In normal quest line instances, Treasure Chests respawn every ~4.5 minutes.
One of these dungeons (lv 20ish), has 6 (six)Treasure Boxes, & 2 (two) buy/sell NPC's.
A user could exploit this in several ways...
1) Don't leave the instance(s) until you have all +3 green gear, tons of potions, runestones, straight grants of coins, crafting supplies, & whatever else they give.
2) Keep selling the loot to the NPC's inside until your rich (not so much in lower instances but higher ones).
3) Never leave, thus equipping all your guildmates by forming parties to get the items out.
4) (the worst one) Form a full party & auto loot every Treasure Chest with macros...every 4.5 min would net whoever is doing this quite a sum of coins (even in low lv instances), especially if selling said items to other players.
Suggestion(s) to fix:
1) Set the respawn time to at least 2 hours. This way would have the least impact to normal gameplay.
2) Remove the 'sell' tab from NPC's within instances.
I thought of implementing a 'time to leave dungeon' timer after completing all objectives within BUT then someone could simply not complete them all (like killing the boss for example), on purpose.
**now everyone hates me,
...just trying to make fair play a reality
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Comments
It was actually more profitable per hour to camp respawning chests in the open world areas, where the NPCs are much weaker but the chests have the same loot tables as every other chest in that world area (including the linked dungeon instances of those areas).
This is basically a non-issue.
not like those chest contain rare items or lots of cash its the same as enemy drops just have a higher rate of gaining something good and if it takes that long for a chest to respawn its the same as time killing a few enemies the only way this could be exploited is if the chest gave you experience for opening them because the items inside are like looting monsters which if your willing to wait that long means your missing out on the experience to level up.
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The problem is that the engine is coded to shut down instances that are inactive (have no players inside of them) for 5 minutes. This trick is used often in a few missions in CO due to how buggy they are (pathfinding and someone gets stuck, NPC gets stupid and just stands there, any number of bugs). We just tell players to 'leave the mission for 5 minutes, try again' as a solution.
It also keeps server load down as it doesn't have to keep track of empty instances for very long.
I doubt it's something that can be removed on an individual game basis (the same reason why the player run 24 hour chat-ban system is still around despite the number of players exploiting it).
That said - bug? Yes. Can it be easily fixed? I don't know.
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As for camp respawning chests in the open world areas... a chest should open once per instance, per toon, and should ransack after 7 grabs per day. After you run over hill and dale 7 times your done until tomorrow on that toon. This way, you cant camp.
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*looks again*
Wait. Why in the world would a chest respawn while you're still in an instance? Who thought that was a good idea?
the type i'm talking about here are the normal ones scattered throughout many of the solo quest instances, ie: not the boss ones. I think u understand now.
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