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Proposal for improvements to space

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  • T Offline
    T Offline
    Tdeadly
    wrote on last edited by
    #26

    orton, post: 2605, member: 2006 wrote:

    This w

    This was a ton of great info and incite.

    I think a simple grading system would be the most beneficial. Sticking a letter grade to the part based upon an estimated average.
    F-Way below average
    D-Below average
    C-Average
    B-Above average
    A-Exceptionally rare.

    We can even break that down further to F+ or - D+ or - C + or - and so on.

    A color change of the text when the part is a B or an A to be a better visual queue as well would be beneficial.

    While I have a basic understand of this bell curve loot generation system it has to have theoretical limits based upon probability. This is what could be done to generate the grading scale.

    This would also prevent a change of the grading system thus preventing a person from buying a part with an A class stat only to have it downgrade to a B class stat a few days later thus likely reducing the value and investment of the part.

    The nice thing about space parts and the economy is it is self-correcting. You can list a cherry part for an insane amount of money but if no one is willing to buy it then it never gets sold. Additionally, a grading system would also prevent unknowing players from selling a part to the junk dealer that could have fetched them a pretty penny. Then we start moving into supply and demand theories, as more grade A parts hit the market prices will come down, simple supply and demand, self-correcting market.

    That’s a good Idea but what would be better is each stat get a color when it. Good to keep that part you will see the color. That they can just pin what you want higher or lower. In the channel for new players that do know.

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    • DraskonD Offline
      DraskonD Offline
      Draskon
      wrote on last edited by
      #27

      orton, post: 2605, member: 2006 wrote:

      This was a ton of great info and incite.

      I think a simple grading system would be the most beneficial. Sticking a letter grade to the part based upon an estimated average.
      F-Way below average
      D-Below average
      C-Average
      B-Above average
      A-Exceptionally rare.

      We can even break that down further to F+ or - D+ or - C + or - and so on.

      A color change of the text when the part is a B or an A to be a better visual queue as well would be beneficial.

      While I have a basic understand of this bell curve loot generation system it has to have theoretical limits based upon probability. This is what could be done to generate the grading scale.

      This would also prevent a change of the grading system thus preventing a person from buying a part with an A class stat only to have it downgrade to a B class stat a few days later thus likely reducing the value and investment of the part.

      The nice thing about space parts and the economy is it is self-correcting. You can list a cherry part for an insane amount of money but if no one is willing to buy it then it never gets sold. Additionally, a grading system would also prevent unknowing players from selling a part to the junk dealer that could have fetched them a pretty penny. Then we start moving into supply and demand theories, as more grade A parts hit the market prices will come down, simple supply and demand, self-correcting market.

      Appreciated!

      I agree that a visual coloured text system should be implemented, and it'd be nice to have the colours for each threshold configurable to match a user's liking, but not the actual thresholds themselves if at all possible, since that then will turn what's supposed to be a more objective grading system fundamentally into a purely user-by-user subjective system, overriding the basis of the thresholds set according to the data the grades are based on, if that makes sense.

      Using probability as a means to determine theoretical limits is a fair approach but still a bit dicey because of statistical outliers. They can and will exist with the system as it is which makes the grading system trickier for another reason:

      What do we want to base the grading system on, precisely? Do we want to base it on rarity, or part performance, or the results after RE'ing? (In the case of VsA/VsS/EPS/Refire on weapons, these all round to the nearest .010 quite predictably unlike any other stat.) A lot of the issue I see with the grading system on other servers, and even in my own experience is that up until around C+ and B tier components, the mentality of the grading system starts to shift from usage and "strength" to rarity and potential trades/sales which blurs the line of what the grading system is supposed to represent, if that makes sense. It can represent both, but I think any kind of a grading system should be pretty clear on what exactly it means when you see a letter grade next to a part.

      You definitely have a case of diminishing returns with parts in this game as well, so I guess it's natural for that overlap, but I think having some way of showing the grade as it relates to performance is better than rarity, but it could be included in the same grade letter as a percentile, or something.

      ... Though then what percentile do you reference? The overall probability of that stat across all the averages on the server? Or percentile based on simulated probability of getting a drop in that range? Because if we ran simulations of multiple hundreds of thousands/millions of rolls, you'd get a different average every time; Enough to skew the grading system or even percentile in a significant enough way as there is no absolute cap (aside from zero, like I mentioned) to stats.

      Makes my head hurt just thinking about it haha.

