Ahpuch
Well-known member
A digression about the chest lock indication in a recent thread (https://forums.ddo.com/index.php?th...ber-revisions-feedback.3973/page-5#post-42355) "triggered" me to post my thoughts that I had previously thought not worth the time....
I can see how the icon above the chest indicating that a chest is locked but can be picked, maybe nice, but IMO, is an inverted message. All locks should be pickable and there is the obvious complaint that the lock to indicate should be on the chest itself and not hovering in midair but even that misses the point. With the new indicator, a chest that is unlocked and one that is locked and not accessible until a game objective is met have the same visual. Thus this new indicator fails to convey important details.
Get rid of the floating lock and since all locks should be pickable there really should be 3 chest images used to indicate these 3 states:
Now, I doubt that the devs are going to go back and fix their previous bad idea. The biggest issue for me is that this "solution" will prevent better solutions in the future. Maybe before implementing lazy "helpers" for the players in the future, devs can look at the problem from an immersion perspective and come up with a solution that fits the game world rather than drawing attention to how fake it all is.
I can see how the icon above the chest indicating that a chest is locked but can be picked, maybe nice, but IMO, is an inverted message. All locks should be pickable and there is the obvious complaint that the lock to indicate should be on the chest itself and not hovering in midair but even that misses the point. With the new indicator, a chest that is unlocked and one that is locked and not accessible until a game objective is met have the same visual. Thus this new indicator fails to convey important details.
Get rid of the floating lock and since all locks should be pickable there really should be 3 chest images used to indicate these 3 states:
- Chest without a lock. (no lock image on the chest)
- Chest with a lock that is locked (show a lock ON the chest, not above). Once the lock is removed it can use the #1 image, the lock just disappears).
- Chest that is locked by quest objectives (killing boss etc) - make the chest glow with a force field or something to indicate its magical locking mechanism and cannot be picked or opened yet. Once the objective is met he force field disappears, use the first image again.
Now, I doubt that the devs are going to go back and fix their previous bad idea. The biggest issue for me is that this "solution" will prevent better solutions in the future. Maybe before implementing lazy "helpers" for the players in the future, devs can look at the problem from an immersion perspective and come up with a solution that fits the game world rather than drawing attention to how fake it all is.