Shop Security

by Estarra

Back to Common Grounds.

Unknown2010-01-14 18:05:48
That's one of the things that upset me the one time I was robbed. The person got in, grabbed things that don't fall out of their inventory, so when I killed them, they didn't drop a damned thing. sad.gif
Elostian2010-01-14 18:06:17
I will remind people to keep this thread productive and contributive one more time before I start deleting posts and upping warning levels. Sarcastic comments about Maple Story aren't contributive to your argument.

Contribute to the discussion in a manner worthy of an adult or stop trolling and go do something else.
Unknown2010-01-14 18:11:50
In some DIKU muds, looting an item off of another player's corpse will give it a flag that causes it to automatically be lootable from your corpse should you be killed, no matter what your PK status might be. This flag carries over if you give the object to someone else, drop it, etc. Perhaps we could have something similar, wherein items taken from a stock room or forced out of another player's possession will drop from your hands (or any container) when you're killed, as though it were an herb/rune/whatever.

Probably too convoluted, considering how little use it would see, but it's an idea.
Thul2010-01-14 18:49:27
QUOTE (Aoife @ Jan 13 2010, 04:57 PM) <{POST_SNAPBACK}>
Oh, and Imperian basically knocked out shop theft entirely when they updated the code to allow shelves (similar to bins only you actually PUT X ON SHELF123) and a shop "vault" for gold.


I like this idea. The whole "giant pile of crap on the floor" model doesn't seem like a very organized, or very wise way of doing things... there's one, maybe one and a half layers of defense between your stuff and anyone wanting to take it from you.

Lockable cabinets inside the storeroom aren't an unrealistic or unwarranted thing to have. If it's really necessary to make shopkeepers pay something to avoid being robbed the next time someone figures out a way to bypass the front door, you can make store cabinets a skill in Artisan.
Tervic2010-01-14 19:21:07
QUOTE (Thul @ Jan 14 2010, 10:49 AM) <{POST_SNAPBACK}>
I like this idea. The whole "giant pile of crap on the floor" model doesn't seem like a very organized, or very wise way of doing things... there's one, maybe one and a half layers of defense between your stuff and anyone wanting to take it from you.

Lockable cabinets inside the storeroom aren't an unrealistic or unwarranted thing to have. If it's really necessary to make shopkeepers pay something to avoid being robbed the next time someone figures out a way to bypass the front door, you can make store cabinets a skill in Artisan.


Aren't there already 'bins' on the display of WARES? Why not up this to make them be physical bins in the stockroom, too? It'd be easier on shopkeepers (probe a bin to see what's in it), easier on security (don't put the sigils in the damn bins and they won't get sold), easier on... everything. Also, thieves won't be able to just grab everything off the floor, but the element of risk will still be present.

Also, security cameras would be fun. Similar to shoplogs, but based on who enters/exits the storeroom and when. Will detect out of phase, will detect souls, etc. Will cost a lot.


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Edited in:
QUOTE (Romertien @ Jan 13 2010, 10:52 PM) <{POST_SNAPBACK}>
If you go the super-security route, add a command (similar to stagemanagers for theatres) that's something like SHOPKEEPERS LIST, SHOPKEEPERS ADD X, SHOPKEEPERS REMOVE X, SHOPKEEPERS CLEAR, etc. That way, people can still share/rent shops, while maintaining the new security measures.

I've been wanting this for a while, so that we didn't have to use friggin Ally lists for shopkeeping.
Kharaen2010-01-14 22:13:03
The solution is simple. Non-allies can't mess with the shop rift, so just make it the same for stuff on the stock floor. If you aren't an ally, you can't pick it up.
Tervic2010-01-14 22:16:07
QUOTE (Kharaen d'Attai @ Jan 14 2010, 02:13 PM) <{POST_SNAPBACK}>
The solution is simple. Non-allies can't mess with the shop rift, so just make it the same for stuff on the stock floor. If you aren't an ally, you can't pick it up.


I think it was brought up that shopallies is inherently flawed because it requires the use of the allies list. The ally list is used for things way beyond the scope of just shopkeeping: curative demense effects, squads, defending, etc.
Shryke2010-01-14 23:05:36
Seeing as I have no vested interest in this subject I was going to ignore it.. But it keeps going and going. Nobody is ever going to change their minds so let me just lay out my opinion.

