Development Cycle Archive
Thread: Desired Rewards
I know there are a bunch of great ideas ahead of me, but I really hope you get a chance to see my thoughts on this. While I really don't care for the "uber loot" style of EQ where a guild of 200 would camp a particular slot, I think the problems from EQ came more from the static quest style rather than the uber loot itself. Basically because you could get the same item infinite times, the items were farmed and sold so that everyone had one. The quest style of DAOC was much better. Quests that were individualized, and linked to your level. Each person could do the quest only once, and could not do the quest until they had either reached a certain level, or had talked to an NPC who gave them the quest. I was hoping for something like this for Jedi, or even for training of any profession. You know, you reach a particular level, go see the trainer or quest giver, they give you your task to accomplish, reward you with skill, power, item, whatever, and say "come back top see me when you have attained more knowledge."
The rewards given would not necessarily be uber loot in and of themselves, but when assembled into a whole, they would be uber (or near-uber). For example, how about a series of quests for Bounty Hunters to acquire Mandalorian (sp?) armor. The steps along the way might garner them a helmet, chest piece, arm pieces, so forth. The individual items have some worth as armor, but it is not until you take the pieces to an armorsmith and have them assembled that they gain their full worth. The armorsmith gains exp, and the BH gets some nice armor. One time quest, not repeatable, and the armor cannot be sold.
Similarly, I would love to see a series of quests for wookiees to get their bowcaster. You get bits and pieces as you progress through the quest, either by advancing levels, or even have it be a quest that any wookiee can do as a "rite of passage." Wookiees would not gain the plans for making a bowcaster until they had gone through this series of quests.
Similar type quests could be constructed for each species or class so that they could obtain a class-specific or species specific item (actually an individual-specific item), that would be their "uber-loot."
I just think the multi-step individualized type quest with a reward at the end that is made up of pieces picked up along the way is very engaging and fun to do.
How about a new instrument (or instrument schematic) for us entertainers?
Ra'ano Thexia
Master Entertainer (soon to be Master Musician and Master Dancer)
Tarquinas Server
As a reward I would liek something like a slave collar. the current one is unequipable. Special non-crafted items that just look cool are good rewards. special clothes and special paintings and stuff liek taht. trinkets witha purpose. they need to do stuff. Items should be wearable or certain things should tell a story that is some history of SW. That is what I would like to see. main thing is the equipable slave collar though
-Imya![]()
I had a somewhat thriving (for me anyway) "junk" business going for a while on Wanderhome. When the krayt skull mission broke before I had a chance to finish it, I was devastated. I'd planned to make the thing the centerpiece of my future shop. Someone else mentioned the fact that players can only obtain one painting; that looks like a tree when the object description says its supposed to picture someone hard at work on a sculpture of the Emperor.
I enjoy finding the 'odd' objects. Mos Taike is great for this sort of junk, but after a while, it just gets old and repetitive. I'd do missions that offered more interesting junk til the cows came home.
Along the 'uber schematic' thread, I'd love to see architects be able to make DESKS. I know the objects exist in the scenery database already; take a look in any major medical center, for example. The people I play with who have far more 'established' shops cry out for the countertops they'd like to place their vendors behind (without having to use a dozen or so odd furniture objects, renamed as 'counter' and arranged carefully to line up). You claim you don't want SWG to become the 'uber loot' game like EQ or DAoC, that's all well and good, but the stuff you've released to us as players versus the stuff we can SEE out there in the gameworld leaves a wide gulf. Release some schematics for the useful furniture (poke around any of the guild halls for the sorts of things I'm thinking of). The quest/mission for that? Well... you've got me there. "Deliver this (crappy artisan-mission-grade) schematic to (insert name here), the hermit cabinet-maker (out in the middle of freaking nowhere on Dathomir)." Yeah, I can see people lining up to do that one over and over again. Actually... hell, knowing me, I probably WOULD. ![]()
Resources would work great as rewards, and perfectly tie in both the combat and non-combat professions together. I think that's one of the keys to keeping the galactic economy going. Artisans need the combat professions to hunt for very rare resources to make things that'll give them good XP, combat professions want some very handsome rewards or XP, everybody wins.
I'd like trophies to put in my house, too. Maybe we can even melt down our trophies to get some premium metal for them ![]()
I want to preface what I am about to say with the statement that you guys have created a wonderful and visually stunning game that you should be proud of. But...
Rewards in general, be it from a theme park or from putting discs together and turning them in, are beginning to insult my intelligence and make me wonder what I am doing playing this game. Why would someone run all the way to Deeja Peak for broken binoculars, broken datapads, and a ten credit sword? Why would someone go to the trouble of putting a colleciton of discs together, which involves DAYS of playing time forthem to collect for a measly 500-646 credits? This game is SO AMAZING and has so much potential, yet you are treating us like wide-eyed, emtionally neuteredsix-year olds who will be happy with any ridiculous scrap of shiny glass you choose to reward us with.
You used SO MUCH imagination in other areas in this game but yet it seems like you allowed your building janitor to design the reward system (no offense to him I'm sure he's a great guy).
Why can we not have it be a dynamic system where the rewards suit the task and either are immediately useful such as PROPORTIONATE money, faction points, etc or allow us to find unique armor even if it is a piece at a time or so on, or weapons and so forth. The main quality that jumps out at me from my own ideas and from others I have read is unique. Let it not interfere with crafters by making it something THEY DO NOT CRAFT. And if they are particularly rare items they will not be sold for the most part they will be used. SO it will never become an issue for the fragile economy which we all are working so hard to maintain.
Please stop making aspects of this game so painful to be a part of,such as the current rewards system. We are good poeple for the most part and have bought your product, now please treat us with some measure of dignity for our loyalty.
You guys are doing a GREAT JOB in most areas, so please view this as constructive critiscism.
Im pretty sure that at this point, no one cares what I have to say, but Im gonna say it anyways. Experience points. Do a really hard Quest that takes 3 hours? Allow the Quest NPC to give people Experience points. I know that If I was a BH, Id like to do these sorts of missions, cause its very possible I get investigation XP faster this way.There are MANY types of experience that are difficult to get without playing 9 hours a day. Im only a casual gamer, but I know if it could save me time in the long run, id do 20 of these 2 hour long missions.Or maybe a choice? at the begining of the mission you choose your reward, which will be given to you upon completion. Like maybe the choices would be A:5000 Credits. B: 100 Faction points. C: Unique decorative piece. D:Experience points.
Not only would giving people experience points make them want to do these missions more, butyou could tie key story elements in,that way people are gettinginvolved in the SW universe, instead of generally ignoring it like they do now. Just a though.