Special Forces Loot Multiplier

Special Forces Loot Multiplier
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.

colt45

Galactic Senator
Proposal
Proposal for Special Forces Players to have some sort of loot and credit multiplier for looting any NPCs. Could have it appear as a buff on the player, with or without the loot multiplier displayed.
Group instanced content would be excluded. (No risk from players in instance)
Not going to propose an exact multiplier number or %. Figure that would be decided by the economy gurus at the Resto team with some help from the senate possibly.
I have a few different options on how this may be implemented.
1. All special forces players will simply get the full multiplier.

2. An item that can be purchased from a recruiter would be implemented. (Could be a token, emblem, etc.)
The item would cost a fair amount of credits, example 250k.
Having this item in your inventory and being special forces would grant you the loot multiplier.
This item upon dying to another player as special forces would be looted by them, granting them a deactivated/battle worn version of the item.
The deactivated/battle worn item does not grant the loot multiplier buff.
The deactivated/battle worn item could then be used by the player to sell to their recruiter for a fraction of the price, example 100k.
The deactivated/battle worn item can also be looted back again by an enemy faction player if you die to them.
The deactivated/battle worn item can be stacked if you loot multiple off of players.
Both versions of the item would be no trade and would have to stay in the player's inventory. And cannot be destroyed.
The only time they should be transferred is upon a PvP kill or buying/selling them to recruiters.

3. A combination of the two options above.
Simply being SF would give you a small loot multiplier.
While the riskier lootable item buff would stack on to that and give you most of the full loot multiplier.
Justification
More dynamic open world PvP/GCW.
Add excitement and more risk/reward mechanics to existing content while hopefully not being too much work for the devs.
Motivation
A lot of current special forces activity has only been at invasions or the occasional base bust/defense.
We have a whole open world sandbox game, and the GCW/PvP is being played only in a few circumstances.
Yes, zone control matters, but since bases have such a huge influence on that, any fight for a zone has really just been a base battle.

Would encourage and reward groups of special forces players to stay grouped together and flagged after an invasion or base busting and do other content or farm together.
Credits.jpg
 
I don't get the point why you want to encourage PvE players to participate in PvP. If people don't want to flag up, maybe THEY JUST DON'T WANT TO PVP.
I don't care about a credit multiplyer. Just not for any items at all, not even for junk look
Just doesn't make sense to me.
It's more about rewarding interwoven play styles. PVPind has very few rewards and is one of the most costly things a player can do. It's not just encouraging PVErs PVP, it's providing an incentive for PVPers to PVE more.
 
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It's more about rewarding interwoven play styles. PVPind has very few rewards and is one of the mostly costly things a player can do. It's not just encouraging PVErs PVP, it's providing an incentive for PVPers to PVE more.
Got it, I'd suggest a 60min buff with +xx% PvP dmg for killing Acklay or DWB Overlord, complete Corvette,... than... ;)
That would actually encourage PvP players to do PvE and not make PvE players targets for PvP :)
 
Got it, I'd suggest a 60min buff with +xx% PvP dmg for killing Acklay or DWB Overlord, complete Corvette,... than... ;)
That would actually encourage PvP players to do PvE and not make PvE players targets for PvP :)
I dont think PvP mains need encouragement to do PvE, its already like 90% of what we do every day.
 
Makes sense for factional stuff. Like empire day for example.

Other stuff I find it hard to agree. Why should someone who doesnt what to pvp be forced to be attackable just have a better chance of loot.

Ambush squads will turn up to get easy kills, cos people be people innit
 
Makes sense for factional stuff. Like empire day for example.

Other stuff I find it hard to agree. Why should someone who doesnt what to pvp be forced to be attackable just have a better chance of loot.

Ambush squads will turn up to get easy kills, cos people be people innit
Theres that word "forced" again. I heard that time and time again with empire day, people were "forced" to go pvp to get double tokens.
 
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Theres that word "forced" again. I heard that time and time again with empire day, people were "forced" to go pvp to get double tokens.
Did you get double tokens without ?

Nope.

But empire day is different it was for everyone including crafters and you could get everything regardless in the time frame so no you weren't forced.

Wouldn't it be better just to add a loot table for pvp kills on the bodies?
 
I can see why this would be controversial but I do think there’s some merit in it given how much time/effort you have to focus on GCW activities which leaves you with very little time to do anything else (like earning actual credits).
 
