Gate access after inheritance

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Gate access after inheritance

Postby ceromaster » Mon Jul 20, 2015 5:03 pm

Hi,

Warning! Noob alert! :D

I'm not sure if this has been asked before, but:
What is one supposed to do if:
- he dies
- inherits some portion of his previous character upon creating a new one
- gets teleported into his previous claim,
but the master keys are red, so he effectively can not open/close the gates?

Any help would be appreciated, thanks.
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Re: Gate access after inheritance

Postby HolyLight » Mon Jul 20, 2015 5:40 pm

Always keep master keys on a seprate non critical character within your base.

Use copys on your main, so if worse case happens and your main character dies, you can just redistribute more copys to newer chracters.

This does not protect your gates/keys if you are raided and all keys stolen.

If this happens, start smashing your gates and make anew.
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Re: Gate access after inheritance

Postby ceromaster » Mon Jul 20, 2015 6:23 pm

How can they use my keys if they are red for them (including myself)?
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Re: Gate access after inheritance

Postby Otis » Mon Jul 20, 2015 6:37 pm

ceromaster wrote:How can they use my keys if they are red for them (including myself)?


Unfortunate, but this game is all about alts, but you are right the keys are only usable to those they are bound to. The idea is to have a keymaster alt so something like this:

Alt#1 - Keymaster - has actual master keys and a leanto - never leaves town (or does much at all)
Main - DaMain - has master copies and keys others - could die
Alt#2-N - VariousAlts - get regular keys

So as long as you have the keymaster - your safe if any of the others dies.
Awwww...Care Bears are so cute!!!!
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Re: Gate access after inheritance

Postby ceromaster » Mon Jul 20, 2015 7:06 pm

Thank you for the answers!

So, correct me if I am wrong, but the method is the following:

- play your main until you get (or buy) some iron bars (keys and locks)
- level your alt#1 until a point it has locksmithing and create the master keys
- at this point, since it never leaves town, I see no reason for master key copies, why not only slave keys attuned to your main/alts?
- also you need 2 accounts for this, I guess, so that you can simultaneously be logged in with both your keymaster and your main/alts to attune the keys to them
- attune the locks and master keys, lock the doors and his role is basically over until your main dies or you create another alt or you invite someone into your claim or you want to lock new doors
- level your main and try not not to go out of claim because of the fear it gets killed and you loose your precious skills
- raise collector/adventurer/etc. alts with higher humours and only the required gathering/etc. skills.
- and if (for some reason) your main character is also your keymaster (since none of them goes out of the claim) and it dies, you can start destroying all your gates (which I assume you can not do if you did not inherit enough biles to do so)
It just does not make sense for me that even if nobody steals the master keys from you, noone can use them including your new character that has inherited the pclaim (so after death your new character can not leave pclaim - teleport to city does not count)

At this point I rather do not post my opinion about this, but I think it is clearly seen how ... this is. I still hope I'm missing something, as I see no rationality behind this.
Another question of mine: Why does a reborn character does not inherit the rights to the master keys (in other words, why are the keys not green for him?)
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Re: Gate access after inheritance

Postby HolyLight » Mon Jul 20, 2015 7:19 pm

ceromaster wrote:Thank you for the answers!

So, correct me if I am wrong, but the method is the following:

- play your main until you get (or buy) some iron bars (keys and locks)
- level your alt#1 until a point it has locksmithing and create the master keys
- at this point, since it never leaves town, I see no reason for master key copies, why not only slave keys attuned to your main/alts?
- also you need 2 accounts for this, I guess, so that you can simultaneously be logged in with both your keymaster and your main/alts to attune the keys to them
- attune the locks and master keys, lock the doors and his role is basically over until your main dies or you create another alt or you invite someone into your claim or you want to lock new doors
- level your main and try not not to go out of claim because of the fear it gets killed and you loose your precious skills
- raise collector/adventurer/etc. alts with higher humours and only the required gathering/etc. skills.
- and if (for some reason) your main character is also your keymaster (since none of them goes out of the claim) and it dies, you can start destroying all your gates (which I assume you can not do if you did not inherit enough biles to do so)
It just does not make sense for me that even if nobody steals the master keys from you, noone can use them including your new character that has inherited the pclaim (so after death your new character can not leave pclaim - teleport to city does not count)

At this point I rather do not post my opinion about this, but I think it is clearly seen how ... this is. I still hope I'm missing something, as I see no rationality behind this.
Another question of mine: Why does a reborn character does not inherit the rights to the master keys (in other words, why are the keys not green for him?)


Welcome to salem, you are asking the correct questions most have who have seeked the answer to for years, yet are never really given an answer directly as to "why".

I personally suggested you should be able to save keys with the banker who will pass them onto an decendant if your character dies... ... Bypassing the need for alt keymasters, but alas.

Its the way the game is designed, it is intended you own/create many many alts mostly on seprate accounts for specific tasks.

Might be something to do with inflating the player count, who knows.
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Re: Gate access after inheritance

Postby ceromaster » Mon Jul 20, 2015 8:11 pm

HolyLight wrote:
Might be something to do with inflating the player count, who knows.


I understand, but on the other hand I do believe the player base would also grow or not fluctuate that much if there were less of these "salemicums".
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