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  • New Exotics for armor bits

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    ortonO
    Disavowed113, post: 4503, member: 233 wrote: simple request for -Medical assembly bit -Medical experimentation bit -Creature Knowlage I'll add more as i think of them. Thank you for the suggestions. As far as Creature Knowledge goes, we would need to carefully assess the balance implications, as adding more sources for that stat could potentially make existing acquisition methods less meaningful. For Medical Assembly and Medical Experimentation, those are absolutely things we can explore options for. Orton Evolve Community Manager
  • Weapon Core System Brainstorming Suggestion

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    T
    I think this is spenddid, as Vell said, it will allow the use of any weapon in the game, without feeling like your gimping yourself just because you want to use a Sniper Rifle or a regular gaffi stick. This will allow us to just use weapons as skins and nothing more.
  • Make Stand Fast great again

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    ortonO
    Ebabo, post: 4335, member: 1349 wrote: Mirror Stand Fast to Void Walk. At full points, Stand Fast has a 240 second cool down and 24 second duration. At full points Void walk has a 180 second cool down and a 30 second cool down. Making Void walk superior to Stand Fast with equal points invested. [Unavailable historical attachment #2006][Unavailable historical attachment #2007] Thank you both for the feedback. The comparison between Stand Fast and Void Walk is a fair point, especially when looking at cooldown and duration values relative to the investment required. Differences like that can definitely make one option feel strictly better than the other, which isn’t ideal. The broader discussion around defensive abilities is also important. Finding the right balance between offering meaningful defensive choices without allowing players to stack and cycle multiple strong defenses has always been a tricky design challenge. Your point about potentially tying these into a shared resource or rethinking tradeoffs is noted. We’ll pass this along to development for review as part of ongoing balance discussions. Orton Evolve Community Manager
  • Dead Eye 5 Piece Adjustment Suggestion

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    ortonO
    Rezerian, post: 4374, member: 565 wrote: Had a good test with the action damage adjustments and id say its much better now, personally I think its in a good spot where it is! Thank you for taking the time to test the changes and follow up with your feedback. Glad to hear the adjustments to the Deadeye set and Sure Shot are feeling better and landing in a good spot. Feedback like this helps confirm we’re moving in the right direction. We appreciate you experimenting with different sets and bringing attention to less commonly used options. Orton Evolve Community Manager
  • Remote detonator skill buff

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    ortonO
    Rezerian, post: 4375, member: 565 wrote: Did a lot of testing with the new damage increase against 3 different types of PVP targets and 2 different types of PVE targets. In PvP first against a Jedi target as expected it was glanced and evaded often but when hitting it could get up to about 5k and 7k on a crit after armors. Against a Mando target that has some of the best AOE resistance, it performed as expected quite poorly doing only about 1500 damage on average due to glances and mostly evasions. My last target was an Ent type basic characters and with all of these tests the characters were moderately buffed and have max armors Ent buffs. It was hitting every time with 5k and 7k crits that did fluctuate up to 8k at times. It does debuff the target for 30sec with -200 PRE. Lastly for the PVE tests it performed quite well doing about 10k damage to creatures after armor it could be as high as 14k with crits, certainly feels more like a PVE skill for sure. Then tried it on silver Blacksun elite, oddly enough it averages from 10k to 13k to them was not too far off from the creatures with the attacks base damage being about 30k Couple things to note, expertise boxes for damage increases of any kind but its own does not increase its overall damage output, same as buffs like lair crystal, damage stance, preparation Ect. I am glad to see the skill get a damage increase that was certainly needed, the debuff id suggest bumping it up too -300 PRE and - 300 STR. Where it is feels fairly ok for PVE for its cost maybe could be a bit more but that's just me. In pvp I don't imagine anyone will ever use this considering its cost vs damage effect. Thank you for the detailed write-up and for taking the time to test this across both PvP and PvE scenarios. This kind of breakdown is extremely helpful. The notes around performance differences between target types, along with the interaction (or lack of interaction) with other damage modifiers, give us a much clearer picture of where Remote Detonator currently sits. It’s good to hear that the recent damage increase helped its PvE viability, but your feedback highlights that it may still fall short in PvP, especially considering the point investment required. The suggestion to further adjust the debuff values is also noted. We’ll pass this along to development for review as part of ongoing balance discussions. Changes like this require careful consideration, particularly given how differently abilities can perform across PvE and PvP. Appreciate the effort you put into testing and sharing your findings. Orton Evolve Community Manager
  • Squad Leader reinforcement call down

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    ortonO
    Rezerian, post: 4376, member: 565 wrote: I was looking at squad leader's veteran troooer call down which is just a generic lol 90 npc. These guys die so incredibly fast that its more work to pull one out and have him attack to just watch him be melted in an instant. I by no means saying it should be on par as a pet or anything but I would not mind a tiny bit more use out of him that people may even consider grabbing it. How about making him a silver elite, this way he will last for a few hits in pvp and a moment in pve to be a distraction maybe or just a little help in dps. Also would it be possible to change his appearance to be something a little more interesting like a blacksun mercenary or something, just a thought! As always thank you all for your time! Thank you for the suggestion and for the detailed feedback. Squad Leader is an area we’re actively looking at, and it’s headed toward some major improvements. Feedback like this around Veteran Trooper performance and overall usefulness is helpful as we evaluate those changes. We’ll take ideas like survivability and visual updates into consideration as part of that process. Orton Evolve Community Manager
  • Cult/Syndicate/Secret Society Stories

