Too many CHEST is it a good thing?!

Discussion in 'Game Mechanics Design' started by Jrrkein, Nov 1, 2019.

  1. Jrrkein

    Jrrkein Insert Witty Title Here Veteran

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    Does placing too much treasure chest in a map is a bad or good thing?

    When I start making maps I usually put 1 chest from spefic map and another, and another on different map also each of them have treasure consist of healing items and gold often equipment, often times I put a locked chest where player needs to get a key from specif monster or buy one from shops; :aswt:and I just realize it making the player greedy with too much free goodies even locked one.

    Whats your thought of placing too many chest in a single map? Was it bad or was it good.
     
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  2. pickledylans

    pickledylans lov the cronch Veteran

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    I THINK it depends on what kind of game ur trying to make tbh
    if u want to make a bunch of fun things to collect and let ur players horde stuff i think its fine
    but if ur trying to make ur players use their items wisely and make things more challenging then u might wanna tone it down
     
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  3. CraneSoft

    CraneSoft Filthy Degenerate Veteran

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    2-3 chests are fine if spread far enough in a wide map, so the player won't be opening a chest every 5~10 seconds of walking. As for whatever you plan to do with the chests' contents that's another issue altogether as a part of game balancing, where it can end up being good or bad depending on the game.
     
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  4. Wavelength

    Wavelength Pre-Merge Boot Moderator

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    It's a good thing! Go wild. :D (Just make sure that it doesn't take very long to open the chest and grab your items.)
     
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  5. ImaginaryVillain

    ImaginaryVillain Map Event Specialist Veteran

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    I guess the real question is, are the chests trying to eat the players? If so, I believe it is acceptable to have many of them. Maybe even a secret chest level. :LZSwink:
     
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  6. Jrrkein

    Jrrkein Insert Witty Title Here Veteran

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    I just place 2 or 3 as minimum and not much also the bigger rewards are locked behind the chest wit keys. Also I try to make it less easy for them just opting 1 potion and others are plenty of gold.
     
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  7. velan235

    velan235 Veteran Veteran

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    Not really a chest, but atelier-kind of game go wild with their rewards on the map.

    I'm okay with more chest, but sometimes it's annoying that the chest that put in the hidden/deeper map only contain shop item like potion, I expect great reward from chest.

    If you want to reward the player with lots of resource, I'm more toward gatherable resources spread around the map rather than chest.
     
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  8. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

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    Just be careful with the resource balance. I broke my game economy because of the chest content.
     
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  9. Tiamat-86

    Tiamat-86 old jrpg gamer Veteran

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    to many chests is when going to the shops becomes pointless.

    large dungeon with several floors: 2-5 consumables, cash equaling 1-3 pieces equipment worth, and up to 1 full set of equipment.
    small dungeons and towns would only find 1-3 consumables, cash for item shop not enough for equipment shop, and only 1-2 pieces of equipment.

    equipment found should only be about equal to closest town's shop or 1 town higher in quality.
    collectible systems like DQ mini medals can easily fill out 1-3 chests in dungeons and upwards of 6 in larger towns
     
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  10. Jrrkein

    Jrrkein Insert Witty Title Here Veteran

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    Yeah I can see placing too many and it make shops useless
     
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  11. Ms Littlefish

    Ms Littlefish Dangerously Caffeinated Global Mod

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    I like it when chests are a reward for exploration. Something for the curious who must know "hey...what is over there?" I also like it when the contents are a reflection of how difficult they were to find. The scope of the game/dungeon factor into it, but I think if they're not rendering your shops, drops, currency, crafting systems, etc, and (whatevers) useless and aren't literally piled all over every map...it's gonna be find. Too many is too many, but without knowing an exact example it's hard to say what number that is.
     
