Development Cycle Archive
Thread: Desired Rewards
urmmm i not got much ideas.
But what about at end of it u get a good amount of xp depending in total thing u killed etc and get bonus xp etc etc.....
Also maybe rewards and clothing like a uniform jacket to show u done such a thing. A rare thing so it gets the rare market going a bit.
lol
Also depening what skill char does it give em a item that helps em, example if a smuggler did it he receaives a infinte charge laser knife.
etc
Good SEA tapes SPECIFIC TO ONE OF YOUR PROFESSIONS.
Diabl0 2 does this in one of it's quests. At the end of it, when you get your reward, it looks at the class you are and gives you something specific to your class. Some thing YOU can use.
1-Drop rare resources for crafters
2-Drop money
3-Drop stuff like banthe statuets
4-Drop anything that do not f*&k the craft system
5-Drop stuff that crafter cant make
There has been numerous responses to this post. And while I agree that there should be some unique item as a reward for completing a quest, I do not feel that the item should give any player a considerable advantage over other players. The idea, listed by many in this forum, hasbeen a unique piece of furniture that changesfrom quest to quest and cannot be reproduced by others. This is a marketable item that can be sold as a one of a kind item or kept in the players house as a bousting item.
Of course, that's just my opinion.
how bout a badge or patch that a tailor can actually put on a garment so it's visible when worn( I did the so an so quest and got this shirt to prove it).
more paintings and sculptures for homes, unique collectables. Paintings could be planet specific for the quest so you might have a painting of Jabbas Place and another of say Theed Palace showing that you've been to that planet and completed a quest there.
skill tapes? those things you can put in slots on clothes, more significant stat boosts, or maybe a version that has to be used during the crafting process.
I like the idea of unique schematic drops... or as a reward.. but I'd also like for it to be "do-able" by the average (read: can't /hasn't gotten higher than lvl 4 basic weapon/unarmed skill) crafter.
If I have to wait for one of my more combat-oriented buddies to show up with a good schematic, I'm going to have a long wait.
I want to be able to do this quest myself.. or with minimal help.
Yeah i really think jewelry, special items would be a thing to go for, that way crafters still make the necessary items and we get a bonus.
ISEEJOO
I agree, the schematics as loot would be awesome. This puts new, cool things into the game, while at the same time creates "loot" that crafters do not get cut out of, in fact they get drawn into the loot system because they are the ones who will have to make the item.
Great idea imo.
- a badge (acts as a roleplaying reward/"The Status thing")
- schematics to create uber/leet items that require extreme resources to keep them from smothering crafters who don't have the schematic.
- perhaps misc items not avaible through crafters - I heard paintings for homes mentioned.
- a uber power up enchancer(s) for players or items. the longer the quest the stronger they are and the longer they last (up to and including permanent for some enhancers - or the life of the weapon)
- a master Yoda action figure
These are all highly sought things by the general community.
Paintings ![]()
Schematics![]()
A bucket load of credits like 100 - 200 k![]()
Furniture![]()
No more broken stuff Pllllleeeeaaaassssseeee.![]()
Maybe when mounts and vehicles come out we can divest the Swoopers, Thugs, Tuskens,etc, etc of their rides eg speeders, banthas.![]()
We should be able to have a chance of looting furs, trophies and teeth/claws from creatures.
Furs we could use for carpets, trophies (animal heads) we can hang on our walls.
And teeth claws can be used in tailor schematics to make necklaces / jewelry.
Perhaps an artisan of some kind would be needed to turn raw trophies and furs into useable items (tanned furs and stuffed heads)
If you haven't noticed (and apparently you haven't), people will be satisfied mostly with trinkets. I've seen plenty of post of people asking where the neat quests items are. This way they can do the quest, not complete it, and put the trinket in their houses.
As for useful items, I think the best idea is one-time use semi-unique design drops for virtually every type of item. This brings crafters back into the loop. A combat oriented profession that gets one of these would have to find a crafter and negotiate to have the item built (or simply sell the design). A crafter who gets it, could make it for themselves or sell it as a semi-unique item.
The big problem with crafter and the player economy is that, more-or-less, every <insert crafter elite profession here> is the same as every other one in the game. If this were the "real" Star Wars there would be literally countless corporations offering countless weapons, armor, etc. There simply is not enough different items in the game. Generally speaking, all Riflemen, Carbineers, Pistoleers, Bounty Hunters, etc.look the same as others of their profession.