Development Cycle Archive

Thread: Desired Rewards

NeoTheHutt
Mon Sep 29, 2003 7:49 pm
#131

Mabye some artifact type things. Also, nightsister biceps should mabye drop somewhere else (but EXTREMELY rare) its hard trying to find one for my friends =(




Honorary Bria'n,
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Kisedd
Mon Sep 29, 2003 7:50 pm
#132

It might be nice if I do a faction mission or set of missions that I get a nice set of faction awards more than just the every day faction awards I can get from the mission terminals, especially on something like the theme parks or other one time quests. Give out 10,000 faction points for doing a theme park or a unique mission.


NeoTheHutt
Mon Sep 29, 2003 7:50 pm
#133

And I think we should be able to mount creature heads on walls




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NoxDenosis
Mon Sep 29, 2003 7:51 pm
#134

UBER LOOT in my opinon is Items to put in houses like different lightsabers,medals,trophies,statues,items for houses u cant make, wepaons simply for display (like my rantok) you know just because you make some uber loot weapons dosnt mean every crafter in the game will go outta business. they have their millions of credits let us have some things we can find on our own



Also where is this "legendary loot" the first huge patch promised? i see krayt segments and junk but thats not legendary loot, legendary loot=mandloiran armor


I want to see more epic armor (mandlorian armor)or wepaons from HARD quests that are multi tiered and take time to accomplish




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Zox Denosis

Home filled with tons of rare items and loot (on display) located at
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Knija_Toja
Mon Sep 29, 2003 7:51 pm
#135

in no particular order:


1. Unique schematics for weapons/armor/droids/furniture/clothes


2. Unique clothing. A strange bracer. A wierd shirt. A cowled robe.


3. Decent credit payoff. 25-1200 credits for completeing a series of very difficult missions is laughable.


4. Unique home decorartions. I've seen animal print rugs, paintings, skulls, wierd bowls, statues, etc but none of these are craftable or available for players....these should be quest rewards!


5. Unique badges.


6. Unique weapons and armor....even if it's totally useless compared to high end player crafted armor. No one would complain.


7. Access to more locations from the films and EU.




==================================
J'son
Musician/Fencer/Thug
Perks
Mon Sep 29, 2003 7:54 pm
#136

for creature mobs, maybe Skulls, so a Hunter could have a trophy


for Humanoid mobs, perhaps a large stash of creds or a trunk with misc. ...i e powerups, stims, anything useful, not necessarily ubber, but that would be nice on occasion.



Badges, schematics are a great Idea also.




Capt. Perks Darksun
Master Rifleman/Master Combat Medic
GodOfStrife
Mon Sep 29, 2003 7:57 pm
#137

I have posted various topics about loot as there are many solutions:


1. Add unique schematics with 1-5 uses that can only be dropped


2. Add more things like krayt tissues/high speed velocity feeders/rancor teeth/etc. that enhance current items.


3. Add 'magical' rings/braclets/necklaces. There is no economy for these 3 things, no one makes them or buys them except maybe a wedding ring which is basically no one still. Add loot for these area such as resists, enhanced HAM, etc. just like any other MMORPG with jewelry.




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Daker-Naritus
Mon Sep 29, 2003 7:57 pm
#138

I also posted an idea somewhere of inventing 50 to 100 (yes I know that is a lot...) specialized "trinket" drops of unique, cool, interesting things to decorate your house with. Darth Vader Dolls, Artwork for walls, etc.


These may not be long and involved quest worthy, but they might be nice additions in the general loot pool, or as "carrots" along the way in that long involved quest (kind of the little items you get in the CorSec Rebel Base, but add a BUNCH of different ones...broken datapads are getting boring )


The goal would be to give players more tropheys for their houses to (1) give them something to be proud of, and (2) give other players something interesting to visit.

y-osa
Mon Sep 29, 2003 7:59 pm
#139

Insofar as more skill points, an alternative is for people who have mastered a profession, continue to aculumulate expereince beyond master and when they obtain enough of a given type, have the skill piont requisite for the hightest level in whichever collum be reduced by 1,this would open up room for growth into new skills and give players more to advance at in there choice of profession. Reward wise, having unique components that would be involved in making specific items, that would not raise the stats but rather give the user a unique abillity as long as the item is equiped, such as a certain attack move, or to let a smugler slice a terminal for data to locations of rare monster dens. I read a lot of schematic requests, perhaps having the scematic itself take up a number of skill pionts in the crafters skill piont pool so as to learn it, but have the schematic remain his.
MorvenDee
Mon Sep 29, 2003 8:00 pm
#140

Whatever the reward, it must NEVER be a useless item. Currently the rewards are almost always useless. For example, find a treasure map, run 6km and loot a box that contains 1 unit of a random metal (useless to any crafter) and a CDEF pistol with 17-35 damage 4.6 delay (useless even if you are using CDEFs).


That should be the rule the designers work from. Loot doesn't have to be uber, it simply has to be useful.




Tale
EasyMcRhinopants
Mon Sep 29, 2003 8:00 pm
#141

In terms of bugginess, I bet a large portion of the advanced quests actually do work. But the VAST MAJORITY of low-level quests are super-duper broke. If you try to string several missions together, odds are one will break.


For lower-level stuff, I thinka big thing would be items which are "cool", if not necessarily powerful. This could, statues (big statues), oil pantings, a low-level (non CH) pet, Wedge's hat (i'm annoyed I missed that), etc.


For high level stuff, if it's going to be an allegedly useful item (like a weapon or armor) then it's got to be at least feasibly useful. If I get a stock survival knife, spraystick, or particle beam (from Jabba), then they're absolute garbage. I understand the importance of weaponsmiths (I am one), but these are a joke. A non-craftable weapon, like a Rantok or a Scythe, should at least have a nice where it could complete with decent player-crafted weapons of the same class. For instance, if the Scythe did acid damage, but was otherwise not any better than a two-handed axe (a good two-handed axe), it would still be popular.


But overall I vote for coolness. Plaques to hang on the wall and commemorative desk clocks would also be nice.

Titanus_Aegis
Mon Sep 29, 2003 8:02 pm
#142

Q-3PO,


I think the answer is obvious. Give uber-loot that can be used only for crafting. Right now the quality of resources is the only thing that differentiates between any two artisans. Everybody and their brother can hit master weapon/armor/whatever/smith quite easily, and use full experimentation and good stations to do so. But the guys with the kickass resources churn out the best pieces.


Very much the same way Krayt tissue is uber loot, yet useless unless crafted, make long quests give you some resource-type loot that is well-sought after by crafters in order to make better weapons/armors/buildings/whatever.





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Titanus Aegis
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JranZu
Mon Sep 29, 2003 8:02 pm
#143

I think the best one I saw on here was skill points. Just 1 skill point and you could only do to the mission once.Thinking there weould be2 missionsfor each starting profesion and 3 missions for elite profesions. These could only be done by masters of that profession. This gives all those people who have mastered there class something to work towards.


Another item that could be subtitited in if you don't like the idea of SkillPoints could be lots.


Badges are good for large group related missions.


Unique Customization ofyou character (1 in 1000 Colors & Styles combinations)


Maybe adding in a birthplace (or am I the only one with out one...)


I really don't like the Uber schematic idea, it would be to hard for most players to find a crafter to make them for them, also the crafters would have to have the materials on hand to make them, etc. etc. too much work all around, the work should be in compleating the quest.


Wookies need something that they can use for protection like armor.... maybe you could work that in...


Hmm... that's all I can think of for now...





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