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Thread: The Lock Decay Flaws - Suggestion/Solutions

  1. #1
    Master Sorcerer Nenkaai's Avatar
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    Default The Lock Decay Flaws - Suggestion/Solutions

    Introduction

    Locks can be used to lock an area of a world, this thread will be focused on locks that do not locks an entire world. Multiple players may place multiple locks in the world, and world locks cannot be placed unless all locks in the world are removed (or are owned by the player who is placing it.)
    This often caused world names to go to waste as once a world is not world locked people will usually do "lock battles" or try to own as many areas as possible. After some time, the world is no longer active, and dozens of locks can be owned by dozens of different owners, effectively meaning that world locking a world is nearly impossible as players can go inactive, get banned, or refuse to give on their areas (which is fine).
    To remedy that, in late 2014 Seth/Hamumu added lock decay. Locks that are not world lock decay in 180 days if they havent logged on under such time span. This freed up a lot of worlds, however many flaws came along with that that makes it easy to circumvent, to a point where the system is utterly nulled.

    The Problem

    Locks of which their owner have not played for 180 days can be punched to be removed, freeing up the area for players to lock it instead. However, only the lock itself can be punched. This means, that cleverly made areas of which players do not have the required sight and punch range to said lock may not be able to claim the lock, being the problem of punching at it's core.

    Example One


    Example Two


    Moderators can noclip, but are not allowed to interact with items that are not theirs (as usual), just like how you cannot edit a tile you do not own. However, a lock that has technically decayed and should technically disintegrate should also mean that the area should not be meant to be locked due to the intent of the feature.

    The solution
    One solution although not the best could be that moderators should be able to punch such locks for players instead on a case-by-case basis following such conditions:
    • Is it a lock that is actually eligible for decay?
    • Is the player able to reach the boundaries of said area?
    • Does the lock have any admins?

    But this solution is easily outperformed by another because of the lack of moderators and automatism in the game, therefore my suggestion would be:
    Allowing areas/locks to disintegrate by simply punching a tile that the lock is supposed to cover.
    Not only does that allow areas to be recycled when inactive without being prevented by the range, thus allowing new world names to be used, but also allows for actual dynamic worlds that do not stay forever unused.


    This ended up being rather long but it was always something that has been on my mind after seeing the countless amount of worlds that have abused that workaround or are utterly wasted because of this being possible.
    Last edited by Nenkaai; 01-20-2020 at 08:01 PM.
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    Master Sorcerer Ecrivain's Avatar
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    I aggree with this thread always annoys me everytime i found a lock i can’t reach, but what if the lock disintegrate when a player enters the worlds tho?
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    Master Sorcerer Malware's Avatar
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    Quote Originally Posted by Nenkaai View Post
    Side problem & Solution
    There is a side problem to locks; locks can have accessed players. Once a player is accessed they may edit the area the lock surrounds. However, if the owner is inactive, the lock may only decay if the accessed players haven't also played for that long. Problem being, if an admin is accessed to a lock, but the owner is inactive, they can not get the lock themselves, which is redundant, because they can edit the area already. The solution should be that if the last player of a lock hasn't played in 180 days, and an accessed players (can be of them) tries to punch the lock, it shall disintegrate.
    I know, as mentioned, it's not the main problem,but this already has a simple solution. The person with access can just unaccess himself. There is always the chance of random people entering, but this still isn't a bad idea entirely. The entire interaction of unaccessing,punching the lock, and replacing the lock should take only 5 seconds.

    As long as their location is off, honestly.... the likely hood of anyone entering is basically 0. Even in a popular locked world like BUYMASK.
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    Master Sorcerer lightvolts's Avatar
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    sometimes mods won’t do it
    or sometimes they aren’t on
    sometimes they are doing something else and don’t want
    to punch a lock
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    Master Sorcerer TeachMeHow's Avatar
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    Quote Originally Posted by lightvolts View Post
    sometimes mods won’t do it
    or sometimes they aren’t on
    sometimes they are doing something else and don’t want
    to punch a lock
    Who wants to punch a lock says a mod
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  6. #6
    Master Sorcerer Nenkaai's Avatar
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    Quote Originally Posted by Malware View Post
    I know, as mentioned, it's not the main problem,but this already has a simple solution. The person with access can just unaccess himself. There is always the chance of random people entering, but this still isn't a bad idea entirely. The entire interaction of unaccessing,punching the lock, and replacing the lock should take only 5 seconds.
    This is something I actually completely forgot about thank you, when decaying was implemented there was no way to unaccess yourself until another two or three years; i've edited the main post to remove that

    - - - Updated - - -

    Quote Originally Posted by Scawt View Post
    I aggree with this thread always annoys me everytime i found a lock i can’t reach, but what if the lock disintegrate when a player enters the worlds tho?
    It should be rather visible a lock has decayed, because if that happened you wouldn't know where the lock was.
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