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Lockbox System


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#1 Terpsichore

Terpsichore

    why

  • The Devil
  • 1042 posts

Posted 23 October 2014 - 10:58 PM

When killing monsters you will sometimes receive the following items:

  • Bronze Lockbox: Dropped by level 124> normal monsters at a 0.05% chance and level <100 MvPs  at a 20% chance
  • Silver Lockbox: Dropped by level 100~124 MvPs at a 10% chance, with certain exceptions
  • Golden Lockbox: Dropped by level 125> MvPs at a 20% chance, with certain exceptions

 

Examples of what Lockboxes contain:

  • A fixed set of useful consumables.
  • Fixed one or two utility consumable items chosen from a list such as improved Battle Manuals, Mystical Card Album (modified), experience granting Tonics or Bloody Branches.
  • A fixed piece of Upgraded gear chosen from a list.
  • One headgear not obtainable anywhere else from a list, by a chance.
  • One useful weapon from a list, by a chance.
  • One new weapon not obtainable anywhere else from a list, by a chance.

 

Further information:

  • Certain high level MvPs that are easy to kill and/or have a short respawn timer (Lost Dragon for example) drop Silver Lockboxes instead of Golden.
  • Instance bosses that aren't treated as MvPs, drop Lockboxes appropriate to their difficulty.
  • To open one of those Lockboxes you will need a matching key which can be purchased from either Lazy Quartermaster or the Cash Shop, the key is consumed in the process.
  • Lockboxes have two states: Locked and Unlocked (specified in their names). Using the required key with a Locked box (Misc Item) converts it into an Unlocked version (Consumable Item) which can now be opened. Both versions are fully tradeable and so are the keys.
  • Lockboxes are awarded through a custom script and aren't shown with commands such as @mi and @whodrops and dropped to the ground around the killer.

Full tables and drop chances/rules won't be revealed for suspense purposes but this should give you a good idea of what's inside. Our intention is to make them always worth opening while not affecting economy and balance. Lockboxes won't ever contain anything problematic that could impact balance, and if we want to implement one of those items, it will be toned down to reasonable levels.
 
We think this is a good way to implement some items that kRO received in the past few years that won't be available through intended means for a long time, until emulation catches up with all the updates.




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