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  • Shared Bank

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    Right, post: 1360, member: 909 wrote: You probably have at least 1 house on 1 of your characters though right? If you could drop all your tokens in a bag or whatever in that house would that also be a way to solve the problem? Plus, IIRC, you can't put NTS items in a bag, or the toon you're trying to transfer to will be locked out of the bag. Has to be dropped in the open.
  • NPC city basics

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    Right, post: 1336, member: 909 wrote: Hmm. Are you counting outposts as NPC cities? (like Dant Mining Outpost) Yes, that is exactly what I am referring to. Historical reactions: Like × 1
  • Add the Desert Skiff to the Daily Token Vendor

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    RezecR
    There are plans to add this to the World Boss Vendor when that update drops.
  • Remove Pet Ability Family Restrictions

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    avaerA
    Idk, this would seemingly solve the alpha pet issue currently, Kick / Spit are number 1 with defensive built BE rolls. Mix in some Stat mutations they are likely (with right support build) unkillable and with ST/ hit chance mutations they dominate. Why anyone would even run a different pet here I don't know. I've run BM and BE for a long time and I've never seen bracks crush like the ones I make here. Dot pets can be cool, but with 3 sec cleanses doesn't really matter. Forget about even rolling an offensive built value pet, with the armor disparity they get melted and can't be healed through. So, BM should be an Ability based / BE stat game not a, pick one pet and only use that. Pet appearance as basically just a skin makes way more sense to me. It becomes a coordinated effort between BE and BM to build a pet to how they want its abilities to be rolled. Not to mention the ability to change that pet's options, instead of running specific pets for specific things you have options for a single pet. That to me, is good BM/ BE gameplay. This makes my app mutations valuable as players will actually run Spined Rancor's that are a huge effort make as they would be great in PvP with different ability choices.
  • Grenades

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    Vikingmando, post: 1286, member: 223 wrote: I will vote yes on the condition that your grenades are no longer ranged. You can only drop them at your feet and they also deal damage to the user. That is a good compromise. So throw distance is, 5-10m? What about blast radius? Would be shitty if it was also 5-10m. Currently its 30m throw, 35m radius?
  • BH Reveal Target Ability

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    When this ability was noticed on TC, I had a suggestion for it and mentioned it privately but not on an official capacity. Move the Reveal Target ability to the BH Vendor, purchased via BH tokens. Just like the Slave 1 ITV is a purchased ability. However, still require MBH to use the ability. Currently someone can get 50 tokens, buy the Slave 1 ITV, then drop BH and still be able to use it. That is not what I'm suggesting for Reveal. Purchase Reveal for X tokens, but requires MBH box to use. The reason for this suggestion is it limits the amount of people with access to it, potentially allowing more bounties to remain on the boards for longer periods of time, making the payouts a little more than the now more common, 20k-300k. It also adds some grind for BH tokens other than the ITV and Jetpack parts. Also lets newer bounty hunters know the struggles of having your target hiding away, and potentially help them with when to attack their target to have the best advantage, when able.
  • Limited use schematics

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    RightR
    DWTerabyte, post: 1151, member: 39 wrote: The only token bought schematic that this applies to is the complete resource survey tool when it comes to the trader token vendor. It takes space mining resources to make - so getting there to be able to not only buy the schem from the vendor and working your way to mining with space takes quite a bit of time, so there is a good trade off there. In the examples I mentioned, those include 9 different schematics that can be made into a manufacturing schem. Not just one. And this comes from experience, not assumption. Also, the asteroid resources it takes to make a single POB part can make 62 complete resource survey tools, so its a super small amount. A single cargo hold of asteroid resources can make 275 of them. I've sold like 10 in the last 3 months.
  • Gaining FRS via PvE

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    DWTerabyte, post: 1232, member: 39 wrote: After testing it out on the current version of the Test Center, my only suggestion - instead of being able to be an entertainer, I would rather have access to the crafting professions instead. Since you get a resource quality buff from the meditate ability. I actually kind of like this idea, id totally turn my jedi to a craft lol
  • QoL Discussion: Random Loot, Tokens

