Development Cycle Archive

Thread: Desired Rewards

AnXdiety
Mon Sep 29, 2003 7:03 pm
#92

Just a schematic for somethng that could be more advanced than anything else on the server. Say something like a new form of weapon. One that has limited uses. This would allow some crafters to spend some money on these limited schematics as well as make the item rare enough to be wanted. Just think if you looted a generic schematic for a special weapon no one has yet. That crafter would be over joyed to make it for you and you would have an extremely rare item.

The only issue i see with that would be certifications for such weapons. Maybe if you added a cert to all skill trees for "reward_item_class" so each class could have their own varing items dropped as schematics and could use them. Expand as need be.





Anxdiety / Anx'ty

and all those voices in my head have every right to be there

ArchFirehaven
Mon Sep 29, 2003 7:04 pm
#93

For me the last thing I want is the atypical UBER loot.


I am happy buying my equipment from skilled artisans that work to make my "stuff" good. I depend on their skill and I like that.



Now that being said...I would take a lot of what everyone else is saying. Rare schematics, rare resource drops that lead through an artisan to better "stuff" (see Krayt Tissue), maybe (big maybe) some more badges in moderation (want to keep those special), and maybe a few (key word few) things that are just plain cool (could be worked into the whole schematic thing I suppose). Already there are some of this in the game...the sunglasses (collectors edition)the tailor cannot make and the paintings and such.


In the end I think that I would gladly sacrifice any semblance of Uber Loot for Cool Loot and useful Loot. I think it is more important that more advanced and interlocked puzzles and quests be put into the game. Make it worth to run...if not by some of this aforementioned "loot" then at least by credits. Also do class based quests...maybe the Jabba missions have a catch all (the current quests) but if you happen to be a bounty hunter he sends you on unique detailed bounty hunter missions. Just an idea. And make the catch all missions equally detailed. Make the rewards make sense...Jabba giving me x amount of credits for waxing a rival is far more believeable than a fezz hat! Let the action and the reaction act as a tool to compliment immersion not ruin it. As soon as the game makes sense I really think people will be happier.


Right now if I run "cookie" cutter theme park mission "A" then the best I can hope for is some reward. But if I run a really good and detailed mission that makes sense and the reward makes sense then I am not looking for my experience to overly compenstated by the reward. The action was part of the reward not the chore to get to the reward. At least two of the Jabba missions have something resembling that little extra spark (dont want to ruin it...shoot me an email or PM if anyone wants to know which ones) but even they could afford a bit more effort. In the end I dont see why I get half the stuff from Jabba (for example) when in reality he would just pay me off like the good drone I am and send me on my way.


Lastly please please please please make the Theme Parks by and large possible to do as a group. In other words let the group decide on reward and division but if I run 12 missions with a group (I being the mission person who talks to the NPC) let us all advance along the theme park with regards to gaining acess to areas and such (badges to all etc etc). The rewards can be divided...and allow others to re-run the missions but in the current state no one in my group cared a darn about the Jabba rewards just that we could not do it together and advance together. I would modify the amount of credits per group size as I would the difficulty level also. Just my thoughts.





8Firehaven7
Chilastra Born . Day One


BetaZoob
Mon Sep 29, 2003 7:05 pm
#94

Someone touched on a unique idea - brushed past it, rather - but it got me thinking....


If you go about completing a mission -- a nice, long, pain-in-the-butt, trek-my-sorry-feet-everywhere mission, you are awarded a title you can wear. Just like we have "Novice Medic", "Novice Marksman", etc - this would unlock a new title that you can wear around town, if you like.


Make it neat. Make it unique. Make it silly. Make it cool. It's just words, it does nothing to the player-supported economy, and it's an intangible item of prestige. Something we can "show off", which is what everyone is crying for. Neat toys and things we can show off that say, "lookit this unique thing I did".


-Zoobacca
Wanderhome/Naboo




--------------------------------------
Zoobacca
Master Architect, Wanderhome
Sharpshoota
Mon Sep 29, 2003 7:06 pm
#95

Carpets. tatooine homes are dieing for these, give me a reason to have a house, so i can brag about the things i have done and the places ive been, as of right now i think houses are pointless, more titles like Assassin, Terriost, Life- saver, just cool titles like that for what you did in quests, If any of you played Knights of the Old Republic you shaped what you wanted to do, you have a chance to steal a something, you can do it or not, depending on what you did effected your outcome in the end ( Personally i liked getting rid of Jahuni, i never liked her...) Flags of types like in Nyms place he has a rebel/imp rug and those cool mist things,



PORTALBE MISSION TERMINALS, what would be better then moving a rebel mission terminal into your house so fellow rebels can pick up a mission or 2? i thought these were in game but i guess not, personally i would buy 1 for 100k if they ever came out




Tuwl Dreadnought
The Red Baron

"Shine on this life thats burning out, Shine it down on me "

"Scouts get it, why shouldnt we?"-Halfblood Referring to Jedi getting Terrian Negotiation
Feynan
Mon Sep 29, 2003 7:07 pm
#96

Things I want as rewards:


- Trophies. Neat things you can put in your house and such. They should be unique though, and some fairly large.


- Items with PARTICLE EFFECTS! It'd be great to see items with particle effects, like epic quest items in EQ as well as some other high level items.




