Event's Hidden Chests in unreachable places...

poppspopps Posts: 4,370
edited November 28 in General Discussions


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

  • RockoRocko Posts: 266
    No.
    Former content creator for UO Stratics.
  • popps said:

    @ Kyronix

    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.



    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.

    A Goblin, a Gargoyle, and a Drow walk into a bar . . .

    Never be afraid to challenge the status quo

  • vortexvortex Posts: 285
    popps said:

    @ Kyronix

    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.
    Ever think how many chests you missed writing a novel on a simple question? I've only got 2 maybe 3 unreachable chests I just move on.

  • MordeedMordeed Posts: 33
    Not had any so far, maybe difficult but not unreachable 
  • poppspopps Posts: 4,370
    edited November 28

    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.

    The unreachable chest is not a cosmic theft of your destiny, but simply another reminder that persistence, not perfection, defines progress.

    I am sorry, but the way I see it, "time" is a limited commodity, life is not endless, but limited, and time wasted is just what it is, wasted, and it will never come back.

    Now, "if" an unreachable chest contained that rare item spawn, which pops like a blue moon once in a lifetime, the way I see it, all the effort and time went into trying to get that rare items would become a waste of all that time, time spent all for nothing, gone for good.

    To my opinion, this, considered the total unfairness, should be corrected somehow, whether it was to make it not possible for chests to spawn on unreachable tiles or in other technical ways.
    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. 
    "but continued play just might..."

    No wonders why we then see BOT-trains and 24/7 scripters in the game...

    I am sorry, but I would much more prefer to see the game with plenty of casual players who play and enjoy the game for themselves rather then the current hoardes of BOT-trains and 24/7 scripted characters who then can benefit because of the outrageous prices that rare items get in the game because of the RNG and extreme difficulty to get those items for casual players who cannot compete with BOT-trains and 24/7 scripters when trying to get those rare items.

  • poppspopps Posts: 4,370
    edited November 28
    Mordeed said:
    Not had any so far, maybe difficult but not unreachable 
    I have had them spawn in Destard down a hole which had no way into, in Deceit on top of the stairs from lower level to higher lever where one is incapacitated to get near the spawned chest because, when climing up the stairs, at mid way up one gets out in the upper level... still in deceit, they also spawned for me on the top level, the area before getting to the stairs to the lower level, in the first room with a flowerbed or whatever it is, tried with teleport, shadow jump, nothing worked.

    But also the other Dungeons had chests spawn in unreachable tiles for me.

    Think that so far, over the course of the Event that I have been finding hidden chests, I have bumped into probably 10 possibly 15 unreachable chests.

    Indeed not that many yet, "what if" any of them had that Mature egg or Effigy in them ?

    Do we really need, besides the RNG, to also have to fight against technical issues which could be rectified by making chests NOT spawn on unreachable tiles ?

  • popps said:

    No wonders why we then see BOT-trains and 24/7 scripters in the game...

    I am sorry, but I would much more prefer to see the game with plenty of casual players who play and enjoy the game for themselves rather then the current hoardes of BOT-trains and 24/7 scripted characters who then can benefit because of the outrageous prices that rare items get in the game because of the RNG and extreme difficulty to get those items for casual players who cannot compete with BOT-trains and 24/7 scripters when trying to get those rare items.

    Popps, the flaw in your reasoning is simple: bots don’t thrive because RNG exists, they thrive because impatience exists. Replace randomness with counters and they’ll just farm the counters faster, while casual players will still buy for convenience. Scarcity doesn’t vanish, it just changes shape — and that’s precisely why your “solution” solves nothing. 

    popps said:

    I am sorry, but the way I see it, "time" is a limited commodity, life is not endless, but limited, and time wasted is just what it is, wasted, and it will never come back.

    Now, "if" an unreachable chest contained that rare item spawn, which pops like a blue moon once in a lifetime, the way I see it, all the effort and time went into trying to get that rare items would become a waste of all that time, time spent all for nothing, gone for good.

    To my opinion, this, considered the total unfairness, should be corrected somehow, whether it was to make it not possible for chests to spawn on unreachable tiles or in other technical ways.

    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.
    A Goblin, a Gargoyle, and a Drow walk into a bar . . .

    Never be afraid to challenge the status quo

  • KroDuKKroDuK Posts: 1,432
    bots would still exploit efficiency while casuals would still buy for convenience.
    Popps, the flaw in your reasoning is simple: bots don’t thrive because RNG exists, they thrive because impatience exists.
                                                                            :D 
    So rather than recognise the effort the botters went to, to set all that up - for the benefit of the players, to help get certain items, something you could never be bothered to do, you would rather drag people backwards to your neanderthal world?

    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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