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IDProjectCategoryLast Update
0005167Valley 1Bug - GameplayNov 23, 2011 9:53 am
ReporterSmiling Spectre Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.540 (Beta Series 2) 
Fixed in Version0.543 
Summary0005167: Empty stash - again?
DescriptionWell, I get all way into this "stash" area... and found nothing. Well, not _exactly_ nothing - there was one shard ball and several exp, and even one empty coffer (see the picture). But... where is loot?!

I suspect, it have something with this looted coffer. I get one (normal) quite recently, so maybe this meant to be coffer stash - that somehow connected with last one and didn't reset?
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

tigersfan

Nov 11, 2011 7:01 am

reporter   ~0017491

This isn't a bug. The coffers only fill you to specific amounts, say for example, 20 health potions (though the amounts and the items differ from coffer to coffer). If you already have that many or more (for example, 25 health potions), then the coffer will appear empty.

Smiling Spectre

Nov 11, 2011 4:20 pm

reporter   ~0017495

Last edited: Nov 11, 2011 4:24 pm

So, are you saying that if I am enter stash room, and there is nothing, except pre-opened coffers (that even didn't appears on mini-map) - it is by design?

It still looks wrong for me.

Well, if it must be empty - it must be empty _after_ I "looted" it. With clear signs on map. I.e., I see coffer, I open coffer, I get something/nothing. Not "you are not eligible for coffer, so you see it as opened right from the start"!

tigersfan

Nov 11, 2011 4:25 pm

reporter   ~0017496

Can you be a bit more specific? What looks wrong?

Hearteater

Nov 11, 2011 5:23 pm

reporter   ~0017498

It sounds like you are saying that if a chest is supposed to give health potions up to 20, and I have 22 it will appear looted. Does that mean if I return when I have 18 health potions the chest will the chest suddenly be full (like the intro mission)? Does this only happen once?

Smiling Spectre

Nov 11, 2011 5:31 pm

reporter   ~0017500

Last edited: Nov 11, 2011 5:31 pm

When I am entering stash, I am expecting to found something in it. And it is always worked till coffers was introduced.

Coffers itself is allright. Having something from coffers only if I am have less than something is allright too.

Main problem (or, rather, two problems) here that is:

1. If I cannot take anything from coffer, it (seems) appears on level pre-opened, and not appears on mini-map at all. So looking on map, I see totally empty stash room, that is unexpected and looks wrong. Yes, there is already opened coffers, but I am not aware of it, as it is _already_ opened!

2. If logic behind this is like "coffer opened=coffer useless, coffer closed=coffer useful", it's all right, but then it means that automap will trigger it "randomly", if I suddenly become eligible. It looks somewhat wrong too.

I think, I must be aware of coffers when I enter stash first time, to see that there is (or, at least, "was",) something.

So I see two possible solution of this that would look right for me:

1. Have the same map-related logic, but always have coffer closed on first encounter of it and have this "treasure" mark on mini-map. In that case I will be forced to open coffer to see what's inside (if any), after that it could be removed from mini-map, if it is "depleted".

2. Have it's own color for coffers on mini-map.
2.1. Color is here regardless of coffer state (as coffer _is_ here always). Most cheap solution, as for me.
2.2. "Full" coffer have one color, "empty" coffer is different. Most informal, but requires two new colors. Maybe too much. :(

tigersfan

Nov 12, 2011 7:31 am

reporter   ~0017503

Hearteater, yeah, if you go back when you have 18, it should bump you back up to 20.

Smiling_Spectre, I understand what you are saying. I'll mark it as a feature suggestion for now, since things are working as they are supposed to work.

Smiling Spectre

Nov 12, 2011 10:06 am

reporter   ~0017504

Yes, I wanted to did it too, when I heard your answer, but it's not possible for me. Thank you! :)

Hearteater

Nov 12, 2011 10:11 am

reporter   ~0017506

If the chest is always available to loot whenever I am below 20 health potions, then I'd say it is actually fine as is. An empty chest just means you have too many of the item in question. Come back later.

If, however, you can only loot each chest one time, then an empty chest is confusing because it means either: 1) you already looted it, or 2) you haven't looted it because you had too many of whatever item, but if you come back later with less items it will suddenly be full. In this case, a chest should remain "closed" and until actually looted, and maybe pop up a message (like a tomb stone) indicating you already have too many of whatever.

Smiling Spectre

Nov 12, 2011 11:08 am

reporter   ~0017507

Well, main problem for _me_ here is that I never returns to chunks. I.e. I never will see "suddenly closed" chest - it will be "pre-looted" for me always. Like "it is empty stash, what the heck?!". Actually, I encounter exactly that, and reported it as error. It is works as intended, but it is _confusing_. :)

Having clear indication of chests/coffers would be perfect. Look on my suggestions above. :)

Hearteater

Nov 12, 2011 1:50 pm

reporter   ~0017510

Your suggestion appears to be, "I want to know when the stash has useful stuff before I actually get there" and I don't think the map needs more clutter conveying that information. If you want stashes to always be useful, don't horde items and there won't be any empty chests :) .

Smiling Spectre

Nov 12, 2011 2:04 pm

reporter   ~0017511

1. It's slightly more complicated than that. I want that stashes at least _appears_ to have something useful. It is main purpose of stashes, no? :) Even if in reality it have nothing for me. Simply for sake of removing confusions.

