Development Cycle Archive
Thread: Desired Rewards
Well you all ways Brag about Player Crafted Items etc........ The Make Uber Loots of Componets Used for Crafting! Then we can make the Great Weapon we didn't Loot........ and make other None Crafter Able items we can use for special Proposes.... etc.....
Tiaga wrote:
I would like to see more paintings. I've seen tons of lovely scenes decorating the walls of public buildings, but players can only get the tree.
Ditto! Something to show a little prestige, especially for RP or non-combat missions. It seems like a simple enough formula: combat-heavy missions give combat rewards, such as armour, weapons, holocrons, etc. Delivery missions, puzzles, and digiteer interactions give abstract rewards like badges, art, statues, rare, interesting, useless items... I'd LOVE to have a book to leave on my table.
Just an idea.
Ok so I haven't read all the pages...we are on page 57 now...but
I really liked the idea of stacks of high quality resources...only stacks of 100 or so of 1000 quality or conductivity or something like that. Or more of the rare resources, Milk, Eggs, Flour (ok so there isn't flour).
And how about since weapons are dropping with poison dots on them...can we get component drops that we can craft into weapons that add dots? Maybe have them slow the firing rate down or decrease the damage but add the dot. This would make them so there is a tradeoff, and they only last for 1000 shots or something. After that the weapon is just a basic average damage weapon, you'll most likely want to trade it in for something with higher damage when the dot is gone.
ARMOR POWERUPS! Why is that category on the bazaar? We can't craft them, can we find them as loot?
PAINTINGS! These would be cool to hang in your house.
ANIMAL parts/skins that have absolutely no use cept for decoration. Skulls are especially cool.
I like the idea of schematics but I think to make them more of a fun, not game wrecking item, limit them to single-use similiar to the crafting missions. Mabye even make some of the components for the master schematic a submission. Some ideas that come to mind are armor/weapon powerups that last longer and are more powerful, upgrade kits for weapon/armor that guarantee certain % success, a modified weapon with higher damage but less durability. I think the worst you could do would be to make these schems last FOREVER or a month. Then those that buy these (either online or on eBay) would mass produce them and ruin the crafters without these schematics.
Just my 2 cents.
=$= Big J Money =$=
Q-3PO wrote:
I'm stealing a thread from Daker-Narituson the Discussion Forum (thanks Daker).
We've got a LOT of advanced npc quests out there. The common complaints are A) They are bugged (most of them aren't and we are fixing the others as we find them, though they often have to wait for the big publish) and B) the rewards aren't good enough (which we also have been addressing).
I'll state this very clearly: It is a design objective to keep crafter integral to the game economy. We do not want to put crafters out of business by making dropped loot better than the best crafted items. Overall SWG is not an Uber-Loot game (like EQ or DAoC) and we don't intend to make it so.
That said, it is a common request for us to make better loot and we do aim to please. Every publish has seen an improvement on loot table and rewards, but we know there is more we can do without upsetting the crafters.
So here is your chance to give us some focused feedback.
What reward would motivate you to do a long, hard quest or dungeon?
Please try not to remove the crafter market or unbalance the game or reinvent the game. Also please stay on topic.
As it stands, these quests are pointless to do for any other reason than to say you did it, unless you believe they somehow forfill the fscs checklist. The loot and rewards are, at best, cool display items. But considering how little room there is in houses, I personally won't waste the space (tip: exempt furniture items from counting against house space).
The rewards should be truly outstanding stuff, possibly better than, but definitely equal to, crafted items. But if this was the case, yes crafters will be rendered useless because we all know the "power gamers", those people who I swear can't possibly have jobs and must have nutrients introduced to their bodies intravenously as they play, will farm and farm and farm the living hell out of the items. No matter how hard the quest, they will do it over and over again using whatever exploit they can, and we'll have another fiasco on our hands like the holocrons, people selling the things on ebay and for 10 million credits. Ridiculous.
What I propose is by no means an easy answer/fix to this problem, but it is the only one.
Make the occurances of these uber loots / rewards character specific. If you complete a quest with a uber reward, then you are on a timer of some sort, a week, a hundred loots, something to prevent you from doing it all over again. However the very next person to complete it will stillget their loot, and be similarly ineligible for a period. Place all the uber loots and rewards on the same timer. Once you loot a holocron, you cannot run off and do some quest for a cdef carbine of insta-death or whatever. This should prevent people from hording up and farming highly sought after items.
How exactly to set this up, I am not sure but the concept is what's important. There is a huge problem with loots and rewards in this game. There is no point in doing these quests, and what you have is these beloved "power-gamers" camping all the valuable loot sites and in effect hording everything up and keeping the VAST majority of other players and groups from getting a crack at a holocron or krayt loot.I am not suggesting that these loots / rewards should be any easier, I think it is fine the way they are, but the farming and camping of them by a very small minority wrecks the game economy.For example, the way things are now, even if some "casual-gamer" were to inadvertently unlock their fscs, they would be unable to even get started on their jedi character because they dont have the hundreds of thousands to millions of credits necessary to buy the krayt pearls or force crystals needed for a saber. It shouldn't be easy to get this stuff, but it also shouldn't require months on end (@ $15 per) to get it either.
loot we can add in armor clothing or components for things crafters make thus like krayt tissues are.
They are worthwhile and keep the crafters doing there thing.
