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Posted

Going by observation, we can kind of agree that we have the following in the game so far (P7):

- Square furnace (no glow, just straight black)

- Pirate chest (different glow colour variants)

-Pirate chest (long version requires key)

- Pirate chest (iron cast)

- 2-hands chest (weapons BP drop only)

 

New concept:

- Have different glow colour for EVERY type of chest to signal whether if you can receive 1.5x, 2x or 2.6x times quantity (This actually

- When trigger the ALT is held down (spell mode) - highlights the chests' whereabouts, currently square furnace doesn't even light up, during night time, hard to locate)

- Sinecure camps should at least have 2 types of chests: bigger the camp, chances of rarity and number of chests should appear for better loot.

  a) Common camps: 1 campfire, chairs around, no animal cages, no hot air balloon

  b) uncommon camps: 1 campfire, chairs around, animal cages, 2 - 3 chests, 1 hot air balloon

  c) Rare camps: 1 big campfire, Tents, chairs around, animal cages, chests, 2 hot air balloons

  d) *new Deserted camps: 1 put out campfire with smoke/ashes, damaged animal cages, but with environmental resources other than Quenching acid,

  e) *new deserted common camps: 1 put out campfire with smoke/ashes, damaged chairs, damaged animal cages, rooted/veins chests (see below to know how to open them); by opening chests will guaranteed broken bps, while combining enough bps, you take it to Tuvalkane for repairs at a price for common materials or resources (under 20mins - 30mins wait for the repair to be done)

   f) *new deserted camps (in general): depending on the camp size, chests will have roots/veins going through them, play ocarina or use common attacks to reveal for resources. (see below for more description)

 

- Dungeon Chests: Once player encounters an end-of-mission chest, have like tree roots/veins going through the chest. Give players options to use the ocarina or common attacks to reveal the chest for opening:

   a) Playing the Ocarina: Purifies the chest, gives magical resources/materials/bps as rewards

   b) Common attacks: No key needed, gives non-magical weapons materials/resources/bps as rewards and "Dracs"

 

Other notes to consider;

- Depending on the types you encounter, you will be guaranteed a better reward, +quantity +rarity.

- Depending on the glow colour allow players to know if they want to skip them without the fear of loosing out on "rare" drops

- Opening methods: Keys, Ocarina, common attacks can open the chests

- Oro's well (wishing fountain): Option to donate different types to get "common", "uncommon", "rare" chests (through completing side quests and/or run errands

- Weapons racks: +broken weapon bps drop, not just scrap steel/iron/brass and etc. with Different arrow types (arrow types are for another topic)

 

 

Thanks for reading. Hope to see some variants from this.

 

 

 

  • 2 weeks later...
Posted

I did notice some of the loot chests do have different colored glows. However, I have yet to confirm if this is signaling the rarity of the loot, or the quantity. Also, I like your "Oro's Well" idea, it's very similar to a concept I had regarding unwanted materials becoming new desired materials. The randomness would definitely add a little more fun to the mix. Although I can't for the life of me imagine a wishing well spitting out an entire chest. What would you think about Oro's Well producing something like motes or fragments? Since those two items are a little more difficult to acquire as opposed to regular crafting ingredients, it could offer an interesting exchange rather than a material for material gamble.

Posted

The simplicity of the mechanics seems to be offering a kind of "budget" version of the Petty system, to some extent. However, I believe what we're currently experiencing is more of a placeholder for something more significant. Right now, we have different types of chests representing various things, but at the core, the principle of "3" might be hinting at a much more complex system beneath the surface. Ultimately, this could lead us to see the Wishing Well as something entirely different.

 

I'm leaning towards the idea that the Wishing Well could eventually be tied to statues and special content, like side quests or magic upgrades. Given the seasonal changes, it would make sense for the Wishing Well to offer rewards beyond just loot, frags, and resources. To put it simply: statues (such as the "Test of Time") often symbolize an endless cycle, and their magical nature could suggest elemental upgrades for your weapons—such as enhancements to gear beyond your usual motes. These upgrades could make certain types of damage more effective against specific enemies during different seasons. Think of it like fruits ripening at different times of the year—each season could introduce new vulnerabilities for enemies, tied to elemental strengths and weaknesses.

 

In the long run, I’m not sure if the intent was to explore why the "offering" at the Wishing Well matters. In many games with similar mechanics, the offerings tend to be standard rewards—resources, frags, loot, etc. But right now, it feels like the Wishing Well is more of a placeholder for something with deeper significance. This is all just speculation, of course.

 

As for your weapon frag issue, it would make more sense for the Blacksmith to send you on errands to collect fragments through side quests. After all, she’s the only Blacksmith in town and knows how to craft anything you bring to her. This would make the Wishing Well more special, as it would be less about simply gaining loot and more about the deeper magic at play, aligning better with the genre.

 

To summarize:

  1. Oro’s Well Loot: Currently feels like a placeholder for something bigger. Perhaps it could give "mote-prime" to enhance weapon magic properties.
  2. Side Story: There could be a narrative connecting the Wishing Well to statues, Avakot, and magic properties.
  3. Weapon Frags: Blacksmith-led side quests to gather fragments would make more sense.
  4. Seasonal Creativity: The potential for endless creativity, combining seasonal elements with "status" damage and reworking the Wishing Well's purpose. Imagine different decorations and rewards depending on the season—like autumn leaves in fall, lotus flowers in spring, or ice flakes in winter.

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