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TechNin9

Locked Doors System

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Locked Doors System

 

 In 0.50 lockpick was added to open/lock doors, but they didn't really expand on this. My suggestion is to make some doors randomly locked, so it will take some effort to get inside and loot the place. Different melee weapons can be used to open different doors with different number of hits and degradation.

 

    f3012c939cd1.jpg

 
For example, wooden door can be opened with:

  • Crowbar - 1 hit and very little degradation
  • Fire axe - 3 hits and some degradation
  • Hammer - 5 hits and significant degradation

Metal door:

  • Crowbar - 4 hits and significant degradation
  • Fire axe or hammer can't be used
  • Lockpick

Prison door:

  • Only lockpick

In my opinion this would help with the problem of looted cities and will enrich game experience. However, in some cases alternative ways may be found, such as backdoor or ladder.

 

 

 

 

  • Like 10

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Do you mind to not put your text to color white, people - like me - who have the white theme for the Dayz forums cannot read it.
I literally first thought you were a troll, but when I selected your post I could see the text ;)...

But now that I've read it, I also think it's a good idea. But there's this little paradox right here:

Player gets into building to log out.
Next day player logs back in, the building is randomly locked.
Player has no gear, he has to punch it a thousand times...

Or switch servers, but that's not really in the nature of the game, so I don't like that as a solution.

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I think it would be really nice if most doors would be locked, as long as you don't destroy your tools ridiculously fast when opening them. Why do people always want items to get broken after 2-5 uses? I prefer disadvantages like drawing the attention of zombies because of the loud hammering noise. Makes much more sense than breaking your axe after every third door and is still a decent disadvantage.

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In order to make locked doors worth it they should need multiple hits even with the best equipment available (equipment should not degrade super fast) while causing quite some noise. So insead of hitting a door once and opening it while ruining your axe you should have to hit it multiple times at normal degradation. Firearms should only work at point blank range and only if they deal enough damage to a very small area.

Also locked areas do not work if people can simply ghost into them (intentionally or by accident) - so a completely locked are should only allow people to spawn inside if they logged out there - everyone else should be placed outside.

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I really like this idea.

 

As someone has mentioned, however, it would mean that some players might get trapped should they choose to log off in a building and find it locked when they log back in, so there would have to be some sort of system to prevent this.

 

I'd suggest a system whereby doors become unlocked within a spawning player's vicinity, but I imagine this could be exploited.

 

But yes. Certainly the more useless items like crowbars and hammer would become significantly more useful.

 

Breaking down doors should be extremely loud (unless you're using a lockpick) to the point that it'd attract zombies. Zombies should also be able to break down doors. Additionally, doors that have been broken as opposed to picked should be broken meaning that they can no longer be closed. This means you can't just lock zombies in a room, let them break the door down, kite them and lock them in again. It'd mean that, unless you want to fight them, you have a limited amount of time to loot a room or building before you're swarmed with zombies.

 

Lockpicks should therefore be quite rare, given their value. Of course if barricading (nailing doors shut, specifically) is implemented down the line, one would be forced to break it down.

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I think only doors with loot inside should be locked - it was always very frustrating in any kind of games when you waste a ton of time to pick lock / break down a door only to find there nothing behind it. Otherwise really great idea, but I think weapons should degenerate significally when breaking down the doors, even wooden ones + a good amount of Energy should be used on every attempt. And actually, metal door should be the harderest, no bar door.

Edited by SonicSonedit

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FYI - white text is completely invisible for people who use the white layout. :rolleyes:

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I really like this idea.

 

As someone has mentioned, however, it would mean that some players might get trapped should they choose to log off in a building and find it locked when they log back in, so there would have to be some sort of system to prevent this.

 

I'd suggest a system whereby doors become unlocked within a spawning player's vicinity, but I imagine this could be exploited.

 

But yes. Certainly the more useless items like crowbars and hammer would become significantly more useful.

 

Breaking down doors should be extremely loud (unless you're using a lockpick) to the point that it'd attract zombies. Zombies should also be able to break down doors. Additionally, doors that have been broken as opposed to picked should be broken meaning that they can no longer be closed. This means you can't just lock zombies in a room, let them break the door down, kite them and lock them in again. It'd mean that, unless you want to fight them, you have a limited amount of time to loot a room or building before you're swarmed with zombies.

 

Lockpicks should therefore be quite rare, given their value. Of course if barricading (nailing doors shut, specifically) is implemented down the line, one would be forced to break it dow

Yeah, trapped players would make a lot of problems ) I guess the best way to solve it, would be to make them openable from the inside. 

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FYI - white text is completely invisible for people who use the white layout. :rolleyes:

Yeah pardon me. Didn't get to themes yet )

Edited by TechNin9

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I'm excited too see locked doors expanded upon.. later down the track I would love to see the chance of a surprise behind random locked doors in houses..as in a system to entice someone to try to open locked doors, nothing to great just the chance of something along the lines of a survivor starter kit.. water bottle, bandage and matches.. while other times getting through locked doors can prove to be fruitless..

 

HOWEVER.. if the devs choose to make it is as easy to get through locked doors like the op suggests in the long run(of game development).. eg having an axe will pretty much guarantee a way in..well then the sound should attract zombies, almost like gun shots..  

 

If I would have to guess.. I would say the introductory level of this(locked doors) will begin with doors having a damage rating and the instruments(axe,sledge,crow) damage rating should be higher than that of the door to make a severe impact on the door etc

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Of course you could blow the door with a grenade, or a craftable fuel cannister bomb. But in doing so, devise the mechanic so that any objects within a determined radius

may take a random amount of damage.

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What if you made doors lock on one side only with the exception of cell doors (yale lock style) This means people can get out but cant get in but cell doors will lock both ways allowing you to lock them in.

 

After all people dont often lock internal doors and yale locks are common

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Locked Doors System

 

 My suggestion is to make some doors randomly locked, so it will take some effort to get inside and loot the place.

 
 
It bothers me that if I log into the server I can not see by looking at the doors if someone has entered this area. (random open closed doors... arrrg)

When a player locked a the door, so be it.

"Persistance on" means for me, I see the server history...

...I see what was going on. (in this case someone opened, closed or locked the doors).

From other players, not a random game mechanic.

 
The difference meele weapon part...  I guess it is not final, something like this will come.
Edited by NoCheats

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