Keys and Locked Chests
" you pretty much nailed it on the head! I like your idea much better :) However, I would like to add that I think it would still be cool if the chests themselves had varying mods, also. This way you would kind of have to try and maximize your odds by using keys only on the "good" chests. Or you could use them on inferior chests if you really wanted to. 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, 10:34:39 PM
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A similar idea has been passed around for a long while here - chest rarity. The idea is that chests spawn with a rarity (magic/rare/unique?). I'm unsure how identifying would work, and possible mods etc etc.
The large golden chest is actually a rare chest with a +item quantity mod, I believe. Level Designer/Dungeoneer
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Thanks for the info Joel!
What I prefer about the keys over chests being magic/rare/unique themselves is that you could use orbs on keys and then trade them with other players, or save them for when you find that unique end-game map full of chests. Disregard witches, aquire currency.
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point taken :]
Disregard witches, aquire currency.
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" How about a glow halo like named mobs? |
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" I really like these ideas. Not so much the chest coming alive part, but maybe add in it spawns a monster that you must kill. Or just plain that in enhances the drops. I really like the sense of moding chests for better drops somehow. You could always just have regular chests and locked chests too where the locked chests can then get mods. MANY options to chose from here and I REALLY like the idea. Think of endgame here. You will want to get a good endgame map, you will then want someone to have a few good "keys" to open the chests and such. It just adds an element to the game that makes it exciting. I think the biggest thing to focus on is NOT restricting the play experience but only making enhancements. So making all chests openable by anyone, but using a key enhances the loot only enhances the game. REQUIRING a key restricts the game. This system also makes you look for chests over just rocks and such, given that once enhanced by a key it has a chance to drop better gear. |
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THIS IDEA IS PURE GOLD.
Thoughts that crossed my mind when I read it: - Keys only drop from enemies and a pretty rare (not as rare as maps though) - Keys have a clearly visible lvl - Keys only work with (also rare) locked chests - Locked chests also have a level - The key lvl has to be at least the chest lvl to open it - Otherwise as dust stated, one-time use, normal, magic, unique, enhanced by orbs. That would prevent high level keys to be used/wasted on low level chests. It would also produce a nice mechanic of looking for the chests to use it on. Could make for some good player interaction, if people write up to friends/guid members that they spotted a locked chest in their instance. People would explore every nook and cranny of their maps in hope of finding one of those chests. Last edited by golem09#3277 on Jul 11, 2012, 9:20:02 PM
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I dont support the idea of locked chests, too much hazzle - especially if keys are not buyable.
An item to improve chestdrop quality, must be a mix of an orb (consumable) and basic items with optional magic affixes, like flasks - similar to the map stones. Possible mods could be 'additional drop quantity', 'increased rarity', 'increased currency chance'...tbc - with different tiers each. I also can imagine an inherent mod of '+1...3 additional items', but from this limited count of mods, I see no real use for a rare type of that item (just like flasks, only magic). A quality bonus could decrease the chance of additional monster spawns as reduced drawback, or (also 'copied' from the mapstones mechanic) a so increased quality also increases spawn/explosion/drawback effects. It could also be worthful to think about adding drawback affixes like reduced drop effects, spawns and other risks - poison clouds for example. invited by timer @ 10.12.2011
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" That's the thrill behind it, first searching/waiting to find a key, while you find chests in the meaintime you are inviting others to open. And then when you have a key you are constantly looking for a chest and then the rare case happens, you actually find one and have a key. That's a really great moment. Just enhancing the standard hack-slash-explore routine of every single level run sound very boring to me. There's not much difference to gear mods that increase quantity and rarity. |
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