idea of having a lockpick (single use) item put into one of the shops in the new Ofcol city. Current idea of it is around a 1/5 chance of success, and it breaks upon use. So you would have to purchase multiple. Also toying with them working on doors as well, not just lockboxes.
Yes please to them working on doors.
Alternatively, you could give non-rogues a 'request'-like system so they can muscle/pray/magic it open. They'll get it open, just a bigger pain than a rogue's work.
57 minutes ago, Celerity said:
Alternatively, you could give non-rogues a 'request'-like system so they can muscle/pray/magic it open. They'll get it open, just a bigger pain than a rogue's work.
Like a bash chest system, where you try to "ram" the door down with your weapon but end up damaging the weapon in the process? Rare only, for even great hilarity.
Tonedeaf the Fire Giant warrior need to open a door. He uses the smash door command. Proceeds to try to break it open with it's bone cane. On the third attempt the cane breaks. Tonedeaf howls in frustration and rummages his sack. Find a Blackwatch sword, tries to use it, but the prompt says it needs to be a rare weapon. He wields his trusted Solar mace and breaks the door down in the first attempt. Johny, the feral ninja suddenly strangles him and assassinates with a full study.
On 01/02/2017 at 3:40 AM, Zoichan said:
We are playing with the idea of having a lockpick (single use) item put into one of the shops in the new Ofcol city. Current idea of it is around a 1/5 chance of success, and it breaks upon use. So you would have to purchase multiple. Also toying with them working on doors as well, not just lockboxes.
Doors to please, but make it only easy and medium locks. Chance % based on (Int + Wis + Dex + Lck) / 4 . That means Elf/Drow/Gnome get 23% chance, but dumb giants get like 15% :dwarf:
Right, alternative, but less effective ways of doing the same thing. FL's environment is such that any one single character needs to be able to face every challenge in the game in some way. It is just a matter of how and at what cost.
Communers pray it open at a variable request-like drain that might fail or have the box taken by the deity. Melees might bash it and break their tool/box/themselves in the process. Mages might force it open with magic, but they might transmute/dissolve the contents, take forever in trying to 'knock' it open, or even trigger an apocalyptic anti-magic rune on the box. Boxes can always have 'nice' surprises to mess with those who aren't used to tamper-proof devices like rogues.
Could always give it to the dart game storm giant to help you open it. Just throw some darts!
Definitively apocalyptic in your face type of magic fail feedback for casters. Caster suck at HP regen, having the open thing be very fast for them but getting to sleep because their HP was damaged on fail is similar to having it take more time but not damaging HP.
You recall that old key in Mahn-Thor, the shatering key that was traped with a sharpmetal spell? That was amazing. I think we all died like 2-3 times to that trap. :scared: