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  • Progressive stat increase to Elder buff based on character age.

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    ortonO
    Latermorph, post: 3108, member: 176 wrote: For each year a player has been on the server,maybe a 25-50% bump up on the current stats to Elder Buff . Thanks for the suggestion! We really appreciate you taking the time to share your ideas please keep them coming! An enhancement like this would definitely be a cool way to recognize and reward long-time players, and we absolutely agree that it's important to show appreciation for the veterans who have supported the server over the years. Your dedication helps shape the heart of the community. That said, we also have to carefully consider gameplay balance. Elder players, thanks to their experience and deep understanding of the mechanics, already tend to have an edge in many situations. Adding a scaling buff on top of that could unintentionally widen the gap between newer and veteran players, possibly creating an environment that feels discouraging for those just joining the game. Still, the core idea celebrating long-term commitment is something we’re very interested in. We’ll definitely keep this in mind as we explore more ways to honor and reward our veteran players without impacting overall balance. Thanks again for the thoughtful post! Orton Evolve Community Manager
  • Battlefield Enhancements

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    avaerA
    Right, post: 3076, member: 909 wrote: Contrary to what some believe, battlefields can actually be pretty fun! But they have a few things that hold them back that might be relatively easy fixes. These first three suggestions are pretty easy/uncontroversial wins: The queue entry system absolutely sucks, constantly leaving people behind. Recommend switching it to where the only the group leader gets the invitation, and will therefore bring the entire group in. Or even some other system entirely if its easier. People accidently hit fast travel to Eisley/Residences often, and there's no way back in. Block these abilities from working inside battlefields. Give the winners +5 additional battlefield tokens, slightly incentivizing objective play. The built in objectives are far more dynamic and varied than the same old team slayer we do in every other PvP settings. Allow fewer than 4 players on each side (maybe even as few as 1v1) This second set of suggestions are perhaps a little more aligned to my personal vision and might be a bit controversial, but hear me out: Make fights self-balancing. The most memorable and fun PvP are those close matches. Every time someone clones (revives wouldn't count), give them a stacking buff of +5% damage output and +1000 armor "You'll Pay For That". Buffs clear when leaving the battlefield. If self-balancing ends up being too difficult, might suggest reducing the duration to 10 minutes to allow groups to re-balance, or counter before becoming too demoralized in a one-sided contest. Allow additional players to enter a battlefield in progress if they are in equal numbers. Allow unequal team sizes. If possible, probably constrain to a difference of +/- 2 players. Battlefields are awesome, some of the best experiences in PvP have been in battlefields and I fully support efforts to modernize the system in anyway possible. Cris, thanks for putting this up. As always great ideas and suggestions! You brought up some great points and centered on some areas of frustration in the current system. (Especially, fast traveling ffs..I did it tonight.) Fully Support These Core Fixes you suggested. Group queue system - ancient method is trash we all agree. I suggest tying each of the battlefield instances to an NPC each person in each group can radial to enter. (Like Kash instance master Chewbacca.) times out after 10 minutes and flags the winning team. Perhaps set these up in a PvP battle themed city or location. there can be the PvP vendors, fight pit, training area etc, rebel / imperial / mando themed. Disable fast travel while in BF’s 100% Wins should be rewarding, incentivize objective play. - PvP themed tokens for PvP centric gear. (PvP only stat mods not affecting pve content) More Suggestions to Elevate Battlefield Gameplay: Gameplay Mechanics & Flow Dynamic Spawns Based on Objective Control Let teams control forward spawn points when they capture objectives. This adds a tactical layer and rewards map control without needing full domination. Secondary Battlefield Objectives Add side objectives like temporary damage boosts, turret controls, or med stations. These create more strategic choices and give solo players meaningful roles. Hell, drop some AT-ST’s from Hoth for players to use. Quality of Life Enhancements Requeue Option After Match* * At the end of a match, give players a quick “Requeue” button so they can jump into the next game without having to leave, requeue, and reorganize. Solo/Duo Queue Preference Let players opt into solo/duo-only queues to avoid being stomped by premade 4-stacks, encouraging more casual participation. Cosmetic & Progression Rewards Unique Battlefield Armor Skins or Titles Battlefield-themed gear, capes, or visual badges would give players visible status to show off their investment and skill. Even recolors would work. Battlefield Token Vendor Rotation Add a biweekly or monthly token shop rotation with cosmetics, rare schematics, or utility items to keep players checking back in. Legacy Kill Tracker or Titles Introduce legacy achievements like “Battlefield Veteran” or “1000 Kills in PvP” that give long-term players bragging rights. Immersion & Theme Enhancements Weather/Time Variance Per Map Add atmospheric effects, nighttime battles, sandstorms, or light rain to keep repeat playthroughs feeling fresh without new maps. Faction-based Objectives/Dialogue Include faction-specific VO lines or objectives (“Capture the Rebel outpost!” vs “Defend the Imperial bunker!”) for added immersion. Battlefield Missions or Daily Quests Let players pick up missions like “Win 3 matches” or “Get 10 captures,” which reward tokens, XP, or special gear. Love all the great work. Keep it up! Historical reactions: Like × 1
  • Resource RE'ing

