Jedi Archive

Thread: OMG they are adding NEW loot!!! url inside!

KRAKEN666
Fri Sep 19, 2003 11:21 am
#1

and not one thing a jedi can use. as usuall.
mindspat
Tue Sep 20, 2005 10:54 am
#2




http://starwarsgalaxies.station.sony.com/content.jsp?page=In%20Concept:%20Loot%20Revamp



Update Notes -November 29, 2004
Publish 11.3


(think they forgot about flipping the swith on this one.)



Everybody loves loot! In Star Wars Galaxies however, putting loot in the game is trickier than laying out a level or a dungeon and sticking cool items in there for players to discover and battle for. With SWG being built on a player economy, many kinds of loot can undercut crafters and hurt the virtual economy. Even still, everybody loves loot and we need a different loot solution for SWG. As it turns out, the team has been working towards enhancing the loot system. Here are the high level ideas for a loot revamp:



  • Predictability

  • Level Appropriate Loot

  • Slot Machine wins

  • Stackable Loot

  • More Loot Kits

  • Don't negatively impact the economy

  • Crafters vs. Loot

  • More Perishable / disposable loot

  • Add more contextual loot


A Closer Look at What All These Things Mean

Predictability: All NPC's should have loot and players should have a rough idea of what loot is available from which NPC. Loot should have a relationship to the player with regards to level appropriateusefulness and raw player satisfaction.

Level Appropriate Loot: Basically, loot should be relative to the level of the NPC so that the reward makes sense. For instance, killing an NPC named Razor whose title is Dark Lord of the Universe should not result in a loot item that is a CDEF pistol. Killing a thug who's barely strong enough to hold the rifle he's carrying should not result in a phat loot item that is as good as a top-of-the-line T-21 rifle.

Slot Machine Wins: A "slot machine win" is a game development term that is an abbreviated description of the game mechanic that slot machines use. The player makes an attempt at winning with a range of possible results (none, common, uncommon and rare). The "slot machine" mechanic goes with predictability. Once all NPC's have loot, the slot machine win effect kicks in. For example, killing 100 NPC's may generate 99 NPC's with appropriate loot for their level, and one NPC (all the bars are lined up!) who has something special, cool, and noteworthy. It should be random enough to discourage MOB farming (Mobile OBject) and the event should happen at a frequency that makes scoring the phat lewt fun and exciting. A good rule of thumb would be that a "slot machine win" item would be exciting enough so that players would be telling each other they found such an item.

Stackable Loot: Given the demands of inventory and inventory management, as much loot as possible should be stackable.

More Loot Kits: Loot Kits are multiple objects that at some point can be used with a tool to make them into one single object. This recycler mechanic could be used for many different kinds of loot to enhance the loot mini-game in Star Wars Galaxies.

Don't negatively impact the economy: The loot system should be brought into the game in a way that promotes the existing economy and not hurt it.

Crafters vs. Loot: Crafting is a very important part of Star Wars Galaxies, and it is very important to keep that in mind. To that end there are two things that we should make sure the new loot system encompasses. The first is that it shouldn't negatively impact the crafting economy. In other words, players should not be able to use the loot system to bypass having to buy things from crafters. Secondly, the loot system should strengthen the relationship between crafters and combatants. Combatants should loot items that crafters need and want to make better craftable items. Combatants would then need and want the better crafted items to find more loot. Repeat as necessary.

Perishable / Disposable Loot: Making loot perishable (items that last for a limited amount of time) or disposable (one use items) will do two things. First, it will add more scope and dimension to the loot mini-game without impacting inventory management. The goal is to add more loot to the game without adding additional inventory management burden onto the player. By adding more perishable and disposable items, more loot can be added to the game without adding the burden to inventory. Second, it will keep the loot system moving, as players will constantly be trying to acquire new pieces of loot to replace their old or perished items.

Contextual Loot: This is in the same vein as the level appropriate loot. This is a simple idea that basically boils down to: Creatures shouldn't carry guns, ammunition, and money, and NPC's shouldn't be harvested for resources.






Details, Details, Details...