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I can see why this would be controversial but I do think there’s some merit in it given how much time/effort you have to focus on GCW activities which leaves you with very little to do anything else (like earning actual credits).
Which I agree. But what do they want.

1. Loot to fund there pvp through pvp?
Or
2. More people sf so there is more pvp?

1 yes I agree. You should be able to fund what you love by doing it.

2 I don't agree with people having to be sf for anything outside of factional stuff.

Increase loot or loot table for factional missions when sf as that already half exists with points which mean nothing here add a new loot table for pvp which comes from kills.
 
I agree and even would encourage everything about this proposal EXCEPT messing with farmable PvE loot. These aren't tokens, these aren't merit badges, these are crafting components and mats. What's next, better harvester resources when you place them while flagged?

Just remove the loot table stuff and you have a very good proposal here.
 
As someone who does not do pvp any more (20 years ago this problem existed,) this change would not sway me to start doing it again. For me, the pvp suffer from being dependant on being max level and having max stat equipment. If you aren't maxxed out, you're just fodder. Skill has very little to do with pvp and "git gud" doesn't really apply (which ironically the older I get the more I appreciate not having twitch based gameplay.) With the way resource pools work, it can "feel" impossible for a new player to compete when the veteran players have been around long enough to have superior equipment. I don't feel SWG has the bones to be able to really solve this problem (nor would I want the change that it would bring to pve and crafting) and while I commend the efforts of the GCW, pvp in SWG is never going to become mainstream and will always be for a few niche players that enjoy it regardless of incentives.

With all that said, since I don't pvp, this proposal doesn't apply to me. I just wanted to give some insight into why I don't pvp.
 
I never understood why people feel like giving something to PvPers or making something SF only means that it is "forcing" people to PvP. What is the logic behind this?
 
I never understood why people feel like giving something to PvPers or making something SF only means that it is "forcing" people to PvP. What is the logic behind this?
If its a unique, non-essential item for pve, I am fine. When it becomes that PVE activities are faster/better by being pvp its very ehhhhhh. Makes it feel bad to farm non-pvp because you're losing out on efficiency, but then farming while pvp is an entirely different experience.
 
I never understood why people feel like giving something to PvPers or making something SF only means that it is "forcing" people to PvP. What is the logic behind this?
As you can see in my previous posts, I will always advocate making unique PvP items/loot to reward PvP, as it's most definitely the best way to go. However, giving something to PvPers that was designed and implemented for PvE not only feels wrong, but it will make players feel like they *have* to do something they don't enjoy in order to stay competitive in the *PvE* market.

Again, citing the plethora of historical MMO data we have in this industry, the best carrot to make any PvEers on the fence to flag up for PvP is PvP unique items/loot that doesn't step on PvE items/loot. This is the carrot that data shows is the best carrot for players to flag up for PvP who maybe normally wouldn't without making PvEers who do not enjoy PvP feel like they're forced to.

It really is a simple concept if we can employ some empathy and step into the shoes of people who hate PvP.

After all, we play this game to have fun, don't we? All of us? Who enjoy and don't enjoy different things?
 
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I'm going to redirect this discussion a bit:

This proposal, like other PvE activities that give PvP bonuses (e.g., Empire Day activities) does not "force" anyone to PvP. If this was hypothetically implemented, it wouldn't "force" people to PvP. They simply don't have to. Just like no one is "forced" to get Luck in their Inspiration Buff even though it has the same effect of increasing drop rates for certain loot and has other multiplier effects.

Notwithstanding, I don't disagree that there will be a large number of players who go Special Forces solely for the bonus only to bitch and wine when they get slaughtered by others. This happens all the time with Empire Day. It seemingly doesn't make for a good experience for other players as a result.

I am, however, open to this idea conceptually. But it needs more work, and we need to understand what the value proposition would actually be and why we'd be making this change (it needs to actually effectuate something, and I'm not convinced adding this will actually contribute to creating more quality PvP).
 
Mechanics and concepts like the SF loot multiplier would probably be a lot more popular if the intelpad/map pings were vastly nerfed.
All of the arguments and concerns of "PvE" players getting killed by veteran "PvP" players are made worse with a constant ping of everyone's location SF (unless in a building or water).

However, I think that GCW/PvP as of right now is not in a state where the intelpad can have changes made to it. We just don't have the server population (and within that low pop, the percentage of people that flag for GCW/PvP seems very low), and also GCW/PvP is not encouraged or rewarded enough.

