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  • Master Underworld Smuggler

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    ortonO
    Right, post: 4166, member: 909 wrote: I like the idea of a little bump in performance, but personally think it should be tied to specifically benefitting a smuggler. There used to be an expertise box called "Long Odds" which granted +1 pistol range and +1 pistol damage per underworld rank, and "Underworld Boss" which granted +200 armor per rank. In fact its still there latent in the code (assuming it even works... a lot of that old smuggler stuff was borked). Not quite recalling if there was a particular rational for removing it, but maybe something along those lines could be nice. Yeah I think this is something certainly worth looking at.
  • Fix this broken stun system

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    RightR
    We had a situation developing a few months ago where people were chaining multiple stuns together to really shut down any chance of reaction, which was pretty frustrating. We've added a recourse to Pistol Whip, Kick, and Flashbang so that can't be done anymore. While Pistol Whip and Kick do prevent most passive defenses, you can still get reactive heals. I've also got in the habit of keeping my health full, and rotating certain defensive maneuvers pro-actively to prevent dying to stun, but its definitely pretty lethal. For me, one frustrating thing about stuns is that you sometimes have a hard time realizing your stunned (at least with Pistol Whip and Kick) as there isn't an obvious indication other than me smashing my buttons harder and harder with no avail :LOL:. If those two had the same effect as Flash Bang where it put your toolbar buttons on timer for the duration instead of just being unresponsive, at least we would be aware right away!
  • Chronicle Vendor - Swap Gold Tokens for Silver Tokens

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    RightR
    I could have sworn you could already inter-convert them. Maybe I'm thinking of another server though. Initially I thought this would be relatively easy to do, but buying a stack of items is a little more annoying than buying just one thing.
  • OGs Difficulty Idea

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    D
    So the concept i'd like to suggest is a seperate version of each of the OG instances, but restricting the number of group members (and not allowing bots) with a daily token reward with reward chance for something else (maybe RLS). The idea is to have a different way of playing the OGs requiring a different set of skills and tactics. Id suggest the easiest ones would have lower extra reward chance (IG, AM) Here's the sizing i'd recommend TK challenge, 2 players only IG challenge 1 player only ISD challenge 1 player only AM challenge 1 player only EK challenge 3 players only
  • Jedi Requirements

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    orton, post: 4140, member: 2006 wrote: Thank you everyone for the continued discussion and feedback on this topic. The Evolve staff team has heavily debated this suggestion. We are actively exploring ways to improve quality of life for our EU players and to make content feel more accessible across different time zones. That said, at this time the current unlock process will remain in place. We will be placing more focus on organizing events that EU players can participate in. In addition, we are looking at ways to better help players communicate and coordinate OG runs with one another. We appreciate your continued support and patience as we work through the challenges surrounding this topic and look for improvements that benefit the entire community. Orton Evolve Community Manager In light of this. Perhaps we could get a group organizing droid or a bulletin board in Eisley. Where players could go and place a request and see who has posted a request for a group.
  • GCW invasions

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    This great news , your own evolution of invasions, looking forward to it, thx for reply
  • New instances and existing content

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    ortonO
    dolanolos, post: 4115, member: 2583 wrote: Really appreciate the upcoming roadmap overview! Thank you! You are very welcome!
  • 0 Votes
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    ortonO
    Bleep, post: 4075, member: 360 wrote: A suggestion on this is to possibly re-work/re-code the Doctors bags or a version of, so people can organize things into groups of 20,In other containers The item is kinda useless right now a rework to a storage bag might give it new life? Just a thought Thank you for all your hard work. Thank you for the suggestion. That’s an interesting idea for giving Doctor’s bags a bit more purpose and utility. Development will look into this. Orton Evolve Community Manager
  • Grouping update - size & window changes possible?

