Development Cycle Archive

Thread: Desired Rewards

bean19
Tue Sep 30, 2003 2:46 pm
#651


Things I would like to see from NPC quests:



  • Faction quests award faction points in addition to credits and/or faction items.

  • Uber components that are stacked so that they can be in multi-component schematics for crafters.

  • More loot in general. The game has a LOT of travel time and is not camp based. We are not getting as much loot with tables that are comparable to other MMOs because we spend most of our time running around. Actually travel times should be addressed instead of low loot. Nix this one.

How about "uber" loot that does not marginalize crafters because it fills a role they seldom try to fill:



  • Disposables - especially medicines. People don't craft these for credits nearly enough because they are a pain to craft and the medical people are generally quite poor. I'm a master doctor and would not care at all if you did this. I'm thinking of retraining because the need to keep novice scout and artisan to craft my medicines is very skill point costly and I can't buy them anywhere.

  • Armor that is average on resists but great on efficiency. Most armorsmiths make armor that is maxed in condition and resists instead of thinking about the other things. These could have low condition.




~~~STAR WARS Galaxies: Space Pets!~~~
PoisonedWell
Tue Sep 30, 2003 2:50 pm
#652

Since you stated that you need to ensure that crafters remain an integral part of the game, why not make quests drops items that the crafters can use to make their weapons. That way they still remain in business and the hunters get their loot.


By making an epic quest where you need to collect X amount of items to put together a new type of armour or weapon, or even new items for houses, or something to help make more powerful food?


I think this will keep all parties happy.





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TennTalbot
Tue Sep 30, 2003 2:53 pm
#653

First off this game needs to give me a reason to go on missons! All I do now is hunt. With that said I will give some opinions.


1). Loot should be based on the enemy that is dropping it. A npc human should drop clothes, armor, helments, jewelry...etc... Make them pieces that crafters can not make.


2). Loot should be specific to the misson at hand. If you are going to raid Tusken raiders then drop tusken stuff. If we do a misson for a scientist then give schematics. If we do a misson for Jabaa then give us some Jabaa related garb. Get where I am going???


3). WEAPONS!!!! We need more guns, well maybe the same guns that crafters can make but with different specials. example would be a FWG5 that it poision based. More swords and other weapons. Now these do not have to be UBER they could be just an average gun, but at least we WOULD not have to be forced to pay the OUTRAGOUS prices the weapon and armor smiths are charging.... COMON this is a game and some people do not play every day.


4). TROPHEY'S i want to hang a Wrix head on my mantle... I want a whole room full of animal heads! Not just those but armor that can not be worn but only displayed in houses. So I could loot a stormtrooper and have the armor in my pad!


Oh well I guess I am just asking too much!


Thanks
Tenn






Tenn (Jedi Hunter) | Trinn' (+2 Chef ) | Staven (+2 Armorsmith)
Armory of the Dunes & SandCrawler Cafe: 5850 3930 Mos Tyrenia, Tattoine

PsyonicDeaTH
Tue Sep 30, 2003 2:57 pm
#654

A gun or weapon that craftors can NOT make, is very hard to get, but at the same time, doesnt put crafters out of business. All you need to do is make it balanced, balance the statistics so the weapon is good but doesnt overpower the craftermade weapons. make items that are HARD TO GET! Please! GIVE US SOME VALUE ON ITEMS!



"Do or do not, there is no try" - Yoda
SavanahVix
Tue Sep 30, 2003 2:59 pm
#655


  • how about uber-quality crafting tools that have a very low failure rate?



  • uber stat enhancers (mainly for cloth, since many people don't use armor)



  • crates of high end supplies (metal, hide, meat, bone, flora, etc.) in usable quantities. I'm talking a crate of 500 or so.



  • Decorating options for homes. Different colors of paint and wallpaper (maybe even flooring) to place in our homes. How abou a hall runner, or a stair runner? New color roof?




-Savanah Vix
(Kid-sis to Lexica)
xbogeyx
Tue Sep 30, 2003 3:03 pm
#656

how about carpet rugs ! lol ive seen these in a few cantinas like on Rebel Outpost and few other places... i'd like one for my house =)
Sethcran
Tue Sep 30, 2003 3:06 pm
#657

Sry, dont have time to read through all the posts to see if this has been said yet...


I think that the best reward would be schematics... let schematics drop... this could be considered "uber loot" in a way, but still keep the crafters in the system, because the warriors find the schematics and sell them to the artisans. Those artisans that make the items. This combines the feeling and fun of getting loot, and still keeping crafters as an important part of the economy...




Name : Sethcran
Server : Chilastra
PA : Lightning Troopers
Current Member of the Guild Council
Former Mayor of the once great Mos Tesla
Shandale_Arlan
Tue Sep 30, 2003 3:07 pm
#658

I have a great idea! How about semi permanent(use condition instead of uses) power ups or skill enhancers! That would motivate me! Maybe some look awesome clothes or Armor. And maybe a container that allows you to put things in it and everything in it wont count towards house max items.




-Shaehl Arlhak-

Leader of the Rebel Elites - Master Rifleman/Master Swordsman
Nitra
Tue Sep 30, 2003 3:12 pm
#659