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    mediocrebh, post: 1254, member: 284 wrote: Speaking from a guy that has had terrible RNG on all servers, I like this idea. We've all been around the guy that seems to get all the TK rucksack drops and then loots the mural on the same run....the one guy that makes you check and make sure the loot is on random, while you try to not be petty, it is a little disheartening, but if you can at least acquire some of these loot items just by running instances, it makes it more encouraging. Been there, done that... Maybe the better way is a currency system with a peppering of rare (as in frequency) drops like someone else suggested here (can't remember right off who). That way we can work towards getting what they we need/want. Take the horrible RNGeezus right off of the table. I will say that this would definitely encourage me to run OGs more.
  • New GCW Token Rewards - Vehicles & Structures

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    Adding new rewards to the factional GCW vendors would be an easy way to add a new vehicle and pair of structures for which there is already existing code. The AT-RT could be added to both Rebel and Empire GCW vendors. The Rebel Spire could be added to the Rebel GCW vendor and the Emperor's Spire could be added to the Empire GCW vendor. It would be refreshing to have new rewards offered by those vendors and it might even encourage more participation in GCW Invasions, at least for a short time. Disclaimer - I am not a coder so I have no knowledge base for understanding whether or not it is easy to import items like those mentioned above.
  • Increase Crafting Component factory crate stack cap

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    D
    This was buffed in the early version of test about before it went to Live. The usual 25 was bumped up to 100. I don't remember the conversation with Rezec, but I know for a fact it's not friendly to try and copy what Sentinel's Republic did with their factory crate size. That's a whole different monster.
  • Medic Adjustment (Withdrawn)

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    NORD, post: 1112, member: 16 wrote: there are exos, pups, food/drink, and ent buffs. Thanks for this idea, after changing out my exos and ent buff for more heal potency. Then adding Bacta Ampule to my build I was able to reach a decent heal potential.
  • Add a couple of 00s to the resource deed

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    RightR
    The resource crates a very abundantly available as is, and really diminish a whole amazing aspect of the crafting game in my opinion. So I respectfully would not support it. But I empathize with your polymer woes! I too have been waiting for something good. Edit: What are you trying to make btw? Maybe I can help Historical reactions: Like × 1
  • Satchel and Cargo Pocket w/ Storage

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    VikingmandoV
    Oujii2, post: 1033, member: 658 wrote: I've been wondering the same , where have they gone ? These items spoken of are actually "extinct" they were removed when the NGE launched. The only way to obtain them after NGE dropped originally was by purchasing them from other players. They are currently not available as loot on Evolve. However we can consider adding them back to the game.
  • Increasing PVE Threats

