Development Cycle Archive
Thread: Desired Rewards
ahh, forgot one thing.
Unique creatures as pets! Give an existing one a palette shift and a different title if a new model is out of the question. If I could run a multi stage mission to track down a unique pet (or even a chance at it) I would be ecstatic.
~Tsi
a WORKING PLAYABLE holochess board
a WORKING SABBAC TABLE with a robot dealer
better gambling machines.. they ones you put in were a off the cuff thing... we wanna see spinning wheels and lights and bells and whistles!.. and the ability to craft them would go to master artisans or architechs
i want a one armed bandit in my house!
more fish, not just the same 6 with different colors!
free standing lamps , not free standing door stops., with pure beautiful white light!, not the awful red of torches that ought to rightfully kill everyone with carbon monoxide poisoning, or burn the house down
the ability to rotate items in all 3 dimensions, for decoration purposes
a "decorating mode" where the house goes all gridded, (midair too)for item placement, and the ability to "snap to" only seeable by the administrators
colors and textures for furnature...
WORKING furnature ( with opening animation), armoirs for holding clothes, chests for loot (all which would reduce the item count in the house)
the ability to place patio furnatue on our patios!!! i want a bbq party, but CANT oh the agony
cloaks that hoods can raise/lower, with animation
I like the uber schematics ideas floating around, and a couple others have mentioned this, but I think that some other method should be used for "trusting" another player with your hardly earned schematic.
It cant be like it is now with containers and smugglers, because imagine working really hard and getting really lucky to find a schematic for mandalorian armor or something, and handing it over to a crafter only to hear them say "Thanks." and then watch them run off. Yeah, you can /report them, etc... but what good does that do you? Not a whole lot, until your ticket gets read three weeks later, and the CSR actually DOES something to help you.
Perhaps there could be a Secure Crafting window or something, where the schematic can be "looked at" or shared for use by a crafter, he can craft it, and then the item appears in MY inventory, for whatever I decide to exchange back to him. i.e. He gets money, or whatever Items I agree to trade, and the completed item appears in my inventory, with the schematic still present on my body. After all - it IS my schematic... why should I have to give it up? And allow the crafter to "view" the schematic at any time as well to determine how much to charge me for the crafting service. ![]()
Secondly, I think it's important that these uber-schematics, actually are very RARE and unique drops. I hate to see the pendulum of a good idea swinging too far from one direction to another. Right now, we get crap items... I would hate to see an update with this idea where all I get instead of crap items are schematics for crap items. Because that would be just as bad. It should be rare enough that when you get a schematic it's for a good item, and it should be exciting. It shouldn't be so common that every one killing kreetles or nunas will be running around with schematics... make them rare and good, and make REALLY GOOD ones even rarer.
And lastly, I think it would be a great idea to have a preview window of what the item might look like when it's completed instead of just a rotating picture of the schematic. This way its a slight carrot dangling in front of my face as to what I'll get if I decide to visit a crafter with it, instead of just some unkown thing I'll get when it finally IS crafted. And this leads to my next point that these items should be UNIQUE. I realize it will take longer to implement but it would be pretty worthless to get a greatcarbine schematicwith great stats, but have it look like every other E-11 out there. Part of the alure to completing dungeons should be to get a schematic that I know will be GOOD (not junk) and to know that I'll have something UNIQUE that noone else will have. Again, it would be poor implementation to see everyone running around with the same built item from completing the same quest.
My $.02 ![]()
Dinian wrote:
Drop special resources. Like 1000 conductivity copper in 100 resource containers for instance.
That is a great idea. ![]()
no more drops of loot resource in anything smaller than stacks of 100.
You kill untrained dark adept for 4000 2h xp 400 combat xp and 152cr and 1bean, give me a break i have to destroy the 1 bean cause it takes up valuable space in inventory and that 1 bean can never be used for anything.
The rare schematic is a great idea,but onlyif it could be worked out that you can only get it once, not matter how many times you run the mission.
Badges are another good idea; simple, but an easy way to display what all you have done.
Credits, Faction Points or Experience Points, but like the schematics, only if you can only get the reward once.
* More types of componens like krayt tissue
* Extremely high quality resources in small quantities.
* Uber schematics that is only usable once.
* Powerups of extreme quality. (they expire so fast that they can't destroy the market for ordinary powerups)
* Better food and drug than can be crafted. (same as above)
* Badges and special titles.
* Uniqe decorative objects.
* Uniqe pets with permadeath.
I think the key to making loot balanced is to make it something that has a very limited durability.
