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About treasure rooms and vases


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52 réponses à ce sujet

#1
Miclotov

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Smashing vases for gold start to feel more and more tedious for me. I know I could just ignore them, but we all know that more gold is better. Hence I started to think, at least my brain felt like it was thinking. Wouldn't it be possible to get rid of the vases and move the bonus gold from them to the treasure chests in the treasure rooms?

 

It would encourage people to have one character of each archetype present even in public games.

 

Taking that though further you could change the way treasure rooms are generated. No warrior in the group? No breakable stonewalls keeping us away from a chest!


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#2
Storm_Changer

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I think it could also simply be made so that urns drop more than just gold - it is called "loot" after all. I do think your idea would help with game pacing though, as destroying urns [which proves ironically difficult] really makes the game feel clunkier and slower than it would do without them. 

 

The only problem with your door idea is that team composition can change in-game, so the problem would still occur regardless. Maybe just adding potions into the game that can open these doors would be a good way of circumventing it consistently. 

 

I definitely think both of these ideas are along the right lines though. 



#3
Miclotov

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If urns would yield more gold you could reduce the number of urns per game I think because the amount of gold you can get per game feels about right.

 

I understand your point that a team composition can change during a game, but a fixed kind of obstacles could reduce the chance of running into the ones you cannot best.



#4
Yumi

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Items from vases and less of them sounds great. But I also like the idea of eliminating vases and:
Having enemies drop small amounts of gold and minibosses dropping more, with chance of an item, and 5/5 boss same thing, with chance of better item.
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#5
Storm_Changer

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Items from vases and less of them sounds great. But I also like the idea of eliminating vases and:
Having enemies drop small amounts of gold and minibosses dropping more, with chance of an item, and 5/5 boss same thing, with chance of better item.

 

I also like this. I would prefer if enemies could only drop items - not gold - and gold was confined to chests. Purely because I wouldn't want to finish every fight and spend a minute greedily picking up every spec of gold. Definitely like the idea of bosses on 5/5 dropping items, since at the moment it isn't actually efficient most of the time to kill the boss if your goal is gold grinding. 


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#6
tbxvividos

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I hate getting items from chests.

Over 200 hours played and I've NEVER got something good from an in game chest

Only from gold purchased ones.

In game chest loot sucks. Give me Gold.

#7
Storm_Changer

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I hate getting items from chests.

Over 200 hours played and I've NEVER got something good from an in game chest

Only from gold purchased ones.

In game chest loot sucks. Give me Gold.

 

I've had 2 uniques in 80 hours, but generally the items I get from chests also suck. :P 



#8
tbxvividos

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I've had 2 uniques in 80 hours, but generally the items I get from chests also suck. :P

What lvl uniques?

I've gotten uniques too. Lvl 6 ones. Maybe an 11 if I'm lucky!

Don't think I've ever seen higher than 12 from an in game chest. And that was on perilous. And I have it on video (keeper nightmare pug)

If I'm playing on perilous you can be damn sure I need higher lvl gear than 12

#9
Storm_Changer

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What lvl uniques?

I've gotten uniques too. Lvl 6 ones. Maybe an 11 if I'm lucky!

Don't think I've ever seen higher than 12 from an in game chest. And that was on perilous. And I have it on video (keeper nightmare pug)

If I'm playing on perilous you can be damn sure I need higher lvl gear than 12

 

My best was also lvl 11! The other was a rune. :P 

 

I've largely had the same experience. The way I look at it, each item is worth 200+ gold, so even if its poop, I just rationalize I would've got poop from the store too.



#10
Yumi

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Oh Zane I was thinking item/gold drops would e auto picked up anyway lol. I think there we some good idea in this thread

#11
Storm_Changer

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Oh Zane I was thinking item/gold drops would e auto picked up anyway lol. I think there we some good idea in this thread

 

If it was auto picked up, that'd be a pretty nice way of distributing loot without making users smack urns for a living and giving that extra element of excitement when killing mobs / bosses. I think that's a pretty awesome suggestion actually, and I can't imagine it being too difficult to implement. 

 

I guess the only question then - what to do about treasure rooms? I think it'd be sweet if they were made pretty rare - so people were excited to find one - and had some kind of challenge element beyond kill X mob. Maybe mini-puzzles, to break up the game play? Or challenges - like kill X number of spawned mobs within X time. Obviously with less treasure rooms - the reward could be made much more exciting, and the rooms themselves could be given a unique touch. 



#12
Miclotov

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Wouldn't rarer treasure room create the need for more gold from other sources to maintain the estimated average in gold gain per round played?



#13
Cid Revolution

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What would be fun is if they implemented a treasure room that could only be opened by using all three classes and had a super hard boss to fight, after which you are guaranteed a very good item.
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#14
Yumi

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Wouldn't rarer treasure room create the need for more gold from other sources to maintain the estimated average in gold gain per round played?


We were talking about rarer treasure rooms assuming that gold would instead auto drop in small amounts from each killed enemy, therefore you could quit breaking vases. It would be easy to match current gold output levels.
This way the treasure rooms are more special, and could be used in other ways. This idea also assumes mini bosses have a chance to drop items and 5/5 wave bosses have a chance to drop high level stuff as well.

