Quote Originally Posted by Kimble View Post
Can, but doesnt need to be, and rather they use their time on something more useful/fun.
While we would like to implement fun things into the game, we have found that it is currently more difficult than we had originally anticipated. We have no plans to implement fun into the game at this time. We appologize for the inconvenience.
Sorry, couldn't resist.

On the topic of improving the chest's functionality, if you're going to suggest a "/destroypyxis <t>" command you should also include a "/checkpyxis <t>". If I were programming it, I would use a main and sub command for this.

Main command:
/pyxis

Sub command:
open (launches the guessing game)
check (displays the content of the chest)
destroy (destroys the chest)
key (uses a key on the chest provided you have one in your inventory)

^ Just makes it more generic and reusable provided you want to add more functionality to it later.

While it might seem like a good user friendly idea... I'm not so sure I want to see info displayed above every chest. Depending on how they would render it, it could cause some lag issues when dealing with a ton of chests.

As for self organizing chests, it would be nice, but I don't see them giving a positive response on that one. If you add collision detection upon spawn for chests it could go wrong if not tested thoroughly. Say you pull the monsters in a tight spot and kill them, there's always the possibility that the chests could fan out up a rockface, up a tree, under the map, etc... Now I'm not saying it can't be done, but this seems like something they would come back with and say was "too difficult to implement."

I would like to see the first, I don't care for the second, and I'm indifferent about the third.