Development Cycle Archive
Thread: Desired Rewards
REWARDS SHOULD BE MULTIPLE CHOICE....HENCE PROFESSION BASED......HAND OUT THINGS THAT DOCTORS OR DROID ENGINEERS CAN USE.(LET THE CHARACTER HAVE A CHOICE BETWEEN CREDITS/ITEMS/ORE/ECT...)
I'MA WOOKIE AND COULD GIVE 2 CRAPS ABOUT ARMOUR...........
I think first we should define "Uber Loot" so we know what the bound are in the minds of the devs. For me, a combat medic/doctor, uber loot would be either gobs of credits, a good amount of a rare high quality resource that I can use, or some crates of meds that are high level and really nice. For others it might be nice armor. My PA got a necklace as loot that offers +5 to Combat Medic Effectiveness. I LOVE that necklace, and wear it always. To me, certain things would be considered appropiate loot for high level missions:
1. Credits, lots of credits, more than any regular mission could provide. Something substantial. If you lose overall value for doing the mission, i.e. had to use 3 stim C's to heal self while fighting enemy, and only get 50 credits and a muffin in return, this is a Uber letdown. Let everyone who was in the group get at least the maximum reward offered for any mission terminal mission.26000 credits a piece would get a group to tackle any sort of dungeon where they die all the time.
2. High Quality Loot. Crafters are already gimped because they have to make 1000's of worthless items that no one wants, until they get to the highest level. Having a few pieces of high quality items drop from very high level NPCs will not hurt crafters anymore then having PA crafters supply the PAs with free items, which happens a LOT. If the concern is that these high level creatures are getting killed too easily, and would provide too much loot, either they are spawning entirely way too much, or are not as hard as you thought you designed them to be. Make them many times harder or make them spawn VERY rarely and not in the same spot. Whoever thought camping was not going to occur was high, or had never played a game.
3. Some sort of Tag that lets other people know what you have done, perhaps another tag instead of your profession, "Slayer of <insert super unique creature here>" is a generic example, but people would go for it. Extra abilities would be good too, but only from completely random spawns by super high level creatures, and make it only on the adventure planets, really remote. This would eliminate camping. Make extra abilities be something that occurs once every million drops, and have it minor. People would die for it, and you could only get it once, like 15 additional points, letting you pick up an additional novice skill, but it has a certain number of clones before you lose it.
I do not know if the Devs still read this post, but these are my ideas and hopefully someone reads them, if only to blow them off.
After reading the posts on this forum as well as the CH forum for the last 5 days, as well as my many countless hours of personal experience each day since the recent patch, I will speak for almost all other CHs and Hunting parties out there when I say:
What happened to all the creatures/babies/lairs???
Now I dont care what anyone says on the CH forum because that involves too many different situations, so I'm saying this here on OUR forum...Lowca's forum. Something isnt right when I can walk on Dantooine 4km dead west, then go another 5km north, and then head to the northrn outpost without getting aggroed, or finding a single creature on my ranger areatrack. Thats right, not a single one. But thats not all. Then on Dathomir I headed 5km dead west, then walked south all the way to the "secret" imp outpost without running into a single rancor, graul, or graul mauler. No, not just babies...I couldnt even find the adults or their lairs! None. And all the other people out there that spend a lot of time hunting these on Dantooine and Dathomir know for a fact that before this recrnt patch, the ideal spots for rancors on Dathomir were about 3-4km west of the northern outpost, and for grauls about 5-6km west. On Dantooine, grauls were always found about 1.5-3km west of the imp outpost.
The same problem is on all planets though. I cant even find a darn dragonet on Tatooine!
This problem needs to be addressed and not just pushed aside like everything else the people in charge at SOE do with player issues. If this isnt fixed soon, I wont hesitate to cancel my account if no one will hear me out. And go ahead and say "oh look, another CH crying about not being able to find a baby...aaww" or "quit your whining, there is no problem, you're just not looking hard enough." I dont care, you people do not effect me with your petty remarks, but just remember how you treat me on here the next time you have a probem and people respond to your post by saying "stop whining." Thats all I have to say, but I hope a lot more is said in return.
Tivo - Master CH/Master Ranger
2 Words SABBAC TABLE i want one...hehe or even just the cards or something....more Star Warsy stuff like this
melee weapons with different looks, like you did with the Rantok sword at Jabbas
Wrist comp or wrist computer than can hold some data maybe?..maybe even has a calculator?...lol
a Hydrospanner! (we dont know what it is but it would be cool)
a bottleof Corellian Special reserve Whiskey
a Flamer (lighter)
Cigarillos (looks good on my desk in a humidor)
a Pirate Saber! (all curved and shiny...hey maybe it can hang on your hip?)
a rare backpack drop that has more than 50 capacity?
a wookie scalp....i know its gross but Boba fett has them on his belt right?
yeah highly agree on the trophies we can put on walls....
that will be great
maybe somekind of stuff like EQ or uo..... some kind of special rare weapons that drop or some rare armour
we need more customizable things in the game... not just things made over and over...
How about a "walkman" to listen to music and heal my mind wounds and BF,that way I can be a real Bounty Hunter and travel alone and be self dependant..
no seriously... how about like a couple extra skill points...after a long hard quest....like 3-4 extra skill points, that would be so helpful .....
I would Like to see more unique items. The Item does not have to be the best item in the game but something that is unique to each class. For exsample
Exsamples
1. A Bounty Hunter may go on this quest if his pery was at the bottom with a lootable unique weapon or armor that looked different to that of what could be crafted but not nearly as strong as the strongest crafted Item. Some people will play with lesser items that make them look cool.