Basically we want more inspiring loot. And given to us in such a way that it motivates us to play along different lines. We were talking about the treasure rooms as a way to include variety to runs.
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#15
Storm_Changer

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Wouldn't rarer treasure room create the need for more gold from other sources to maintain the estimated average in gold gain per round played?

 

Not if it was subsidised by enemies dropping gold and items occasionally. And it would make the treasure rooms feel... special. Atm they don't really feel that way, just a minor inconvenience for a minor reward. 

 

 

What would be fun is if they implemented a treasure room that could only be opened by using all three classes and had a super hard boss to fight, after which you are guaranteed a very good item.

 

I think this would be quite a cool idea too. 



#16
Yumi

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What would be fun is if they implemented a treasure room that could only be opened by using all three classes and had a super hard boss to fight, after which you are guaranteed a very good item.

This is an interesting idea as well.

Dang it I just notice Zane Xmas ninja'd my response 3 posts up
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#17
Storm_Changer

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This is an interesting idea as well.

Dang it I just notice Zane Xmas ninja'd my response 3 posts up

 

You literally posted a second before me saying pretty much the same thing. 10/10 You win this round of post roulette. :P



#18
Miclotov

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Not if it was subsidised by enemies dropping gold and items occasionally. And it would make the treasure rooms feel... special. Atm they don't really feel that way, just a minor inconvenience for a minor reward. 

 

Good point, yet alltogether the part of picking up gold during a mission gives me a strange feeling. In Mass Effect 3 you did your job and got payed. In Dragon Age: Inquisition you set out for missions on a "you get payed what you find in their belongings" basis of payment.


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#19
Chi_Mangetsu

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Good point, yet alltogether the part of picking up gold during a mission gives me a strange feeling. In Mass Effect 3 you did your job and got payed. In Dragon Age: Inquisition you set out for missions on a "you get payed what you find in their belongings" basis of payment.

You also get paid for completing escort, acquisition, and execution missions for the Inquisition.



#20
Yumi

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Treasure rooms are one thing, but breaking 20 vases and bending over twenty times, when each generic "pile of gold" yields 15-25 coins depending on difficulty, feels more likes chore than rifling through someone's belongings. I'm all for having more interactive objects though. I'd love to search the armoire of a courtesan in the Orleasian Chateau, for instance. Or Venatori weapon racks.

Anything really. Something to break up the monotony of vases. Honestly BioWare could really do some cool stuff with this.

I think more and varied interactive objects to loot would give MP a whole new feel- a reason to actually explore the whole map instead of running from vase to chest room to vase to next wave door, rinse/repeat/5of5 boss/clear repeat.

#21
Miclotov

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That are some good ideas you have there. Didn't really think about different objects to loot.

 

Even with all the different thoughts and ideas about vases, treasure rooms and gold we have so far I think we can all agree to the point that the way it is at the moment has much room for needed improvement.

 

For my part, I would prefer a very streamlined experience where people get a certain amount of gold depending on difficulty and how many objectives they did during a mission with a chance of finding a treasure room each time you play a mission.


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#22
Shadohz

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If you want to encourage Speed and XP runners to participate in looting and raids then here's what you do:

 

1. Scrap vases altogether.

2. Randomize gold drops from enemies after kill (no items).

3. Make treasure room chests "items-only" or change their drop-rates to increase much higher chance of getting them. Scale the rate and item level based on difficulty played (i.e. higher difficulties increases chance of getting better gear). 

 

The vases were intended to get players to explore the map (my guess). They can accomplish that by spreading out more enemies throughout the maps. If they wanted players to waste spend time together exploring then they should've gone with doing the SP co-op. As far as Zone 5 bosses dropping items, that should only be given if the player survived the objective (i.e. you bleed out, no reward).



#23
gay_wardens

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i will literally get my party killed by being the only one who is willing to pick up the gold

 

and i dont give a crap. its a waste of time if you dont pick up the gold. if all 4 people spread out and each of you gets one pot, the whole thing goes SO much faster.



#24
Stinja

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If you want to encourage Speed and XP runners to participate in looting and raids then here's what you do:

 

2. Randomize gold drops from enemies after kill (no items).

 

Surely that will just validate the way they play?  Now they can get gold from killing stuff, and can completely ignore anything else...

 

I'd say better would be to remove all pots, and distribute them into the treasure rooms.  You want gold?  Open them up.

eg:  say there's 20 pots per zone, and 2-3 treasure rooms per zone.  Now when you open the treasure room there's the chest, whatever pots are normally there, and 7-10 more pots.

Make it a total loot-fest.  *kssh* Lets get paid!

 

An entirely different question is what should be in the chests, item level and rarity.  But encouraging/making people want to go in the treasure rooms is the first thing.



#25
tbxvividos

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i will literally get my party killed by being the only one who is willing to pick up the gold

and i dont give a crap. its a waste of time if you dont pick up the gold. if all 4 people spread out and each of you gets one pot, the whole thing goes SO much faster.

You say it's a waste of time to not pick up gold,

I say you're wasting my time by picking up gold on lower difficulties.

My level 6 toon wants experience,
I'll worry about gold when I'm 20 and running perilous.

Feel free to go pick it up yourself, but don't expect me to stop clearing