Development Cycle Archive
Thread: Desired Rewards
Something that not everyone else has! That can either be used in the home as decoration or worn or can sell for alot of money on the market. That is what made Ultima Online so fun! Crafters can have furniture, clothes, armor etc.... But there should be rare items in the game! UO made it work, so I'm sure you can too.
-Tiphini
I would like to see the quests catagorized by degree of difficulty, perhaps 3 or 4 levels. Rewards for the easiest quests would result in nominal credit and/or faction points. Rewards for 2nd and 3rd degree quests could be schematics for unique style armor, weapons, droids, clothing or furniture.
And finally, the reward for completing the most difficult quest would be getting 3-5 additional skill points. Now, that would be motivation!
My idea is partially the new schematics or blueprints one but slightly different... Rather than finding a super blueprint what if we could find blueprint fragments? Pices of a blueprint that you have to collect and put together, some pices could be changed with others... like one peice is the part that makes the objects storage capacity, you can change these with each other to increase the storage capacity and decrese the space for other objects... just an example... this would be sort of like an extended experimentation added to a crafting profession... you would be ably to collect these fragments and put them together in different ways... you would have a chance of the blueprint being lower quality so that only a few items could be made from it or putting the fragments together could fail.... well thats my idea.
Kevin,
Most of the missions I've gotten are of the either of the following two varieties:
- Go somewhere and retrieve an item/person
- Go somewhere and kill someone
and they often return junk (literally). Obviously these single stage missionsget old fast and junk loot adds insult to injury.
My feeling is that you are overly concerned with encroaching upon the crafting professions. You can still haveclothing, weapons, armor, etc. as loot if you are creative:
- Item decay -Would limit the long term existance of unique items. A players isnot going to be as prone to risk one of a kind loot if they know that they can never run the mission again that got them the item in the first place. Most likely it will wind up as a trophy on the wall of their house and give them bragging rights. Speaking of which...
- Trophy items - Players love having bragging rights and reminders of great achievements. There should be quite a bit of room in game for non-furniture decorative items to spice up those boring grey cubicles that players call home. You don't want them felling like Dilbert, do you?
- Limited Ammo - Pretty much the same as item decay, but giving loot items limited uses, similar to powerups, would serve to reduce their lifespan forcing players to ration their use and then go back to using their standard weapon.
- Unique Powerups - Same concept as limited ammo.
Loot does not have to be just of the single drop variety either. Try these on for size:
- Multi-stage Missions -Acquiring components that must be assembled to create a final item, artifact, or whatever. Such an aritifact could also be an essential item required to start or complete another far off mission. Way too few of these missions exist, but the ones that do are excellent. All though some of the menial tasks were kind of redundant, the Zixz Bug Bomb mission was one of the most entertaining I've done so far. Think "quest". These are the epic adventures that everyone will want to achieve. Even the theme parks suffer from the repetitive single state mission syndrome. They especially deserve to be better.
- Keys - There are not enough locked areas in the game. Acquiring the right key card, password, or combination to enter a previously forbidden area not only adds another type of loot, but also adds challenge and depth to the game. Don't just make me go kill an NPC to find a disk. Make me hunt them to get a key card to break into an installation where have to search for the disk.
- Information - Info should be more precious. Questions and answers from NPC's should have consequences. If a PC questions me and I give the wrong answer it should close off some opportunities for me and open others. The faction system shouldn't be just based on combat. It should be political. Favor should be able to be gained or lost based on dialogue, and access to people, items or locations can be a the payoff or penalty.
To spice things up add wandering unique NPC's to avoid players camping spawns. That elusive NPC out in the wilderness may just have the very item or info you need to complete your mission. Finding him/her though is another matter entirely.
