I don't know where the 'items in game' section of the forums are so here's where I'm placing this. Ultimas: We had trapped chests. They could be trapped with: -Poison (effects the person tampering with the chest, must be cured) -Acid (more damage than poison, if not healed causes permanent damage) -Sleep (obvious) -Gas Bomb (cloud that envelopes everyone nearby, poisoning all) -Bomb (Destroys chest & contents, seriously injures all nearby as well) -Curse (no physical harm, but renders you ineffective in combat(all stats reduced?) These could be safely disarmed with either a spell, or skill. I know UO had trapped chests too, among other things. Just curious what should be expected in SotA in this regard. I know player chests can simply be set to 'locked' and no one can access them. But what about chests in dungeons and the like? I'd also love to see some magically locked chests. I have many fond memories of working hard to build up enough mastery to access these mysterious items.
I do miss lockpicking! There was something deeply satisfying about hearing the chest open sound in UO after a successful attempt. (Wouldn't mind the telekinesis spell, either... just saying)
I know the combat system is a priority to get right, but I feel all these other aspects that fill the world, keeping it an exciting and mysterious place, are important too!
Ahhh... UO memories! Player made trapped chests became a tool for grievers. Because, unlike key bombs, folk could just leave them anywhere and then anyone who ran across them and opened them usually died. A key bomb on the other hand was mostly used as a nuisance item to teach pickpocketing thieves a lesson. Yes, I crafted both upon request, but I only crafted a trapped chest a couple of times for folk I knew well that had problems with someone using hacks to enter their houses to thieve their rare items. Otherwise I always refused trapped chest requests due to their misuse. But NPC trapped chests in dungeon crawl situations sounds fine to me.
Yeah, I kind of figured this is why we hadn't heard about them yet. Giving people the freedom from UO without the freedom to 'grief' others is proving to be quite the challenge. But how much grief can they be in SotA? So maybe you'll die from it. You won't lose all your stuff, or any of your stuff unless you are flagged PvP. So the consequence isn't as bad, and that might be enough to keep it in check?
Don't forget we will drop our stuff on death in PVE also, though i still think locks and traps would be fun.
I always carried a trapped chest on me in UO. A lot of times I made it back to my body and the person that opened up the chest body, got my stuff back and what little they had on them.