TotalyMeow wrote:Taipion wrote:Besides less griefing on this part, there actually is no reason to make keyrings not-stealable and transfer automatically with inheritance.
Would make the game flow better and make death appear more natural.
Would make the game look a good bit more sophisticated and thought through.
But hey, there is still the griefing part, so this will never happen!
![Trollface ¦]](./images/smilies/troll.gif)
Nothing is not stealable in Salem. That's a core principle. If you're going for 'natural' it would make a lot more sense to not make keys attune and let just anyone who finds one use it.
If you think we haven't thought about this, consider that if someone betrays you, either on your claim or in your town, and you kill him, do you really want him to be able to inherit working keys to all your gates/houses/sheds, whatever he had access to? What if you have a lot of gates and don't have the time to immediately rekey them all? Sounds rather more inconvenient than having to keep a couple extra keys around. But feel free to make some suggestions in the Ideas section.
It is always these arguments, and I don't think they are good.
If you go like this, then I may wonder why not every bear killed in Salem provides 4 paws.
As it is now, it is a trip hazard for newbies, and a very minor griefing angle for raiders and the like, it provides more inconvenience than gain overall, that's why it would be good to fix it.
But nevermind, I know this won't be changed, so why would I try...
