Development Cycle Archive

Thread: Desired Rewards

Tammerlane
Tue Sep 30, 2003 3:49 pm
#664

Skill enhancing things that I can drop into the sockets of my gear. Although a few of the skill attachments I have do not seem to work (they don't update in the skills window) it would be nice to get some stuff to improve my skills.



Tammerlane, Droid Engineer and Master Artisan of Gorath




Master Artisan, Master Droid Engineer, Master Shipwright
You only have to run faster than the slowest droid.
Visit my shop on the river bank northwest of Tyrena, Gorath
Gazkan
Tue Sep 30, 2003 3:50 pm
#665

1 time schematics, only usable by a master crafter of appropriate profession to make super weapons far and above those that can be mass manufactured ~ and the schematic would have specific resource requirements and produce the same qualityitem each time.For example, a schematic for aepic rifle that would be usable by a master rifleman only, and craftable only by a master weaponsmith using rare resources (but of course the resources would be available on every server). It's silly that someone who bought the game yesterday canjust go out and easily gettemsof nearly the same quality as that of a master who has played for months,and just as important, items that lookidentical. Those that played EQ in the Kunark era know how fun it was to go out and get most of these epic items (just don't haveannoying timesinkslike ragefire, or the queen in chardok) and they had cool glow effects that weren't seen in the game previously.


Also, quests for more skill points would be good too.. perhaps elite class master only quests given to you by elite profession trainers after you have reached master that would allow you to receive the skill points you used in mastering that elite profession back. People wouldn't receive the skill points back from mastering the non-elite portion of the profession.. just the 63 back for the elite portion. Otherwisepeople would be able to have unlimited skillpoints.

SolzDevius
Tue Sep 30, 2003 3:50 pm
#666

I think the schematic idea is a really fantastic one. The person who received the schematic can either sell it for an exorbitant sum or give it to a guildmate to supply a higher quality item than anyone else can. However, this does cause some problems.


A) You don't know any crafters well enough to give the schematic away, and the crafters who are willing to buy it don't have the materials to complete even one item for you to receive.


B) Prices on these? If a composite armor suit sells for well over 100K each, how can you put a value on such a schematic?


C) The crafter who receives the schematic will instantly become the most popular in the game, driving business away from others.


Solutions?


Perhaps making the schematic have a limited run of 10-15 or so which, while allowing the crafter to make money and the item for the person who provided the schematic, won't unbalance the crafting profession.


Other ideas:


I'd like to see higher level skill tapes (which you don't need to be a crafter to install, but are useful to crafters as well), Mag-Seal boxes that have stuff in them, and maybe a suit of rare armor (one which wouldn't be useful in all instances, but would have specific special protections to allow it to function very, very well in distinct instances). Just a few thoughts.




---===//The Dent Brothers\\===---
Arther Dent ------ Krill Dent
Dented Motorworks --- Trader's Gate, Lok

Thrush
Tue Sep 30, 2003 3:54 pm
#667

I think that some rewards should be made for the specific type of person that does the mission.


A long, drawn-out,Scout/Exploration orientedMission could result in a random item from a loot list, like this one: (I made a loot list for this one Professi9on only because I am a Ranger, and these are things that I personally would like to see.)


1- Trophy Mounted Head of one of the creatures the explorer had to hunt in the mission... this makes the mission replayable. Especially if the mission requires 3 creatures randomly chosen for the character's ability level. This results in a possiblity of many types of mounted critter noggins.


2- Super Bait. Many Explorers also like to fish, make this reward a large quantity of REALLY good bait. That way if the person doesn't want it they can at least sell it. Alternately this could be merely a good lure, that never runs out. Either way this become a saleable item that isn't available from crafters.


3- A map to hang on the wall of ones house. I don't know if it's possible to make these with a higher resolution than I see in the existing paintings, but it would be extra nice if the map could be used to findstatic location in the game - and this gives away nothing sincea version of this information was printed as a Friday Feature. The map could be chosen randomly from 1 of the multiple planets that the explorer had to visit to complete his mission.