Some of the loot enhancements are fairly obvious. Others however need additional details to further understand the impact they are going to have on the game. Lets take a deeper look at:

NPC Loot

  • Crafting Assist Items

  • Short Term Benefit Items

  • Reverse Engineering Items

  • Fictional Flavor


Creature Loot

  • Skill Mod Buffs

  • Stat Buffs

  • Optional Crafting Components

  • Weapon Mods

  • Armor Mods

  • House Decoration Items

  • Fluff



NPC vs. Creature Loot

One of the things that will make the loot system more interesting is increasing the types of loot that NPC's and creatures drop. Just finding weapons or clothing on NPC's will result in the slow decay of the crafting economy. Harvesting resources from creatures quickly grows uninteresting if it is the focus of the loot mini-game. The new loot system will be able to address both of these problems.

NPC Loot

The loot dropped by NPC's is currently a sore spot for most players. Ninety-nine out of a hundred NPC's don't drop anything, and when they do it's almost never useful. In addition to removing the useless loot items, the percentage chance that an NPC will be carrying something, anything, should be markedly increased. This will be immediately noticeable by all players and is a good thing. There's nothing better than rewarding a player for killing an enemy NPC...because everyone loves phat lewt

NPC loot will fall into the following four categories:



  • Crafting Assist Items

  • Short Term Benefit Items

  • Reverse Engineering Items

  • Fictional Flavor


What do they do?


Crafting Assist Items

These are items that combatants will give/sell/trade to crafters, who will in turn craft better items for the combatant. This sets up a loop of positive interaction between the combatants and the crafters that will enhance both play styles.

Examples of this would be weapon upgrades (experimental lenses to be used in scopes, extended barrels to be used on rifles, mysterious resources used to craft more durable melee weapons), armor upgrades (the mysterious resources used to make better armor, the schematic for a new type of armor, or the hardening solution used to increase an armor's effectiveness against kinetic attacks), and medical upgrades (a mysterious elixir that can be added to stimpacks to heal a players mind wounds, a syringe full of a strange substance that reduces the amount of time between burst runs when mixed with spices, or a bottle of blue pills that give the player an increased regeneration speed to their action pool if added to food).

All of these items would be one use items used to craft a single item, or group of items. They would not be usable for factory runs and be meant to enhance single-use workmanship.

Short Term Benefit Items

Short term benefit items are items that NPC's carry that can help a player without the use of a crafter, but only one time, or for a limited amount of time. For example, an NPC thug might have a strange syringe full of blue liquid that when injected causes a player to attack as though they were berserk for a two minute time period, increasing their damage output. The syringe can only be used once and can't be duplicated. In addition it might have a shelf life. The liquid might go bad after forty-eight hours and become unusable.

Another short term benefit might be an NPC might be carrying a weapon enhancement, a sticky substance that when applied to a melee weapon makes it easier to grip and increases the accuracy of the player using it. This sticky substance may only work for two or three hours before wearing off.

The items don't have to be combat related either, NPC's could have a book which can be read one time which adds a draft schematic to a crafter's repertoire (not unlike spells in a spell book) or that gives an experience bonus to a specific class. A book about animal species might give a scout five hundred experience points in their general scouting pool. While appealing any time experience points is translated from a loot reward, there would have to be additional restrictions to prevent farming. For instance, it might be a slot machine item or perhaps only usable once per skill box.

Reverse Engineering Items

These items will again be for the crafters mostly. The idea is to give an NPC an object (weapon, armor, tool, etc.) that the player doesn't have and can't make. A crafter would be able to reverse engineer these objects in order to make draft schematics which would allow them to make the items.



Fictional Flavor

These items are used in several ways. For example, house decorations. A group of thieves might be carrying paintings that they're intending to fence. Players can put these paintings up in their homes. Another type of fictional flavor item is the book, or readable media of some type. We already have a method for generating these in the Mandalorian Bunker, and it would be quite simple to just add new ones. They are just datapads with localized text on them. They could be short stories, parts of a story, funny jokes, in-jokes (like the ones used for the Corellian Corvette missions), or just fictional flavor text.

Creature Loot

Currently creatures are limited to, at best, three types of items they can drop: bones, hides, and meat. Some creatures only get two of these options as several insect creatures don't have bones. The number of items that can be harvested should be increased and for more reasons than just making the loot more interesting.

Creature harvesting should be skill related and gaining increased levels in harvesting should have more of an affect than simply increasing the number of hides a player can acquire from a specific creature, which isn't wholly fictionally justified anyway.

Where possible, an example of a better solution would be giving creatures with poison attacks a poison gland that can be harvested by higher level characters. This not only makes the looting process more interesting, but also adds flavor and rewards for gaining levels in scouting.