I would like to see more loot dropped that is usefull by npc creatures we can kill soloable and not these lvl 300 creatures all the time.
For quest you can have them give out random or certain useful enhancers or cool decorative pieces for houses much as the krayt skull quest thing.
I would like to attain a snowtrooper suit or scout trooper suit that would be cool.
One time Components that are of "higher" grade than manufactuable ones.
for example:
Architect finds a Light Ore Mining Unit with an extraction rating of 5 that cannot be experimented on (current max I believe is 4) - they get one shot while crafting to make an extraction rate 11 medium harvester (current max is 10, heck, make it cost more to operate for balance), but can fail, and they still need great materials. It produces one harvester only, and cannot be reused.
Rare HIGH HIGH QUALITY RESOURCES - 100 Avian Meat DR 950, FL 850, PE 975, OQ 980 - or similar resources that doctors and other professions can use to get a few chances to make higher and better level buffs. Yes, these are "better" than normal player crafted items, but they are expendable (4-5 buff packs max).
Anyway, you get the idea for crafters. Rare items that are of high quality that degrade or provide one shot at making an almost unique item.
For combat classes, how about some incredible power-ups? Find 2 Power-ups that add 50% to attack speed and +25% to min damage, same number of charges. Again, better than player crafted, but expendable.
How about a 5 charge armor/weapon/clothing repair kit that's guaranteed not to FAIL AND DESTROY ITEMS (even though I think the rate of item destruction during repair is so incredibly high that it is bugged).
More skill tapes, please! I'm not talking about mega tapes of creature taming +30 levels, but how about Mask Scent +15? Surveying +20?
There are a million components you could add that would give crafters a CHANCE to make a slightly better than normal weapon/sructure/clothing piece/armor piece/etc...those would be great.
Drugs! a 5 pack of Super Muon that adds +1000 to mind stats, but negative effects last 3 times as long as regular Muon.
1 charge SHOVELS that let a user alter the terrain in a 3 by 3 area so that it can fit a house!
Someone mentioned paintings, this is a great idea. There are hundreds of unique furniture pieces you could add tht would not unbalance the game.
Custom Titles
Doing certain faction or NPC related missions could give you unique titles that professions can't. WHen I first started playing SWG, I thought this would be possible. Doing Jabba missions, you could unlock more and more (the harder and more complex the missions/quests get) titles. Titles such as "Hutt Associate" "Hutt Representative" "Hutt Assassin" "Hutt Smuggler" "Hutt Thug" etc. Doing Rebel missions/quests could result in "Rebel Operative" "Rebel Recruit" "Rebel Spy" "Rebel Intelligence" etc. Imperial titles would be similiar. RSF missions could get you the title of "RSF Officer" "RSF Detective" "RSF Detective" etc.
The titles would furtehr enhance roleplaying, and also immerse players into guilds, factions and groups that are so far, just there for target practice.
Custom Clothing
As stated before, getting faction or group related clothing would be excellent. It's easy to spot imperial players with Storm Trooper armor and Imperial Officer suits, but what about just formal/casual clothing with an imperial insignia or logo, etc. Or justnormal clothing that was un availible to crafters/buyers?A really nice reward for non crafting professions would be a one time crafting kit that would let you customize the item (color, location of logo, style, etc) that had all the supplies and schematics given to you untill the clothing was made, and then they'd be discarded automatically. A crafting profession player would just recieve the scematic, and maybe some materials needed for making it.
Visible Badges
Sure, player badges inside your profle are nice, but what if badges could awarded and worm over clothing like bandoliers, belts, jewelry, etc? Seeing a player dressed in an Imperial Officers clothing with several badges on his shoulders, upper left chest and sleeves would be very cool.
1) scematics (great idea dev's) jewerly, capes, eyewear, and race specific clothing (to encourage trade)
2) nicknacks for the homes and common areas ( paintings! city statues(scematics?) ! )
3) make the high end npc quests drop anything but broken junk.
4) RARE loot for side npc quests lthat have to be collected ike the project dead eye, but for jabba, the swoopers, lord nyax cultor valarian.f.e. = kill certain rare valorian spawns to gain speacial loot that Jabba is interested in or vice versa. basicly put use to factions outhtere that are pretty much dead in the water
5) more treasure maps, see above for treasure loot (i LOVE t.m.'s)
There are so many good ideas here..........
The little things are what make this game so great. Uniqueness whether it be in the form of one-time schematics, furniture, or clothing would be great for the community.
1). Unique clothing - Look at the New Essential Guide to Characters book. There are some things there that I would like to see in game.
2). Trophies - How about special trophies from NPC's? Like a picture you can hang in your home of the Falcon, or maybe other types of unique artwork / furniture.
How about say a map to findor ownship paper for some Awsome, Uber--"last of it's kind" Pet? And the person who finds it via the map or gets the ownership papers from loot--can USE it regardless of its CL?
Cherbaca, M.Scout, N.CH 1,1,0,1
Faction Points. I hate doing missions for NPCs that are faction related and all I get are a coupla credits. I'd rather have the Faction Points, I have other means of earning credits. Here's an example, not a quest, but the same idea.
I spent the better part of two days planning a raid on a PVE base. Most of that time was spent scouting. In the end, destroying the base turned out to be too easy and I think I got a total of 16 FP's for my part in it.. The only faction was for the kills...
OK... I'm rambling... Faction Points.