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  • QOL Adjustment - GCW time gating

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    ortonO
    BilbroSwaginz, post: 4397, member: 2872 wrote: Hello again, suggestion here is simple as the GCW grind takes time, a long time, and if someone is relatively new to the server its (20 years later) a pain in the ass. I would love to see GCW diminishing returns adjusted, most if not all officer ranks require 2 weeks each to rank up, yes the 50k tokens are amazing, it would just be awesome to be able to reach the General goal in a more timely manner. In no way am i suggesting a week 1 insta general ROFL stomp fest, but more so a steadier increase, in the event someone isn't able to earn GCW the setback is crazy. Example, i joined the server beginning of Dec 2025, last week hit general on 2 toons. 4 1/2 months, i know i know people are going to say get gud, you suck haha grind moar newb n shit and yes i missed some weeks and the set backs are a thing. Ive not been hit with the decay, but i hear its pretty punishing as well lol. Its the little things that can make a big impact. Thank you for the suggestion and for sharing your experience with the GCW system. I understand where you’re coming from. The GCW grind is intended to be a long-term progression system, but the time investment, especially with setbacks, can feel punishing for newer or returning players trying to catch up. I personally agree that there may be some room to slightly reduce the time per rank, potentially bringing it closer to around one week per rank. This could help make progression feel more consistent and also make it easier for players returning from a break to get back into things without feeling too far behind. We’ll pass this feedback along to development for review. Appreciate you taking the time to put this together. Orton Evolve Community Manager
  • Arakurth World Boss

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    ortonO
    Yatoya, post: 4402, member: 1107 wrote: Someone commented about the Sarlaac Pit and I just thought why not have a giant worm world boss or hardmode. Arakurth (Large Worm) is what swallowed the YT-1300. Was thinking having a instance load to a small asteroid battlezone if possible otherwise keep it on a planet. First phase the players hurt the Arakurth as a normal Boss and it lies with mouth open. (for simplicity could place a elevator terminal in the mouth). Second phase the players enter (are inside) the Arakurth and battle a swarm of Mynock, in a small corridor maze. Third phase the players battle a World Boss class Mynock. Fourth phase the Arakurth gets indegestion and spews everyone out, where you battle the Arakurth a second time as a World Boss class. Or battle some kind of guardian inside protecting an internal organ of the Arakurth. Thank you for the suggestion. This is a really cool concept, and I have to say… fighting a boss, getting eaten on purpose, and then continuing the raid inside it is definitely one of the more memorable ideas we’ve seen. The multi-phase design is especially fun. Starting with a traditional boss fight, transitioning into a full “you’ve been eaten” scenario with mynock swarms, and then finishing with either an internal boss or getting launched back out for round two adds a lot of variety. Also, the idea of a group willingly walking into a giant worm’s mouth via an elevator terminal is peak SWG logic and I’m here for it. We love seeing creative encounters like this that mix mechanics, atmosphere, and a bit of chaos. Suggestions like these are exactly the kind of things we take into consideration when thinking about future content. No promises on when or if Arakurth starts digesting players anytime soon, but this was a great read and we appreciate you sharing it. Orton Evolve Community Manager
  • Ewok World Boss

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    ortonO
    tormak, post: 4403, member: 3087 wrote: Had this idea kicking around for an Ewok world boss: The Ewok Chef. Don't have a lot of ideas for this, but perhaps a 2 part fight. First part we have to get through guards or something else, not sure what TBH, while at intervals, having a mechanic similar to Caretaker of Lost Souls in EK, except for just one Executioner, there is a group that needs to be defeated before they can get an NPC to the Ewok Chef to be cooked (Throwback to RotJ where they were getting ready to cook the rebels). If too many NPCs get brought to the chef and cooked, it is a fail, and we are wiped by a horde of hungry ewoks, and the Chef despawns. Upon the successful rescue of X amount of NPCs from being cooked, we then deal with the Ewok Chef, clearly angry about his meal plans for the village being ruined. I guess somewhat of a joke boss, but at the same time technically lore accurate, lol. Thank you for the suggestion. I’m not going to lie… the idea of wiping to a raid boss because your group got turned into dinner is both terrifying and somehow completely lore accurate. The Ewok Chef concept is honestly a lot of fun. The phased approach with rescuing NPCs before they get tossed into the stew pot, followed by an angry chef boss fight, is creative and fits perfectly with the chaos you’d expect on Endor. I can already picture groups panicking as they realize they’ve let one too many “ingredients” get delivered… followed by an immediate and very hungry wipe. We love ideas like this, especially ones that mix humor with solid mechanics. Suggestions from the community like this are a big part of what makes content feel unique, and we absolutely take them into consideration when planning future additions. We always try to implement player-driven ideas where we can. Appreciate the creativity (and now I’m slightly concerned about every Ewok I see going forward). Orton Evolve Community Manager
  • Limited use schematic counter +

