Bashiok has just responded to a user inquiry on the Battle.net forums in regards to how dropping keys would work in Diablo 3 - ie: specific keys used for specific things, instead of the more random keys that we saw in Diablo 2. Here's what Bashiok had to say in regards to the question:
"Having keys that are dropped for specific uses, that have more story and questing elements tied to them are definitely possible. In a general 'designery' way Leoric's crown was essentially a key used to unlock the boss fight in the BlizzCon demo. So I don't think it's out of the question to then have a literal key be used for more quest-centric chest unlocking purposes.
That's of course completely separate from the generic dropped keys and their ability to open randomly spawned 'locked' chests. We don't currently have keys and locked chests, but... we're not completely opposed to them either.
Something I posted about a long time ago, which were just ideas being thrown around internally, is the idea of having multiple tiers of chests with subsequently lower spawn rates, and subsequently increased chances for dropping better and better items. At that point keys sort of become this unnecessary burden, because you already had the amazing luck of having the rarest chest type in the game spawn, it's probably not all that cool to then also say "Now find a key for it!""
So what do you think? Would you rather have random keys work in all chests, or do you like the more specific keys only working with certain things? Personally, I prefer the more specific ones because it adds an extra element of challenge. I like having to hunt for an item, battling my way through hordes of enemies. Makes it all the more satisfying when I finally get it!
At that point keys sort of become this unnecessary burden, because you already had the amazing luck of having the rarest chest type in the game spawn, it's probably not all that cool to then also say "Now find a key for it!""
Yeea that can get quite stressful, no keys please. unless they're skeleton keys for medium tier chests
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So what do you think? Would you rather have random keys work in all chests, or do you like the more specific keys only working with certain things? Personally, I prefer the more specific ones because it adds an extra element of challenge. I like having to hunt for an item, battling my way through hordes of enemies. Makes it all the more satisfying when I finally get it!
I do not like the random keys work for all chests idea, because a majority of the time the loot is worthless anyway. I do however like the idea of a specific key for a specific chest but I would like to add a bit of a change or addition to that idea. If anyone ever played Mythos, yes Mythos before it died, I liked the idea that there was always a special dungeon chest at the end of the dungeon and there was 1 mob in that dungeon that dropped the key to open that chest.
Now the dungeon itself could be 7 or 8 levels deep and the key to the chest on the very last level was dropped by a mob on any level. So basically if you kill every mob on every level you will get the key. It sounds like more of a grind but it is optional to get the key to open the chest. And of course since the key is more special than random keys for random chests it would have a better loot table.
Maybe Blizz can twist this idea to their liking, but its much better than running around looking for a key anywhere in the world of santuary just because you came across a chest that is super rare spawn.
I never understood why Diablo had keys anyway. You can summon tornados, fireballs and meteors, and crack large megalithic demons skulls with a single swipe of a mighty axe... But you need a key to open a chest
I hope its not just chests though, In Diablo 2 there were shit loads of different things you could open or search, like bodies, rugs, urns, rocks, chests, crates, barrels
I would say this about anything they put in Diablo III, much less in any video game. You can make it as hard as you want, but the crux is it needs to be worth it.
Blizzard tried so hard to get people to not do endless meph, pindle, and baal runs, but people kept doing them. Why? because meph and pindle gave the best return of items for the littlest effort while baal gave most exp. Why would someone want to clear all of act 2 for no reason?
I'm not saying that a hard to achieve goal should automatically drop the best item in the game either, for you wouldn’t want to play a game if you won every time. Having a shadowfang to look forward to at level 12 was more than sweet.
Rather, there must always be a valid reason for every challenge. So make the hardest to reach chest with the hardest to find key. But if I finally complete the impossible task, I would like it to have at least been reasonably worth it.
