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SWG: Evolve Forums

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Ceena

@Ceena
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Recent Best Controversial

  • unlock "clear tree" button for easier build swapping
    C Ceena

    suggesting to unlock the "clear tree" bar for the expertise windows so you can clear a single tree without individually selecting skills one at a time or getting a bunch of stuff unequipped/rebuilding entire build with the profession reset option.

    Suggestions

  • add search bar to inventory/container windows
    C Ceena

    Suggesting to add a search bar to inventory/container windows to help find things easier in inventory.

    Suggestions

  • Double tokens events given as buff items, expiring in 30 days
    C Ceena

    Since we have all walks of life and schedules on the server, i suggest when we do double token events, that they are awarded as 1 use buff items. These would grant the double token buff to a player for the same amount of time that the event would normally run, and be usable for up to 30 days before expiring and no longer being able to be used. It may even spread out player activity, as certain groups can choose a period of time to use theirs at once and create multiple groups running back to back instances across that 30 day time period, allowing others who don't have the buff to still join in on the runs.

    Suggestions

  • Double token labor day weekend
    C Ceena

    I suggest we do a double token labor day weekend from 8/30-9/2/2025.

    Historical reactions: Like × 1

    Implemented Suggestions

  • Beast Master QoL Improvements
    C Ceena

    maul2023, post: 3436, member: 407 wrote:

    Having to play super smart on an OP profession like BM is a very small price to pay for a heavily tanky pet that can knock you out, prevent you from defending yourself many times in a span of seconds leaving anyone completely wide open to get bonked. Other than that, everything else seems reasonable-ish. But BM don’t need nothin. If anything, if I’m not mistaken, the specials need longer timers.

    My disagreement there would be pets need pvp stat "debuffs" same as players get for pvp.

    but a longer timer, for example, in PVE, would really crap on the fun of being a BM. There are a lot of pet abilities that debuff targets, not much different than CM, with long cooldowns (and long uptimes as well), that are what make pets desireable as far as expertise point investment goes.

    Maybe those specials last half as long in pvp with the same cooldown timer, maybe the damage to players is reduced by x percentage, but to make that a part of the class as a whole would put BM in the same category of CH as far as viability in gameplay outside of PVP.

    Suggestions

  • Beast Master QoL Improvements
    C Ceena

    the only thing i want to add in is, good or bad, if you remember back in the day, pets would incap for a certain amount of time when "killed" then pop back up on their own. that might be a change that would eliminate some of the revive issues. that also might be an "advantage" that CH could have, where BM's pets are more powerful, but need more player interaction, while CH's pets kind of just do their own thing, including "self-reviving" through the previously stated incap system.

    Suggestions

  • Proposal: Buff Maintenance Device
    C Ceena

    if nothing else, reduce doc and banner buffs down to 1 single buff on screen, as an example, between sets, buffs, and stances, i currently have 40 icons to look through and make sure one isn't falling off.

    Suggestions

  • Proposal: Buff Maintenance Device
    C Ceena

    Make it a familiar, like a small pit droid or something that follows you around.

    Historical reactions: Like × 1

    Suggestions

  • Proposal: Buff Maintenance Device
    C Ceena

    orton, post: 3417, member: 2006 wrote:

    Overview:

    Introduce a Buff Maintenance Device that automatically re-applies consumable buffs (food, drink, armor/weapon/clothing pupps, etc.) as they expire. Players load the device with stacks of consumables, assign them to specific buff slots in a simple UI, and activate it. The device then pulls from the assigned slots to refresh buffs automatically until deactivated or supplies run out.
    Benefits:

    • Quality of Life: Removes the need to constantly track and manually reapply buffs.
    • Market Impact: Increases demand for consumables, boosting Trader sales.
    • Accessibility: Keeps players especially new ones buffed without extra micromanagement.

    Implementation Notes:

    • Could be crafted by Traders or purchased from a vendor.
    • Limited storage capacity for balance.
    • Honors normal buff cooldowns and restrictions.

    Summary:

    This device streamlines gameplay, reduces buff downtime, and supports the in-game economy without changing balance or progression.

    100% on board, likeing, subscribing, and ringing the bell on this one

    Suggestions

  • Proposal: Fix Powerup Naming System
    C Ceena

    Reyna, post: 3387, member: 204 wrote:

    or make them stack, say you take timer down to 30 minutes and hit it twice, you have an hour timer etc

    That's fine too, food and spice, to me, are already enough of a pain to track while in an instance or anything like that that lasts longer than 30 minutes, i just don't want to add 3 more buffs to monitor on top of that personally.

