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Post by averill on Nov 11, 2011 19:48:23 GMT
I dont know if that is possible, but it would be great to have a keyring you can add those dozzens of keys to, to save inventory space. Perhaps it could be keyd to the character and made undroppable like the levi, passwall and other rings.
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Post by simpetar on Nov 11, 2011 20:28:10 GMT
BRAVO! That would save sooo much headache There might be an issue however: some keys are consumed when used, and others are not... simpetar
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Post by scottusphillips on Nov 11, 2011 20:56:50 GMT
Sooo, for the ones that arent used can you have a "key" which is acquired in a list like a tag?
If its a consumable you get the key, if its not it goes on the list?
The other option is a "key bag" that you can put in the bank which is excluded from the inventory limits?
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Post by chirality on Nov 11, 2011 23:37:04 GMT
This sounds like an amazing idea to me...all for it.
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Post by FunkySwerve on Nov 12, 2011 5:15:45 GMT
It's a pretty common thing in NWN modules - I'm pretty sure there's a vault entry for it. In our case, I'd need a list of keys by name and location. At that point, you wouldn't even need a ring. It'd take a fair amount of work even at that point, however, which is why we haven't done anything like this thus far - the gains are marginal as compared to the costs. I'm willing to put it on the todo if I get a posted list of keys - remember, this is only for persistent keys, not ones used up by the opening.
Funky
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Post by chirality on Nov 12, 2011 5:25:24 GMT
Understandable indeed.
Seems like the most cost effective "solution" could be just making keys not count toward the Encumbria limit?
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Post by FunkySwerve on Nov 12, 2011 7:58:36 GMT
Understandable indeed. Seems like the most cost effective "solution" could be just making keys not count toward the Encumbria limit? That doesn't solve anything, since they still very much count towards increasing lag, which is of course the reason for that limit. Funky
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Post by vorshlumpf on Nov 12, 2011 9:41:02 GMT
Is this idea limited to "keys", or any persistent item that helps you transition in a key-like manner? Here are some keys (and otherwise) on my primary toon:
Abandoned Temple Key Bandit Key Corpse Lord Key Frost Orc Fortress Key Giants Key Goblin Commander Key Goblin Key Heroes Coffin Key Ironwood Key Jug Rum's Key Laboratory Key Large Iron Key Reanimator's Key Rothe Tusk Horn Seal Breaker Store Room Key Strange Wardstone Sturdy Rope Thrall Master's Key Tomb Key Troll Key
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Post by chainlink on Nov 12, 2011 9:41:40 GMT
Would probably make sense if all keys were destroyed on use, the ones that let you through to higher level areas generally are not actually keys anyway such as the Manatakloss and Defiled Temple access items.
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Post by Raj on Nov 12, 2011 10:09:17 GMT
Would probably make sense if all keys were destroyed on use, the ones that let you through to higher level areas generally are not actually keys anyway such as the Manatakloss and Defiled Temple access items. Abandoned Temple Key
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Post by vorshlumpf on Nov 12, 2011 18:40:44 GMT
Would probably make sense if all keys were destroyed on use, the ones that let you through to higher level areas generally are not actually keys anyway such as the Manatakloss and Defiled Temple access items. I'm not sure about higher level areas, but this can cause big trouble for some areas where there's no way out other than through the locked door (which will close on its own if you aren't in a rush). The first example being the Bandit Camp. In general, it could be quite annoying if a door closes and the key is used up, so you either have to hop servers or wait for a key respawn. - Niilo
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Post by FunkySwerve on Nov 12, 2011 19:37:33 GMT
Is this idea limited to "keys", or any persistent item that helps you transition in a key-like manner? Any item, so long as it's not used up when it opens whatever it opens. I'll need a list of all the locations the keys are used, as well. I know seal breaker is used in at least two places (sewer and beholders under gnolls, no?). Funky
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Post by vorshlumpf on Nov 12, 2011 19:52:11 GMT
Ah, yes, of course. I'll try to remember from memory and will add to this thread as I clarify through gaming. Other people would probably have a better idea than I. - Abandoned Temple Key - the gate in the Abandoned Farm map, I think.
- Bandit Key - gate in Bandit Camp
- Corpse Lord Key - not sure if this is the key to his upper tower or to his personal quarters
- Frost Orc Fortress Key - gate on The Frozen Road
- Giants Key - I think this opens both the door to Cesspool and the gate to the formian area in the giants lair.
- Goblin Commander Key - you know, I'm not sure what this is for
- Goblin Key - opens the gate in Goblin Encampment
- Heroes Coffin Key - for a coffin in one of the catacombs (this may be a one-use key that I haven't used - if it isn't one-use, I think it should be)
- Ironwood Key - don't know
- Jug Rum's Key - I've only done Kardkildontar on my own once, so can't remember specifics about this key
- Laboratory Key - Ah, yes, I think this is the key to the upper area of the Corpse Lord's tower
- Large Iron Key - ???
- Reanimator's Key - Used in the Defiled Tomb to get to the Crypt Thing
- Rothe Tusk Horn - I think this should be taken off the list, in retrospect
- Seal Breaker - Yup, used in the gnoll quarters (not sure of map name) and in Ascension Sewer.
- Store Room Key - Used to enter the store room on the Abandoned Farm map.
- Strange Wardstone - used to transition through a wall in the Ascension Sewer.
- Sturdy Rope - Town of Ascension (at well), Beetle Cave (well), Prometheus Pass, in the crypt (level 3) for entering Dracolich area, ...
- Thrall Master's Key - got this somewhere along the Kard run...
- Tomb Key - ???
- Troll Key - ???
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Post by buddhamind on Nov 13, 2011 0:15:01 GMT
Filling in the gaps:
Goblin Commander key opens the gate to the Swamp of Decay. Ironwood key and Large Iron Key open a couple of gates in Formians Tomb key drops off of the Crypt Thing. I'm pretty sure it opens the door immediately behind him. Troll key drops in the Troll King's cavern, off the guards there, and opens the round wooden gate near the entrance. You do not need the Sturdy Rope for the well in Deep Beetle Cave, or for Grenhaxas' lair off Prometheus Pass. Jug Rum's Key is used to open the first gate to Kard, in Hobgoblin Mines Level 1.
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Post by redbeard on Nov 13, 2011 1:39:48 GMT
I checked my vault and found these keys.
Key of Spades -- Crypt 4 Key of Clubs -- Crypt 4 (Diamonds and hearts are used up, but I don't think these two are.) Farm House Key -- Abandoned Farm, entry to farm house and Mother of Corn Drow Wardstone -- Great Cavern large gates on the way to Manataklos (or slave pen) Kennel Master's Key -- Goblin Burrow to hobgoblin mines 3 Guardian's Key (Can't remember where used. Anyone?) Gnoll Fort Key -- Main gate of Gnoll Fort Castle Gaobin Key -- Castle Gaobin Basement Potion of Airy Gas -- Manataklos Sewer (Drow Sewer?) to Deadpool Rhazid's Key -- Rhazid's Burial Chamber Hero Crystal -- Tombstone in town cemetary and another one in either goblin camp or swamp of decay
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