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  12. Cythera

    Cythera Veteran Veteran

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    I love opening treasure chests in games! I'm not so happy when it's a basic item that I can buy at a shop, or that the common Bat enemy in that area drops all the time. Chests should feel like a reward for the player , one I personally place if they've taken a wrong turn or gone out their way to explore. How many chests I place depends on how big the map is. Areas with multiple medium sized maps and lots of exploring get 7-10 reasonable reward chests. A small area, or a calm town, gets 1-3 small but nice reward chests. Also, my game can be difficult, so an easier game may have a toned down number! A true number depends greatly on the game style and difficulty.
    However, you have to balance what items you place in the chest. If you leave weapons or armours in chests, maybe put a small upgrade from the Short Sword slightly off the main path. It's worthwhile to get, but not game breaking either way. You can carry on without it, or if you get it, it won't make the local battles a cake walk. Items should be treated in a similar way in my opinion.
    When placing a treasure chest, I ask myself "can the player survive if they miss this chest? If they get this chest, will it dilute the area difficulty too much?"
    You also mentioned locked chests in your post; these are fine! So long as the player has a clue given as to how to open it. If an enemy drops the key, maybe put a flavour text on the chest, like "a bat is painted on the padlock...". That way the player can figure out how to open it. Also, please make sure a locked chest that the player has to work for has something decent in it - putting a potion that can be bought in a locked chest is anticlimactic. A player may stop opening locked chests afterwards as well. Locked chests I wouldn't exceed 1-2 per area, simply because the item within should be higher quality.
     
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  13. JosephSeraph

    JosephSeraph White Mage Restaff

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    A game I love, Epic Elf, even went as far as putting sonic-style collectable coins on the maps just because it's fun
    Granted, it isn't a treasure chest, but it's still fun! Just.. Go wild with it, as long as you balance around it and it fits the emotional curve you want your player to feel. For example, if you're making a Survival Horror maybe don't... do that? Because it'll make the player feel safe with all the health items dropping around. Conversely, trapped chests could add an element of excitement to chest finding... but they can be very annoying too
     
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  14. rue669

    rue669 Veteran Veteran

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    I use small maps in my game and usually fill them with stuff for the player to get/collect.

    It's a little dopamine hit for the player that helps make the gameplay loop more fun. The goal is to create that "okay, five more minutes and then I'm done". Do whatever you can to keep the player playing!
     
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  15. Parallax Panda

    Parallax Panda Got into VxAce ~2014 and never stopped... Veteran

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    Like many have said before. Be careful with the content.

    But putting the game balancing apart (because you'll have to do that yourself), many chests is a good thing in my book. Too many is better than too few. A chest is a reward for the player, it makes them excited to open it and see what's inside. If you play it right and not abuse the player (have every chest contain 1 gold or 1 crappy potion), then the player will want to grab all chests and that'll motivate them to explore more, which will lead to more battles and more game time. It's a good thing.

    But balance it carefully.
     
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  16. Restart

    Restart Veteran Veteran

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    If your game has a lot of chests, I think you might want to look at Mog's latest plugins...
     
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  17. Aesica

    Aesica undefined Veteran

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    I like to lay on the chests and loot because they:
    1. Reward players for exploring. It's always satisfying to discover a hidden passage that leads to a small room loaded with treasure.
    2. Make "wrong turns" feel less like a mistake, especially in maze-y dungeons.
    3. Are just satisfying to find and open.
    Hell, make an achievement out of it: "Open 100 chests" or something.

    Just make sure you plan your currency distribution--how much a typical dungeon slog will net from battles combined with how much gear in the next town costs. That way, you'll know just how much extra gold you can distribute to chests without dumping the economy on its head.
     
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  18. Jrrkein

    Jrrkein Insert Witty Title Here Veteran

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    Ah I see. I should be reasonable to put more chest if was close and put a hidden passage to grab the loots
     
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  19. Black Pagan

    Black Pagan Veteran Veteran

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    As long as you place Chests which offer Different Items, I feel its ok. What I do in my game is normally restrict 1 Chest for every Map and sometimes some maps have overlapping Chests but I tend to place these Chests in Hidden locations so the Player has to look around a bit to even find them. Another way is probably to introduce the Player to all the Chests at once, That way it feels like a Big Bonus at once.
     
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  20. Engr. Adiktuzmiko

    Engr. Adiktuzmiko Chemical Engineer, Game Developer, Using BlinkBoy' Veteran

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    Big Chests are awesome!!! Oh wait, wrong chest... Kidding aside, I like chests in games coz I like free items.
     
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