Greetings, I overall enjoyed my time with the game thus far (lv 16 or so) but there is one main issue I have so far.
The gathering of resources feels “fine”, but seeing ground loot (blue orbs) and chests respawn feels quite cheesy and can be easily “abused”. Enemies respawning is normal for soulslike players, but being able to farm chests doesn’t feel great and is unrewarding (only skill here is to find the fastest route and the best chests near each other).
I would like for this to be changed, be it removed for all or as an option.
Thanks for your time
given how much time they invested to make us feel it, when the character kicks the chest open, i doubt that will happen^^
but just think about it that way: the enemies brought their own chests or reused the same ones or moved them to other places, it just so happens that the enemies have a real good sense for feng shui and place those chests at very similar places.
Given the amount of loot needed at endgame, I daresay taking those out would require a huge increase in loot dropping from enemies, which is already not enough to sustain endgame gear optimisation.
Not to mention I find it very satisfying to open them and they’re (usually) guarded by enemies.
Can you cheese them? Sure, you could cheese everything, but this is not Elden Ring and chests here have a different role.
reminds me of rax, where he complained about plagued gear color being the same color as super loot in last epoch. MATE you’re playing no rest for the wicked, not last epoch…
This isn’t really an argument though, in that case increase the loot from enemies? Or make those that respawn actually be guarded always. I don’t think this roundabout way is a good solution
It’s 2 different ways to acquire loot: exploration and combat.
Why does everything need to be hidden behind a fight?
Chests don’t always spawn so there’s no certainty of finding them, when they spawn they don’t always appear equal, and in the end you can’t know what you’ll find inside.
If you just want to fight it’s ok, you don’t have to explore.
I like doing both and walk around the map getting into the occasional fight while I’m gathering resources.
I am not against exploration and actually am for it. But the main point is to find the (hidden) chests), and not once you know where they are just keep running to them and opening them. Or what am I missing here?
There is a difference between exploration and hidden secrets and opening chests again and again that you already know without any challenge. Only thing you are paying with is your time, and I don’t think that is good design then
The same way you learn where some chests are, you learn how enemies fight and you also improve your build to fight them more efficiently.
Should we ask that characters should never become stronger or get tankier?
Should enemies lose any and all attack patterns because once you know them they’re too easy?
Games are about learning and engaging with the mechanics, if you throw out the rewards for doing it you no longer have a game, you have a chore.
Sorry I am not sure I understand your point. How does it relate to the issue of respawning chests? You also mention it being a chore, I see running from chest to chest you know the location of as a chore and not a game
Well, it’s about the same as others not understanding why you don’t want them.
A big part of this game revolves around gathering resources, chests are random bonuses you can find exploring.
You don’t like them because chests in Fromsoft games don’t respawn… but this is not a souls game, it’s its own thing and here respawning ground loot has its reason to exist.
In souls games you have enough resources to upgrade you very static gear, in this game you also have randomness which means you need exponentially more resources.
You also don’t like they can be gathered without fighting… should every tree and every digging spot have a guardian?
It’s a balance to reset your mind between fights and exploration so you don’t get burned out by either.
Does it make sense for those things to have a “guardian”? Maybe digging spots should also not respawn then, at least for trees and fish it makes sense for them to be back, then it’s a question about rocks, You can imagine you mining in a slightly different spot, but I agree with the current system it is mandatory for the rocks to respawn.
Personally I would change that, but that is not what I am arguing here. Chests provide random items and these can be moved onto enemies if there are so few items around. I don’t see an issue here. It makes the world more believable and doesn’t change the balance if adjusted
You already have gathering as your “reset your mind” activity, no need for chests or ground loot to be part of that. If ground loot locations were random, then I also wouldn’t mind those
If adjusting enemies seems like too much work, then I could see removing chests once you open them, and now whenever you reset an area every chest spot is now marked as a ground loot spot instead and each spot can randomly spawn or not, with a chance for a rarer orange spot
Well not in my experience, afaik all ground loot, especially orange ones, always respawn in the first 2 areas, not sure about later ones as I didn’t farm there as often.
You already put “abused” into quotation marks - there’s no abuse of mechanics there. Are you really farming loot spots for a few extra coppers? Don’t think so …
I completely disagree with the original premise of this thread. The respawning chests and ground loot are some of the most satisfying parts of revisiting areas in this game.
I love finding a random blue item on the ground and finding out it’s another of those precious embers. I feel something every time I kick a chest open. It gets me coming back for more again and again.
Is it “abusing” a game mechanic to interact with it in the intended way? No. By definition, that is the opposite of abuse. The ground loot is working as intended as long as you are running around grabbing it all again.
As far as it “making sense’ for trees to respawn every so often, do you realize how long it takes a tree to grow that tall? Games are not supposed to make the same kind of sense that reality does. It is literally just supposed to be fun. If you don’t have fun opening chests, then stop trying to optimize the fun out of your own gameplay. Just do the things you think are fun, and don’t do the unfun things.
Honestly, I think the respawning chests feel like the most rewarding part of clearing an area again. The “skill” of routing your clear path is very satisfying, and getting into a groove that always ends in a full inventory is incredibly fun. If they took that away from me, this game would lose almost all of it’s replay value. The only thing left to do would be making a new build or a different character. It would become a tedious drag to grind up what’s needed for a new character as well, so it would be very unlikely that I would return to this game more than once after release.
Please do not remove this mechanic! Doing so would damage the game too much! Even increasing drop rates would not make it feel the same. Let us have our fun.
I’m seeing this mostly as a personal preference issue.
I personally enjoy running around to grab chests. It feels like a chore to you, but to me it feels like a fun little quest. Some chests are guarded, and sometimes I even avoid those in favor of finding an unguarded chest so I don’t waste as much time. They don’t always respawn in the same places, but some spots do respawn more frequently. Just as I have fun learning enemy attack patterns, I also have fun learning routes to grab as many chests as possible. It’s fun being a loot goblin, filling my inventory as fast as possible and running to a Whisper to go back to town and sell it all.
Also, there’s a Challenge related to opening Large Chests.
I think all of it is perfectly fine. It feels rewarding to me, it’s a pretty balanced system (since loot is randomized, so it’s not like I can reliably farm the perfect gear piece I need), and it encourages exploration (which is a staple of the game).
Not everyone is a fan of everything in this game. And that’s alright. Ultimately, though, I’m of the opinion that this isn’t a high priority task for the devs and requires more rework than is worthwhile. Also, I agree with others that the pacing of the game would be shifted too far in the extreme. While there are players out there who enjoy the constant rush of adrenaline-fueling combat without end, that’s a relatively niche crowd. The ebb and flow of combat and exploration prevents players like me from burning out, and changing that will overall reduce the player base.
Also, the Crucible exists. I won’t pretend it’s perfect, but it’s already fairly close to the idea you’re putting forth. Constant combat, no respawning loot (other than in the chamber where you take a little break, but look how much STUFF that guy has!), and a way to continue farming resources. Perhaps adjustments to the Crucible would suit you fine while leaving the other part of the game intact for more general users? Food for thought.