Open - Other - Ideas for more interesting ground game loot | Star Wars Galaxies Restoration

Open Other Ideas for more interesting ground game loot

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Proposal
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.

Proposal:
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.
Justification
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.
Motivation
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.
...
 
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Theres a lack of items for sale on vendors to spend money on. The variety has less of an influence as there is very little to begin with. Less people farming and less supply is imo the biggest issue here. You will see quick changes when population increases. With more available to spend creds on. Been looking recently and 9/10 of what i would buy is not available to buy.
 
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Why would anyone spent time and energy on farming anything on the ground with the possibility of looting then selling something , when they could just farm space for credits?

It takes me on average 20+ hours to loot a .29/.3 gorax shard that I could sell for 1-2mil ish. 20 hours in space will net me minimum of 10-11mil.

Stop working hard. Start working smart.
 
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Be honest with yourself not everyone will do that. I for one will not spend 20 hrs in space for 2 mil creds.
 
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Nor does everyone space. This is such a cheap arguement already well overused. If its so great why doesnt everyone do it? Although ill agree more variety in loot is never bad. Making it more common will not solve anything. Nerf space creds but that doesnt change the fact that the low population is showing now and people confuse that with a lack of ways to make creds on ground. Theres ample ways if you are smart.
 
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Nor does everyone space. This is such a cheap arguement already well overused. If its so great why doesnt everyone do it? Although ill agree more variety in loot is never bad. Making it more common will not solve anything. Nerf space creds but that doesnt change the fact that the low population is showing now and people confuse that with a lack of ways to make creds on ground. Theres ample ways if you are smart.
I would love to spend millions on weapon loots that i can use in crafting. Fact of the matter is they arent there to buy so i farm what i need myself. Which reduces vendor supplies all around and lengthens the process of creating tremendously. Causing what you see now which is slow production and lack of supply.
Think about it… the spacer generates credits, buys my weapons which then can be funneled into loot required to make the product. The missing component is the supply to keep the process moving. Stop hoarding and start selling to your local dealers to make and disperse. Peoples mentalitiy is as big a part of the issue as is lack of polulation.
 
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I would love to spend millions on weapon loots that i can use in crafting. Fact of the matter is they arent there to buy so i farm what i need myself. Which reduces vendor supplies all around and lengthens the process of creating tremendously. Causing what you see now which is slow production and lack of supply.
Think about it… the spacer generates credits, buys my weapons which then can be funneled into loot required to make the product. The missing component is the supply to keep the process moving. Stop hoarding and start selling to your local dealers to make and disperse. Peoples mentalitiy is as big a part of the issue as is lack of polulation.
Excuse my ignorance here, but i joined R3 for JTL, My experience on live was only with NGE and I loathed it.
Are you referring to selling weapons and armor that I have outgrown to vendors for them to use in crafting, like the RE of space parts in JTL? If so, I was not aware there was such a market. I have only seen people looking for very high level loot that can become a +35 power bit. Is there a bigger market of which there may be others like me who are unaware?
 
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Excuse my ignorance here, but i joined R3 for JTL, My experience on live was only with NGE and I loathed it.
Are you referring to selling weapons and armor that I have outgrown to vendors for them to use in crafting, like the RE of space parts in JTL? If so, I was not aware there was such a market. I have only seen people looking for very high level loot that can become a +35 power bit. Is there a bigger market of which there may be others like me who are unaware
Yes there is many components and loot players use to make high end gear. Stats vary however. Have recently begun a trade post where i list itemd im willing to buy from ground loot to replenish weapon vendor. Theres much and more once you learn how those items are created that hold value to the makers.
 
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