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  • B

    I know these are meant to be rare but I've run run the world boss like 50 time and never got one. This is the one buff that eludes me, I've tried buying in the galactic bazaar for months to no avail. So my suggestion is to add to he world boss vendor vendor for 100 token's each so we might have a chance to get these buffs and it not being entire rng.

    Historical reactions: Like × 3


    The city of Spiceville supports this suggestion. /mindtrick You want to put this on a vendor for a large amount of tokens...the vendor should be placed right outside the Spiceville cantina
  • Y

    This is not the first thread making suggestions to change up Swordsman as of recent.

    Issues existing presently with Swordsman.

    Its the go to class for completing harder content like Revanite Daily Challenge because it provides Flurry (easy access) which is presently 20% damage decrease debuff to targets (TC is set to change it to 10%).
    Swordsman hits hard because we got stronger weapons with Kashyyyk Content, 2 speed weapons, they hit slower but harder.
    Melee as a class hits harder then Ranged and with recent understanding of this more of the player base are switching to Melee and especially to Swordsman with its defensive debuff Flurry. I happened to join a Battlefields recently and I believe over 1/2 were slated for Swordsman.

    Swordsman is creating a less diverse player builds.

    Why I say Flurry should not get nerfed to 10%.

    Flurry is one of the tools I use to tank Elite Blackscale Captains, as is they hit hard even with a 20% debuff, there going to hit harder with 10% debuff. I stack very heavy for damage reduction and debuffs against these and still I go down.

    If the issue is strictly that Flurry is to powerful in PVP nerf it for PVP, but please not for PVE content.

    Granted we are going to get new 3-Piece Jewelry Sets which one of them will provide 5% damage decrease received.

    Why Flurry should get moved.

    Teras Kasi has long been a strong defensive class in SWG going back to Pre-CU.
    Flurry is a defense ability (presently a very powerful one) and is only readily available to one class of characters Swordsman. This causes players to focus on only one class for melee.
    If it was moved to Teras Kasi Artist and required to Master Teras Kasi before being obtained (possibly to the left of Master), this would fall well inline with Bounty Hunter and its defensive ability Shields.

    Place Flurry into a defensive class (Teras Kasi Artist) and make it expensive to obtain
    It would also shift melee players out of Swordsman and into other melee classes.

    I understand that Melee hits hard and moving Flurry to an already powerful class would make the class overpowered.

    Why Melee Damage in Teras Kasi Artist should get nerfed.

    With the above suggested change to Flurry being moved to Teras Kasi Artist I believe that Melee Damage from Teras Kasi Artist should be nerfed.
    With as high as Melee can presently stack Melee Damage it should be nerfed.

    Comparison between my Ranged Assassin Build (Rifles) and my Melee Assassin Build (Swordsman) almost exactly same build style. Rifleman was roughly 10-18k DPS (adjusted to Commando instead of Teras Kasi Artist for alternative defense results in a 2-3k DPS uplift granting it 12-21k DPS), and Swordsman was roughly 20-28k DPS. That is a very large gap in DPS. Its about a 7-9k DPS gap.

    On TC we are looking at present a general 3-Piece Jewelry set that will give 5% Ranged/Melee Damage increase (melee gets more with Strength). Ranged is getting a 3-Piece set more specific that will give 16% Ranged Damage with boost to Critical Damage (this will help close the gap between melee and ranged damage).

    Nerfing Melee Damage will reduce the gap between Ranged Damage and Melee Damage providing more variety of viable Ranged Classes.
    Melee Damage Increase in the Teras Kasi Artist should be nerfed by -10-15%.

    Summary

    Move Flurry from Swordsman and place it past Master Teras Kasi in Teras Kasi Artist.
    Don't nerf Flurry from 20% debuff to 10% debuff.
    Reduce Melee Damage in Teras Kasi Artist by -10-15%.


