PC What was the point in making the treasure rooms in Poi's?

Do treasure rooms improve the gameplay?

  • Yes.

    Votes: 23 43.4%
  • No.

    Votes: 19 35.8%
  • Maybe.

    Votes: 11 20.8%

  • Total voters
    53
If its not atleast 2 indicating the player didnt even try to find the intented path just make it spawn double the zombies.
So give loot AND double the xp as a reward for bypassing? I’d say better to have the containers be empty and no enemies at all if the POi gets bypassed.
 

Remove the rewards and the behavior stops. People are here admitting that they no longer loot until their gamestage is higher precisely because they find the looting unrewarding at low gamestage. The people who like the loot system change, like it because they still feel that getting what they get is rewarding. 

 
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The exposed/easy loot rooms are a level design issue if you ask me.  I think roof top loot rooms are fine for places like the shotgun messiah except there should be a massive threat triggered if someone tries to fly on the top or nerd poll up without clearing them the more intended way. 

For example, there could be 20 to 50 zombies on the roof and leading up to the loot chests.  if a player enters the loot room without clearing the path, the final sleep volume should wake up ALL the zombies on the roof and GPS to the player.  That way, a player can choose to skip the POI but they will have to fight for it. :)   I think this is already possible with existing sleeper volume settings to achieve this. (e.g. loot room = "Attack" volume, All others on roof ="Active" volume tied to the loot room volume)

 
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So give loot AND double the xp as a reward for bypassing? I’d say better to have the containers be empty and no enemies at all if the POi gets bypassed.
 

Remove the rewards and the behavior stops. People are here admitting that they no longer loot until their gamestage is higher precisely because they find the looting unrewarding at low gamestage. The people who like the loot system change, like it because they still feel that getting what they get is rewarding. 
No, it would give you more exp than going throught the intented way. In fact it would be lower.

Lets say that your avarage run in a dungeon POI has 30 zombies to kill, the final room with the treasure has 5 zombies naturally and 10 if you only managed to kill 10 in the other rooms. The idea is that the zombies are still there as danger for bypassing but the exp reward is less.

 
I like the loot rooms kinda, but I dislike the dungeon style poi's they just don't fit the world like at all. Then again I prefered it like a16, no loot rooms, certain poi's just always had safes etc worth looting. The key idea though would kinda work, but that'd only work for the metal box, there is usually a gun crate or 2 or 3 and other stuff besides just the metal box you can loot. Unless they just can lock those too somehow.

 
I could see loot rooms only in quest POI, that are only triggered when you trigger the quest. You could have regular storage boxes that are replaced with better ones once the quest starts.

 
I like the loot rooms kinda, but I dislike the dungeon style poi's they just don't fit the world like at all. Then again I prefered it like a16, no loot rooms, certain poi's just always had safes etc worth looting. The key idea though would kinda work, but that'd only work for the metal box, there is usually a gun crate or 2 or 3 and other stuff besides just the metal box you can loot. Unless they just can lock those too somehow.
Its fine if other stuff is there unlocked. The idea is that you can't get it all unless you you've found a key, pulled a lever, tripped a sensor, whatever...somewhere else in the POI. Its the same as if they just spread the stash out into the whole POI. You could go directly to the loot room but you would only get one container's worth of loot. For more you'd have to explore more.

I think spreading it out is the best answer for forcing more exploration but then that cancels the effect of a treasure room which they want. So then the next best thing is a key to open the best box or some kind of mechanic that relates the number of sleeper volumes you've entered to the loot you get at the end or any of the other ideas people are sharing.

 
Its fine if other stuff is there unlocked. The idea is that you can't get it all unless you you've found a key, pulled a lever, tripped a sensor, whatever...somewhere else in the POI. Its the same as if they just spread the stash out into the whole POI. You could go directly to the loot room but you would only get one container's worth of loot. For more you'd have to explore more.

I think spreading it out is the best answer for forcing more exploration but then that cancels the effect of a treasure room which they want. So then the next best thing is a key to open the best box or some kind of mechanic that relates the number of sleeper volumes you've entered to the loot you get at the end or any of the other ideas people are sharing.
Someone has to uninstall Skyrim imo.

 
Treasure rooms are extremely neccessary, otherwise, there is literally no difference to looting any place, any time, at any stage - the game would be so linear it would be unbelievable. No POI goal, no POI progression, no pathing through POI's to get to 'the end' etc etc

 
I'm not a fan of dungeon style POI's because they just seem so forced to me... and on me for that matter because they are 99% of the POI's. Jump scares and novelty wears of pretty quickly and then you're left with just a boring "corridor" you know too well that has a "cookie jar" at the end that's too tempting not to jump straight to.

What would be a viable fix? Spreading it around the POI (randomly?) could maybe be a thing with that key thingy mixed in for unlocking the mother-load of the loot.

 
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