Items And Loot Archive
Thread: Wheres the loot?
I found only one container as well all day yesterday 10 hours of playtime. I lost count of the number of swoopers, fiends, thugs, and Imperials I shot down. Funny thing though. When I sliced the container I got from a fiend, it had 5 items in it. just some food, a pistol, a jacket, and oddly enough an Imperial encoded disk. The other strange thing is it was the one disk I needed to give me all 4. weird.
Kron
I posted about this on the Issues with Aug 13th patch thread in the Tech Support forum. They say they're watching that thread specifically for issues with the patch, so it may be a little more effective than /bugging in game. Either way, it can't hurt right?
Here's the thread:
http://forums.station.sony.com/swg/board/message?board.id=Techsupport&message.id=67823
Oldest thread in the book right after "All CH's must die for their sins!"
They don't want NPC dropped loot to replace crafted items.
FOR EXAMPLE
I wear Marauder armor chestplate and leggings I got from the Marauder quest, so that's two pieces of armor I WONT be buying from my local armorsmith, and that takes food out of his mouth...
I SAY, they could add more loot that would ENHANCE a crafters ability to make items
Like the Krayt dragon scales or armor components that enhance armor...
Or drop things that crafters can't make, like the loud speakers, or clothing articles like the Collectors edition goggles, or other home decorations.
Bottom line, if they used thier noggins, the DEV"S could add more loot without hurting the crafters or the economy. (the economy, lol)
Love the 'dropping componets crafters can use to make better stuff' idea. love it.
I think the best solution is to hvae it so NPC's and creatures all have the potential to drop something, but make it less of a weapon than one that could eb crafted by a crafter but in a way it might be "cool" so you would still wantto use it. For exampel a different color, different type of damage, maybe it has a lesser poison or disease effect. I think makign these weapons unrepairable woudld make it so the player community still made the lions share of money for crafted items while still making loot fun.
An alternate solution is to make looted items off monsters somethignthat craftershave torepair or enhance for you to get any use out of it and that way money is still going back into the player community.
The current system of garbage loot does not, and I repeat does not work. It is not fun, and that coupled with a number of other "non fun" required game mechanics makes for a play experience I can honestly say falls short of my expectations for this product.
To the devs I ask that you re-evaluate the game as it is now and look at it from the eyes of a player.
The only problem with giving crafters new stuff to make is that you will run into the problem of samething-differentname. And that doesn't do anyone any good. But I think having 'elite' slots in some schematics (All of them accually) that only lootd objects can be droppped into to would do two things.
1. Give people that fight alot a reason to hitting the loot button.
2. Increase the difernces in the power/type varaityof weapons, amor, meds, buildings (Maybe you wanted a red generic house and only certain animal tissues will turn it red), Bio-engineered pets, and maybe even droids.