    Yatoya, post: 4476, member: 1107 wrote: This is not the first thread making suggestions to change up Swordsman as of recent. Issues existing presently with Swordsman. Its the go to class for completing harder content like Revanite Daily Challenge because it provides Flurry (easy access) which is presently 20% damage decrease debuff to targets (TC is set to change it to 10%). Swordsman hits hard because we got stronger weapons with Kashyyyk Content, 2 speed weapons, they hit slower but harder. Melee as a class hits harder then Ranged and with recent understanding of this more of the player base are switching to Melee and especially to Swordsman with its defensive debuff Flurry. I happened to join a Battlefields recently and I believe over 1/2 were slated for Swordsman. Swordsman is creating a less diverse player builds. Why I say Flurry should not get nerfed to 10%. Flurry is one of the tools I use to tank Elite Blackscale Captains, as is they hit hard even with a 20% debuff, there going to hit harder with 10% debuff. I stack very heavy for damage reduction and debuffs against these and still I go down. If the issue is strictly that Flurry is to powerful in PVP nerf it for PVP, but please not for PVE content. Granted we are going to get new 3-Piece Jewelry Sets which one of them will provide 5% damage decrease received. Why Flurry should get moved. Teras Kasi has long been a strong defensive class in SWG going back to Pre-CU. Flurry is a defense ability (presently a very powerful one) and is only readily available to one class of characters Swordsman. This causes players to focus on only one class for melee. If it was moved to Teras Kasi Artist and required to Master Teras Kasi before being obtained (possibly to the left of Master), this would fall well inline with Bounty Hunter and its defensive ability Shields. Place Flurry into a defensive class (Teras Kasi Artist) and make it expensive to obtain It would also shift melee players out of Swordsman and into other melee classes. I understand that Melee hits hard and moving Flurry to an already powerful class would make the class overpowered. Why Melee Damage in Teras Kasi Artist should get nerfed. With the above suggested change to Flurry being moved to Teras Kasi Artist I believe that Melee Damage from Teras Kasi Artist should be nerfed. With as high as Melee can presently stack Melee Damage it should be nerfed. Comparison between my Ranged Assassin Build (Rifles) and my Melee Assassin Build (Swordsman) almost exactly same build style. Rifleman was roughly 10-18k DPS (adjusted to Commando instead of Teras Kasi Artist for alternative defense results in a 2-3k DPS uplift granting it 12-21k DPS), and Swordsman was roughly 20-28k DPS. That is a very large gap in DPS. Its about a 7-9k DPS gap. On TC we are looking at present a general 3-Piece Jewelry set that will give 5% Ranged/Melee Damage increase (melee gets more with Strength). Ranged is getting a 3-Piece set more specific that will give 16% Ranged Damage with boost to Critical Damage (this will help close the gap between melee and ranged damage). Nerfing Melee Damage will reduce the gap between Ranged Damage and Melee Damage providing more variety of viable Ranged Classes. Melee Damage Increase in the Teras Kasi Artist should be nerfed by -10-15%. Summary Move Flurry from Swordsman and place it past Master Teras Kasi in Teras Kasi Artist. Don't nerf Flurry from 20% debuff to 10% debuff. Reduce Melee Damage in Teras Kasi Artist by -10-15%. Thank you for taking the time to put together such a detailed discussion and to everyone who contributed testing, observations, and feedback throughout the thread. This is exactly the kind of productive balance discussion we like to see. There are several important points being raised here regarding melee damage scaling, Flurry’s role in both PvE and PvP, TKM passive damage contributions, and overall build diversity across melee professions. The staff and QA teams have already been actively testing and discussing many of these same concerns internally. As some players correctly identified in the thread, a large part of the current performance gap appears tied to the interaction between newer high damage 2-second weapons and the amount of passive melee damage available through TKM. At the same time, we also recognize concerns about Flurry becoming too mandatory for PvE tanking and group utility. At this stage, no final decisions have been made regarding where Flurry ultimately belongs or what exact adjustments may occur. These systems are interconnected, and changes to one area can heavily impact multiple professions, PvE balance, and PvP meta diversity. Because of that, we want to continue gathering data and testing before committing to larger structural changes. We also appreciate the community members volunteering to help with structured testing and data collection. That kind of collaboration is extremely valuable as we continue refining combat balance. Please keep in mind we are simultaneously preparing for a major chapter release, so some of these larger balance passes may take time. However, discussions like this absolutely help shape future adjustments and direction. Thanks again to everyone contributing constructively to the conversation. Orton Evolve Community Manager Historical reactions: Like × 1
  • G

    It would be most helpful if we could have a helper monkey that helps increase resource and crafting of consumables. A fun collection that a Bio Engineer could craft for other players for a deco like a dog house or cat tree but with a SWG kick to it.