Even with that being said about the nature of the intelpad, while it may reduce some complaints if changes were made to it, I don't think it would ultimately resolve the problems you have below Aconite...
"There will be a large number of players who go Special Forces solely for the bonus only to bitch and wine when they get slaughtered by others."
"I'm not convinced adding this will actually contribute to creating more quality PvP."

My opinion is that this is a problem with the players/community and not on the fault of the risk/reward content.

As you said no one is being forced to do this content.
And if you do happen to participate in this content you should understand the risk/reward.
If you are dying, figure out how to mitigate the risk: learn PvP mechanics, join a GCW/PvP guild, join the factional discord, disappear like Debbie, or have a pre-bought shuttle ticket like Chupa, etc., etc.

There was just commlink Diary about the group that got the first clear on HK.
Up until the lockout event this weekend, which I'm sure has helped a lot of newer people clear some instances, there was only like 2 groups of players that had cleared HK?
And I don't recall any "bitching and whining" about the difficulty of the Champions of Mustafar questline resulting in any significant nerfs to the instances or having the content being blamed that it wasn't "contributing to quality PvE".


Also, here's a quote from that PvE centered commlink that translates over the same to PvP/GCW
"And finally a few extra words of encouragement, particularly to newer players, is to not just stick with what you know about SWG Restoration right now. Think about changes you can incorporate to your typical game style or what equipment you normally use."
I'm going to redirect this discussion a bit:

This proposal, like other PvE activities that give PvP bonuses (e.g., Empire Day activities) does not "force" anyone to PvP. If this was hypothetically implemented, it wouldn't "force" people to PvP. They simply don't have to. Just like no one is "forced" to get Luck in their Inspiration Buff even though it has the same effect of increasing drop rates for certain loot and has other multiplier effects.

Notwithstanding, I don't disagree that there will be a large number of players who go Special Forces solely for the bonus only to bitch and wine when they get slaughtered by others. This happens all the time with Empire Day. It seemingly doesn't make for a good experience for other players as a result.

I am, however, open to this idea conceptually. But it needs more work, and we need to understand what the value proposition would actually be and why we'd be making this change (it needs to actually effectuate something, and I'm not convinced adding this will actually contribute to creating more quality PvP).
 
Notwithstanding, I don't disagree that there will be a large number of players who go Special Forces solely for the bonus only to bitch and wine when they get slaughtered by others. This happens all the time with Empire Day. It seemingly doesn't make for a good experience for other players as a result.
Can we have a command to just auto reply that "Red=Dead. You choose to go go Red and now your dead" to use against the cry babies who think its their right to be left to farm while overt?
 
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I'm going to redirect this discussion a bit:

This proposal, like other PvE activities that give PvP bonuses (e.g., Empire Day activities) does not "force" anyone to PvP. If this was hypothetically implemented, it wouldn't "force" people to PvP. They simply don't have to. Just like no one is "forced" to get Luck in their Inspiration Buff even though it has the same effect of increasing drop rates for certain loot and has other multiplier effects.

Notwithstanding, I don't disagree that there will be a large number of players who go Special Forces solely for the bonus only to bitch and wine when they get slaughtered by others. This happens all the time with Empire Day. It seemingly doesn't make for a good experience for other players as a result.

I am, however, open to this idea conceptually. But it needs more work, and we need to understand what the value proposition would actually be and why we'd be making this change (it needs to actually effectuate something, and I'm not convinced adding this will actually contribute to creating more quality PvP).

PvP is expensive and people love it and that's all they want to do. Instead of adding a loot multiplier on pve what are the thoughts on adding loot to pvp corpses instead.

Maybe credits, special pvp only loot table items?

Help them fund what they love whilst doing it.
 
PvP is expensive and people love it and that's all they want to do. Instead of adding a loot multiplier on pve what are the thoughts on adding loot to pvp corpses instead.

Maybe credits, special pvp only loot table items?

Help them fund what they love whilst doing it.
This, I'd rather see pvp-specific loot/tokens when overt than seeing extra ground drops that would directly impact non-pvpers. Make a token vendor or something that sells things that pvpers currently get crapped on via credit sinks that other players don't often interact with. Moof mud, gps scrambler (mitigate the 50k credit fee by a %, idk), base assets, etc etc etc.