The poison gland could then be used by player crafters to make more interesting items. Perhaps the poison gland from a giant arachnid can be "dried, crushed, and mixed" with everyday items to make more powerful spices. These spices might then gain an increase in the length of time a player is sick after eating them.

There are many other potential benefits available to the chef class. Food items that can only be prepared with Cu-Pa brains, Womprat livers or Rancor hearts could be delicacies that require a master chef and a master scout who can provide them with the ingredients they need.

Chefs wouldn't be the only beneficiaries though. Tailors could make a variety of new clothes using slice hound intestines, Mott Bull muscles, or Krahbu entrails. Much like the dragon pearls Jedi use to make lightsabers, perhaps the ocular orbs of a Veermok make for an amazing scope lens. Or the crushed fire gland of a Gaping Fire Spider makes an excellent projectile explosive that increases the damage output for a short time. In short, variety is good, and has almost unlimited potential for increasing game play for everyone. I'll Take Types of Loot for 200 credits, Albor.

The challenge will be finding as many possible loot enhancements without distracting the existing development efforts. This includes any design and art efforts to create new items. The initial loot enhancements that will be made will be focused on utilizing existing assets whenever and wherever possible. To start with, we have listed all the kinds of loot that seem reasonable from both a balance perspective and player happiness (Because everybody loves...)



  • Skill Mod Buffs

  • Stat Buffs

  • Optional Crafting Components

  • Weapon Mods

  • Armor Mods

  • House Decoration Items

  • Cool Stuff


Skill Mod Buffs

Skill Mod Buffs should be reasonable and temporary. A buff shouldn't make a player overly uber, that is to say, you shouldn't be able to be a novice Pistoleer, take a skill mod buff, and then one shot a Krayt dragon. These skill mod buffs should be small bonuses that don't stack and enhance a character's skills for a short time. For instance, increasing pistol accuracy for one combat encounter seems reasonable. There are many existing art assets that can be touched to make them re-usable in the loot enhancements; jars of powders, liquids, serums, needles, injectors, etc.

Stat Buffs

Same as the Skill Mod Buffs, they should be temporary (five, ten minutes) and they should be reasonable. They should have minor (1-15%) increases to your stats for a short period of time.

Optional Crafting Components

The idea here is you have a pistol that takes 4 items to make (10 metal, 15 aluminum, 25 fiberplast, 10 gemstones) and it takes optional components. One of the optional components we add, for example, could be a light amplification filter. Basically this would let a player pick which color bolts their weapon will fire (red, blue, green, etc.).

To this end, it would be fantastic if we could make bolts of different types (one that's really long ----, one that's short staccato bursts - - -, one that's wider ==, etc.) then players could know what weapon is being fired and they could use color options to customize their character's weapons. Other ideas that follow along with Optional components could include similar things, perhaps an optional item that changes the sound effect your weapon makes.

Weapons aren't the only place this will work either, we might add armor buffs that increase a player's effectiveness against specific types of attacks, for instance, a hardening agent that would improve it's effectiveness against kinetic attacks, but since the hardening agent is conductive it might temporarily lower the armor's effectiveness against electricity.

Food is another good area. If you make Havla, it gives you bonus to heal recovery reduction, but if you make spicy Havla with a new food oriented loot drop, you might get an extra +5% heal recovery reduction on top of that. The cooking spice would be dropped as loot and not be survey-able.

Weapon Mods

Weapon mods are different than the crafting options in that these are things that you would apply to a weapon after the item was already created. For instance, a scope that goes on a rifle to increase accuracy, a poison that you coat the blade of a sword with to increase damage, or a wrap that you put around your pistol to decrease its decay rate. These should all be temporary enhancements and quite popular finds. They shouldn't stack.

Armor Mods

Like Weapon Mods these are things that attach to a piece of armor after it's created. These would include things like hardening agents, high end cushioning, reflective paint, camouflaged markings, etc.

House Decoration Items

Always popular, these are some of the things we have now. Statues, knick-knacks, posters, paintings, toys, games, boxes, etc.

Anything a player can throw into their home as a decoration.

We might consider doing things like fish tanks, or terrariums, letting players find components for them as loot on NPCs, especially fictionalized ones. If a player has a quest to kill one of Valarian's thugs who's on a mission to retrieve exotic fish for Valarian then they'll spawn with the fish in their inventory. Players can put the exotic fish in the fishtank in their house.

Cool Stuff

This covers other non-game useful items, but items of interest anyway.