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    ortonO
    tormak, post: 4416, member: 3087 wrote: Unsure if this is in the realm of possibility, but a counter in draft schematic selection screen for limited use schematics showing how many uses are left next to the schematic name. Also, a search bar to get to the desires schematic faster, or at possibly the categories collapsed by default. This is a great idea. Having remaining uses displayed directly would be a nice quality of life improvement, and it makes sense for that information to appear both in the Draft Schematics section of the datapad and within the crafting window when selecting a schematic. The search bar and collapsed categories are also solid suggestions for improving navigation. I’ll pass this along to development for further review. Orton Evolve Community Manager
  • Vendor Removal Confirmation

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    ortonO
    This is a great quality of life idea. We’ll have development take a look at applying the same improvements to player vendor removal. Orton Evolve Community Manager
  • Collections QOL

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    ortonO
    Thank you for the suggestion, and for the additional ideas to improve the collection process. We’ll pass these along to development to take a look at. As of right now, we have a very large project roadmap with limited development resources, but we can evaluate what something like this would take to implement. Orton Evolve Community Manager
  • Faction Standing Vendor Proposal

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    ortonO
    Faction Standing Vendor Proposal I’d like to propose the addition of a vendor that allows players to purchase faction standing for any faction in the game. Proposed Functionality: Players can purchase faction standing at a rate of 1,000 credits per 1 point of faction Applies to all factions currently available in game No changes to existing faction gain methods Reasoning: The current method for obtaining faction standing primarily involves grinding missions or content tied to that faction, which can often feel like a time sink, especially for players trying to engage with multiple systems or unlock specific content. This vendor would provide a quick and convenient alternative for players who prefer to spend credits rather than time grinding, while still preserving the original method for those who enjoy it. Additionally, this would act as a meaningful credit sink, helping to remove credits from the economy in a controlled and optional way.
  • Master Underworld Smuggler or Something Else?

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    Should we focus on fleshing out Master Underworld Smuggler or create an entirely new system for Evolve? I think the MUS theme park being fixed and upgraded would be the best approach as its foundations are currently there. Based on your answer to the first question, tell us how you would like to see a fleshed out Master Underworld Smuggler or how to create a new system for slicing for Evolve? Updating mission rewards to accommodate slicing components is something a few servers have done with a good success rate. As well, the illegal weapon mods and cash reward. The three rank system worked on live and it was very beneficial. Perhaps the values can be adjusted to function better with EV’s mechanics and stats. Legends added a separate ability to obtain smuggling missions by slicing a mission terminal with a “chance” to fail the slice and obtain a small bounty. That should please the BH’ers out there as well. More to do is the name of the game. These missions were separate of the MUS theme park. They could be space or on land and you could still use private travel (just not NPC travel like shuttles) MUS needs to offer the innate armor, range, and damage benefits. I also think the ability to participate in th MUS theme park should require investment into the profession. Not the old 1pt in smuggler. You should be a master smuggler to enjoy the benefits of being a master of the underworld. Adding slicing components or bits to smuggler themed activities will make the profession what it was supposed to be, a hybrid between combat and business.
  • New Themepark.

