Topic

Making Keys for secret doors with alchemy and tinkering [edit: new skill, Keymaking]

At first I was under the impression that keys where playermade, and spread near the secret doors out of generosity.
I though you could make it with a high alchemy skill, as alchemy requires combining elements of certain colours.

The keys are made of different colours and shapes, that's the resemblance.
Maybe an idea to make keys with tinkering and imbuing them with the right alchemical compound to make a specific key?

Posted 17 months ago by Miriamele Subscriber! | Permalink

Replies

  • I'm all for supporting anything that a player can create using high-level skills, so this sounds like a good idea to me. On the other hand, it would take the excitement out of hunting keys, so I would suggest that there be some doors that can be opened via player-created keys and some doors that can be opened by keys specifically provided by the game.

    I hope this could also enable us to create keys for our house, which we could give to other players if ever we wanted them to (temporarily?) access our homes. Gives more incentive to learn alchemy.
    Posted 17 months ago by roderick ordonez Subscriber! | Permalink
  • Ooh a keymaking skill. I like it. We would need to find one first, of course, to know what it looked like. But yes, good idea...
    Posted 17 months ago by katlazam Subscriber! | Permalink
  • +1 for katlazam twist: You find a key, you learn the recipe.
    Posted 17 months ago by Ximenez Subscriber! | Permalink
  • Best idea ever.
    Posted 17 months ago by Cerulean Subscriber! | Permalink
  • I was thinking about this too and I think it would be a great skill addition.
    Posted 17 months ago by SleepyAce Subscriber! | Permalink
  • yes I agree with roderick but I am concerned about auctioning the items and overloading - maybe keys that are found can be auctioned and keys that are made not.
    Posted 17 months ago by Really Pissed Off Subscriber! | Permalink
  • Bumpety bump.

    Only slightly different:

    A new skill Keymaking, which requires several other skills first.
    Ofcourse, the making of a key is very expensive. Lots of materials, lots of stuff, so there won't be an abundance in keys. Or people can only possess one key to a door , so they can't save up on stacks of keys. Selling in AH would also mean you can only sell one at a time.
    Posted 14 months ago by Miriamele Subscriber! | Permalink
  • Here's how I see this working:

    You make three or four different classifications of keys, classified by rarity.  Let's say Common, Middling, Rare, Ultra-Rare.

    Making a Common key requires less/cheaper materials to make than a Middling, a Middling less than a Rare, etc.

    However, within each rarity type certain keys will be more rare than others, with an RNG attached to each key.  So, instead of selecting a certain key to make, you select a category and the game will give you a random key from that type.  

    Each rarity level of key could also be attached to a certain level of a key-making skill, or a certain level of Tinkering or Engineering, which would be my preference as it would make those skills more desirable as well.

    This would keep players from creating the same specific key over and over and flooding the marketplace with it, with the rarest keys having the least probability (and highest cost) to be made. And it would still provide players (who didn't have the requisite skill) incentive to hunt the keys themselves, because they would still be valuable at auction.
    Posted 14 months ago by EternaTea Subscriber! | Permalink
  • Sounds good, EternaTea.
    Or you could implement a cooldown: Can't make more then 1 Common key per day, 1 Middling per 3 days and 1 Rare per week.
    Those times sound long but imagine if every Glitch eventually has the skill to make them, in theory, you would only be making it for yourself.
    And if you want access to a rare place more then once a week you will have to buy a key from others, or have to search for the spawn spot. Hmm spawn places should disappear then, just as the vendor sold items: More playerinteraction!
    Posted 14 months ago by Miriamele Subscriber! | Permalink
  • I support this 100% ! No more hoping for random key spawns in the ancestral lands. No more checking and rechecking known key spawn points. *Especially* no more key campers price-gouging at the auctions!
    Posted 14 months ago by zZzZzZzZ Subscriber! | Permalink
  • @ Miriamele

    A cd could work, it would just have to be tested very thoroughly to insure that the timing wasn't too short/too long.  Otherwise you wind up with too many, or too few.  Also a valid perspective though!

    I would like to see the key spawns kept though, for newer Glitches who hadn't had the chance to update their skills yet.  With a key crafting system in place, I don't think there would be a lot of trouble with higher-up Glitches camping the keys since they'd have access to the skills.  Who knows, though.

    Definitely a couple of great avenues to approach suggested in this thread =)
    Posted 14 months ago by EternaTea Subscriber! | Permalink
  • +1 - Excellent idea! 
    Posted 14 months ago by Poppy of Detwoit Subscriber! | Permalink
  • +1. Great idea!
    Posted 14 months ago by Zeezee Subscriber! | Permalink
  • Yes, yes, yes. We definitely need more crafting type skills in Glitch.
    Posted 14 months ago by gamecharacter Subscriber! | Permalink