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Keen Eye: Treasure Chests (2/2) Should Be In...

SimonBelmont
SimonBelmont
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Legerdemain.

Excavation has 8 passives. Legerdemain has 5. It would make way more sense for this passive to be in the Legerdemain line, on pretty much every level.

It makes no sense why you would have even considered putting it in the Excavation line in the first place...

Unless, I suppose, a player's character's name is Dr. Jones. He finds treasure chests all over the world, which are usually wide open and spilling-over with gold and jewels...bathed in the warm glow of Hollywood lighting.
Edited by SimonBelmont on January 10, 2021 2:18PM
  • Tsar_Gekkou
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    It should also include heavy sacks as well.
    Xbox NA healer main
    vAA HM | vHRC HM | vSO HM | vMoL HM | vHoF HM | vAS+2 | vCR+3 | vBRP | vSS HM | vKA HM | vRG HM |
    Flawless Conqueror | Spirit Slayer | Dro-mA'thra Destroyer | Tick-Tock-Tormentor | Immortal Redeemer | Gryphon Heart | Godslayer | Dawnbringer | Planesbreaker |
  • SimonBelmont
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    It should also include heavy sacks as well.

    Good point! :)
  • Starlock
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    Yes, that would have made sense. It's not likely to be changed now, however.
  • Merlin13KAGL
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    It makes no sense why you would have even considered putting it in the Excavation line in the first place...
    One is base game (translated 'free'), the other requires a purchase.

    Marketing/Accounting > slight of hand and stealth.

    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Mettaricana
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    Im sure a future alchemy or jewlery hireling will be tacked on to some other skill line as filler passives...
  • robpr
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    Im sure a future alchemy or jewlery hireling will be tacked on to some other skill line as filler passives...

    It's already kinda is - Dark Brotherhood's Shadowy Supplier gives either whole alliance pots or poison ingredients
  • SeaGtGruff
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    I think it actually makes sense for it to be right where they put it, since you can't acquire that passive ability unless you gave the Antiquities skill lines, and you need to level the pertinent skill line to be able to invest in that passive ability.

    As for heavy sacks, I'd had the same thought a while back, but then I rethought it.

    First of all, you don't know what type of goodies will be in a heavy sack-- they could be for Alchemy, or Blacksmithing, or Clothing, or Enchanting, etc. If a heavy sack is going to glow, it might make sense to have it be dependent on the passive abilitites for those crafting skill lines, such that there would be no glow unless you'd acquired the pertinent passive ability-- for instance, it might glow if its contents were Blacksmithing materials, but not if its contents were Woodworking materials, assuming you'd acquired the Blacksmithing passive but not the Woodworking passive. I don't know whether the contents are determined at spawning or upon opening, but assuming the type of contents (but not the level) is determined at spawning then having heavy sacks glow for some types of contents but not for others would make it too easy for players to farm the ones they were more interested in.

    And second, I think it's best not to take the glowing too far. I mean, what's next-- glowing butterflies that have butterfly wings but not the ones that have just insect parts? glowing wolves that have leather but not the ones that don't? glowing mudcrabs that have mudcrab chitin but not the ones that don't? To be fair, I've thought about how nice it would be to have those things. But let's be honest-- do we really want everything in the game that could potentially drop a Clothing or Alchemy mat to glow? That would be overwhelming.

    Now, I realize that heavy sacks are different, in that they're more like miniature treasure chests than crafting material nodes per se. But there are other things in the game that are even more like treasure chests-- lock boxes, or those various types of chests and trunks you see in the open world and in Dwemer ruins, delves, dungeons, etc. I don't think they glow the way that treasure chests do. Sure, it might be nice if they did; but it would also be overkill, I think.

    On the other hand, it makes more sense to me to have those mounds of dirt for treasure maps glow if you have the passive, similar to how surveys glow if you have their respective passives. But then you would potentially get confused between the mounds of dirt for treasure chests and the ones for antiquities, so that would be potentially problematic.
    I've fought mudcrabs more fearsome than me!
  • Raideen
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    I can't argue.

    My biggest issue with excavation is that once you max it out on a few toons you run out of zone purples to excavate which makes leveling it that much more difficult on future toons, that is until you can grind 30+ crystal things in coldharbor.

    I like to get the rank 9 passive on any character I am running through a dungeon so that I may help the party find chests easier, especially now with collections and everyone wanting to get weapons for collections (which only drop out of a chest randomly or RNG off last boss), but this is difficult to do until you can scry and dig yellows.
  • barney2525
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    How come none of the chests are ever Mimics ?

    :#
  • zaria
    zaria
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    Raideen wrote: »
    I can't argue.

    My biggest issue with excavation is that once you max it out on a few toons you run out of zone purples to excavate which makes leveling it that much more difficult on future toons, that is until you can grind 30+ crystal things in coldharbor.

