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 Post subject: lock-boxes
PostPosted: Wed Apr 23, 2008 11:58 pm 
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So I have this idea about the bank lately. What if there were like lock-boxes or something at the bank, mainly to have a little safe I could put an extra house key in if you lose your key for some reason, get locked out, or even if you die and get looted and need to re-gear. It could also be used to store like maybe a small item, or something worth of value. But nothing big, just a small little drawer maybe. What does everyone think?

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 Post subject: Re: lock-boxes
PostPosted: Thu Apr 24, 2008 11:58 am 
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I actually quite like that idea. For a nominal fee you can purchase a lock-box in the bank to hold something of value for yourself. By no means should it hold an entirely different set of equipment but maybe 1 to 2 items dependant on weight and volume. Personally I don't think you should be able to hold a large amount in there because then it would help with more hording, and honestly how often would some people think to look in there and check to see what they have? :P Also with that I think a monthly fee could be incorporated into it so as to keep it for your own personal use.

Could possibly take this as an example:

A small lock box -- 25,000 gold coins
A medium lock box -- 50,000 gold coins
A large lock box -- 75,000 gold coins

So in essence to keep your safety deposit box active in the bank it could only cost 10% of what it took to open it up (2,500c, 5,000c, 7,500c). The small lock box would be large enough to say as Efori put it, a key to your house. While the large lock box could possibly contain maybe a few notable items of heft and fortitude not ranging over an amount of say, four.

The Guildinator

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 Post subject: Re: lock-boxes
PostPosted: Thu Apr 24, 2008 12:29 pm 
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I know at one time Vulsin was working on putting just this sort of thing into the bank. I am unsure of where it stands right now. Maybe Vulsin or Nezmar will let us know.

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 Post subject: Re: lock-boxes
PostPosted: Thu Apr 24, 2008 5:10 pm 
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We really need to overhaul the banking system as a whole. Wouldn't it be nice to have shared/guild accounts, multiple personal accounts and transaction logs? How about the ability to borrow money maybe while putting an item or owned house up for collateral? How about having multiple currencies and some type of currency exchange? What ideas do you have for banking/money in Distant Lands?

I like the idea of a safety deposit box, don't be surprised if you see it at some point in the future.

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--Nezmar


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 Post subject: Re: lock-boxes
PostPosted: Thu Apr 24, 2008 10:03 pm 
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I was working on it for some time; in fact, it was one of my focal points for a bit. I got it working up until I got to the problem of repopulating stored containers with items. Basically, if you filled up a bag of holding, shoved it in a lockbox and the game rebooted, the bag would be there but your stuff wouldn't. That would make for some pretty unhappy customers :P

Nezmar is right, the banking system does need a complete overhaul. The lockboxes were part of a larger focal point of doing just that: overhauling the banking/currency system. Nezmar has already laid the framework for multi denominational currency, but it hasn't been fully implemented yet. It's one thing I really want to get introduced into the game. Right now, I've sort of stepped off of the main codebase (although I still scrawl ideas down now and then) and shifted my main focus to web development. I'm working on a web-based client that will be completely customized for DL. I know it would come in handy if you, like me, log in from a PC that is not yours (friend's house, library, work...) and have to use the Windows telnet client. Granted, I have a copy of Wintin95 on a flash drive that I just use, but a web-based game client would be a lot better, in my opinion.

I don't want to hijack this thread with that, so I'll start a new one - I want some ideas!

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 Post subject: Re: lock-boxes
PostPosted: Fri Apr 25, 2008 10:10 am 
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As far as banking goes, remember the age old acronym of KISS. It just might come in handy?

The Item storage idea sounds interesting, and very useful. As far as multiple currencies and the like, perhaps I fail to see the benefit there, and I only picture a headache of converting currency and exchange rates...

Why do you feel the game needs alternative currencies is I guess what I'm asking.

Dref

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 Post subject: Re: lock-boxes
PostPosted: Mon Apr 28, 2008 5:43 pm 
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Well, actually, first off, the code for multiple currencies is about 60% finished. That said, the purpose was mainly an encumbrance factor. Are you and your group willing to make 3 trips back and forth to trade in the 50,000,000 copper coins the dragon had? Wouldn't it be nice to be able to lower your encumbrance by carrying around 10 adamantium coins instead of 10,000 gold coins? What we need is a system that can do a lot of things but is simple to manipulate and makes sense when you do interact with it. That's part of why these things take time.

