The new "treasure chests" introduced in LDON are a source of constant irritation to most people instead of being regarded as a new and really cool feature like they should be.
When you encounter a chest on an adventure a quick /inspect gives you a good idea of what kind of chest it is (mechanical, magical, spiritual) and then you can set about working on it... that part is fine.
While occassionally you will find chests that very easily open up when the right skills/spells are employed it seems that a significant fraction of them defy anyone's ability to open them. A chest on a high adventure last night was clearly not mechanical or cursed as those skills reported they knew nothing about the chest... so when trying the magical detection spell I cast and recast and recast the spell about 10 times (with a REALLY ANNOYING recast time on that thing) even setting off the trap twice and still couldn't tell if it was trapped or not. Eventually we just smashed the chest and ended up destroying whatever was inside because we'd already wasted nearly 5 mins on the thing in total.
Such frustration and such would be worth it perhaps if the chests themselves had a good reason to want to open them.... but more often than not the chests drop 1 5 plat vendor-bait item or maybe the exp you'd get from killing 2-3 mobs.... whoooppeeee. We did have one chest ONCE drop a Regen 2 chest-only augment that was kinda cool, but thats only one chest out of who knows how many we've run into since last week.
Then there are the chests at the end of raid. Last night, for example, we were very careful about checking the chests at the end for traps etc and after determining they werent trapped, but clearly locked, we tried to unlock them with mechanical, spirital and magical means to absolutely no avail... finally we jsut gave in and smashed them open.
There need to be some changes implemented with these darn objects:
1) Reduce the annoyance factor -- yeah okay its nice that the spells dont work 100% of the time since nothing is certain and that they want wizards and clerics to be better at chests than other casters.... but being stuck there for ages chain casting a spell is just insanely dull and frustrating. Remove the recast timer and jack up the manacost on the chest spells if you want. Why make a series of 3 chest spells and then max them out at 34? Move them suckers to low, medium, and high levels and then tack on a minimum-spell needed for a given chest type.
2) Make chests semi-consistent -- Yeah you might open a chest and find a booby prize once in a while, but why on earth would someone put utter shit into a box and then not only lock it and cast massive trap magical spells onto it if it only contains 3 platinum and some goblin bones??? People will go to great lengths to open these if they know somethng good is inside, right now the newness of them is wearing off and since the rewards stink from opening them... why bother? The raid chests seem to be intended to be smashed open, why?
3) Remove class-specific loot from the 6-man adventure loot tables!! This isnt related to just chests actually, but for adventures in general. There are only about 6-7 items on the loot table that ALL named mobs share at a given theme/difficulty which is already rather dull as you see the same stuff over and over and over...to make things worse you run into stuff like the no_drop lute in Mistmoore on normal! Out of the 7 possible drops you get in an adventure one of them is BARD ONLY and NO DROP??
Quite a few things in LDON are very nicely done, but you can tell what things were added in at the last minute of the Beta because those aspects are just plain not right.
Posted this in here as there is no EQ forum (Wtf why)..
DISCUSS
When you encounter a chest on an adventure a quick /inspect gives you a good idea of what kind of chest it is (mechanical, magical, spiritual) and then you can set about working on it... that part is fine.
While occassionally you will find chests that very easily open up when the right skills/spells are employed it seems that a significant fraction of them defy anyone's ability to open them. A chest on a high adventure last night was clearly not mechanical or cursed as those skills reported they knew nothing about the chest... so when trying the magical detection spell I cast and recast and recast the spell about 10 times (with a REALLY ANNOYING recast time on that thing) even setting off the trap twice and still couldn't tell if it was trapped or not. Eventually we just smashed the chest and ended up destroying whatever was inside because we'd already wasted nearly 5 mins on the thing in total.
Such frustration and such would be worth it perhaps if the chests themselves had a good reason to want to open them.... but more often than not the chests drop 1 5 plat vendor-bait item or maybe the exp you'd get from killing 2-3 mobs.... whoooppeeee. We did have one chest ONCE drop a Regen 2 chest-only augment that was kinda cool, but thats only one chest out of who knows how many we've run into since last week.
Then there are the chests at the end of raid. Last night, for example, we were very careful about checking the chests at the end for traps etc and after determining they werent trapped, but clearly locked, we tried to unlock them with mechanical, spirital and magical means to absolutely no avail... finally we jsut gave in and smashed them open.
There need to be some changes implemented with these darn objects:
1) Reduce the annoyance factor -- yeah okay its nice that the spells dont work 100% of the time since nothing is certain and that they want wizards and clerics to be better at chests than other casters.... but being stuck there for ages chain casting a spell is just insanely dull and frustrating. Remove the recast timer and jack up the manacost on the chest spells if you want. Why make a series of 3 chest spells and then max them out at 34? Move them suckers to low, medium, and high levels and then tack on a minimum-spell needed for a given chest type.
2) Make chests semi-consistent -- Yeah you might open a chest and find a booby prize once in a while, but why on earth would someone put utter shit into a box and then not only lock it and cast massive trap magical spells onto it if it only contains 3 platinum and some goblin bones??? People will go to great lengths to open these if they know somethng good is inside, right now the newness of them is wearing off and since the rewards stink from opening them... why bother? The raid chests seem to be intended to be smashed open, why?
3) Remove class-specific loot from the 6-man adventure loot tables!! This isnt related to just chests actually, but for adventures in general. There are only about 6-7 items on the loot table that ALL named mobs share at a given theme/difficulty which is already rather dull as you see the same stuff over and over and over...to make things worse you run into stuff like the no_drop lute in Mistmoore on normal! Out of the 7 possible drops you get in an adventure one of them is BARD ONLY and NO DROP??
Quite a few things in LDON are very nicely done, but you can tell what things were added in at the last minute of the Beta because those aspects are just plain not right.
Posted this in here as there is no EQ forum (Wtf why)..
DISCUSS