Path of Chests - Chest Opening Simulator 2013

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Stroggoz wrote:
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Andreasen wrote:
You can't have lore backing it up in a realistic way.


Replay Act 1 of Path of Exile for me. There is a quest in the beginning where you are supposed to clear out an entire level to get a reward. This is already in the game we are currently talking about, and it has lore and dialog backing it up. It is very much realistic and very do-able. The writers of GGG are extremely talented, so i wouldnt worry about having your immersion broken. Hell, they even pulled off explaining the very complicated Maps system with lore.


There is a difference between realistic quest requirements (such as to purify the water source from both dark magic and rotting flesh, which by the way is a poor explanation considering the bodies are just left to decompose) and generic chests. I'm sure that GGG *could* explain it, but the explanation would have to be so convoluted that it would ruin the immersion.
By comparison "Slay the rare monster that drops the key to the chest." is realistic. ...or why not get rid of the key, and simply create a room with a large chest and lots of monsters? ...which is a system already in place that doesn't need a weird explanation. We don't need bright red chests requiring golden spinning keys to appear in mid-air when the room magically senses that the room is free of monsters.

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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.


in diablo games you constantly come across destructible environmental objects. They are EVERYWHERE. Some are empty some have loot, I just click on them and go about my day. POE even has a couple of big chests in caves that dish out more loot. I also click on them and go about my day. I don't understand why you are putting so much thought into something so menial. And I am doing my job as a beta tester by stating my opinion, which is who the hell cares fix the desync and balance the skills, etc, etc,

and make the damn grass brown green light yellow

this chest conversation is like listening to middle aged women discussing where to put a refinished antique piece of furniture in a living room. It goes on and on and on and on

or maybe green brown dark yellow...

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