Development Cycle Archive
Thread: Desired Rewards
I have not read everyone's response so this maybe new or a repeat.
Schematics: Ones that introduce the vehicle, city or space expansion. Crafters will need to make these items why not introduce them as drops? However, to keep one person from doing the mission and then datapadding it to everyone, apply a transfer counter to the data. With each new transfer there exists a chance the data will not transfer, will produce a permenantly subpar prototype, or the original finder of the schematic will have an increase in Enemy Con-Red spawns. (Becasue the enemy is looking for him.)
NPC Pets: The loot is a limited use of a rescued NPC. The trigger to losing the Pet could be time, distance from the find, or a specific action.
Harvestors: The loot is the freeing of an enemy harvestor. The Harvestor is "damaged beyond repair" but while active, it will harvest from its location. Again a timer will eventually make it disappear.
Resources: The loot is a random amount of a random valuable resource. (ie: a crate of 1000 units of ferus metal, 100 fiber panels, 50 chit segments.)
Data: The loot is the coords or size info of a player base, friendly or enemy, on another planet.
Data: The amount of increased enemy activity in a city <(NPC or Player). The system identifies that over the last week, Coronet has had a lot of Rebel players.
Q-3PO wrote:
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.
Hmm, restarting still sounds like punishment to me. I'm assuming that people who completed the theme parks are flagged somehow since when I go talk to the quest givers, they tell me that they have nothing else to give me.
Why don't you make it so that if someone has completed the theme parks already, all you would need to dowasspeak to thelast quest giver of the theme park and hewould giveall the new rewards?
stamp book collections for the different classes or things
artisan create one of each item in their plan book and place it in a special book this has key points for each branch and at master level completing a particular section ADDS THAT TITLE TO YOUR BIOGRABHY like completing a certification test
brawler not sure about this except some form of martial arts confrontation where you aquire sashes
entertainer definatly proform particular dances or music in different locattions "sammy playing the sands"
marksman hmm also some form of prowess test coupled with item aquisition
medic craft and use of the different medical items on different NPCs
scout aquiring special items from different creatures of different planets or traveling to specific locations and performing actions a scout could do a book for each planet the reward might be added animal knowlege
faction this could have like 10 different tasks depending on your skills like killing imps hacking imp terminals
stealing plans filling a book completes the series and adds a line to your biography and a story to the holonet
Q-3PO wrote:
We will probably have an NPC who you can talk to who will allow you to restart the adventure from the beginning.
So people who already did the Themeparks will have to do it twice to get their rewards?? That isn't a very good incentive. It would mean that all people will stop doing the Theme Parks now cause they will have to do them over anyway.
How bout have someone who will give you all the rewards if you have done them all already? Or perhaps only doing one mission per NPC instead of 3 or 4 if you have finished them previously.
Ok, I'll try this again, and see if i can manage to get to the end without hitting the reset button![]()
As a crafter i'd just like to say how great it is that you guys are doing so much to keep us from becoming extinct due to the uber-loot systems in every other game thus far. I also think it's great that the implementation of loot (for the most part) requires a crafter to be at all useful, thus making the fighter play an integral role in the crafting process. I love the interdependency!
That said, I have a couple ideas on quest items (and how to obtain them) that i think would benefit all players involved. (I'll generally explain specifics in terms of guns, but it is easy to see how such ideas could be extrapolated where appropriate.)
Draft Schematics - a popular request i know, but it really can't be stressed enough how great these could be. They would provide a nice bit of end-game for crafters who all ground their way up to master (as every single one did) and are now stuck in a rut doing the same things over every day. These quests would require the crafter to be a master to even be able to complete, in order to keep the items relatively rare. Ideally, I'd love to see the quests for obtaining these also be so difficult that it would simply be impossible to solo, especially for a crafter. This would require the crafter to team up with a group of fighters to escort him to the prize, again increasing involvement among different classes toward a common goal. In this way, a great deal of enjoyment, and a sense of accomplishment is earned in the aquisition of the prize, as well as it's possession and subsequent use. I see these draft schematics coming in two forms.
- Fully functional items - These can be applied to every crafting profession. New, rare items could add a new level of vitality to crafting. And having them require entirely rare resources would further add to rarity and the thrill of hunting down a new set of rares (although appropriate ones where quality is concerned, so the same problem of crappy rare resources won't render these schematics useless)
- Sub-components - Another idea i had was for a new sub-component schematic to be added as an optional piece of some items. This wouldn't apply to all crafting professions of course, but for some it could be revolutionary. Gun barrels, for example, (as this seems easiest to implement while affecting all guns simultaneously) could have a new optional spot for the craftable sub-component. This component could have one particular stat that it improved (perhaps randomly like powerups currently do) or the ability to add special effects to the weapons such as poison. Eventually, many smiths would get these of course, but they would likely use it in different ways. So, even though they are using the same item, Joe becomes know as the smith with the fastest guns, while Bob's guns have a nasty DOT attack. This could add the kind of customization that bothsmiths and fighters want, as well as being part of an already interesting quest, and in the end providing fighters with a more diverse selection of weapons, while not having to actually add tons of new weapons to the game.