Artisan Missions could provide schematics for some items that are not currently in the game. This provides a very nice reward, while NEVER going around the Player Crafted Items approach.


Brawler Missions could result in a new technique... think Mr Miagi and Daniel San. Completing the mission rewards the character with an improvement to one of his skills, like a +5 to +10 on Melee Dodge, or Ranged Dodge, or some such. Maybe Brawlers couldlearn +10 Terrain negotiation (2 reasons) 1) chasing down kiters who choose to run uphill & 2) have you seen Jackie Chan? 'nuff said.


Entertainer Missions could result in learing a new flourish, either musical or dance. There could be one flourish per instrument, and one flourish per dance, this makes the mission totally replayable.


Medic Missions could result an improvement to a particular skill as the character is trained in the latest life saving techniques. This results in a bonus to a healing skill, or for combat medics maybe an extra 2-3m of range with their healing.


Marksman missions might result in a skill raise, or maybe even a skill that is outside their normal list of abilities. Like a heal would skill that is only 1/2 of what a novice medic can do. Just a little something, non-stimpack,to get them up and going when things get ugly.


That's just off the top of my head... to add to the 9-10 pages of things just off the top of other peoples heads.


--Thrush--




-----
Who me? I just fly the ship.
Addict-SWG
Tue Sep 30, 2003 3:55 pm
#668

I only read the first page of replies but how about..... Credits and XP - rewarding yet doesn't upset the market
Metro_Stret
Tue Sep 30, 2003 4:07 pm
#669

Might be too much to ask, but a chip that a DE can place in a droid that he makes. I bought a droid thinking that he healed and only acts as a hospital. would also be nice to be able to use Jabba's palace as a Hospital/cantina once the missions are finished. Its a shame that there is no more reason for Jabba's alumini to gather at his palace as I was hoping to be the case. My Idea might not work will though. Maybe a special mission terminal(s) in his room, or faction sales servant. a 3rd world faction pet would be cool, especially as a BH or smuggler in keeping with the theme. Halfwayfar on Bria is dieing and was the 1st potential player city I know of. When I was doing his missions, I visioned a safe haven at his Palace. I thought I would be able to heal mind by watching the dancer and there would be at least a food supply in his room. I now realize that it would come at a cost to other professions.


A better question would be what idem someone would want, that is not in the game already. The clothing looking more like Star wars would be one. If Uber loot is not the answer, then The only thing I could think of would be some skill piont releif. A a BH a travell pass would be nice to where I wouldn't have to wait for the shuttles. I'm sure ALL professions have some releif they would like that has them do something they would rather skip out on. Think of that before you just give it to them



tac-track
Tue Sep 30, 2003 4:15 pm
#670

Please consider making unique items.


* They will not affect the crafting professions adversely


* They will give players a special style, look or ability that cannot be duplicated.


* They will have extreme value as they cannot be made by everyone.


* They will give incentive to try hard things to get something the other players don't have.


Another way to implement this would be to give crafters unique schematics, which I cover in a post on the artisan forum here:


http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=16325&highlight=Unique+Items#M16325




TAC-TRACK
RTECH : RTECH CITY : WANDERHOME
ForceDragon
Tue Sep 30, 2003 4:23 pm
#671

Several BH quests to allow us to get special BH only armor components and schematic, which we must then give to an armorsmith to craft for us and supply the other components. This would be a 1 time use schematic (with no armorsmith failures please). This armor would also need to be repaired with armor repair kits by armorsmiths to make sure they dont decay to uselessness. Same goes for special BH weapons or Bh armor weapon attachments, like Boba/Jengo Fett had flame throwers on their arms. This means armorsmiths would get paid for the orginal construction and for repairing the armor. As part of this I would suggest making sure the armor created from our quest components can only be used by us to prevent an evil armorsmith from keeping it. So they cant wear it, destroy it or trade it to anyone but the questor. They could place it in vendors for us to pick up and purchase later under a special orders column. Which I feel would sure help crafters get in demand. Imagine being able to mark a vendor item for only a certain person to see and purchase, then send them the waypoint and if they arent online, you can log or roam around, they just come pick it up when they log in (but that is getting off on a tangent)


Another cool quest reward would be the ability for a BH to duel wield pistols, like Jengo did in Episode II. This means we would have to purchase twice the number of pistols, so making weaponsmiths happier.




