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Chests usable for any items

Unstructured ideas, requests and suggestions for the development of the game.
DarkSavant13
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Re: Chests usable for any items

Post by DarkSavant13 »

What about the physical chests in the game world scattered all over the place? It would be nice to click on them and have them open. Better still, create another skill, such as lockpicking. You could have chests of different hardness to pick, depending on your skill. I would think that there would also be a bash option, but with the disadvantage of a possibility of destroying some, or all, of what's inside with a percentage roll.

All of these chests everywhere are going to waste just sitting there. It's downright frustrating to a veteran RPG player, especially one who specializes in being a rogue, lol. :lol:

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Re: Chests usable for any items

Post by Pyrizzle »

Maybe I'm just jonesing for some Zelda but how about some secret rooms that have treasure chests?

BOOMERANG!!!!!! :lol: (okay guess i should play some Zelda when i get home) :lol:
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DarkSavant13
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Re: Chests usable for any items

Post by DarkSavant13 »

Pyrizzle wrote:Maybe I'm just jonesing for some Zelda but how about some secret rooms that have treasure chests?

BOOMERANG!!!!!! :lol: (okay guess i should play some Zelda when i get home) :lol:
Great idea! That along with locks that need keys. ;) Not to make a Zelda clone but it is a staple of many games and looked for by many RPG gamers. :)
Bard
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Re: Chests usable for any items

Post by Bard »

I would suggest a fourth slot for a quick change of the currently used weapon. But to make it halfways realistic, you would drop the first weapon and change to a previously selected (you have to set the quickslot before starting the fight). There would be no way to change in that fight for a second time. After the fight the first weapon would be reequipped and the second applied to the quickslot.

To use this one would require the "Weapen changer" skill! (Needs at least level 1 in Combat speed)
All other possibilities to change gear should be removed.
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Re: Chests usable for any items

Post by Sarumar »

DarkSavant13 wrote:What about the physical chests in the game world scattered all over the place? It would be nice to click on them and have them open. Better still, create another skill, such as lockpicking. You could have chests of different hardness to pick, depending on your skill. I would think that there would also be a bash option, but with the disadvantage of a possibility of destroying some, or all, of what's inside with a percentage roll.

All of these chests everywhere are going to waste just sitting there. It's downright frustrating to a veteran RPG player, especially one who specializes in being a rogue, lol. :lol:
DarkSavant13
+1 Intresting idea. How about; there are chest and doors (or bars like im Prim) around of the world. To open them you need lockpicking skill 1 to easy ones up to 4 the hard ones. Preguisities of lock picking level 1 need player level 15, level 2 need player level 30, etc ?
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DarkSavant13
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Re: Chests usable for any items

Post by DarkSavant13 »

Sarumar wrote: +1 Intresting idea. How about; there are chest and doors (or bars like im Prim) around of the world. To open them you need lockpicking skill 1 to easy ones up to 4 the hard ones. Preguisities of lock picking level 1 need player level 15, level 2 need player level 30, etc ?
Great idea! I would prefer a percentage chance, though, since there would be a chance of failure. :) I love the thought of picking locked doors. This is a "rogue-like RPG" after all. ;)
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Re: Chests usable for any items

Post by Sarumar »

DarkSavant13 wrote:
Sarumar wrote: +1 Intresting idea. How about; there are chest and doors (or bars like im Prim) around of the world. To open them you need lockpicking skill 1 to easy ones up to 4 the hard ones. Preguisities of lock picking level 1 need player level 15, level 2 need player level 30, etc ?
Great idea! I would prefer a percentage chance, though, since there would be a chance of failure. :) I love the thought of picking locked doors. This is a "rogue-like RPG" after all. ;)
hmm, how about something like this;
You cannot pick locks above your skill level, skill level 1 is needet to level 1 locks, skill level 2 is needet to level 2 locks, etc. And every lockpicking skill level gives you better chance to open locks, level 1 = 20%, level 2 = 40%, etc.

And of cource you will need some lockpicking tools witch may be broken if you fail..
Sarumar
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DarkSavant13
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Re: Chests usable for any items

Post by DarkSavant13 »

Sarumar wrote:
DarkSavant13 wrote:
Sarumar wrote: +1 Intresting idea. How about; there are chest and doors (or bars like im Prim) around of the world. To open them you need lockpicking skill 1 to easy ones up to 4 the hard ones. Preguisities of lock picking level 1 need player level 15, level 2 need player level 30, etc ?
Great idea! I would prefer a percentage chance, though, since there would be a chance of failure. :) I love the thought of picking locked doors. This is a "rogue-like RPG" after all. ;)
hmm, how about something like this;
You cannot pick locks above your skill level, skill level 1 is needet to level 1 locks, skill level 2 is needet to level 2 locks, etc. And every lockpicking skill level gives you better chance to open locks, level 1 = 20%, level 2 = 40%, etc.

And of cource you will need some lockpicking tools witch may be broken if you fail..
Oooooo! I LOVE the broken lockpicks idea! :twisted:
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Re: Chests usable for any items

Post by phydeaux »

Anybody else remember the d&d game from the early 90's? You had a set of 2 sided picks in different shapes and had to match the right shape to the tumbler you were on else the pick would break...
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Re: Chests usable for any items

Post by insink71 »

+1
For utilizing.. we'll say a locker-system both box, crate, whatever (chest could be confused with quick-select).
I would also timidly suggest if it becomes a fully-operational (future), storage compartment, inventory should then become limited in a sense. It makes game more realitic if I CAN'T carry around every piece of armor and/or weapon.. in a mud, this is what forces players back to town (and roleplay)..some of them even introduce weight as a inhibiter (to battle). Not that other mpg should have any bearing on a single-player game, but nonetheless worth mentioning.
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