    Thank you for the clarification. That makes a lot more sense now, and honestly the idea of a little helper monkey assisting with Bio-Engineer processing and consumable crafting is pretty fun. We’ll pass this along to development for consideration and see what might be possible in the future. Orton Evolve Community Manager Grabeck, post: 4475, member: 1322 wrote: I meant a helper monkey to help with the making of the bio engineer consumables such as filters and parts needed to make and process hydros.
  • S

    Right now the ops chair can only be used by someone of the same space faction (Rebel, Imperial, Nuetral) as the pilot. Can we allow anyone on the ships the ability to use the ops chair? Anyone on the ship can fly the ship and use a turret with no restrictions...can we do the same for the ops chair?


    Shonuf, post: 4501, member: 1776 wrote: Right now the ops chair can only be used by someone of the same space faction (Rebel, Imperial, Nuetral) as the pilot. Can we allow anyone on the ships the ability to use the ops chair? Anyone on the ship can fly the ship and use a turret with no restrictions...can we do the same for the ops chair? Good news! This change is currently on the Test Center for testing, and if all goes well it will be included in the next patch. Please provide any feedback you have in the Discord TC testing channel after trying it out. Orton Evolve Community Manager
  • Disavowed113D

    simple request for
    -Medical assembly bit
    -Medical experimentation bit
    -Creature Knowlage
    I'll add more as i think of them.


    Disavowed113, post: 4503, member: 233 wrote: simple request for -Medical assembly bit -Medical experimentation bit -Creature Knowlage I'll add more as i think of them. Thank you for the suggestions. As far as Creature Knowledge goes, we would need to carefully assess the balance implications, as adding more sources for that stat could potentially make existing acquisition methods less meaningful. For Medical Assembly and Medical Experimentation, those are absolutely things we can explore options for. Orton Evolve Community Manager
  • ortonO

    Weapon Core System Brainstorming Suggestion

    I wanted to put together an early brainstorming suggestion regarding the current weapon crafting system on SWG Evolve and get community feedback on the idea before turning it into a more detailed proposal.

    Core Concept

    Instead of the final weapon craft determining a weapon’s overall DPS and damage output, all primary combat stats would instead come solely from a Weapon Core component.

    Under this system:

    • The weapon itself would primarily determine appearance, attack speed, special properties, and playstyle flavor.
    • The Weapon Core would determine the actual DPS and damage values.
    • This would allow a much wider variety of weapons to remain viable instead of players gravitating toward only a few “best-in-slot” crafted weapons.

    The goal would be to create a system where players could use the weapons they enjoy aesthetically or mechanically without being heavily punished in performance.

    Progression & Loot Integration

    Progression could still function similarly to the current system through:

    • Rare dropped schematic versions of Legendary Weapon Cores
    • Different quality tiers of Weapon Cores
    • Vendor-purchased cores through existing in-game systems
    • Loot-based acquisition tied into current content loops

    This would preserve progression while opening up weapon diversity.

    Crafting Depth & Enhancements

    Another possible layer could be the addition of dropped enhancement components that are incorporated during the Weapon Core crafting process.

    Examples could include:

    • Critical chance modifiers
    • Armor penetration bonuses
    • Elemental or proc-based effects

    This could add another level of complexity and customization to the crafting system while still keeping the core idea approachable.

