Why do we put chests next to exit doors?

erethizon1

Well-known member
The quest that's gotten me a few times is Purge the Fallen Shrine in the Demon Sands. You have to talk the dude to start the final fight & then talk to him again to end the quest after the fight. More than once, I have been half-paying attention and recalled before talking a 2nd time.


SSG should just remove reaper lockout mechanic for someone leaving a quest. It'd let me complete quests where I do something stupid like that or if I missed a chest because of clicking an exit. There was a few month period a couple years ago where the reaper recall lockout wasn't working and it was wonderful. It wasn't something I needed to use during that time, but it was nice not having a pug lock a quest by mistake and it would solve issues; IMO it's not like the lockout increases the difficulty of content.
Yes, that period of time where there was no reaper lockout was such a wonderful quality of life improvement. The current system accomplishes very little of use. It really only hurts those few people that try a challenge harder than they can handle and get fully wiped, yet are willing to reenter and take an experience penalty. This is small percentage of the less skilled players in the game. We don't need a system designed to hurt specifically them. And while we are at it, can we put an end to raid lockouts as well? Just let us start a raid shortmanned (like we do with Chronoscope and Vault of Night) and let people join in progress. That is how most quest in DDO are played.
 

iflem

New member
While I agree with the premise, chests should not be next to exits, I've clicked on the door instead of the chest exactly zero times. How sloppy do you have to be that you can't even count how many times you did it? You know the issue exists, yet you treat it like every other quest and just spam buttons?
I have “select next non-combat target” bound to Q and interact E. In body snatchers if you stand in exactly the wrong place and I muscle memory QE on approach, I get booted out of the quest instantly. Has happened exactly … twice because I’m dumb.
 

Sarandra

Well-known member
Can this please get some more attention? This is just ridiculous, putting chests near an end door. How hard is it to place the chest some distance away so that people can't use and get the door instead of the chest?

Come on now... arg!
 

Geezer

Well-known member
Yes, I agree that the chest should not be right next to the exit, I would think the area the end fight occured would have plenty of room to put the end chest other than near the exit. Myself, I dont remember ever clicking on the exit instead of the chest, but maybe Ive just been lucky.
 

Tumideon

Founder
I've never once hit the exit instead of the loot, even when folks in PUGs used to troll and drop a ddoor on the chest on purpose.

An "are you sure" prompt on exit could be fine, but ideally we can turn it off. Though, I can see this argument be made for the prompt too "Hey SSG, why is the prompt just a single confirmation, we need to make it blink and scream and move around!"

Though this is less software engineering's problem, and maybe whoever the quest designer is slapping down the nodes in whatever scene editor they're using. That's still a human job, maybe the idea of hitting an exit instead of a chest shaped chest is incredulous to that team too. Or perhaps, they were the ddoor-on-chest casters of years past and want to partake in a little trolling - which I endorse.
 

Sarandra

Well-known member
Yes, I agree that the chest should not be right next to the exit, I would think the area the end fight occured would have plenty of room to put the end chest other than near the exit. Myself, I dont remember ever clicking on the exit instead of the chest, but maybe Ive just been lucky.
It's not clicking, it's the "use" key that I click near a chest because mostly there's characters around making it so I can't click on the chest. And when it's next to an exit door, it selects the exit door instead of the chest instead.

It just sucks and I don't understand how this isn't one of the golden rules of quest design: DO NOT PLACE CHESTS NEXT TO AN EXIT DOOR. And like with KIS, put an extra S at the end for emphasis. That's me being very nice and friendly expressing my frustration to be honest...
 

justtopostonforums

Well-known member
I can't count the number of times I've clicked on the door out in Bodysnatchers.

Other offenders are Inferno of the Damned and A Light in the Attic, off the top of my head.


Can we please move the chests far enough that if someone does a Q-E (pretty standard behavior for opening chests) they don't just leave the quest? Really sucks when you're doing high skulls and can't go back in to loot.
I've done this a couple of times myself. But my favorite is when ddoor is cast on chests...
 

saekee

long live ROGUE
Somewhat similar issue—Upon ending tthe quests Into the Mists and Desert Caravan, you are instantly in a public space or Barovian wilderness and do not get the chests unless you looted them first. I bet everyone here had this happen at least once and then was cautious afterward.

Desert Caravan is cruel in this regard because you could fail the quest due to taking time to loot. Just lootgen junk anyway so I skip.
 

Greyhawk5

Was Amorais
There's a fair few quests with built in accidents waiting to happen or just "eh?" moments.

That one quest in CO6 that ends in an exit gate but you have to recall to get through it. Butchers Path with the named guy past the quest end xps, and chest right next to the dungeon exit, many quests where you can't actually get conquest or ransack, quests where you have to find a whole lot of things to get to a chest only to find its locked. Cry for Help - need to find an underwater secret door, swim for ages, surface then whack a ton of mobs plus a Rakshasa boss. After all that, the chest is locked...and you can't use the exit gate if your intelligence is too low

Quests where you have to run back for miles for no good reason - Relic of a Sovereign Past - I'm looking at you. Lost in the Swamp - extra bit - help the Wraiths be free - she says to get a key to find the source of the evil (or something). You find the key, unlock the door and...there's another locked door right behind it for which there's no key... /baffled

Fun!
 

Drachmor

Well-known member
While I agree with the premise, chests should not be next to exits, I've clicked on the door instead of the chest exactly zero times. How sloppy do you have to be that you can't even count how many times you did it? You know the issue exists, yet you treat it like every other quest and just spam buttons?
Useless response
 

Greyhawk5

Was Amorais
90% of the time now I just take the gems, guild xp and money. I barely notice the item. 50% of the time its a docent, 40% its a kama and 10% it may be something slightly useful. Still looking for my +2 Bohemian Ear Spoon and +2 Backscratcher
 

Zvdegor

Melee Artificer Freak
More trolling from the devs
This isn't trolling. More like a proof devs dont play the game they develop. So they commit theese failures over and over again because they think as a developer and not like a player. Feedback from players is not enough most of the times because it did not reach the developers or not the developer in charge of that topic so the feedback goes down the drain.
 
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