Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse

SWG: Evolve Forums

ObaniO

Obani

@Obani
Unfollow Follow
About
Posts
15
Topics
1
Shares
0
Groups
0
Followers
0
Following
0

Posts

Recent Best Controversial

  • City Hall Storage Increase
    ObaniO Obani

    I've observed an increasing need for additional storage space within city halls. The passion for decorating these civic centers is truly commendable; however, it seems that current capacities are falling short of expectations. May I propose two potential solutions?

    Firstly, consider allowing the implementation of storage increase boxes currently available in game. This would provide a temporary yet effective solution until more permanent measures can be implemented.

    Alternatively, if feasible, I humbly suggest considering a 200-item increase in overall capacity specifically designed to accommodate holiday decorations and various holiday-related tasks. Your consideration in this matter would be greatly appreciated by those who dedicate their time to managing thriving cities throughout the universe!

    Historical reactions: Like × 4

    Suggestions

  • Balcony's on house decoration
    ObaniO Obani

    add theaters to the list

    Suggestions

  • Raise Citizen Inactivity Period
    ObaniO Obani

    SpaceGhost, post: 1608, member: 946 wrote:

    But .. But Galaxy Demolition event ? Tokens and very cool decor for doing so ? Not to mention the awesome badge.. I do agree though.. server is young. a grace period to encourage growth until the "why so many houses" from inactive players as you enjoy a drive viewing the scenery.

    we've never had one of those

    Suggestions

  • Raise Citizen Inactivity Period
    ObaniO Obani

    windshadow0177, post: 1601, member: 1090 wrote:

    Can't you do this as mayor more immediately than that? Serious question.

    nope. I have to wait 90 days. AND i cant remove factories. it really is a pain in the ass. IF mayors had the ability to packup buildings then i'd be all about increasing the 90 day thing.

    Suggestions

  • Raise Citizen Inactivity Period
    ObaniO Obani

    Right, post: 1597, member: 909 wrote:

    Theres not that many cities on Evolve yet, suggest we raise the length of time until citizens are considered inactive from 90 days to 180 or even 360 days. This especially helps cities maintain rank when people take a hiatus or go on military deployment.

    I kind of like the 90 day thing. I can see your concern though. I've noticed some of the cities drying up. The flip side to that coin is, If house a new player and they stop playing after a couple of weeks (happens a lot), then I only have to wait 90 days to pack up their house.

    Suggestions

  • Add a couple of 00s to the resource deed
    ObaniO Obani

    Adramalech, post: 1091, member: 1067 wrote:

    And why on earth would anyone buy a deed for 125 daily tokens to get less than what you could get for 30? presently it's clearly 1 token = 1K for the current therefore why would anyone consider saving 100 daily tokens to get a ratio that is 1.25 tokens = 1K, I thought this server was all about QoL. And yet you're still talking about a minuscule amount of quality resource where much is needed, only now your suggesting crafters login religiously everyday for 125 days to get for less.. The way I see those resource kits is simply to tied folks over until something else comes up. Why spend daily tokens when you don't need to, more so for new crafters to the server than those seasoned and with hordes of resources they were lucky enough to be around when it dropped

    windshadow0177, post: 1096, member: 1090 wrote:

    Not necessarily... Because these are sellable themselves. How many players are there with boatloads of daily tokens and nothing to do with them? That's not rhetorical, BTW. I don't have a good grasp of how old this server really is. Based on the resource history and the absence of certain catagorys - like High OQ/CD steel, it suggests that it's pretty young. On the other hand, the gearing of toons I see around suggest that it's older. The relative thinness of the economy could be due to lower population or it could also be a factor of age. I don't have a way to gauge these things.

    My line of thinking here is trying to encourage commerce with the deeds themselves, pull some of that currency out of circulation (login tokens), while translating it to another currency that circulates to everyone easier (credits). I do apologize, because I should have spelled this out in my first post.

    I do feel your pain. I've been here a week or two longer than you. Three at absolute max. But also keep in mind that harvys only recently got a mild nerf to keep from flooding the economy with too much resource. And will likely need to be nerfed many more times as the population grows. Most everything we make comes from these resources, and too much of them devalues what we make - especially with the top-shelf resources.