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    ortonO
    dolanolos, post: 4111, member: 2583 wrote: 64 player groups has been mentioned a few times so I don't need to go too far into that. Problems are how much screen real estate it will eat up and how to be able to manage it. Is there a way to forma single group but have two detached windows? Currently, 32...keep that number for the left side of the screen and mirror it for the right side of the screen. BUT... In conjunction with a new option to choose your translucency level (see through) of the group window. If it's technically feasible to have a slide bar option to change the level of translucency / opaqueness maybe the group window covering the screen won't be as intrusive. Thank you for the suggestion. Expanding group sizes does naturally raise concerns about screen space and UI management, and ideas like split group windows or adjustable translucency are thoughtful approaches to addressing that. Development is actively looking at solutions to improve how larger groups are displayed and managed. However, updates to core UI systems like this can be very time consuming, especially with a volunteer development team. Changes to these systems require careful work and testing, so they can take some time to implement properly. If anyone in the community has the technical skill set and is interested in helping improve systems like this, I strongly encourage you to submit a staff application. Additional hands always help move projects forward. Orton Evolve Community Manager
  • Change Indefensible attack chance from Razer Cat to Assassin's set

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    ortonO
    Ebabo, post: 4107, member: 1349 wrote: Razer Cat set has +5% indefensible attack chance from stealth, and no way to stealth. The Assassin's set has Advanced Smoke Bomb ability with the 5th piece. I'd like to see the Indefensible Attack Chance added to the Assassin's set where it would be useful add on to the attack from stealth. [Unavailable historical attachment #1880] [Unavailable historical attachment #1881] Thank you for the information. We will be updating the examine menu text in a future update for accuracy. Orton Evolve Community Manager
  • Infiltrator Armor Deconstructed

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    ortonO
    SideshowBob, post: 4123, member: 290 wrote: Ability to remake Infiltrator Armor from OG Heroics. I think it was just overlooked. Thank you for pointing this out. It’s possible this was simply overlooked during previous adjustments. We’ll have development take a look at the ability to remake Infiltrator Armor from OG Heroics and verify whether this is functioning as intended or needs to be addressed. Appreciate you bringing it to our attention. Orton Evolve Community Manager
  • Battleground control terminals for world pvp

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    yeah, i was meaning as an admin tool for creating events, e.g. the cantina fight pit, put the terminal in the cantina and turn it into a faction fight around control of the cantina
  • Beast Master QoL Improvements

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    RezecR
    Most of the QoL suggestions in this thread should be in place on TC right now. Historical reactions: Love × 1
  • Chronicles QOL update

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    ortonO
    Can we look at removing the 5 second animation when sharing chronicles or adding a share with group command for chronicles.
  • Clone of Tank Update

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    orton, post: 4086, member: 2006 wrote: This suggestion has been carefully reviewed by the team, several Ewoks, and at least one very confused Wookiee. While we cannot officially confirm or deny that Tank is in fact three Ewoks in a trench coat, we can confirm that this information is classified and protected by both the Galactic Senate and Kashyyyk labor laws. That said, the idea of a heroic explosion into multiple Ewoks upon defeat is… scientifically compelling and lore adjacent at best. Unfortunately, adding guaranteed Wookiee fur drops from Tank would severely destabilize the galactic fur economy and may cause Tank himself to unionize, which we are not prepared for at this time. We appreciate the creativity, the boldness, and the undeniable accuracy of this report. Development will not be implementing this, but we are absolutely saving it for future internal memes. Thank you for your service. Orton Evolve Community Manager Thank you for your prompt reply and attention to this matter. While I’m saddened that this correction will not be implemented, I understand the Wookiee fur futures are a delicate balance in our galactic economy. The truth is out there. Historical reactions: Haha × 2
  • This topic is deleted!

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  • Weaponsmith Loot Upgrade for new Hard mode and beyond suggestion.