Colonel Feynan Forsythe
Alliance Ace Pilot
SpamTrap
Mon Sep 29, 2003 7:10 pm
#97

I think the best reward of all would be to make the quest or dungeon itself INTERESTING, MEMORABLE, AND UNIQUE. Novel idea, eh?



Shokosst Y'dyrr - Master Tailor - Interstellar Outfitters - Radiant
PreacherPeace
Mon Sep 29, 2003 7:10 pm
#98

Wellto be honest I don't really care what the reward is, as long as you get a reward and its not some broken datapad.


I think you can't dissapoint a gamers anymore than by making him run arouns some kilometers or spent a load of his best stims just to make him realize the dungeon he just cleared, holds nothing to loot for him.


I have investigated 3 or 4 dungeons atm most of them gave me a hard ride, I spent some stims and lots of power. I don't know if I am doing something wrong or if the dungeons have been ´looted allready(doubt that 'cuz all enemies were there!) but I didn't get any loot in any of these dungeons. Hell I would have jumped up and down some hours if I had only found a "broken datapad" but there was nothing at all, lots of empty containers tho. Where is the sense in doing these dungeons anyways? I can get rid of my stims somewhere else!



As for the Rebel Themepark, well its very contradicionary, some rewards are cool, but what is the sense of dropping a rebel flightsui, when it can be crafted by players...with 4 sockets btw...I thought I had something special, you can't imagine how disappointed I was to see a "practically" better flightsuit on a vendor.I think if the missions arelike killing an imperial general, escorted by stormtroopers, you should give the players something descent. Okay I admit I did the missions because they are pure fun...at least to the point where Ackbar is missing (doh...! Well he is good as a nightsister pet anyways )... but I am spending more then I get from these missions. There should be something special you get from the missions, not some UBER-item, wheter its a blueprint, an armor or a weapon, but something you can't just craft, a badge, a title, an amulet, something like the AT-ST pilots helmet, practically useless, but very kewl to display in your house. A "broken datapad" isn't a good reward whos idea by the nine hells was that anyways?!


Plus I'd say the reward should be adequat compard to the missions difficulty, which for now isn't the case!



Preacher Out


Askarat Darkhouse(RAID)


gorath





"A running man can cut a thousand throats in a single night..."
KyanMehwulfe
Mon Sep 29, 2003 7:11 pm
#99

Cosmetic rewards. Basically items with stats and quality that already exist in the game, but have a unique model or skin (thus the advantage is simply cosmetic).


Schematics or crafting components (eg: Krayt tissue) are extremely good too and work well with SWG.





---
Kyan Mehwulfe, the Red-axe Lynx
Snowtracker of the Nes'Gwenth Mountains
Rodian Warrior & Bounty Hunter of Kettemoor

Necrym
Mon Sep 29, 2003 7:15 pm
#100

Is it possible to tailor the rewards to the players profession or skills in some way eg: for the crafter somthing that would boost his craft or skill xp to an even higher level or to make somthing special, then allcould benefit later from his craftand still keep the theme of player interactions/economies uninterupted.
Waste93
Mon Sep 29, 2003 7:17 pm
#101

I would like to see some kind of "passes". These would decrease the chance of certain gangs or such aggroing on you. Even if you have -5k Thug faction. The pass would give you say a 50/50 chance of them ignoring you.


Of course if you attack them they will automatically attack. It would just increase the chance of you getting past them without fighting if you didn't want to.


A good way to earn these passes would be thru themeparks/quests. Add them in for the various factions. Once you complete them all the leader would give you the pass at the end.




Colonel Waste - The Wookiee Crusader
Feen_icks
Mon Sep 29, 2003 7:17 pm
#102

schematics that can be given/sold to crafters

components that can be given/sold to crafters to make things, attach to things.




_____________1772 1723_______________
-=Feen's Fezeriffic Fashions=-
Store currently undergoing relocation to Minerva, Naboo
Master Tailor, Master Artisan, Master Merchant

Formerly of Oceania in Ultima Online, and Ahazi in SWG Beta 3




homemaker
Mon Sep 29, 2003 7:18 pm
#103

Come on Guys, Q give us a wish!


What reward would motivate you to do a long, hard quest or dungeon?


Hint for FS =P




--------------------------------------------------------------------------------------------------------------
tiyo

mastered: Swordsmen, Brawler, Architech (Holo1), Artisan, Image Design. Entertainer, Medic, Scout, Doctor, Combat Medic, Marksmen, Squad Leader (Holo2 then Silent), Musician, Chef, Carbinier, ...
Wolf_Raider
Mon Sep 29, 2003 7:18 pm
#104

The dungeons need to have USABLE items. expendables like grenades, stims, food, credits, unique weapons with limited charges (make those rare drops), items to decorate you house or shop with. The theme parks are barely worth doing. I don't need broken items that do nothing, clothing i cant wear.I want the reward to be worth the risk, either in faction points or loot drops.


a mob dropping a rocket launcher with a few charges in it will not unbalance the game since its gonna be inferior to a player made weapon.A unique weapon that players can't make is not gonna be a big issue if its use is very limited and drops for it a very rare. High damage but if you only have 5 shots and may not have the skill to use it, most will probly put in there house/shop as decor.

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