Development Cycle Archive

Thread: Desired Rewards

Adeffia
Tue Sep 30, 2003 7:34 am
#443

i dont see the problem of loot as good as craftable pieces as long as the loot is hard to get.

armorsmith will keep making and selling armor even whit some very good armor drop. for the simple reason that armorsmith make good armor and many poeples will not atempt a hard quest only to gain an armor when they can buy as good an/or better one from a crafter.

im a figther i dont care about picture i want weapon, armor, clothing, skillbooster,powerup,..... some reward that can be usefull not something that gonna accumulate dust in the bottom of my werehouse.

schematic is not something im looking for, this is just another way to get screwed by my local crafter.



Live and Let die

Adeffia Sabro
Bounty Hunter
Wanderhome
Kaltek
Tue Sep 30, 2003 7:36 am
#444

It really doesn't matter what you add as loot as long as it fitseither of thesecriteria....



A) It has to make the person seem better or "cooler" than the next guy such as something visable whether they carry it, or put in a house, or it makes a neat effect or something it doesn't matter...



B) It allows you to get or do something that you normally wouldn't which is pretty much related to A.



Plain and simple people desire to have a pecking order so to speak... who is king of the hill? Ok, who is second... etc. Status symbols of some sort allow this behavior and it also allows players to be walking down the street and when they see a certain someone they immediatly cross and walk on the other side because you just know this guy is a bad dude just by looking at him.



You guys get paid to figure out the specific's so you can do the rest.





Kaltek
Starsider Server
Doctor / Rifelman of the Rebel Alliance
Member of [BLUD] Be Loyal Until Death
Wister
Tue Sep 30, 2003 7:37 am
#445

Honestly, I don't see why you can't drop "uber-loot". Especially in a game that is driven by player created content, there has to be something to keep people around. Ijust startedplaying Diablo II again because the game is still interesting, even though I have beaten the quests however many times. Unfortunatelly, I don't see how SWG can currently have that kind of lasting quality.


So what's the solution? Drop extremely high quality items in extremely small numbers. Also, never make a quest drop a specific item. One of the beauties of the SWG system is that weapons degrade. I haven't been able to successfully repair a weapon yet so that means I just buy new ones. This means that all of those types of items should just go away eventually for the average player and the market will never become saturated like in Diablo II.


Also, why can't there be more interesting items that crafters can make? Right now, everyone's stuff all looks the same.

WarGhul
Tue Sep 30, 2003 7:40 am
#446

How about fixing the broken quests in the game so that you:


A. Get worthwhile rewards (I'm sorry, 20 credits doesn't cut it for killing a red-con bounty hunter).


B. Get rewards at all (Didn't get Anakin's podracing helmet from that guy in Mos Espa, never got the helmet from Wedge, etc...)


As for better loot, there are alot of ideas in this thread (none of which you will use, of course), but I would simply like to see better rewards. If I go out and complete a bunch of missions for some NPC, I don't want to come back and get 20 credits and a broken datapadas a reward, that is just crap. What is wrong with giving us 1000 credits, or 3000 credits or 10,000 credits? You can only do these missions once, so what is the big deal with giving worthwhile reward money for NPC missions? I complete 12 jabba missions and I get a grand total of4 crappy knives, 1 crappy gaffi stick,a cargo pocket, a worthless gun, a worthless sash, and some edible but non-buffing food. No money, no faction points, nothing of worth. Giving out uselessmundaneand non-unique crap (like the rewards from the Jabba missions) is almost worse thangiving no reward. I would so much prefer 10K credits from 10 Jabba missions, or some faction points, or maybe a unique decorative object, orsome skill tape. Whoever designed the loot system for this game is a complete idiot. This is my number 1 gripe about the game. Loot sucks, when it doesn't suck it is broken, when it isn't broken it is insulting.


