Development Cycle Archive

Thread: Desired Rewards

Malgg
Wed Oct 01, 2003 6:03 am
#729

I'm gonna add my voice to the uber-schematic crowd. The person completing the quest would get his/her uber-item, but the crafter would get the xp/payoff from making the item.



Orion Randrick - Master Smuggler/Teras Kasi Novice/Rifleman
Wandering the galaxy homeless since 6/27/03
Khaigon
Wed Oct 01, 2003 6:35 am
#730

*cough*


Mandalorian Armor


*cough*




Kaigon
Master Kicker of Rear Ends

Vilkata
Wed Oct 01, 2003 6:46 am
#731

I don't care so much about "uber" schematics as I do "other" schematics. I'd like to find blueprints for other houses and furniture. I don't see a reason to make thema limited use schematic either. That's part of the "building up" and "development" of a character, obtaining rare items. If I work to get a rare house design, I should always be able to build the house, and so should anyone else that gets it. It could be an item that, once used, adds the schematic to your datapad and cannot be transfered after that.


Staff Corporal Vilkata Grazioso - Master Architect, Master Creature Handler




Master Sergeant Vilkata Grazioso
Leader of Praxis Imperia
Master Teras Kasi Artist

Master - Musician (Holo #1), Artisan (Holo #2), Droid Engineer (Holo #3), Doctor (Holo #4)
Master - Creature Handler, Architect, Medic, Scout, Swordsman, Brawler, Image Designer, Entertainer, Dancer, Marksman
Gharh
Wed Oct 01, 2003 7:12 am
#732

No **edit** schematics or crafting supplies !!


How am I going to trust a crafter to use my hard-earned uber-schematic or material and then hand over the goods at the end?


Well call me cynical........and thats not meant as a reflection on crafters.



I would like a +skill or +hp item. Like a belt or jewellery. Something that won't take trade from crafters, but enhances my skills without relying on a third party.


Something visible - headpiece/belt/backpack, even an armband.


Even a travel pass would do - free space/shuttle pass.

maygogsin
Wed Oct 01, 2003 8:14 am
#733

Having it so you quest for schematics that you would give to crafters is brilliant. Further you could get upgrade drops to armour, weapons etc that are perm upgrades. I also would like to see a more "advertised quest system". Meaning you could have a "mission terminal" setup that has the option of EPIC quests or Item quests etc. This would allow people to actually know what kind of quests exist out their. Because my guess is only 20% of the SWG population know about the disc quest, and about 3% know what you get from completing it. And I know for myself I just found out about this quest, and its the only quest of its kind I even know about.
Valion310
Wed Oct 01, 2003 8:27 am
#734

How about instead of armor, or material things that will just sit in our invantories ... the rewards from long quests are more jobs? For example:


I am an Immortal on a mud and I am currently coding a pyramid type series of quests that the most newbie of newbiest players can start. The pyramid being, lots of random jobs at the bottom, but they ALWAYS lead to something farther up the pyramid, they always have"meaning" in the game, and they always increase the players curiosity, skills, etc. But eventually the reach the top of the pyramid, and when I say eventually, I mean eeeeeeeeeeventually. You dont get to fight the head of a mafia family after 10 missions ... oh no ... you fight him after say - you've taken out his entire mafia? (Example, I'm sure you get the idea ...)


So the jobs are something like:Go to this person, talk with them, go to that person, get a datapad, go to this location, recon this area (and actually recon, not just show up ...) and so on and so on ...


Eventually at some point they complete the first mission, and they get a piece of armor, or money or some kind of little biscut to make them smile. But they also get a small clue for a follow on job ...


The rest of the pyramid works similarly except the story keeps unfolding, more clues as to what they are hunting come about ... as they progress through the pyramid of missions, they are tempted to join the "other side" and start one as a bad guy lets say. Or they stay on the "good side" and keep on going.


The point being, I am rather new to SWG and not a big game player in any respect. Coding on the mud is something I do just to use my creative story writing ability ... but the missions I've played on SWG are kind of cerial box missions and when they are over and I go back to a mission board, I suddenly pick up the same mission. Why not tie in all those missions your dev's have written into something similar to what I'm writing about?


I think personally, the best "loot" to get after a long quest or a mission, would be more work that is meaningful to my players life in SWG, not just opening a cerial box and getting a plastic Luke Skywalker toy every time I hit something ....


Hopefully this post made sense!


Valion - Novice Everything .... Nomadic Nobody ...


Starsider





Vall

Admiral
13th Black Order Division
===== *** X I I I *** =====
[ Imperial Ace / Master Rifleman / Master Bounty Hunter / Master Teras Kasi ]
Voted Starsider's Best Imperial 2005
- = Unlocked Jedi in late Feb 2004. = -


Waldin
Wed Oct 01, 2003 8:38 am
#735

I would do a hard quest for something purely cosmetic, like a painting to hang up in my house, or a trophy. It just has to be something which can ONLY be achieved by doing that quest.


What I really hate receiving as a quest reward is something like 50 credits. I'm still angry with myself for having finished the Bantha Statue quest, resulting in me losing the bantha statue which was cool and gaining a handful of credits, which are basically worthless.

KnoleLightfoot
Wed Oct 01, 2003 8:41 am
#736

More things to put in our houses would be great. Possibly something that is symbolic of the quest completed. Also schematics for various items would be nice too...especially if they were of the limited use kind so many have already mentioned. The great thing about this idea is that it involves the crafters and there could be a WIDE variety of items to be made, from armor to weapons to furniture and house decorations.