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    ortonO
    tormak, post: 4345, member: 3087 wrote: There is an old mini theme park on Corellia that starts in the Kor Vella cantina with Lasha Bindari, and leads to Tyrena, talking to Crev Bombaasa then Karena Keer, ending with the Lady Hutt Shalera (currently missing). Could easily serve as new updated content with new rewards, with even potential for a smuggler underworld tie-in. Thanks for sharing this suggestion. I took some time to dig into it and see what I could find on the original content you’re referencing. There is actually evidence that this was a real, albeit incomplete, quest chain on Corellia. Based on archived data, the flow appears to have started with Lasha Bindari in the Kor Vella cantina, who would send players over to Tyrena. From there, Crev Bombaasa acted more as a pass-through contact, leading into Karena Keer, who handled the bulk of the actual missions. The missions tied to Karena Keer included a mix of delivery tasks and at least one combat objective, which lines up with the structure of early SWG multi-step quest chains. All signs point to this being designed as a small, underworld-flavored narrative arc that moved players between cities and introduced them to a network of shady contacts. The most interesting part is the final step. There are references to a Hutt named Shalera who appears to have been intended as the endpoint of the chain, but there is no evidence that this NPC was ever fully implemented or accessible. That strongly suggests this was either cut content or an unfinished mini theme park that never got completed. So your memory of it is pretty spot on. It looks like a prototype of a small Corellian theme park with a smuggler or underworld angle that just never reached a finished state. We definitely value you bringing this up. This is exactly the kind of overlooked or incomplete content that can be interesting to revisit and expand on. No promises, but it is something we will absolutely take a look at and consider as a potential addition or restoration opportunity. Thanks again for taking the time to share it. Orton Evolve Community Manager
  • Smuggler Revamp

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    ortonO
    telum, post: 4297, member: 858 wrote: While smuggler has some interesting things about it there is a lot that make is a bit lack luster. Here are a few suggestions for improvement. Make the MUS grind do what it is supposed to do. Have it add the armor, the damage, the extra range. I don't think it needs a major boost over base NGE MUS. Make fast talk and sly lie group buffs. Maybe short duration like some of the squad leader buffs. Maybe one offensive one defensive. Add some armor negate to pistols. Not a ton to make them overpowered but enough to make them on par with other weapons. Add some significant action cost reduction to be more in line with other classes. Reduce the number of points to get to master smuggler so its more in line with other professions like assassin Make all smuggler abilities work with all weapons. A good number of the abilities do not work with heavy weapons. I haven't tested other weapons Overhaul the expertise to give us the choice between damage or debuffs. Create a few more attacks with short cool down maybe 3 or 4. The debuffs have a pretty long cool down and arent really that useful. Change scandal from AOE damage to straight weapon damage since there is only cover fire as an aoe. increase the time of Break the Deal to 10-15 seconds to make it somewhat useful I think these would go a long way in making smuggler on par with the other professions. Thank you for the detailed suggestion and for taking the time to lay everything out so clearly. There are a lot of thoughtful ideas here around improving Smuggler’s overall feel and bringing it more in line with other professions. Development will take a look at this. We do currently have a very full roadmap as we work toward our next chapter release, so changes like this may take some time to review and implement properly. I’ll keep you posted on where these ideas end up. Orton Evolve Community Manager Historical reactions: Like × 1
  • Faction cape recoloring

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    ortonO
    tormak, post: 4263, member: 3087 wrote: Could we possibly add new coloring options via the tools for Faction capes? Thank you for the suggestion. I’m not sure if this is currently possible, but I’ll check in with development and see what can be done. Orton Evolve Community Manager
  • Vendors

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    ortonO
    Hobo, post: 4269, member: 1244 wrote: Can the vendors from empire day event and ewok festival and Halloween things like that stick around so we can spend excess tokens we have left in our boxes plse. Thank you for the suggestion. These vendors are intended to be seasonal in nature, tied to their respective events. That said, this is an interesting quality of life idea, especially for players who may have leftover tokens after events end. The team will take this into consideration as we approach our next major chapter release. Orton Evolve Community Manager
  • Add Mos Pelgo to Tatooine

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    ortonO
    Shonuf, post: 4284, member: 1776 wrote: Per Orton's request, throwing up this suggestion. Most Pelogo is a basic town, and can be used as part of the Mandalorian quest line when that gets released on Evolve. Great suggestion, Spice. Let’s see what we can do! Orton Evolve Community Manager
  • Add ready chips for Deep Space and Kessel

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    ortonO
    Shonuf, post: 4285, member: 1776 wrote: Can we add the ready chips for Deep Space and Kessel to one of the token vendors (duty tokens or station tokens)? For those that are in space often, these chips make it much easier to travel around space. This cuts down on time flying to travel / NAV stations. These are space equivalent to ITVs for space, imho. Up vote....or else?? Thank you for the suggestion. The ready chips for Deep Space and Kessel are intended to be rare items, primarily obtained through reverse engineering by dedicated pilots. This helps preserve their value and gives space-focused players something meaningful to work toward. Because of that, we’re not currently looking to add them to token vendors. Orton Evolve Community Manager
  • Token Overhaul