Manufacturing Schematics - this one i'm not so sure about, but i thought i'd throw it out there as well. Again, the system would have to do a check to make sure that the person who completes the quest was at least a relatively high-level crafter, so that it would not be abused by every fighter going out and getting them, and then flooding the market with them. Also they'd probably have to be limited to 10-20ish so the things they produce would remain as rarities. To make these items appealing they could be things which are not craftable, such as the "fad" items for clothing and furniture that someone else mentioned, or things like a poison attack for guns or +5 melee defense for armor peices. Again, i know there area lot of holes in this one still, but perhaps it's worth putting some thought into.
Variable "Treasure Chests" - if this is possible it would be phenomenal! In this case, the same quest could be used to add lots of crafted items (which I don't have to tell you are far, far easier to create and implement than an entire well-designed quest.)Before the reward is obtained, the NPC or whatever, could do a check on the player's master crafting skills, much like trainers do (also allowing double masters to choose which they would recieve) and thereafter give out the appropriate reward to the player. Again, as with the sub-component mentioned above, this would require comparatively little effort while maximizing on what can practially be implemented.
Thanks for taking the time to read this. I'll consider it an honor if you made it this far ![]()
Okay, first things first, the shematic idea is awsome. I like that. Especially since the probots is 2/3 weaker than a spat, which any player can have. Given the probot is the only battle droid, thats pretty pathetic. MAybe at the end of certain non GCW quests you get a new assasin droid, deka, whatever.
As for doing a theme park over, you guys are crazy if you think players are going to go back out to the Hutt or wherever for days on end to do it all over again. I would do what another poster said and do talk to a servant, droid, whatever to get your due rewards.
Another thing id like to get instead of a sash that is just going to get destroyed, is a waypoint to a POI, ie the Sith temple on Yavin4. Maybe put a new POI on a planet since they are so massive you could do that... even have it a random event to a time sensative location that would give a decent weapon, droid, maybe a special house desgined deed, ect. But you have it disapear like 5 days after the player gets the waypoint, and only those who have the waypoint get the quests and others who dont get a smart @ssanswer from the guy, or just a cheap destroy mission.
- One concern I have withUber-looted equipment schematics.
If the items are so Uber to significantly impact combat then this will seriously favor Uber-l33t players and those who can spendvast amounts of time on quests. One Bounty Hunter decked out in Mandalorian Battle armor, carringan "overcharged twin-barrel scatter pistol" and hanging out with his pet assassin droid IG-89 whould be an almost insuferable nuissance(big syndrome)as well as the GOD of PvP and able to get more UBER-loot since he is also a god in PvE. More than the crafter compenent needs to be taken into account.
My suggestion to work around this is to make sure that the missions that dropthese uber loot schematicsare VERY dynamic and randomly spawning. Much like whatwas done with the badges of intelligence and valor? but even more so.Information such as north of mos espa should be replaced with information such as on Tattooine.
I would also like to suggest that the loot be used (subtly) to encourage roleplaying or at least discourage inappropriate behavior (rebel mass murders spring to mind).
- Example rebel playerA gets a mission with a promised reward for a schematic set of boostedRebel Special forces armor. The missions requires working with and helping"Townsfolk" so any rebel player that ran around slaughtering townsfolk is bascially gated from the item, unless of course they go grind up their townsfolk facion standing.
This could be done for ALL and any faction. Illegal weapon mods?= swoopers and thugs. Boosted Jawa Ion rifle=Jawa, Tusken items=tusken etc. etc.
Han Solo's EpIV vest is black, Greedo's is brown. Trust me, I know these things, I'm a tailor ![]()
I would rather not see rare clothing drops because the tailors are already approaching stagnation do to the fact that no cloths in the game decay, so people only need so many cloths. What I'd rather see, are rare clothing scematics. Even one time scematics that you could find and have a tailor friend make for you.
Q3PO :
We will probably have an NPC who you can talk to who will allow you to restart the adventure from the beginning.
Why shouldwe redo all the the missions, we already done them?
Could you just add a new mission, dificult one, that gives the new reward to thoses who already completed thequest ?
For example I don't think lots of persons will be interested in redoing the 39 missions of the imperial theme park on Naboo.
My 2 creds.
Just to reiterate what has already been said a few times:
1) Special schematics for limited runs of fairly powerful items. I'd add to this that, if possible, the schematics should be as loose as they can be with the item requirements. OR there should be some "designer notes" from the creator of the schematic that might hint at where the specific resources could be found.
2) Components to put in existing schematics (i.e. an extra-powerful blaster barrel or something).
3) Small (but not too small) quantities of extraordinarily-valuable resources, or something akin to Krayt tissues that could be used as optional components in various items.
4) Force sensitive slots (just kidding)
A Working LightSabre
Even though we cannot use them properly, it would still be cool to flash around!
Tristanius Krimsun
Gunfighter, Ranger, All around Scoundrel