Trenix Posted June 6, 2015 Share Posted June 6, 2015 (This suggestion is intended for wilderness mode.)How to Obtain a Friend To make someone your friend in-game, you would have to hold petals, place it over the player and right click. The item would be consumed and the player would be treated as friend. But be warned, just because you became the player's friend, doesn't mean that they've made you their friend.Benefits of Having a FriendWhen someone is your friend, they will not be able to be attacked with the 'f' button and would be allowed to go into your chests and ice boxes. They will also be able to see your traps and won't activate them when walked over. Your friend will also be able to see you on the map and what you reveal, they will also have revealed on their map. Once you die your friends will become enemies again. How to Make a Friend into a Enemy If PvP is on, you can make a friend back into an enemy with a force attack by pressing f + ctrl. Otherwise you can hold ashes, place it over the player and right click. Anyone who isn't your friend, is an enemy.Benefits of Having an Enemy They can be attacked with the 'f' button and cannot enter your chests or ice boxes. If they attempt it, their character will say that it's locked. Enemies also will not see your traps and will set them off and take damage if they walk over them. Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/ Share on other sites More sharing options...
Visuaalifx Posted June 8, 2015 Share Posted June 8, 2015 Gate, Chest security would fail idea of PVP Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/#findComment-645154 Share on other sites More sharing options...
Dave0522 Posted June 8, 2015 Share Posted June 8, 2015 Friends list, security and gates already exist in mod form. You could get them to work for pvp with a little tweaking. Make it register the people in the same area around you as the owners? Those owners would then share the same indicator color or an icon on the indicator? You could drop the friends list and use the indicators with security feature. Gates could work in the same way...only opening for those with the indicator. Consolidate the ideas into one feature using the indicator to determine who can open and close things. Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/#findComment-645216 Share on other sites More sharing options...
werlpolf Posted June 8, 2015 Share Posted June 8, 2015 Friends List You should be able to add and remove people from your friends list. People who are on your friends list will always be shown on your direction indicator if you're playing the same server. What I really appreciate in DST is, that there is no abstract and automatic mechanism, which works behind the scenery and influence the gameplay alot. This friend list would be such abstract structure. It would be much funnier to give your friends the key. Everyone can craft locks and their corresponding keys. Locks can be attached on structures and backpacks. To use the protected item you need the right key. Keys can be grouped as one item as a key group. Accessing the key group and removing or adding keys from it, you can do it for example, like using the gesture wheel. A lock would have a unix-filesystem-like-granting-system: 1 owner, everyone who has a key, everyone who has not a key. Only the owner can remove locks and structures can only be upgraded with a lock by the creator of that structure. Only the people with key can use or destroy the structure. Everyone else need first to hammer the lock itself until it get destroyed and then they can use the structure / backpack or destroy it, too. Even lockpicking could be possible! I know, many experienced people would say now: "Play with friends!!". Yes, with friends we don't need locks, but its also nice and very interesting playing with people you usually don't know and not always have my friends time to play, when I ve time. Therefore, since we have the internet, playing Don't Starve around the globe is a funny experience The reason for locking is, that playing in a neutral territory like public server, you should not restrict yourself being the 'explorer' and 'scavanger' by having no base (with Wigfried quite impossible). But if you have a base, someone can easily destroy, haunt or burn it and the reason is very often just for fun or because you made revenge on him XD. Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/#findComment-645251 Share on other sites More sharing options...
SaberYourNeighbour Posted June 8, 2015 Share Posted June 8, 2015 How the lock should be made:-3 gold-1 cut stone-1 gear-variable (something to make your lock unique and recognizable. For example grass x 1, you would have a 'grass-lock')Anyone with a 'grass-key' can open the 'grass-lock'. Therefore it would suggest that your variable would be something weird and obscure like a gnome.How the key should be made-1 gold-1 flint-1 nightmare fuel-corresponding variable to the lock (in this case grass x 1)I do not think it should be possible to destroy a lock with a hammer. However, if you somehow guess and craft a key with the same variable as the lock, then you can lockpick and steal:You find a random lock ('beefalo wool-lock'), and you happen to craft a key with beefalo wool as its variable, you will then be able to open and close the lock at your will as long as you have the key equipped. Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/#findComment-645264 Share on other sites More sharing options...