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--Nezmar


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 Post subject: Re: lock-boxes
PostPosted: Mon Apr 28, 2008 5:50 pm 
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Ah, you're just planning to convert between various precious metals. For some reason, my head was wrapping around say the Turien Dollar vs the Rocksport Dollar, etc.

In that case, yeah it does make more sense. So, it'd probably be some kinda scale,

1 adamantium = 10 platinums = 100 gold = 1,000 silver = 10,000 copper, something like that?

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 Post subject: Re: lock-boxes
PostPosted: Mon Apr 28, 2008 7:58 pm 
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As long as it is in the development stage, just a possibility for suggestion.
Instead of doing metal currency could we exagerate to more raw recources
or maybe just even incorperate gems and such things into the pay rate?
Just for style.
Windowsystem of money through the guilds and such sounds like a delight
for the game. That's alot of work though, commands to withdraw styles
of currency, membership and censorship of guild members through the shared
account. And additional abilities to add foriegn members to your payroll.
Or maybe something just a whole lot simpler...
Have fun with that.

Though it all will be worth it in a heavily trafficed world.

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 Post subject: Re: lock-boxes
PostPosted: Sat May 03, 2008 2:58 pm 
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Playing other mudds recently.... I HATED multiple currency coins, metals, gems, whatever. With our current banking system and depositing gold, has anyone had a problem carrying around gold? If you're transfering a good deal of gold to someone, usually both of you are standing at the bank. I really don't like this idea. Not here to bash ideas, this is an open discussion forum. I'm putting in a vote for no rather than just sit back and see it go into the game, THEN decide to speak up about not liking it.

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 Post subject: Re: lock-boxes
PostPosted: Sun May 04, 2008 11:23 am 
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my question on the multiple currency would be would our bank then become more like banking points or would there be a common currency on the bank still such as gold?

one thing i would like to see is the idea that you can charge purchases in businesses directly to your bank account instead of running to the bank withdrawing money to go by something that way you can keep all or most of your money in the bank.

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 Post subject: Change accounts
PostPosted: Sun May 04, 2008 2:43 pm 
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Hrm, good idea with the taking it from our bank, only problem I see with that is if you're trying to buy a 1000 coins items as say 6.hammer, but accidently buy 5.hammer that cost 10k.
Anyone understand what I mean? Just nod, you don't have to reply.

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 Post subject: Re: lock-boxes
PostPosted: Mon May 05, 2008 4:58 pm 
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I think it would be cool if every bank account was isolated rather than the current wormhole that seems to connect all banks. If you deposit all your money in the Turien bank then you can only withdraw from that bank, not from Dallenport or Rocksport. That way one would need to diversify their portfolio in case some crazy person decided to blow up the Turien bank, leaving you completely broke.


Thanks,
Baernov

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 Post subject: Re: lock-boxes
PostPosted: Tue May 06, 2008 8:41 am 
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Baernov wrote:
That way one would need to diversify their portfolio in case some crazy person decided to blow up the Turien bank, leaving you completely broke.


As I recall, it took what, two years to fix that blasted bank?! :)

Can't be having banks up and robbed... Though I suppose it'd give the thief class something to do...

New avatar thief skill, safe cracking!

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 Post subject: Re: lock-boxes
PostPosted: Fri May 09, 2008 2:22 pm 
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GM of the Month (1)
> dial vault 10 right
You spin the dial on a massive bank vault right to number 10.

> dial vault 92 left
You spin the dial on a massive bank vault left to number 92.

> dial vault 50 right
You spin the dial on a massive bank vault right to number 50.
You hear a dull click as you lock in the final number.

> open vault
You hear a loud click as you pull the lever and the door releases.
You open a massive bank vault.


How cool would that be?

Safecracking could be something like...

> pick vault
You listen closely as you slowly turn the dial on a massive bank vault.

>
You continue to slowly turn the dial.

>
You feel the dial move slightly as you hit one of the numbers.

> (when all numbers are obtained)
You hear a click as the lock on a massive bank vault disengages.


This could also be a good application for explosives. Perhaps part of the avatar skillset for thieves (perhaps assassins as well because this could be a pretty nasty way to assassinate someone...), particularly the higher avatar levels (Lord and higher) could be explosive mixing. This would be an extremely difficult skill to master, the materials would probably be pretty scarce, but the potential for busting open safes, doors or someone's body is pretty appealing. Could whip up some funny happenings if you fail to mix it correctly.

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