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    If you want I will be in voice when later today I can help you out if you would want to that
  • Allowing Jedi access to Crafting/Entertainer missions/quests. here's how.

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    if a Jedi carries the ***full ***Artisan skill tree it should allow them to be flagged as Crafter for access to content in Empire/Remembrance day missions,GCW and WoD content . Also anyone non-Ent. can still go to go to Mustafar and learn Calypso song. So for Jedi that should at least flag us to allow us to do Entertainer quests for the same as above (not giving them any other abilities from the Ent. skill tree or anything).
  • Boosting Crafting

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    We were thinking of setting up a package that allows crafters with their own suits to obtain resources. This package could be placed on a vendor, which would be beneficial for certain classes, such as chefs, weaponsmiths, armorers, and architects. Chefs: These crafters can cap each of the additional items with food or drink, resulting in light, medium, and heavy options. Weaponsmiths: They can obtain all the parts for range and melee weapons, as well as the cores for elements, ranged stock barrels, and other components. Armorers: They can acquire all the different layers and core types, with only three layers and three cores available. Architects: They can run each component for harvesters. Droid Engineers: They can obtain parts for making droids that require good resources. They might need to select specific types of resources, which could be challenging to start with. The cost of this package should be between 3 and 5 million credits and 100 tokens. This would encourage more production and allow even experienced crafters to purchase capped subs from new players. It could also be a great way to circulate credits through the vendor system, similar to the way additional items were required for chefs in the past. We can start with few crafting profession and expand it in the future.
  • Scavenger Profession

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    More details would be nice if you have that information planned out.
  • Nightsister Gate as City decoration

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    ortonO
    Chrylyn, post: 2921, member: 1773 wrote: They barely fit in a few buildings, more fitting for city deco. Hey Chrylyn! Great idea we’re always looking for ways to improve immersion and give players more freedom. Your suggestion lines up perfectly with another idea currently being discussed here: [EMBED content="thread-1215"]https://www.swgevolve.com/index.php?threads/1215/[/EMBED] It proposes a major expansion to the types of content players can place in cities, which would really open up creative and functional possibilities. If that’s something you’d like to see added, be sure to give it an upvote and join the conversation! Thanks again for the awesome feedback! Orton Evolve Community Manager
  • Boost Crusader Armor to be on par or equal to theme park armor

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    ortonO
    SatanicMonk, post: 3038, member: 1831 wrote: Appreciate you listening to my suggestion. I'm definitely not used to that playing on many servers. Thank you we really appreciate the kind words! One of the core pillars of SWG Evolve is listening to our community and acting on feedback. We're all players too every member of the staff team actively plays the game and genuinely loves Star Wars Galaxies. That passion fuels our commitment to not only maintaining the server but continuously improving it with meaningful quality-of-life changes and fresh content. We know how frustrating it can be to feel unheard on other servers, and that's exactly what we aim to avoid here. Our goal is to help Evolve reach its full potential together with the community. Feedback like yours helps guide us in the right direction, and we’ll always do our best to respond quickly and make changes that enhance the experience for everyone. Thanks again for being part of the journey! Orton Evolve Community Manager
  • New food or update one of the other weak ones for hand sampling.