I think every one here has suggested original and hard to obtain schematics. this would make more crafters unique in that they can produce certin items that are not commonly found or only exclusive to that crafter. also rare componets that can be incorparted into designs that make then unique are also cool. it encourges the crafters to seek these kind of drops and in return encourges players to find so them can exchange them for goods and or services from crafters .. a win win in my opinon..

also skill mods for clothing and armour was a cool drop to . these were / are nice to find cause the player can equip em and get a instant reward .
Dae
Tue Sep 30, 2003 3:23 pm
#660

While doing the Emperor's Retreat Theme Park today, I was being given horid clothing rewards with absolutely no thematic or RP significance (why would moffs give a swooper helm, or a set of large gloves to a loyal servant of the empire?). One thought that occured to me was say a Royal guard uniform as a reward for finishing the emtire theme park. Another thought are medals. You have badges, which are good, but giving medals which could be stacked together as a piece of jewelery would also be very interesting. Overall, I think the key is getting rewards to be more thematic and actually have some RP reasoning behind them.
ChickenMaster
Tue Sep 30, 2003 3:39 pm
#661

Fourthoughts:


1) I love getting unique loot that allows me to decorate my house. AT-ST Helmet, Rebel Flight suit, lamps, etc.


1a) Make a few improvements to buildings to assist with this. Lets some (not all) buildings carry more items, and improve decorating tools (I know we're working on /move up and /move down, and I'm axiously awaiting it). It would be nice to get some more option in the decorating process as well. I don't just want to just float an axe near the wall, I want to actually hang it on the wall. I don't want to just float a blowfish on the wall, I want to mount, display and title it. This could improve the crafter's as well as the looter's life.


2) Expendable Items. I really liked getting the thermal detonators from Jabba's palace. Infact I liked it enough, that after using them all, I'm going to find me an Weapon smith, and buy more! This is great for both myself, as well as the crafter, as I would never have purchased this from the crafter before getting a "trial use" of the item.


You could extend this a little bit more, by giving other trial items. And unlike EQ, because the quests are not repeatable (in theme parks anyway), you could give something nice that won't last long. Wouldn't it be cool, to get a krayt pistol that had about 20 shots left? Or some composite armor, that was about to fall apart? Just enough to give someone a moment's fun, and possibly even hook them, so they support their local crafter.


3) Story. I'll admit, maybe I'm weird in this category. I really like a fun story. I'd be willing to spend time in a theme park, with no reward aside from the xp on the side, but had a great story to it! I feel like a lot of missions are rince and repeat. I don't even need to read the mission anymore, just look for clue words, escort, kill, deliver, etc. I really appreciate having more than just kill missions, but I still want more!


4) Cooperation. It would also be really nice if some missions required more group interaction. And I don't mean zerging. Much like the factional bases that require various professions to succeed, do it for quests as well. I'd like to hunt the galaxy/planet for some weapons components (not random drops, blech!) that could be assembled by an artisan, tocreate a special trap, usable by a scout to make a difficult mob killable (reducing armor rating, speed, or hp?).





Tlana Bulla
Bounty Hunter 2/4/4/4, Creature Handler 3/2/0/0
Captain in the Rebel Alliance
Mayor Dopo Ashin: Rifleman / Teras Kasi
A'Orc: Master Architect

Crisco2424
Tue Sep 30, 2003 3:42 pm
#662

Money Money Money


Money is a great insentive for going on a long quest. Everyone needs money. This wont put the crafters out of business because the most likely thing that someone will spend their cash on is something made by a crafter. Basicly when you want to think of a benifit to offer for a quest without stepping on anyone toes, all you have to do is think of something that people need and spend time and money on, but don't usually get it from a another player. A mission could be designed where the NPC you help offers to give you training in a particular skill by giving you XP in that skill. Another mission you could have a guy looking for a particular creature. So you end up running around looking for a lair that has that creature. Once you find it the guy runs up and takes some of the babies away to be trained. He then tells you to come back later if you want one of them. I can think of many ways to incorporate these things into story plots. Say you run into a bounty hunter that isnt doing so well so he tells you that if you help him killsomeguy,he will cut you in on the reward.

sirsri
Tue Sep 30, 2003 3:46 pm
#663

well you first need some sense of what reward will be for the quest and how difficulty it will be.

From there you have varying degrees of stuff, but ideally sutff that are components crafters use, just enough of it that you can make a couple of weapons/pieces of armour with it.

Obviously there will be more stuff for vehicles but a more modular design (like you as a general user can swap components on a weapon/vehicle kind of thing, even if the crafter makes that stuff).

Given that getting a personal PA hall, best buyable weapons in the game, best faction pets and maxing your character is basically done in a couple of months you're really stuck with loot. The alternative is questing to get more skill points and then cap skills. Though that would be a mess fast, since you should have split up the combat and non combat systems in the first place for something like that.



Sri - Valcyn Black Epsilon Imperial Pilot ace.
"Speed is armour" - First Sea Lord, 1st Baron John 'Jackie' Arbuthnot Fisher
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