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      • T Offline
        T Offline
        Tdeadly
        wrote on last edited by
        #28

        P

        Draskon, post: 2607, member: 808 wrote:

        Appreciated!

        I agree that a visual coloured text system should be implemented, and it'd be nice to have the colours for each threshold configurable to match a user's liking, but not the actual thresholds themselves if at all possible, since that then will turn what's supposed to be a more objective grading system fundamentally into a purely user-by-user subjective system, overriding the basis of the thresholds set according to the data the grades are based on, if

        Draskon, post: 2607, member: 808 wrote:

        that makes sense.

        Using probability as a means to determine theoretical limits is a fair approach but still a bit dicey because of statistical outliers. They can and will exist with the system as it is which makes the grading system trickier for another reason:

        What do we want to base the grading system on, precisely? Do we want to base it on rarity, or part performance, or the results after RE'ing? (In the case of VsA/VsS/EPS/Refire on weapons, these all round to the nearest .010 quite predictably unlike any other stat.) A lot of the issue I see with the grading system on other servers, and even in my own experience is that up until around C+ and B tier components, the mentality of the grading system starts to shift from usage and "strength" to rarity and potential trades/sales which blurs the line of what the grading system is supposed to represent, if that makes sense. It can represent both, but I think any kind of a grading system should be pretty clear on what exactly it means when you see a letter grade next to a part.

        You definitely have a case of diminishing returns with parts in this game as well, so I guess it's natural for that overlap, but I think having some way of showing the grade as it relates to performance is better than rarity, but it could be included in the same grade letter as a percentile, or something.

        ... Though then what percentile do you reference? The overall probability of that stat across all the averages on the server? Or percentile based on simulated probability of getting a drop in that range? Because if we ran simulations of multiple hundreds of thousands/millions of rolls, you'd get a different average every time; Enough to skew the grading system or even percentile in a significant enough way as there is no absolute cap (aside from zero, like I mentioned) to stats.

        Makes my head hurt just thinking about it haha.

        But that is like legends. If they want to do something different. Maybe an items that you can place a bunch of items in you can flag not to sell that worth keeping. Than can post min-max for each lvl that they can look at to go with the file link you can uses or whatever it in link in the pin part.

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        • DraskonD Offline
          DraskonD Offline
          Draskon
          wrote on last edited by
          #29

          Tdeadly, post: 2608, member: 364 wrote:

          P

          But that is like legends. If they want to do something different. Maybe an items that you can place a bunch of items in you can flag not to sell that worth keeping. Than can post min-max for each lvl that they can look at to go with the file link you can uses or whatever it in link in the pin part.

          You mean to make a container item to put parts into to evaluate them first and refer them to a min-max guide or something similar? Just making sure I understood what you're suggesting, because we shouldn't want to shy away from genuinely good ideas just because they are already done by other servers. Unless I misunderstand, adding a container item just to evaluate parts adds an extra step that won't make much of a difference to newer spacers, since they won't know about it or what it does until way later, and likely already sold/scrapped a bunch of good loot by that point.

          Having a colour-tiered grading system intrinsically in the examine window with the looted part is very user-friendly and makes sorting through loot much, much easier and less time consuming. Despite the system's flaws, it's genuinely a great idea.

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          • T Offline
            T Offline
            Tdeadly
            wrote on last edited by
            #30

            Draskon, post: 2609, member: 808 wrote:

            You mean to make a container item to put parts into to evaluate them first and refer them to a min-max guide or something similar? Just making sure I understood what you're suggesting, because we shouldn't want to shy away from genuinely good ideas just because they are already done by other servers. Unless I misunderstand, adding a container item just to evaluate parts adds an extra step that won't make much of a difference to newer spacers, since they won't know about it or what it does until way later, and likely already sold/scrapped a bunch of good loot by that point.

            Having a colour-tiered grading system intrinsically in the examine window with the looted part is very user-friendly and makes sorting through loot much, much easier and less time consuming. Despite the system's flaws, it's genuinely a great idea.

            What I am saying you do is have a color just for mass like blue. Min dam green. Max dam red and can have after inning an items a color part yellow for needs a re to be worth it. More as a help part if you feel like doing that. The no flag will help incase someone does not notice the colors. Plus if someone is color blind can’t make the difference.

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            • RalphicusR Offline
              RalphicusR Offline
              Ralphicus
              wrote on last edited by
              #31

              Draskon, post: 2607, member: 808 wrote:

              Appreciated!