werlpolf Posted June 8, 2015 Share Posted June 8, 2015 How the lock should be made:-3 gold-1 cut stone-1 gear-variable (something to make your lock unique and recognizable. For example grass x 1, you would have a 'grass-lock')Anyone with a 'grass-key' can open the 'grass-lock'. Therefore it would suggest that your variable would be something weird and obscure like a gnome.How the key should be made-1 gold-1 flint-1 nightmare fuel-corresponding variable to the lock (in this case grass x 1)I do not think it should be possible to destroy a lock with a hammer. However, if you somehow guess and craft a key with the same variable as the lock, then you can lockpick and steal:You find a random lock ('beefalo wool-lock'), and you happen to craft a key with beefalo wool as its variable, you will then be able to open and close the lock at your will as long as you have the key equipped. The idea with a variable item is nice. Originally, I thought you craft just a lock and and behind the lock is a random number between 0-100. This would be like a coordinate system 10x10 and the thief can craft a lockpicker and can use it on locks by guessing 2 numbers between 0-10. Every guessing would give a sound or hint in which direction the 'right' number is. The lockpicker would ve around 10 or 20 usages. If the lock should be craftable with gear, then these gears need to be renewable!!!, since you would need for every structure a lock. A good combination between your idea and mine would be the following. You cannot only extend the strutures with a lock, but also the locks itself! So you can put an item to that lock, like a nightmare fuel and that lock can be opened only by the same key (X,Y value same), which was also extended with an nightmare fuel! You would therefore increase the security or difficulty to craft such keys or break or open the lock. Using lockpicker on such locks, will consume such corresponding item from the thiefs inventory (nightmare-lock = 1 usage cost nightmare fuel or you cannot lockpick it). Which item is attached on that lock should be visible at the lock. The lock itself should be visible at the structure, it is attached to. Hammering locks must be possible. What, if the owner lose the information about how to construct the key for his locks? What if the owner is not anymore online/dead/banned, ....? And realistically you can break locks - its not like there are unbreakable. And it makes more fun...... I also don't want to change other people minds, they should still be able todo what they like todo, but stealing, looting and so on, is in DST toooooo easy. Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/#findComment-645287 Share on other sites More sharing options...
SaberYourNeighbour Posted June 8, 2015 Share Posted June 8, 2015 True, hammers are needed. But i'd rather have ___-locks with ___-keys corresponding rather than lock picks (cuz im alittle confused about them). As long as the key's and lock's variable match, they can work together. If not they can be destroyed by a golden hammer (hammer recipe + 2 gold, alchemy) because regular hammer would allow noobies to break through toooo easily which is not cool. It should take a slightly experienced player to make a golden hammer rather then a griefer who joins, breaks the lock, steals, and leaves. The golden hammer shows a bit more dedication to the server/game and thus would reduce the amount of griefers and increase the fun and joy in one's server/game.Edit: the hammer doesn't make the lock feel safe and secure. I feel like it should take 5 uses of a golden hammer to destroy the lock, and each use with the golden hammer costs 25 hunger. This would show that you have to be willing to lose quite a bit of hunger to open this lock which therefore provides safety for the players.Edit Again...: If you have 24 hunger or lower (24, 23, 18, 11, 7, 3, 0, etc), your character will NOT hammer anything and instead will say 'im too hungry to do that right now' or something along those lines.If you have 25+ hunger (25, 33, 75, 120, etc) then you WILL be able to use the hammer. Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/#findComment-645310 Share on other sites More sharing options...
werlpolf Posted June 9, 2015 Share Posted June 9, 2015 True, hammers are needed. But i'd rather have ___-locks with ___-keys corresponding rather than lock picks (cuz im alittle confused about them) lockpicks are for thiefs and griefers, keys are for owners and friends. Edit: the hammer doesn't make the lock feel safe and secure. playing DST should not make you feel safe at all and don't want to make it boring. I thought about to destroy a lock you need to hammer it around 100 times. This takes time (time in DST is important) and the owner can maybe come at the right time back to protect his base. instead of hammering the griefer can use lockpicks to not break the locks, but to open them in a faster, but more expensive way. Edit Again...: If you have 24 hunger or lower (24, 23, 18, 11, 7, 3, 0, etc), your character will NOT hammer anything and instead will say 'im too hungry to do that right now' or something along those lines. This would be overkill. First you need time to gather the resources, then to craft that golden hammer and then using it will cause immense of hunger, only to open a chest with 3 berries. No maybe a golden hammer can be introduced and have higher destruction then the original hammer, but the original hammer should also be used to be able to break locks, just take a long time (half day). Griefers cannot be completely removed from DST like also not the normal players. Provide both groups options to be able to live with eachother and both will live/play better. Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/#findComment-645623 Share on other sites More sharing options...
SaberYourNeighbour Posted June 9, 2015 Share Posted June 9, 2015 Hammers takes half day - Check Locks n Keys with corresponding variable - Check Lock-picks - how do they work? How do you craft it? How do they interact? Amount of uses? Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/#findComment-645646 Share on other sites More sharing options...
