Development Cycle Archive

Thread: Desired Rewards

OshadStarrunner
Tue Sep 30, 2003 11:27 am
#586

I say that the rewards be something that the crafters cant make that way people will still rely on the crafters for the main objects in the game



All your base are belong to us.
Quasimo
Tue Sep 30, 2003 11:27 am
#587

Please, make NPCs drop some consumables, med packs, powerups (not to overpowering here), stims, pet-stims, food and drinks (useful ones mind you), maybe a 1/2 consumed shield etc.


Another thought, how about some really hard quest to obtain new storage, such as a storage shed deed you can put outside your house.


Please include SOME loot that doesn't require a schematic. You guys would really have to introduce a TON of droppable loot to ruin the economy, it's very crafter focused ( a good thing), but loot needs to drop!


The other ideas are great too, just like to see some useful things drop, make looting a little more exciting in general.





Quasimo of the Silverhawks
QEH Mining Co.
*NEW* high-quality powerups and pet foods vendor East of Moenia on Naboo: 6799, -4563
Blitzkrieg
Tue Sep 30, 2003 11:30 am
#588

Sorry just thought of another. I wouldn't mind getting new weapon certificates. Where you could get trained by a trainer only with this certificate, but weaponsmith's will already have the schematics as new weapon certificate's become available. You would need to specially order these since it wouldn't be profittable for weaponsmith's to put them on vendor's with only a hand full over players being able to use them.



I want an e-web cannon :-)




*******************************************************
Brom Wintara
Plageron
Tue Sep 30, 2003 11:33 am
#589

I liked Clothing Drops, in fact I liked the clothing that NPCs sometimes wear.....but alas they never drop that stuff or have it available as loot.

The guns and weapons are ok when they drop but it does not thrill me too much to get CDEF weapons....

I liked the skill enhancer tapes and Plates....too bad the plates dont work...but the tape was cool.

credits are nice to have......

Resources....maybe if we could get more then 1 or 2 units of some resource that doesnt even exist on any of the planets in the server......Heck I dont know why we cant get say 50 resource units from something....

Also I liked the healing things we can sometimes get....too bad we can't build those....

Ok so I think...

We should have clothing get damaged as we take wounds...not clone center wounds....but wounds in battle.

And then make it so that the Non-Player Character spawns drop their clothing.

That and credits....
I hate running into a group of thugs, tough ones to boot, that give me a single CDEF pistol for my trouble.

And all of them have not one credit.

I think they should have credits, they should drop their clothes, and have any medicines and grenades they didnt use on them, and weapons.

And depending on the damage we do will determine what drops....

If we kill them with guns, the clothes should be less frequent as we burened it off or filled it full of holes...if we beat on them with melee, the guns and weapons should be less frequent as we probably destroyed those objects smacking them like that.

oh and another thing that should drop, components...crafter components....

Like DNA samples, Fiber Plast Panels, weapon grips, Liquid Suspension things....

These would be the items needed to build other things, and they should be very well built...and random...

As they are not the final product then everyone would be interested in aquiring them.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
tankus69
Tue Sep 30, 2003 11:35 am
#590

It has been suggested over and over that quests give out limited use schematics. Here are a few ideas.


- Architect: New house schematics, or alt least exterior coloring changes based on schematics.
- Armorsmith: Unique set or piece of armor.
- Artisan: Special fireworks or other cool misc item.
- Bio Engineers: Schematics for clothing enhancements.
- Chef: Schematics for other odd foods that are as good as some of the spices or maybee better.
- Droid engineer schematics for new droid types.
- Smuggler: New spices.
- Tailor: New clothing.
- Weaponsmith: New or modified weapon types.


I'm sure there are a few I missed, like medics stim packs etc... but i'm not as familiar with combat and healingclasses. Heck i know little about scout or ranger but if they could make simple camps anyone could buy from them and use that would be another cool one....


Besides schematics the rewards could come in crates of components, say I finish a quest and get a crate of 25 droid modules... they could be something not normally craftable like a music emiotter module and then they could be sold to a droid engineer who could make some entertainer suport droids ...


Anyway thats my 2 credits worth.


--Dolomite



Teebacca
Tue Sep 30, 2003 11:38 am
#591

I like all of the idea everyone has said so far, I don't know if this has been mentioned, butmaybe you could lootdecent armor and weapons and so forth, but you could not use them untill you had an armorsmithre-fit the armor ora weaponsmithfix the weaponwith a special tool, I guess that would make more sense to mebecauseI don't think random thugs would carry around schematics for chairs, but I could see their weapons and armor either not fitting you, or being messed up from the killing they just recieved from you.




The Real SmegamanX
-Grimace- and alts
pwnzing teh scylla forum for fun since a month ago
Defirstcut
Tue Sep 30, 2003 11:40 am
#592

Bigger better loot is generally the main thing that drives people most in 99% of the MMORPG games.


