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Post by Yojimbo on Nov 14, 2011 14:24:23 GMT
Oh the key which opens to the AK is used up the one which opens to the BH doesn't get used or at least last I went there myself which has been since before PreLL tags. I forget which key is for which door there and would need to confirm it still isn't consumed.
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Post by FunkySwerve on Nov 14, 2011 18:12:37 GMT
You start to see why this has never been done. Funky
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Post by kralex on Nov 14, 2011 18:56:53 GMT
The Key of Hearts if for AK and is consumed. The other three suits are not consumed.
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Post by redbeard on Nov 14, 2011 19:53:11 GMT
You start to see why this has never been done. Funky Oh yeah, Isn't there a bronzewood key or something used in Formians? I think there are three keys. We're going to keep finding keys until HG is dust!
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Post by FunkySwerve on Nov 14, 2011 20:01:41 GMT
If someone posts a list including key name and exact and complete places used (including Area name and specific door), I will add a key ring for those keys, which can then be added to as more are pointed out. Such a listing could not have room for error; it would have to be tested beforehand both for location and non-consumption of key - otherwise, the annoyance factor of dealing with bugs resulting from this would skew the utility/dev time fraction too much. Even then, the disparate treament of non-disappearing keys is likely to cause enough confusion down the road that I seriously question the usefulness.
Funky
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Post by redbeard on Nov 14, 2011 21:04:43 GMT
I've also got to question the usefulness. And yes, I was one of the people listing keys.
Most of the keys listed are found earlier in the same run, and don't add any significant time to the run. The exceptions are: Reanimator's Key Seal breaker Rope Hearts (to bone horde) (There's got to be one I forgot)
Strange Wardstone is found after the run is complete, and is useful for getting back. I've never wanted to do that run a second time on any character.
Store room key (allows access to Farmhouse Key and MOC) only drops once per reset. This one's going to be hard to get on a key ring.
The real value to keeping the listed keys after a run is to allow another character to take a short cut, and that won't be possible if the keys are bound to a character.
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Post by FunkySwerve on Nov 14, 2011 21:52:10 GMT
We could make the keyring transferable, but not through the bank. And then you're looking at things like doing them all via tags (which would auto-trasfer between all your toons), by which point the concept of 'key' is so abstract as to be almost meaningless.
Funky
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Post by vorshlumpf on Nov 15, 2011 1:28:30 GMT
Those are good points, redbeard. I guess the usefulness for me comes in because I often return to areas because I don't always synchronize my tags and tasks (e.g., getting the toad legs for Amir before or after getting the Formian Matriarch tag). Also, keys are very important in HC play for those who are willing to rescue others that get into trouble.
It probably wouldn't be worth the work, but a toon-specific "tag" that allows them to always open a locked door once they've met the criteria (just like the Staff of Anduin tag allows you to enter the temple) would remove the need for keys entirely. Just thinking out loud.
- Niilo
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Post by FunkySwerve on Nov 15, 2011 1:32:42 GMT
It probably wouldn't be worth the work, but a toon-specific "tag" that allows them to always open a locked door once they've met the criteria (just like the Staff of Anduin tag allows you to enter the temple) would remove the need for keys entirely. Just thinking out loud. - Niilo That's exactly what I was talking about in my last post - the thing that would make the concept of 'key' almost completely abstract. Funky
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Post by Stormchaser on Apr 18, 2012 3:38:03 GMT
Here is a list I worked up. Please review and post any errors or missed keys/doors/chests/etc .. I know they are out there. docs.google.com/spreadsheet/ccc?key=0At5qjZ0AZAgPdHFEM21vZTB0MDlkMmEtY1ZFOUYyVFEI tried to get all the doors and chests that require keys. I left out certain ones, such as seal breaker for beholder prison and yuan-ti coven, wardstone for the sewers, rope for wherever, horn for kardkildontar, and other such things. I left them out because most of those are not keys so much as usable items or items used via converstaion to transition (hero stone for example). However I did include some items such as the drow wardstone since it does function as a key on a few doors. I've been thinking how awesome it would be to have a key ring ever since I started playing here. Would still love to see one! Here is how I've envisioned the workings of this keyring. There are three options to choose from on the keyring. One which can add a key to the ring, destroying the one in the inventory. The other removes the key from the ring adding it to the inventory. This way if you don't want to add a certain key to the ring, that's an option. Or, if you want to give a specific key to another character, you can remove the key from the ring and do whatever. The third option on the keyring lists all the keys on the keyring. Funky, Were, Acaos, or any other of you awesome coders, please let me know if I can gather any other info for ya. -Stormchaser
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Post by fallenwizard on Apr 18, 2012 9:46:02 GMT
The Troll Key (cave troll lair) unless changed on HG, which I'd doubt, is also required to open the 2 chests before entrance to lithuaxis (the blue dragon lvl 32 tag), not consumed.
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Post by Stormchaser on Apr 18, 2012 15:44:17 GMT
Nice catch, added those two chests to the list. Thanks!
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