              I agree that a visual coloured text system should be implemented, and it'd be nice to have the colours for each threshold configurable to match a user's liking, but not the actual thresholds themselves if at all possible, since that then will turn what's supposed to be a more objective grading system fundamentally into a purely user-by-user subjective system, overriding the basis of the thresholds set according to the data the grades are based on, if that makes sense.

              Using probability as a means to determine theoretical limits is a fair approach but still a bit dicey because of statistical outliers. They can and will exist with the system as it is which makes the grading system trickier for another reason:

              What do we want to base the grading system on, precisely? Do we want to base it on rarity, or part performance, or the results after RE'ing? (In the case of VsA/VsS/EPS/Refire on weapons, these all round to the nearest .010 quite predictably unlike any other stat.) A lot of the issue I see with the grading system on other servers, and even in my own experience is that up until around C+ and B tier components, the mentality of the grading system starts to shift from usage and "strength" to rarity and potential trades/sales which blurs the line of what the grading system is supposed to represent, if that makes sense. It can represent both, but I think any kind of a grading system should be pretty clear on what exactly it means when you see a letter grade next to a part.

              You definitely have a case of diminishing returns with parts in this game as well, so I guess it's natural for that overlap, but I think having some way of showing the grade as it relates to performance is better than rarity, but it could be included in the same grade letter as a percentile, or something.

              ... Though then what percentile do you reference? The overall probability of that stat across all the averages on the server? Or percentile based on simulated probability of getting a drop in that range? Because if we ran simulations of multiple hundreds of thousands/millions of rolls, you'd get a different average every time; Enough to skew the grading system or even percentile in a significant enough way as there is no absolute cap (aside from zero, like I mentioned) to stats.

              Makes my head hurt just thinking about it haha.

              In my opinion it should be based off of a solid single source metric. Say the pre-RE'd parts minimums listed in the RE Guide on the guides sub-forum, which is I think pretty close to the metrics from live. Maybe grade it as Red tier for stuff under the described minimums to RE, Yellow for On Number, And Green for what my guild collectively calls a "Cherry" part. If it wasn't a headache it might be worth it to color code them based on each statistic the part had; coloring each as checked by the agreed on literature master list. But I understand that would be a HUGE undertaking.

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              • T Offline
                T Offline
                Tdeadly
                wrote on last edited by
                #32

                Ralphicus, post: 2611, member: 2011 wrote:

                In my opinion it should be based off of a solid single source metric. Say the pre-RE'd parts minimums listed in the RE Guide on the guides sub-forum, which is I think pretty close to the metrics from live. Maybe grade it as Red tier for stuff under the described minimums to RE, Yellow for On Number, And Green for what my guild collectively calls a "Cherry" part. If it wasn't a headache it might be worth it to color code them based on each statistic the part had; coloring each as checked by the agreed on literature master list. But I understand that would be a HUGE undertaking.

                The way the system on legends is it’s to lame. The grades and colors have is way out of order. I look at many parts in all I tried they have. Know the level of the part lvl 10 engine is pointless. If the hard cap is 120 you can basically figure out the rest. Once the system is set the only thing you need to know is bare minimum to keep. Plus you want the plan stand out colors since see lvls per grade in color can be more pain to look at. It’s easy to whip of your note thing and compare. Know when you should keep it part to color it yesterday in the section. Know what you say but Looking at multi day colors light to dark is more hard look at. That is my opinion of that.

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                • DraskonD Offline
                  DraskonD Offline
                  Draskon
                  wrote on last edited by
                  #33

                  Tdeadly, post: 2610, member: 364 wrote:

                  What I am saying you do is have a color just for mass like blue. Min dam green. Max dam red and can have after inning an items a color part yellow for needs a re to be worth it. More as a help part if you feel like doing that. The no flag will help incase someone does not notice the colors. Plus if someone is color blind can’t make the difference.

                  You mention the Legends system being "lame" and "way out of order" but their colour pattern matches the rarities you'd find in items in the vast majority of modern RPGs:

                  Grey - Junk (This colour wasn't used by them by default, but I know some people modified theirs to use this colour/tier.)
                  White - Common
                  Green - Uncommon
                  Blue - Rare
                  Purple - Ultra Rare
                  Yellow - Legendary
                  Red - Epic

                  Legends assigned letter grades with base colours according to this template (both for part rarity AND for their performance), and their "+" grades were lighter versions of the same colour to help stand out. I believe Resto actually included the rarity % in each stat, which I think would be a more informative system than just a colour and letter grade (as letters on their own with no context are up to interpretation.) Besides, Legends allowed you to customize the colours to your liking, so if you do have some form of colour blindness, (or just hate the standard colours chosen, whatever they are) you can easily tailor it to a palette that is comfortable for you to look at using hex colours like the game already supports, unless a system is added ingame to easily change them.