I agree with you mockery; specific keys would definitely be more interesting since you would have to hunt for what they go too. Hell even key combinations, like uber trist, would be really cool. I can see them utilizing this since it was more of an 'add on' so it was probably something they want to develop more. As far as regular keys; I agree with Ivaron. I'm sure they'll bring back loot carrying object....no worries...maybe even new ones.
lol that would suck. YEA GUYS FOUND THE ULTIMATE CHEST!!!...Anyone got they key for it? lol that would ruin my day
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I'm just glad every key will no longer fit every chest. Might have to do some thinking or reading to find what monster might hold the key to a certain area.
I mean yeah chests will still likely be that way, but it will feel like the keys are SOMEWHAT diversified.
Carrying keys in D2 was a tedious, annoying task.
Another one of those situations where the developers only allow a single solution, when they should allow for the player to be "creative" such as breaking open the chest.
I don't know why you guys don't realize that he's talking abut quest-based keys.
Like forge Khalim's Will and destroy the whatever to enter Durance of Hatred.
I also don't understand how that can be a novelty.
If Blizz makes collecting special keys for special chests (not quest-based) a reality, that will just LIMIT the gameplay experience. It adds NOTHING to it besides frustation.
Just bash the fucking chest in and take the fucking candy inside.
What REALLY pisses me off is the lack of attention they've given on item identification and item curses.
"We don't think that it will hinder or add anything if we just leave identify as it is. Also, nothing would change even if we change the idea or even rule it out completely. Why fucking bother, right?"
Wrong.
The multiple chest tiers and multiple key tiers is a really dumb idea. I think you gave yourself the answer on that one Bashiok. I'm sure the community will agree.
It's one thing to allow hundreds of gazillion options when it comes to item forging, combinations and customization with % etc. and a completely other thing to not allow the players to get the items that are already there (taking into consideration a high chance of unique/godly whatever items the character is to receive with a key) if they don't have ZE key.
I don't think there is a difference between the adrenaline/gratification pump you get when you see:
1. Legendary chest (containing uber-fucking items) &
2. Locked legendary chest (containing uber-fucking items you can't get since you don' have ZE key).
My view.
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So what do you think? Would you rather have random keys work in all chests, or do you like the more specific keys only working with certain things? Personally, I prefer the more specific ones because it adds an extra element of challenge. I like having to hunt for an item, battling my way through hordes of enemies. Makes it all the more satisfying when I finally get it!
I would agree with you on this Mockery. Having specific keys for certain chests/doors would add a great deal to the gameplay. Searching for that one key so you can get the loot would add an element of "hide and go seek" instead of smashing everything up and killing hordes of monsters.
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Yea, I mean how much more fun was it on LOD when they came out with the Ubers on battle.net? Searching for all the keys added something different than mf'ing, slaughtering hordes of minions or pvping.
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maybe if you had a key pouch that didn't take up inventory room and you could transmute lesser keys into higher keys with a cube (have they said anything about the absence or presence of a horadric cube?) then i'd be ok with special keys for special chests..
if they were just generic tiers maybe 3 or 5 or whatever (and again stress that they don't take up space..)
on keys unlocking bosses or things.. i'm ok with it if there's a very finite number of special keys for special fights (like 3).
but if you have to hunt for a specific key to fight one guy for some odd loot then it just gets tedious and dull for me
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I think treasure chests are a relic of the past personally, I much rather just see unique and rare monsters drop the loot; Chests reward you for being at the right place at the right time, mobs would reward you for being at the right place, at the right time, with the right firepower.
I think keys should be specific to what ever dungeon level you are on but instead of making the key a random drop from a mob the key is on a pedestal some where on that level that you have to find. So if you come across a locked magic chest you know that the key to it is somewhere else on the level. It would be vice-verse if you found the key pedestal first then you would know to take a little extra time on that level searching for the chest.
Of course to go along with the separate locked chest and key pedestal's would be strong enemies guarding each one. This way would eliminate the "grind" aspect but encourage adventure which is the purpose of the game.
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So what do you think? Would you rather have random keys work in all chests, or do you like the more specific keys only working with certain things? Personally, I prefer the more specific ones because it adds an extra element of challenge. I like having to hunt for an item, battling my way through hordes of enemies. Makes it all the more satisfying when I finally get it!
