Items And Loot Archive
Thread: A Suggestion: Not A Solution, But A Leap Forward
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frylee85
Fri Jan 21, 2005 8:17 am
#1
I feel that I must post this now, since the developers are still in the process of revamping the system; they still have a chance to get this done soon.
Have you ever been in a family member's home and spotted an old vase? How about an old painting that you have never seen before? Then you began to wonder: How did they come up with that? This is the essence of this post.
STEP 1
A. Explaination of Ideas:
In the current systemused in the game for loot and distribution of items, everyone pretty much hasthe same chances or availability of items, depending of course on how much playing time you have, your profession, and your interests. However, theoretically, we can all get everything.
Have you ever been told: Wouldn't life be boring if we were all the same? Well, quite frankly,player houses/museums in this game are all strikingly similar. Where is the ingenuity in a conversation like this:
Person X:I am looking for a Darth Vader poster.
Person Y: Just go to planet Z and coordinates x,y and you'll loot 10-15 in under an hour.
There is nothing about that conversation that spells anything other than economic disaster. What can we do to fix this?
B. Fixing the Problem / Changing the System:
My theme in this post is advocating rarity in the game. It is inherent that some items are still very rare, i.e. jetpacks, spinners, crystals (although becoming less). However, these items are still available to everyone in the game; and as player ingenuity and communication are ever-increasing, they will become less and less rare.
To combat this, the only solution is controlled item numbers.
For the sake of discussion, let us invent a weapon with our imagination: "The Impailer Lance of Dathomir." In addition to an interesting description and history, the item could have some nifty stats and mods, should be unrepairable, a very high maximum condition (3-4K), and it should be the ONLY one in the game. To ensure that the item remains in the game, upon its destruction, the item should enter back into the loot table.
An inherent argument: "But what if the player that loots it hangs it on his wall and never uses it?!"
An inherent response: "We'll have to get over it. Loot it first. The idea is to breed rarity into the game. However, with some nifty mods and high stats, the weapon should be tempting to use."
C. Other Possible Rares:
The possibilities are endless. Developers could have a hay day making cool items from the STAR WARS canon and writing about them in the 'Examine' radial option. Some other types of rare items include but are not limited to:
1.) Blasters
2.) Swords and Pikes
3.) Paintings
4.) Clothes
5.) Armor Segments
6.) Scrolls
7.) Statue-Type Decor
8.) Ancient Recipes/Schematics for Potent Poison
9.) Ancient Recipes/Schematics for Great Medical Supplies/BE Stuff
10.) Lights/Other Basic but UniqueDecor
These are just some ideas off the top of my head. Feel free to suggest more!
D. Benifits of Such A Change:
First off, this system would add in a layer of immersion to the game that is yet to be seen. So far, we all have access to everything. With this system, we could enter a friends home and see a completely unique sword on the wall, examine it, and read a nice story, examine the stats, and possibly offer a price for it.
Secondly, the economy needs an element like this to buffer the time and interestof the financial giants. Once they are looted, the equality goes away, but we all have an equal chance of looting items the first time. This would allow the "small guy" a chance at making some serious cash.
STEP 2
A. Explaination of Ideas:
In STEP 2, I take a slightly different approach to the loot system in making yet another layer of randomosity.
In this layer, I present the idea (tried and tested) of "Item Runs." In such a system, items are made lootable for only one or two weeks, then removed from the loot tables. The idea here is tomake some itemsthat are less rare than the ones in step 1, but more rare than, say, the Nabooian Sculpture.
B. Fixing the Problem / Changing the System:
Not really much to change with this.The idea has been tested in the form of double-sliced weapons, Nightsister armbands, and some other stuff that was unintentionally made rare. The system works, but it will require scripting that pulls the items off of the loot tables after either a certain time or a certain number of loots/instances of the item on the server.
D. Benifits of Such A Change:
Like stated previously, the idea here is to create multiple layers of rarity in the game. In STEP 1, you got to see the "ultra-rare." In the current system, most items should me placed in the "Common" category. In STEP 2, items herein should be categorized in the simply "Rare" category.
If you like the ideas presented, a /sign would be appreciated. However, I am not trying to petition my way into getting a change made. I am simply trusting in the developers to make the right decision.
Sincerely,
UrineConfusion
Fri Jan 21, 2005 8:35 am
#2
im not flaming your post or anything but there already is a system in game similar to the one you stated: have you heard of legendary or exceptional items? Kind of the same concept as to what you were stating about the weapons, less the good stats and unrepairability of them.
frylee85
Fri Jan 21, 2005 8:38 am
#3
Yep, and is that not fun? I borrowed ideas from the existing system. My purpose is to spell out exactly how to fix some loot issues, while making this all more fun! Thanks for the feedback!
MadeEvil
Fri Jan 21, 2005 8:46 am
#4
only problem with your system is it makes the developers spend alot of time on new art work wouldn't it
frylee85
Fri Jan 21, 2005 8:49 am
#5
MadeEvil wrote:
only problem with your system is it makes the developers spend alot of time on new art work wouldn't it
That is a great point, but there is an argument with that also. The artwork spent on the items, when you look at it as they will be used on all servers, is not wasted. It depends on how much you value the rarity of the items vs. the time spent making them. If players REALLY enjoy hunting them or having them or even using them, the time is well worth it.
Awesome feedback.
MadeEvil
Fri Jan 21, 2005 8:53 am
#6
I'm not saying it wouldn't be cool but right now I'd rather have the developers fixing things than adding a bunch of new really rare items.
Sure down the road I'd love to see this
Sure down the road I'd love to see this
frylee85
Fri Jan 21, 2005 9:01 am
#7
MadeEvil wrote:
I'm not saying it wouldn't be cool but right now I'd rather have the developers fixing things than adding a bunch of new really rare items.
Sure down the road I'd love to see this
My intent was to post this while they are doing the loot revamp. That way they have a chance to consider this
UrineConfusion
Fri Jan 21, 2005 9:07 am
#8
I agree i like the idea of it, but who knows what will really happen down the road, alot of changes are being implemented
Smit80
Fri Jan 21, 2005 9:07 am
#9
/sign
Dont have any feedback for you but very good ideas. Agree with it all 
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