I've had a chance to go through a few themeparks and such, and I'm very happy with some of the loot and nonplussed by most of it.
Unique decorative objects like faction banners, household items, and the Bestine Museum paintings are great! I like them because they are equally useful to anyone (that is, not "useful" to anyone), and I can easily keep them to decorate my home or sell them because of their uniqueness to anyone else.
Unique schematics are also very nice -- the new crafter clothing items and tweaked weapons are interesting. Even if I can't use these, I can sense their inherent value and I know who might want to buy them and why. In theory I might be able to trade them away for a schematic that I can learn or use.
I received some weapon components (sword cores and power couplings). I assume they are pretty good, butbeing neither a weaponsmith nor a combat classI really have no idea how they rate. Still, they are decent loot (I assume) and it's clear who might want to buy them -- although the market for these things seems to be a very small fraction of players compared to the number of people doing the quests. It seems that their value might be diminished by the very mathematics of profession distribution.
I also received a few finished/usable combat items like Tantel armor boots and Ubese helmet with unique stats built in. I found these to be disappointing rewards for a few reasons: (1) I didn't receive a matched/complete set of anything, just two mis-matched pieces from two quests in the same theme park chain. (2) Although the armor had special stats that Armorsmiths cannot duplicate, their overall protection values were much less than things I can easily buy. (3) The presence of special stats that armorsmiths cannot duplicate implies to me that this loot is somehow better or more valuable than things crafted by players, which I thought was against the SWG plan. (4) Other than dumping these in the bazaar for some arbitrary amount of money, I have no idea who wants this sort of loot.
Many quests just paid out a pathetic sum of cash. While I can accept this as a nice generic reward, it isn't particularly interesting.
Oh, and I received a non-tradeable holocron in one quest. I thought that was really cool (though I couldn't have finished the quest without help from a powerful combat PC), except for the non-tradeable part. I haven't been holo-chasing. Ibought a few holocrons for friends and I was planning to decorate my house with a few, but in the process of trying to put this one in a backpack (which I couldn't do), I ended upactivating the holocron without meaning to. I'm not complaining about the loss of a holocron -- easy come, easy go I guess -- but this brought to my attention two issues I think should be reviewed: (1) non-tradeable loot sucks. I want to decorate with it. If the prize I get is not useful to me and I can't give it to someone else, then I should be able to trade it to the system (NPCs) for something else. (2) The ability to "accidentally" use up a valuable item sucks. If this item is hard to obtain, like a holocron, there should be some sort of confirmation window for using it in a way that destroys the item.
Based on my experiences with loot, I would make the following recommendations:
* Random useless trophies are always entertaining, even if I don't want them for myself.
* Schematics and special components are much cooler than finished combat gear. Granted, they are most interesting to the 2% of people who can actually use them... But they provide an equipment benefit without directly competing withcrafters' finished products.
* Armor rewards (if you really want to offer finished combat gear) should EITHER be visually distinctive (like the Marauder armor), or should be obtainable in complete suits.
* Money should be a supplemental reward in theme parks. People who want money will take terminal missions. People who do theme parks want to see new/interesting content -- including loot content. Perhaps making a table of random knick-knacks that any NPC can use as reward would be a good way to provide loot rewards for all themeparks without having to develop individual prize tables for each quest-giver.
So, let me get this straight: To advance my character, I have to give up my current abilities? Flurry: Ikeya Ibye (Master Droid Engineer, Master Artisan, Master Merchant)
IKEYA Grand Mall - Naboo, Moenia - Waypoint 5000 -4000