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SWG: Evolve Forums

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Carista

@Carista
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Recent Best Controversial

  • Ayusaru's 64bit Graphical Adjustment Results
    C Carista

    Looks good, but I did notice this little hickup and wonder if anyone else noticed. I did have to turn Depth of Field off to get a sharp picture at all times.
    With DoF off:
    1786094499892.png
    With DoF on:
    1786094574915.png

    It seems to happen in a specific position; like behind the character. If I move the camera up or down, it seems to correct again.

    Screenshots

  • Medical enhancements?
    C Carista

    Parz1val, post: 4325, member: 3119 wrote:

    How do I get all the buffs into one action? Are you talking about the buff bot? I didn't think it was possible with a regular doc but admittedly l, there is quite a lot I don't know about this server haha.

    Normally, as a doctor, you have seven buffs available to you. These would normally be seven skills in the tree. On SWG Evolve, these seven buffs are combined in one skill:
    1774167863100.png

    It does, however, still provide you with the seperate commands for these seven buffs:
    1774168061140.png
    Just forget about killing spree and healing stance here; not buffs. πŸ˜„

    Crafting

  • Medical enhancements?
    C Carista

    A fair question, yet I fear it might not do much. I couldn't find the command mentioned in the description (/nutrientInjection) and as all buffs are consolidated in one action, it may not work anymore here.

    Crafting

  • Add ready chips for Deep Space and Kessel
    C Carista

    These things tend to drop from droid interfaces. And they can drop from any level of those. All you have to do is keep the droid interfaces and take them through the scanner. And if you run a duty mission and get some droid interfaces from Kash Nunes, you can scan them to your heart's content. I do not see the need to put those on one of the vendors, to be fair.

    Suggestions

  • Stuffed beasts/creatures
    C Carista

    Shonuf, post: 4235, member: 1776 wrote:

    The workaround for the base showing that I found is naming the base a different name than the beast, then selecting the base and /move down 10. If you want to move it or pick it up, target the base to perform the action (might have to turn on see all object name in settings to see the base as it is "underground" from the /move down 10).

    Might not work in alll situations, but worth a try until a fix can be looked at.

    Thanks for the workaround.
    I'll try it out but from what I understood, it is not posiible to move up or down, pitch or roll. And hopefully the base can be sunken into the floor.

    Suggestions

  • Stuffed beasts/creatures
    C Carista

    Hiya all,

    As many of you know, I have been pretty busy decorating my new cloud city house and the enzyme labe is as good as done. So I now want to focus my attention to the lower floor and make it a shop for my BE/BM. I would love to drop a number of beasts around to show them to (potential) customers, as if they are walking around.

    In order to do that, as a Beast Master, you can stuff a beast and it will be the size it has when it was at the level of stuffing. The really big downside is that the stuffed beast comes with a base:
    1772272617240.png
    (Picture blatently stolen from the wiki)

    I was wondering if it is possible to remove this base from the beast. As seen in the picture, the feet of the beast are clipping with the base. I have no idea if this is possible and how much work it would be, but I do know that when the game was live, most BM's would liked to have this removed anyway. Primarily because in 'ye olden days', a Creature Handler was able to drop a beast in a house without a base.

    Speaking of Creature Handlers; I noticed on TC that they are not able to stuff creatures as BM's can. Perhaps a feature to add? Maybe in a future update?

    Suggestions

  • Larger Barn Structure for Creature Housing
    C Carista

    I can imagine that having a full grown rancor in the barn as a Creature Handler, might be presenting a funny situation of not being able to see its head. Let alone that three of those beasts in there would feel crowded real fast. Which makes me kind of thinking about an outdoors area to let them roam around. And this then kind of makes my mind wonder to a building I saw at Legends; the ranch.
    I like the kind of building with the outdoors space where a number of creatures/beasts could wander around. And to be clear; I'm talking about the building, not the other stuff that comes with it.

    Suggestions

  • Beast Master QoL Improvements
    C Carista

    Ishna, post: 3433, member: 662 wrote:

    1. Autofire ability lag
      Pets on Autofire will often just stand there with all abilities off cooldown and not use them. The AI should cycle its Autofire macro faster so ability uptime isn’t wasted. There's also a lot of moments where you have "recall" your pet back to you before it'll start attacking again if it gets confused.