    What you've suggested (that I don't necessarily disagree with,) isn't a bad thing. But whatever adjustments are made need to be made carefully. I was looking at the problem from a different point of view with a broader focus that I didn't communicate well.

    these deeds are what is killing the economy.

    Suggestions

  • Add a couple of 00s to the resource deed
    ObaniO Obani

    Adramalech, post: 1079, member: 1067 wrote:

    So.. polymer just reset and again it's shockingly bad.. which means to get anywhere as a crafter I need to wait 30 days and get a resource deed from the daily vendor, but 30K doesn't really go that far.. I don't suppose it would be amicable to add a couple of 00s to the end of that 30K value...

    We didn't have any polymer the first month either. You can always trade or barter for the resources you don't have. Those resource deeds might actually do more harm to the economy than good.

    Suggestions

  • Expansion to Expertise
    ObaniO Obani

    RangerPhenom, post: 592, member: 22 wrote:

    Good morning Evolve-ites,

    I was talking about this a few nights ago with some guildies and thought I would share it.

    Allow for 3 templated builds that can be quick switched to in a drop down window in Expertise area, each can be named by the player (granted they have the required xp to switch) Increase the bankable xp for combat and Jedi xp to 3Mil as well as other xp banks caps that would allow for 1 quick swap at least. Can also put a price tag on doing a quick swap say sort of like expertise swap on live where it starts with 100k then goes up. But I would suggest putting the cooldown to reset the pricing matrix to 24hrs.

    An example would be:
    A player has a toon that he likes to use as a crafter as well as combat. Said Player also has gearing to allow for healer in a pinch. So said Player would have 3 builds that are named "Heals" "DPS" "Armorsmith". He would choose which build he wanted from the drop down menu and would click the execute button and the expertise would automatically switch to allow said Player to go from Armorsmith to DPS. Another possibility is to have them saved but that you must talk to one of the profession counselors to be able to execute the swap. Thanks for you consideration Evolve and please feel free to provide feedback for improving the idea. Have a great weekend 😄

    Or perhaps make another toon.

    Suggestions

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

    windshadow0177, post: 703, member: 1090 wrote:

    Continued:

    **2. Profit & loss of the current system

    The heart of this issue is a binary question – do FRS participants profit from the kills of non-combatants or not? There are many ways to address that answer, but for now, I’m only interested in the raw metrics of the system. All the other related answers I’ll address later when I’m back into my opinions rather than looking at facts.

    I personally do not have a factual answer to this question, so I will answer it both ways. When it comes down to battle-outcome, as it relates to non-combatants, I think we can all agree that - without fail - the non-combatant loses. If you disagree, I would like to hear your viewpoint.

    If the current FRS system does allow FRS participants to profit, they win the fight and they profit. The non-combatant gains nothing of positive value.

    If the current FRS system does not allow the FRS participants to profit, they win the fight and lose nothing. The non-combatant gains nothing of positive value.

    At minimum, the non-combatant is inconvenienced in all cases, and to varying degrees, depending on the specific circumstances. It has been my frequent observation that this experience is upsetting and disturbing to the non-combatant.**

    If anyone wants to dispute that assessment, please do so in detail. I want to hear your viewpoint.

    An important side-thought to this section – how much opposition would the idea of compensating non-combatants in these circumstances find? Something to mitigate the inconvenience and disturbing aspects of such an incident for a non-combatant? Please think on it and give me your thoughts.

    **3. What would be the result of changing the system to protect non-combatants?

    As I proceed into this area, I am again shackled by not knowing if the FRS system allows a participant to profit from the action against a non-combatant, or not. Once more, I’ll address it from both points of view.

    If the system were to be changed from FRS participants being able to engage non-combatants where they were able to profit from those engagements, the FRS participant would lose out. The non-combatant would be able to continue on their way without consequence.
    In this case, I would think that an adjustment could be made at some level to help mitigate this negative impact for the FRS participant.

