Development Cycle Archive

Thread: Desired Rewards

josfe
Mon Sep 29, 2003 11:09 pm
#248

Here are some suggestions:


1) Items which allow you to "customize" either your current items, or that are given to a crafter in order to create you a more custom item. Things such as a mod which would allow you to "chrome" your gun in different metallic colors. Perhaps rare dies for clothing/armor colors. Basically some way to take what you've got and make it different from all the other similar items that are out there in the world.


2) One time use schematics/parts for a "rare item". This would work like the majority of the crafting missions already in the game. You loot a schematic, and any rare parts it may need for creation, you then take it to a crafter and have your item made for you, possibly add some more customization options like the above mentioned chroming to these types of schematics to make them even more special. The idea here is to allow good loot in the game with out taking the crafters completely out of the loop. Give the player what they need to have a cool item made, then the player can either have the item made, or sell the schematics/items to the crafter and allow him to make the item and sell it.


3) More melee weapon powerups. Currently the only things I've seen that enhance melee weapons in drops are the rancor teeth, and while it's cool to say that you've got a sword made from a rancor tooth it's effectiveness is much worse than a sword made with a regular core. The other items i've seen are loot drops off nyms and supposedly these enhancements are supposed to be able to be crafted with better stats by crafters. While armorsmiths and ranged users have the kryat tissue/scales melee weapon users don't really get much else.


4) I'd really like to see some sort of enhancement for wookiees defensive skills or something that could give us a little protection. With all the high end armor out now along with the kryat scales and other armor enhancements dropped off high level creatures, our better health just doesn't balance well with the rest of the armor wearing public. And the PSG's (even MK3's)are honestly a joke they don't last longer than 2 days of normal wear and tear at 15,000 credits a pop it's a very expensive habbit to use these things. Perhaps we could have some type of protective clothing made with the skin/scales of something like the kryat dragons? I'm not asking for super armor bonus's here just a little more protection than my hairy wookiee body provides me.


In my opinion customization is the key with all the above mentioned things. You feel quite rewarded when you geta final item that's a color you like, and isn't exactly what everyone else in the universe has, even if you do have to go through a crafter to get that final item.

Webster
Mon Sep 29, 2003 11:10 pm
#249

First of all Q, Dark Ages of Camelot had a very nice crafting system, not as involved as SWG's, but worked very well nonetheless. In that game crafters could make better weapons and armor than any that were found as loot or given through quests, and with the help of a magic user of some sort, they could give special properties to those items with some old fashioned trial and error. The end results were superb, much like most of the crafted items in SWG are themselves superb. But DAOC has one up on your game, and that is the fact that I could still find magic armor, stat enhancing weapons and shields, and skill enhancing rings whenever I went out to adventure, I was pretty much guaranteed to find something new at least every two hours, and at best every half hour. Most of this stuff were place holder items that were mainly used until I could afford to buy a superior crafted item in it's stead, but nonetheless they were useful.


SWG, in my humble opinion , needs a slightly similar drop system. Now I don't mean I want to find the "Wicked Trandoshan Boots of Speed" in this game as I feelthat would bequite silly, but i wouldn't have minded picking up a piece of armor my now dead target was wearing even if it only provided a 10% resist to an attack, it's still better than nothing. Of course it would only be a place-holder until I could afford one of the ridiculously priced armor pieces on my server, Bloodfin, and that goes for the weapons too. You say you want to keep crafters integral to the game, well then fine, let them make the best items in the game, but let us adventuring types be able to find similar items oflow to medium qualityon the corpses of our foes so that we can at least puff our chests out a little and say we earned it, which at the same time would make us feel a tad bit more self sufficient and that makes us feel good. I realise it's a crafter driven economy, but in that close-walled vision you also made crafters the kings and queens of this game with the sole advantage of deciding themselves what makes this game, while the "warriors" wait for the time they can make the game themselves. I'm sad to say it, but it's terribly unfair.


So here are my suggestions:


1. Create components that can only be aquired by warrior types, with the best components being found on creatures and NPC's that no Master Crafter would have a chance of defeating on their own. This would make the warrior classes incredibly useful to craftsmen as we would be the sole providers of the best crafting materials in the game. This opens up the possibility player run Crafter-Finder business contracts as well as being a huge boost to "warrior" morale!