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    ortonO
    Some good bone here! I consolidated and cleaned up the formatting. Spice Tea Old: Mind buff New: Reactive Action Heal Exo Protein Wafer Old: Damage Reduction New: Damage Reflect (One-hit effect per use works effectively) Citrus Snow Cakes Old: Accuracy New: Critical Damage Boost Blood Chowder Old: Bleed Resistance New: Elemental Resistance Pikatta Pie Old: Dodge Bonus New: Prevents tool reset effects (e.g. Flash Bang); one-hit use Dweezi Old: Trapping New: Trap Damage increased by 5–10% and 3% increased trap trigger chance Ductcrepe Old: Reduces DoT Duration New: Adds 5–7% Critical Hit Reduction Kanali Wafer Old: Constitution New: Speeds up crafting tool timer Crispic Old: Accuracy New: Snare Remover Blue Milk Old: Mind Heal New: Action and Health Regeneration Corellian Brandy Old: Defense vs Knockdown New: Stuns target for 5 seconds and reduces armor defense by 500 Vasarian Brandy Old: Mind Focus and Willpower New: Jedi-Only — Increases Damage and Defense by 5–8% Vayebok Old: Block New: +75 Constitution, +15 Block Value Chandad Old: Surveying New: +10% to Hand Sampling Won-Won Old: Strength and Constitution New: +100 Damage Felbar Old: Mind Food New: Either: Increased loot drop chance (if feasible), or Prevents Action Drain T'illa T'ill Old: Stomach Filling New: Reduces Punishing Blow Effects T'ssolok Old: Ent Buff Reduction Timer New: Reduces Medic Resurrection Timer Ithorian Mist Old: Defense vs Dizzy New: Increases Crafting Resource Cap by 10% Elshandruu Pica Thundercloud Old: Ranged Defense New: Adds +50 Stamina and +65 Agility
  • Special schematics for AS

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    Since you’ve been doing the hide drops so well, I thought you could add one more schematic. It would have around 50 health and be made with core enchantment. You could also include a base stat of 35 when making the core. Alternatively, you could have another schematic that you can run when making the core. I figured since you only have to run Avatar to get new stuff, and you don’t have a group to farm or complete it, there’s no other way to get items. You could also add a random token to increase the chance of getting a stack of one of them. This could also be helpful.
  • Martial Artist: badge-less?

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    puppsterP
    puppster, post: 2939, member: 2033 wrote: With my objective of obtaining all profession badges prior to a toon heading down the dark path of Jedi (and it forever dominating his thinking), it appears as though that is the only skillset lacking a profession badge at the moment. [we've all other weapon branch badges available: incl brawler, marksman, etc, all combat and entertainer skillsets prof badges (image design, dance, etc), and all crafting skillsets incl cybernetics and even reverse engineering profession. But, alas, Martial Arts stands alone sans it's own badge. ] - might one be in the works/ added? Also since I'm spotlighting Martial Artist: 2nd column, last row - *Marrial Artist Guard. May a Warrial attack supplement this ability? Or a Luigial ability for increasing character height? ;D Is Martial Artist likely to remain badgeless or, if one is added later, would it be retroactively granted to toons that otherwise had earned it? I've a toon that will be changed to jedi soon, although I had intended to nab all the profession badges on it 1st. I'm cool with being a bit patient if such is in the works; or if it's just not going to happen - cool to that too. But that's just one of a few checklist items before I take'em to that next step.
  • Mounts for CH