    This you need to explain. If by autofire you mean the auto-attack that all players have, then I have to say that both players as well as beasts never use their specials unless specifically instructed to. A beast, or pet if you will, is another character basically controlled by you. It has no AI that controls the abilities, unless you run a macro that calls the pet skills (/ui action petToolbarSlotx).
    As for the pet getting confused; set it to defensive, not aggressive. That way it will only attack that what attacks its owner. Greatly reducing the chance of it getting confused.

    Ishna, post: 3433, member: 662 wrote:

    Possible Future Discussion:
    BM 5-piece. Also, delete CH.

    Whatever is done, please do not(!) delete Creature Handler. Instead, show them some love.

    Suggestions

  • Kubazza Beetle adjustment possible for isomerase enzyme
    C Carista

    To be fair, it's not just the Kubaza Beetle Cavern that has this issue. I tend to not go there and farm iso's off the tulrusses on tulrus island. These mobs have the exact same chance of dropping of the exact same quality as the beetles in the cavern: not on the best side.

    I would suggest improving it across the board that basically any creature from level 80 and up has a higher chance of dropping a higher quality iso.

    Historical reactions: Like Γ— 1

    Suggestions

  • Put a starship terminal in the same room that you land at Ord Mantell Space Station.
    C Carista

    When landing at Ord Mantell station, you end up in the hangar. In order to exchange tokens (assuming duty tokens here), you would have to from the hangar, through the corridor, to the cantina (where Kash is located). If I want to travel or launch back out, I have to go from the cantine, throught the corridor and hangar, to the room where the starship terminals are. I have a sneaky feeling that that one door extra is not gonna make much of a difference.

    What would make more of a difference is either moving Kash to the hangar or the chassis dealer to the cantina.

    Historical reactions: Like Γ— 1

    Suggestions

  • Some Space (QOL) Suggestions
    C Carista

    I'm not gonna reply to everything, just gonna cherry pick some things.

    As for the KAsh bulk request; heck yeah.... The one by one picking of items has been a thorn in my side as well.

    Straton, post: 2674, member: 1247 wrote:

    One of the many reasons I love the design of this server is the emphasis on actually playing the game, IE a new player could only run instances and raise enough credits to buy what they need to progress. In that same vein, here are a few ideas that would improve the space experience:

    1. Greatly reduce space mining resource requirements for heavy variant starter ships (TIE, Z-95, Scyk):
    • When I can actually buy space mining resources (300-325 CPU), I'd have to charge 600K-650K for each of these ships just to break even on just the space mining resources

    I made a heavy Z-95 Headhunter for someone not to long ago. I charged about 10 CPU for the resources and rounded it off towards 50K for the entire starship. I seriously have no idea why people would charge and/or offer 300 - 350 cpu for any given resource. All it does is raise the inflation that is seamingly starting to rampage like it was when this game was live. It only makes it way harder for anyone joining to get not only into piloting, but basically into everything.

    Don't reduce the amount of resources needed, find someone that does not adhere to a "get rich quick" scheme.

    Straton, post: 2674, member: 1247 wrote:

    1. Space Mining Changes
    • I joined Evolve over a year ago, and I've been able to buy space mining resources from only three players during that span
    • It's always been tough to get enough space mining resources to maintain P.O.B. parts stock, even on most live servers
    • I'm currently putting out 60 million credits to get enough space mining resources to outfit roughly 35 P.O.B.'s in total, and I'll likely be short on guns
    • **Suggestion 1: **At least double the amount taken in while space mining. Increasing it by more might kill the price miners can get, so I think doubling the take in is the equilibrium
    • Suggestion 2: There should be some kind of alternative to get space mining resources, either a vendor that charges 400 CPU and/ or an option added to the trade vendor. I lean towards only implimenting the 400 CPU alternative as it would still be much better to hire someone to do it when possible, where even if the trade token option was expensive that could hurt spice miners

    I would make another suggestion: make both the mining lasers and the tractor beam be operable by the pilot in the Y-8. I distinctively remember this being the case when the game was live, until SOW decided in their ultimate wisdom to "fix" this while grouping was already hard.

