Development Cycle Archive
Thread: Desired Rewards
rare schematics
like deeds, use them and they add a schem to the user - schem is nontransferrable after.
improved subcomponents
schematics that take alternate materials (just like regular schematics but with diff requirements)
subcomponents with new customization (gold hue on previously silver items)
containers that work in houses
binoculars that permit 'long range viewing'
night vision glasses
etc.
it doesn't have to be earth shattering to be useful and cool
I would like to see more factions where you could trade in faction pts for special items.
Crafters could trade in faction for better materials, skills or new sch.
Fighters could trade in faction for new skills or bonuses that are permanent or permanent as long as you have good faction with them.
Dalion Warsong Smuggler Lowca
Disabled very powerful items. Example a disabled vibro katana with bleed damage effect. The item needs to be taken to a crafter who can disassemble it and receive 3-7 schematics. These schematics basically just require the items, even loot items to make it and it is always awesome, possibly even very static stats. Great for crafters who know they will make an great item, great for the person selling it.
Can we PLEASE get the schematic for the Holo-chess Table (as seen in the cantina in Agro Outpost on Dantooine) to the Architects in some way?
I have wanted this piece of furniture from day 1, and I didn't even know the model was in the game until I came across it in Agro Outpost.
I am sure that his has been said already, but the best thing is to create more loot items like krayt tissue that can enhance both weapons and armor. Different kinds of "krayt tissue" should be created for looting sousing a different type of enhancement would alter the weapon or armor in a different way.
For example, I once looted a weak rifle with poison damage. Create a "tissue" that when used during the crafting process adds poison damage to a weapon.
- For some faction-specific quests -- by faction I mean like Jabba, Beldonna, Valarian, etc., NOT Rebel and Imperial -- you could get new titles for your character that reflect your "alliance" with that faction (and even standing if possible).
- Stuff for houses: furniture, decorations, containers, etc. Make these drops be stuff crafters CAN'T make. Make them really unique. It sounds weird, but take a look at the Gamecube title "Animal Crossing". In that game there are various "collections" of themed furniture (like Halloween, Country, Space, etc.) and it's HARD to get a complete collection. This would be PERFECT for SWG loot drops.
- Schematics that crafters DON'T receive through their normal skill trees. Think new kinds of weapons or armor, special types of meds, etc. (Rare)
- High-quality resource drops (like 950+).
- Unique clothing, like faction uniforms and stuff like that. Again, stuff crafters CAN'T make.
- Uber weapon powerups. The highest I've seen don't even go up to 40% effectiveness. How about something like Max damage + 60%? Drop them in small clusters (3-5 at a time).
- Junk items that you can sell to the junk vendor for a WORTHWHILE amount of credits. Some of this stuff is real treasure and really valuable!
- Epic weapons. These are VERY rare, and a player can only possess one "epic" weapon at any time (that covers inventory, house, bank, vendor, etc. so no one can collect and sell them). These weapons are quite a bit better than any crafter can make and may come with special bonuses (like automatic DoT effects, poison, stun, that kind of thing). Again, they are RARE. But they have special names and they kick ass to own =)
KEY POINT: Don't restrict these nice loot drops to the hardcore high-level mobs on master planets. I don't want to fight Dark Jedi and Nightsisters for this stuff (my small group can't handle that stuff). I'm not saying that a gubbur on Corellia should drop an epic weapon, but I'd like to find stuff like this *occasionally* off the odd stormtrooper/darktrooper I drop.
COROLLARY: Destroying certain creature lairs, especially like smuggler bases and stuff like that, should have a small chance of dropping this kind of stuff as well. It makes sense to get loot from the lair of the enemy, right? =P
That is all.
Why not integrate the lewt with crafters. Perhaps an augmentation that can be added to a piece of armor or a weapon that would not be subject to uses like the issue with Powerups. More important you could add a stat buff to pieces of armor or weapons that are similar to EQ epic quests. An item that buffs ham or heals mind would be quite desired and would not pull from the economy. You would have to take it to the specific crafter to have it recharged or maintained - which would ADD to the economy in my opinion.
My 2 credits worth...
1) Quests that result in a one-time increase of a stat or skill. For example: After freeing a pistoleer from a thug prison he shows you a new way to dodge incoming ballistics (+5 dodge enhancement)
2) Quests that result in a new stat, skill, schematic or weapon. For example: after rescuing an imperial engineer from the clutches of a hungry rancor he gives you a new droid schematic or the ability to repair a droid yourself (of course given only to droid engineers) or a new license for a special profession-based weapon.
3) After mastering a profession or completing a rare quest give us the ability to transfer to a hardcore, permanent death server where any character can be shot on sight and for good. Most other MMORPGs have this, why not SWG?.
4) A reward engine that identifies habitual campers and actually negates the benefits of re-occuring loot for them. You can do this by dramatically decreasing the chances an uber item will drop again to the same individual for a short (or even lengthy) amount of time. This will free up some of the less combat inclined to actually travel the 5K meters out to the crystal caves to battle FS-NPCs with friends.
Most of us are actually getting tired of a system that favors combat classes and **edit** trainers (myself included)- and I say this as a master pistoleer and 4/4/0/3 creature handler. So, whatever rewardsystem is chosen, look at the way holocrons drop to the campers and combat classes as a good example of HOW NOT TO IMPLEMENT UBER-LOOT.
Hear Hear, all great ideas.
AeganTarn wrote:
1) Quests that result in a one-time increase of a stat or skill. For example: After freeing a pistoleer from a thug prison he shows you a new way to dodge incoming ballistics (+5 dodge enhancement)
2) Quests that result in a new stat, skill, schematic or weapon. For example: after rescuing an imperial engineer from the clutches of a hungry rancor he gives you a new droid schematic or the ability to repair a droid yourself (of course given only to droid engineers) or a new license for a special profession-based weapon.
3) After mastering a profession or completing a rare quest give us the ability to transfer to a hardcore, permanent death server where any character can be shot on sight and for good. Most other MMORPGs have this, why not SWG?.
4) A reward engine that identifies habitual campers and actually negates the benefits of re-occuring loot for them. You can do this by dramatically decreasing the chances an uber item will drop again to the same individual for a short (or even lengthy) amount of time. This will free up some of the less combat inclined to actually travel the 5K meters out to the crystal caves to battle FS-NPCs with friends.
Most of us are actually getting tired of a system that favors combat classes and **edit** trainers (myself included)- and I say this as a master pistoleer and 4/4/0/3 creature handler. So, whatever rewardsystem is chosen, look at the way holocrons drop to the campers and combat classes as a good example of HOW NOT TO IMPLEMENT UBER-LOOT.
What about having things that the player could use only three or four times but can not sell like an extra long burst run or a invincabilty shield that would last for 15-30 seconds. That way players would still have to use crafters to get thier weapons and armor.
also, devs you say you want to have crafter make cool items for us, and you dont want them to be put out of business, well then give them some more cool items to craft, i dont understand why a ARTISAN wouldn't beable to paint a picture, i think all artisans should beable to paint/craft pictures.