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  • Collection Changes in todays patch

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    Since I couldn’t reply in channel Rezec: But this particular quest is, since you have to run a “check” on npcs and then it rngs to see if you get a positive, and then if you get a positive it rolls on the collection table for which fugitive you get, with some having a higher rarity than others. That answer also didn’t address RNG on treasure map collection items and schematics that are limited to bounty hunts and treasure maps only, can those RNG numbers be adjusted as well to balance with other “rarity” created situations?
  • Reduce crafting cost

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    What I was mean was a reduction of resources need to make consumable stuff like bm stuff as it takes so much resources.
  • Multiple Accounts Discussions

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    Evolve Patch Notes, post: 121, member: 64 wrote: Current Policy: **Multi Accounty Policy With great power comes great responsibility** No using multiple accounts by the same account owner to rank up cities No using multiple accounts to horde an entire resource spawn with harvesters No using multiple accounts by the same account owner to follow and use combat macros No using multiple accounts by the same account owner to PvP No using multiple accounts by the same account owner to AFK farm Multiple Accounts are limited to TWO per person (No Excessive Account Creation) Please discuss pros, cons, thoughts, should we restrict to a single account? This seems to have stirred alot of debate, so lets debate here. If this is the current policy, why are we seeing 16 man teams farming POI's for rare loot drops while AFK? Many have seen this, many have commented about it.... So? What's up? Is this something that's being put to rest? Or did something change and now you can AFK Farm, (ie Holocrons) with 8-16 afk players on POI locations as players who are actively online arrive and are outgunned by 16 bots AOEing the whole area... Is this not an example of that? Perhaps that needs to be nuked because that can create another issue where we're back to AFK everywhere. Maybe a compromise, since AFK playing is a part of SWG, we can limit an AFK Macro duration to "2hrs"... Anyone who swears they're not "farming" shouldn't have any issue with this. Just my thought on a very specific example. Historical reactions: Like × 1
  • Few things that might make the game better or last longer.

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    mike6, post: 255, member: 273 wrote: there aren't many items for sale because each guild basically supplies themselves. not many people are buying from others. On a small server having decay will get people to continue to get resources and craft items and have a constant flow of the need for PVE and crafting. and the increasing drop rates. the servers been up for maybe a month, and we are already fully geared with multiple 5p sets along with countless ig dented heads, ace packs and many more items. once you get it in the few runs you need to do, what is left to do? things should be harder to get. and I do see a point in changing things now. if people play here get everything, they need fairly fast, they will leave and play on another server. most likely people wont come back knowing how easy everything is to get. also, adding health isn't going to change anything, you don't need armor or anything to run any content here due to having 135 skill points. the challenging content hasn't come yet so he can base it on the new health levels. There seems to be a huge misunderstanding with some of the newer players coming over that didn't follow the development of this server over the last year. Nearly everything in game now is stuff that people have played over and over the last 20 years. EVERY single patch that we have done has included QoL to make things easier on people. It is 100% by design because everyone here has started over multiple times on multiple servers. We are working on new content, hard modes, more PvP content, etc and that is the END GAME. Nothing in game now should be considered End Game, this is recycled content that everyone has done. The calls from some of the player base to make things more difficult, to take things away from players, to add more time sinks, is a completely 180 from anything that has ever been stated or changed in any patch notes, so it feels like the players asking for that ended up on the wrong server. We have a link to Restoration on our home page, if you want to invest more time and work harder to grind things, they already have a server that caters to that type of player. On that note, a version of Decay with repair kits and non-breakage of items has been talked about multiple times and the code is already written for it, but it would have to be something that a majority of the community wants to see.
  • Way-points

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    As we continue to see massive improvements in such a short time period, I am wondering about the prospect of having some way-points in-game for these quests. Mustafar would be a good example. I find myself spending half my time on the internet researching way-points to locations to complete missions. I am wondering if these way-points, much like a legacy quest, can be stored within the missions themselves so that we can just play the game and not have to switch to the internet to find out where these specific areas are. A good example is how a terminal mission will show you where you need to go. I'm not sure what type of undertaking this will require, but it would be nice to be able to simply play the game and quest freely without having my phone by my side and researching every mission to find a way-point. These could disappear as soon as you approach them, like a terminal mission would. The Ryatt trail would be another place where having way-points added to a quest would be incredibly helpful and less frustrating. I'm sure there are countless examples.
  • Button to auto-add relics to your quest creator

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    I feel that a Master Chronicler should be able to toggle so that any looted relic gets automatically added. It's silly but it would help a lot with inventory clutter.
  • Smuggler

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    Kratos, post: 239, member: 138 wrote: Smuggler Tree/Expertise should be looked at/reworked. Concussion shot should still be a Smug ability, same with the Rogue set to allow for Dire snares as a Smug. Gamblers is kinda pointless as of right now cause due to some extent of testing, After using False Hope on a player 10 times, none of those times did it actually stick, work, and root my opponent. Cover Fire is another snare/slow ability thats not even in any trees, same with Narrow Escape, a smugglers snare/slow break. The rest of the Smuggler tree is fine outside of that. Would like too see Smugs have more CC outside of Nerf Herder which is easily broken by Scatter. And please, leave Off the Cuff/End of the Line alone, let the complainers, complain. Any melee can be easily countered by range. The problem definitely isn’t off the cuff/end of the line as those have always been a smuggler’s initial burst window outside of lucky break procs. It’s that people can get nutty abilities to mix with it like snipe/ambush way too early in their respected trees. Any ability with that high of base damage cannot be so easily accessible. So I absolutely agree it should be left alone. +1 to your post as a whole.
  • POI Discussions