2. Start dropping skill enhancing gems, circuits, whatever,that we warriors can drop onto those socketed items the crafters are so intent on making all the time.


3. Drop treasure maps or special quest waypoints. This helps keep things fresh right after we're done defeating a mob. An example would be: said mob drops orders from said boss to transfer someones kidnapped daughter to Jabba's palace, with the loc. of the girls captors waiting for pick-up. You then walk the damsel back to her family or she waits in your datapad, just like your pet until you finish the quest.


4. I see a lot of people asking for visible badges, so give it to them already.


5. Special creature saddles (in the future) that enhance your mount and parts that enhance your speeder/ swoop bike.


6. House decorations. I'm thinking more of the painting and portrait variety, not the player's portrait of course,but what imperial wouldn't admire a painting of the late Grand Moff Tarkin on their wall, and what rebel wouldn't want a picture of Leia in a skin tight bikini on theirs, and my what I would give for a life sized poster of Jabba the Hutt in....um..I've said too much but you get thepoint.


7. Crystals and such that can change the color of blaster bolts.


8. Dyes for clothing and armor.


9. Increase the money dropped by NPC's. Also make certain pieces of junk more valuable to junk dealers.


10. Do create super-rare weapons and armor of very superior quality and in extremely limited numbers so players can spread the rumor about that mysterious player Bounty Hunter with the strange but wicked blaster. It also gives us the hope that we will also someday come across a similarly strange and unique weapon, especially since we know we can't all be Jedi.


Finally I have only one more suggestion and it's a biggie. Start creating colorful NPC's in the cities and in static areas outside town that have stories, complicated rivalries, and deep pockets that are ready to give quests and worthy rewards and honors to those that seek them out and help them in their ventures. This is quite possibly the only thing you need to make us want to do quests or visit dungeons. Add creative end-bosses to dungeons and give dangerous areas a sense of history and the rewards will be in the experiences themselves. Also start thinking about closed dungeon missions and inter-city destroy missions similar to what AO did. You certainly have enough real-estate in the cities to accomodate this and it would be cool to approach a door with some friends, see a loading screen with mission objectives, and find yourselves in a secret rebel spy-center right underneath Bestine that you and your friends have to blast your way through until you reach a Rebel captain and two of his goons and experience and awesome firefight. These areas could look very much like the apartment missions of AO butwith a heavy Star Wars look to them. Missions like that would add tremedously to this game. You already have a seamless outside world, start adding the closed off areas that we see in the movies all the time. Even without the space expansion you could easily create a sabotage mission aboard an orbiting star-destroyer or space station that could be reached by a shuttle and a load screen. In fact it would be similar to the tutorial except with lots of action and objectives.


Well that's it for now, I know this is a long post but I hope you take these ideas into consideration.


bye.


Shadowtalker
Mon Sep 29, 2003 11:15 pm
#250

Things like the tissues (which some are bugged) from krayt dragons are nice. These still help crafters. I would like to see items like that.... also GIVE US BADGES!
Noggin
Mon Sep 29, 2003 11:26 pm
#251

I'm sorry I've not had the time to read all 11 pages up to this point. But if you take up the schematic idea that seems to be very popular please make the complexity of these items very low or at least make them not fail.


Critical fails as they stand are there for a purpose and are fine but If you let someone find an uber one use schematic, have them do many quests to get the pieces and it takes a week+ they then hand it all over to a crafter to be told withina minute sorry man I failed it. They will just spoil things and make the crafter feel bad and turn somepeople off playing.

Skarragon
Mon Sep 29, 2003 11:32 pm
#252

Well, i did not read throu all the 11 pages, so sorry, if this has been posted before.

As a Reward for Quests i can imagine some fun Stuff, like a Wall Painting, or maybe an ancient Pepsi can.. No, not really Pepsi, but something useless that can't be crafted but is still unique.

Or mabe give something that can be crafted as an addition into Weapons/Furniture/Clothing...

