Development Cycle Archive
Thread: Desired Rewards
NPC Faction.
Completing a series of quests for a given npc or group of npcs should result in a faction shift that would give you access to new facilities or quests, and perhaps just make travel and hunting easier by having one less group to have to avoid.
I dont really want "item" rewards. I want to become part of the swg universe by being able to identify and perhaps gain status in powerful NPC factions like the Hutts or the Trade Federation. The lack of that element has been a huge dissapointment post-release, factions as they are now are just glorified aggro modifiers.
Regards,
Artuk
Hey Q!!
I made a post addressing this in the discussion board, but it was pretty much ignored and disappeared. Here is the link: http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=552620
To sum up what was said there, I think that the new loot issue is up to the crafters, as you have stated, but they have failed to fill that void because all they can do is upgrade a weapon. I believe that once a weapon has been upgraded to a certain extent it is no longer the base weapon, but an entirely new weapon, but crafters refuse to rename them.
Anyway, to keep the Uber-loot/EQ-like styleout, (this idea borrowed from Neologist, one of the two responses to my post), why not allow the player to loot an item that can only be benefitted from after being crafted into an item. Example: I kill some random mob, i get a barrel for a rifle, i take that barrel over the appropriate crafter and get a rifle far superior to those that are normally made. Not only is this rifle NEW but unique! You have the general idea with weapon upgrades, but they are too readily available. Now if they become a permanent upgrade item that is looted only every so often, better items will be released.
Now, take the idea of Randomized loot and mix that in. A randomly generated permanent upgrade that can be build into an item by the appropriate crafter. There is no intervention by developers there at all! There is no NEED for developers to GIVE the community new loot because it is constantly being done.
I hope this post doesn't get lost in the mix like my other...
I'll throw my hat in for the one time use schematic. But, here's a few variations:
1) It makes a component that can tweak the end product somehow (ie: an acid based DL44 Pistol - it's different not better than the regular crafted version)
2) If you can get all the barrel types to be visible on every gun, then this could be a different type of graphic. Kinda cool to have a long barrel SR Blaster or something.
3) Maybe simple as allowing to craft one of the component enhancers. It'll have the same effect as the current enhancers do on the game except now the crafters (okay, well weaponsmiths) get a bit of xp off it too for crafting the component
4) Rare clothing, furniture, or a piece of a bigger 'thing' that could be sold to the junk vendor for some decent coin (meaning, you'd have to find and craft say 4 or 5 subcomponents to make the thing that can be sold).
I dunno if the engine will suppor this, but maybe some customizations to exsisting clothing or skin (ala tattoos).
My whole point is, since this is not an uber loot game, then it's going to be by what makes us all look different. So, unique combination of a lot of general stuff is what we need.
I'd like to see:
- Very High Quality DNA Samples as loot
- DNA/Creature schematic for non-tamable, non-BE creature (not best than the best crafted one tho)
- Kyrat-tissue style biological components for Tailor & Chef with unique properties
my 0.02 cr,
Loot should be something that benefit our ingame crafters, and stuff that crafters can't create
Examples:
Decorations
Ranger things, like uncraftable traps?
and uncraftable armor or clothing that looks cool but are not as good as what the crafters make
There's more ideas, but atm I cant come up with it all..
Everyone whos posting "Uber Schematic for a chest plate" is forgetting.. everyone else will just go get the quest to get the item made.. and it still jacks up the economy.. because.. After the craftsperson makes you that item.. you will have no need to shop.
Uber schems are not the answer. but single use schems to make unique things. like furniture.. or a unique looking helm.. as long as the stats dont beat what crafters make on their own.. it wont jack up the economy
Just give each something unique... a home decrative.. a cool cothing Item.. a unique looking weapon.. maybe the stats arent great.. but the weapon looks cool. The problem is.. why run a mission for a pistol I can buy better from a neighbor? decent components that can be used or sold.. how about filling those magseal containers with small amounts of great minerals.. like 50-100 of a certain steel with maxxed OQ and Shock stats.. enough to have used in an Item.. but not enough to jack the economy..
