Event's Hidden Chests in unreachable places...
Please, for next Event, make sure that Hidden Chests do not spawn in unreachable places.
Over this Event, this has happened to me several times in various dungeons. Normally, this would not be a big deal because one would just keep going to the next one and forget about that chest that spawned in an unreachabl@Kyronix
Unfortunately, what bugs me, is that thinking that, who knows, the chest with which I cannot interact with because it spawned on an unreachable tile, "might" contain that Mature Egg or Effigy which I am hard working and spending so much time to get, and if I cannot get to the chest, should one spawned in it (which I cannot know since I could not get close to the chest to interact with it), I have lost my chance at a Mature Egg or Effigy for which I have been working so much in the game... and who knows if and when I might get another chance at one.
Yes, I know, considering how extremely low are the chances to get a Mature egg or an Effigy to spawn, it is most likely that the unreachable chest does not have one yet, the "what if" thinking that, instead, it might have one (finally), and I lost it because the chest is unreachable, bugs me and quite a lot too...
Please, for next Event make sure that chests would not spawn in unreachable places or, if they do, that we can 100% at least teleport (and shadow jump) on top of them so as to interact with them. Not sure how we would then handle the random blowing trap (the one that sometimes goes off even after we succesfully remove the chest's trap) if we cannot then move away from the single, unreachable tile where the chest has spawned. Frequently, teleport and shadow jump is not quick, takes time for mistargeting the tile on which to teleport/shadow jump to and should this happen, we would then become "stuck" with the ghost on top of the chest that spawned on that unreachable tile... unable to go anywhere to res. And the stuck option takes too long, sometimes, there is high risk that, being forced to have to use it, the corpse would then decay with all of its contents... definately, it would be much better the other solution to make sure that chests did not spawn on unreachable tiles.
Or, another possible solution to this problem that can come to my mind could be, "if" a counter mechanics (sort of like it is for Dungeon Doom drops) was to be implemented, whereas after X chests opened that rare item (in the case of this Event a Mature Egg or Effigy) would appear, to handle chests spawning in unreachable places, since that rare item (Mature Egg or Effigy for this Event) remained in the chest and was not taken into the character's backpack, the counter would not register the spawning and, thus, the mechanics would make sure that at the following spawning chest, the rare item would again spawn, but this time, with the character being able to retrieve it since the chest spawned on a reachable tile.
With this solution, leaving behind a chest that spawned on an unreachable tile would no longer be an issue since, "even if" it spawned that rare item, such spawn would not be recorded by the client (the counter would not reset) because the character did not take it from the chest and move it into the main backpack.
Thank you.
Comments
Popps, while your dedication to cataloging every conceivable grievance is admirable in its own way, there comes a point where the lamentations begin to sound less like constructive feedback and more like a dirge for imagined injustices. The game is not designed to guarantee comfort at every turn, nor to eliminate every inconvenience that might bruise our sense of fairness. Sometimes the chest is unreachable, sometimes the dice roll against us, and sometimes the rare drop remains elusive, that is the nature of play. To insist otherwise is to confuse the spirit of the game with the expectation of entitlement.
The unreachable chest is not a cosmic theft of your destiny, but simply another reminder that persistence, not perfection, defines progress. Rare rewards are meant to be rare, and the sting of “what if” is part of the chase, not a flaw in it. Complaints will not bend the mechanics to your will but continued play just might. In the end, the game is meant to be played, not litigated.
And that, expressed in the most professional yet unmistakably tongue in cheek and deliberately overelaborated phrasing available, represents the particular manner in which the situation appears to me, or to phrase it differently for rhetorical redundancy, the conclusion toward which my reasoning inclines me when filtered through the prism of my personal evaluative framework. Restated once more in slightly varied formulation for emphasis, this should not be mistaken for an absolute decree but rather for the idiosyncratic account of how the circumstances manifest themselves when processed by my own thought patterns. And thus, in the most ceremoniously verbose phrasing possible, this is precisely how I see it.
Never be afraid to challenge the status quo
Popps, time spent playing isn’t “wasted” just because a rare chest spawns out of reach — it’s the chase, not the guarantee, that makes the reward meaningful. If every chest were reachable and every drop inevitable, the game would collapse into monotony, and bots would still exploit efficiency while casuals would still buy for convenience. Scarcity drives value, impatience drives demand, and no amount of cosmic lamentation changes that.
Never be afraid to challenge the status quo
Leave attended paying accounts alone, these people go thru a lot of trouble to automate the game.
It’s comical to me you are so frightened of somehow bod scripters get some sort of advantage.
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