Development Cycle Archive
Thread: Desired Rewards
I think classic ideas such as rare (non imbalancing) loot, badges, and recognition are good, but more unconventional rewards would be even better IMO. like::
NPCS, PETS: How cool would it be to get a special faction npc/pet as a reward for finishing a quest.
Special Shuttleport Access: One of the biggest drags currently is the time it takes to run everywhere. As a casual gamer avoid travelling more than 5k on foot simply because of time contraints. If doing different missions gave you access to one (or better yet several) special shuttleports I think alot of players would get into it more. Unsterstabadly shuttleport access will be less of a problem once player cities go in, but only on the buildable planets.
ACess to Special Areas That are Actually Useful:The current problem with themeparks that reward the player with essentially getting access to special areas (like Jabbas pallace) is that after you have seen them once there is no reason to return. I think that there some things that neat things that could be added to these areas that might make them useful, aside from shuttleport access mentioned above.
1) Black Market: Essentially the concept behind this would be a bazaar terminal in Jabbas pallace that would behave essentially like a regular bazaar terminal, except that for a little extra price, and a wait time of like 5 minutes, you could have any item from any bazaar location avaiable delivered to that terminal (courtesy of Jabba).
2) Interesting NPC events:Entertaining mission conversations, instead of the current rather forumlaic ones. IE (You converse with Jabbas protocol droid about finishing your mission, and another NPC walks up, buts into the conversation, Jabba promplty presses his button and you (and anyone else in the room) gets to watch that person get eaten by the Rancor. I know this kind of thing would require a fair amount of work, but It certainly would have made things more entertaining if there was this kind of flexibility and realism in the NPC quest conversations.
3) Information: SWG is generally more than generous about giving any information you'd want, however I think there could be some interesting information rewards from quests. Getting access to a data terminal that you can use to... A)get a waypoint to the closest available plot of land to a city you name as opposed to having to run around looking for one. B) Give you the waypoint of hard to find trainers, certain important mission npcs and such. C) Get a tip on where certain resources might be found. I am certain people could think of other ideas for information that could be rewarded to you these are just a few examples.
Just my vote... add another NPC to talk to after completing TRTP. Have that NPC give you the reward and then flag the character as being "rewarded" thus old TRTP folks and future TRTP all get the rewards w/o the oddities of how to support the "old rewards".
For instance, (exotic, but what the heck) have an award ceremony of several npc's going on at a reb base... talk to the guy up on the platform and get your big reward... may make for a great screen shot too.
Luke and gang got their nice medals and awards in the films... why not us?
Sevin'Ja - Bria
Q-3PO wrote: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 into ways 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.
I don't want to start over, could there be an NPC that you talk to, to get your final reward or something? I spent alot of time on the missions and don't want to start over.
Q-3PO wrote:
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.
yes, please do this. i finished jabba the first couple of weeks and got jack....
kyre
Vshbaa wrote:
I'd like to see some sort of furniture schemtic or other type of schematic in a dungeon that allows a crafter to make that item. Perhaps the shematic would be random and dependant on your class. Basically there would be 10 different furniture schematics foran architect and that architect can only have 1 of these unique schematics that disapear after a month (not the schematic from the datapad but the schematic from the dungeon). This would go for every crafter profession.
Thanks,
Vshbaa
I vote for this. Make uber loot schematics. Or maybe better to have uber loot components, that way you only get one use out of them, making the item more rare.
...and fix DE.
-Attachments to armor that make them look different (so that it has a bigger "cool" factor) and improve their stats (or adds thing such as defense vs. dizzy or bleed protection).
-Perma-powerups for weapons that do things like have a % chance to disease, poison, knockdown, etc.
- Deeds or schematics for very unique houses, for example something that looks like the Nightsister base, but comparable in size to a medium house. Also some furniture or schematics for furniture that match the theme of the house.
- NPC pets comparable to a decent faction pet, that doesn’t permadie, but looses vitality like a pet (or maybe doesn’t loose vitality at all). Maybe something like an Ewok.
