Path of Chests - Chest Opening Simulator 2013
" 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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" 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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