Development Cycle Archive
Thread: Desired Rewards
Perhaps the answer to loot question is to adjust what missions drop. It would take some reprograming tho. Rather than only offer credits perhaps you could allow materials rewards, object award, info awards, the possiblities are endless. This way a person who was building a house could get a basic set of plain furniture from the funiture maker he did mission for by killing the animals in his forest he gets wood from. Im not asking for uber furniture, rather stuff a newbie mite want in the meantime for his new house while he saves for the fancy stuff. Lastly id like to see powerup rewards. Which when used on items for a short time bosts the stats. Say a experimental program you could download to a crafter tool. Which temporarily boosts the items stats or embues a special trait to the made items. Perhaps there could be power packs attachable to weapons which would boost attack speed or damage. These rare items would be a unknown reward which appears after the nest or camp is destroyed that appears randomly. Therefore every player would want to hunt to collect these rare items, so in a battle they could gain the advantage over the enemy. Still they sould be so rare they wouldnt have a overpowering influence and theyd allow a newbie a slight boost in growth, feeding there wish for growth. Ah the proverbial carrot of LOOT!
I haven't read through all of the posts because there are so many of them, but I would like to see class specific loot. Maybe a schematic for a pistol that only a Pistoleer can use, or a Carbine that only a Carnineer can use. An armor schematic for the BH or CH, a sword for swordsmen, a pike for pikemen... you get the idea.
In order for them to be class specific, make them give bonuses to that specific classes skills. Maybe a+5 or +10 to something specifically in only their skill list. But make them schematics, so then the crafters will never be neglected.
Another idea would be collecting components through the course of a quest and then the final mission of a quest would be a class specific component. Make it so that you can only do these quests one time per person and you earn a badge of completion. The person has to have enough skill in the chosen proffession in order to take the quest. Maybe only a Master of a certain class can take the quest. The final schematic will only for a single use. This will prevent people from farming the schematics and components for the schematics.
Make these on par with what a crafter can make or make them slightly stronger. These would be trophy items and wouldn't be used as much since you can only have one. No harm to the crafters and the crafters are the only ones who can create the item anyways.
I think that class specific quests would add a lot of content to the game. Maybe make a few quests per class. Once people max out there stats, they complain that there is no content. Give them a reason to keep playing.
Also, as a side-note, Krayt Tissue and Night Sistor Armor Segments and Rancor Armor Segments are a great addition as they buff the stats of weapons or armor, but I believe that the armor segments should be a little better. As they are now, they really aren't worth getting. We also want new(visually) items. We want to see people with actual Nightsister Armor, or actual Singing Mountain Clan Armor. Maybe a quest for these so that you can get schematics for them and have them on par with what we have out now, no better yet no worse. We have Marauder armor and that's cool, but give us more. Let the crafters be able to get permenant schematics and actually make these atleast. Diversity is what it's all about. 10 people wearing the same Composite Armor isn't very diverse. Make the ability for crafters to change the colors of the armor also, as far as new schematics for Nightsister and Singing Moutain Clan armors go.
Just a thought on the rewards.
It would be nice if we could hold more than two missions on the datapad. Maybe by completing an epic quest we can open an extra slot for missions.
Apostollos
Intrepid
Uber Items (While Maintaining Player Economy)
I sort of doubt that this will get read so very far in. I wish that I had seen this thread sooner.
Rewards are essentual to Dungeons and intended high-end content and tough encounters. Sure, there is a small (very small) population that would go to these places anyway - but even Holo has said that "People will gravitate to the most efficient means" and that is especially true in MMORPGs. If I can get more XP soloing and essentually the same loot, why would I go to somewhere dangerous?
Comparing for a moment to EQ, it would be like going to Temple of Veeshan (End gameVeliousExpansion)when it dropped loot that could be found in Crushbone (Original newbie dungeon). Why would you risk the potential heartache, go through the trouble of forming a raid?
Yeah. You might do it once to "say you did it" and for the challenge, but what about the 2nd time? The 3rd? the 4th? No... Of course not...
What these "Uber Items" boil down to just one thing. People want to be special. They want to have something that others do not have. A mark of their accomplishments. A token of their status. A reward for their hard work.
Factional headquarters, AT-STs, Stormtrooper armor, etc are examples of this. You work more than the guy next to you and you get to be different. This is what keeps people playing. This is what people enjoy.
A Two-Pronged Attack
Prong One (or) Here, Have a Cookie
These types of rewards are designed to be more flashy than anything. These rewards will not help you kill something faster, survive longer or be any closer to "Rambo" status. These rewards are for status, for people to be unique.