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    EllasDad, post: 234, member: 365 wrote: I can earn GCW points and ranks while combatant. These proposed changes automatically flagging someone SF for killing x faction enemies are absolutely forcing PVP on PVE players. If you're atk /pvp just unflag yourself. If you want to sit on a random spawn and afk farm gcw you run the risk of getting killed.
  • Bounty Hunting/PvP

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    EllasDad, post: 235, member: 365 wrote: Source? I was a BH on live from Pre-CU until the servers shut down, and often would group hunt the tougher targets but was never able to attack my fellow BHs You can't attack/hunt group members
  • Nyms Starmap Idea

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    same +1, wish i could be done for the naboo part of legecy
  • Entertainers

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    Babayaga, post: 119, member: 259 wrote: Allow entertainers to get tokens and build-a-buff from their alts. As long as the cool down is maintained it shouldn't matter what toon is buffed. Crafters don't have to craft for for non-account characters to get tokens. Make items purchased with entertainer tokens no trade - protects the economy while allowing entertainers to get jewelry via alts (I don't think this is necessary, but offsets any issues caused by #1) Allow entertainers to create Buff holocrons (similar to medics) that they can sell on the bazaar. There are often delays when someone gets DB'd twice in OGs or other times when someone has to go get their entertainer buff, but if we can carry some around with us that delay is reduced. Especially if 1 event calls for specific buffs and another needs completely different buffs. Ents make the least money as a profession, this would be extremely helpful (imo) to make it viable. Ent droids that function as a camp module (without the need for a camp) - provides another revenue stream for droid engineers and allows in the wild buffing, without the need for an entire camp. Space Buffs - bonus to space mining, space crystal harvesting, loot drop (like % drop, or maybe a % chance to get a higher tier part or something) I'd like to throw my support to the above Good ideas.
  • TCG Black Market

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    asoasti113A
    DominusDolorum, post: 171, member: 236 wrote: Keeping a black market vendor on a rotation between 3 locations, Nym's, Borvo's and Jabba's. Just like Xur and Baro Kiteer. The vendor has access to curated loot from each TCG set until the last and then it resets back to the first. Keeping 1 vendor that has randomized loot from the pool and visits one of each location every weekend. And lastly there could be. Keeping 3 black market vendors on each of 3 locations, Nym's, Borvo's and Jabba's. The vendor has access to randomized loot from each TCG set and the loot changes each weekend. I personally like the 1 vendor at random location with the curated set per weekend Historical reactions: Like × 1
  • Kashyyyk

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    Like the FoTG quest, where we get both badges for helping old ben, or taking the crystal. Could maybe do the same for Kash's arena [URL unfurl="true"]https://swg.fandom.com/wiki/Arena_Challenge:_Face_Wirartu[/URL] Spare him, grants Arena Champ iirc and killing makes you an outcast for Society Exempler badge.
  • Skills/Prof Calculator

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    whansbury93, post: 57, member: 351 wrote: Would love to see a skills and/or profession calculator so we could experiment online at potential builds and things outside of being logged in. I know I have benefited greatly in the past from being able to check out and game-plan my character design using this as a tool to create a plan. It is also nice to be able to sit back and test out where to put points in different trees outside of whichever 2 professions you decide to master. https://www.swgtools.com/ is updating there website so working with them they could maybe get evolve skill tree listed there Historical reactions: Like × 1
  • New Housing additions

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    I know a lot are familiar with the server Empires in Flames, they have done something unique there with playing housing. They have added NPC buildings as player constructable and placeable housing, for example Watto's house is one of them and the Cantina (need to me a Master Entertainer to place) such as is in Eisley and the house the Imperial recruiter is in in Eisley is one of them and others. I have no idea how they did it but it adds a little more variety to the housing that we currently have. Historical reactions: Like × 1
  • Moving Harvest Faire

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    Just a little suggestion. How about moving Harvest Faire in the Entertainer GUI from miscellaneous to down to the Trade section. I dont know if its possible and I know its not an important issue but I thought I would suggest it since it deals with the Trade section.
  • Assassin master give ability steel

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    Spy in nge have a cool ability where you could steel for npc’s any chance we could get that. cheers.
  • Increase Furniture Container capacity if possible

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    Increasing the furniture containers to maybe 100 would make sense for organization especially for crafting halls and such. Having wearable containers having more capacity just seems wrong for having decorative containers. Historical reactions: Like × 4
  • Shirt bake in modifier device needed...

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    It offers tailors something to craft that would hold value. Of all the crafting professions, one could argue that it is the weakest in terms of making profits in comparison to other crafting classes. Also, it'd satisfy the OCD for many players to have balanced exotics across all three items.
  • Barc Speeder Schematic

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    csr_nord, post: 107, member: 209 wrote: Barcs are purchasable through the daily token vendor. Cool, thanks I didn't know that. I guess disregard the post then