"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!""
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.
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
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.