- Aug 27, 2021
- Reaction score
Get rich players to spend their money somewhere.
Every now and then a newer player who has got themself spun up to 80 with some decent gear, could go out farming certain ground content and get lucky and hit one of these drops. If they don't want it for themselves, I and surely other players would pay for it.
It's also just straight up more cool loot for anyone that wants to grind to have a chance to loot.
As I highlighted before there is lack of big ticket items for the rich to drop money on currently.
The loot in these 2 solutions also target different types of players.
It was brought up earlier today in discord how the Space and Ground game money making is fairly unbalanced. Which then lead into devs highlighting how the millionaire's of the server tend to not spend much money back into the economy.
High end items rich players can currently blow money on
-Mando armor (Profession locked) (Cosmetic)
-JetPack (Basically a cool vehicle cosmetic)
-Rare Loot System items (Pretty much all house decoration items lol, aside from Nightsister Armguard and Rebel Helmet)
-60 pt pets and rare pet mutations (Profession locked)
Maybe a few I'm missing, but if none of that interest/applies to you as a player or you already have them...
then what's left is basically maintaining money for food, weapons, armor, tapes. Which is honestly no issue for rich players with over like 10 million. Especially considering a full BH/RIS taped suit will last a long time and can be repaired.
PvE farming/content currently lacks exciting loot rolls and rare items.
Let's add more
1. Consider taking precu's exceptional/legendary modified loot system. Tone the modifiers way down though.
Essentially this system allowed you to have a very rare chance when looting an item to give it an exceptional or legendary modification to it's stats; around 1/1000 chance for an exceptional modifier and around 1/10000 chance for a legendary modifier.
This system adds a bunch of excitement to a variety of PvE content.
The issue is the actual range on the modifier it would give, way way too high. For reference some legendary items could have stats anywhere from x5 - x10 that of the normal item.
Also don't allow weapons or armor to be dropped with these modifiers. Just the resources that you would need to have crafters use. So like Peko feathers, Gorax Shards, Health Weapon Augment, Krayt tissues, etc. etc.
Link to a solid description of this system if you are interested: http://wiki.swganh.org/index.php/Looted_Item_Mechanics_(Game_Mechanics)
2. Rare Familiar Drops.
For certain mid-high level PvE content and mobs, add a drop for appropriate familiars.
Familiars are essentially little pets that can follow anyone regardless of if they have CH profession and would have no utility either than being cool.
Examples of what this could look like
Clearing bounty missions would roll a chance to receive a seeker droid familiar.
Regular bounties could have a 1/1250 chance of the drop
While Extremely Dangerous and Player bounties (assuming it doesn't get abused) could have a much better roll at 1/350.
Killing Krayt Dragons would roll a chance to receive a Baby Krayt dragon familiar.
Juvenile Krayt's could have a 1/1500 chance of the drop
While Ancient's could have the best at 1/1000 chance
-Wondering how difficult it would be for devs to try and implement this. I've heard implementing the few familiars that were seen on live such as the gackle bat, mouse droid, etc. will be done at some point....
But would it be time consuming trying to use existing assets like probe droids or taking boss creatures and shrinking them to baby size and then creating new familiars from that? Not sure myself how easy a task that would be.