    Suggestions

  • Proposal: Fix Powerup Naming System
    C Ceena

    Reyna, post: 3384, member: 204 wrote:

    I agree on that, it does need to be a fix on it. Also need to bring the timer back down to 30 minutes, increasing the timer has actually made power ups pretty much worthless and a huge over abundance of them on the server.

    i would prefer the opposite, less charges, longer durations. imo you will still see a high or even higher duration rate, but i don't have to keep an eye on another timer of the 20 billion buffs we have on during combat. max them at 50 charges or something, but don't reduce timer.

    Suggestions

  • Add a command line for auto-attack
    C Ceena

    When using macro's that are similar to this:

    /tar self
    /ui action cycleTargetOutward (spelling)
    /pause xx
    /macro macro

    for combat, there is currently no command line to toggle auto attack (i.e. /ui action autoattack)

    I suggest if possible that be implemented into game so macros that focus on switching targets can rely on auto attacks as well instead of just specials.

    Historical reactions: Like × 1

    Suggestions

  • Factory Speed
    C Ceena

    IMMM, post: 3372, member: 1894 wrote:

    Can we speed up the factory speed because it takes so long to make a run of something. I think it would make crafting components a bit less time consuming. I appreciate your consideration of this suggestion.

    I don't know that i agree that factory speed needs a universal increase, but i would think a happy medium might be an item similar to "make a harvester self powered" which could be purchased for x tokens to increase a specific factory's speed by 50%. Just my 2 cents.

    Historical reactions: Like × 2

    Suggestions

  • Resource RE'ing
    C Ceena

    Tdeadly, post: 3073, member: 364 wrote:

    If we had a single type of steel, but many types with their own breakdowns based on the items you’re crafting, we’d have the added benefit of accessing resources. For instance, when you use jewelry sets, you don’t need extremely high-quality materials. In that case, you’d have to consider the breakdown of percentages required for crafting different items.

    What the main reason for combining resources?

    What are you looking for to craft?

    In previous experiences there were often items that couldn't be capped due to a resource/resources never having spawned with the right stat combinations. I wasn't aware that the crafting jewelry was powerful enough to negate and allow less than near perfect resources to be used and still get good results. I'm interested to see just how much they can improve crafting ability with resources. This type of change might not be needed.

    Suggestions

  • Resource RE'ing
    C Ceena

    Tdeadly, post: 3070, member: 364 wrote:

    Well, I would actually like to say that the way of obtaining deeds of crates here is quite good. You can essentially begin ramping up your productivity quickly. However, OQ is not used in all items. If you are not aware of it, SWGAIDE provides you with a comprehensive list of all the items available per resource.

    I agree with the crates. The example was more to say if you have a steel that's OQ 900, conductivity 930, potential energy 400. And the item you want to craft is 33%/33%/33%. You do however, have a steel that's OQ 780, conductivity 850, potential energy 920. Combine the two using the highest stats from each to be able to cap the stats. Maybe there have been enough resources spawned over the lifetime pf the server that it isn't an issue with crates?

    Suggestions

  • Resource RE'ing
    C Ceena

    It would be cool to add a resource RE'ing system similar to space components, where you could take multiple resources in the same category, put them in a tool, and it would take the best stats from each resource. The number might be as high as 3-4 stats so you could create the "ultimate aluminum" or as little as 1 for when you get the "man this stuff would be amazing for xx if just the OQ wasn't trash.". It could be as simple as "items re'd must all be intert gas" or you could throw any category of gas together and get something totally new.

    Suggestions

  • TC frog additions
    C Ceena

    Please add flight computers and/or astromechs to frogs, overload chips, and potentially bel-22 and JSF (would need quest completion activated).

    Suggestions

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

    Carista, post: 3011, member: 399 wrote:

    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.

    I could get down with that, as long as they are in the same area. I know it's not a huge inconvenience the way it is currently, but I also feel like dropping a terminal or a chassis dealer is something easy enough to do in game (vs coding a new change), that it's a pretty simple request.

    Suggestions

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

    Same as title, drop a starship terminal in the same room with the chassis dealer, so if you need to cash in tokens and sell the parts you don't have to run 2 doors over to launch back out or travel.

    Suggestions
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