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    ortonO
    Bleep, post: 4071, member: 360 wrote: With the introduction of scales to armor which Is amazing for the server and team I wanted to make a suggestion or 2 for the new content and possible loot added into the pool, A NEW EVOLVED version of the old theme park stocks scopes and barrels as shown in the guide I found pics below. With options for blaster pistol and rifle added to the list, Now the adjustment on the damage and speed would up to development along with stack size, This would add the same lanes of commerce and crafting as the scales have to the server with armor smith also pushing the new content driving players to try it. Also, side note weapon smith is missing .5 expertise to make us 18p My suggestion would be a set of weapon smith goggles or glasses be added to give the +.5 experimentation and assembly, this would then push us to the 18p the community has been asking for make them super super super rare. Same with the scopes, stocks and barrels like the team has with the current scales. Any support or suggestions on this is welcomed, thank you team for your time and hard work as always! Bloop/Bleep/Snuggler Thank you for the detailed suggestion and for the kind words. We’re glad to hear you’re enjoying the introduction of scales and the direction that content has taken. The idea of an evolved version of the old theme park stocks, scopes, and barrels is very interesting. Expanding that concept to weapons, similar to how scales impacted armor, could open up new crafting lanes and commerce opportunities while encouraging players to engage with the new content. Adding pistol and rifle variants and letting development handle balance, speed, damage, and stack considerations makes sense. The note about Weaponsmith expertise is also appreciated. A rare set of Weaponsmith goggles or glasses that provide the missing +0.5 experimentation and assembly is a creative solution and aligns well with how other professions have been supported through rare gear. Making items like these extremely rare, similar to scales, would help preserve balance while still giving crafters something meaningful to chase. We’ll pass all of this along to development for discussion and consideration. Thanks again for taking the time to put together such a thoughtful suggestion and for continuing to support the server. Orton Evolve Community Manager
  • Clone Relics: To the Queen's Aid

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    ortonO
    tormak, post: 4065, member: 3087 wrote: Can we get the escorted NPCs to move faster? Or at least during the prison break portion. An increase of their movement speed would hopefully allow getting out before the NPCs at the gate respawn. Plus it seems quite silly to casually stroll out like we currently have to do, when it is supposed to be a prison break to begin with. An alternative suggestion would be to increase the respawn time of the gate NPCs or increase the escorted NPCs' level to 90 to give them a better chance of surviving the gate area being cleared on the way out Thank you for the feedback. The slower movement speed of the escorted NPCs was intentionally designed to add challenge to the quest and encourage group play. With one or two friends assisting, the prison break can be completed fairly reliably, even with the current pacing. That said, we understand how the slow pace can feel a bit awkward given the theme of a prison escape, and the alternative ideas you suggested are reasonable. This is something we can take a look at, but with a very full development schedule it likely won’t be something we can adjust anytime soon. Even small changes to escort behavior can have wider impacts on quest flow and require thorough testing to avoid breaking things. We appreciate you taking the time to share the feedback. Orton Evolve Community Manager
  • Master Sage change?

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    ortonO
    Bleep, post: 4007, member: 360 wrote: Could it be possible to add the master doctor buff to the sage set of jewelry? The Healing stance I want to play full sage, I just rather be on my doctor due to the healing. Sage is almost there if you could just tie that buff to the set I think they would be great again and still cut down on the abuse of the massive heal gain. Just a thought thanks for all you do. Bleep/Bloop/Burningsage/snuggler Thank you for the suggestion and for explaining your thought process. I understand the desire to lean fully into a Sage playstyle while retaining stronger healing capability. That said, Sage is a Jedi template and Doctor is a standard profession, and the two aren’t intended to mix directly from a design and balance standpoint. The Master Doctor buff is tied to the Doctor profession for a reason, and extending it into Jedi gear would blur the line between those roles. That being said, feedback around Sage healing performance and overall viability is still valuable, and we can continue to look at ways to support Sage within its own intended design space. We’ll pass the feedback along to development for consideration as part of ongoing balance discussions. Thanks again for taking the time to share your thoughts. Orton Evolve Community Manager
  • GCW Invasions

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    ortonO
    feihung, post: 3993, member: 2896 wrote: To get folk playing invasions again you could offer a 50k payout for the build phase and 50k for the combat phase, if both sides have a max build then defeating/defending the general has a chance to drop a loot box. You could limit this to 1 of each invasion a day. Id love to see an invasions day on the event list, some objective based pvp with enough downtime that folk dont get burned out Thanks for the suggestion. I like the focus on making invasions more rewarding and structured to encourage participation without burning players out. Splitting payouts between the build and combat phases is a solid idea, and tying an additional loot box chance to successful max build invasions adds a nice incentive without making it mandatory to grind. Limiting rewards to one of each invasion per day also helps keep things balanced while still giving players a reason to show up. Having a dedicated invasion day on the event list with objective based PvP and built in downtime is an interesting concept and could help bring more consistent engagement to that content. We’ll pass this along to development and have them take a look. Orton Evolve Community Manager