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Treasure Room: Good, Bad and the Ugly


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41 réponses à ce sujet

#1
Kissraven

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So, I'd like to know what everyone thinks about treasure rooms and how they would change/improve them or if they'd prefer to just to remove them. Also, with the potential 4th difficulty coming out sometime in the future how do you think these TR's should progress from difficulty to difficulty.

 

The Good:  Improved Purple drop rate in Perilous.

 

The Bad: Low gold gained and lack of variety in enemies to fight regardless of difficulty.

 

The Ugly: Getting a grey item or Rune, especially in Perilous.

 

I'd like to see less items drop no matter the difficulty, with grey only in Routine, Blue in Threatening, and Purple in Perilous, so more related to progression, but more gold drops overall and less items. That way when an item does drop you feel better about it because you know it won't be a rune and it will be scaled with difficulty.

 

Also, I'd like to see more randomness with guardians or enemy fights in TR's, with the rewards more in-line with the risk. Say both a Revenant and Arcane Horror spawn, but you get a lot more gold, etc.

 

Anyway, with a 4th difficulty hopefully coming out this might be a good time to give the Devs something to think about tweaking, so lets hear your thoughts.


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#2
F_e_princess

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Nerf zone 1 undead guardians

 

On a serious note opening a door to find an angry druffalo would be funny


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#3
FRZN

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Add a big xp reward to the renevant/horror so that even for people who don't care about the loot and are just doing promotion runs it's worth the time.  Also, balance their difficulty a bit for range vs melee.  Right now melee chars have a much more difficult time with both while ranged characters have it fairly easy.


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#4
scynn

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I know it'll never happen because it would require total rework of the maps, but I feel like if they were less out of the way, and maybe you had to pass through them, then people could pick them up on the way. Or make the out of the way ones that aren't freebies give more/better loot. Even still, make all treasure rooms a shortcut, so people who wanna just get through it will wanna go through, and those who wanna get the treasure can get it. Any enemies you pass can just be like "Yo wait a minute" and chase you to the front of the map when you engage the last group.


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#5
Hellsteeth30

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XP bonuses for clearing ALL treasure rooms?

That way it would stop impatient barstewards like myself dragging the hapless noobs through zones because I've had to suffer the indignity of routine.
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#6
scynn

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XP bonuses for clearing ALL treasure rooms?

That way it would stop impatient barstewards like myself dragging the hapless noobs through zones because I've had to suffer the indignity of routine.

 

That's a good idea actually. Have like a worth while bonus for each room, and if you got all of them another good size bonus. This would also help with getting better class distribution in matches. I always laugh when I start a game by myself as, say, an Avvar, and the 3 people that join in all come in as Warriors, or even worse yet more Avvars. It's like, I know it's doable, but would it kill you to bring something else? lol...



#7
Ploidz

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I hate when people join my game and then pull me to the next zone when I can take care of a treasure room myself. I then contemplate exiting and starting over leaving him to migrate to his own game so he can rush through if he can.


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#8
Kissraven

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Liking the xp ideas since end game is more about promotions so we need all the xp we can get. 

 

 

I know it'll never happen because it would require total rework of the maps, but I feel like if they were less out of the way, and maybe you had to pass through them, then people could pick them up on the way. Or make the out of the way ones that aren't freebies give more/better loot. Even still, make all treasure rooms a shortcut, so people who wanna just get through it will wanna go through, and those who wanna get the treasure can get it. Any enemies you pass can just be like "Yo wait a minute" and chase you to the front of the map when you engage the last group.

 

 

Yea I'm sure reworking maps won't happen, but I like the idea of having to open say a barrier door to proceed through the mission, and "oh wait what do we have here, it's a nice treasure chest for my effort in dispelling that barrier and killing those enemies" as opposed to the times we bypass them like they held the plague. It's all about the pacing and reward versus effort, as everyone would open a treasure room if the reward was something they felt was worth it. Just so long as the flow of the game does not slow down too much. 



#9
Ghost Of N7_SP3CTR3

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I hate when people join my game and then pull me to the next zone when I can take care of a treasure room myself. I then contemplate exiting and starting over leaving him to migrate to his own game so he can rush through if he can.

