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  • 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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    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  • Medic Adjustment (Withdrawn)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.
  • Making faction bases encourage more PvP:

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    Bonus Restuss comms for any enemy faction killed around bases (a higher bonus on the day it can be busted) - does not need to be within city limits. Bonus FRS for enemy faction killed around the base - does not need to be within city limits. 5k for the group that completes each step of the base busting, plus maybe some Restuss comms for each step. When the base is busted, they get another 20k. If the players protect the base, they receive whatever amount the busting faction would have gotten - does not need to be within city limits. Bonus FRS for when the group busts the base or if the group manages to protect the base at the end - does not need to be within city limits. A slight bonus to Ent and Doc buffs nearing/on the days it's vulnerable if the buff is done in the base area - does not need to be within city limits. City bonuses for having a faction base, like +5 to crafting or maybe a city-wide buff bonus or higher payout bonus (you can choose only one), etc. People will need to think of more stuff. Having a base placed for 1 day shouldn't give the same bonus as a base that has been around for a week. So, it should take a week to provide the maximum bonus effect for the city - must be within city limits to get the bonus. For base busting, let's say rebels bust a base in a city, have the cities they live in receive a temporary bonus boost for like 48 hours (if the city has a base of the same faction as the player who was apart of the busting). So, if they have +5 to crafting, they get an additional +5 for 48 hours (same with Imps) - must be within city limits to get the bonus." "Has a 3-hour vulnerability window which can be set by the base owner" Maybe give better bonuses for people who set this at reasonable times for the server (would need to be determined by the staff) but if you set it for 5am for most players maybe you get less of a bonus vs setting it at 5pm -edit What pvp bases already do below - Thanks to Mellow for posting on discord - the ideas above can go along with what they already do PvP Player Bases: Overview There are 4 types of PvP bases and these vary in size: Forward Outpost Field Hospital Tactical Centre Detachment HQ They are placeable by any faction player Can only be entered by Special Forces Players Players can place mines and turrets to support base defense If enemy SF players are in range of the base any destroyed turrets of mines cannot be replaced Defended internally by NPC elite guards Has a 3-hour vulnerability window which can be set by the base owner Vulnerable bases are indicated on the planetary map with a sun symbol Invulnerable bases are indicated on the planetary map with a moon symbol Vulnerable/invulnerable bases are also announced in the #gcw-activity discord channel Supports GCW control by locking out the contested region and preventing the opposing faction from altering the score in that region until the base is destroyed Purchased from Faction Recruiters Players can place 1 base per character in any contested or uncontested region Bases also help to maintain Commissioned Officer Ranks. Earning GCW Points in the vicinity of a Base will yield a bonus to awards. SF Forward Outpost - 2%, 750m Field Hospital - 3%, 1000m SF Field Hospital - 5%, 1000m Tactical Center - 6%, 1250m SF Tactical Center - 8%, 1250m Detachment Headquarters - 10%, 1500m SF Detachment Headquarters - 12%, 1500m
  • Tool appearance for trader weapon

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    would be simple to either add a skin for the survival knife or even a new item that looks like a wrench or screwdriver, ect, easy to do but alot of crafter types would love them i can promise you that much Historical reactions: Like × 1
  • Jetpacks wearable as appearance items.

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    NORDN
    One of the more desirable changes on another SWG server was being able to radial a jetpack from the datapad and equip it as an appearance item. Not only was the player able to use the jetpack as a vehicle, but also wear it as a cosmetic, which made it even more sought after. Just a little something something ife/when the dev team has time to spare to work on things such as this. Historical reactions: Like × 1
  • Idea for a BH jedi bounty collection

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    NORDN
    Danno, post: 930, member: 1174 wrote: a jedi bounty collection rewards a bh specifc lightsaber, rewarded as a token that can be used to buy or claim a 1 off schemy for ws so it can be directly used for one of the melee skill lines as the lightsaber would just be a fancy skin for a 1handed, 2handed, or polearm melee weapon, i'm pretty sure you can figure out what to model it after There is currently a token system implemented for claming/defending bounties that could be used as a vehicle to add more cosmetics and what not to the game. That being said, I think we should keep lightsabers exclusive to jedi.
  • 16 Man Group KEYBINDs

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    VikingmandoV
    +1 this 100% can we also work on the UI elements for it so we can split the group windows or resize it to 8+8 Vertical or horizontal? Historical reactions: Like × 1
  • Limit GCW Invasion PVP area to combat phase only.

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    DraskonD
    A more clearly defined PvP zone akin to the Flashpoints on Legends (where they set up pylons with red laser barriers showing the zone) and perhaps even asking you if you want to flag upon entering the zone would be a good alternative. The other day I was just running around Bestine because I thought there was no one there, minding my own business, and then I started getting my teeth kicked in. I'm not a PvP'er, and I'm certainly not built for it, so it would be nice to know where not to go. Historical reactions: Like × 1
  • IG88 Mouse droid kick

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    add kick animation to starting the IG instance. why because its funny and satisfying to kick the little thing. Historical reactions: Haha × 1
  • JSF certification

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    Shotgun CharlieS
    Please remove the mission completion requirement to fly the JSF. IIRC, that change was made in live, so anyone who attained the correct level of certification could fly it. Completion of "Doing your Duty Phase IV' was only required to obtain the deed for the ship, and it should be the same way here. thoughts?