    I like to get the rank 9 passive on any character I am running through a dungeon so that I may help the party find chests easier, especially now with collections and everyone wanting to get weapons for collections (which only drop out of a chest randomly or RNG off last boss), but this is difficult to do until you can scry and dig yellows.
    I agree, now here I think the treasure chest passive in Excavation is designed to specially to sell skill lines in crown store.
    Its an nice passive especially in dungeons but extremely grindy and slow even compared to other grindy skills like undaunted or mage guild.
    But you want the skill line on one alt and the rest can just buy it. And I'm one who don't think much else in the game is designed this way
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • NotaDaedraWorshipper
    NotaDaedraWorshipper
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    barney2525 wrote: »
    How come none of the chests are ever Mimics ?

    :#

    Because there are no mimic chests in Elder Scrolls. Booby traps on chests are common in the singleplayer games though.
    [Lie] Of course! I don't even worship Daedra!
  • zvavi
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    barney2525 wrote: »
    How come none of the chests are ever Mimics ?

    :#

    Because there are no mimic chests in Elder Scrolls. Booby traps on chests are common in the singleplayer games though.

    I think there is one mimic chest, the portal to crow's woods.
  • FrancisCrawford
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    Raideen wrote: »
    I can't argue.

    My biggest issue with excavation is that once you max it out on a few toons you run out of zone purples to excavate which makes leveling it that much more difficult on future toons, that is until you can grind 30+ crystal things in coldharbor.

    I like to get the rank 9 passive on any character I am running through a dungeon so that I may help the party find chests easier, especially now with collections and everyone wanting to get weapons for collections (which only drop out of a chest randomly or RNG off last boss), but this is difficult to do until you can scry and dig yellows.

    Actually, you can scry the gold leads on your first Antiquarian and dig them up as soon as you're Rank 5 in Excavation. More generally, you can dig up leads one color below what you can scry. It may not be quite as fast or reliable as doing so when you're at the appropriate level, but it works well enough to level you quickly

    Still, I've only bothered on two characters total so far.
  • zaria
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    zvavi wrote: »
    barney2525 wrote: »
    How come none of the chests are ever Mimics ?

    :#

    Because there are no mimic chests in Elder Scrolls. Booby traps on chests are common in the singleplayer games though.

    I think there is one mimic chest, the portal to crow's woods.
    Another one in the tunnel up to the mountain skyshard in Cyrodil I think.
    Long time since I used it.
    And some chests in IC sewer.
    Edited by zaria on January 11, 2021 4:25PM
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Tai-Chi
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    Treasure Chests are a potential source of both Antiquity leads and further Treasure Chest Maps, which all tie in with a BTP Chapter. It therefore makes sense for the Treasure Chest passive to be where it is and not in the Base Game.

    Heavy Sacks do not drop Treasure Chest Maps - as far as I am aware - so it also makes sense that they are not included in the Antiquities passive.

    PC - EU (Main) & PC - NA
  • NotaDaedraWorshipper
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    zvavi wrote: »
    barney2525 wrote: »
    How come none of the chests are ever Mimics ?

    :#

    Because there are no mimic chests in Elder Scrolls. Booby traps on chests are common in the singleplayer games though.

    I think there is one mimic chest, the portal to crow's woods.

    Not exactly a mimic though. shall all daedric shenangians be called mimics then?
    [Lie] Of course! I don't even worship Daedra!
  • SimonBelmont
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    Tai-Chi wrote: »
    Treasure Chests are a potential source of both Antiquity leads and further Treasure Chest Maps, which all tie in with a BTP Chapter. It therefore makes sense for the Treasure Chest passive to be where it is and not in the Base Game.
    By that logic, neither Antiquity Leads, nor Treasure Maps, should direct us to Base Game zones. Not to mention the fact that many Base Game Delve, Dungeon and World Bosses drop some of the most relevant Antiquity Leads... Oh and, the Base Game has treasure chests in it! ...Sorry but, over-arching continuity and logic should be prioritized over the "present state of the nation" and the hierarchy of DCLs.
    Tai-Chi wrote: »
    Heavy Sacks do not drop Treasure Chest Maps - as far as I am aware - so it also makes sense that they are not included in the Antiquities passive.
    Who said they should be associated with the Antiquities line..? They should be associated with the Legerdemain line, like Treasure Chest.
    Edited by SimonBelmont on January 12, 2021 9:04PM
  • LalMirchi
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    I'm apologize but I Really think this feature is really in the right place.

    This is a special feature of actually having levelled the Antiquities skill and should not be diluted.
  • N00BxV1
    N00BxV1
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    This passive should've been put into Legerdemain with the other treasure chest passive, but they needed to sell it so here we are.
  • SimonBelmont
    SimonBelmont
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    SeaGtGruff wrote: »
    I think it actually makes sense for it to be right where they put it, since you can't acquire that passive ability unless you gave the Antiquities skill lines, and you need to level the pertinent skill line to be able to invest in that passive ability.