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    puppsterP
    orton, post: 3032, member: 2006 wrote: Thanks for your post and for bringing this up it’s a great suggestion! Creature Handler is still a work in progress and hasn’t yet reached the full vision our development team has for the profession. There are still more updates and improvements to come, and mount functionality is definitely one of the things on our radar. If you have a list of specific pets you’d like to see mountable, feel free to post them! That kind of feedback really helps us gauge interest and look into the feasibility of adding support. Sometimes changes like this might seem simple on the surface, but they can require a good amount of development work and testing behind the scenes. Visual elements like saddles or proper mounting animations are also a factor, and we definitely don’t want players riding creatures that look unfinished or strange. We appreciate your interest and passion for the CH system keep the ideas coming! Orton Evolve Community Manager While I'm certain there're more- CH can currently train dunebacks and banthas as mounts (I've seen and trained these). Also characters can shoot/ hit (but not specials) from the backs of both animal as well as vehicle mounts on Evolve. swg.fandom lists as CH mountables: dewback, bol, kaadu, carrion spat, falumpaset, humbaba, brackaset, cu pa, bantha; and veractyl. I've not yet tested any of these others on our server. I'd support that it'd be reasonable for CH to train at least most of the animals that BM can incubate and egg manipulate into mounts (also per swg.fandom): bantha, blurrg, bol, bolotaur, borgax, carrion spat, co-henpa, cu pa, dewback, eopie, falumpaset, graul, kaadu, kashyyyk bantha, kwi, lava flea, nerf, peko peko, rancor, snorbal, toxic peko peko, tulrus, veractly, whisper bird, horned dewback, reptilian flyer, tauntaun, gualaar. Some of these are a heck of a lot harder to obtain/ mutate than yoink-taming the animal into one's datapad, however CH mountables could indeed do with some negotiated roster expansion! Of note: Currently a CH can shoot/ hit (not specials) from the back of a CH mount and can also get off of the back of said mount and fight along side said pet(s) Badas* AF!!! CH can have 3 out alongside the CH, limited to all the same base level attacks. - I'm not complaining or disrespecting, it is still advantageous to have a squad at your side like this. CH pets do not have any specials available to them. Even so, they can be a potent respectable force. BH mounts were converted as eggs and that when they're summoned, they are mounted and when one dismounts the BH mount, it disappears. I feel it'd be reasonable that they remain in the area, as they're stat-less besides health, but it'd be great to admire them still when not mounted. Maybe allow them to stay in place similar to a swoop or V35 would...?
  • TC frog additions

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    Please add flight computers and/or astromechs to frogs, overload chips, and potentially bel-22 and JSF (would need quest completion activated).
  • Flowers for Shmi

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    ortonO
    Gypsy42, post: 2952, member: 2098 wrote: Make this quest repeatable with a buff time of 3 hours. Speak to Sorna, at the Tosche Station on Tatooine to start the quest Flowers for Shmi. The following buff will be granted for the period of one hour: Grace of Shmi; Strength +60 Stamina +60 Agility +60 Precision +60 Luck +60 Thanks for the suggestion! Making the Flowers for Shmi quest repeatable with an extended buff timer is definitely a quality-of-life improvement worth exploring. The buff itself is solid and adding some flexibility to how players access it could make for a smoother gameplay experience. As with a lot of things in SWG, the quest system can be surprisingly complex behind the scenes. Even seemingly minor changes can sometimes cause unexpected issues in completely unrelated systems it’s always an adventure digging into that code! Right now, our development team is actively working on several projects, but it's great ideas like yours that help shape SWG Evolve and make it one of the best servers out there. I’ll be sure to let you know if we make any progress on getting this change implemented. Thanks again for taking the time to share! Orton Evolve Community Manager
  • Kashyyk Content resettable like the mustafar content

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    ortonO
    coke403, post: 2955, member: 2162 wrote: suggesting that the kashyyk content be able to be reset in particular (Chief Kerritamba - Arena Challenge: Face Wirartu) if you kill him you go down the quest line for the exemplar for the outcasts and if you let him live you get the arena champion quest line would be nice to be able to go down both paths similar to the trials of obi-wan Thanks so much for the suggestion! This is definitely the kind of quality-of-life update that’s worth looking into. The ability to explore both quest paths like with the Trials of Obi Wan would add a lot of depth and replayability to the Kashyyyk content. With SWG, it’s always surprising how complex things can get under the hood especially with quest systems and how they interact with player progression. Sometimes even small changes can cause unexpected issues in totally unrelated systems. It definitely keeps things interesting (and challenging!) for the development team. Right now, our devs are hard at work on several different projects, but ideas like yours are exactly what help shape Evolve and make it one of the best SWG experiences out there. I’ll be sure to keep you posted if we make any progress on implementing this change thanks again for taking the time to share it! Orton Evolve Community Manager
  • Beast Master 5 Piece

