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  • Player Suggestions

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    RezecR
    This section is intended for the player base to share and vote on ideas that they would like to see implemented in the game. Historical reactions: Like × 1
  • Implement a "House Demolition & Cleanup Campaign" Collection

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    Zoe01Z
    ****I’d like to propose a map-cleanup initiative based on the popular House Demolition Program seen on other Emus. It would give active players a fun collection incentive to clear abandoned lots (structures, factories, and harvesters) while freeing up premium building space. Here is a quick, balanced structure for how it could work: bolded textTHE "WRECKING CREW" BADGES & MILESTONES Players track their progress through a multi-tier collection, earning badges at specific milestones, with a grand prize at the end: • 10 Structures: Tier 1 Badge • 50 Structures: Tier 2 Badge • 75 Structures: Tier 3 Badge • 100 Structures: Tier 4 Badge • 150+ Structures: Final "Wrecking Crew" Master Badge + an exclusive house sign or decoration item. TOKEN ECONOMY & REWARDS • Earn Rate: Players earn 1 Demolition Token for every 5 structures successfully packed up. • Redemption: Tokens can be spent at a dedicated event vendor (e.g., at the Mos Eisley Cantina) for unique furniture, rare paintings, and cosmetic house signs that Architects can't craft. INACTIVITY & ABSENTEE THRESHOLDS To help drive player retention and clear dead space, structures would become eligible for demolition after a strict period of account inactivity. I want to leave the exact timeline flexible for the development team to balance, but something like a 180-to-240-day window could work well: • The owner's account must be inactive for a set consecutive timeframe determined by the devs. • This dynamic incentivizes returning or drifting players to periodically log in, stay active, and actually play the game for longer stretches rather than just logging in for 2 hours once a year to drop down maintenance credits. SAFETY MECHANICS To ensure no real loss occurs, packing a structure does not destroy it. The building deed, along with all stored items and vendors, is safely placed directly into the inactive player's datapad. If they ever return to the server, they can re-place everything exactly as it was. A daily cap (e.g., 10–20 per day) would also prevent automated scripting or map sweeping. This would be a fantastic way to clean up the galaxy, reward active players, and make real estate hunting fun again! Hope you consider this! Zoe
  • Wow I finally have a suggestion. :)

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    A
    So as you know occasionally I have the opportunity to play on different pcs. Currently the case was I had my personal pc and my buddy lent me a laptop that was significantly better. So I’ve had the opportunity to troubleshoot “potato mode” as well as play the game close to as intended. Im down a laptop now but thats a non issue soon I’ll upgrade. But anyways an enhancement for potato mode! You know SSAA/downscaling and this comes with some drawbacks. Ie ui being cut off and whatnot. Well when in game usually things are fine and when they aren’t it’s usually dependent on another setting. Set as low as 50%. Return to character select. Problems begin. What im proposing is simple allowing the character menu to be navigated with arrow keys and enter. This will allow a potato(4gb vram pc) to seamlessly swap characters. I will ultimately write the guide on potato mode eventually. As im keeping a sub optimal option alongside my prime option at all times.
  • Make it so you can't target your own faction antennas in Restuss

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    H
    @orton There is no need to ever target your own faction antennas. It only hinders gameplay because if you accidentally target it, you get stuck in combat. When there are a bunch of npcs, it is quite easy to do as you tab to get a specific target.
  • Sickness of the Storm Lord Phase 2

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    ortonO
    @RangerPhenom said: Good morning Evolvites, During Phase 2 of Sickness of the Storm Lord Quest on Mustafar you are tasked with eliminating 10 Storm Lord Zealots. This has been an issue since live since in the mission area only 9 Zealots have spawn eggs. So you get to 9 of 10 and have to wait 30 minutes for the 10th needed to spawn in. Could we get a 10th spawn egg placed to allow for more timely completion of the phase, pretty please? Thank you and have a great rest of your week. Good morning! It's funny you bring this one up because I think most of us who have completed this quest have experienced the same frustration with that final Zealot. Getting to 9 out of 10 only to find yourself waiting 30 minutes for the last one is certainly not ideal. This would actually make for a nice little quality-of-life improvement. It's one of those changes that, once implemented, would probably go unnoticed by most players, but everyone would appreciate it when they get to that part of the quest. I'll pass this along to development to see if adding a 10th spawn egg is possible. I do want to be transparent that our development resources are currently very limited and heavily committed to UI improvements and backend changes, so I can't promise a timeline. Thanks for bringing it up! I'll keep you posted if we have an opportunity to get this addressed. Orton Evolve Community Manager
  • Wookiee gloves impervious to color change?