-I AM WARGHUL

pragmatous
Tue Sep 30, 2003 7:40 am
#447

How about a big cash reward? these quest can be done once per player. Something hard too. Like say you have to go through 13 steps to get it. So making it rather hard to exploit. You can talk to one NPC to point you to5 NPC's (which will give you saya data disk that you need to combine to get the wp to the quest objectiveand they are all on 5 different planets) to get the quest going or something and then use existing forts and caves. You can combine the data received by the 5 NPC's to create the quest. Now you got the quest and the wp of where it is now you need to go there. Then the long walk. You can make the objective to be like, "Kill the king at the tusken fort". You can make this random too so not everyone gets the same quest. This "king" will have like 30k HAM. Again HARD, lots of steps, but can be done once per player, and hard to exploit. Reward could be cash, say 100k credits. The NPC's could be unique characters at unique places to make it even more interesting.


The one npc you talk to would just be a plains folk that heard something and tells you something about some npc on a planet that olds a data disk to information about a notorious king.


*shrugs*- i'm sure you can plug in more ideas.


k did my SWG deed.




_______________________________
Ove Afeliti - MASTER Weaponsmith
Lowca Galaxy - Naboo - Theed
Eltestor
Tue Sep 30, 2003 7:41 am
#448

First offTOO many people complain about camping and such in EQ, that game has been out since 1999 and has more subscribers then SWG. Diablo2 and its whole online community is based off loot. In an online rpgyou are'nt gonna keep people paying for a game like SWG for years if you don't add a decent treasure system.


I think you can make SWG an uber-loot game and keep crafting viable. I think the schematic idea is a start. How about adding new equipable slots for characters that can only be filled with loot items. You could add the ability to equip implants (like AO did) and implants could be found only in loot and by doing missions. People could find their rare lootable items but at the same time this loot would be something different then what the crafters can make. So there would still be a market for weopons and armor.


SketchBasket
Tue Sep 30, 2003 7:44 am
#449

No we dont need "uber loot", give us small components to uber items, that only crafters can assemble (and they will charge us for this y'know). If the amount of small items clogging up the servers is scaring you away from this, fix item decay.



Sketch Bas'ket
Please make me a sig!
Nazrab1
Tue Sep 30, 2003 7:44 am
#450

A FS slot



naw, how about uber components related to your profession that you can then take to a crafter?


if i am a swords man, i can loot an "uber" sword core that can then be taken to a crafter.


or resources with 999 in certain slots for crafters to make the best item possible.

Bazel24
Tue Sep 30, 2003 7:47 am
#451

I'm going to agree with better cash rewards for missions. I'd especially like to know how much the person is willing to pay me before I'm going to do a mission. Some guys is asking me to do something for him. I'm going to ask what he's going to pay me up front.
Dustin_Asche
Tue Sep 30, 2003 7:48 am
#452






Q-3PO wrote:

What reward would motivate you to do a long, hard quest or dungeon?







An interesting story-line or fun quest which, I'm sorry to say, you don't have. Yes, rewards are lacking, but even more lacking is the story and fun aspect of thempark quests and dungeons. I would like to see dynamic dungeons as POIs or quest components, quests that aren't just a series of one-part missions completely independant of one-another, rather a series of linked-steps, quests that take your further and farther but for adequate rewards, and, well, just look at the thread I started on this very same topic:


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=512717&highlight=#M512717




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"Man, if I had I lightsabre, I'd go voom, voom, snick, snick, snick, waaah, Jedi! slice up tubby here, and we could crawl inside him and stay warm for the night." Jay - Clerks, the Animated Series.
lund0529
Tue Sep 30, 2003 7:50 am
#453

How about a "junk" item or schematic that a crafter could study and then make a reproduction? (i.e. finding a picture of an old invention or piece of artwork) This would create rare quest rewards, while still requiring a crafter to make it.


Depending on the difficulty of the quest, the resources available and crafter skill needed could be adjusted.


Personally, I want things for my house. I thought the fish were really cool, but with a volume of 3 each (3?!) I fill up my house right away.

Russcal
Tue Sep 30, 2003 7:53 am
#454

Badges


SEAs


Jewelry items that give stat enhancements.


You could add items that do something, like night vision goggles or binoculars.


Pins or medals that you could affix to clothing that can be seen, whether they do anything or not.


Significant faction






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"Trouble came a knockin, and Bobby Hill's foot answered the door"

- Bobby Hill, the original TKA
Aenae
Tue Sep 30, 2003 7:53 am
#455

I would be motivated by obtaining a good skillmod item at the end. Say one +5 skillmod thingie of your choice.


- Manii Names

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