Haggis
The reward for 'epic' style quests should be a generic item (they could be called artifacts, grani crystals, or whatever) which are considered universally valuable by variuos NPCs and can be turned in to representatives of the various minor factions for rewards based on those factions. A cape with the symbol of Black Sun (or a symbol that could be added to an exsisting item by a tailor) , a 'genuine' swooper bike (one time use schematic?), a rifle (one-time-use schematic?) used by Jabba's personal guard, or anything else that need not have uber stats but will have a distinctive look. It seems to me that all of the necessary game mechanics are already in place in various game systems. This would put a bit more importance on the minor factions in the game and would do nothing if not promote roleplaying. Perhaps the artifacts could be traded in for quantities of high quality raw materials which are not available elsewhere. These quests could be the only source of a specific material needed for some craftable item(s). Heck crafters could embark on 'epic' spelunking expeditions which result in the spawning of a certain material on the planet where the quest takes place. The PC's efforts in geological (ecological?) survey result in the discovery of a new vein of <insert raw material with decent stats here> or thesucsessful tropospheric reseeding of the planet caused <insert raw material with decent stats here> to begin growing wild upon the planet's surface. I got plenty more ideas but Idon't wanna make this any harder to rad than it already is.
-Zir
Q-3PO wrote:
What reward would motivate you to do a long, hard quest or dungeon?
clues to unlock force slots. plain 'n simple.
Factional uniforms -
a tailor schematic/s to make a PA uniform that can be worn OVER armor, the schematics can range from basic to decorative and the choice of colors can be determined by the tailor.
Faction rank should be able to be shown on this uniform on the shoulders/sleeves and on the cap
Mission badges should be able to displayed on the chest of the uniform much like current military decorations.
The tailors schematic/s are not destroyed after use, so are essentially unlimited but unchangable in design once the design color choice has been made, but can onlymake a single itemat a time , each time the schematic is used ingrediantsare needed ,including a token from a player who hascompleted a random quest to aquire the token.
Them working correctly. Incentives should be high enough and rewarding. By this I mean killing a ton of NPC's and collecting the story disks for 110 faction and 925 monetary reward is bull, as are treasure maps, come on containers and useless CDEF weapons? LOL
((Like anyone's reading this thread anymore...but...))
1) Giving away anything that makes anyone particularly uber or cool won't work. Everyone's going to have it, and they'll camp or do whatever they have to to get it. Then, of course, once everyone has it, it won't be cool or uber anymore. And the only folks who don't have it, of course, will be the casual players you really need - most of whom are still working on the content already in the game. Speaking for myself, I was in beta and I play almost daily but I haven't been to most of the themeparks or 'dungeons' in the game yet - too busy roleplaying, doing business or just hunting with friends during the hours I'm not sleeping or at work IRL (being an employed grownup player myself).
2) Ideas for (limited use) schematics are good.
3) I'd like to see new NPC pet types. Why does everyone have to have a droid or a critter or a Faction pet? Aren't there NPC mercenaries out there? How about NPC medics? NPC gang members from friendly 'small f' factions? Give them only a fraction of the abilities of a PC (about like a basic Rebel trooper - nothing elite) but make them unkillable like creature pets so a player can form a bond of sorts with them. Perhaps a randomly generated 'NPC' pet could be found in a dungeon or as the result of getting very high ratings with a small-f faction? Perhaps some would have special abilities like player skills (much reduced) or would offer adds, when out, to a particular player skill or modifier?
Q-3PO wrote:
What reward would motivate you to do a long, hard quest or dungeon?
Please try not to remove the crafter market or unbalance the game or reinvent the game. Also please stay on topic.
Artworks and decorations for the house.
Something that a crafter can useto make visible changes to a piece of armour or a weapon as it is made.
And I want a WHITE TOP HAT. ![]()
Money. If we want crafters to make the best stuff then give us some good money to buy it with
VERY rare occasions you get maxed out pieces of armor
Schematics with some number of uses or experation
Sweet furniture, rugs, paintings etc.would be OK
Stuff to take to faction recruiters for Faction Points
WP for recently spawned rare mineral or something like that.