Development Cycle Archive
Thread: Desired Rewards
Items that add bonuses to skills and defenses. Items that would not put a crafter out of work, but in some cases make that work even better.
I've heard of +25 max to multiple skills items dropping off of high level AI, these new quest rewards would have to be a couple of steps up from that.
Holograms of famous SW chars, ships, ...
Paintings of famous SW chars, ships, landscapes, ....
the one thing i really want is trophy heads / butts / lifesized stuffed for my house.
we should be able to harvest a head/butt, take it to a crafter and have it made into a trophy (keeps the artisan in the loop
)
i want a line of heads on my walls to go with the fish.
Ideas:
- How about having somequests thatgive uber loot that can only be used after a crafter has 'modified' or 'fixed' them? This way we get crafter love and uber loot love.
- Schematics for permanent or long-duration weapon enhancements (powerups w/ 5000 uses for example).
- I'd like to see loot drops of weapon enhancements that last the life of the weapon (or at least until it's repaired).
- New Spice Schematics.
- New Slicer Schematics. Maybea schematic for a new weapon enhancement kit that allows you to choose what is sliced? Or enhances percentage sliced, but you don't get a choice of stat...Again we get crafter love and uber loot love.
- Another idea is having quests give 'improved' (or 'cutting-edge', 'state of the art', 'innovative' etc..)tradable schematics for common high-enditems, such as DX2 pistols, Composite Armor pieces, etc. I envision that these schematics would be allow infinite re-use, and require VERY specific resources, possibly in larger quantities than normal. ie: planet-specific INSECT or AVIAN meat, specific metals etc... 1 in 10, or 1 in 20, even 1 in 100of these schematics would be 'uber-loot grade', while the rest would vary from pretty pathetic (yeah, it's double damage,but theHAM costs are utterly crippling) to a smidge better than normal, with a percentage of clearly superior but not 'uber-loot grade' thrown in.
- New HOUSE type schematics, again with exacting resource requirements.
- I'd like to see loot drops of USABLE/SALABLE amounts of resources. High quality, high quantity.
- Skill Enhancing attachments. Personally I'd like to see Pet storage ++ and Max called levels ++.
- UNIQUE TROPHY ITEMS. Hey, we all have a little interior decorator in our souls.
- Unique CLOTHING items.
Q-3PO wrote:
What reward would motivate you to do a long, hard quest or dungeon?
I see a lot of player interest in the Krayt dragons now that you can get the tissue to make some really nice weapons. How about putting in quest rewards that follow along with the idea of a weapon enhancer? That way they people would strive to finish the quest so they could get a unique weapon made for them.
I also like the idea that was mentioned already about having a schematic drop as a reward. It would be for a very unique item that a crafter could make for them.
Both of these solutions would not eliminate the crafter from the picture and I think they are rewarding enough to get people to do the quests.
Not sure if this would be considered changing the game too much, but perhaps post-crafting add-ons could be used as loot.
For a example a Scope that gives +10 Cold Damage or +25% Wounding. Could give nice Diablo-style rare drop feel for the good ones. And since its added onto an existing crafted weapon, crafters still matter.
- Unique schematics. Like the Bug Bomb, or even unique sub-component schematics.
- stacked(!) components of better quality than thestandardversions(singulars are FAR less usefull). These could be components that provide unique attributes that such a component would not normally have (like Rancor Bile) or just be on par, or even better, than advanced versions of a component. The market for components, depending on the component of course, is probably not large enough to be impacted by smaller loot drops. However, a stack of less than 3 is virtually useless in making most any useful items.
- Credits. And on par with the credits one might receive for doing a couple ofmissions of that kind of difficulty instead of 50 credits every 5th NPC, netting a total of 2-300 credits at the most for taking on what would otherwise be 6, 5k credits each, missions.
- Trophies. (Well,maybe. I can see some of these being tossed onto the bazaar by folks who otherwise consider them useless, especially if they don't have a residence. And in some respects these chould be considered to detract from possible "furniture" schematics for Architects. Might be interesting to try, though.)
- Stacks of Unique resources. Things like a 500 or 5000 stack of some resource with 1 or more stats rated at 1000, or with no stat below 900. Or even, if it must pull a resource from current ones on the server, ensure that a resource is used that either has some relavent or important stat that is over 900 or that is considered a "rare" resources used in advanced components. Just don't give us a stack of 1 or even 5 of them. Anything less than 100 for most crafters, especially getting into an advanced dungeon, would be a complete waste of time. 500 would start to be useful. 5000 would make for a nice end-of-line reward when completeing a dungeon and maybe actually finding something in that debris pile or mag-seal container.
- A badge.
- FP rewards, possibly with items recorvered that could be turned in to your respective recruiter.
- Item pieces. Something that when combined with other parts from other dungeons makes a unique trophy item or creates one of the other suggested rewards from above.
1. If I get an "official proclamation" make it worth something. Make something else in game dependent on it. Like, you can't access a certain room that has other quest NPC (with useful loot) if you don't have it.
2. Make the ledgers useful in a similar way. Make them so you can read something that points out a certain NPC spawn where new continued quests reside.
3. More things like Krayt tissue. Things that can be given to crafters to be added to schematics. Heck, even just really good skill enhancers.
It just makes me sad to have to destroy items I get from quests cause the have no use and I need the space in my inventory ![]()
I think looking at what makes SWG unique is it's invironment. I think, as many are touching on, schematic drops would be huge.
1. They can span the entire Artisan branches and elite so that all artisans benefit from the drops. New weapons, New armor Types, new Building types. These can very, allow a run of 100, or less. This gives the found a chance to attain a rare item, and brings business to the artisan.
2. Coming from UO, which contains player housing too, they did a great job of balancing Rare drops vs what crafters could make. Allow some drops to give house items a crafter can not make. Like Banners that can be displayed from the balconies, rare statues like the Bantha statue in game, Story/holocubes that actually work. Other statue ideas: X-Wing/Tie Fighters/Star Destroyers/Krayt Dragon... etc
3. Rare material drops. Perhaps that lvl 60 outpost of Pirates that spawned were guarding a cash of 1000 units of Link Steel mined from a nearby asteroid.
4. Clothes/Armor - Granted we all like the Mandalorian look, but with SWG, you've got the opportunity to really expand on armor styles, clothing styles. If they are not straight drops, go back to #1 and let new armor types drop for creating new looking armor types.
Holograms of famous SW chars, ships, ...
Paintings of famous SW chars, ships, landscapes, ....
Also would be cool to have a Krayt head or claw at my house.
Everyone has great ideas! I love the idea of decorations and trophey items especially and even the "uber" schematics could be good if tested properly.
One other thing I would like to see is to make the credit rewards for quests comparable to missions. Some of them are and some are way below what they should be. I think people will be more inclined to do quests if they got at least as good a monetary reward for them as from mission terminal missions.
Glad to hear you are fixing the bugs as you find them with quests. That has been my biggest frustration, especially doing quests that were bugged in Beta and are still bugged now (and I know at least I sent in a bug report for each one I found).
Schematics....plain and simple. Require drops to incorporate a crafter to get the real reward.