One note....if there are going to be armor drops please think of all the Wookiees out there and make it something they can use too...or give Wookiees something else useful.

RickonAybara
Wed Oct 01, 2003 8:42 am
#737

I didn't read through 32 pages, so I am not sure if this has been suggested...


Incoperate crafters in the loot system! How would you do this? Have the loot be something crafters can use to make even better items then before. Perhaps the crafters themselves wouldn't even have a schematic for it. You might need to examine the loot to see what can be made and then find someone to help you. This allows players to find new things, want to hunt for specific things, and still makes crafters a vital part of the system.

Q-3PO
Wed Oct 01, 2003 9:14 am
#738

Lots of great suggestions in here. Our designers have been talking about a few (and actually some are already in the works).


One of the concerns I've seen raised is if we make a better reward, does that mean that players who already completed the themepark won't ever have the opportunity to get that new reward. We're not sure what the exact solution is, but we definitely are looking intoways so you can. We agree that you should not be punished for finishing the task before we increased the reward. We will probably have an NPC who you can talk to who will allow you to restart the adventure from the beginning.




Kevin "Q-3PO" O'Hara
SOE Associate Producer
Former SWG Community Relations Manager

JoahSaett
Wed Oct 01, 2003 9:21 am
#739

I dont need to go into the very obvious coolness and successof crafting component drops..or how nice a limited 1-2 use uber schematic would be. So heres some of my ideas. Some are repeats and obvious.


-- Unique Image Designer typeItems, such asa one- use schematic that is clicked on from the inventorythat will give youa very veryrare hairstyle (braids for wookies and bothans), or tattoos. These schematics could be viewed using the examine window to determine if you want it. If you use it, you would have to select an ID trainer (as though it were a public crafting station) and then select use from your Inventory.


-- Theme park and Quest Badges, especially for themeparks, quests, such as 'Agent of the Empire', 'Stark fist of Jabba', etc. I also think badges for locations such as Ft. Tusken would be great, to get it, you would have to click on and use or examine a specific object in the location, such as a chieftansseat of honorin the most guarded section of Ft. Tusken. You would gain a 'Braved the dangers of Ft. Tusken' badge.


-- Profession specific quests, badgesand rewards aside from ones that require Killing would be fun.A mission such as one where Jabba needs a special meal prepared and you get a badge saying 'prepared a memorable meal for jabba', or leia needs a new hairdo and you get a 'Hairstylist to Leia Organa' badge,then theresthe typical 'the falcon needs a new hyperdrive motivator and voila: 'has repaired the legendary millenium falcon' badge appears. I think the non-combat professions and players really need something mission and reward-wise to make them feel special, there should be badges and rewards a weapon toting killing machine would never gain.


-- Badges for number of non-pet assisted kills, such as 'Krayt Slayer', 'Jinda Crusher', 'Tusken Bane', would be nice also. You dont get the badge if a pet or droid is in use unless a certain number of your total skill points have been spent on either Droid Engineer or Creature Handler (or some other way of telling that this is yourprimary profession, and not just to be a powerhouse...CH skill-wise)


-- Decorative Items for the house that dont count against your items in house limit... such as paintings, skulls, RUGS!!!!, hookahs, knick-knaks and bricka-brack.


--Skeletal components as an option for loot when harvesting, collect them all and build a complete skeleton of your critter. Or...drop in your house, arrange and start an ossuary. You would compile them in your inventory and drop them, they then auto-assemble into the skeleton. Guild halls would start looking likenatural historyexhibits.


-- Very rare clothing drops to be kept or traded with abandon. Was thinking back to the tales from the 'Mos Eisley cantina' and remembered that Han Solo got his vest from greedo or some such baloney. He never wears it after the first movie, so hecan give it to someone right? That would be cool getting more wearables from quests or themeparks... specifically since the rebel commando helmet from Wedge has been so successful.


Now lastly, if some of these quests have been finished early-on by players, before decent loot is added, these things NEED to be added to the peoples safety deposit box, inventory, personal info section, whatever. Because alot of us would like to get these things even though we have already done the themepark or quest.


To not do so would be...unwise




Joraan Sett
(Master Smuggler/Pistoleer and Smuggler's Alliance Ace Pilot.)
Joah Saett
(Jedi and Alliance Ace Pilot.)
Corbantis
mythronde
Wed Oct 01, 2003 9:23 am
#740

Thankk you, that is EXACTLY what we need.


Either that, or create new NPC's at the theme parks, with new quests and they give out the better rewards. I know that when you finish Jabba's them park, you are under the impression that there will be more missions given ouit by these guys at a later time. You could always add on new missions for the better reqards so we don;t have to do the park all over again




Peacekeeper
Master Bounty Hunter -since August 2003
Master Carbineer
Combat Medic 4-0-0-0
Merendel
Wed Oct 01, 2003 9:24 am
#741

heh I love how people say they dont want to step on the toes of crafters but want special furniture drops. Architects are crafters to you know. They make furniture and are rather tired of the limited selection they have. special componants are a good option IMO. Another idea how bout an item that can change the appearence of something. Instead of giveing out mandolorian armor give a toolkit that changes the apearence of your composit to that of mandolorian (or some other unique armor look)



nnnntnnnxgggggggggggggggggggggg)
To Upgrade something implies that you are adding too, enhancing, and fixing the thing that you are upgrading. The CU does not do this, it is not adding too, enhancing, or fixing the combat system that is in place, it is replacing the innovative SWG system with the generic one used by its competitors. Be honest and stop calling it the CU, Call it the CR (combat replacement) instead
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