I agree with all of you. When I play a single game, I try to take the chests for main hero almost always choose the experience. But in a multiplayer game, I almost always take the gold.
I also want to suggest an idea to get rid of extra mouse clicks when you open the chest (by the way it can be applied in other situations associated with the choice).That’s what it is:
Items have become the choice of a button. Why was it done so? Well, the "window» treasure chest choice does not cancel or close, player still has to make a choice, it is now possible with one click. So I allowed myself to add something, now under the choice experiment shows the number of points to the next level, at the beginning of the game, you certainly remember how much you have learned and where will be the level at least for the main heroes, but then it is impossible to know In any case, I have this problem, and a hint would be very useful, it will help answer the question “What is better to take the gold or experience for this hero?”. There may be clues such as a Pandora’s box (where the hero gets experience), as well as in the huts of the seer (when the hero is awarded experience).
It was about the mouse click, now let’s talk about control of the keyboard.
To further save time, you can type keyboard control, such as when you press «e» or «1», then there would be selection box under the left point (money), but if you press the «→» or «2», then respectively - under the right point (the experience). To approve the final selection, as before, press enter.
Additionally, if the amount received enough experience, the hero was a level, instead of remaining points of experience, we can display «+1 level» (or «+2 level», «+3 level»).
There are other windows that you can also use it, such as «get level» (there is also a choice of two skill), but I think it is suitable for windows with lots of choice, for example, obtaining skills in the university (« e »and « →» —left and right, «1», «2», «3», «4» — the choice of skill, respectively ,«OK» — is to leave).
Some ideas for remembering choices.
But you can save even more time if the program remember our last choice and we had to just press enter «not looking». This can be done like this, if a player made a choice by clicking the mouse or by keyboard, but was pressed alt key(ctrl, shift), then the next time a similar situation the same item would be selected.
For the hero or the player? Remembering for hero to me seems too complicated, in the end there may be many heroes, and the player is one, may get confused as for what hero what has been saved, and each time have to watch not to be mistaken. That is, spend the extra time and effort. Therefore, this idea seems to me not very good, remembering for single player would have been better in my opinion.