werlpolf Posted June 9, 2015 Share Posted June 9, 2015 Lock-picks - how do they work? How do you craft it? How do they interact? Amount of uses? they are just like keys, but you need to guess the 2 right numbers, which is behind the lock. every lock and key has 2 numbers like a password. if you extend the locks with a item like nightmare fuel or beefalo wool, each gussing will also not only use out the lockpick by 10 or 20%, but also the thief need to provide this corresponding item (wool or nightmare fuel). so for example if the thief needed 4 guesses to unlock the wool-lock, 4 wool were consumed during that process on the thiefs inventory. mhhh maybe a meaty-stew-lock would be nice XD how the guessing works should not depend on me. maybe just by random you ve 25% chance to unlock one lock or maybe you really need to select one number between 1 and 10 or you have to select two numbers between 0 and 10 and you will get a hint how near or in which direction the right numbers are lying compared to your input. EDIT: interaction: not automatically like the keys (opening a locked chest will perform a check, if you have the key). You have to use it like you shave a beefalo with a razor. Drag & drop to the chest and then the guessing procedure can be performed. Amount of uses: depends on you guys, this is the tweaking and tuning stuff, which should be done after general implementation. But I think this idea, will never become true, hope I will have much more free time next half year to start a little modding 2nd EDIT: yeah, crafting: maybe for example like 1 coal, 2 flints, 2 twigs. Instead of coal it can be x amount of gold. More difficult is how to craft the right keys for each lock. Maybe you can craft just one lock and its on you inventory. Then you can right click on it, to craft the right key. Mouse over the lock will show you a tool-tip, which contains some crafting requirements. I know its total different then crafting normal stuff, but I think the crafting menu needs also to be reworked a little, since there is going to be more and more items to craft and the player needs to keep some overview - so context based crafting menu is in my view the most efficient, easiest and funniest. Lockpicks can be turned into keys by using it on a already opened/lockedpicked structure. Then the thief does not need anymore to lockpick it again and can craft another lockpick ( for example stealing a backpack and owning it later ). Keys and lockpicks can be grouped in one key group-item, which contains up to 8 or 4 keys/lockpicks Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/#findComment-645654 Share on other sites More sharing options...
SaberYourNeighbour Posted June 11, 2015 Share Posted June 11, 2015 I like the consumption of said variable for the lock in order to guessi also like the number system because it makes the system a little more complex and interestingEverything up there is very thoughtful and cool in my opinion other than: Then the thief does not need anymore to lockpick it again and can craft another lockpick ( for example stealing a backpack and owning it later ). Keys and lockpicks can be grouped in one key group-item, which contains up to 8 or 4 keys/lockpicks Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/#findComment-646042 Share on other sites More sharing options...
Trenix Posted June 12, 2015 Author Share Posted June 12, 2015 The survival games that I've played which had locks and keys, I found them to be too tedious and annoying to even be bothered with. I rather just tell the server that this is my friend and I'm okay with him getting into my chest. If you're not my friend, destroy my chest with a hammer. I don't want to waste anymore resource, spend more time crafting, figuring out what key is for what, or having multiple keys in general. It's just too much for a simplistic game like this. You say lockpicking, I say hammer. You say key, I say friend's list. Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/#findComment-646437 Share on other sites More sharing options...
werlpolf Posted June 12, 2015 Share Posted June 12, 2015 I don't want to waste anymore resource, spend more time crafting, figuring out what key is for what, or having multiple keys in general I understand this and know about the coming overhead. But I didn't test the mod(?) you are mentioning. I think there are many things to be able to automate it like for example that you don't need to search in your inventory for the right key to open or use something. I also don't think its big time-spending since we all are familiar and using in our everyday life keys and locks. Its like adding overheating and overhauling the summer, keys and locks would make the game more rich of features and interesting and btw. it would be more rich in the direction of multiplayer-able. Features like these, where you can see the mechanism directly in the don't starve world ( and not in an abstract menu ), makes the game valuable and more fun <- my opinion. You say lockpicking, I say hammer. I say lockpicking as well as hammer You say key, I say friend's list. No one would see others friendlist and if they can see it, they cannot change or hijiack it. Its an absolute overpowered list. Do we ve a list in our reallife and put our friends names and then they can access our flat something like that? Maybe yes, but mostly we give them keys and these keys can be forgotten, stolen and then misused.... these problems wouldn't come with the friendlist, but I would like them But maybe something like a deathnote or "lifenote" can be introduced into DST as a mod. Listing names from other guys in your lifenote will make some advantages to these guys. But if these guys telling their names to the wrong guy (the one with the deathnote), they get big disadvantage. Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/#findComment-646676 Share on other sites More sharing options...
Trenix Posted June 20, 2015 Author Share Posted June 20, 2015 I've completely remade this suggestion, take another look! Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/#findComment-648557 Share on other sites More sharing options...
werlpolf Posted June 20, 2015 Share Posted June 20, 2015 To make someone your friend in-game, you would have to hold petals, place it over the player and right click. You know that in some worlds all pedals are already picked up, because of some noobs.... ? Better would be a gold-nugget, which you get from pig-king. Seeing the map and the traps together is nice, these features are still missing in DST. For me, the friendlist is still overkill, since it is impossible to open the chest for outsiders, except they have to kill the owners or destroy the buildings (chests, ...), only because of an invisible, powerfull list, but its anyway better then nothing and the gameplay will be easier then the 'key-lock'-variant. Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/#findComment-648720 Share on other sites More sharing options...
Trenix Posted June 21, 2015 Author Share Posted June 21, 2015 You know that in some worlds all pedals are already picked up, because of some noobs.... ? Better would be a gold-nugget, which you get from pig-king. I never have a problem finding flowers, especially during spring. Link to comment https://forums.kleientertainment.com/forums/topic/54874-friend-system-secruity/#findComment-648763 Share on other sites More sharing options...
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