I've left my own public lobby because of this exact thing several times.I also try to make a mental note of the user names so I can avoid playing with them in the future.


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#10
Guest_PaprikaPrincess_*

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Ok, so I love treasure rooms! I know there are people who argue that it is a waste of time, and then there are others who make it their duty to defile every single treasure room door. Treasure rooms are the main reason for spamming the dreaded over here,  and constantly set people up for premature teleportation causing anticlimactic loot failure. Because I pug a lot, and solo a ton as well - I'd love to see an option to be able to open any door even if you are not that specified class.

 

I propose a crafted door breaker -  crafting them will grant you access to all doors and will be used as a consumable (like the dragon call). A metal door breaker would be used for warrior rooms, leather for rogue rooms, and cloth (I know I know, who wants to spend cloth, but...) for mage rooms.

 

Make the required quantity for crafting super low so people won't be pissed to use them. I know I'd use them!

 

Also another suggestion I have for treasure rooms would be instead of showing a ? on the map, utilize a class-specific legend like a brick wall icon for warrior doors, veilfire for mage doors, and a key for rogue doors. This way there is no running back just to see what door you missed, then realizing you don't have that class in your group to open the door to begin with.

 

I love me my gold! Give us a way to get to it if we are playing solo, and if no one else in the group wants to.


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#11
wwilt13

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Ok, so I love treasure rooms! I know there are people who argue that it is a waste of time, and then there are others who make it their duty to defile every single treasure room door. Treasure rooms are the main reason for spamming the dreaded over here,  and constantly set people up for premature teleportation causing anticlimactic loot failure. Because I pug a lot, and solo a ton as well - I'd love to see an option to be able to open any door even if you are not that specified class.

 

I propose a crafted door breaker -  crafting them will grant you access to all doors and will be used as a consumable (like the dragon call). A metal door breaker would be used for warrior rooms, leather for rogue rooms, and cloth (I know I know, who wants to spend cloth, but...) for mage rooms.

 

Make the required quantity for crafting super low so people won't be pissed to use them. I know I'd use them!

 

Also another suggestion I have for treasure rooms would be instead of showing a ? on the map, utilize a class-specific legend like a brick wall icon for warrior doors, veilfire for mage doors, and a key for rogue doors. This way there is no running back just to see what door you missed, then realizing you don't have that class in your group to open the door to begin with.

 

I love me my gold! Give us a way to get to it if we are playing solo, and if no one else in the group wants to.

 

I like your idea to show class specific icons for doors.  It would really help people and save time.  I also think the doors should be revealed at the beginning of each round, so you don't miss one.  I know they want to make this fun for people, so maybe they could work it so this happens for people once they have played a map X number of times.  This way newbies can have their "fun" of discovering the doors.  

 

I love the idea of scaling the rewards too.  It would be great to see guaranteed blue items each time in threatening.  However, I think runes are great for newer players and I support keeping them in the loot table at least.  Just make them lower drop rates than other items.  

 

I would love to see more difficult encounters in the treasure rooms.  Mark them differently so you know it's a more difficult room and give greater rewards.  The druffalo idea is hilarious; you could also have him just inside the room and people think it's safe to open the chest, but enemies still spawn as the trap.  :)  Even better if they make it an undead druffalo.  

 

Regarding the rooms, I also feel the melee characters have a much more difficult time with them.  It would be nice to see some variety that might assist with this.  However, I feel this has been an issue with the game in general.  Range has it so much easier and they still do tons of damage.  



#12
Zander-o-

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Talking about those room bosses.. Did they nerf them? It's been so easy to kill them lately, i've been managing to solo most with less than stellar classes on threatening, and i'm a total scrub! Really, i suck! 



#13
ottffsse

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Pugs opening treasure rooms on threatening and perilous and dying to a lolspider never gets old. Nevermind the horrors and revanants.

#14
Courtnehh

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Pugs opening treasure rooms on threatening and perilous and dying to a lolspider never gets old. Nevermind the horrors and revanants.