    I don't mind space mining at all. In fact, I kind of enjoy it. I loaded up my X-Wing with a mining laser, a tractor beam, one regular blaster and a large starfighter crago hold (5K) specifically for it. I go up in the Tatoo system and start mining there. By the time I am done, I have 5K in space resources.

    Suggestions

  • Add Another Skill Point Pool To Characters So You Can Do Artisan Or Entertainer And A Combat Profession.
    C Carista

    orton, post: 2666, member: 2006 wrote:

    I think the fix is already in, crafters have the ability to blend combat skills with the crafting professions they choose. However, currently the maximum droid level is 60, if we increase the droid level to 90, it would encourage crafters to purchase droids from droid engineers boosting the player trade economy.

    That might work. Or spent a few points in Beast Master and not have to worry about anything as BE/BM pets can basically solo five krayt dragons at once when properly healed. πŸ˜„

    Suggestions

  • Add Another Skill Point Pool To Characters So You Can Do Artisan Or Entertainer And A Combat Profession.
    C Carista

    The difference between Star Wars: Galaxies and most other MMO's that came after it, is that in SWG the best gear is, in fact, created by players. In almost every other MMO currently in existance, the best gear comes from instances that require a group and several hours of your time to play through. And then there is only a chance of getting the coveted gear item. In SWG you go to a player operated vendor to get your piece of gear you desire.

    This way of gameplay makes crafting in SWG, in my opinion, much more valuable then the, again in my opinion, the afterthought crafting is in most other MMO's out there. In SWG, crafting has layers. A crafter surveys for a specific resource they need, they pull up a sample and then look at the stats it has and what the recipe requires. If the needed stats match what the recipe requires, and are of sufficient quality, the crafter can use an appropriate harvester to pump up larger quantities. The quality of the resource determines the quality of the product the recipe is for. Multiple products can create another product and this final product 's quality is also determined by the quality of the sub-product.
    In most other MMO's, the player goes out, finds one or more resources, throws them together, stirs and then get a product of a certain quality. The quality is always the same and will never very, as there no stats to take into consideration.

    Crafting in SWG has layers, requires understanding and takes time. It is, in my eyes, way less flat then in most other MMO's. It is also what the game is build around. As said, the best gear is crafted by players, not coming from an instance or some weird currency coming from an instance. While there are gear items that are setup this way, it is not the best credits can buy in SWG.

    As for the option to have crafting combined with a combat profession; this is still possible. It is not necessary to spent all of your points in Artisan and then go for Weaponsmith and Armorsmith. With the 135 skill point system of SWG Evolve, which is a variation of the 250 skill point system of pre-NGE, you can mix and mash professions all you like. It is possible to surrender skill boxes by right-clicking them and spent those points somewhere else. I my self have a character that has Bio Enginering and Beast Mastery with some Teras Kasi Artist mixed in there for some defense and to help out a bit.
    I also have crafters that do not have many points spent in Artisan; just what they need to get the crafting going. This leaves space to pick up some combat profession options.

    I'm all for streamlining the profession trees. Yet, changing the way crafting is setup in SWG would mean changing the core of the game. Crafting in SWG is meant to be complex and encourages cooperation between crafters. Streamline the crafting trees and if there is skill point to found here and there, then great. I would, however, caution to compare the crafting systems of most other MMO's to that of Star Wars: Galaxies.

    Suggestions

  • Galaxy Harvester Site
    C Carista

    In that case I will sttick with SWGAide.

    Crafting

  • Galaxy Harvester Site
    C Carista

    Fyrakin, post: 513, member: 642 wrote:

    Here it is. Still under development, but you can use it already.

    Can we possibly make this link available from the Utilities menu, instead of the current 'Resources' link? πŸ™‚

    I had to accidently stumble onto this link as it is not exactly shared with the rest of the community. :cautious:

    Crafting

  • Trader 5 pieces should be tradable
    C Carista

    Legacy, post: 1912, member: 286 wrote:

    This again kind of falls into the new players feel this way, i understand everyone else here wants to grind bits for tokens that dont do anything once youve been here for a year.

    I am 100% seeing it as new players make accounts, make characters see the state of the server and leave.

