Items And Loot Archive
Thread: I know its for crafters, but does loot have to suck so bad in SWG?
dezi wrote:
OMG does loot suck in this game. I mean pathetic. Always has been really, but at least the holo hunting gave the promise of great riches and time well spent if you get one. I dont know how many times i've been disappointed by the lame loot they hand out in this game, as though its bought right out of the dev's pay cheques or something.
I played WoW for about a month, and although i think SWG has much more promise as a game (ive been saying this for over a year though), my god was it nice to look forward to loot! If you killed a high level mob in WoW, you are guranteed loot of some kind, and actually useful stuff, not just decoration. I didnt realize how much of that aspect was missing in this game until i experienced it in another. I remember even when i first started, how much of a let down it was for a group of us to make our way through the Mokk Caves (bone armor and FWG5's were the best of the best at this time), and basically get nothing as a reward for our effort.
Why have the cave there even? To stare at the blank walls? Here the silence that gives the place such ambience? Risk time spent on buffs, preperation, etc. so your group can share in the reward of....nothing?
The last time i logged on, i went krayt hunting with some guildies, which i havent done in ages, and i was quickly reminded why. We were luck y enough to find a spawn, killed 4, and looted a few segments, which basically is garbage. Took about 3 hours from beginning of buffs to end of hunt, and i found i had yet again wasted my time playing a game without reward.
High level mobs like krayts, sister elders, etc. should ALWAYS loot something. The krayts should loot attachments, or mods that a crafter can use to improve weapons/armor/clothes with skill mods. The reason the economy is so out of wack, like paying millions for skill attachments, is because there are so few out there, who wants to spend endless hours killing high end mobs for nothing in return? Get the stuff people want out there, and the price will come down, and the interest will come back in group hunts, etc. Theres lots of ways to add useful loot to the game, that wont take crafters out of the loop.
Wow, did this get long winded. I could say more, but then i have countless times, and nothings changed for over a year now. To summarize, ADD SOME LOOT TO THIS FRIGGIN GAME!!! (not just posters and decorations, but like, stuff thats actually useful and worth putting the time in for).
Message Edited by dezi on 01-17-2005 02:58 PM
Wow...where to begin.....
Yes great idea -- let's add some uber hard-to-get be-all end-all loot that drops every time you kill a high level mob. So then since the drop rate is so good the uber guildcan camp that NPC/mob non-stop, effectively creating a monopoly on that item and also locking out that content to everyone else. Then since there is no need for crafters anymore we can do away with those classesand focus on the only parts of an *MMORPG* that matter -- camping and looting. Let's face it, why should crafters need money -- they aren't even killing anything or trying to find uber lewt. Instead of crafters and support professions we could just have robots that automatically do whatever you need, whether it's buffs, repairs, etc -- this could help to maximize time spent on the only important aspect of the game, which of course is camping/looting. This game would be much better if it were a clone of EQ, but set in space.
Your ideas on improving the economy are laughable. You do realize that if the good loot became more commonthen it would be worthless because then everyone would have the same stuff. So what reward would there be in getting the loot if it's worthless to use or sell. The economic problem stems from the billions of credits in circulation, if loot drops were improved then that would just mean everyone has access to the medium/low level stuff, but the high-end would still be going for tens of millions. I guarantee if loot drops were improved as you suggest, that people like you would be the first ones in hear b****ing that the loot sucks because everyone has everything.
Since you mentioned group hunting, here are a couple of things that *need* to be done in order to bring back group hunts: 1) get rid of uber buffs/armor -- i.e., whygo through the hassle of grouping when you can solo anything in the game?(which is what they supposedly will be doing with the CU) 2) FIX THE PARTY LOOT MESSAGES (I guess they just broke this recently but fix it already!).
Sorry to be so negative but I have a tough time respecting your opinion when it seems like the only aspect of this *social* game you care for is killing/looting.
p.s. I have read elsewhere that loot drops on certain critters may have been bjorked with the recent loot changes, Kryats have been mentioned in particular.
-O
Roscannon wrote:
Ilcbar wrote:
I just wish that the loot my guild brought me I didn't have to laugh at. IMO looted components should be better80% of time than craftable components,
I have to disagree with you here. This game, as far as I know, was not meant to be a loot driven game. The player economy is based on a crafting system. If the looted components are better than what can be crafted 80% of the time then, frankly, nobody would want weapons/armor/whatever that were made entirely with crafted components. Plus, the items crafted with these loots would be "overpowered." I believe this is why they nerfed Krayt Tissue drop rates. Could be wrong though.
SWG won't survive if it only appeals to players who want to play crafters. Even though the crafting in SWG is more fun than any other MMORPG I've played, or read about, because of the player economy, still, for those who play combat roles, there should be valuable, effort-appropriate rewards as well.
Couldn't the loot system spawn combatant-usable items (armor, weapons, etc.) that are just a bit lower than the quality available on advertised vendors. Or make them condition 1, requiring repair. Have the server do an averaging for various loot items compared to advertised vendor quality and dial it down just a tad, but not as far down as it is set now. Rewards are fun. Superficial, unusablerewards (for the majority of players) means less fun. Sure it's not the only fun, but we could always use more if it can be done in a way that doesn't actually ruin it for crafters.
Crafters can make plenty of profits through diligence and expertise, thanks to the player economy. The products of crafting are a mix of skill level and resources found and harvested (loot from the ground). Combatants (who are the crafters' customers, remember) currently have far fewer rewards for their diligence and expertise. Because of low mission pay-outs, loot is a big part of the potential for reward. Higher end loot, that requires more than a couple people, is really only attainable to very few players ever, since the loot system doesn't distribute loot in a group. Most players have zero chance of attaining that large group loot unless they play the much-hated ninja looter or are a guild leader. Most large group participants can only hope the leader likes them enough to let them have a few scraps from the king's table.