                  The system I'd personally go for is for a fusion of all 3; Coloured text, letter grade, % of rarity. A lexicon or legend at the bottom of the part's examine window could be included to explain each colour, quality, and even the % rarity meanings. Setting the thresholds is really the only weird area still.

                  You're right that it's very easy to just open and use the notepad ingame, but wouldn't you rather spend more of your time actually in space, flying, playing, and using your loot rather than sitting at Kash all day, staring back and forth between stats on an out-of-game resource to check whether your parts are worth keeping or not, and for what quality of a build to use them for?

                  I can't tell you how many times I've needed to re-check parts whereas having a simple easy-to-see highlight system will tell me that information at a glance, saving a tremendous amount of time. Before this system on Legends, comparing parts hurt my eyes and gave me headaches, and I was in a guild where that grievance was shared, especially because we ran group convoys every week and would loot 20+ crates each session. The notepad just did not cut it at that point if I wanted to retain my health and life outside of SWG.

                  Adding an automatic no-sell flag to parts that meet the thresholds would be an interesting solution! I just want to comment on my concern about it being a bit oversimplified:

                  If you made a Weapon 10 with high max damage and low minimum damage, it would be extremely inconsistent in DPS and would lower its performance and potential value. If it also had a high EPS and low Refire, you'd sap your capacitor clean in no time flat (especially with multiple). Some of those stats actually round up and/or down during the RE process as well, so I think it's important to preserve the quality of part stats within the information given, not just simple categories of KEEP, TRADE, SELL TO VENDOR, if that makes sense.

                  If you're at the stage in your space career where you look at parts in Keep/Trade/Vendor categories, then you can just use the system for assigning a colour to how many credits signs you see, lol.

                  I get where you guys are coming from though, it's just that JTL's loot isn't as simple as we'd like to appropriately treat it with a simple system, much as we'd love that to be the case.

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                  • ortonO Offline
                    ortonO Offline
                    orton
                    wrote on last edited by
                    #34

                    Tdeadly, post: 2606, member: 364 wrote:

                    That’s a good Idea but what would be better is each stat get a color when it. Good to keep that part you will see the color. That they can just pin what you want higher or lower. In the channel for new players that do know.

                    yes, it would be a color and a grade in the examine menu

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                    • ortonO Offline
                      ortonO Offline
                      orton
                      wrote on last edited by
                      #35

                      Draskon, post: 2614, member: 808 wrote:

                      You mention the Legends system being "lame" and "way out of order" but their colour pattern matches the rarities you'd find in items in the vast majority of modern RPGs:

                      Grey - Junk (This colour wasn't used by them by default, but I know some people modified theirs to use this colour/tier.)
                      White - Common
                      Green - Uncommon
                      Blue - Rare
                      Purple - Ultra Rare
                      Yellow - Legendary
                      Red - Epic

                      Legends assigned letter grades with base colours according to this template (both for part rarity AND for their performance), and their "+" grades were lighter versions of the same colour to help stand out. I believe Resto actually included the rarity % in each stat, which I think would be a more informative system than just a colour and letter grade (as letters on their own with no context are up to interpretation.) Besides, Legends allowed you to customize the colours to your liking, so if you do have some form of colour blindness, (or just hate the standard colours chosen, whatever they are) you can easily tailor it to a palette that is comfortable for you to look at using hex colours like the game already supports, unless a system is added ingame to easily change them.

                      The system I'd personally go for is for a fusion of all 3; Coloured text, letter grade, % of rarity. A lexicon or legend at the bottom of the part's examine window could be included to explain each colour, quality, and even the % rarity meanings. Setting the thresholds is really the only weird area still.

                      You're right that it's very easy to just open and use the notepad ingame, but wouldn't you rather spend more of your time actually in space, flying, playing, and using your loot rather than sitting at Kash all day, staring back and forth between stats on an out-of-game resource to check whether your parts are worth keeping or not, and for what quality of a build to use them for?