    If things arent on vendor search they mine aswell not exsist.

    I can see where you're coming from.

    But I also kind of get the feeling the issue now becomes slightly bigger then the subject suggests; I kind of get the feeling we're now in the territory of how to make new players stay and feel (more) welcome. A fascinating and extremely interesting subject, yet it tends to go past the simple request to make jewelry sets tradable.

    Suggestions

  • stuck on corsec mission in lok space to inspect a nym cannon ship...
    C Carista

    Space, at times, goes on the fritz with regards to distances. Indeed landing fixes this, but it also makes you fail your mission. You could try to hyper to a different hyperspace point within the same system. This should also reset the distance thing.

    Other then that, the waypoint should still be there. If you can't deliver the cargo, then that is a bug. The distance is annoying, but it shouldn't mess up your mission. Most of the time, it can be ignored.

    Space

  • Make the TIE Advanced an enticing Imperial ship
    C Carista

    windshadow0177, post: 975, member: 1090 wrote:

    That's why my ultimate suggestion is to balance the Imperials upward, bringing them on par with the Rebels in terms of available equipment and when that equipment comes available. I think it's objectively obvious that the Imps have gotten the short end of the stick in equipment and relative pilot-path difficulty. My suggestion doesn't completely resolve that, but it does greatly ameliorate it.

    There is a trade-off in space combat with regards to ship types, sizes and equipment. Imperial ships are mostly interceptor type ships. The only acception being the TIE bomber. Even the TIE oppressor and TIE aggressor are, although classified as bombers, more interceptor then not. With it, the hitsphere of most, if not every TIE, is way smaller then that of most rebel ships (the A-wing is the exception). So there is a balance already in place.

    In terms of components not making much sense; I draw your attention to the TIE interceptor. You put in one gun and it presents itself as four. Now this to me also strikes as weird, but that's the way it is. If you want to put in an extra gun, or even three, are you then also willing to, in example, enlarge the hitspheres of the imperial ships?

    I would be happy to do away with the third gun slot on the X-Wing, but I would very much like to have the second ordnance bay in return. Bring it in line with the lore (https://starwars.fandom.com/wiki/T-65B_X-wing_starfighter).

    Historical reactions: Like Γ— 1

    Suggestions

  • What no one talking PC Tech :)
    C Carista

    I get that you want to build a new PC, or upgrade your old one. Seeing as it is over 10 years old, you might, indeed, as well build a new one. One word of advice; building a computer that lasts just as long is probably no longer a possibility.

    First thing to ask is what you're going to use it for. Is it just for games, or do you want to use itt for video editing or something like that as well. This primarily decides wher to start with your build. For a top-end gaming PC, a RTX 4090 isn't strictly necessary. AMD often defeats NVIDIA in gaming flat out. If you also do video editing, look at the specs of the software you use to see what you need or can use. Just make sure you get a GPU with at least 12 GB VRAM (the RX 9700 XTX has 24 GB).

    From there, pick a CPU that doesn't bottleneck you GPU, a mainboard that supports your CPU and the RAM that your mainboard supports. Regarding RAM; be careful not to overdo it when you use your PC for gaming. Usually 16 GB is enough.

    For storage (disk), go for a M.2 drive. Sadly, prices of these have gone up, so you might want to see what you can get. Do go below 512 GB anyway. That way you can at least run your OS from it.

    Apart from the components I just mentioned, you would need cooling, both CPU and case, PSU (for an NVIDIA GPU 100 Watt more then needed), maybe a case and you might want to consider getting a new monitorr as well (I would assume your current one is also 10 years old). And then consider upgrading the OS as well.

    Yet the most important quest is what you're going to use the PC for. That determines the way to go. πŸ™‚

    Also, check out PC Part Picker: https://pcpartpicker.com

    Historical reactions: Like Γ— 2

    PC and Technology

  • Status/Ability to be permanently opted out of any PvP for non-combat classes
    C Carista

    OK, I'm not gonna argue with you anymor, NORD. You obviously don't want to answer critical questions and sweep every counterpoint under the carpet with remarks like "It's not a big deal." I've had it with people that don't take other points of view into serious consideration.

    Historical reactions: Like Γ— 1

    Suggestions
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