Couldn't believe my eyes when 2 level 20 pugs went off to do a guardian door and both of them got dropped by a spider, I couldn't stop laughing, one was an AW FFS.


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#15
T_elic

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I'm kind of sad that we don't get materials from treasure rooms anymore.

I'd also like to see an XP bonus for either clearing all treasure rooms or for killing the revenant.

 

Actually, i'd like a revenant/horror challenge. Get a banner for killing a hundred, emblem for 250. that should get some people to finally start clearing them.


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#16
TheRaccoon

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Is it possible to add some buffs to gold chests? Say, you open a chest and your group receive a movement speed buff for a few minutes or for zone 5 etc. Something that makes ppl clear the map faster/safer than not entering treasure rooms.



#17
wwilt13

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I'm kind of sad that we don't get materials from treasure rooms anymore.

I'd also like to see an XP bonus for either clearing all treasure rooms or for killing the revenant.

 

Actually, i'd like a revenant/horror challenge. Get a banner for killing a hundred, emblem for 250. that should get some people to finally start clearing them.

I am glad to see someone else who misses the crafting material drops.  As long as they are not dropping from dragons, I love it!

 

The XP bonus for clearing them all would be great.

 

I am always for more challenges that are tracked and options for banners/emblems/titles.  



#18
DrakeHasNoFlow

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I love treasure rooms because nothing is more important to a group of pugs than spamming f4, or directional down (on consoles), I mean it's far more important than say clearing the angry mob or the templar behemoth hovering amongst your team. Who waits until after the zone is cleared anyways to break down those awesome treasure doors? That is just plain stupid and lacking any common sense.

#19
LordInfamous99

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Im with you on that Drake. My biggest sore spot playing this game right now isnt guard, RNG or arcane warriors anymore...It's this retarded facination with these treasure rooms.

If you want to open a door and its your class feel free dont dont yell at me if I dont want too. Such a bore and slows the pace of a match down so much. Honestly I cant stand doors even on perilous.

#20
scynn

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Im with you on that Drake. My biggest sore spot playing this game right now isnt guard, RNG or arcane warriors anymore...It's this retarded facination with these treasure rooms.

If you want to open a door and its your class feel free dont dont yell at me if I dont want too. Such a bore and slows the pace of a match down so much. Honestly I cant stand doors even on perilous.

 

The extra 30 seconds it takes to walk over to usually an empty room, or god forbid kill some spidurz, is just dreadful.

 

Ain't nobody got time for that.



#21
FRZN

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When some guy stands by the door spamming come here while you're getting pelted by archers... :mellow:

When some guy picks up the torch and stands by the door spamming come where while you're getting pelted by archers and poison gas... :angry:

 

I open doors when it's practical to do so because I like useless treasure and don't really care about prestige or promotions.  Spammers get ported to the next zone, precious loot be damned.



#22
Courtnehh

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When some guy stands by the door spamming come here while you're getting pelted by archers... :mellow:

When some guy picks up the torch and stands by the door spamming come where while you're getting pelted by archers and poison gas... :angry:

 

I open doors when it's practical to do so because I like useless treasure and don't really care about prestige or promotions.  Spammers get ported to the next zone, precious loot be damned.

Damn straight they do, I saw you press it the first 10 times. Spammers usually get kicked.



#23
Sulaco_7

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They should have a weekend event where every treasure chest has a 30% chance to drop a unique item.
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#24
Dekibra

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They should have a weekend event where every treasure chest has a 30% chance to drop a unique item.

 

 

oh boy... think of the mayhem :lol: :ph34r:

 

"no, I don't care if you're still fighting off the mobs, you are a rogue, this is a rogue-door, so: YOU NEED TO SEE THIS, OVER HERE FRIEND, GET OVER HERE, YOU SHOULD SEE THIS!!!!!" ... mission failed


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#25
FRZN

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They should have a secret event where pressing any quick chat button twice in a row sets you on fire and loops the sound of your character screaming (only for you) until the mission ends, the screams slowly rising in volume and pitch.  And the event lasts forever.


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