- Skill tape with at least +20 to a skill.
Datapads: ones that actually work and hold waypoints, creatures, droids just like you main datapad.
Personal comlinks: Would allow you to communicate with a faction recruiter long distance, allowing you to go overt (not covert)
Handheld terminals: Would allow you to take missions in the field (if this does not get built into a ranger camp)
More house decor: Carpet, rugs, pictures, trunks, boxes, (basically all the stuff that can decorate npc buildings)
Usefull house decor: Trophys or data chips or something that lowers the daily maint cost on your hose as long as said item is in your house.
More looted weapon components: components that lower speed, raise damage, increase durability, add a special, lower ham costs etc.
Other crafting components: special thread when used in tailoring gives a diffrent look to a regular item (gold trim for instance)....or a component that allows a tailor to make a larger backpack....ingreedients for chef that make uber food drink...etc,etc,etc
Starwarsy house items: rebel/imperial flags and wall hangings etc.
Here is the problem:
You want the economy to be based entirely on the crafting system. While a nice idea in theory, it is not a good one in practice. The number one complaint I have about the game so far goes along with this. There is hardly ANYTHING unique in the game. Everyone has the same weapons, the same armor, the same pets, the same of everything. You need to do something to add UNIQUE content and loot to the game. If the crafters don't like that? That is too bad. The economy will still LARGELY be based off of what the crafters produce for us, but, there would be some things out there that would be unique, thereby giving people a sense of individuality, which is SORELY lacking in this game. Also, you said that each update has made the looting better. I STRONGLY disagree with that statement. Shortly after the release, good loot was not overly hard to come by. Now, nothing I have ever found (with the SINGLE exception of Krayt tissue) has been worth anything, to include what I found from TWO TREASURE MAPS. Please, do something about the loot.
Now, for what I consider a decent solution:
Add unique items, of varying types. Make some of these items so that they can only be found from doing specific quests (x% chance of getting said item) or from T-Maps, etc. Now, for different item categories, make legendary schematics (can only be used one time, to make a unique prototype weapon or item) I realize that this would take people to code these items into the game, but it should not be that hard. If it is, add mroe people to develop content like this. Hire someone JUST to make unique items. Back to categories: weapons/armor, components (like krayt tissue, or possibly even more rare to be used in making unique/legendary items), unique clothing, housewares (things to put around our house to distinguish us from others), all I am asking is that you add more individuality to the game. And, doing all of this would automatically create more dynamic and static content. All in all, it is just a good idea.
It is NOT a good idea to alienate all the other players, for the sake of the crafters, just because they have the most money (as much as it is like the real world in that respect)
-Litzo
Intrepid Server
I have both a crafter character as well as a combat-oriented character.Currently, the crafting system is oriented around harvesting rare resources. I'd like to see the loot improvements focus on items that be found and used as components in the crafting process to make extraordniary items. Things like Krayt tissue/segments, except far more variety than currently available.
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.
Thank you!
I am thrilled to see that this is being taken into account. I have stayed away from most of the theme parks because I didn't want to finish them while there were issues and not be able to go back later. For example, a friend and I were talking about going after the Marauder Armor. Problem is, from what I have heard, you don't actually get the boots right now due to a bug. I don't want to get the rest of it now and then not be able to go back and get the boots later. If we had the option of doing it now, then going back and resetting it later, we'd be going there tonight.
On the topic of rewards, there are currently weapons that will drop that have poison or disease effects, but since these have the default stats rather than crafted stats, they are only good for their special effect. How about weapon crafting components that would give the finished weapon one of these properties? Whether as Quest Rewards or Random Drops, these would allow special property weapons with crafted stats, which would make the combat characters happy, and they would keep the weaponsmiths in the loop, which would keep them happy. (I'm hoping I'm not repeating what anyone else has said. I must admit that I didn't read the whole thread before posting to it, it had just gotten too long.)