2. If you read my suggestions, you must know that there is 3 different ones. Yes, last one (two new colors) looks too cluttering, and I already said it right there. But first (initially "closed" chests is a function of player actions, not of players possessions) and second (chests are always visible on minimap, not only if you can use it), as for me, don't adds much cluttering, but dispels possible confusion altogether.

Chris_McElligottPark

Nov 14, 2011 12:27 pm

administrator   ~0017521

I don't think any change is needed -- when you see a stash room, you know there's a stash of some sort in there. And there was. You just couldn't use whatever it was, because you already had too much of what the coffers contained. But it's not like the room was completely empty, you still got other stuff.

This is akin to some stash rooms having a better-than-usual item in there, like a rare spell scroll. But it's the opposite, in that it gives the appearance of being pre-looted.

Going into stash rooms is always a roll of the dice, as you never know if what you get is going to be what you need, even if you do get a the usual volume of stuff rather than finding it "pre-looted." And that stuff isn't calculated until you actually enter the room, so there's no way for us to color-code them, anyhow.

Smiling Spectre

Nov 14, 2011 11:59 pm

reporter   ~0017524

Well, sorry for being stubborn, but I am not convinced by your objections, x4000. I will try to repeat my arguments again, and if it will not convince you, well, let's end with it. :(

>You just couldn't use whatever it was, because you already had too much of what the coffers contained. But it's not like the room was completely empty, you still got other stuff.

It still confusion as for me. Especially for "little" stashes, that can be seen all in once on mini-map, but not visually. Because often they _haven't_ anything, except coffers! So it appears totally empty on first entry. I cannot name stashes as extra-visible objects, so if it haven't any indication, I often can not notice it at all, even visually. Name me non-observant, but without visual clues I am lost.

>And that stuff isn't calculated until you actually enter the room, so there's no way for us to color-code them, anyhow.

Wait, I never suggested to color-code it on "big" map - that placed at my right. It's ok. What I want is color-code it at mini-map, at left! Actually, after considering what was said already in that comments, I think that for me ideal case would be two pieces of new logic (and one old):

1. Initially _all_ coffers are closed, regardless of my inventory. It will give me my blips on mini-map. They will become opened in current sense only after I will open it first time.

2. While opening (or running by) coffer it gives info what is in it. Like "you already have enough Healing potion I, and cannot take anymore here". Right now all coffers are mystery if you already full of item in question.

3. After initial opening coffer status (open/close) handled as it is now.

Can it be considered?

Smiling Spectre

Nov 23, 2011 9:52 am

reporter   ~0017581

Well, last version removed coffers, so it is no more an issue. :)

Issue History

Date Modified Username Field Change
Nov 10, 2011 5:07 pm Smiling Spectre New Issue
Nov 11, 2011 7:01 am tigersfan Note Added: 0017491
Nov 11, 2011 7:02 am tigersfan Internal Weight => New
Nov 11, 2011 7:02 am tigersfan Status new => closed
Nov 11, 2011 7:02 am tigersfan Resolution open => no change required
Nov 11, 2011 4:20 pm Smiling Spectre Note Added: 0017495
Nov 11, 2011 4:20 pm Smiling Spectre Status closed => feedback
Nov 11, 2011 4:20 pm Smiling Spectre Resolution no change required => reopened
Nov 11, 2011 4:24 pm Smiling Spectre Note Edited: 0017495
Nov 11, 2011 4:25 pm tigersfan Note Added: 0017496
Nov 11, 2011 5:23 pm Hearteater Note Added: 0017498
Nov 11, 2011 5:31 pm Smiling Spectre Note Added: 0017500
Nov 11, 2011 5:31 pm Smiling Spectre Status feedback => new
Nov 11, 2011 5:31 pm Smiling Spectre Note Edited: 0017500
Nov 12, 2011 7:31 am tigersfan Note Added: 0017503
Nov 12, 2011 7:31 am tigersfan Internal Weight New => Feature Suggestion
Nov 12, 2011 7:31 am tigersfan Status new => considering
Nov 12, 2011 10:06 am Smiling Spectre Note Added: 0017504
Nov 12, 2011 10:11 am Hearteater Note Added: 0017506
Nov 12, 2011 11:08 am Smiling Spectre Note Added: 0017507
Nov 12, 2011 1:50 pm Hearteater Note Added: 0017510
Nov 12, 2011 2:04 pm Smiling Spectre Note Added: 0017511
Nov 14, 2011 12:28 pm Chris_McElligottPark Note Added: 0017521
Nov 14, 2011 12:28 pm Chris_McElligottPark Status considering => closed
Nov 14, 2011 12:28 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Nov 14, 2011 12:28 pm Chris_McElligottPark Resolution reopened => no change required
Nov 14, 2011 11:59 pm Smiling Spectre Note Added: 0017524
Nov 14, 2011 11:59 pm Smiling Spectre Status closed => feedback
Nov 14, 2011 11:59 pm Smiling Spectre Resolution no change required => reopened
Nov 23, 2011 9:52 am Smiling Spectre Note Added: 0017581
Nov 23, 2011 9:52 am Smiling Spectre Status feedback => assigned
Nov 23, 2011 9:52 am Smiling Spectre Status assigned => feedback
Nov 23, 2011 9:52 am Smiling Spectre Resolution reopened => fixed
Nov 23, 2011 9:52 am Smiling Spectre Fixed in Version => 0.543
Nov 23, 2011 9:53 am tigersfan Status feedback => resolved