Development Cycle Archive
Thread: Desired Rewards
Skill Attachments/Tape would be great. I saw a Master Ch Today that had 4 pets out, 2 Gurreck, the other 2 Toxic Merek Battlelords. It would be awesome to call 4 or 5 Greater Sludge Panthers ![]()
-A Master Creature Handler
I understand that we can not make loot drop that takes away the crafters skills. But why not have things drop that enhances it?
You already started with Skill mod tapes and plates ( that still do not work )
Why not have weapons with slots, and armor with slots.
Why not have skill mods enhancers drop off high lvl mobs that can be placed (on/in) the weapon, armor, clothing by the player that found the mod?
Why not have new gun, armor , and clothes *schematics* drop. To be handed to your *trusted* weapon, armorsmith or tailor to make it for you. Example........ Boba Fets *jet* backpack. A schematic can drop where one, and only one can be made (with no chance of failure),
Special food *recipes* dropped off high lvl mobs that give unique stat bonuses that are not in the current trees for that class. New Dance step instructions, New grenades schematics, Med pack enhancements....the list can go on and on and on to support every class and every proffesion.
The loot in this game, well to be frank is lame. Once you master your trees, there is really nothing left to do. Nothing left to look forward to. Loot is what drives most games, look at your Everquest. If it wasnt for loot, that game would have flopped after the first year. With this game is 4 months old and is already flopping.
GET LOOT IN THE GAME im sure you can think of things I have already thought of, hell you get paid for thinking this stuff up.
Thanks for listening,
Seath,
Master BH
I would be motivated if factions played a bigger role in SWG. More credits would be nice, after all, its the lifeblood of the galaxy.....
What if we got like factional rewards for doing alot of missions. Like, say your Plasma thief, or whatever, and kill alot of gunguns do alot of anti gun gun missions and you can get a title that says something above your head.
John Smith <RAID>
"The Gun Gun Slayer"
Factions should play a bigger role, not merely a quick way to get some loot, but should fit in nicely into SWG. Sure you can work for jabba an all, but it just feels like generic fetch/destroy missions. No ojbectives, or anything like that.
Okay.
The whole idea of "crafter integral" game economy is already done. We've already seen the best stuff that can be made. That's all well and good, but now that the economy is established, it wouldn't hurt the economy one iota for the occasional drop of an exceptional loot drop. (weapon, clothing, items....what have you). The CDEF with weak mind poison just doesn't cut it. Wooden staves with infinite health poison are laughable at best. You guys *had* the Krayt Skull mission, but took it out. (bad move folks).
As it stands right now, most people are reluctant loot because it's just the same ol' "crap". Junk dealer items, lousy credit drops. The rationale for looting NPC's just isn't there. There's nothing worth looting on them, so people simply don't bother. Oh sure, they'll loot a dark trooper, or a force sensitive, but that's because they're hoping for the holocron that isn't going to drop. (I mean seriously, 365 dark troopers slain, and not a one drops a holocron, get real.) Compounded by the fact that because the drop rate is soooo infrequent, people have resorted to stealing other people's missions in order to increase their chances, or worse, selling them for millions of credits, or worse still, selling them on ebay for real dollars, thus stimulating the very behavior you're trying to prevent.
Our houses are like trophy rooms. Cool loot winds up in our houses. Stupid loot gets destroyed, and if there's enough of it, taxes the database with persistant read/write/delete entries. This isn't UO, or EQ, and it would serve SOE to be mindful of this and design methods to dole out loot without making them campable to where only the most powerful and power-hungry players have the cool stuff.
Simple solution for the holocron stuff. Make it so that each planet has ONE mission that gives out the holocron. Secondly, you'll only receive the holocron as part of the end result. Not something that you loot form the end player, and have to take back, thus increasing mission farming, and duplicated items. (e.g. AT-ST pilot helmets.) People would have a lot more fun, and get a better sense of completion, and the content problem would start to become a memory.
...and that's about all I have to say about that.