    Potential Benefits

    • Greater weapon diversity and build expression
    • More viable endgame weapon choices
    • Increased value for weapon appearances and styles
    • Expanded loot opportunities
    • Additional crafting depth without invalidating current progression systems
    • Easier future balancing since stats would be centralized through cores instead of every weapon individually

    Discussion Points / Concerns

    Some things worth discussing:

    • Should cores be removable or permanent?
    • Would this improve or hurt the weapon crafting economy?
    • Should certain weapon families still maintain unique strengths?

    This is still very much in the brainstorming phase, and I’d really like to hear thoughts, criticisms, and additional ideas from both players and crafters. The goal would be to continue refining the concept together into a more complete proposal if the community sees value in it.


    I think this is spenddid, as Vell said, it will allow the use of any weapon in the game, without feeling like your gimping yourself just because you want to use a Sniper Rifle or a regular gaffi stick. This will allow us to just use weapons as skins and nothing more.
  • T

    The Rebel Vs. Imperial Badge of Talus: badge location/waypoint(s) listed on both the SWG Wikia and the Evolve Wiki is incorrect. The correct waypoint is /-2548 37 3722 (Next to the fallen AT-ST Head)

    Thanks,


    Talisa, post: 4466, member: 319 wrote: The Rebel Vs. Imperial Badge of Talus: badge location/waypoint(s) listed on both the SWG Wikia and the Evolve Wiki is incorrect. The correct waypoint is /-2548 37 3722 (Next to the fallen AT-ST Head) Thanks, [URL unfurl="true"]https://www.swgevolve.com/index.php?wiki/explorationbadges/[/URL] here is the link to the newly created and updated Wiki Page let me know if you see any other issues.
  • SiddviciousS

    783-188ba5ad3dd067dc55ac53ab8e21ddf5.png
    Sunday 5/3/26 at 4pm EST.
    EVERYONE invited and DOUBLE TOKENS!!


  • E

    Mirror Stand Fast to Void Walk. At full points, Stand Fast has a 240 second cool down and 24 second duration. At full points Void walk has a 180 second cool down and a 30 second cool down. Making Void walk superior to Stand Fast with equal points invested.
    1774437334108.png1774437350593.png


    Ebabo, post: 4335, member: 1349 wrote: Mirror Stand Fast to Void Walk. At full points, Stand Fast has a 240 second cool down and 24 second duration. At full points Void walk has a 180 second cool down and a 30 second cool down. Making Void walk superior to Stand Fast with equal points invested. [Unavailable historical attachment #2006][Unavailable historical attachment #2007] Thank you both for the feedback. The comparison between Stand Fast and Void Walk is a fair point, especially when looking at cooldown and duration values relative to the investment required. Differences like that can definitely make one option feel strictly better than the other, which isn’t ideal. The broader discussion around defensive abilities is also important. Finding the right balance between offering meaningful defensive choices without allowing players to stack and cycle multiple strong defenses has always been a tricky design challenge. Your point about potentially tying these into a shared resource or rethinking tradeoffs is noted. We’ll pass this along to development for review as part of ongoing balance discussions. Orton Evolve Community Manager
  • RezerianR

    I would like to suggest increasing the damage to sure shot action from 1500 to 2500. Where it is at does not do enough action damage to really make any difference. Most characters your fighting can recover this action before sure shot is off cooldown.

    I have been trying sets that are not seen to often to see how they could be used to be interesting and a different option!


    Rezerian, post: 4374, member: 565 wrote: Had a good test with the action damage adjustments and id say its much better now, personally I think its in a good spot where it is! Thank you for taking the time to test the changes and follow up with your feedback. Glad to hear the adjustments to the Deadeye set and Sure Shot are feeling better and landing in a good spot. Feedback like this helps confirm we’re moving in the right direction. We appreciate you experimenting with different sets and bringing attention to less commonly used options. Orton Evolve Community Manager
  • RezerianR

    I would like to suggest buffing up the damage from remote detonator, it requires 9 points to fully max out and a heavy investment into the grenadier tree. The damage for 9 point investment which hits for about 5k being generous is not worth what could be a cool situational trap ability, it has a fine enough range and 20sec cooldown.

