Search the Community

Showing results for tags 'locking'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official Buildings
    • GM Hall
    • City Hall
    • Website News
    • Public Test Board
  • Back Streets
    • Town Square
    • Community Assistance
    • Village Recruitment Center
    • Suggestions & Ideas
    • The Creative Commons
    • Wood Scraps
  • Jackal
    • Jackal Discussions
    • Jackal Market
  • Freedom Isles
    • Celebration
    • Deliverance
    • Exodus
    • Independence
    • Pristine
    • Release
    • Xanadu
    • Freedom Isles Market
  • Wurm Unlimited
    • Unlimited Discussion
    • Server Listings & Advertisement
    • Unlimited Modding
    • Technical Issues
  • Maintenance Buildings
    • Technical Issues
    • Server Bugs
    • Client Bugs
    • Model and Sound Bugs
    • Other Bugs and Issues
    • Wurmpedia / Wiki Maintenance

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Gmail


Facebook


Twitter


Discord


Skype


Instagram


Snapchat


LinkedIn


Reddit


YouTube


Yahoo


MSN


Website URL


Location


Interests


Chaos


Independence


Deliverance


Exodus


Celebration


Xanadu


Release


Pristine


Epic


Acc1


Acc2


Acc3

Found 3 results

  1. With all these new permissions, it would be great to make it so that you can check a box allowing all alliance members to lock building on deeds which are allied, save having to log into a mayor account all the time to lock someones house etc etc.
  2. First off wanted to say this is for Off-Deed and Chaos only. My suggestion is keep the mine hoping change (2 minutes unlocked) to prevent players using easy to create mines to escape PVP. Instead make houses an alternative. Suggestion: Remove all current restrictions for off-deed houses in regards to unlocking/lockingApply a 10-20 second "unlocked" period when passing a door during combatIf an enemy is inside an unlocked house, all remaining doors unlock until players leave (Prevents being trapped after chasing)Keep current Mine Door ChangesWhen a player passes through an off-deed locked gate or door during combat, it "requires time" to close and re-lock the gate/door. This will allow players "some" defense when off-deed if they spend time creating a house and locking the doors but ensures that players in combat cannot easily escape by simply hopping into a house/mine to retreat. Obviously the issue with players inside the house becoming trapped if they chased in is why the remaining doors unlock, however re-lock instantly after the last enemy leaves (If possible) to prevent abuse. TLDR: (Lazy) Simply how to make houses better as they can easily be catapulted/lockpicked into unlike mine doors and at minimum require 80 mortar, 80 bricks and 1 door lock to work where as mine doors require much less effort and provided greater defense.
  3. The one thing I found out not to long ago is you cannot remove a lock from a gate only replace it. Also the way templars are now getting stuck and constantly attacking a mob over and over for days is causing gates to lock even though they are set to open all the time and limiting access to public markets and area's on deed. This is the main reason I would like to be able to remove locks from gates I have the key for just like chests, boats, etc. Oncethe lock is removed the templar sticking forever bit will never be an issue again blocking access. Anyhow either fix the templar from locking 24 open gates or give players the ability to remove locks from gates that they have placed on them with the key.