in the current beta, Treasure chests are placed pretty randomly and are sometimes placed right on the surface of planets. It would be cool if they were placed exclusively in caves/dungeons/towns/encampments so loot feels more rare/valuable. I think this would help give players a sense that chests have been tucked away and left abandoned by their last owner and not just spawned by some god entity called procedural generation.
some planets im on i have no intrest in going into the caves, its good to find loot by wandering around. but maybe it would be nice if it was not always chests, but things like: random survival pods with a busted distress beacon,smoldering ruin of a crashed escape pod, (owner wandered off or was clearly crushed on impact), airdropped crate with deployed perashoot, mound of dirt with a shovel sticking out of it
I´ve played for 4 hours and only found one tech (im in secfor 3) so I was really exited. they should change the loot (which is crap most of the time9
I like that idea, maybe changing up the container sprites would be a good compromise (for the pixel pods too perhaps). But where I'm coming from is that I've beamed down on planets right next to treasure chests, only to find another one like 15 feet away. I'm not saying this is a common occurrence, but one that does detract from the excitement of loot hunting and an occurrence that the world generation engine allows for a little too frequently IMO. What I'm suggesting is tightening those restrictions perhaps so that treasure chests are only placed next to or near geographic and societal landmarks. These would include towns, bandit camps, inside homes, caves, dungeons, labs, on an ocean floor, etc. so that loot placement feels logical. I think this may be better explained with an example from my game: I beamed down to a desert planet right next to a treasure chest. I took 10 steps to the left and there was another treasure chest. After about 10 minutes of traveling to the left, I came upon an Apex superlab filled with amazing furniture and hostile NPCs, but not a single lootable container. If you look at my example from a risk/reward perspective I think it becomes clear where things could be tweaked. Beaming down to a planet requires NO risk, nor cost. But right from the start I'm rewarded with a chest. What did I do to earn this chest? Not a whole lot. Traveling 10 steps to the left is also very low risk, unless it's night time on a freezing planet or the animal-type npc's are too strong for you to kill. So that's two chests I didn't earn through exploration, trading, combat, or any meaningful way. They were just there. Entering an Apex lab and killing everyone inside is a VERY high risk activity, and while I'm certainly not arguing that there should be chests inside every lab, I do think that the percent chance for payoff should be FAR higher than just beaming down onto a planet or walking a few steps.