Right now, shop theft isn't an issue. There is no big need to change anything.

With that said, I don't think theft belongs in lusternia, and if it doesn't waste too much of your time to code in something that makes theft impossible, I see no reason not to do it.
Lendren2010-01-14 23:24:20
IIRC Aetolia had a separate ally list for shops than your personal ally list. I was surprised Lusternia didn't have that, but I bet it could, if it would help.
Krellan2010-01-15 00:14:12
Making an artifact that lets you see through doors was just asking for shops to get robbed, especially via lich.
Xenthos2010-01-15 00:17:34
QUOTE (Krellan @ Jan 14 2010, 07:14 PM) <{POST_SNAPBACK}>
Making an artifact that lets you see through doors was just asking for shops to get robbed, especially via lich.

BUY EYE by itself works too. Tells you if there's even an eye sigil, and if you buy one just keep spamming it until you get "There are no eyes in stock" or "The shop owner does not seem to have set a price on that item."

If the first, lich on in. If the second, next shop!

(I'm really not sure what "boldness" or "courage" this takes, either. Same with goggles that see through shop doors)
Munsia2010-01-15 03:00:35
Something that was brought to my attention has made me curious too..I dunno if it's been said yet or not..

Why is this up all of a sudden since 1 person, and that certain person doing it, such an issue?

Yrael did this for an rl year and the Admin were nowhere to be seen.

I gotta say, I'm calling out discrimination on this one.
Ronny2010-01-15 03:07:15
Just place permanent eye and palm sigils that can't be removed in every stock room. If the players can't do that, this will fix the problem for sure.
Unknown2010-01-15 03:07:33
Yrael was charming, though. He didn't mean any harm!
Munsia2010-01-15 03:12:11
QUOTE (Azoth Nae'blis @ Jan 14 2010, 10:07 PM) <{POST_SNAPBACK}>
Yrael was charming, though. He didn't mean any harm!

Ha...ha...HAAA.

Really though, the way things are right now are fine.

I agree, it's demoralizing, but who is to blame in all reality? You forgot the Sigil, it's -your- fault.
The mechanic is there and that is why it was never discouraged. Because that is the price to pay for owning a money making thing.

At this point, with the things being suggested, the admin might as well just say 'it's banned' because that's all you're doing. You're creating a way for it to be permanently impossible. You want an easy solution? There it is...if this is not your solution, then this thread has no use whatsoever.
Unknown2010-01-15 03:15:37
Well, that's what we've been effectively asking for. "Banning" it by making it mechanically impossible. It's easier to do that than for the admins to police it and have to mete out punishment when it happens.
Munsia2010-01-15 03:17:01
I see guards, or inability to pick up items...this is all completely useless CRAP.

@Admin and others....you have 2 solutions:

Ban and state this is illegal.
-or-
Leave it alone......
Estarra2010-01-15 03:45:05
QUOTE (munsia @ Jan 14 2010, 07:17 PM) <{POST_SNAPBACK}>
I see guards, or inability to pick up items...this is all completely useless CRAP.

@Admin and others....you have 2 solutions:

Ban and state this is illegal.
-or-
Leave it alone......


Don't really understand your logic, insofar if you're suggesting banning and creating a mechanic are mutually exclusive. Almost everything that is "banned", we try to make a mechanic for.
Xenthos2010-01-15 03:51:48
QUOTE (munsia @ Jan 14 2010, 10:12 PM) <{POST_SNAPBACK}>
I agree, it's demoralizing, but who is to blame in all reality? You forgot the Sigil, it's -your- fault.

Who decided to do the thieving again? It's not the fault of the criminal who decided to be a thief..?

What? :/
Aoife2010-01-15 04:02:22
QUOTE (Estarra @ Jan 14 2010, 10:45 PM) <{POST_SNAPBACK}>
Don't really understand your logic, insofar if you're suggesting banning and creating a mechanic are mutually exclusive. Almost everything that is "banned", we try to make a mechanic for.


I think she's trying to say...

Yeah no I don't understand either.

That being said, whether or not you end up making shop theft mechanically more difficult or impossible, would you perhaps be willing to consider a physical separation of items, along the lines of making Lusternia's bins into actual bins?