For factional missions.. hell.. thats easy.. An imperial flag to stand in your home.. Scout armor.. looks cool.. but stats suck (say 20%resist across the board).. its decorative and people will want it.. but it wont be a must have because composite is better.. why not a death star helmet.. a rebel flight helmet.. a tie outfit.. or even just some neat factional trinket.. like a piece of the death star.. or a tie "wing" to lean against my wall... sure its meaningless.. but its unique
Hey Q!..
Here is one more thought. The reason the economy is kinda screwed up in the first place is because it is left up to the crafters to decide how much something should cost.
Here the government kind of puts a cap on what you can sell something for, so you don't have the latest Car or Truck selling for 100billion dollars. BUT, since there is no control, people have to put nearly 100k creds into a full suit of composite armor. *scoff* In the words of good ol' Skywalker: "I could almost by my own ship for that!" And that was only over 15k!! Imagine what kind of ship could be bought for 100k... Now, imagine how much the crafters will charge for the smallest starship once space expansion comes out... if it isn't bugged that is ![]()
Ok, this thread has gotten hugh fast, I only read to page 8 so this may have been suggested:
After completeing a quest add some points to the characters stats. This would occur only one time after finishing that quest the first time. The toughest quests giving the most points and the easiest giving the least.
So after completeing a very hard quest my character just recieved 50 points to be added to his strength mod., or has been given 3% permanent protection against kenetics.
Of course there will have to a max to the amount of points toa modifier on any one character. But these will stack up over time as quests are completed.
1° Don't created 'Camping dungeon', i.e. a dungeon where people stay in front of the chest and wait for the previous one to pull.
2° Make 'Random Spawn Areas' i.e. instead of having an expected opponent (Krayt as an exemple), one time make a Krayt spawn, then some nightsisters, or a group of buffed B.H.
3° NEVER insert items, just sub components ! Instead of having a +X% composite, add a crate of 5 uber segment layers... Or something like a badge (I mean something that can change the armor design, not the reward
)
4° Multi quests dungeons : Once you finished one, you talk to a NPC, and he gives you a hint, a quest (talk to my cousin Brian the Sulustan on Dathomir)
5° Try to find a way to avoid grieffers : include a 'must have fought for 10 minutes before reaching reward" trigger...
6° special items : furnitures (something better than loudpseakers, pls
), component like 'Network connector' included in data terminal so that you can make Mission Terminals into homes... Inks, maybe, in order to add some colors to furnitures, armors, etc...
7° You should make the dungeon spawn as soon as you finished, and teleport the 'winners' outside.
8° You should as always block AT ST from entering those dungeons
Tons of great posts on here, but I think this is something that hasn't been mentioned yet. How about a quest-apprpriate invitation as a reward. I know there are only a small number of digiteers, and that the devs have stated that they don't want SWG to become digiteer-driven, but frankly, very few of us make great storytellers. Sure, I may be able to play the game well, but relying on me for "content" isnot a great idea. Here's how invitations would work:
At the end of a quest or a dungeon, there is some flavor text that let's the player know that someone of power/fame/notoriety has taken notice of them and has invited them to a special reception. These receptions would only happen once every few weeks. At the reception, players would rub elbows with others who completed the quest (or similarly-challenging quests), as well as prominent figures (played by digiteers) from the SW universe/expanded universe. At the end of the reception (it would only last an hour or so), the guests would receive some sort of "trophy" item to commemorate their experience.
Some examples: Black Sun quest where the winners are invited toa special party hosted by Xizor; Rebel quest where the winners attend a banquet at Leia's temporary hideout; Imperial quest where winners attend the christening of a new Imperial Star Destroyer, hosted by Admiral Thrawn.
Best Regards,
Dr. D'Mitri D'monicus
Xenogeneticist, Kettemoor
How about a series of unique items that have to be obtained individually (...collect the entire set...)
The non-craftable unique items are becoming a hot commodity on Scylla (Grunda paintings, AT-ST helmets, bantha statues, palm fronds, locked briefcases, etc.) just because they're decorative and fun. It doesn't have to be 'uber-loot.'
1. one time rare schematics for food, armor, weapons, drinks, etc.
2. limited time skill enhancements and attachments.
3. badges for completing a quest.
4. trophies and other decorations for the house.
5. good sum of credits
6. a system that discourages powerusers fromcamping out at these loot areas for items 1,2,4 and 5.