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Thread: jtl loot
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battuosai
Sun Oct 24, 2004 8:18 am
#1
has anyone seen any good loot that will be in the game? if so can you let us know. thanks to all that reply
WS-GodLike
Fri Nov 05, 2004 5:42 am
#2
I'm gonna quote a post from another thread:
....loot can undercut crafters and hurt the virtual economy....
So whats with all this space loot then, thats 10x better than some of the best stuff you can make at Master Shipwright with very good resources!!!
Thunderheart wrote:
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 ideals 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
....loot can undercut crafters and hurt the virtual economy....
So whats with all this space loot then, thats 10x better than some of the best stuff you can make at Master Shipwright with very good resources!!!
WS-GodLike
Fri Nov 05, 2004 5:44 am
#3
I'm gonna quote a post from another thread:
....loot can undercut crafters and hurt the virtual economy....
So whats with all this space loot then, thats 10x better than some of the best stuff you can make at Master Shipwright with very good resources!!!!
Thunderheart wrote:
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 ideals 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
....loot can undercut crafters and hurt the virtual economy....
So whats with all this space loot then, thats 10x better than some of the best stuff you can make at Master Shipwright with very good resources!!!!
Hawkfire
Fri Nov 05, 2004 8:53 am
#4
/clap
Loot should come in one of two varieties.
1) A collectible type of item that can't be made and is cool for it's collectible value (i.e. paintings, statues, rugs, etc.).
2) Uber loot - I saw this one legendary power hammer that had a max damage of 6000!! Now that's a serious piece of loot. It drops so rarely that if you ever find one you realize you're the luckiest person in the world. Sure so-so loot can drop every once in a while, but it shouldn't be common.
The amount of loot dropping in JTL exists solely for shipwright reverse engineering. If we didn't have all that loot we'd have nothing to RE. At the same time, it would be nice if the loot wasn't better than what I'm crafting. I find that I have to collect salvaged parts and craft to stay competitive.
Slochini
Fri Nov 05, 2004 9:05 am
#5
For level 2 and higher I'd like to be able to combine my crafted stuff with loot. Here is how I see it working.
Ratio is 1 loot to 1 (or less) crafted item
Level 2 RE would be 1 loot 1 crafted
Level 3 RE would be 2 loot 1 crafted
Level 4 would be either 2 and 2 or 3 and 1
...and so on. You would still need good loot for the RE process but wont have an ENTIRE house full of level 5 and 6 items waiting for that 1 more level 6 engine or that 1 level 5 ion cannon. It will also give us a controling stake in the final outcome of the item. RE is already getting to be more bothersome then beneficial. I find myself REing only for disks. I just destroy the stuff w/o even looking at the stats because I just dont care. If I had a chance to actually have an effect on the final outcome of the item it would make it MUC H MUCH more interactive and fun. It would be a challenge to see what cool stuff I could come up with. I'm excited thinking about it...lol.
This may be viewed as a bad thing by some of you but having that option to control the outcome of RE will be the one thing in SW that will allow SERRIOUS SWs to set themselves above the rest. Every server has the ELITE of the ELITE crafters. As SW is now there is no really way to set yourself a part from the casual crafter. On my server at least the ELITE SWs are the ones with stocked vendors...NOT the ones with the best stuff.
Thoughts?
Odan_Pazzmarr
Fri Nov 05, 2004 9:52 am
#6
Veny nice Idea bud.
How about insted of useing our crafted components to add to the REing of looted ones we were able to add our subs to them. Yeah sure i understand needing to take more apart to find the best performance from them all but why not allow use to upgrade them further with our own sub components
Ricven
Fri Nov 05, 2004 9:56 am
#7
Slochini wrote:For level 2 and higher I'd like to be able to combine my crafted stuff with loot. Here is how I see it working.Ratio is 1 loot to 1 (or less) crafted itemLevel 2 RE would be 1 loot 1 craftedLevel 3 RE would be 2 loot 1 craftedLevel 4 would be either 2 and 2 or 3 and 1...and so on. You would still need good loot for the RE process but wont have an ENTIRE house full of level 5 and 6 items waiting for that 1 more level 6 engine or that 1 level 5 ion cannon. It will also give us a controling stake in the final outcome of the item. RE is already getting to be more bothersome then beneficial. I find myself REing only for disks. I just destroy the stuff w/o even looking at the stats because I just dont care. If I had a chance to actually have an effect on the final outcome of the item it would make it MUC H MUCH more interactive and fun. It would be a challenge to see what cool stuff I could come up with. I'm excited thinking about it...lol.This may be viewed as a bad thing by some of you but having that option to control the outcome of RE will be the one thing in SW that will allow SERRIOUS SWs to set themselves above the rest. Every server has the ELITE of the ELITE crafters. As SW is now there is no really way to set yourself a part from the casual crafter. On my server at least the ELITE SWs are the ones with stocked vendors...NOT the ones with the best stuff.Thoughts?
I agree this is a great Idea and I would love to see it take effect. I too am kind of down that the loot is 10X better than most of the stuf we make. I stated in another thread that its so sad that NOONE and I mean NOONE really wants an engine from us b/c they are so weak and pathetic, so please I hope something is done on this!
Bannon9k
Fri Nov 05, 2004 10:54 am
#8
I think alot of this "loot is better than crafted" has gotten a tad out of hand.
If anything is better than crafted its the Missions reward items.
The 92.X engine...who's gonna replace that?
But overall, most of the components I use are player crafted for 2 reasons.
1. Its better. Armor, shields, lasers, launchers, droid IF, reactor. All of these are player crafted..
2. I use the above because they are Tailor crafted to my ship. This means I'm about 100 points shy of capping both reactor and mass. They were made specifically for my ship and my fly style.
In short, the only REAL good thing I've found loot wise that cant be beat out or compared equal to crafted is my Weapons capacitor. And considering its only a level 4 and has about 10 more recharge points than a level 7 player crafted, I'd consider it one of the "uber" loot items.
If anything, some of the player crafted parts need bigger effects from the extra components. That would definately improve ALOT of the player crafted stuff.
PadiOne
Sat Nov 06, 2004 1:39 am
#9
Bannon9k wrote:
I think alot of this "loot is better than crafted" has gotten a tad out of hand.
If anything is better than crafted its the Missions reward items.
The 92.X engine...who's gonna replace that?
But overall, most of the components I use are player crafted for 2 reasons.
1. Its better. Armor, shields, lasers, launchers, droid IF, reactor. All of these are player crafted..
2. I use the above because they are Tailor crafted to my ship. This means I'm about 100 points shy of capping both reactor and mass. They were made specifically for my ship and my fly style.
In short, the only REAL good thing I've found loot wise that cant be beat out or compared equal to crafted is my Weapons capacitor. And considering its only a level 4 and has about 10 more recharge points than a level 7 player crafted, I'd consider it one of the "uber" loot items.
If anything, some of the player crafted parts need bigger effects from the extra components. That would definately improve ALOT of the player crafted stuff.
well said bannon. I'd also like to point out that although its possible to make very nice items via RE, that they won't do EXACTLY what you want. I think most ships will have 1 to 3 very nice RE items on them, and then the rest will be custom fitted to work around the really good items.
PadiOne
Sat Nov 06, 2004 1:40 am
#10
engines and caps do need to be reviewed to make them somewhat competitive though.... I left that part out of last post.
And the bugs need to be cleaned up for the droid interffaces.
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