Development Cycle Archive
Thread: Desired Rewards
I really like the idea of a limited use schematic, and truely doesnt need to be a super item, but a *visable* one that is unique. If you do decide this is the way to go, all i ask is...please dont forget BEs and DEs and such. An idea for a nice BE item would bedwarf kimogilas (say in the CL30-35 range maybe a bit bigger than a dragonet in size). Just as long as the stuff was *different* than what is out there now, doesnt need to be better, just different.
Khel - Flurry
MBE/MCH
Yeah I'd like to see dropable schematics... Ones that are extremely rare and can help a lot, whether it be a component or some new weapon
Also like to see more advanced component loot.
I don't mean to derail this thread with talk of missions being broken but some of them really are quite broken. Whether they'rebroken still, as in never been fixed.Or broken again, after being fixed and breaking again after a patch, I couldn't say. I'm fairly new at doing these multi part quests.
I can say this though. A friend and I are trying pretty hard to have some fun running these and we're finding a lot of problems.Like npcs that give you multiple tasks to perform the last two stages of which offer no message that you should go and claim your reward and no pay off at all after finishing the tasks. This bug is repeatable and it's found on a number of npcs.
Now we're sitting around wondering if those broken quests would have offered anythinginteresting beyond a small amount of credits to our bank accounts. We feel like we'll never know if we've missed a chance to get a cool item like a painting because there'sno going back and starting over.
I think it's really great that you guys are asking about what rewards we'd like to see for things like this but Idon't think you should assume that your system for delivering these questsand theirrewards are in great shape already. Cuzit sure doesn't seem to be from where I'm sitting.
Well heck, all my clothing has skill mod slots but no enhancements drop.
I'd also like the ability to remove specific skill mods so I can add either better ones or different ones that I'd need. But they'd vanish if removed, so I can't swap back and forth between mods all day.
I dont know if this is possible with how you are programming or not but i would like to see one uber weapon at the end of a hard dungen that only spawns like once a week or 2 weeks so it will be very rare but better than craftable items. Crafters may not like this at first but they will soon realise that there are so few uber items that it wont hurt their business. The item dropped would prob be armor or weapon or tool that has condition so there will never be alot on the market. Having only 1 spawn per week will also promote attempting to solo the dungen.
I don't know if this has been metioned already, but
I like the Night Sister Armor drops. It is more of a Trophy item, but I wear it as jewelery in the Cantinas or when I do business dealings. I might add, I get plenty of compliments, and everyone saying "How cool it looks" on me.
Why not have them drop the rest of the armor pieces, such asthe left-bicep, chest plate, and instead of "pants" make it some kind of armored skirt, ect.... seeing how female players can only wear the armor anyways.
1. Armor and Weapon permanent modifiers. Each item improves one stat, action cost or max damage. No stacking allowed, the most recent modifier overrides the previous one. These stack with crafter made powerups.
2. Dyes to change your items color.
3. New combat items that are inferior to crafter made. Would be good look at, not very functional in use.
4. Travel passes for one month (one week?)so you don't have to pay any transportation fees.
"Content.
Give me an unforgettable, grippingstoryline and I'll follow it anywhere it goes, even if I get nothing tangible in return."
That is the best idea I have heard yet, nicely said!