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    ortonO
    @McGruff42 said: I've used 3 clothing customization kits now on the same pair of gloves (the "issued wookiee gloves") and they keep reverting back to their original color after being logged off for a while and coming back. They are truly formidable and I applaud their tenacity, but I really would appreciate my clothing to adhere to the color scheme I pick for them. Those gloves certainly seem determined to hold onto their original look! Jokes aside, this sounds like it qualifies as a bug rather than a feature suggestion. I'll tag this for our development team to investigate. I do want to be transparent that our development resources are pretty heavily taxed right now with the UI improvements and backend changes we're working on to keep Evolve running smoothly. That said, we appreciate you bringing this to our attention, and we'll get it on the team's radar. Hopefully we can convince those gloves that a little change never hurt anyone! Orton Evolve Community Manager
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    ortonO
    @Wolfmanzach This is definitely an interesting suggestion, and I can see the benefit, especially for guilds that want everyone to be able to use their Guild Hall as a common return point without having to place multiple structures across the same area. The one concern is that allowing multiple characters to declare residence at a structure could potentially conflict with, or even break, some of the existing player housing systems and mechanics. There may be some underlying dependencies we'd need to account for before making a change like this. Another possibility might be to introduce a "Return to Guild Hall" button or ability specifically for guild members. This could potentially accomplish the same goal without having to modify the existing residence system. Of course, that would also need to be explored by development to determine feasibility. Both options are worth looking into. We'd need to dedicate some development resources to testing any changes thoroughly on the Test Center (TC) before considering them for the live server. Thanks for taking the time to put the suggestion together! Orton Evolve Community Manager
  • Using the Return Home with some structures suspends you in air

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    ortonO
    @Herstal said: I know it happens with guild halls. You land at the front steps but are stuck in the air for a bit. Thanks for reporting this! This is a known issue that we're aware of, and we'd like to get a little more information to help our development team track down the cause. Could you provide a few details? What type of structure is it? (Guild Hall, player house, etc.) Where is the structure located? What planet is it on? The more specific we can get, the easier it will be for the dev team to reproduce the issue and hopefully get it squashed. Thanks for helping us track this one down! Orton Evolve Community Manager
  • Cosmetic Invisible Boots/Shoes?

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    ortonO
    @McGruff42 said: My friend Arturan and I were working on my armor and cosmetics after last night's events and couldn't seem to find a way to make my equipped boots disappear. We tried equipping casual shoes as cosmetic, and we tried equipping wookiee battle armor pants as cosmetic as well (wookiee pants counted as boots as well in some other servers in the past), but nothing seems to free my furry feet. We'd found the cosmetic invisible biceps to hide that part of my armor, but we couldn't find cosmetic invisible boots or shoes. Apparently this server has some really good compression sock technology, making wookiees and trandoshans appear to have normal human-size feet in armored boots. It is totally weird seeing the gap between my legs and feet, though, can you guys help? That's an interesting one! Apparently, our Wookiees and Trandoshans have access to some pretty advanced compression sock technology. Thanks for bringing this to our attention! This is something we'll have development take a look at and see if there's a way to address it, whether that's adding an invisible cosmetic boot option or finding another way to let those furry and scaly feet breathe. We'll get it in front of the dev team and see what we can do! Orton Evolve Community Manager
  • Make it so you can click through pets

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    ortonO
    @Herstal said: The footprint of pets, even using the Kashyyk muzzle, is really big. It's hard to get on speeders or click on objectives if you have a pet out. Thanks for the suggestion! We definitely don't want players feeling like they have to beat their pets just to get them out of the way. It sounds like the root of the issue is the physical footprint of pets and how much they interfere with interacting with the world, whether that's mounting a speeder, clicking objectives, or navigating tighter spaces. A couple of possible solutions come to mind: Increase Follow Distance: Adjust the pet's follow position so it stays a little farther away from the player and isn't constantly standing right on top of them. Targeting/Collision Adjustments: Look into whether pets can be made less intrusive when interacting with objects or other players. I'm not sure how feasible it would be to prevent them from being targeted or interacting with certain objects, but it's worth exploring. I'm curious what everyone thinks. Would simply moving pets farther back when following solve most of the frustration, or is there another solution that would make more sense? We want pets to be useful companions, not an obstacle course you have to navigate around. Orton Evolve Community Manager
  • In Game Resizeable HAM bars

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    There was a mod back on live that allowed for the HAM bars for the player, target, and target of target to be independently resizeable. It would be nice to have this feature as part of Evolves enhanced UI. I should add that I am using the Mac client to play, incase this is a feature already available on the windows client. Thanks!
  • Minor FRS experience for fighting difficult pve mobs?

