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SWG: Evolve Forums

RangerPhenomR

RangerPhenom

@RangerPhenom
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Recent Best Controversial

  • Change a few in in the solo instance drops
    RangerPhenomR RangerPhenom

    From what I have seen these NPCs drop the same loot table as DWB NPCs thus far. The 4/5 Contraband collection pieces and I have gotten 2 melee Weapons Augs/Enhances from them in the range you are suggesting. I am just hoping that PLCs and BLs drop from them as well 😄 for BillHans sake anyway hahaha

    Suggestions

  • Replace Relic Rings with Toolsets
    RangerPhenomR RangerPhenom

    broumad, post: 1984, member: 522 wrote:

    The only thing with this would be Chef and Arch. Because they have the diner buff, which maybe to much of a buff to add the crafting toolset to those 2 professions. Otherwise Its a good idea.

    From my experience working with other SWG projects especially associated with NGE, the game has a hard cap at 14 exp pts for classes outside of Shipwright. I am uncertain as I am not on staff here on Evolve whether that is the case here or if that has been adjusted to allow for movement North of 14 (15+) etc. It could be a mitigation idea to allow for the other crafting classes to get bonuses similar to Chef/Archie Diner bonuses if those bonuses allow those two to cap currently.

    Suggestions

  • Replace Relic Rings with Toolsets
    RangerPhenomR RangerPhenom

    Surprised no one has thought of this before, great suggestion Legacy. In addition to this I would suggest that they be wearable with the Belt of Bodo Baas for those crafters that like to get the 50 Luck from that or make the Tool Sets not containers just simply like the crafted Bandoliers.

    Suggestions

  • Trader 5 pieces should be tradable
    RangerPhenomR RangerPhenom

    Legacy, post: 1910, member: 286 wrote:

    People are literally pricing based on other servers, the profit margin here is north of 200% for basic items IE armor

    I admittedly have not had to buy armor in quite some time as I have been here since launch but I havent paid more than 500k for a set of armor. 35s for those sets of armor set me back 150k a set until my daughter got situated doing RE for the guild....those prices are stupid low compared to pretty much any other server I have ever even heard of. Might try advertising a buy order in the the bazaar channel instead of going by what pricing you are seeing from the few who do put stuff up on vendors

    Suggestions

  • Trader 5 pieces should be tradable
    RangerPhenomR RangerPhenom

    I have seen No One go without when posting LTB orders from crafters in the bazaar channel. they usually find people to fill their orders quickly and reasonably priced. this server may not have the bloated inflated market of some other servers in SWG but you can find people to make things for you if you put in buy orders. As for your argument about the pricing on armors as a net loss, that all depends on your base economic structuring of the pricing of resources. The resource values here are on the lower end so by the base economic structure of THIS server, selling them for the pricing presently in place is NOT a net loss.

    Suggestions

  • Trader 5 pieces should be tradable
    RangerPhenomR RangerPhenom

    Legacy, post: 1906, member: 286 wrote:

    I dont think it does, as people have stated in this thread people arent making goods to sell they are spamming 8 junk metal into bits for tokens. Then mostly just crafting for themselves

    I think this is pretty unhealthy honestly

    considering the "spamming 8 junk metal" those are for crafted Mod bits which ARE useful in the long run. What is the point of making these tradeable from No Trade Shared other than to sell them to other players who possibly will not know any better starting fresh and not realizing how easy it is to grind up the tokens just to buy them themselves?

    Suggestions

  • Trader 5 pieces should be tradable
    RangerPhenomR RangerPhenom

    As stated before, we had issues with people exploiting the system to try to get rich selling the sets, it isnt difficult to grind the tokens needed to get all the sets one needs honestly. Personally I prefer the system the way it is now, it gives incentive to crafters to do crafter things to get their sets rather than throwing credits at them

    Historical reactions: Like × 1

    Suggestions

  • Ace of Aces Pilot Jewelry Set
    RangerPhenomR RangerPhenom

    A Jewelry Set specifically for Ace of Aces

    Requirement to Equip : Ace of Aces Badge

    Necklace - Rebel Droid Command Abilities to level 2,
    R Bracelet - Imperial Droid Commands to level 2,
    L Bracelet - Neutral Droid Commands to level 2
    Ring - 2% Bonus to DI Spd
    Band - 2% Bonus to DI Spd

    3 piece set bonus - 2% DI Spd bonus
    4 piece set bonus - 2% DI Spd bonus, All Droid Commands to level 3, cost of droid commands programming space -5%
    5 piece set bonus - 2% DI Spd bonus, All Droid Commands to level 4, cost of droid commands programming space -5%
    All Space Faction Specials granted to Ace of Aces Pilot

    Historical reactions: Like × 1

    Suggestions

  • Jedi Collection Cloaks
    RangerPhenomR RangerPhenom

    I would like to suggest, similar to the color palette implemented for the Katarn Armor from Avenging Mort, that the CoH and Shatterpoint have a MODEST recolor palette implemented to them. My Jedi would LOVE to have a Grey/Brown Shatterpoint 😄 Thanks for your consideration yall 😄

    Suggestions

  • KSE Firespray Schematic
    RangerPhenomR RangerPhenom

    Good afternoon Evolve,
    The base reward schematic for the KSE Firespray is an RNG drop of anywhere from 3-8 uses, I would like to propose that we set it to a standard amount rather than the RNG setting at present. Ideally an 8 use would be loved by pretty much every shipwright on server but a standard drop of 5 use would probably be more practical. Please let me know what yall think.

