Hello everyone! I wanted to quickly come in and try to explain why this change was made, and also ensure that your feedback is being heard and we're taking it into account for the future.
First and foremost, I want to apologize for not creating an announcement about this when it was changed. We have, in the past, not announced small changes like these unless we had other content to release with it, hence why there was initially no announcement. We've changed our policy on this, and from now on, we'll be releasing patch notes whenever there are minor changes being made.
Now, onto the issue at hand with Chests & Cooldowns. While we understand the frustration, we did need to make a change to how hidden chests function. For a few months now, we've been taking a closer look into our economy & our "play flow" (How a player experiences the game, not just "oh, we add quests" but what does an average play session look like? How long are people online and what is there to do in that time?). What stood out to us beyond everything else was the inflation to the economy and the rate at which gold was flowing in, and not out, of the game. When we originally set the prices and cooldowns of hidden chests, we never intended to create a way to essentially get infinite gold by going on chest runs- since we never really imagined having chest runs be a piece of gameplay. Hidden chests were meant to be more something you would stumble upon, grab some loot, and go. The other issue that was, and still does occur, is the imbalance of inflow/outflow of gold. When Revelius first launched, there was a major gold sink, between Crafting, Repairing, and firedust prices. Since Revelius, we've made changes to all three of those systems, eliminating much of the need for gold. However, besides nerfing the gold rewards for the main quests, we didn't nerf the gold from any other methods.
Flash forward to two weeks ago when we launched the Gauntlet. We quickly found that a lot of people were saying that it wasn't worth the time- you could easily be guaranteed tens of thousands of more gold within the one hour if you instead just did chest runs. We then looked towards all of the inputs of gold into the economy and found chest runs to be one of the greatest inputs, generating more gold than almost anything else. What we were then left with was a few options- either increase the gold given from the Gauntlet, along with all of our other methods of gaining gold, to match the rate at which you could get gold from chests, or nerf the gold from chests. We didn't want to nerf the gold from chests, as we wanted to ensure that the core idea of stumbling upon one when exploring would still be rewarding enough for people to want to do them, so we ended up increasing the cooldown for a player to be able to claim the chest. We found this to be the best solution, being able to nerf gold while maintaining the original vision of how chests are used. Do note, that we will be increasing the amount of gold you can get from Gauntlets in the future as well, to make that a better way to obtain them specifically for graduates. I do want to make it clear, to those that enjoy chest runs for the sake of something to do, we have close to 300 chests throughout the server (albeit with different tiers and levels). If you opened 1 chest a minute, it would take you over 5 hours to be able to claim all of them. Even if you're opening 2 chests a minute, it should take you close to 2 and a half hours to be able to complete it. We don't want to discourage the ability to do chest runs, but you may need to explore outside of the graduate towns and create longer runs to be able to do full ones from now on.
In the coming weeks, you'll hear more about our upcoming plans to rework the Gauntlet, as well as introduce Reputations at long last to our world, which will create a new piece of gameplay that we feel will help with the play flow that currently exists on the server. While this change is a controversial one, we stand behind the idea that this was simply a step within a larger plan that we needed to take to ensure the next few releases are desirable, along with trying to stabilize our economy, which we will continue to monitor for the future. If you have any questions, don't hesitate to reach out to me (NSgaming#3245 on discord), I'd be happy to discuss it more.
~Noah