Examples of these types of rewards:
-
A badge -
A unique article of clothing -
A unique furnature item -
Etc
Prong Two (or) Keep 'em playing
When a lot of player types play a game, especially an on-line game, they like to feel that they are "Advancing" their character. No matter how many people say that you should "Roleplay" or "Enjoy the challenge" of doing XYZ there is a very large player class where this will fall on deaf ears. If they aren't gaining XP, they will have felt that they have "Won" the game.
What does this have to do with "Rewards" or "Uber items"?
Allow all elite and hybrid professions to turn in their respective class XP for something unique. This does not have to a "Finished item", it can be a subcomponent, a functional subcomponent(that can be made better) or a schematic.
Some of these items you could also require additional things that could scale based on how good an item is, such as:
- Require specific-resources froma large number ofplanets in large quantity.
- Require it to be crafted at a crafting station or location in a hard to find or dangerous area.
- Require specific meat or hides from very high-end monsters
- Require the crafter to be at a certain rank in a faction.
- Require factional-purchased components or items from a recruiter as a subcomponent.
- Require an extreme number of nested subcomponents, increasing the chances of a critical failure wiping out a lot of resources and crafts. [Note thatsubcomponent item failuresshould not destroy the main schematic]
- Require Master-Level cross-class crafted items at a certainqualityor effective rating
- Require EXP purchased sub-components from a non-crafting class. Example:A master Riflemancan "buy" a "God Barrel 2001"with 100,000 RifleXP that is a required component for "God Rifle 2001"
- In addition to EXP spent, requirea large amount of credits. This will also remove money from the game.
Using any number of combination of the above along with an EXP-Purchased schematic would allow for some truly rare and special items while maintaining a player economy. It would also give Master-level crafters a good reason to continue crafting and to continue working towards EXP. It would give combat classes a good reason to continue gaining EXP, it would be a good source of income or (with friends) getting a truly remarkable item.
It would also allow people to continue to have a reason to go XP on a daily basis, with no end in sight. It would either be a great source of income (in selling these rare schematics/components/etc) or a source for great items.
In addition to EXP purchased items, there could also be subcomponents, schematics, items to be found in dungeons as well.
The "amazing" stuff should be kept extremely, extremely difficult but this would allow for a large range of "Special" items.
Just a few EXAMPLE ideas, I'm sure people could think of a zillion things for this, but just to throw out some ideas:
Tailors -
Ability to make a clothing item that can change colors.
Ability to make a 20-Socket item.
Ability to make an item witha subtle "glitter" lightshow effect.
Ability to impart the use of an existing or new skill within a clothing item. (Such as Mask Scent with 500 Uses)
Weaponsmiths
Easy. Big bad weapons. Fast. More damage.
Armorsmiths
Stormtrooper, Marine armor. Boba Fett's armor.
Droid Engineers
Battle-Droids with shield generators.
Droids that will do extremely useful or special things. As an example, a droid that will make Stim B's for you if you drop the resources on it. (Droid should decay over item) Or a droid that would act as a factory.
(Admittedly you should fix the existing droids first lol)
Archetect
Functional furnature. Such as a mission terminal. Bank Terminal. Bazaar Terminal. Even things such as "moving furnature" like seen in a lot of cities / npc homes. (Like furnature that has smoke-particle effect, like smoking beakers)
Chef
Everlasting Gobstoppers (lol) some type of food that has an *extreme* number of charges, duration and effect.
Anyway. You get the idea.
With my currentunderstanding of what can be done with crafting limited, I can only suggest that:
a) I would not go on a quest if I could buy something better.
b) I would not go on a quest if all I get is a trophy to put in a house that I don't own.
c) Would go on a quest to get a drop that modifies an existing end-product component (e.g. weapon/armor/droid/crafting tool/crafting station)for the life of the component.
d) Would go on a quest to get a schematic relevant to my class, assuming I couldn't buy it on the open market.
e) Would go on a quest if the resolution of the quest changed the over all plot. Note, I don't want the quest to be repeatable by those whom have completed the quest and I would like to have a way of gauging how much this quest can and has affected the plot.
Anything that would make my home more Starwarsish.
My #1 request: Jabbas hooka
This item was part of a trade I did on a mission. I'd love to have one in my house.
Bling Bling! Dark Jedi Medallion would be a cool loot drop if you could actually see it and there weren't 10 for sale for 25 creds on every bazaar.
How about tattoos? Either to give to Image Designers or the slap on kind. Basically anything that you can walk around the spaceport that says 'yeah, I'm bad, I killed <fill in the blank>'
What would be nice if when using Krayte components or other mob drop components it changes the appearance slightly of the armor making it mor distinctive, like the helmet getting a sort of draconian look ect.
Too many people wearing the same armor .
Or maybe a speacial attachment that you can add to like helmets or chest pieces so you can modify the look slightly.
Would be nice to be able to add infrared or night vision to ubese or composite.
Aperi
Naritus