    Suggestions

  • <MANDO> Guild City Recruiting Citizens
    RangerPhenomR RangerPhenom

    Good afternoon Evolve,
    <MANDO> and PHNX City on Dantooine, Norg Keldabe is looking for citizens. We are a DNA Laboratory to assist our BM friends on server. We are currently a City (Tier 4) with shuttle etc. If interested please shoot a DM to Ward Wren on Discord. Thanks Evovle, hope everyone has a great weekend.

    Guild Recruitment

  • Frontman set Revamp
    RangerPhenomR RangerPhenom

    windshadow0177, post: 1145, member: 1090 wrote:

    And from that point of view, I absolutely see your point. However, the way I utilize my Commando/SL hybrid, I don't feel like I have the expertise nor the right starting place to throw my weight in either direction.

    That's why I'm backing out without hitting the button either way.

    I completely understand, thank you wind for asking the clarifying questions though I think it helped to really bring out the point more effectively

    Historical reactions: Like × 1

    Implemented Suggestions

  • Frontman set Revamp
    RangerPhenomR RangerPhenom

    windshadow0177, post: 1135, member: 1090 wrote:

    I feel like I have a better grasp of what RangerPhenom is advocating for, but I'm not sure it's necessary. Granted, I'm not engaging in combat the way most people are - my combat toons are 95% for farming mats. I will eventually need to run heroics so I can unlock the 8th character slot and get jewelry sets for my other two combat farmers, but instances/PVP/other ground content isn't where the game is for me. My game is in crafting and space.

    My Commando-main, wearing a block suit with only the hand-sampling jewelry set, is quite tanky. I can, for example, aggro the entire Spider Cult cave on the way down to the Starmap objective there and tank it fine. It doesn't matter how many, I typically just go until one of them manage to snare me, drop secure position and kill the group - rinse and repeat.

    But what I'm doing isn't what most others are doing, so I'm going to abstain on this idea.

    If an SWG veteran, new to this server, reads through all the patch notes and updates and decides he/she wants to run a Tank toon and does his research....when he/she gets to the jewelry sets as a sway to which prof he wants to run, Commando or TKM, and he/she gets to a side by side comparison of our Frontman and Steel Body sets....10/10 they are going to choose the Steel Body set because it is night and day better than Frontman....if you want TKM and Commando to be on the same tier for tanks albeit opposite spectrums (ranged/melee) Frontman needs to be addressed. I may be wrong but I would assume that one would want to have at least similar if not equivalent options for two profs that are NOT allowed to hybrid with one another but as of right now the tank sets (Frontman and Steel Body) arent even close in what benefits they provide.

    Historical reactions: Like × 1

    Implemented Suggestions

  • Frontman set Revamp
    RangerPhenomR RangerPhenom

    Rezec, post: 1129, member: 1 wrote:

    Commando isn't tied to Heavy Weapons. You can be a melee commando, a Pistoleer commando, a grenadier commando. It's a tank against Ranged but you don't necessarily HAVE to play as ranged.

    I understand and agree with that but the Steel Body set is clearly more advantageous for tkm thank Frontman set is for commando regardless if you decide on ranged or melee disciplines. My suggestion is to bring the stats, innate armor bonuses etc up to par with steel body for the frontman set.

    Implemented Suggestions

  • Frontman set Revamp
    RangerPhenomR RangerPhenom

    windshadow0177, post: 1126, member: 1090 wrote:

    Could/would you go into some more detail of what you're proposing? Stat differences between what currently is and where you want it to do? I'm not as well versed concerning any of the melee classes, so while I have a vague sense of what you want to change, I don't have enough to form an opinion.

    Frontman set is currently the same stats as on live which can be found in Wiki, while the Steel Body set was designed specifically for TKM as the Tank set and an upgrade from the base stats. I have tried to attach pictures to show the disparities but for some reason even significantly cropped pics are telling me that the file is too large today. If you go to Aurilia and look at the sets on the vendor there you will see my meaning I am sure

    Implemented Suggestions

  • Frontman set Revamp
    RangerPhenomR RangerPhenom

    Since Commando is situated now as the Ranged version of TKM for tanking I would like to suggest we bring the stats for the Frontman set up to par with the Steel Body Set. As of right now, the Steel body set is significantly more viable for a solid tank and will deter people from running ranged tanks since for the same cost (probably less for buying HW instead of Knucklers) you can get a Steel Body set instead of an inferior Frontman's.

    Implemented Suggestions

  • Expansion to Expertise
    RangerPhenomR RangerPhenom

    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 have an option of 3 saved expertise but limited to 1 for combat, one for a trader and one for entertainer.

    Suggestions

  • Space Resource Deeds
    RangerPhenomR RangerPhenom

    I would like to suggest adding space resource deeds to the game through the daily login tokens or trader tokens vendor. Have them grant say 5k of a chosen asteroid resource for 15 daily login tokens or 25 trader tokens?

    Suggestions

  • Expansion to Expertise
    RangerPhenomR RangerPhenom

    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 😄

    Suggestions

  • Feedback for latest patch 2.10 & 2.11
    RangerPhenomR RangerPhenom

    With the duration reduction to 6 seconds and the ability cooldown at 12 seconds a 10% reduction would have been sufficient imo since the ability cannot be kept up 100% of the time while solo

    Historical reactions: Like × 2

    Suggestions
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