Development Cycle Archive

Thread: In Development: Loot Pass #1

Griokl
Thu Nov 25, 2004 5:11 pm
#222

Kudos to the devs.


Some FANTASTIC ideas in the In-Concept thread. These have gotten me really excited!


Extremely well written and descriptive also might I say.


ATM there is no real reason to master Scout or Ranger. The extraction of venoms, spleens, etc will make these professions much more fun (I mastered scout and dropped it very quickly as the bonuses vs skill points were not in the favor of keeping the master at all)


Please keep the phat craftable loot exclusive to master crafters. Specifically Artisan, Bio-Engineer, Image Designer and the other less popular professions. There is still not enough reason for a person to master these over just having Eng 4 and as getting as close enough to two elite crafting professions as possible. There is more then enough incentive to master Weaponsmith and Armorsmith. I think a few of the other professions need some love.


Give it to Image Designers, Entertainers, Bio-Engineers, Rangers, etc, etc. I am none of these and I am not any of these because appart from a few recent aditions there has just been no reason to master these professions in my eyes. Perhaps it would not increase the amount of people mastering these professions as they require a certain play style, however it would surely make them enjoy their chosen profession a LOT more.


Just think:

Craftable picture frame(Architect)+ craftable canvas (Artisan) + painting skill (Image Designer or Entertainer) + looted paints or scematics = PHAT LEWT PICTURES!


Perhaps some rare datapads with new kinds of music for Musicians, new tatoos, colors or hair stylesfor Image Designers, new DNA extraction techniques for Bio-eng and Rangers.


Again I love the idea of only Master Rangers and Scouts being able to harvest spleens, livers, bile ducts, poison sacks, etc.




Thiswill make a few professions a little more meaningfull, allows combatants to get some extra creds by selling the looted peice, gives collectors another item to decorate/collect and would not impact the economy any more then the other proposed ideas.


The item would also remain relatively rare, hence sought after, due to the co-ordination needed from a few professions and the adjustable loot frequency. A bunch of little paintings would be fairly easy to get a hold of but the fantastic picture of ........ that looks better then anything you have EVER seen would be a very rare drop.







Griokl - Mayor of Iron Fist, High Council Member of -DA-
Visit Nemok's shop of 12pt RIS Certified armor, 12pt Weaponsmith, cheap resources, Rare and Exotic items on Tatooine at 3500 -5692 (right near Mos Eisley on Bria).
Email Nemok for anything not stocked or for custom made armor. Choose your own colors! Most suits made within 24hours of order recieved

Please offer all auction winnings to the above vendors. Email Nemok AND Griokl if there is anything to discuss. Thanks
Jorssk
Thu Nov 25, 2004 9:55 pm
#223

Looks cool, butcan youmake drop of BH armor little bigger? And maybe added some new armor drop or schematic on BH armor. Or big rare drop of Mandalorian armor, from some powerfull NPC. Some schematic for Battle droid, droideka or Super battle droid....I want my own droideka! I expect them in Droid rewamp but nothing.
Cyleco
Fri Nov 26, 2004 12:39 pm
#224

So much new stuff, now where to put it all? Increase our buildings item caps!!



Cyleco Eekoarz
ShipWright - CyTech Industries

Imperious Novus, Dantooine
Intrepid Real Estate Authorized Agent

Vendors located at -2283 5350 Dantooine

morbius76
Fri Nov 26, 2004 11:07 pm
#225

I couldn't agree more ssfsm. Instead of wasting time with crap like adding mroe rubbish to put in your house, why don't they fix things like stopping people from logging back in right at the good loot point of a cave. Make it so that if someone logs inside the cave they relog back at the start so they can't keep looting the same thing everytime it respawns. This alone would fix the loot system tremendously since it would stop all these loot campers from getting everything.



Azzrielle
Pre CU Master Rifleman/Bounty Hunter
TK1210GT
Mon Nov 29, 2004 12:34 pm
#226

Can someone PLEASE explain to me how I can loot more money in space than I can on the ground? I can sell loot to a junk vendor for maybe 32 creds a piece, but sell a loot piece from space for 1k.


Notice a problem here?


It appears to me, it's more economically beneficial to be in space rather than on the ground.

Epani



Epani Tesh - Sole Proprietor, Epani Industries - Naboo
Col. Epani Tesh - Rebel Alliance, REV Division - New Utapau Naboo Detachment


X-Wing-Rider
Sat Dec 04, 2004 11:56 am
#227

But still I dont exactly know how to get broken stuff to work. Where do I get the recycler loot help thingie that lets me put the "ingredients" in it? Is it a loot too? I checked the Junk Dealers and they won't give me any more than Rug and those helpkits... Can anyone tell me?



