Development Cycle Archive
Thread: Desired Rewards
Trophy Items
There are a lot of items in the game that there is art for but is not craftable (ie: paintings). These need to be given out as rewards for completing the mission, as opposed to now where you get the cool item if you abort the mission and can get it repeatedly.
Limited Use Schematics
Schematics for useful items with a limited number of uses.
Temporary "Pets"
Limited duration, very useful "pets". IE: Complete a mission for a mercenary commander and he will have one of his troops perform a mission with you (it would actually have to be time based I'm sure).
Experience Points
Similar to how we can trade in Faction Points for XP, very useful for lower level characters.
Prestige
Similar to the title systems used in other games... do enough things for a certain faction, you could get a title.
1) I'm glad that crafters will remain central to items, this is good. Good loot items can be dropped while also protecting the crafters by making items drop that are desireable..but are not craftable and do not replace a crafted item. As it stands, we are seeing alot of weapons and clothing drop that crafters CAN make. As a tailor Im particularly stunned because some of the clothing drops are MASTER ITEMS. Ive yet to loot a PA hall deed...and hope never to. Can you remove the craftables (dear god, especially master items of *any* profession) from drops?
2) Its ok if things drop from profession categories, like clothes, droids, deeds and furniture etc...but not an actual craftable item. Example: it would be great to loot a vase witha single rose in it...it would be bad to loot a ''potted plant style one'' as that exact schematic exists in an architect's list.
3) some suggestions: Rose in vase, unusual droids, unique powerups, helms masks and other headgear. Think on the order of neat-o RP items, consider rebels and imperials looting / receiving items from quests. A Rebel might want some of the rebel trooper helmets or an imperial might want a flowy cape or a black mask. No stat items as it will push crafters out of busienss. (i.e. why buy composite armour when you can quest for better?)
4) a final note on loot. It needs to be a) scaled with difficulty. better items require harder work and b) it must be random. why random? Because if mob X always drops item Y then players will find mob X is ''camped'' and this is, traditionally, bad for a community. in EQ and certain other games, it made for arguments, fights, calls to CSRs, territorial disputes, name calling and other problem. It should be, however, good enough to know, ''this is a tough quest and Im an Imperial bounty hunter, so I *KNOW* I will likely get a really good item suitable for my faction and class.'' Many will disagree but I submit most that will are also those who would be there saying, ''go away its camped.''
Tried to do a mission for borvo the hutt's guard but thug faction made my escort aggro me.
Oh, and ill put a few typos ive noticed in quests for you.
During jabba, there's a slicer you have to talk with a few times... i think his name was sirad? anyway if you dont have the mission and you talk to him, he says Dontknow you.
You can get missions from Borvo the hutt without doing any for his guards, even though he says Notyet (again with a space missing) the converse window still pops up.
Unique furniture, but not the smae class as existing furniture. This will not interfere with crafters, and players will still want to buy player-exclusive furniture.
Or, it could be a ton of resources, such as 10k copper, which could be sold to crafters.
Or, it could be credits, which will in turn help crafters. (Players will spend credits to the crafters).
Or, it could be a special, 3-use rocket launcher that damages AT-STs 1/4 of their hp w/ each hit.
As a gernal idea- Somethign that players will want, yet still keep player-crafted demand up. (Such as teh unique furniture)
The idea of having a rare schematic drop is lame. It is basically just a bus stop. It is exactly the same as getting a uber weapon except you have to take it to a smith to make? Rare schematic drops will still destroy crafters.People will just hunt for the rare schematics instead of buying crappy armor or weapon from smiths.
1. A good reward that won't impede the success of smiths would be anaddon to acrafted item. For example, apoison addon when placed onto any gun will give the gun the ability to poison? Call itPoison nozzle or something.You guys already have guns with special ability in the game. Guns that can poison, bleed,... etc. They are just too low quality, but anaddon will just enhance a great gun into a even better gun. This can work forharvesters, weapons, armors, houses,pets, droids, andwhatother crafted item.
2. Deeds that would allow players to open up casinos or own a starport. Deeds that will give players the right to build inside a city. Deeds that would allow players to basically save time. Utility.
3. Super non-crafted loot that are for utility purposes. Rocket pack, speed pack (longer run burst),hovering backpack (basically extra carry space), etc.
Super loot doesn't have to affect the whole game. It could just majorly affect that one person.Utility super loot is the best way to go. Ihope I am making sense. If not let me know why and I will clarify. Thanks.
Himura Kenshin -Ahazi Server
I want some sort of token, like abadge.A badge (that actually LOOKED like a badge, even if it was small -- not just crumby text) that said I had completed said quest.
Silver badges could be for not so tough ones and Gold badges for harder ones etc. So you could check someone's experience by how many silver and gold badges they had.
Take a tip from Japanese RPG's: You should NOT be able to do a quest (like a theme park or some other BIG quest) without getting a PERMANENT reward (ie. badge). THAT would make me do these things and it wouldn't ruin the game by giving huge rewards to everyone.
Krayt Tissue, or some other similar item!!
This will actually improve the crafters market. I for one want a Krayt Pistol, but have no chance of killing a Krayt. -- yet
--
However let me get some tissue from a mission, and I will go find me a crafter, and pay him an Exorbitant ammount to craft me a sweet pistol! Everyone is now happy!
Even if it is not Krayt Tissue, something I could bring to a crafter and have him make me something would be very cool. Thanks for the post, as I had been thinking a lot about this lately.
--BigStinkinWave
PS- Don't do this to the Jabba missions, I already finished those. Please update some other missions somewhere I haven't completed yet. ![]()
I'm sure this has been said, but let me add my agreement:
1. Schematics for items not otherwise available (i.e., all of that spiffy furniture in town that no architect can make, rugs, purple flowers, that slit skirt I keep seeing on female Bothans that Leia wore and no tailor gets, that sort of thing) and make them tradeable so that the poor defenseless artisan isn't required to go on hunts.
2. Rare crafting components
3. More than one unit of a resource (this is ridiculous)
4. Items that have no intrinsic value, but look very, very nice when displayed (skulls, lamps, vases, paintings, sculpture, etc.)
A loot item that gives a XP boost for a short duration of time. There can be a 7 day timer to keep people from chaining them. This would make it quite worthwhile and make people do the quest multiple times.
Flint<TOSH>
Master Architect
1-1-4-1 Armorsmith
Moenia
Naboo
Bria
Tie em to the GCW...faction points ..faction perks (special armor types for example) or structures etc...
Everything you do must tie back to the GCW ...every aspect of the game....this is ultimately what will make or break the game....is the 'elder game' viable and does it hold players attention!
Resources...but not one or two...that is worthless, as it takes more than a couple to make anything and all the resorces used in a recipe have to be exactly the same......100 to 5000 depending on difficulty and number of people needed.
Question.....why is the player-driven economy so sacred? seems none of the successful action games in the past have put so much emphasis on it.