2. A Smuggler may choose the quest by being able to pick up a unique spice recipe that they can craft
3. a crafter may choose the quest due to the fact they could pick up a one of a kind schematic. That is random per the class. Here is a place to allow for better items to be crafter than just what they can learn in the skill trees.
4. Fighters of the Galaxies may be able to learn new crtifcations that would not other wise be availbe to them due to the lack of skill point and/or to allow the use of new craftable weapons.
These are just some of the ideas that I would like to see. I firmly believe that Unique items to classes will boost the ammout of doungen crawling andNPC mission uses. Allowing the ablity for unique craftings and stats is a huge plus to the economey and players wallets.
The only other thing I would like to see is most likely a raise in the monetary mission reward I.E. More money that will allow me not to take a loss just trying to do these missions as have had the misfortuin of happening to me and freinds.
Looking foward to see what happends in the future
Xoar
What I'd really like to see is a series of quests, or a single quest, that would award an item that gives some direction on unlocking the much desired FS slot. I'm not saying to give us a road map, but give us something that will point us in some kind of direction. Another thought might be to make it craftable, where the peices are non-drop, and attainable through drops, and quests or both.
Aside from that little peice of wishful thinking, I'd like to see more Locked Containers drop for those of us working on Slicing.
Thanks for all the hard work you guys have done.
I want to ask you guys to please not do anything that could or would increase or spread out camping in this game. If the krayts are getting camped like crazy then consider some changes in how their spawn works. In turn, don't nurf the drops either. I've noticed that you guys at SOE tend to try to solve problems by nurfing which isn't really the answer when it comes to certain things. Instead of nurfing, try embracing the fact that the players want what these mobs have and make it a little more interesting and / or challenging to get it.
As far as I know the krayts are a static spawn, I might be wrong... if that's the case, you might want to make them a "Lair" based mob. Have multiple spawns, two, maybe three at a time, and have the lair work like it does for smaller mobs. Spread their spawn locations out through the planet, obviously away from any of the major cities. Also don't make them a mission mob, let the players find them, and once we find and kill them, they don't re-spawn at that location again, or at least for a very long time. Oh and another note... make their lairs really big... I don't think krayts can fit in a regular mound of leaves or in a wooden log.
Camping would ruin this game, as it has other MMORPGs. Please take every necessary step to prevent and discourage it.
Thanks
YAY THANK YOU Q3PO for stating ''It is a design objective to keep crafter integral to the game economy. We do not want to put crafters out of business by making dropped loot better than the best crafted items. Overall SWG is not an Uber-Loot game (like EQ or DAoC) and we don't intend to make it so.''
I cannot tell you how gratifying it is to hear that.
so, how can we get nice rewards that don't put crafters out of business? I know many have said this but how about crafter quests for schematics. For the non crafters how about something equally special? Ill make my suggestions for noncrafter quests after I make a brief explanation.
schematic quests would be grand, but they must be specific to the type of crafter doing the quest (dont make a weaponsmith mission and get a droid schematic, theyll hate it) and, here's the important part, non crafters should not get the schematic. Now they'll hate me for this but Im sorry. Here is precisely what will happen if noncrafters get a desired schematic as loot. ''SELLING Architect-only schemtaic 1 million credits!'' the result? ''Architect selling product of rare schematic 2 million credits!!'' Play a little EQ and you know what i mean. This sort of thing is an everyday activity there. ugh.
but now, what can be done for the non crafters? heck, if crafters can mission for rare schemtics, what can the non crafters get that will be as good? here are some ideas: melee only badges, special weapon powerup extenders (that extend the life of a good powerup), armour attachments that can enhance armour like clothing attachements do with socketed clothing. None of these detract from powerup makers or weapon makers in the slightest, in fact, they enhance. They certainly help the combateers. Im sure more can be added to the list for both crafters and combateers. any other ideas?
My suggestion on Loot drops which also adds a money sink.
One of the things I see a lot are people who complain about there being way to few unique items. I see this as a problem too. There is no way to distinguish yourself from the rest of the crowd because there are only 6 types of armor and there are only 10 weapons, etc... So I propose this.
Random Schematic drops.
1) The schematic must first be translated by a crafter at one of the C-3PO protocol droids for say 100k to 500k depending on the difficult of the item. This creates a good money sick in the game.
2) The untranslated schematic must be translated within a certain timeframe or it disintegrates to dust say 14 days so it may be sold on the bazaar. This keeps people from hording good unique schematics without having the items crafted.
3) The untranslated schematic must be translated by a crafter with sufficient level to craft the item. Once translated, the schematic can only be added to the datapad of the crafter who had it translated and may not be transfered.
4) The crafter may only craft the item in the schematic a limited number of times. This keeps the item more unique and accounts for critical failures. It would sure suck if you spend 5 days solving a quest to get a schematic that only has one use and the crafter crit fails on it.
5) Don't make the item to difficult to craft. You don't want a player waiting 3 weeks for Class 3 Liquid Petro fuel to show up. Maybe instead of requiring unique components, require more percentages. So, instead of requiring osterine carbonate ore with good UT, you require just Ore with good UT, OQ, DR, and MA. The item could then be crafted right away, but at least the crafter has a choice of waiting for better resources or crafting immediatly with crappy resources.
6) The items crafted from the schematic should have a higher rate of decay /condition so they don't fall apart after 5 uses.
That's it, you keep crafters integral to the game, you create a money sink for the richer players, and you add some nice unique loot drops to NPCs. You don't even have to make all of them powerful. You could have weaker weapons for lower level players that those with just Master Artisan or even Engineering III could craft. You could even have schematic drops for medics, or scouts, or rangers.
-Al