VERY IMPORTANT PLEASE READ DEVS
To make it impossible to harvest a quest for a good item you should make it so it can only be taken once every week or even every month (dependig on the item). This way you can add powerful rewards without the fear of them destroying the market for ordinary crafted stuff. A +100% weapon powerup has no way of unbalancing the game if you can only find a maximum of one every month.
Q-3PO wrote:
I'll state this very clearly: It is a design objective to keep crafter integral to the game economy. We do not want to put crafters out of business by making dropped loot better than the best crafted items. Overall SWG is not an Uber-Loot game (like EQ or DAoC) and we don't intend to make it so.
I have already given you my suggestions on an earlier post, but I just have to say that this position punishes the non craftsman community. If everyone in the game can get the top of the line gear by doing solo wort missions on Tatoine, then what value is gear? Its like hygeine, something noticable only if you don't have it.
As an experienced GPvE player, when I see statements like this I fear for the future of this game. Craftsman are fine to have, but combat >> craftsman and it should be stated as such loud and clear. Give them a niche but not a monopoly.Once I get my master title (well I have it but I still play with my diminishing friends list) as it stands there is nothing left to do but move on to the next MMORPG...
If you don't want loot to be a major part of the game, then you have to provide a reward that strengthens a character somehow. Give them more HAM pool points for killed tough mob A. Give them raid level skills, etc.. If doing something doesn't make you stronger, then its not worth doing.
1- carpets / paintings / realy unique furniture
2- Realy cool clothing _ (I am stealing a previous posts) WIth rebel/imperial or hutt / pirate/ corsec etc.symbols.
3- Unique droids / weapons
One thing I am concerned with Is that I have completed many quests, are there going to be more??? ALso If we have completed quest where these items will be given out, can we go back to them and they recognizes us & give the items?
If I could get just 500 units of milk for completing a quest, I'd spend every
minute I could questing.
It would also allow the most severely broken crafting profession (heck the most
severly broken profession period!) to get something useful.
hmmm, or maybe just a pet-stim schematic that could be used in a factory. That
would be better than gold!
- rare/unique furniture
- schimatics (for components, weapons, tools, ect not normally available)
- clothing (styles/colors/skill mods not available anywhere else)
- jewelry
- weapons
- badges
- pets/mercs (jabba allows you to spend faction point to higher his ppl)
- fantastic resources (100-500 units of a resource with extremely high values)
- a trophy (krayat dragon skull, painting, statue)
If you make the rewards random or limited in availability you increase their value. What crafter wouldn't LOVE to be one of twenty ppl able to create a particularly effective component, weapon, or tool? Also, because each schimatic only creates 100 items then this ensures that such things will remain rare! No crafter is going to go out of business because of this. Business might decline for a few days(MAYBE) but no lasting impact, especially if the rare schimatic is for a COMPONENT not a complete item (armor, weapon).
Also make any particularly good weapons, pets/mercs rare or random to prevent flooding the market. weapons/armor/equipment degrades and is destroyed, if only X number of ppl per server can get these items in X amount of time then i don't imagine that out of thousands of ppl the market or balance of power will be signifigantly impacted. What you will see is ppl with rarely/never seen items which will be a badge of respect and envy.
I also realize you guys do have limited database space, so items available one month could be made available again in 2-3 months. This way shouldn't take up too much DB space i shouldn't think.
Well I allready posted my opinion on page 5 or sum such but I'd like to add something. Apparently many of us think(and I totally agree) that any reward should be off reasonable valuecompared to the mission or quest difficulty, I would like to see more unique items dropped wheter its a "powerful" item or not. Just give me something that I earned for my efforts and that others sitting in their cities, are unable to craft!!
Oh and btw at the moment both quesdt items AND loots are totally unbalanced, I just can't express how muich I am annoyed when I kill a bunch of stormers plus some high ranking officer and get some 50 credits...but 5 minutes later I shoot some random mob in a city(one shot kills!!!) and the first drops a robe of honor, the sec. 300 credits, the third credits plus an armor attachment. Why is that. I think lot and rewards should depend on mission and mob difficulty which they don't see to be now.
Yet another point, loot should be logically placed, why not have imp and reb npcs drop faction related stuff, I am not trying to say I want to loot a stormtrooper armor or some such, but well a simple imperial or rebel uniform would do, or a banner. And the pirats could drop contraband, drugs i.e. Ehat I am trying to say is that I sometimes wonder how the hell loot is placed atm, its really funny what the diffrent faction npcs are droppping. Well and as I said above, the loot and reward value should be matched to the mission difficulty. I just hate imp majors droping D-18s I am just wondering how they manage to do 100+ shots with that gun
but I guess its the same with reb npcs.
Oh and some more cash would be nice, compared to the prices around and the reward for term missions most quest rewards are just hilarious.
Preacher Out