treasure goblins / rescue-able NPC's
Yeah, das, well, we can see GGG takes an idea and improves on it; ie flasks instead of potions and *cough* health orbs.
As for the treasure gobbo, why not one of those large super large golden chests with the massive l0ot drops, after a difficult boss fight, go to the room at the back, see the huge golden chest, yippee run towards it and then suddenly it turns into a rare tough monster*! And when you kill it (just) its a sucky white drop :( *like the chest monster from Terraria POE is a constantly evolving game, so expect balance changes, buffs and nerfs STILL!
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While they're sort of cool in d3, I see no reason to sully the grim setting with a randomly running around, glowing gold, laughing at you for your failed trapping skills npc. No need for them. No way, no how.
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PoE has way too many gap closers like whirling blades and teleport for that to be any fun at all.
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we allready have mobs with "wealth" mods that drop more and better.
These are pretty much our goblins. But a chest would be cool some sort of puzzle chest. Like a hidden door. D2 had this some rooms you couldn't see until you pressed on the wall and it opened. If for example you find a room that is locked or something like that and somewhere else on the map there is a lever, you could put a nice chest/trap/boss in there. |
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to your suggestion:
http://www.youtube.com/watch?v=umDr0mPuyQc&feature=related |
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I don't think it's a bad idea at its core, but I don't think goblins would fit with POE and from what I understand, Kripp's strategy in D3 was ONLY to go after goblins, and it worked.
I don't want a loot mechanic that rewards you for scouring instances for one monster. I want a loot mechanic that rewards me for playing the game. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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My thread was locked so I will post here like I should have from the start.
Some kind of treasure goblin character should be in this game because they are so darn fun to catch, slaughter, and grab awesome loot from. Such a wonderful mechanic should be a part of such a wonderful game. Standard Forever
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What I found appealing about the treasure goblin was how it invariably would always run through areas of the map that weren't cleared yet and if you waited too long to get it, it'd be gone. Chasing one was exciting.
While I understand concerns about adding a monster that people would want to farm for loot, I do think that there's a possible solution to that. Instead of making it like a treasure chest on wheels, why not make a monster that only drops miscellaneous orb shards? I say shards so that it could still drop maybe one at a time as you were attacking it, but if you're able to kill it in time, the amount of loot still isn't breaking to the economy. Farming rare/random shard mobs would help players improve their current items, but could not as easily become a replacement for the game itself. And it adds an alternate grind to the vendor trading to get shards. There would still be the "fun" of chasing a monster for treasure, but as long as the ratio of shard drops isn't too heavy, then the game doesn't become all about looking for the shard dropper either. Just an idea. |
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Y'know, thinking about it... If it's the chase that makes the TG interesting, then why not have a floating quest Boss which is somewhat difficult to kill, but which runs like hell whenever you attack it?
It would occasionally spawn randomly nearby your character, and defeating it would not only result in a nice drop (not necessarily the loot-shower that the TG does), but would also finish a quest. That would give you a reason to hunt it down. This would only be a unique one-off quest, not a recurring mob like the TG. It could even be an NPC who holds important information needed to progress to the next stage of a bigger (optional) quest (requiring plenty of opportunities to encounter it), rather than just a monster to kill. OR- You might be given a quest to hunt down a given number of evasive and hard-to-find game animals, otherwise unoffensive, which happen to live in a monster-infested area. The chase and hunt could prove quite as challenging, under those conditions, with a different reward than simply a drop. Just brainstorming, here. =^[.]^= =^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled / =-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie |
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I think both are great ideas. The game world feels very barren, and random events and treasure "bandits" would definitely help fill up the world.
Ill admit im still noob(just entered cruel), but I have not seen any random events of any kind at all. Just map after map of things to kill... gets a little redundant after a while. And yes I do realize this is still beta, and overall excellent job by GGG team! Kudos! FFA loot=Single player MMOARPG. GGG please consider a change.
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