Tier 1: Placed as normal. These chests are not very out-of-the-way; they're littered along the world and aren't particularly difficult to find.
Tier 2: Downgrade a lot of chests to Tier 1. Tier 2, IMO, should only be in more difficult-to-reach places, or in caves. If you can get to it without using your weapon, it shouldn't be Tier 2.
Tier 3: The standard cave chest. If a cave consists of one or two challenges, those challenges should result in Tier 3. (In most cases.)
Tier 4: The more valuable cave chest. If a cave has challenges in some particular order, with a specified final chest (or final two chests, sometimes), the final chest should be Tier 4 while the others are Tier 3.
Pot 1: Standard flower pots.
Pot 2: A big flower pot. Smashing it yields some cool loot. (This idea came from a CT in another thread I was in.) These pots are hidden exclusively in weird areas you otherwise wouldn't want to explore; for instance, the many non-cave caves around or under the Ocean. Pots 2 would hopefully have several items in it, so you are punching it several times, each punch yielding an item, until it breaks. The items should be pretty valuable - since Pots 2 require far-off-the-path exploration, sometimes a keen eye, and don't give many items, they should have a heavy skew towards Legendary, I think. Also, emerald rewards should be in blocks for a Pot 2.
#Make the chest tiers mean something
1 messages · Page 1 of 1 (latest)
I do think that there are too many Tier 2 chests out there, it kind of defeats the point.
pot 2
Wohoo
I think it does work like that just different cts have slightly different interpretations of what counts as what and thus it seems a little random at times
is there any reasoning for why this is bad
all caves should have either a tier 3 or 4 in them
those loot chests basically don't exist outside of caves anymore
I think t2 chests are fine in their current placements and I disagree that they should require movement spells to reach. They act as a sort of incentive to go off-road to explore the area between paths
wasn't suggesting not-that
not necessarily movement spells
also could be locked behind focused combat
i am specifically complaining about t2s being directly on paths btw
there's t2s on roads which seems like bad design
i do think pot 2 is needed because there's a lot of little nooks and crannies nobody goes to - it would have been impossible for me to find some of the crannies in scavhunt w/o wiki
ok I'm pretty sure t2 chests aren't supposed to be on paths, so feel free to tell me about those
zhight treasure tour 
yeah there of course a few places with t3 or t4 chests without caves, like the ones in the olmic city, but generally they dont just exist out in the open world anymore
i'll mention them when i spot them
i know there's a few in the dark forest and olux swamp regions
although i don't have better details right now unfortunately
This one's a bit glaring.
honestly does it matter? it's not like t2 chests really have much more loot than t1, especially compared to the jump to t3 and 4
But it defeats the point.
T2s are supposed to be more valuable, but out-of-the-way. (They should have their loot buffed.)
And there needs to be something for the chestless nooks and crannies.
Putting a T2 or two at the end of one of those weird caves you find on the seafloor just... it's not worth it.
So, I am using a CT suggestion of a Big Pot.
I dont think CT cares enough to satisfy your OCD
I mean I don't mind the concept of rewarding random exploration more, that's a sore point I've had since 1.18 when loot caves became a thing
Suggestion: Put a Big Pot in Plague Laboratory.
would it technically make the game like 1-2% better? maybe
but it would take many many hours to meticulously go over every single chest in wynn and make them thematically fit with how the player explores the environment
seems like a "this is how i would do it personally" rather than something that should actually be changed
this is one of those “apply for CT and volunteer to do this” kind of things
(and even then it wouldnt happen because they’d still have to have someone else on CT double check ur work which is then wasted CT time)
putting chests in hidden nooks is not a matter of ocd. a very common minigame in festivals is a scavenger hunt, utilising images or descriptions of hidden areas around the map. When players have had no reason to go anywhere near the aforementioned areas during their playthrough, such a minigame devolves into a brute force guess and check, or giving up and doing a wiki search.
I have no idea what point you just tried to make
the point i tried to make is that the idea of using big pots in non-cave caves is not just "to satisfy (op's) ocd"