                      I can't tell you how many times I've needed to re-check parts whereas having a simple easy-to-see highlight system will tell me that information at a glance, saving a tremendous amount of time. Before this system on Legends, comparing parts hurt my eyes and gave me headaches, and I was in a guild where that grievance was shared, especially because we ran group convoys every week and would loot 20+ crates each session. The notepad just did not cut it at that point if I wanted to retain my health and life outside of SWG.

                      Adding an automatic no-sell flag to parts that meet the thresholds would be an interesting solution! I just want to comment on my concern about it being a bit oversimplified:

                      If you made a Weapon 10 with high max damage and low minimum damage, it would be extremely inconsistent in DPS and would lower its performance and potential value. If it also had a high EPS and low Refire, you'd sap your capacitor clean in no time flat (especially with multiple). Some of those stats actually round up and/or down during the RE process as well, so I think it's important to preserve the quality of part stats within the information given, not just simple categories of KEEP, TRADE, SELL TO VENDOR, if that makes sense.

                      If you're at the stage in your space career where you look at parts in Keep/Trade/Vendor categories, then you can just use the system for assigning a colour to how many credits signs you see, lol.

                      I get where you guys are coming from though, it's just that JTL's loot isn't as simple as we'd like to appropriately treat it with a simple system, much as we'd love that to be the case.

                      I like
                      "The system I'd personally go for is for a fusion of all 3; Coloured text, letter grade, % of rarity. A lexicon or legend at the bottom of the part's examine window could be included to explain each colour, quality, and even the % rarity meanings. Setting the thresholds is really the only weird area still."

                      You are taking the system and making it better. It also allows people who are new to space to easily understand when they have looted a good part. The complexity of space can be overwhelming to new players for sure.

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                      • T Offline
                        T Offline
                        Tdeadly
                        wrote on last edited by
                        #36

                        I saying use color but one in per area not lvl. Make it a shade of the color so everyone can see it clear. Using shades of the colors you can miss things. But if you need to do research on what is better.

                        If you want to make space better using certain options like who uses multi guns to fire all at once. Plus make it easy to kill the corvette here like on legends. You have a big difference damaging it. This with just gun. I know right now I can say I need help to kill it on evolve. I do space but suck at kill corvette solo. But on legends they made it easy for mouse user in space. Plus that would also get people for suck at it to give it more of a chance.

                        orton, post: 2616, member: 2006 wrote:

                        I like
                        "The system I'd personally go for is for a fusion of all 3; Coloured text, letter grade, % of rarity. A lexicon or legend at the bottom of the part's examine window could be included to explain each colour, quality, and even the % rarity meanings. Setting the thresholds is really the only weird area still."

                        You are taking the system and making it better. It also allows people who are new to space to easily understand when they have looted a good part. The complexity of space can be overwhelming to new players for sure.

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                        • DraskonD Offline
                          DraskonD Offline
                          Draskon
                          wrote on last edited by
                          #37

                          Tdeadly, post: 2642, member: 364 wrote:

                          I saying use color but one in per area not lvl. Make it a shade of the color so everyone can see it clear. Using shades of the colors you can miss things. But if you need to do research on what is better.

                          If you want to make space better using certain options like who uses multi guns to fire all at once. Plus make it easy to kill the corvette here like on legends. You have a big difference damaging it. This with just gun. I know right now I can say I need help to kill it on evolve. I do space but suck at kill corvette solo. But on legends they made it easy for mouse user in space. Plus that would also get people for suck at it to give it more of a chance.

                          What did they do to make mouse and keyboard better for space? I play with controller and very rarely joystick so I'm not familiar with M&K and don't personally prefer it although I know a chunk of players do use it, so it'd be neat to know.

                          I feel like colour per area (per individual stat) might be oversimplifying the system in a way that will create a new problem, personally. Unless you also made more colours for individual stats, seeing Engine TS, Weapon VsA, Capacitor Recharge Rate, and Shield FHP all being the same colour would be extremely confusing wouldn't it? All the colour tells me in that method is that I need to keep the drop, but having the colour match the stat range tells you why you need to keep it and how good it is without needing to research it just for that confirmation; Especially if the examine window has the explanations down below.

                          The reason why setting a colour to a grade for thresholds would not just be a better system for quick filtering, but is actually pretty important is because of the way stats like Refire rate on guns are handled. Every time those are reverse engineered (and/or even slotted into a ship raw), those stats will round up or down to the nearest .010. In the case of RE'ing, a .787 VsS and a .785 VsS, or a .324 and .321 refire rate could end up in very different places (especially the .005's), but they all end up in the same places post-RE if they fall into a specific range. (0.320 and 0.321 refire will both end up the same stat post-RE, but 0.322 will be a threshold worse off.)

