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Treasure Boxes Problem

9 replies [Last post]
Fri, 09/14/2012 - 11:42
Doodaadoo

I have seen this a lot of times so its about time I write about this. I wont write an essay but keep it simple. Why are we given PILLS, Health Pods and Vials in treasure boxes when we are ending the missions? Its regularly been seen at the end of Danger missions or on depth 28th in arcade runs. I would love to see a change in this in the coming days.

Cheers!

Fri, 09/14/2012 - 12:04
#1
Misty-Wellington's picture
Misty-Wellington
Probably because it's too much

Probably because it's too much effort to make Treasure boxes which look exactly the same but just drops equipment heat and coins, without the consumables.

Plus the drops during short to medium trips are helpful.

Fri, 09/14/2012 - 13:01
#2
Little-Juances's picture
Little-Juances

You may as well just throw coins in the ground. There's no point of a box if it has only 1 outcome.

That option is perfectly viable (happens on arenas/fsc) - gaveyards have loose heat embers too.

Tue, 09/18/2012 - 21:58
#3
Blandaxt's picture
Blandaxt
i agree!

good idea little-juances. just put crowns on the ground that doesnt dissapear after a set time instead of getting consumables we cant bring with us.

Tue, 09/18/2012 - 17:31
#4
Aplauses's picture
Aplauses
-1

It is random.

Wed, 09/19/2012 - 04:33
#5
Aureate's picture
Aureate
Processing Thoughts of You Always

It's also irritating.

Perhaps a blue-coloured box that has the standard chance of an item of equipment, but raised chances of materials, crowns and heat in exchange for vials and vitapods being taken out? (The increased chance of materials would be much more than that of crowns and heat, in order to prevent excessive increase of crowns in the system.)

@Gergias: The OP specifically mentioned at the end of missions. >.> In Prestige missions, I have had seven out of eight boxes dropping vials, pills or Vitapods at the end of the mission, in the reward section after the fight is complete. This has happened multiple times to me; the Construct-theme mission seems particularly prone to this.

Wed, 09/19/2012 - 04:26
#6
Geregias's picture
Geregias
yes getting all vials at the

yes getting all vials at the end of your run is annoying but sometimes its great to get vitapods/health capsules after a level if you are continuing on - keep health and vial count topped up

the only time id think exchanging normal boxes would be appropriate is at the end of tiers / at midway point / end of mission (which reading back to the OP seems to have been the original point, whoops)

as for creating new boxes that look like normal boxes but dont drop vials - the boxes after bosses have never dropped vials to my memory - or perhaps i've just been lucky or have a bad memory

Wed, 09/19/2012 - 04:54
#7
Darkbrady's picture
Darkbrady
The point is to give a random

The point is to give a random reward. If it was just coins on the floor then it'd be a "set" cr payout per run, which they don't want. You can break a box and get six gold coins and make a killing, or you can get three consumeables and a copper coin. It's just to give a more random, varied payout per run.

Thu, 09/20/2012 - 06:53
#8
Blandaxt's picture
Blandaxt
hmm

i guess i get what u mean darkbrady. guess boxes stay then.

Thu, 09/20/2012 - 14:48
#9
Aureate's picture
Aureate
Processing Thoughts of You Always

@Darkbrady: That's why I mentioned to only remove the chance of vials and vitapods.
You still retain an (extremely small) chance of getting equipment, as well as an improved chance of materials and heat from the box. Hence, still random, and payouts vary, especially given the propensity of Scrap Metal to drop from treasure boxes.

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