Yeea that can get quite stressful, no keys please. unless they're skeleton keys for medium tier chests
I do not like the random keys work for all chests idea, because a majority of the time the loot is worthless anyway. I do however like the idea of a specific key for a specific chest but I would like to add a bit of a change or addition to that idea. If anyone ever played Mythos, yes Mythos before it died, I liked the idea that there was always a special dungeon chest at the end of the dungeon and there was 1 mob in that dungeon that dropped the key to open that chest.
Now the dungeon itself could be 7 or 8 levels deep and the key to the chest on the very last level was dropped by a mob on any level. So basically if you kill every mob on every level you will get the key. It sounds like more of a grind but it is optional to get the key to open the chest. And of course since the key is more special than random keys for random chests it would have a better loot table.
Maybe Blizz can twist this idea to their liking, but its much better than running around looking for a key anywhere in the world of santuary just because you came across a chest that is super rare spawn.
If anyone found that key Blizz reps would create and account and super-level to your level just to slap you and say NOOO LOSER!1 lol
I hope its not just chests though, In Diablo 2 there were shit loads of different things you could open or search, like bodies, rugs, urns, rocks, chests, crates, barrels
Blizzard tried so hard to get people to not do endless meph, pindle, and baal runs, but people kept doing them. Why? because meph and pindle gave the best return of items for the littlest effort while baal gave most exp. Why would someone want to clear all of act 2 for no reason?
I'm not saying that a hard to achieve goal should automatically drop the best item in the game either, for you wouldn’t want to play a game if you won every time. Having a shadowfang to look forward to at level 12 was more than sweet.
Rather, there must always be a valid reason for every challenge. So make the hardest to reach chest with the hardest to find key. But if I finally complete the impossible task, I would like it to have at least been reasonably worth it.
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
I mean yeah chests will still likely be that way, but it will feel like the keys are SOMEWHAT diversified.
Another one of those situations where the developers only allow a single solution, when they should allow for the player to be "creative" such as breaking open the chest.
Like forge Khalim's Will and destroy the whatever to enter Durance of Hatred.
I also don't understand how that can be a novelty.
If Blizz makes collecting special keys for special chests (not quest-based) a reality, that will just LIMIT the gameplay experience. It adds NOTHING to it besides frustation.
Just bash the fucking chest in and take the fucking candy inside.
What REALLY pisses me off is the lack of attention they've given on item identification and item curses.
"We don't think that it will hinder or add anything if we just leave identify as it is. Also, nothing would change even if we change the idea or even rule it out completely. Why fucking bother, right?"
Wrong.
The multiple chest tiers and multiple key tiers is a really dumb idea. I think you gave yourself the answer on that one Bashiok. I'm sure the community will agree.
It's one thing to allow hundreds of gazillion options when it comes to item forging, combinations and customization with % etc. and a completely other thing to not allow the players to get the items that are already there (taking into consideration a high chance of unique/godly whatever items the character is to receive with a key) if they don't have ZE key.
I don't think there is a difference between the adrenaline/gratification pump you get when you see:
1. Legendary chest (containing uber-fucking items) &
2. Locked legendary chest (containing uber-fucking items you can't get since you don' have ZE key).
My view.
if they were just generic tiers maybe 3 or 5 or whatever (and again stress that they don't take up space..)
on keys unlocking bosses or things.. i'm ok with it if there's a very finite number of special keys for special fights (like 3).
but if you have to hunt for a specific key to fight one guy for some odd loot then it just gets tedious and dull for me
they'll never see me coming..
life is a sequence of tragedies, inconsistent only by fleeting, elusive moments of pleasure,
serving only to ensure absolute vulnerability to the pain of their inevitable absence.
Of course to go along with the separate locked chest and key pedestal's would be strong enemies guarding each one. This way would eliminate the "grind" aspect but encourage adventure which is the purpose of the game.