Unfortunately, the difficulty has nothing to do with the quality of the loot inside.
Huge missed opportunity for ZOS to make this more interesting ...
I really love chests, I like the mechanics, the process, everything... except for what's inside...
At VR1, in Bleakrock, I open an intermediate Skill Chest... 59 gold and a Green item... I open a Simple Chest... 59 gold and a Green item... Master Chest, 59 gold and a Green item... Oh, and a new Lock-pick...
Granted, next to all the issue with bugs, this is minor... I mean way down on the list... but why don't the loot tables for the chests scale by the difficulty? Simple has what it has, Intermediate has a few more gold and perhaps a better item, but when you get to Advanced and Master Chest loot, it should be recognizable from the loot that it was a Master or Advanced Chest... not a simple chest that you had to open faster.
@Hamfast:At VR1, in Bleakrock, I open an intermediate Skill Chest... 59 gold and a Green item... I open a Simple Chest... 59 gold and a Green item... Master Chest, 59 gold and a Green item... Oh, and a new Lock-pick...
@Hamfast:At VR1, in Bleakrock, I open an intermediate Skill Chest... 59 gold and a Green item... I open a Simple Chest... 59 gold and a Green item... Master Chest, 59 gold and a Green item... Oh, and a new Lock-pick...
I think you misunderstand how difficulty works for now:
The "difficulty" of a chest is based on your character level relative to the chest level (wich is based on the area plus maybe some random variance).
So you always get loot appropirate to the area level, but difficuly will be based on how over-/underleveled you are.
Afaik I thieves guild is planned, wich means they propably add a proper Lockpicking skill/use the Guild Progression as skill in the future.
I dont know. Elder Scrolls always had this. I remember in Skyrim, I unlocked a master chest just to get 2 septims and an onion.
felixgamingx1 wrote: »This game is over there's no possible way to calibrate all this stuff before losing all the subs