Pistoleer Archive
Thread: Who else wants to see the new Quest pistols made into schem rewards?
Tele_hoe wrote:
Is there actually any chance of this happening? Could this be suggested somehow (hint hint)?
It has been suggested by the WS forum many times sine RoTW went live.
CaixCatab wrote:
I agree completely.
The decision to make all of the useful rewards (be it weapons, armour or ships) into complete items rather than schematics is, IMHO, idiocy. If there's anything unique about this game, it's the player economy. But rather than fueling it as they have done in the past with quest rewards (Featherweight schematics anyone?) they went for simplicity, probably to appeal to a userbase who has trouble talking to people. It's a step backwards in MMORPG design in general, and in this game - that has in the past had pretty high goals for inter-dependacy - in particular.
The problem with receiving a schematic as a reward is that it's a complete anti-climax and no fun at all. You go through all that effort to complete whatever quest and when you go to collect your reward, all you get is a poxy schematic often for something that is no use to your profession (although that's a different argument). Once you have this "reward" you then have to spend time finding someone that can actually turn it into a usable item. When you do eventually find someone you're not sure if you can trust them and even if you can, you then find out you need several other items and that it's going to require x amount of resources and xx amount of credits for them to make it for you. All in all not much of a reward really.
On the flip side we now have these items that essentially are one hit wonders, once it's gone, it's gone, which puts you off actually using the item because you don't want to lose it. So now you have a reward that you don't use for fear of it breaking. And on top of that all the crafters are pissed because they can't make the item and the stuff they can make isn't as good as the reward stuff so they are essentially left twiddling their thumbs.
Of course the solution to this dilemma is blindingly obvious, just make it so that you get the item and a schematic as a reward that way everyone gets something out of it.
Well, that's my opinion anyway.
Ratel wrote:
The problem with receiving a schematic as a reward is that it's a complete anti-climax and no fun at all. You go through all that effort to complete whatever quest and when you go to collect your reward, all you get is a poxy schematic often for something that is no use to your profession (although that's a different argument). Once you have this "reward" you then have to spend time finding someone that can actually turn it into a usable item. When you do eventually find someone you're not sure if you can trust them and even if you can, you then find out you need several other items and that it's going to require x amount of resources and xx amount of credits for them to make it for you. All in all not much of a reward really.
Well, technically, it can be said that it's no fun having to search through vendor after vendor to find yourself a suit of armour, and it would be a lot easier and less complicated if there was an NPC that sold the stuff.
But it would also completely eliminate armour crafting as a player profession. It would cut down on player interaction as well as inter-dependancy. For most (I'm a hamster, I have an overabundance of 'stuff' that I will do something with 'someday'....) it is more fun to get an uber gun straight from an NPC, as opposed to painstakingly tracking down the subcomponents, a good weaponsmith and then making it.
Which one belongs in a MMORPG striving for a thriving player economy though? The originial "Vision" for SWG included that player economy. Quest rewards, that can be used straight-up, in these large numbers (Does RotW have any quests that gives you a schematic like the Featherweight, Modified Rep blaster, Infilitrator backpack, etc.?) is a clear deviated from the originial design philosophy, probably due to the 'simplicity' for the user base.
That scares me almost as much as the last couple of publishes. The deviation from the originial vision of SWG as a next-gen MMORPG in terms of player economy.
Of course the solution to this dilemma is blindingly obvious, just make it so that you get the item and a schematic as a reward that way everyone gets something out of it.
That's a very good idea really. Hand out a prototype with decent stats, but to truly make whatever it is shine, you'd still have to pass it by the corresponding crafter. Caters to everyone.
(... yes, slightly miffed that I didn't even *almost* think of such an elegantsolution)
- Crafters could enhance these items to make them better.
- It would be possible to replace them if/when they decay.
- Support the player economy, as it is part of what makes this game work.
- Allow crafters to have some use for new quest rewards.
CaixCatab wrote:
I agree completely.
The decision to make all of the useful rewards (be it weapons, armour or ships) into complete items rather than schematics is, IMHO, idiocy. If there's anything unique about this game, it's the player economy. But rather than fueling it as they have done in the past with quest rewards (Featherweight schematics anyone?) they went for simplicity, probably to appeal to a userbase who has trouble talking to people. It's a step backwards in MMORPG design in general, and in this game - that has in the past had pretty high goals for inter-dependacy - in particular.
100% agreed.