Keys and Locked Chests

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TYRI_ wrote:
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.


Yeah, maybe that was a bit of a shitty explanation. I just think the "zomg awesome loot" feeling would be a lot better, if sometimes the keys just break, but when you get stuff and shit falls on the ground, you can expect. It gives way more of a gambling feeling. Actually that's exactly the opposite of what I apperantly wrote, I don't know what the fuck I was thinking there.
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Helionova wrote:
Yeah, maybe that was a bit of a shitty explanation. I just think the "zomg awesome loot" feeling would be a lot better, if sometimes the keys just break, but when you get stuff and shit falls on the ground, you can expect. It gives way more of a gambling feeling. Actually that's exactly the opposite of what I apperantly wrote, I don't know what the fuck I was thinking there.


The 'zomg awesome loot' feeling should be what you feel after getting a good quality key.

Having to get lucky twice with RNG isn't a good feature. It is the main reason why D3's itemization was such a massive disaster.

You get a high level item rare or legendary, but that is not enough, you need to roll again to see if that item is worth anything.

Same thing goes for keys and chests. If you're lucky enough to find a key, you sure as hell don't want it breaking on you, leaving you with nothing. If I found an extremely good key and used it on a rare chest, and the key broke so I got nothing, I would probably rage quit.
Last edited by TYRI_#6409 on Jul 12, 2012, 9:04:15 AM
I could go either way on keys breaking. It would be horribly frustrating if they break on the first go like that. Maybe we could do a hybrid system where everytime you use a key, there is a CHANCE it will break (but only breaks AFTER you use it, so you always get at least one break chance). This would mean some keys could be used 2 or 3 times (maybe very, very rarely even 4 times). This would introduce the possibility of another item mod "decreased key break chance" or "increased key break chance." I would think key break chance would follow some kind of triangular distribution where the majority of keys get 2 or 3 uses, some keys only are used once, and very rarely some can be used 4 times.
msg/pm me if I've won any bids or want to contact for sales. @SteveDelucia
The idea of the key break roll applying AFTER you open a chest is a great idea. I approve.
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Xendran wrote:
The idea of the key break roll applying AFTER you open a chest is a great idea. I approve.


I would rather that keys can be used a predetermined amount of times, so they are more reliable for trading with others.
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TYRI_ wrote:
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Xendran wrote:
The idea of the key break roll applying AFTER you open a chest is a great idea. I approve.


I would rather that keys can be used a predetermined amount of times, so they are more reliable for trading with others.


I would like the times of uses to be fixed as well. I think the best way would be to do this through the key quality. Quality 1-9 one us, quality 10-9 two uses and with 20% quality you get three uses.
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Joel_GGG wrote:
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.


I really like that. My fave Indie ARPG Depths of Peril has Bronze, Silver and Gold chests. It's a always exciting when I find a higher rarity chest.

Depths of Peril added a gauge where it takes a couple seconds or so to unlock the chest, and at any time there can be a "click" sound which is a trap. If you react quickly you can run away from a trapped chest :)
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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.


*



++++++++++++++++++++++
GGG please make this
I can't fully express how completely fantastic it would be to fight a Sapient Pearwood Luggage to get great items.

The only problem is, sapient pearwood cannot be destroyed...
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DeF46 wrote:

Depths of Peril added a gauge where it takes a couple seconds or so to unlock the chest, and at any time there can be a "click" sound which is a trap. If you react quickly you can run away from a trapped chest :)


I like that idea. Introduces possibilities for even more mods on the keys: increased/decreased trap chance/damage/delay
msg/pm me if I've won any bids or want to contact for sales. @SteveDelucia
Last edited by fritzendugan#4166 on Jul 16, 2012, 4:36:40 AM

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