Hello,
I would like to see walls for player cities, i know this is a big request but, walls would make the game alot nicer looking, nothing to major, just something nice, a brick or concrete wall thats starts from the pa hall and goes in a 300m range or something, so its not t long of a run around it, i think that would be cool.
Sorry just a thought,
Muhah Dracon
I'm fairly new to the forums and do not feel like reading 9+ pages of posts so I appologize if this idea has already be posted.
If you want to keep crafters so intregal in the world (which is wise) why don't you just make uber loot=uber crafting material? i.e. Super iron that would be perfect for the making of <<insert item of your choice>>
This would give people great reasons to go on the quests. I'm a Carbineer. If I find out that quest A has the perfect Ditanium steel to make an Elite Carbine, I can go on the quest to get it. Then I could do quest B that provides the perfect wood (used for the stock), etc. Finally I would find the best weaponsmith because it would really suck if he had a critical failure putting it together.
Just to keep down the amout of superweapons, I would advice that each quest only produces enough material to make one of the items (i.e. 25 units of Polonium Iron) and make the quest super difficult so people can't just grind the material out.
I'm relatively new to the forums and don't feel like reading 9+ pages of posts so forgive me if this idea has been submitted.
Q-3PO said, "I'll state this very clearly: 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."
So why can't you just make the quests final reward be supermaterial that could be used for crafting a particular item. For instance maybe in quest A you can get Super Ditanium Steel that could be used for crafting an Elite Carbine. How many quest would you have to live through to get the Super Material to make on item (i.e. Elite Carbine needs 11 different types of items to create).
This would also make Master Crafters more in demand. If I worked my way through 11 grueling quest to obtain this material, I would want to ensure that the crafters chance of success was as high as possible. Master Crafter Bob, "Um, sorry sir. Critical Failure. I've lost all your material." Me, "NOOO!!!"
To help reduce the amount of "Super Items" running around, I would only place this material in the most difficult of quests (maybe not for, say items needed for an Super Fizz or Super Fishing Pole). And make sure that it provided only enough material for one item (25 Polonium Iron for the Elite Carbine).
Faction Loot Rewards Specific to Rank
1. Depending on your rank in your faction (i.e. Imperial) You can get special cosmeticpurpose clothing itemsas a reward for accomplishing Imperial missions
2. For example:
You are a Lieutenant in the Imperial army, you get a mission from the imperial recruiter or some Imperial officer.
Special Clothing Depending on Rank in Faction.
1. Earn a rank such as Liutenant for the Imperial army.
2. Get a quest from NPC or faction recruiter such as destroying a rebel base.
3. Earn a nice little item that would be attached to your armor or some wearable itemif you are a specific rank such as:
- An orange pauldron on your Stormtrooper armor (Leiutenants)
-Black Stormtrooper backpack(Comm operator or something) It could serve as a nice little bag that will hold 50 items and with the help of a crafter, the crafter could expand it to 100 items.
- If you own an AT-ST and your rank is (Major) you can take your helmet to a crafter to modify it to a wearable AT-ST helmet.
- A grey uniform with your rank that could be attachedby a tailor.
This would be very cool because you can actually distinguish who's accomplished what the very second you see them. It also encourages people of a particular faction to wear their uniform. Right now, there's too many people wearing the composite, and honestly it's overrated and getting boring to look at. I think adding something like being able to modify your armor by a crafter depending on your rank would be kinda cool and would encourage more people to look more like they belong in that faction. There's plenty of people who own stormtrooper armor andrebel marine armorbut do not wear it because you can get armor with betterstats, but more people will go back to it if there was a distinguishable reason. There's a ton of more stuff you could add for cosmetic purposes. People would love to obtain these as a show for their efforts in helping their faction.
A force character slot ![]()
That will happen ya, but something like Mandalorian Armor or heck just a truckload of facion points makes me happy.
more jedi clues are good too, id rather discover jedi clues through quests than holocrons personally. Loot grabbing is not want I want to SWG become
I agree with the clues thing
we cant solve a problem if we dont know thequestion.