    If the system were to be changed from FRS participants being able to engage non-combatants where they were not able to profit from those engagements, the FRS participant would lose nothing. The non-combatant would be able to continue on their way without consequence.
    In this case, there is no need to adjust anything as there was zero impact to anyone, positive or negative.**

    From my viewpoint, any loss sustained by FRS participants in the course of any change to this system is relatively simple to mitigate, and removal of negative events for non-combatants makes a powerful case for making such changes.

    **What conclusions can be drawn from where we are:

    Foremost, I think the starting place in addressing this issue is clarifying for both existing and potential players in this community is the expectation of what we will encounter here. Is this a dedicated PVP server? Am I required to participate in PVP to play here? Is this baiting that I have witnessed a cost of playing with this community? Is getting caught in the crossfire of FRS combat a cost of being a part of this server?

    As stated in Section 1, there is no warning in any place that I have found that a normal, customary use of the SWG UI can result in finding yourself in immediate - willing or not - PVP combat. To my thought process, this is the core mechanical issue that allows these chains of events. It is normal in every other server community that I have played in to click on someone for various purposes with no negative impact of any kind.**

    It is not normal in any other SWG environment that I have participated in over the course of 20 years for a single mouse-click or key press to be the only step from peaceful action to PVP combat when you have no expectation of or prior commitment to it (I.E., declaring Combatant or Special Forces in the standard NGE terms.) As a player, with no forewarning that this can happen, it’s not difficult to imagine the negative impact to my own or anyone else’s play experience.

    While I have no facts or data to back this up, it is not difficult to imagine that this play mechanic as it stands results in a very high number of abandoned accounts and poor new-player retention. I would welcome any data that the server leadership would be willing to share in this area.

    It is here that I’m going to begin crossing from analysis gradually into opinion. I will remain fact-based in what I have to say, or I will label it explicitly as my opinion.

    **The idea that any player can profit from the exploitation of another player who is not aware of the rules that they are playing by is objectively repugnant, setting aside the combatant/non-combatant issue for the moment. While I acknowledge that this is a moral position for the most part, it is possible to see that this mechanic has vast negative implications and impact for new-player retention. Who is going to click on someone to greet them, a normal action in the SWG world, get killed for it, and continue to hang around? Who is going to go through that without knowing it could happen and continue to participate? At best, this would result in creating a negative, adversarial feeling in such a new player that could manifest in a host of counter-productive ways. At worst, they leave and they don’t come back. I suspect that this has happened many times already. I suspect that the truth of this could be derived from the account and log-in history of the server as a whole over time.

    If the FRS participants cannot profit from these engagements, this escalates the issue to a level of gross sadism. Again, I don’t profess to know whether anyone profits or doesn’t from these incidents. If no one is profiting from these non-combatants being subjected to unwilling PVP in the course of what is a totally normal interface action most anywhere else…

    I’m stopping that thought there. There’s nothing good that can come of me finishing that thought for anyone. It would be counterproductive at this stage of the discussion.**

    **The heart of SWG has always been its community. It is the reason why SWG was great more than 20 years ago. It’s the reason why it’s still here, 13 years after the last official server closed down. Everything good from this game comes from the people who play it - and yes, the people whose passion maintains it. I guess what I don’t understand in the issue at hand is this:

    Why is it necessary, okay, or acceptable to make things more difficult for a part of the population that makes things better and/or easier for everyone??? While I’ve not made a study of it, I’ve looked at the market on this server, and it’s not awesome. It’s not terrible, I have seen worse, but it could definitely be better. That’s in the hands of the crafters. Why does their experience have to be worse than it has to be?

    This is the question that I’d like the FRS participants to consider.

    As for the server’s leadership, please let us know what your vision for this place is. Not so that we can judge it good or ill, but so that we know what to expect, and we can choose our own course without surprises.

    TLDR:

    The problem here centers around three facts -

    New players are ambushed by this unique PVP system without warning.

    This is driven by a normally benign action - clicking on another player. This action will result in no negative consequences on most - if not all - other servers.

    If this server is supposed to be a PVP- dedicated or a Hybrid-PVP server, it is not communicated to new users. This is creating a false expectation.

    The problem here may be complicated or compounded by two other factors, and one of them is certainly true -

    FRS participants are actively profiting by the killing of non-combatants.
    -OR-
    FRS participants are griefing non-combatants for unknown reasons; and none of the possibilities appear pleasant.