IGN Deph Landstar on Chimaera,
Master Architect/Artisan
Mayor of RavenWood, Corellia

Architect Vendor at -195 -3020, taking Custom
KermitsZipper
Mon Dec 06, 2004 6:39 am
#228

RodianX wrote:



Think more about the economy... think about crafters... see their troubles and actually try to fix them... one example might be to make an item (either loot or mission reward) that would be like a warehouse that can hold many more items, not take too many lots, and can only be used by someone who is a master of one of the elite crafting classes (not master artisan) You can also make it so that you can't add additional administrators, so this would be for the crafter use only. There! Fixes a major problem for crafters and doesn't break the game. Easy!



This is one of the best ideas I have heard on this topic! Storage is a much needed crafter commodity, but between harvestors, and storage buildings, you just run out...the only change I would make is that it be an arcitect crafted building along the lines of a guild hall resource wise, and can only be accessable as a master XXX (make different storage houses for Droidsmith, Weaponsmith, Armorsmith Tailor, and Arcitect).


Call them workshops, maybe even have abuilt in crafting station as a required item, the better the crafting station, the more storage you can have. I think making them specific to the profession would allow lots of improvements to the layout of cities, and add more buildings to the game. No vendor's inside....make the crafter at least take them to a shop, just have mass storage and crafting tools built in tho the workshop/warehouse.
andrew_profit
Tue Dec 07, 2004 2:45 am
#229

Contextual Loot: This is in the same vein as the level appropriate loot. This is a simple idea that basically boils down to: Creatures shouldn't carry guns, ammunition, and money, and NPC's shouldn't be harvested for resources.


Nowookie rugs?
acmtalk
Sat Dec 11, 2004 1:35 am
#230

humm, I wonder what u guys are planning to change with the Big spaws like, Nyax, Acklay, NS queen etc..How will you Fix These Camping spaws??



Swg ...........................$50
JTL/ROTW .............................$25
Obi-wan trials............ $30
Monthly FEE ...............$14.99 x 30+ months x 3 accounts
SWG VETERAN ......... Priceless (too bad SOE doesnt realize that)
Acmtalk - IRG -Co Leader Dark Jedi Sith - Storm Trooper Forever!

frylee85
Wed Dec 15, 2004 1:05 am
#231






Thunderheart wrote:

Currently, there is an In-Concept document that discusses the concepts of how we plan to make the "loot game" more fun for all SWG players. Here, we will discuss the first phase of development and the initial changes to the loot system.


These items are what players can expect in the first pass of loot game changes.






I am honestly beginning to gain more faith in this game. CU + Loot Upgrade + a few other profession revamps = great game.


Awesome stuff! Whoever dreamed up this concept work needs to be promoted and put in charge of concept design of more things!



Frylle McIro
Commander of [merta
"A community is like a ship; everyone ought to be prepared to take the helm."- Henrik Ibsen
Mark33180
Wed Dec 15, 2004 11:16 am
#232

Since there is really no place to post ideas i figure i might as well try here.

I would like to see something from JTL be incorporated into the ground game. Would it be possible to aquire credit chips in the ground game. I really get tired of losing money when having to /tip credits from one of my characters to another. Since they are on the same account (Jedi, and alt) I cannot have them on at the same time to regular tip money from one to the other. If i need to tip 1 million credits from one character to the other, i lose 50K right there for no reason. Could you make it possible to withdraw credit chips from the bank so they are tradeable from one character to the other. This would make things so much easier on credit transfers within one account. I hope this is an easy thing to do for the next publish if it is taken up as a possible idea. Thank you for your time.


Alboin
Thu Dec 16, 2004 5:24 am
#233

Question: A while ago (on stractics dev chat, I believe) It was stated by one of the developers that LUCK line in FS will actually work with loot revamp. So my question is: did it go live already and what we are experiencing now is a LUCKas it should be or something will be launched later?


Thx in advance.



Former Jedi. Now vocal minority elder

vendors at 4348, -5116 Mos Eisley
David665
Fri Dec 17, 2004 11:53 pm
#234


So where the heck are these recycler kits? I would like some as I have a tonne of broken stuff waiting to become unbroken...


It's also ironic that in one of those links, it was mentioned that NPC's will have double the current chance of dropping lot. again, I call shenanigans, cuz I spent 3.5 hours at Ft Tusken the other night and looted 2 crystals, and just 4 other material items. I can get 60+ items off of Meatlumps in 30 minutes.

Message Edited by David665 on 12-18-2004 12:59 AM

Page 18 of 21