Bounty Hunter [1/4/4/4]
Creature Handler [2/2/0/0]
Chilastra Galaxy
CrazyRedd
Tue Sep 30, 2003 4:31 pm
#672

1) More and better skill mods


2) Badges


3) Furniture or other exotic house items... Like a Krayt Skull or something.


4) Weapons/Armor that look different from the craftable ones... Maybe a VK that looks like brass knuckles, something like that.


5) More money. 30 credit rewards are a joke.


6) Uber weapon components. Wouldn't put crafters out of business, because they would install them, and it would also make for more enhanced weapons.

cidtheslayer
Tue Sep 30, 2003 4:35 pm
#673

What about cybernetic implants?


Lobot has them, DV has them, Luke has them... what about having the ability to get these implants but only have one active at a time?


They could do anything from skill points, to having a skill, to boosting a ham slightly etc.




Bajet Slayer - No longer bound by club or shop
ElectricBlue17
Tue Sep 30, 2003 4:45 pm
#674

One letter, two numbers


T21


Tarquinas still doesn't have one I would travel to the ends of every planet in the galaxy and kill every bad guy i have to. For a (prenerf) T21 I would do just about anything.





___________________________________________________
Makavelli

Imperial Rifleman & Bounty Hunter

Wanth
Tue Sep 30, 2003 4:48 pm
#675

I feel kinda sad for this thread.


The question was "What do you want that isn't UberWeapon as a drop?". Over 10 pages of replies later, the overwhelming answer is "UberWeapon", sometimes called "UberSchematicOfUberWeapon".


And nick-nakcs, some people want nick-nacks as well as UberWeapon.


UberSchematic doesn't add content for crafters, all it does is add a final step in the quest to get the UberWeapon to drop, and it's a rather boring step. Somehow I'dthink thatthe Master Weaponsmiths of the world would be looking for something a bit more interesting to do than another run through the crafting screens and 20 /tells a night of "can you build my UberWeapon for me, I camped the UberSchematic drop all day and finially got it."


Nick-nacks are cool but you'd think people would learn that making something a rare drop doesn't make it rare in a MMORPG. Look at the Bantha Statue. One day no one has them, next day a few people have them, the next day you can't give them away and there's 500 on the bazzar. UberSchematic will follow the same progression, rare for a few days, uncommon for a few days until you can't sell regular weapons because all anyone wants is UberWeapon.


My answer to the question:


Stop reading these boards and design the game. Come up with your own reward system that's new and innovative and isn'tUberLoot. If the people here were game designers they'd have your job instead of being people on the boards. So far I've been a big fan of almost every decision made in this game that didn't come from responding to outcry on the boards (with the possible exception of RancorChu, what in the cannon made you think there were trained Rancors running around the SW universe? /shrug Oh well, one out of a million still isn't bad).


Or, alternately, have everything drop UberLoot. It's what people want and apparently you just can't have too manycopies of the exact same game out there.




--
Arisko Wanth
Master Architect
Corbantis Server
Querzic
Tue Sep 30, 2003 4:59 pm
#676

More items that require crafters to be involved in the reward. Something like Krayt tissue perhaps, but not farmable. So you go on a difficult quest, get a reward that you take to a crafter to get a nice piece of equipment made.



-Zarkai Zabnel : Bounty Hunter
-Tralkrak : The Fighting Fish
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