Getting the Phat Lewt

In closing, enhancing the loot system with all of these enhancements will have to be broken up in stages so we can deliver the most fun in the least amount of time and then continually add loot enhancements with each game update as is possible. The rewards present themselves in terms of game "funability" and player satisfaction.

Message Edited by mindspat on 09-20-2005 10:55 AM




Pick me !!

Brought to you by Mindspat®
Orthell
Tue Sep 20, 2005 10:57 am
#3

You did read the version and date on there? This is an ancient publish from almost a year ago.







(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)
Orthell Tersk - Elder Jedi
Dropoff and pickup vendor @ Dantooine, Cape Arissi -987 4548--- Hey, who broke my lightsaber???
Novock
Tue Sep 20, 2005 10:57 am
#4

of course that was before the vaunted Cu which destroyed nearly all of the loot tables and purpose behind many of the loots.



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

DarkShadow1313
Tue Sep 20, 2005 10:59 am
#5

That was form way back in a mini pup after 11. LOL but thanks for the enthusiasm



So many stupid people are still alive because it is illegal to kill them.
Anyone who says, "Trust Me" can not be trusted.
It is not what you are killing but what you are allowing to live.

Cieboa - Elder Jedi
Danu - Trader (Domestics)
Rachis - Elder Smuggler
Arianrhod - Trader (Structures)
Kivrin
Tue Sep 20, 2005 11:02 am
#6

In closing, enhancing the loot system with all of these enhancements will have to be broken up in stages so we can deliver the most fun in the least amount of time and then continually add loot enhancements with each game update as is possible.
These notes are almost a year old. Someone give it a vet reward.



- C A N C E L L E D -
kivrin://m.pikeman.bio-engineer/~ahazi
dantooine.MO ['vendor'] = { 100, 2222 }; /* meds and supplies */

Sidalo
Tue Sep 20, 2005 11:03 am
#7

The poster know it was old. He says in his post that they forgot to turn on the switch.


The loot is all over the place, most has no function, and the grand scheme of loot in this game is misguided and lost.




Sidalo Yalew - Sith Apprentice
Renamed - Master Merchant

All Accounts Cancelled by NGE
DanlufCuCar
Tue Sep 20, 2005 11:04 am
#8

yeah, if you havent noticed yet hes posting because hes trying to show that almost none of this actually happened.
.



________________________________________________________________________

Danluf Cu'Car
RIP -Star War s Galaxies
Darkspear Archimonde
_______________________________________________________________
mindspat
Tue Sep 20, 2005 11:06 am
#9

The only thing I've been looting recent is "Action Wound packs" and an occasional lvl 5 pistol. Oh yeah, I forget about 3-5 units of resources which occasionaly need to be deleted from my inventory.



Loot has been turned off and there's no date to fix the loot tables.




Pick me !!

Brought to you by Mindspat®
TXwarrior
Tue Sep 20, 2005 11:10 am
#10






mindspat wrote:

The only thing I've been looting recent is "Action Wound packs" and an occasional lvl 5 pistol. Oh yeah, I forget about 3-5 units of resources which occasionaly need to be deleted from my inventory.



Loot has been turned off and there's no date to fix the loot tables.





Wooo!!!! Post 700



This is sad.



I'm starting to think they will never fix any of the broken stuff.


Heart Breaking



Doita Jedi of Light & Mel-Mel Bounty Hunter of NPCs

R.I.P.

Long live -SOL-
eclipse galaxy
SWG account canceled. Last day 12/10/05

heading to WOW, moonrunner server






MrDoppa
Tue Sep 20, 2005 11:16 am
#11

Hey! I got excited then I realized that this was a hologram. lol



Doppa Ethradapa Sith ApprenticeDark Overlord of Kauri


"…the Dark Side awaits ......


(ccggccggcg9ggggggggggggggggggggg)


Kreepy
Tue Sep 20, 2005 11:17 am
#12

ROFL ---- remember the battle cry? --Everyone Loves Loot--



As the saying fades in the mists of time --


A long time ago in a place far far away a developer said "Everyone Loves Loot"


Kreepy
trifidac
Tue Sep 20, 2005 11:18 am
#13


mindspat wrote:

http://starwarsgalaxies.station.sony.com/content.jsp?page=In%20Concept:%20Loot%20Revamp

Update Notes - November 29, 2004
Publish 11.3






pacobigcheese wrote:
youre like a friendly hampsterball of doom


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