Most of you seem to be very good at destroying the chest; but... many of you do not clean up your mob spawn. This causes problems for other players. Either the mobs drift towards player houses, or when another comes to do a chest, they have to clean up the left over spawn first. I have seen this issue at several different locations. So I am asking nicely, Please clean up your mobs when doing maps. Thanks so much .
I'll have to admit that I do not clean up the spawn. My method is to dig, lockpick, loot gold/map, break chest, recall out. I don't clean up the spawn because it adds time to my method and my method is all about speed. I have to clean up left over spawn at about 75% of the spots I go to so I save time by not cleaning up my own spawn. If that makes sense. I know it sucks if you're on the receiving end of wandering or left over spawn but that's just the way the lvl 1 map game goes, unfortunately. I wouldn't be opposed to a mechanic added to treasure hunting where the chest prevents you from opening it if there are monsters still guarding it. If everyone were forced to clean up their spawn then this wouldn't be an issue at all.
I like this posting. Nothing worse then trying to go do a lvl 6 map and u can recall there due to a chest just sitting there empty or being able to recall there to find zombies and skeles all grouped up.....its very annoying
I guess I'm just not in a big hurry in game. the idea of being all about speed, just doesn't appeal to me. I feel, I have rest of my UOR life to get everything done, so no hurry... Thank you for the suggestion about the mechanic being added. I think that is a very workable solution for all involved.
They already decay after two hours max (I know, we like to max every red cent out of lvl 5/6 maps). I think it's a brilliant idea to have the map spawner on the initial mob spawn for the chests. Still shouldn't create too much of a speed issue for the lvl 1 spammers and it will at least cut down on the amount of leftovers. Could expand upon it further on the other end and add in a small chance for a plat (1 in 250?) upon axing the treasure chest. I don't think either would be game breaking by any means with the former having the same chance as what's currently there and the latter only creating a minor influx of plat but creating the benefit of a definite incentive to axe your chests and at least eliminate the initial spawn.
That works fine, One , for someone strong enough to handle zombies, etc. pounding on them. But many of these are located near player housing. Nothing like a totally craft character recalling /running home, to be targeted by the little darlings of all shapes and forms, before can gain door steps. Basically, it's a consideration issue.
It really does create a speed issue. It likely doubles the time it takes to do a level 1 treasure map (It takes me 44 seconds per). I would recommend just putting a 1 hour decay timer on the monsters like the chest has. Currently it is 24 hours for monsters.
I wouldnt want to see game mechanics changed in order to save players some trouble. Especially if its player generated trouble...
I just spoke with the Minor Monster Conversation Society. They told me to tell everyone that leaving the spawn is better for the environment however, please destroy the chest before you leave. Field scientists have observed that when left, the chest serves as a constant reminder of the poor minor monster's failure and leads to unhealthy mental stress. By destroying the chest, we are all encouraging that these little guys move on with their lives. Thank you for your support.