    The final fact is that none of the above is good for the server, as this certainly makes new player retention far more difficult.**

    Wow that was a read. I don't want to respond with a short and seem as though I didn't take your thoughts into consideration.

    But I'll offer you my perspective. Coming from a miner/spacer myself who also pops.

    I haven't found an issue at all. Nobody has personally tried to kill one of my hand samplers or crafters. And if they did, why would it matter? There is no penalty for cloning.

    NORD, post: 705, member: 16 wrote:

    I think you might be taking this a little too seriously.

    If you don't want pvp, don't flag up or enter a pvp zone, and don't double click Jedi. It's really a simple as that.

    To add to that, you could also remain neutral as a crafter or ent so that flagging up isn't even a possibility.

    Honestly, yea.

    Being that there is no pending for death/cloning... I don't see the point.

    I'm a miner/spacer and it hasn't been an issue

    Suggestions

  • Beast Making QoL
    ObaniO Obani

    EllasDad, post: 562, member: 365 wrote:

    im saying that if I roll a 2 purity hydro through the process, I can get it to a 20 with capped equipment.

    And are you saying that anything under 11 is the same as 11, because that’s not how lyase works. 12 wouldn’t be “game breaking” it would just ensure that EVERY stat got hit instead of leaving one random out. It would be hardly a bump.

    I see what you're saying. The thing is, you don't always want capped hydros. A slight increase in raw hydros is helpful, especially if you're looking for 8s. Also, this bonus applies to mutations as well. Cap is 32, I believe.

    But if you dont think we need this small bonus, I understand.

    No, I'm saying we all save/use 11s. 9s and 10s are used for mounts. The rest are trash.

    12 point layse have never been a thing in swg history as far as I know. This could be game breaking. It would need testing, if it is even possible.

    Suggestions

  • Beast Making QoL
    ObaniO Obani

    EllasDad, post: 558, member: 365 wrote:

    I can roll 2s to 20s. There is literally no need for this. I’d rather see a bonus with a full set to Lyase, maybe a plus 1? Make an 11 a 12?

    2s to 20s with hydros? You're pulling capped hydros?

    12 point layse would be game breaking. And and anything under 11 is basically just the same

    Suggestions

  • <SAV> The SAVIORS of SWG Coming to Evolve!
    ObaniO Obani

    Uthar, post: 529, member: 1036 wrote:

    Greetings players of Evolve!

    My guild is one of the longest running guilds since the beginning of SWG Emulation, we are coming to Evolve and would like to invite all who are interested in joining or just checking us out to join our discord channel. We are a tight knit group who have been gaming together for years. All players are welcome to join, new and old, noob or pros, anyone looking for a tight knit consistent group(We even play more than just swg)! We mainly consist of PreCU era enthusiasts but we learn fast, and there are the NGE pros among us.

    We play faction to whomever the current underdog is to increase PvP activity, aside from that, any member can choose to play whichever faction they wish.

    If you are interested or on the fence, or just want to get to know what we're about I welcome everyone to reach out to Myself or join our discord channel for more information and to make acquaintances! We have players from around the world, So if you're a PvP Enthusiast, PvE Cave Dweller, or Pro Crafter, SAV is the place for you!

    https://discord.gg/qPWYfh6xuM

    [Unavailable historical attachment #92]

    Welcome, the more veteran swg players we have here the better. Looking forward to seeing you guys in game 🤝

    Guild Recruitment

  • FRS Fix
    ObaniO Obani

    Rezec, post: 483, member: 1 wrote:

    Were you in the same or opposing FRS Councils?

    I'm 99.9% chimaera was a light jedi and the test jedi was dark. Both toons did not grant FRS points. Also note, that Mellow is at 0 FRS in total.

    Test Chat

  • FRS Fix
    ObaniO Obani

    Rezec, post: 480, member: 1 wrote:

    Was this intentional? Was Mellow same faction or sitting out the fight or is something bugged?

    I believe we tested both factions. Seems bugged

    Test Chat
  • Login

  • Login or register to search.
Powered by NodeBB Contributors
  • First post
    Last post
0
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups