Path of Chests - Chest Opening Simulator 2013
complaining for the sake of complaining...
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I think this is a valid point.
Chests feel much more rewarding if they have some concept behind them being a chest. Maybe chest tiers. |
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" Chest tiers? Don't you mean more chest tiers? |
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" Complaining? You do realize this is a beta and the purpose of us playing it is to give feedback and opinion on what we feel could be better? If you don't understand what beta testing is maybe you shouldn't be participating. Last edited by Stroggoz#2475 on Nov 21, 2012, 4:30:23 PM
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" I mean that it is a calculated risk that your views on how "rushing pays off", won't end up costing you some great treasure. In other words, there is a tension between rushing, which you are right, statistically would usually be more effecient because you expose yourself to more treasure oppurtunities more quickly and also of a higher level. HOWEVER, there is always that 0.05% chest that has something awesome in it that you wouldn't have expected. And by choosing to rush, which is usually more effecient, you are exposing yourself to the risk of skipping that 0.05% chest. I don't have much experience in this particular game as I only started playing less than a week ago, but in other loot based ARPGs such as Torchlight where I have 100's of hours logged in, I have experiences where I picked up really really really good items in places you wouldn't think. I found a bugged claw in TL2 that did way more damage than it was supposed to thanks to the fact that I look in all the treasure spots. It is a level 14 weapon that deals as much damage as a level 60! Nobody farms that low level area because they would never expect to find such a thing. The closest experience I have to that In PoE, is I found some armor for my witch that has 250 armor value, I'm not sure how common that is though. But it's a bit better gear that I normally find for my level 24 witch. |
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Chests in general could do with some work in POE. For starters they are littered around with no real purpose to the environment, they are in random places that make you think "why the hell is a chest just left there?". When I think back to games like D2 & TQ then yes there were random chests about but they also frequently appeared in and around enemy camps. It made sense, you had to raid the camps to get to the chests & the mobs were there to defend them, the immersion felt like you were really stealing something from them when you whipped open the lids. The chests we see around tents in POE are purely cosmetic, you can't even open them but off in some random part of the forest you find 'tribal chests'. GGG could certainly work on the way chests are dropped & try to make them make a bit more sense to the area rather than just some rng drop in the map.
Next I think chests could do with some mechanics. Locked chests, trap chests, mimics & various qualities of chests are all mechanics we see in other arpg's that are totally absent in POE. Why are none of the chests locked? Would it not make any sense for some of the chests to be locked by their owners. They can be close by & when killed drop the key. TL2 did a nice thing where they had 1 Golden chest in the map & 1 mob on the map dropped the key, this encouraged full clears of the map for extra rewards instead of just rushing to the exit. Keys should be added to POE but not only that there should be events & side quests that require certain things to happen in order for a chest to open. I always thought trap chests were a staple of games like these but again they are absent in POE. Some chests give you loot, others try to bite your head off. It makes sense that some folks would booby trap chests, especially in a place like Wraeclast where it seems everyone is a criminal. Mimics have also appeared in many rpg's & while I don't think they should just be boxes with teeth I think GGG could do something with the idea giving subtle hints that the chest (or w/e) is a mimic. Finally chest quality, we have large chests but it seems GGG haven't really made up their mind how they want to implement them yet. It would be cool if there were a few types of chest in the game that maybe had their rng skewed towards either loot or currency. There could be 'orb chest' for example that mainly dropped currency & appeared in places of wealth. Low quality chests could drop mostly white items and so forth to where opening a gold chest (rare) gave mostly rare items, maybe even a super rare unique chest could appear that had a high chance to drop uniques. The problem with having high quality chests is chest farming but I believe if the higher quality chests were rare as hell then they wouldn't be farm-able, we don't want to see a repeat of the resplendent chests in D3 debacle. So with reference to the OP I don't think the problem is that there are too many chests, but that chests in general need a lot more work in POE. |
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" You're basically assuming that the player has OCD, and that that should be exploited at the cost of other players. You're assuming that he will be emotionally tempted to open all the chests because he irrationally feels that there might be loot already "waiting" for him, despite chests generating their contents upon opening and that the supply of chests is endless. Morally speaking, people with OCD shouldn't have to suffer because of their disability. Last edited by Andreasen#3600 on Nov 23, 2012, 10:42:31 AM
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" yea the concept is baffling. I find your issue with chests to be completely ridiculous. I don't like the colour of the grass in the game, its light green dark green medium brown. I want medium green bright brown regular green...it REALLY bugs me |
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" You reflected my thoughts exactly and made me laugh at the same time. Thank you Sir. |
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" How is it ridiculous? Chests are item droppers and are thus very important to be considered when balancing for the item economy of the game. They are an entire gameplay mechanic in and out of themselves, and there is much that can be made around it to make them more interesting and fun. As mentioned by other people, other games have handled chest much better. Diablo games and Torchlight made chests rarer, so when you finally find one you actually want to open it knowing a rare or unique might actually pop out. There are even "replenished" chests with a much higher drop-rate. Sometimes you would clear a whole level just to find one, whereas in PoE they are most often placed specifically in a location by a designer near an actual quest. Torchlight brought the concept of key-wardens to light, where you hunt them down to be able to open the chest. As you can see, you can turn chests into mini-quests, and actually have a effort->reward aspect to them. These are all great ideas on how to improve the game and make it more fun, which is our job as beta testers. Just because you find the idea of adding to the game and making it more fun ridiculous doesnt mean that you can deny everyone else opinion by labeling them as "complaining". Stop being childish and actually come with some reasonable arguments as to why you want chests to be sprinkled across each level with no thought put into them whatsoever. Last edited by Stroggoz#2475 on Nov 23, 2012, 9:23:17 AM
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