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    RightR
    Griffy, post: 1019, member: 386 wrote: Heroics have always been soloable and easy to do even on other servers. They are not meant to be challenging content in 2024. Soloing is still a drag compared to grouping in terms of effort and time it takes. Groups will still always be sought after to make it a little bit enjoyable at least. No one runs heroics as a form of challenging content on any other server that exists. It’s a “try and get through this as fast as we can” type deal and should remain that way. Future content will be the thing to look forward to as far as challenging. Once you start making heroics hard people will stop doing them altogether because, from my experience once someone has every 10/10 they have no reason to run them other than helping out friends and wanting it to be over with. Live and Legends are not even close to how easy it is here. Vikingmando, post: 1020, member: 223 wrote: THIS 1,000,000% please say it louder for the kids in the back Yes, but they are still the best PvE content, and offer the most sought after rewards in the game. Why relegate them to a snooze fest. They have even been directly being made easier even though they already are a cake walk. I love that Tusken experts actually run now and that more spawn, no need to make instances a test in patience. Thats QoL for sure. But definitely surprised by Kav and experts being invulnerable - its one of only strategic elements in Tusken, but I guess someone said its too hard or annoying? Common. NORD, post: 1021, member: 16 wrote: As a few have stated, the current base pve content isn't end game and there is stuff on the horizon that will be challenging and rewarding pve content exclusive to Evolve. I think the better approach would be incentivizing that rather than trying to find another reason to do yet another OG run. Rezec, post: 1022, member: 1 wrote: World Bosses will be more challenging and something that will need more test cycles after the combat revamp. Hardmode instances are also something slated and Reedux has been at work completely reworking the scripts behind instances to make them less buggy. We not only want the mobs to be harder to kill, but we want to add more mechanics to fights so that it isnt just a dps race. Vikingmando, post: 1030, member: 223 wrote: DPS checks are fine, as long as there are other mechanics involved and the whole thing doesnt turn into 1 giant one. Same with Heal checks and Tank checks. There are tons of mechanics and ideas to glean from other games if they are at all possible to implement into swg. That said though, adding a twist onto them would also be a cool idea. I'm very excited for the new content! Still - Don't let perfect be the enemy of the good. DPS/Tank/Heal checks are the foundational mechanic which others get layered on to. Without them, you basically have created a non-combat puzzle. Or worse yet, most of the interesting existing heroic mechanics are literally completely ignorable because they are so incredibly easy. Creating hard mode instances and world bosses is expensive relative to what I'm talking about here. Give yourselves some easy wins here by leveraging even more of whats in place. Its time tested, and has kept us all coming back for more. I'm not suggesting letting heroics be the final end game content, just making them more rewarding by focusing on low effort, high return on investment tweaks. And I (and I think Quillian too from how I read his post) are not just talking about heroics. All PvE: Corellian Corvette, Champion of Mustafar, Secrets of Syren, Avatar platform, basically the entirety of Kashyyyk, Meatlump/Jabbas/rebel/imperial theme park, Azure Cabal, the list goes on and on of cool shit in this game thats a walk in the park right now. And many of these things already have some neat rewards tied to them that don't require you to introduce new incentives for. Designing hard mode versions of this stuff would be very time consuming, or maybe impossible for the open world stuff. Look you guys already know theres a balance between easy, challenging, and grindy. From my experience here, there has been a relentless pursuit to make everything easier at almost every opportunity (travel, resource collection, crafting, leveling, gearing, questing, etc.). Don't get me wrong, some of those changes I absolutely love! But from some others, the short term high fades into less playability, and less rewarding achievement. I liken it to pay-to-win games where people essentially buy cheat codes that cut their play time in half. There is an audience that demands to make such payments and thats why the model thrives, but its not maximizing enjoyment. There will always be people telling you stuff is hard plz make easy. But sometimes its an unsustainable, populist approach that needs to be checked against guiding principles. Similarly, making things harder is like nerfing something thats OP, its rarely a popular move. But most every live service game has to do it for long term health and prosperity. Historical reactions: Like × 1
  • Survey Tool Distances

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    RightR
    Little tip for you: You can boost it permanently by taking a bite of Chandad, and setting your tool to 380m range. Even when the food wears off, the range sticks.
  • Make the TIE Advanced an enticing Imperial ship

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    RightR
    Love how passionate you all are! My two cents from a primarily balance standpoint: Tie Adv is good in PvP, sucks in PvE. Same as most interceptors. Suggestion: NPCs shouldn't be able to hit smaller ships as easily as they currently do. If that could be done without modifying the hitsphere, that might balance their PvE effectiveness without impacting PvP. Historical reactions: Like × 1
  • Augs/Enhs

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    RyndeR
    I think this coincides with this post QoL Discussion: Random Loot, Tokens another something that can be purchased from token vendors, I do think that invasion rewards needs a big upgrade to get people to actually do them and perhaps create some organic PVP
  • Blurrg Raptor Tamable?

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    ChavexC
    Done. Thanks.
  • Gaping Spider Recluse not Tamable?

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    ChavexC
    Hmm, I was just able to tame one taken from mission terminals on Dathomir, I couldn't tame the "giant" version of it, but the rest of them I was able to without issue.