I'd like to see more reward for small groups (2 - 4 players). Mission pay-outs are barely worth it any more. Unless the loot system changesto giving something of value to all the members of a group, then big groups yield no reward at all for rank-and-file players. It's just too expensive considering what you have to pay crafters and doctors (as deserved as those payments may be) to be able to even try.
SWG is still the most fun I can have in a game. But if it's only fun for long for role-players and crafters, it won't stay profitable as people leave who prefer more action-oriented play-styles. I certainly don't want SWG to be a WoW-in-Star Wars-clothing, but there are some lessons WoW can teach SWG towards becoming the best it can be for a wider range of people. Too few and we'll lose it.
It's a tricky balancing act I hope the devs can tune up.
Message Edited by hi_i_am_new_here on 01-18-2005 09:39 PM
Sorry i might be wrong but all your post read to me was : I want money, lots of it fast with little effort
LukeBorgman wrote:
Roscannon wrote:
Ilcbar wrote:
I just wish that the loot my guild brought me I didn't have to laugh at. IMO looted components should be better80% of time than craftable components,
I have to disagree with you here. This game, as far as I know, was not meant to be a loot driven game. The player economy is based on a crafting system. If the looted components are better than what can be crafted 80% of the time then, frankly, nobody would want weapons/armor/whatever that were made entirely with crafted components. Plus, the items crafted with these loots would be "overpowered." I believe this is why they nerfed Krayt Tissue drop rates. Could be wrong though.
SWG won't survive if it only appeals to players who want to play crafters. Even though the crafting in SWG is more fun than any other MMORPG I've played, or read about, because of the player economy, still, for those who play combat roles, there should be valuable, effort-appropriate rewards as well.
You get to explore dungeons, can get loot from the dungeons, i mean i got tons of loot both from the geo cave and the DW bunker, you can sell base cores on the bazar, the looted geo cores have certain advantadges that most shortsighted combat toons dont see for instance Geo cores often have alot better range mods. Loot 1 yellow cube? have a ws make you a powerhammer with it, crafted geo cores come out better than the reg adv cores for teh most part.
Couldn't the loot system spawn combatant-usable items (armor, weapons, etc.) that are just a bit lower than the quality available on advertised vendors. Or make them condition 1, requiring repair. Have the server do an averaging for various loot items compared to advertised vendor quality and dial it down just a tad, but not as far down as it is set now. Rewards are fun. Superficial, unusablerewards (for the majority of players) means less fun. Sure it's not the only fun, but we could always use more if it can be done in a way that doesn't actually ruin it for crafters.
The new enhance packs are good usable loot, + to speed or acc for a set time, what about crafters starting out? say a 0-2-0-2 WS trying to sell some cheap weapons on a bazar, or a starter AS trying to sell 6% kin mabari? the loot will now push them even more out from beign able to make a profit or even break even, since all hte combat toons buy from master's.
Crafters can make plenty of profits through diligence and expertise, thanks to the player economy. The products of crafting are a mix of skill level and resources found and harvested (loot from the ground). Combatants (who are the crafters' customers, remember) currently have far fewer rewards for their diligence and expertise. Because of low mission pay-outs, loot is a big part of the potential for reward. Higher end loot, that requires more than a couple people, is really only attainable to very few players ever, since the loot system doesn't distribute loot in a group. Most players have zero chance of attaining that large group loot unless they play the much-hated ninja looter or are a guild leader. Most large group participants can only hope the leader likes them enough to let them have a few scraps from the king's table.
Combat chars can take up scout, there was a spawn of avian on my server selling for 250 cpu last week, some 200 or so cpu herb meat the week before. You can set up harvesters and sell grind or HQ resoruces. Get loot components crafters need, like geo cubes and so on. you can go to endor run 10k missions and have something like 200k credits and 20k meat in 3 hours thats a pretty nice profit in my oppinion. Like it or not, combat chars were never meant to make as much money as crafters and merchants. Its alot more work to play a crafter than a combat toon. I think loot should be in the form of things that enhace your combat skills for the most part, not items that can be crafted, since that rules out crafters. If i could loot armor for my combat toons even if it was a little worse than crafted i wouldnt buy armor from armorsmiths.
I'd like to see more reward for small groups (2 - 4 players). Mission pay-outs are barely worth it any more. Unless the loot system changesto giving something of value to all the members of a group, then big groups yield no reward at all for rank-and-file players. It's just too expensive considering what you have to pay crafters and doctors (as deserved as those payments may be) to be able to even try.
Swg are one of the few games out there where i can start a new char and have a full set of armor, a decent weapon and a decent amount of cash form missions in a matter of 5 days, i can start a n00b char on any server and have that in under a week. I dont like surveying half the galaxy or using all my lots for harversters, making sure my vendors are stocked at all times, but i enjoy the crafting and i enjoy WS, so i do the boring part ot be able to do the fun part, thats what most combat players dont relize
SWG is still the most fun I can have in a game. But if it's only fun for long for role-players and crafters, it won't stay profitable as people leave who prefer more action-oriented play-styles. I certainly don't want SWG to be a WoW-in-Star Wars-clothing, but there are some lessons WoW can teach SWG towards becoming the best it can be for a wider range of people. Too few and we'll lose it.
It's a tricky balancing act I hope the devs can tune up.