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    ortonO
    telum, post: 4298, member: 858 wrote: We have a ton of different types of token currencies. So I suggest we combine them all into a single token currency that gets awarded for for the various activities. Different activities should award different amounts depending on the risk vs reward. PVP activities such as bounty hunting or FRS should award more than a OG heroic an example. Obviously the details would need to be decided on but I think price increases would be appropriate given that a user can do a variety of activities. Given our lowish population, its not always possible to do the content you need to in order to obtain the item you want. So opening it up would help and also let players get the items they want by doing the content that they want to engage with and not have to do something they don't want to just to get an item. Thank you for the suggestion. This is definitely an interesting idea and I understand the reasoning behind consolidating currencies to give players more flexibility in how they engage with content. That said, a change like this would require a significant amount of work to implement and balance properly across all systems. With an all-volunteer staff team, limited resources, and a very full development roadmap, this is not something that is likely to be implemented anytime soon. We do appreciate the thought put into the suggestion and the feedback on accessibility. Orton Evolve Community Manager
  • Master Underworld Smuggler

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    Adding this here since it is relevant: As it is in its current state, Smuggler's illegal weapon modification mechanic is not in the game. These modules that go with that mechanic I got from dong space convoys today. Unless there are plans to reimplement this mechanic, currently their only use is to collect 100 of these for the DL-T pistol (gold DL-44), which unless that has been touched, is probably not worth getting except for a show/deco piece, in regards to other current end game weapons. Perhaps we could get these removed from the loot table from space convoys to at least make room for something else potentially worthwhile, or take a look at the DL-T and make it comparable to other current end game weapons if it is not currently? These 35 were from about +/-20 level 1 convoys, and 1 level 2 convoy. I am obviously not at 100, but have confirmed that the summoned junk dealer does still have the pistol modification conversation option with these in inventory and received a quest to turn in 100 pistol mods. [image: 1952-ec38ec662dc9-image_2026-03-14_180731644.png][image: 1957-6599a4006fb8-image_2026-03-14_182750672.png]
  • Sith Knuckles

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    Cailener1234C
    With the adjustment on new 6th gen weapons for Jedi, lightsabers and the knuckler, the stances are going to be removed from Jedi since they were the inspiration for the current updated melee weapons. So, those stances will be worked into the lightsabers, knuckler had not been looked at yet. As of writing this, there hasn’t been any testing on them nor what the final outcome is on what they’ll look like. You would be notified on the TC Announcements channel when they’re ready to go to be tested. Historical reactions: Like × 1
  • Jedi Lethargy

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    Thanks for looking at it.
  • Electric and Acid Thrower style weapons

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    ortonO
    DominusDolorum, post: 4226, member: 236 wrote: We have cold and heat, I seriously think we should get flamer style weapons for electric with an yellow "flame" effect and a green one for acid. Thank you for the suggestion. Expanding weapon effects to include additional elemental styles like electric and acid could certainly add some visual variety to combat. We’ll pass this idea along to development and have them take a look at whether something like this might be possible in the future. Orton Evolve Community Manager Historical reactions: Like × 1
  • Revanite Daily Dungeon

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    ortonO
    Cheatmeal, post: 4227, member: 2918 wrote: As it stands after an update Revanite Daily has become very difficult to do on DPS toons. I myself cannot do it any longer on anything other than a tank and that doesnt give me the feel of a daily dungeon anymore, I've gotten to the point where I only do it on my tank and my jedi then leave it alone. I propose this: Turn the current version of the Revanite Daily into a hardmode challenge, just like Death Watch Arena Daily, with a slightly increased loot chance compared to the normal version and put in an easier version so that everyone can do it on the toon they prefer. Having a normal mode and a hardmode in both daily instances makes sense to me. Content becoming stronger as people become stronger is fine but there are newer people coming in often and they need to be able to do the content as well. Thank you for the suggestion and for sharing your experience with the Revanite Daily. Balancing daily content so that it remains engaging for geared players while still accessible to newer players is always a challenge. Your idea of separating the current difficulty into a normal mode and a hard mode, similar to the Death Watch Arena Daily, is an interesting approach and makes sense from a progression standpoint. We’ll pass this suggestion along to development so they can take a look and evaluate whether adjustments to the Revanite Daily might be appropriate. Orton Evolve Community Manager