Interesting T-Map changes, about half for the worse, IMO. Speaking as a THB Guildmaster, here's what I think.
Bad changes:
5. New items, from reports, do not include Peerless ingredients, and those are the ones that are needed THE MOST to be added to the Chests. Everything BUT peerless ingredients are already easy enough to get.
I totally, wholeheartedly, undoubtedly agree.
I have been saying it for years now that Peerless ingredients needed to be added as spawn to Treasure Chests, they do a treasure hunting revamp and what do we see ?
Imbuing ingredients added but not Peerless ???
Excuse me ?
I sincerely hope that the Developers will make further adjustements and add
all Peerless ingredients to the list of ingredients that can spawn in Treasure chests.
6. New Locations will be near-impossible to find without mining. The fact that the new locations AREN'T the old ones makes this even worse.
Well, I personally see this as a good change, not bad. This is a treasure
hunting activity and so, the chest need to be
found and an effort be done to locate it. Recalling to a fixed spot and digging it up was ridicolous, IMHO.
7. They should have left the spell regs, and added the regs for Mysticism to the list - not remove them. (I won't miss the scrolls, though).
I agree, but only for lower level chests. Although, to make a 100% LRC suit is now cheap and so even new players have little need for reagents.
Still, reagents are still needed to scribing and alchemy and so, having a steady source for them, even if only in lower level chests, would not be a bad idea.
9. The idea of losing items from picking failures doesn't sit well with me, considering that some level 5 & 6 chests can take 20-50 picks to open (that's 20-50 TOOLS, and about 100 failed checks). The chances to pick are supposed to be improved, but that better be a Substantial improvement, given the risk.
Perhaps what we need is the possibility to further gain lockpicking and thus, reduce the fail rate ?
Suggested Changes:
A. Add the Peerless ingredients at a HIGHER chance of a drop than the SA ingredients,
Yes, absolutely.
and restore the casting regs (adding the mysticism regs). I'm not the only person I know that prefers to supply their scribes and alchemists from chest and monster loot, and it's downright silly to add big piles of regs to Gypsies, while taking them from the chests.
Yes also, but I add just for lower level chests.
B. Make the tracking in on the T-maps work like the Turkey nest maps, so that we know when we're within a screen or so of the spot, and can use the messages to get closer.
C. Add a bonus to the digging distance for Cartography, or let us tell when we are close to the map site because of our superior mapping skills (say, Cartography/20 squares, minus the level of the map - so that a GM Cartographer could dig up a level 3 map from 2 squares away). Have this instead of, or in addition to, the Mining bonus.
Yes, definately hints that one is in the correct area should be added.
I would say that Cartography and mining should be made to add cumulative aid. That is, having both will provide a larger area of aiding information range.
D. Frankly, I think the whole carto/LP soulstone swap method should be done away with for templates (after all, the THB charter from before soulstones required that to be a member, a character had to possess both skills). The changes as-is will only encourage it more. By adding C. above, it will make more people likely to keep both skills on their TH at all times. Cartography shouldn't be a "only used at home to decode, then soulstone off" skill.
I agree, incentives should be given to players to keep their Treasure Hunting skills on their template on when doing Maps.
Not make it mandatory not to upset other players who may want to dig the chest up without them, but definately provide sound incentives one way or the other so that those who sacrifice skill points to maintain sound treasure hunting skills on their template at all times will see sound and nice rewards for that.
E. Suggest bringing back the "Youthful Treasure Maps" of the old new character quests, for the "New Player Packs" you mentioned. These were level 0 maps, with non-aggressive Chest Guardians (low end undead) that had to be killed before you could loot, and the chest always contained another Youthful map. The old ones still work for "Young" characters, prior to this publish, at least until you get one that's in the now-gone parts of Haven's island.
Well, this I do not know. Lower level Maps are not that much difficult to do, even for a new player.
I am surprised, though, that you left out from your list of bad changes the fact that over the tests so far done it seems that items (weapons, armor and clothing)
still is referred to by players as "
junk".
This, because the intensities keep being way too low, even in high level chests.
At least sporadically, especially since the combination of modifiers is random (most often mods mix up is not usefull), there should be a chance to really high intensities on the items spawned up in treasure chests....