-Skarra
Hazoron
Mon Sep 29, 2003 11:34 pm
#253

How about a T21 thats better than a Laser rifle on Bria Server. *gasp* the thought!?! thats why I became a rifleman and the thing doesnt even exist here and even if it did it wouldnt be better than a laser rifle considering what other servers have seen.



I need harder reb faction missions and my laser rifle just isnt getting it done. The idea that terminals judge difficulty by your gun is ridiculous.. there is more to SWG than the size of your gun. Thanks



Hazoron - Bria Server


True Fellowship

hawkbatleader1
Mon Sep 29, 2003 11:34 pm
#254

Bonus Skills - After doing an extremely Dark Dungeon, give us the ability to extend the radius of our personal light.


Give us a skill we cant get now, like the ability to survey at a prenovice artisan level, or to use stimpack a's without a novice medic skill.


How about temporary Uber weapons? IE a Blowgun for the rangers, that has a set number of charges, like a powerup. An E-Web Repeating cannon, with no hope of replacement charges. Ion Cannons for taking out at-st's, with 2-5 charges.


Bonus skill points, like extra credit, which can be spent on novelties skills and abilities that don't affect gameplay, like Interior Decorator, allowing us more movement in item placement in our houses. (move up, move down, set object1 on object 2) etc







The dev team would never allow any kind of imbalance so that one group of people would "cut swaths" through crowds of people.

Thunderheart - 6/17/04
Archon_Eclipse
Mon Sep 29, 2003 11:35 pm
#255

Something that enhances current items, or even stats. Doesn't have to be much. But a +10 to all HAM would do wonders for armor wearers.


Something to flaunt visually. A uniform or the like




Archon M.D.
Eclipse Server
_____________________________________________
Retired
adamsmasher001
Mon Sep 29, 2003 11:41 pm
#256



Vshbaa wrote:

I'd like to see some sort of furniture schemtic or other type of schematic in a dungeon that allows a crafter to make that item. Perhaps the shematic would be random and dependant on your class. Basically there would be 10 different furniture schematics foran architect and that architect can only have 1 of these unique schematics that disapear after a month (not the schematic from the datapad but the schematic from the dungeon). This would go for every crafter profession.

Thanks,

Vshbaa






I love this schematic idea.

Special item schematics that have like 10 uses and then poof.

Fighter- "I found this schem, it has 10 uses, you can have half the uses if you make me 5 of them."
Crafter- "Good deal!"

Simple...caters to the loot, AND the crafters... and the possibilities are endless..

clothing, armor, guns, melee, furntiure, trophies, ANYTHING!

this would rule
Ryoushi_Nihan
Mon Sep 29, 2003 11:42 pm
#257

Star Wars story content. Maps for treasure, data that moves the story along. Unigue badges. Ornamental clothing.
Ripstinger
Mon Sep 29, 2003 11:45 pm
#258

Drop better skill tapes and modifiers that we have to plug into quality armor and clothing. I continue to purchase good crafted clothing with slots to support skill enhnacers I have found.
busati
Mon Sep 29, 2003 11:49 pm
#259

I would also like to see things that can be used to decorate the houses with. Paintings, statues, cool electronics, etc....

This is one of the reasons I havent invested in a property yet, they all look the same, inside and out.



--Busati

Master Gunfighter

Master Creature Handler



__________________________________________
Profa
Mon Sep 29, 2003 11:56 pm
#260

Unique schematics - would need to be greater than one use however. I have taken crafting missions and had critical failures on the missions required item. Might make a lot of people unhappy to recieve a critical failure on a one use schematic. Allow enough uses to guarantee being able to produce several of the item


Possible ideas along this line:


Unique droid chassis: Something people will want besides R# series, probots and med bots,


Unique armor: in appearance or that trandoshans and twi'leks can wear,


Unique weapon: Ie. something capable of doing cold damage, perhaps, that actually does some damage of note,


Unique clothing: there is a healers robe with a hood, perhaps some additional styles that males can wear also, Baggy shirts and pants (as in Star Wars I), Poncho style cloaks,


Unique food: extend the durations or additonal buffs,


Repair tools: something that can be crafted that acutally repairs without damaging the item in same way and that lasts for more than 5 uses

Page 20 of 117