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LEXIC

Chests!

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I seen something like this in a different game I played, and it was a really good idea. There would be 2 different type of chests: wooden chest and metal chest. They would be scattered throughout the world of Eternal Lands, some hard to find, some in secret areas, some in the middle of the woods, etc.

 

Wooden Chests - Requires magic to open.

 

There would be 4 levels of wooden chests. There should obviously be a spell that opens these chests. The spell can be cast with a level 2 requirement in magic. Now the 4 different chests would be based on drop percentage and level requirement in magic to open. The lowest chest would be required level 2 in magic, then level 14, then level 33, then level 42.

 

These chests would drop from 0 to 2 items. For the level 2 wooden chests, they would usually drop something like bones, some gold, warm fur items, food, and more lower items. This chest would also have a 20% chance of dropping some lower level potions, like potion of minor healing, etc, and other items like this, and would also have a 2% chance to drop iron sword, leather gloves, wooden sheild, wtc.

 

For the higher level chests, the drop rate for the items in the level 2 chest would be increase, and new better items would be added to the drop rate. So for the level 42 chest you can easily get the same items in the level 2 chest, but there is lets say a 3% chance you will pull a steel sheild, titanium serpent sword, chain mail, etc.

 

Most of the times you will get nothing too special for your magic level, but there would be a rare occasion when you do get something really good.

 

Metal Chests - Requires a key to open.

 

There would also be 4 levels of metal chests. There would be 4 different types of keys also. These keys should not be able to be manufactured, but only drop from offensive creatures. The drop rate of the keys could be worked on, having a fairly small percentage to drop a level 4 key, to a 1/20 chance to get a level 1 key from an offensive creature. Also, a factor in the drop rate would be the type of offensive creature you kill, the harder the creature is to kill, you get a slightly better chance to get a key. The keys then can be used to open certain metal chests around the land. The 4 chests would require level 6 in alchemy, level 16, level 38 and level 46 to be opened.

 

Mostly the same deal as wooden chests concerning the drop rate of things, but for the metal chests, the drop rate should be slightly higher then the wooden chest drop rates. These chest can also give you from 0 to 3 items.

 

 

Now these chests should be placed around in certain areas of the map, the higher level chests in higher level areas. Some of them in secret areas and hard to find places. Once the chest has been open, it stays open for a period of time before it closes. Lets say between 1 hour - 2 hours. A problem that would occur with having a set time on the chests would be that people would just time the closing of them.

 

I think this would be a fun idea, it would give yet another reason to level up alchemy and magic, as well as take the time to explore every inch of the land. Those numbers up there are only for examples but better percentages should be worked out so that you usually do get crappy gear from them, but sometimes, very rarly, you do pull out something good. What you think guys?

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Sounds fun to me, groups could go treasure hunting together fight a bunch of creatures for keys then search down the chests :)

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Its just this game needs some probability. Right now its a bit on the boring side. Hunting is like harvesting also, just getting experience. If the monsters had a probability to drop a good item, even a small one, it would be so much better. And maybe limit the information givin in the news section on each update, just inform us of the bugs fixed and the things that we NEED to know, but let us find out if there are any new quests, gear, monsters, etc. This chest thing would be a big step in making the game more exciting.

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hmm yes u are right this game does need some probabity right now u usually know whats gonna happen when u do something....but add some chance u never know when that little ol monster will drop something rare or that innocent bag u pick up piosons u (player set trap idea!) :)

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Nice idea, i only think the chests should not be on set places, but in a certain spawn area, just like creatures. Otherwise you can just make a route that will take you to each chest and see if you can open it, if not you move on to the next.

So the chests should be spawned sort of randomly, and when they are opened they should disappear, and spawn somewhere else a couple of hours later.

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That is a good idea Nid, I was also thinking about that problem, I came up with that every so often, like once a month, Entropy would reset the location of the chests in an update.

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