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    ortonO
    avaer, post: 2963, member: 896 wrote: It would be badass if we could get a 5 pc for BM. Even if it doesn’t affect the pets themselves but provides some useful abilities for the BM to utilize that’d be excellent. Imagine if a BM 5 pc allowed to you pull a second pet out temporarily. Would love some suggestions or ideas for potential stats / abilities. Thanks for the suggestion really appreciate you taking the time to share your thoughts! Beast Master and Creature Handler players could definitely benefit from a 5-piece set, especially since they're one of the few groups currently without one. It’s a great observation, and something that makes a lot of sense to explore. You're clearly a passionate and knowledgeable player on SWG Evolve, and your input is invaluable to helping us shape content that truly fits the community. I'd actually love to hear your thoughts what kind of attributes or abilities do you think would make sense for a BM focused jewelry set? Whether it's utility, survivability, or pet focused enhancements, feel free to throw out your best ideas. Or maybe a jewelry set to make it so Bounty Hunters can’t blow up V-35 speeders anymore… lol, Looking forward to hearing more of your ideas! Orton Evolve Community Manager
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    ortonO
    Ceena, post: 3009, member: 2376 wrote: Same as title, drop a starship terminal in the same room with the chassis dealer, so if you need to cash in tokens and sell the parts you don't have to run 2 doors over to launch back out or travel. Thanks for taking the time to share your suggestion! As a heavy space player myself, I definitely understand the inconvenience of the current terminal placement on Ord Mantell. Having to run a couple doors over just to launch back out can break the flow, especially when you're turning in tokens and clearing inventory. I believe the original intent behind the layout might have been to encourage more exploration of the facility but that’s just a theory. That said, your idea makes a lot of sense and it's certainly something the development team can take into consideration. Right now, our devs are focused on a few active projects, but quality of life improvements like this are always on our radar and we appreciate when players highlight them. Orton Evolve Community Manager
  • Item to reset the helper monkey collection.

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    Well, I believe other than Shipwright, the other collections are not repeatable. Can we make that happen? One that would benefit new crafters, provide BM with something to craft, and help players who don’t want to craft find items for those who do. It will be players’ places to farm and such. Cost 100 token of your choice. Historical reactions: Like × 1
  • Jewelry QOL

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    ChavexC
    Gypsy42, post: 2953, member: 2098 wrote: Either add a new Vendor or add the ability to an existing one. Trading one piece of jewelry for any one piece of another set. Is it possible? This would allow the corresponding jewelry set to be used when changing professions. I mean technically its possible, but that would/could mean that only one set of jewelry is ever needed. While we could add something like a monetary value to use the vendor, it would drastically devalue the tokens in general Historical reactions: Like × 2
  • My old GCW Overhaul (From 2018)

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    ortonO
    ADawg, post: 2945, member: 2280 wrote: Pretty much nailed it. The only thing is spies don't exist here so #2.4 isn't relevant anymore Perfect! I just wanted to make sure I understood everything correctly. I also have some exciting news to share. While I can’t reveal everything just yet, I can give you a few updates on topics we’ve discussed: 2. GCW PvP Bases 5. Player Bases As teased in our roadmap, we’re planning major changes to GCW bases. We’ll be releasing more details soon, and it’s shaping up to be some very exciting content. 1. Currency Overhaul 3. Open World Control I’ll be doing a significant amount of research on these topics. At this time, I’m not confident enough to provide any concrete comments—but they are on my radar. 4. Player Cities 6. Space Integration 7. Invasions Player cities are also seeing changes, as mentioned in the roadmap. As for space content, several ideas have been proposed to increase engagement, though nothing has been finalized yet. The topic is definitely getting attention, and I’m hopeful we’ll have a solid plan to share soon, along with roadmap updates. 8. Rewards System The team is actively evaluating the rewards from quests, GCW, and tokens, with the goal of expanding the items and content available to players. This will be a gradual process, rolled out over time with each patch and chapter update. Orton Evolve Community Manager