                          There's actually merit to pre-rounding some stats to force them into a range for RE to take advantage of, or to just check for duds before RE'ing. (Like Weapon 7 refire rate can be rounded down to .320 pre-RE to push it into what Legends considers "C tier", because the threshold for C tier begins at 0.321 iirc.) This makes the post-RE weapon's outcome more predictable where those stats are concerned; Making VsS red and VsA blue would just be really confusing and not tell you anything that important at a glance other than just to keep it. Not all stats should be pre-rounded though, as the likelihood of ruining the stat is higher in some ranges.

                          Research time should be done when you're about to build/RE something. Especially if you're only looking to use B tier or above and C tier or below are just automatic sales on your own vendor for other people to use, for example.

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                          • hunter6ixH Offline
                            hunter6ixH Offline
                            hunter6ix
                            wrote on last edited by
                            #38

                            For reference; take as look at Restoration Space loot grading system. see attached.

                            Attachments

                            • 2025-10-02_04-29-31.png
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                            • M Offline
                              M Offline
                              MPxGrunt
                              wrote on last edited by
                              #39

                              There is a text document that would help you evaluate your Space Loot, and I used to have a spreadsheet version of it that I made myself.

                              hunter6ix, post: 3571, member: 2708 wrote:

                              For reference; take as look at Restoration Space loot grading system. see attached.

                              Beyond also has an ingame evaluation system, they have you go to a terminal in Mos Eisley spaceport. I don't think either system is needed.

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                                D Offline
                                dolanolos
                                wrote on last edited by
                                #40

                                MPxGrunt, post: 3572, member: 2485 wrote:

                                There is a text document that would help you evaluate your Space Loot, and I used to have a spreadsheet version of it that I made myself.

                                Beyond also has an ingame evaluation system, they have you go to a terminal in Mos Eisley spaceport. I don't think either system is needed.

                                Maybe not NEEDED, but those two systems on those two servers are a HUGE QOL improvement.

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                                • M Offline
                                  M Offline
                                  MPxGrunt
                                  wrote on last edited by
                                  #41

                                  dolanolos, post: 3574, member: 2583 wrote:

                                  Maybe not NEEDED, but those two systems on those two servers are a HUGE QOL improvement.

                                  That's a matter of opinion, and not one I agree with.

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                                  • D Offline
                                    D Offline
                                    dolanolos
                                    wrote on last edited by
                                    #42

                                    MPxGrunt, post: 3575, member: 2485 wrote:

                                    That's a matter of opinion, and not one I agree with.

                                    That's all right. People are allowed to have different opinions 🙂

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                                      MPxGrunt
                                      wrote on last edited by
                                      #43

                                      dolanolos, post: 3576, member: 2583 wrote:

                                      That's all right. People are allowed to have different opinions 🙂

                                      I would rather have a good working system that is reliable, and information that is available separately than having a system which might work and can be bugged out by an unrelated system causing problems. Discord has st.txt linked in the space channel as a pinned message. That message also includes the method for seeing the information in game. Adding a new system is not worth the development resources.

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                                      • ortonO Offline
                                        ortonO Offline
                                        orton
                                        wrote on last edited by
                                        #44

                                        hunter6ix, post: 3571, member: 2708 wrote:

                                        For reference; take as look at Restoration Space loot grading system. see attached.

                                        I love this, this would be great and really help out even the new space player.

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                                        • CelothC Offline
                                          CelothC Offline
                                          Celoth
                                          wrote on last edited by
                                          #45

                                          I'm new here and am still figuring the server out, so take my thoughts with a grain of salt for now, but I love the idea of some system to give a good indicator on how good a space part is or isn't.

                                          I can search up old documentation, and have been doing so, but coming back after years of not touching SWG has led to me pretty well forgetting what's good and what's not, and having that information available ingame, rather than being something I have to go outside the game and scratch around for, would be a very valuable QoL for me personally.

                                          Regarding the implementation, I don't think it has to be super in-depth. color coded with 3-4 hues would be fine for me. You don't have to specify whether or not your green (good) part is just pretty decent or a once-in-a-lifetime unicorn, just enough of an indicator to say 'this is within the range within which you should aim'

                                          Historical reactions: Like × 1

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