    As for heavy sacks, I'd had the same thought a while back, but then I rethought it.

    First of all, you don't know what type of goodies will be in a heavy sack-- they could be for Alchemy, or Blacksmithing, or Clothing, or Enchanting, etc. If a heavy sack is going to glow, it might make sense to have it be dependent on the passive abilitites for those crafting skill lines, such that there would be no glow unless you'd acquired the pertinent passive ability-- for instance, it might glow if its contents were Blacksmithing materials, but not if its contents were Woodworking materials, assuming you'd acquired the Blacksmithing passive but not the Woodworking passive. I don't know whether the contents are determined at spawning or upon opening, but assuming the type of contents (but not the level) is determined at spawning then having heavy sacks glow for some types of contents but not for others would make it too easy for players to farm the ones they were more interested in.

    And second, I think it's best not to take the glowing too far. I mean, what's next-- glowing butterflies that have butterfly wings but not the ones that have just insect parts? glowing wolves that have leather but not the ones that don't? glowing mudcrabs that have mudcrab chitin but not the ones that don't? To be fair, I've thought about how nice it would be to have those things. But let's be honest-- do we really want everything in the game that could potentially drop a Clothing or Alchemy mat to glow? That would be overwhelming.

    Now, I realize that heavy sacks are different, in that they're more like miniature treasure chests than crafting material nodes per se. But there are other things in the game that are even more like treasure chests-- lock boxes, or those various types of chests and trunks you see in the open world and in Dwemer ruins, delves, dungeons, etc. I don't think they glow the way that treasure chests do. Sure, it might be nice if they did; but it would also be overkill, I think.

    On the other hand, it makes more sense to me to have those mounds of dirt for treasure maps glow if you have the passive, similar to how surveys glow if you have their respective passives. But then you would potentially get confused between the mounds of dirt for treasure chests and the ones for antiquities, so that would be potentially problematic.

    There are many sources of Material Resources, Treasure Maps and Antiquity Leads which do not require any DLC content. But that isn't even a relevant aspect of the issue anyway...

    [Keen Eye: Treasure Chests (2/2)] has nothing to do with Antiquities and belongs in the Legerdemain line.

    So, I disagree...
    Edited by SimonBelmont on January 17, 2021 12:41PM
  • Raideen
    Raideen
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    zaria wrote: »
    Raideen wrote: »
    I can't argue.

    My biggest issue with excavation is that once you max it out on a few toons you run out of zone purples to excavate which makes leveling it that much more difficult on future toons, that is until you can grind 30+ crystal things in coldharbor.

    I like to get the rank 9 passive on any character I am running through a dungeon so that I may help the party find chests easier, especially now with collections and everyone wanting to get weapons for collections (which only drop out of a chest randomly or RNG off last boss), but this is difficult to do until you can scry and dig yellows.
    I agree, now here I think the treasure chest passive in Excavation is designed to specially to sell skill lines in crown store.
    Its an nice passive especially in dungeons but extremely grindy and slow even compared to other grindy skills like undaunted or mage guild.
    But you want the skill line on one alt and the rest can just buy it. And I'm one who don't think much else in the game is designed this way

    The entire game is designed this way.
  • MasterSpatula
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    The Keen Eye passive is what marketing types call a "value add" for Antiquities. You might also call it a "deal sweetener."

    There's about a zero percent chance they'll change it.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • SimonBelmont
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    Is anyone seriously making the argument that: for some, when deciding whether or not to upgrade one's game, the prospect of being able to grind a largely boring and totally unrelated skill line (Antiquities), for weeks-on-end, per-character, exclusively for the purpose of gaining access to [Keen Eye: Treasure Chests (2/2)] ... is actually a motivating factor?

    I would bet everything I own on that describing less than 1% of the player-base, and I'm rounding up!..

    Still, it sounds like this is the only pseudo-legitimate reason that the need for this change wouldn't be entirely indisputable.
    Edited by SimonBelmont on January 17, 2021 12:48PM
  • SimonBelmont
    SimonBelmont
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    LalMirchi wrote: »
    I'm apologize but I Really think this feature is really in the right place.

    This is a special feature of actually having levelled the Antiquities skill and should not be diluted.

    I can appreciate wanting the Antiquities line to be more rewarding, given how monotonous the grind is. I've done it myself, and earned all the mythic trinkets...only to find most of them useless.

    But, the shortcomings of the Antiquities line should NOT be allowed to hold hostage a passive which clearly belongs elsewhere.
    Edited by SimonBelmont on January 19, 2021 11:17AM
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