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    S
    I understand. Thank you for the consideration and the detailed response.
  • resource decimal point

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    M
    I was just wondering if it were to give resource's the same as the credits as in they have a decimal point in the numbers to make it easier to tell the numbers it may just be a personal problem for me but i often struggle to read the numbers due to dyslexia and the decimal point would make it easier to read if its possible
  • Food for Exceptional Egg Chance

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    RangerPhenomR
    Hello Evolve, We have a food at present that gives us an increased chance for Exceptional Milk proc, I would like to suggest that we have a food or drink that will increase Exceptional Egg chance. Thank you for your consideration and I hope yall have a great rest of your week.
  • Creature Harvest Collection Revamp

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    RangerPhenomR
    Good afternoon Evolvites, Several of the collections related to receiving beast abilities have been revamped to require slightly less to complete them. I would like to suggest that we revamp the Creature Harvest Collection to require 10 items per instead of 30. Thank you for your consideration my friends and have a great rest of your week.
  • Jedi Taunt Thumbnail Graphics

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    RangerPhenomR
    Thanks Cail
  • Advanced Class Tree (the next evolution)

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    D
    So this is a concept i want to introduce, what specifically goes into the additional tree is a debate beyond this suggestion but here it is! We create a new class tree separate from the existing class tree's (in a similar way to which FRS operates now) where players taking specific combinations of Master boxes grant access to those skill boxes. We could use this to enhance specific combinations of classes for both balancing and improving the abilities of somewhat limited support roles Here is a basic example. You reward a master doc, master officer by granting access to the enhancer tree. Lets say you have 5 points to spend for 5 boxes. These boxes give bonuses up to a "master" box that has a significant bonus Examples of the rewards in the boxes could be things like. Group buff duration, healing potentcy, rez cooldown etc all in different trees so the player chooses what kind of enhancer they are. Finally the "master" box gives an added bonus. That could be something like an extra heal skill, an extra rez skill, a new stance buff, a new group enhance buff (these things are all for debate just trying to provide concept) you could pair specific master boxes to do each of these trees, a tank one could grant punishing blow reduction, or armor, or DR etc etc. I would suggest these bonuses should be aimed at group support rather than raw damage, even in the case of a DPS pairing. Thats the concept in a nut shell. i'll be happy to discuss it in discord if you would like more examples or suggestions on it
  • Double clicking the character screen

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    ChavexC
    This has been addressed in the upcoming client patch we're working on, so should be implemented soon
  • City Decorations

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    ortonO
    @Grabeck Thanks for flagging these! On the city banners that's not a bug, the banner currently has a fairly large placement footprint, which is likely what's causing the "too close" restriction near the shuttle. It's worth revisiting though, and we'll look at adjusting it to be more in line with how street lights are placed, which have a much smaller footprint. On the indoor/outdoor trees from NS not placing outside we'll look into that one as well and see what's going on there. As for more city decorations in general, that's a fun idea and always good to hear what players want more of we'll keep it in mind. Appreciate you taking the time to report these and suggest improvements keep them coming! Best, Orton Evolve Community Manager
  • In game item: Garbage disposal (Large)

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    ortonO
    @Alerius This is a really thoughtful, well fleshed-out suggestion you've clearly thought through not just the core idea but the balancing considerations too (lot cost, power/credit upkeep, blueprint rarity via Architect/Shipwright and event tokens). Turning otherwise-deleted junk like low-value ISOs and augments into something usable is a great way to add purpose to loot that currently just clutters inventories or gets tossed. There's one significant hurdle we'd need to work through before something like this could move forward, though. As a volunteer project, our support team already fields a fair number of tickets from players who've accidentally deleted items they didn't mean to lose. A device designed around feeding items in for a random return would likely increase that risk accidental drops into the disposal could mean permanently losing something a player didn't intend to part with, and that's honestly been the main thing holding back systems like this in the past. Any implementation would need strong safeguards (confirmation prompts, a review window, something along those lines) to make sure it doesn't create more problems than it solves. That said, the core idea is a good one, and it's worth continuing to think through ways to make loot like this useful without adding to that support burden. We'll keep this in mind going forward. One thing worth mentioning in the meantime: Evolve already includes a quality-of-life feature that ties into this kind of large-scale inventory management you can Ctrl+Click or Shift+Click to select and drag multiple items at once, which makes clearing out and organizing junk loot much faster and more efficient. Thanks for putting this much thought into it feedback this detailed makes a real difference. Keep the ideas coming! Best, Orton Evolve Community Manager