With the addition of the Maps system, it got me thinking of other types of items that could influence the game. I think some kind of system where some chests are locked and players would use keys to open them would add a little bit of variety to the game. Keys could be normal, magic, rare, (unique?) just like any other item (they would have mods that affected drop rate/rarity/type. Maybe some would even give a short buff after opening a chest, or cause open chests to explode, whatever).
Since buying keys is kind of annoying, I figure either keys have unlimited uses, or they replenish when you go back to town (just like flasks). Maybe they also replenish over time when you destroy crates/barrels (again, like flasks replenishing when you kill monsters).
The details of the idea could be tweaked to whatever is most fun, but the basic idea is the introduction of a new type of item (keys) that has various types of mods, as well as differentiation of chests.
But I like dust7's post after mine better:
"
dust7 wrote:
I would like the following:
You never need a key to open a chest. Keys imbue chests they are used upon.
Occasionally, monsters drop keys. Keys are way rarer than chests, though.
Keys can be magic, rare or unique and enhance the loot you can get from a chest. A magic key could have two mods, for example "+x% item quantity from targeted chest" and "Chest contains at least one currency item".
Unique keys could have very interesting mods, such as "Chest comes alive" coupled with an extra quantity bonus. You would have to defeat the chest first, though.*
Orbs can be used on keys as you would expect.
Each key can be used only once.
msg/pm me if I've won any bids or want to contact for sales. @SteveDelucia
Last edited by fritzendugan#4166 on Jul 10, 2012, 10:33:19 PM
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You never need a key to open a chest. Keys imbue chests they are used upon.
Occasionally, monsters drop keys. Keys are way rarer than chests, though.
Keys can be magic, rare or unique and enhance the loot you can get from a chest. A magic key could have two mods, for example "+x% item quantity from targeted chest" and "Chest contains at least one currency item".
Unique keys could have very interesting mods, such as "Chest comes alive" coupled with an extra quantity bonus. You would have to defeat the chest first, though.*
Orbs can be used on keys as you would expect.
Each key can be used only once.
*
Disregard witches, aquire currency.
Last edited by dust7#2748 on Jul 9, 2012, 1:22:07 PM
You never need a key to open a chest. Keys imbue chests they are used upon.
Occasionally, monsters drop keys. Keys are way rarer than chests, though.
Keys can be magic, rare or unique an enhance the loot you can get from a chest. A magic key could have two mods, for example "+x% quantitiy from targeted chest" and "Chest contains at least one currency item".
I don't think I want more stuff to manage as far as different levels and types of keys. It would take up precious slots in inventory having to carry the various keys, or you'd have to burn a portal scroll every time you happened upon a locked chest. Losing one slot to stackable keys wasn't too bad in D2, and the locked chests did add some interest to the game.
The idea of imbuing keys is a good one. If the locked chests were rare, like one every couple areas, you could carry one imbued key with you and not have too much impact on inventory.
You never need a key to open a chest. Keys imbue chests they are used upon.
Occasionally, monsters drop keys. Keys are way rarer than chests, though.
Keys can be magic, rare or unique and enhance the loot you can get from a chest. A magic key could have two mods, for example "+x% item quantity from targeted chest" and "Chest contains at least one currency item".
Orbs can be used on keys as you would expect.
Each key can be used only once.
The higher the itemlvl, or whatever you should call it, on a key is, the riskier the use gets. Opening a chest with a key should always be an adventure. Using more magical keys could result in:
simply breaking the key (it would be boring if you simply could force good items from a chest)
simple hp damaging trap, or laying out a mine field you have to dodge, when you got what you came for
a giant stone orb rolling at you (possibly with Russells face on it)
summoning a monster you have to defeat (that would be a nice way to introduce close quarter fights, like the spiders stuff), or a timed opening of the chest, where you have to defeat all monsters coming at you, until the time is over (think Bioshock 2)
teleporting you somewhere else, and you have to fight your way to the chest again (with a humongeous big pink marker on the map in Cuttthroat, for hilarious loot steals)
a rare occasion when the chest spits out 20 times the loot, with a glowing animation and stuff
simply breaking the key (it would be boring if you simply could force good items from a chest)
Not sure if that would be a necessary possibility. Increased quantity/rarity/etc. does not really force 'good' loot from a chest. Well, you could argue that rarity does, but only indirectly.
Disregard witches, aquire currency.
Last edited by dust7#2748 on Jul 10, 2012, 11:40:13 AM
Not sure if that would be a necessary possibility. Increased quantity/rarity/etc. does not really force 'good' loot from a chest. Well, you could argue that rarity does, but only indirectly.
But it would take the thrill away of opening a chest, if you can expect good loot. I'm not saying it's necessary, but it would add flavor to the thing.
You never need a key to open a chest. Keys imbue chests they are used upon.
Occasionally, monsters drop keys. Keys are way rarer than chests, though.
Keys can be magic, rare or unique and enhance the loot you can get from a chest. A magic key could have two mods, for example "+x% item quantity from targeted chest" and "Chest contains at least one currency item".
Unique keys could have very interesting mods, such as "Chest comes alive" coupled with an extra quantity bonus. You would have to defeat the chest first, though.*
Orbs can be used on keys as you would expect.
Each key can be used only once.
*
+1!
I agree with all this. Awesome idea, perfect implementation, and it fits the game perfectly. Plus it should not be to hard to implement (other than the awesome Mimic chest, ...which they should totally do!)
Last edited by Dreamer000#3253 on Jul 10, 2012, 4:34:22 PM
Not sure if that would be a necessary possibility. Increased quantity/rarity/etc. does not really force 'good' loot from a chest. Well, you could argue that rarity does, but only indirectly.
But it would take the thrill away of opening a chest, if you can expect good loot. I'm not saying it's necessary, but it would add flavor to the thing.
Why would you 'expect' good loot? Who said most chests opened with standard keys won't drop junk most of the time? I NEVER expect good loot in D3 from chests, not even from resplendent chests, but they took it a bit too far with that. I'm sure GGG could find a happy medium.
Last edited by TYRI_#6409 on Jul 10, 2012, 10:04:58 PM