But since it would destroy the purpose of the crafting classes, how about the "bigger better loot" as in many different (variety) uber sub components that has certain boost in stats that drops off powerful mob(s) that spawn every 3days or 1 week so that 'X' crafter class can use that to make a bigger better uber item? eg. weapon, armor.


This would make a PA (guild) work together using tactics to take down the high end stuff and since the mob are ona random or spawn timer, this would make some nice competition in game also.


Uber sub-components of certain items can also be included in a quest / long EPIC quest / extremely hard dungeon. Or even for every profession they havetheir own Epic quest to complete just forhis/her proffession that gives a reward.


Other than this maybe "Bigger better loot" can be defined as items that are not craftable such as rings, necklaces, braclets, socks?(hehe) that gives +(100?)strength or+healthor+mind or +speed, +accuracy etc. Random types.


Items that are not craftable like the rings etc can also be included in my first suggestion.







Another thing that could be added that was disscussed a while back by many people is to add some kind of skill system that was similar to EQ (which was implemented during Shadows of luclin expansion) where you canearn EXP and trade for certain skill improvements. (in EQ it was like 1 level you gain, you get 1 point and you can add that 1 point to improve your regen which is 1/5 or stamina 1/5 etc)







This would really work well to improve the game by adding something people could strive to get to further improve their character and their guildmates and having a good time online.


SirWalter
Tue Sep 30, 2003 11:45 am
#593

FS Slot -
DocturEggsavier
Tue Sep 30, 2003 11:48 am
#594






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.






I think unlocking the FS slot would be a nice reward and still comply with the above =P






Ex Doctor, Medic, Mayor, Merchant. Working on Bounty Hunter.

Constan Xavier
Lizard_SF
Tue Sep 30, 2003 11:49 am
#595

One way to prevent quest reward items from dominating the game is to introduce the concept of 'permadeath quests'. Once you accept the quest/mission, you are flagged as permadeath enabled. If you are deathblowed more than three times before completing the quest, your character is wiped.


This will keep rare items *rare*, and give the powergamers who want to show off their uberness genuine bragging rights.

Cheshirecat24
Tue Sep 30, 2003 11:54 am
#596

Just a last thought, if we get a mission to go fight or do some major deed (go kill that tuskan gore chief and his raiding party) PLS DON'T REWARD US WITH 20 CREDITS AND A SURVIVAL KNIFE!!! A great example of this is one of jabba's missions (i forget which) your reward is XX number of faction points and a fishing pole! Also going on a mission or finding randomly a rebel/imperial general only to kill them to find....a survival knife?!?!?!!?!? How did he become a HIGH ranking officer? stabbing ppl in the back? Don't get me wrong i'm not asking for an elite carbine but for the love of all that is holy give me something that i'm not going to find in the garbage bin behind the store!!

Does anyone else think Jabba would have long since been fed to his own rancor or sarlacc if he told Bobba Fett "Excellent work bringing me Han Solo Alive. Here is your reward.....a fine fishing pole! Or how about a nice CDEF pistol?" Can you say 'dead crime boss'? I knew you could.



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- Nacot, kettemoor

yea though I walk through the valley of the shadow death I shall fear no evil for I am the badest mofo in the valley!
KyniO
Tue Sep 30, 2003 12:00 pm
#597

Krayt tissues are a good start, but in my opinion having tied them to a static location is dumb. Already people have hunting lodges set up there to CAMP them. This is what ruins so many MMOs. Have the uber schematic items tied to dynamic quest that just pop up, from time to time at RANDOM locations, or have these things just rarely drop from everyday NPC mobs. Having a reason to kill animals would be nice for folks that dont harvest anything from them.


Oh ya fix the group looting system 1st or this will be just more reason to hate the ninja looters out there. Scale down loot for groups, but give everyone who participates an equal share automatically. If a rare drop happens give a copy of it to everyone in the group, so we can all benefit. I avoid groups like the plague, because it means NO LOOT FOR ME! I only group for xp on tough planets, loot isnt even an option, make it automatic and kill the ninjas.


I am really upset thatthere is no "krayt-like" item for droids, or tailors or chefs, or ect ect. This is a huge slap in the face to all the struggling artisans/crafters out there. I mean the two richest art classes get this on top of the huge demand they already enjoy? Jeez you really know how to hurt a guy.





I have quit the game as of 10/31/03
Kyni OwonNobi
"Droids R Us"
Master Droid Engineer/Master Artisan/Carbineer
Mos Espa & Bestine, Tatooine, Naritus
KaptainKrude
Tue Sep 30, 2003 12:04 pm
#598

If you are planning to add more skills, etc to the various professions anyway... how about some special skill points earned through quests that allow players to add to thier skills? This would even allow you to scale the quests to various levels of players by making these special skills available at different points in the skill tree.


Not to mention that I've never heard players complain about having too many abilities/skills!





NTyekanik CorrinoN
New Dawn City
Naboo

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