Development Cycle Archive

Thread: Desired Rewards

Ripkord
Tue Sep 30, 2003 8:34 am
#482

I would love to see the limited use shematics or trophy/show items plus badges, but the one thing i want see most are cut scenes. I think sometimes we need a reminder that we are playing in the star wars universe...


this is a game based on a set of movies. Right now the closest we get to the StarWars storyis that lame little comic strip we get for the story arc... Hell make that a cut scene too! Its Star Wars not X-men.

mtouchprod
Tue Sep 30, 2003 8:36 am
#483

How about if we complete a quest, we get a CSR ticket fulfilled.



- "I propose that we rename game updates as "downdates" to indicate the actual gaming experience."
jcesare
Tue Sep 30, 2003 8:36 am
#484

I think the way to go is skill enhancing or item enhancing loot that needs a crafter to incorporate it into the finished product. For example, something similar to a great powerup (30% damage, 15% speed) that needs to be crafted into the weapon. Another example would be REAL skill enhancers (+5, +10, not some lame +1) that needs to be tailored into armor or clothing.






ggggggggggxnnntnnnnnnntnnnxgggggggggg



cwhooks
Tue Sep 30, 2003 8:37 am
#485

As a crafter, I find crafting so time consuming and utterly boring that I think the game NEEDS uber loot that competes with the crafters to just shake things up.




Battleaxe - Bloodfin galaxy.
Surveyor of Lok and 12 point Master FS Weaponsmith.
_____ Resources, Sliced Weapons, Skill tapes, Loot...
Mall.....800m from Theed starport at -5139 3399.
_____ Deliveries use any vendor named 'BA's ...'.
Mizraal
Tue Sep 30, 2003 8:39 am
#486

Some of the things I personally would slog through dungeons for are:


-Manufacturing schematics for various "uber" components, not "uber" items. Manufacturing schematics might be randomly generated to use the current resources, but have set stats. The upside is you can only produce a limited number with a manufacturing schemeatic


-Manufacturing schematics for unique or rare decoration items. (which would be much easier to use with a raise command to go with rotate and move.)


-Manufacturing schematic for rare or unique furniture.


-"Uber" components


-Rare and unique decoration items


-Rare and unique furniture


-Armor that is somewhat sub-par but has low encumbrance and a unique look. This would be for the more non combatants out there. Though I could see some conflict with armorsmiths and tailors. The sub-par quality might help or it might not.


-An optional component to clothing and armor that unlocks unique colors. This way you get a unique look but tailors and armor crafters are still in the loop.


-Droid schematics that create droids comparable to the current ones but with a unique look.



The best loot I have ever gotten for a mission, quest, dungeon, whatever... was the speaker from the rebel themepark. It looks cool andnot everyone has it. Honestly Iloveloots with a unique look. It could be something compaorable to an everyday item, or even sub par, but if it looks different I'll use it orwear it. As a crafter I would really love to be able to do a small run of rare or unusual items. Anyways thats my two cents.





@ Mizraal @
The man took all my proffesions away. I ain't jack no more.
"Some kind of high powered mutant never even considered for mass production"
JediJMan
Tue Sep 30, 2003 8:40 am
#487

Quests:


There's many ideas I've had about how good quests would be, but that's not the question. I'll post those ideas when you ask. For the loot, since you are on a quest, something to show you actually did something would be great. These quests wouldn't be nothing insanely hard like a dungeon, so the payout wouldn't be huge. You could get a sash or a special item that you wear. It can show you did the quest. The server could also reward it player specific so that your name is on it. This keeps others from wanting to buy it and say they did the quest. Other tems could be trophies, wearable items that are not necessarily better than what a tailor maks, just different in some way. You could also have armor that you get a full suit at the end that's in a color you can't get anywhere else. This would be the payoff from very hard quests.



Dungeons:


This is where you would get big payoffs. Some end items would be much like quests, except it would be more dungeon specific. The head/skull of a creatures, or whatever. Other payoff items would credits of course, useable special items not availible anywhere else, enhancement buffs that is creature specific (such as strength buff fromthe blood of krayts) or even a container of blood/whatever to take toa doctor for making the buff. I'd even say have some desieses that players can get for certain creatures that's uncureable unless you get a special item at the end of a dungeon. You take this item back to the doctor and have them create the cure. They do a trade with the infected person, the person selects use and is cured. That infected person would have had to stay in the med center the whole time also to be kept alive. Hey, you said you want player depended on other players.



I know there's tons of other stuff, and what I listed is off the top of my head. Unless I know what I post is actually read I didn't want to bother putting a ton of thought into it.





