Q:
Why does opening chests have a "cast time"?
So you cant press F in run-by and ignore mobs that are guarding place?
I would love to know this too LOL the weirdest things have a cast time on this game. It doesn’t help with thieves btw so it’s not necessary, we can hide in the long AOE stealth and then run up and grab it unencumbered
I would love to know this too LOL the weirdest things have a cast time on this game. It doesn’t help with thieves btw so it’s not necessary, we can hide in the long AOE stealth and then run up and grab it unencumbered
Thats why thief is thief. He can steal stuff really well. Am i only one that see nothing wrong with it?
It’s there so that you couldn’t, in theory, grab items and run, as kriza said.
I don’t know if what OP’s experienced happens with all chests, though. Thus far, I’ve had to ESC looting chests to fend off attacks a number of times, but I don’t ever remember getting the items without finishing off that bar (I would’ve just ran away if I had).
For objectives, however, that is how it goes; I just ESC right after the bar goes up and it’s still recognized as if I’d done the full motion.
Opening a chest should feel like opening a present. Just as unwrapping a present builds anticipation through the delay, a cast time for a chest is probably thought to be analogous to this experience.
So you cant press F in run-by and ignore mobs that are guarding place?
Except you can. You get the loot right upon hitting the “F” key. And then his “esc” and run away. It’s super easy to zerg a chest guarded by a vet/champ. F then esc and run out till you shake off the train.
Cuz your character has to undo the lock/latch and open it.
Pure speculation, but I would guess to check your level of input to the event that allow said chest to appear. So in turn determine your reward quality
Pure speculation, but I would guess to check your level of input to the event that allow said chest to appear. So in turn determine your reward quality
This is not what the OP meant though.
He’s saying that as soon as you interact with the chest, the loot already appears in your bags, then the cast bar appears and begin counting down, but it serves no purpose other than making you stand there as nothing happens when the cast down reaches the end.
I’m guessing it’s probably a generic function they used for item interactions and someone forgot to set the cast time for chest interaction to 0s.
So you cant press F in run-by and ignore mobs that are guarding place?
This is correct. Some higher tier chests are guarded by champions. A solo character would just loot and run(or have a bot do it). In contrast, dungeon chests only apear after an objective is completed, so they dont have a “cast time”.
….
Some of u guys misunderstand. Host said..
“Same goes for a lot of quest objectives where you have to fix/gather something. You can get the credit as soon as you kneel down and just hit “esc” instead of waiting the extra five seconds. It just seems odd to me.”
He didnt get the chest contents b4 the bar expires, he is talking about heart quests (most which you dont have the option of canceling the interaction)
Some chests you have to open slowly, when some seem to open instantly. They should all have the timer to prevent runby looting.
I like it as it is… fine, imo and there’s much bigger things to fix & add in-game than this.
It takes time to check for traps, study the locking mechanism etc and get it open, ofc.
It’s fine
You don’t even need to wait for the cast. You can hit F twice very quickly and you’ll get the loot instantly.
Resident Thief
You don’t even need to wait for the cast. You can hit F twice very quickly and you’ll get the loot instantly.
This is exactly what I’m trying to say, but nobody seems to understand what I’m saying. The cast bar serves a “purpose” in the RP sense and (if it were to actually give out loot at the end of the cast) a “present-opening feeling.”
But in it’s present stage, it does not accomplish this. You get the loot instantly and can cancel during the animation.
Although this isn’t the same thing, I was noticing this while playing just now concerning nodes too. Your char does 3 “hits” to a mining node in succession. If there are extra “hits” in the node after 3 (4 or 5 hits for some random nodes) your char will perform another 3 animations regardless of if only one or two more “hits” are actually inside of the node. You will always perform a multiple of 3 hits no matter how much is actually inside the mining node. Another oddity to be sure.
For example, if the node has 4 “hits” in it, your char will do a full six hits unless you manually stop them.
(edited by Transistor.8746)
You don’t even need to wait for the cast. You can hit F twice very quickly and you’ll get the loot instantly.
This is exactly what I’m trying to say, but nobody seems to understand what I’m saying. The cast bar serves a “purpose” in the RP sense and (if it were to actually give out loot at the end of the cast) a “present-opening feeling.”
But in it’s present stage, it does not accomplish this. You get the loot instantly and can cancel during the animation.
Then this is most likely a bug, not the cast bar.
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