Development Cycle Archive
Thread: Desired Rewards
sometimes its not the reward that makes it fun, but the whole getting there. and the tittle
Using AC as an example there is a slay the queen quest for level 70, or slay the Gman (cant remember the real name) Most of these people do it for some EXP, but lately alot of people do it for the title in their profile. as well, some of the no drop robes.
Slaying the queen is decent EXP, but the title is what alot of poeple are after. On the Gman quest, some do it for the problem solving, its well done with teleporting mazes, and indian jones like ball room.
Check these AC quests out :
http://www.thejackcat.com/AC/Hobbies/Quests.htm
the Gman quest is the best of all, the Queen is the longest to run
Gman quest. pix are awsome
http://www.thejackcat.com/AC/Hobbies/Quests/Citadel.htm
I have done quests for Weapons in AC (ellari wood) it tottallu sucked as a weapon, but it looked kewl. so just because its a weapon, doesnt have to be better then the crafted, just look better ![]()
Schematics are all great and everything, however there still are some classes i.e. Musicians, Dancers, Chefs, Merchant,etc. that would be less than thrilled by a new schematic.
So you give a Chef a new type of food that will be eaten - whoopie.
What are you going to do for dancers? Give them a new outfit? /shrug
Musicians - a new instrument? Bah - Master Musicians still can't play all the instruments/songs that are available now.
Trophies are fine, infact they are very cool hanging up in my house/shop. The only problem is that it then becomes like a T-Shirt - been there, done that. /sigh
While "Uber" content is what the Dev's are trying to avoid (EQ like), the reason that EQ is very successful is because of an active reward system that is worth something. Remember your 1st Trak raid when Kunark FIRST came out? (Not the1 group Trak kill now) Remember the 1st CR? I do, it was very, very hard but when you finished it, you had a sense of accomplishing something with your guild and some lucky person got a (then) UBER BP and a few got teeth to a new challenge - Sleeper's Tomb.
While it can cause hate and discontent among some guilds and servers, content like that is needed. You can always give the smiths a new better schematic with the new expansions to make up for the few "uber" drops.
So what would I suggest?
Look at things like awarding a few new types of houses, droids, house decorations, badges, etc. Make it generic enough that it can be used by EVERYONE not just a select group (i.e. Crafters, Mele), but actually WORTH something both monetarly and in the realm of actually accomplishing a goal.
Housing Items
Armor doesn't matter to me cause i am a wookiee
skill enhancements that work
some kind of visible item the indicates that the character did the quest (this is important)
special consumable - i.e. uber grenade, uber spice, uber food (once you fix food) - limited uses
the key to this if you dont want to upset the crafting is to include something that differentiates me as having dine it - something visible (clothes, hat, something...)
and make it NON-race Non-class specific - I am getting tired of armor drops or ranged weapon powerup type things - for christ sake i am a Wookiee TKA - help a brother out!
Obmar
Well, this is pretty deep in the post by now, but I will still throw in my two cents worth I guess.
Everyone wants Schematics it seems, or so the first page of threads pretty much says that. I will read the rest later. On the other hand, I would like to see crated rare drop components off of some things. I hear of crafters saying they need an item that only drops, well, put that item in a crate so they can do a long run of weapons <say 10 with 12 in the crate, 2 for experimenting and ten to run>.
Other things for quested items could include rare items of clothing that serve no protection, only style <like the glasses in the collector's box edition>. Maybe a self modifying item with 2-5 uses that would eleviate the need for an image designer for a couple of generic changes to like hair color/style and facial hair <of course leaving the higher end stuff out of it, that way not to impede on their profession to much>. Might throw in a pet food that would 'stunt' the outward appearance of pets so that they remain babies by sight, but of course have full stats <novelty but also a tactical move, but make it usable only by bio engineers to use on a baby of your choice>. A deed with 3-6 uses of instant stat adjustment, for those that want to play with their stats with instant results. A giant billboard for merchants to go on top of their houses <staying in bounds of the SWG theme of course>.
The list can go on and on. I do ask that if it is posted as an idea, make your post supporting it, but then throw in a few other unique ideas. I personally think a couple of mine would be unique and cool, but probably no where near possible, ?or are they?.....
Oh, and I want to go see Yoda so I can get my FS slot trained to me.
Wow!! Some really amazing and creative ideas in this thread ,,,and to see this thread expand to 19 pages in only one day also says volumes about not only general agreement with the poster ,,hardly any are even remotely negative. I would conclude that we have lots of players who really like the potential of SWG, but just are having problems finding truly fun and interesting things to do after reaching near or master status.
I just hope the developers actually read this one,,,its certainly got tons of ideas thatcould really improve the game and most of the ideas have nothing to do with balance or issues that complicate other aspects of the game,,,,
So grats to all who posted their good ideas,,maybe someone is watching,,,maybe not,,,
Q-3PO wrote:
What reward would motivate you to do a long, hard quest or dungeon?
Please try not to remove the crafter market or unbalance the game or reinvent the game. Also please stay on topic.
A couple of suggestion for killing something really, reallyhard:
- Drop rare* schemas forweapons (perhaps only makes3 weapons) and houses.
- Drop rare* skill enhancers (that actually work and something you have skills in currently or can use). For example, if you're a Wookiee -- the skill enhancer should be cloth-based when looted.
- Once in a blue moon, drop a weapon / armor piece with awesome stats -- not plain stats or bad stats -- awesome stats. Once in awhile, this won't hurt crafters at all.
- Drop PSGas loot (once in a while)-- PSG with great stats.
Suggestion in general:
- Remove broken items as loot -- especially for treasure map quests and advanced monster loot. Would much rather than 350 credits than a broken datapad.
- Remove "1" item of ore, steel, bone, etc. etc. as loot.... if you drop ore, steel, etc. etc... it should be 200 or 300 units.
Rare: Something not always found on the same "tough" monster (Found on monsters of the same difficulty) and doesn't drop that often (maybe 1 in every 15 kills? not sure how rare to make it).
One-time use schematics would be fantastic.
So would house decoration -- statues, paintings, floor rugs!
Better skill enhancement tapes, perhaps.