Josha Bash - Lowca

Obscuer
Tue Sep 30, 2003 8:40 am
#488

Schematics


Badges


Titles


Rare resources


Insignias that can show on a char so everyone can see it



Think all of these have been mentioned, but they are still good ideas.




Its fine to talk to a brick wall.

Its when the brick wall talks back that it gets intresting
Boji
Tue Sep 30, 2003 8:40 am
#489

Whatever the loot ends up being, I want to use it. I don't want it to be something for someone else. That just takes the wind out of my sails. If the loots were things that I *personally* could attach to crafter made items, I'd get the best of both. The item I got is useless without crafter made items, but it is still *MY* loot, and I get to attach it.


Bhozar
Tue Sep 30, 2003 8:40 am
#490

I would like to see stuff droped that is useful to the person who receives it.


for instance, I am a Wookie and I did the rebel missions from C3PO, Wedge, and Leia. Rewards were some broken view screens, a broken sandstat (??), 2 helmets and a orange Jump suit which I cant use. Be nice if they gave something, anything, that a Wookie could use.


So far I have never looted anything useful.




----------------------
~~ Bhozar - 12 Point Master Weaponsmith ~~
Bhozar's Melee Weapons - Current Stock List
2.0/50-166/+20 VK's | 344dmg VibroAxes | 5.3/137-469/-18 Power Hammers | 3.4/132-223/+6 Gaffi Battons | And more!
Mos Kashyyyk, Tatooine. Located 10m from shuttleport. -6650 -5200
PHOENIX Mall Corellia, Coronet. -166 -5502
----------------------
memnoc-radiant
Tue Sep 30, 2003 8:45 am
#491

How about a drop for us non-crafter types, maybe a few high level skill mod attachments that are removable and reusuable; e.g. _any_Weapon_type_+20 to accuracy or _any_Defensive_Mod_+20 to dodge etc. etc.



This game is already slanted towards the crafters, why not throw us non-crafers a bone? I'm tired of hearing that you must keep the crafters the happiest. The combatants fully support the crafters, so maybe you Devs can support us for a change.




-Memnoc

"If it wasn't for my horse, I wouldn't have spent that year in college."
~Lewis Black
Urdar
Tue Sep 30, 2003 8:49 am
#492

i think high quality weapon and armor parts is a good idea



if you dont let the crafters make rings and necklaces youll have a 2 items for loot and only for loot


i think this wouldn't change the crafting system and its ok for the crafters



maybe:


for every dungeon a rare drop of a different jewelry


or an epic story like in EQ the thurgadin shawl and ring quest


in every dungeon a new gem for the jewelry wich increaes the stats



So many possibilites just for 2 items!


URDAR


PS: (pls fix the aakuan rings soon, i need 94 range defence)

DocNoc
Tue Sep 30, 2003 8:50 am
#493

1. Unique Items - items that have comparable stats as crafted items (to make them useful) but have unique names/looks. Armors/Weapons/Clothings that have a new interesting look, but comparable stats to crafted.


2. Schematics for unique items. I think this is a good idea. Non-crafters that loot the schematic can sell it to the appropriate class which can then craft the items for profit, kinda win-win.


3. Items that boost crafted items when used as part of the crafting process (i.e. - Krayt Tissus). This is a good idea and implementation as well, but I don't think it is the solution in itself. Players still want to loot USEABLE and UNIQUE items.


All in all, I don't think the majority of players want looted items to be uber and unbalancing, nor do they want looted items to replace what can be crafted. However, I think making SOME looted items both UNIQUE (in looks, name, etc.) and COMPARABLE, as far as stats, will not hurt the crafters. I don't want to harm the crafting market at all, but I do want there to be a reason to go on large hunts and kill hard monsters. For ther eto be some way to advance my character once XP is capped. Not only that, but it puts the thrill back into the hunt. There need to be some loot that drives the hunts, a thrill to winning that unique trophy that not many others have, whether it be a unique looking helmet (by unique, I mean it is HARD to get - that's another discussion though ), a special looking sword/gun, etc. etc.




---------------------------
Vyke Tintou
Rebel MD of Valor's Requiem
Tarquinas

Batreu Si'Tah
Master Musician/Smuggler/Holocron Chaser of Valor's Requiem
Tarquinas
Yserbus
Tue Sep 30, 2003 8:51 am
#494

I saw a post yesterday with a good drop Idea.


In stead of dropping a good weapon, or piece of clothing or what ever, I t would actually drop a scematic that had 1 use on it that you would have to get a crafter to make the item for you.

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