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    ortonO
    Xaruul, post: 4445, member: 545 wrote: Just a thought for some non-pvp, solo content. Add secret cult style reputation questlines/stories with rewards. Something never before seen with no guides other than a hint as to where to start them possibly. Something ive said before i feel would be really cool is to increase the excitement of exploration and finding something no one else might even know exists in game, especially if they hold any kindve rewards or bonuses. As a side note, to keep them from being fully guided out and posted on the forums maybe have them rotate or change like Xurr on Destiny or something of the sort so only those already in the cults or syndicates know where to go from then on IF they stay on top of it. Each group would have their own style of rewards. I.E podracer group would get speeders and speeder mods, a bounty syndicate would get weapon mods or increased hunting proficiencies, a murderer syndicate would get pvp related bonuses (though still majority would be PvE), ect ect ect. some general rewards would be houses, deco, vehicles related to the specific group, weapons/ color crystals, armors not currently in game(all of this also assuming resources permitting I.E staff). This is a long term idea. just wanted thoughts and opinions. Thank you for the suggestion. This is a really creative idea and taps into something that SWG has always done well, rewarding exploration and discovery. The concept of hidden or evolving questlines, especially with faction or “cult” style progression and unique rewards, is very interesting. Systems like that could definitely add a sense of mystery and give players a reason to explore the galaxy beyond the usual content loops. The idea of rotating or shifting elements to keep things from becoming fully solved is also a nice touch. This is more of a long-term, large-scale content idea, but it’s absolutely the kind of direction we like to think about when expanding the game. We’ll pass this along to development for consideration as part of future content planning. Appreciate you taking the time to share it. Orton Evolve Community Manager Historical reactions: Like × 1
  • Carbineer balance suggestion

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    ortonO
    Rezerian, post: 4411, member: 565 wrote: I would like to suggest an increase of Deuterium round and acid darts to a max of 30% up from 20%. This could also be applied to Fencer for its proc damage abilities. I feel this is necessary given the many increases in power for heavy weapons with Juggernaut and swordsmen with its 2sec attack high damage capabilities. Carbineer certainly is behind in capacities as other options, and I am always looking to bring up skills or builds that just are not cutting it to make them more appealable to use! Speaking of which any chance we could buff the return damage from carbineer? The enforcer set reduces the CD for this ability but its completely undesirable due to its low performance and its point is best spent else where. I think it would be nice to have a good tool kit ability against fast attacks like the new sabers or many CH pets munching on you as an example! Thank you for the detailed suggestion and for highlighting the current gaps in Carbineer performance compared to other professions. The proposed increase to Deuterium rounds and acid darts, as well as extending similar considerations to Fencer, is interesting and makes sense in the context of overall power scaling. The feedback around Carbineer feeling behind, especially with return damage mechanics not being impactful enough, is also noted. We’ll pass this along to development for review as part of ongoing balance discussions. Changes like this require careful consideration to ensure overall class balance remains healthy. Appreciate you taking the time to lay this out. Orton Evolve Community Manager
  • QOL Suggestion - Weeds and collection items

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    ortonO
    BilbroSwaginz, post: 4386, member: 2872 wrote: Nightsister themepark weed collection / Nyms Themepark weed collection / collections in general, please.... i beg of you.... for the love of all that is holy make it insta collect, the weeds don't seem to have the level of frustration associated with collecting them as much as the actual collections themselves, since SWG has 2 selections as far as targetting goes, altering one of the 2 targeting states causes the collection to fail if you breathe wrong, but this overall tediom is silly. Thank you for the feedback. I understand the frustration here, especially with how sensitive the collection interaction can feel in those areas. We’ll pass this along to development and have them take a look at the collection process, including whether adjustments like instant collection or improving the interaction reliability are feasible. Orton Evolve Community Manager
  • Color Palette for Sith Speeder and other vehicles that need it.

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    ortonO
    Chuckombo, post: 4373, member: 2653 wrote: Would it be possible and not too difficult to be able to use color kits on the Sith Speeder, and any other vehicles that might need it? Thanks for all your hard work. Thank you for the suggestion. This is something we can take a look at. It may be as simple as toggling a permission, but development will need to confirm what’s possible. Orton Evolve Community Manager
  • Quest QOL update ideas

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    ortonO
    tormak, post: 4382, member: 3087 wrote: Just some ideas on two quests for a minor change, but one I think would be appreciated NK: run as is for the first time it is completed on a character. Then, any subsequent NK runs one does n that character, you just click on the crystal on your way to 3-NIi, and just enter the instance when you talk to 3-NIi, doing away with running past the crystal to 3-NIi, running back to the crystal, and back to 3-NIi. There is nothing lost from removing that run back to the crystal other than time. Nym's starmap: Add an option to just pay Han the 50k and skip the run back and forth for nothing other than dialogue we just click through without reading. a. Increase chances of getting nice, useable ship parts, if possible. For something that is once a day, it would be nice to have a better chance at useable parts rather than doing it day after day and typically getting nothing more than chassis dealer trash, with exception of the armor. Thank you for the suggestions, these are great quality of life ideas. Regarding the NK flow, reducing unnecessary backtracking is something we generally agree with. Systems like that originally existed to extend gameplay time, but on Evolve we want players spending time doing what they enjoy rather than running back and forth. We’ll have development take a look at this. For Nym’s Starmap, the option to pay Han 50k to skip the back-and-forth is a great idea and fits well with that same philosophy of reducing time sinks while still giving players a choice. As for the ship part rewards, we do have some exciting changes coming in this area. I’m not quite ready to share details yet, but it’s definitely something you won’t want to miss. Appreciate the thoughtful suggestions. Orton Evolve Community Manager
  • adjustments to Swordsman and Devestation proc

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    RezecR
    Reducing the armor pen by 4% in return for extra chances to hit with a high damage weapon is the reverse of lowering the damage.
  • 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.