    I know there are a ton of more important things to look at but I figured id add this for a rainy day 😛


    Rezerian, post: 4375, member: 565 wrote: Did a lot of testing with the new damage increase against 3 different types of PVP targets and 2 different types of PVE targets. In PvP first against a Jedi target as expected it was glanced and evaded often but when hitting it could get up to about 5k and 7k on a crit after armors. Against a Mando target that has some of the best AOE resistance, it performed as expected quite poorly doing only about 1500 damage on average due to glances and mostly evasions. My last target was an Ent type basic characters and with all of these tests the characters were moderately buffed and have max armors Ent buffs. It was hitting every time with 5k and 7k crits that did fluctuate up to 8k at times. It does debuff the target for 30sec with -200 PRE. Lastly for the PVE tests it performed quite well doing about 10k damage to creatures after armor it could be as high as 14k with crits, certainly feels more like a PVE skill for sure. Then tried it on silver Blacksun elite, oddly enough it averages from 10k to 13k to them was not too far off from the creatures with the attacks base damage being about 30k Couple things to note, expertise boxes for damage increases of any kind but its own does not increase its overall damage output, same as buffs like lair crystal, damage stance, preparation Ect. I am glad to see the skill get a damage increase that was certainly needed, the debuff id suggest bumping it up too -300 PRE and - 300 STR. Where it is feels fairly ok for PVE for its cost maybe could be a bit more but that's just me. In pvp I don't imagine anyone will ever use this considering its cost vs damage effect. Thank you for the detailed write-up and for taking the time to test this across both PvP and PvE scenarios. This kind of breakdown is extremely helpful. The notes around performance differences between target types, along with the interaction (or lack of interaction) with other damage modifiers, give us a much clearer picture of where Remote Detonator currently sits. It’s good to hear that the recent damage increase helped its PvE viability, but your feedback highlights that it may still fall short in PvP, especially considering the point investment required. The suggestion to further adjust the debuff values is also noted. We’ll pass this along to development for review as part of ongoing balance discussions. Changes like this require careful consideration, particularly given how differently abilities can perform across PvE and PvP. Appreciate the effort you put into testing and sharing your findings. Orton Evolve Community Manager
  • RezerianR

    I was looking at squad leader's veteran troooer call down which is just a generic lol 90 npc. These guys die so incredibly fast that its more work to pull one out and have him attack to just watch him be melted in an instant. I by no means saying it should be on par as a pet or anything but I would not mind a tiny bit more use out of him that people may even consider grabbing it. How about making him a silver elite, this way he will last for a few hits in pvp and a moment in pve to be a distraction maybe or just a little help in dps.
    Also would it be possible to change his appearance to be something a little more interesting like a blacksun mercenary or something, just a thought!

    As always thank you all for your time!


    Rezerian, post: 4376, member: 565 wrote: I was looking at squad leader's veteran troooer call down which is just a generic lol 90 npc. These guys die so incredibly fast that its more work to pull one out and have him attack to just watch him be melted in an instant. I by no means saying it should be on par as a pet or anything but I would not mind a tiny bit more use out of him that people may even consider grabbing it. How about making him a silver elite, this way he will last for a few hits in pvp and a moment in pve to be a distraction maybe or just a little help in dps. Also would it be possible to change his appearance to be something a little more interesting like a blacksun mercenary or something, just a thought! As always thank you all for your time! Thank you for the suggestion and for the detailed feedback. Squad Leader is an area we’re actively looking at, and it’s headed toward some major improvements. Feedback like this around Veteran Trooper performance and overall usefulness is helpful as we evaluate those changes. We’ll take ideas like survivability and visual updates into consideration as part of that process. Orton Evolve Community Manager
  • XaruulX

    Just a thought for some non-pvp, solo content. Add secret cult style reputation questlines/stories with rewards. Something never before seen with no guides other than a hint as to where to start them possibly. Something ive said before i feel would be really cool is to increase the excitement of exploration and finding something no one else might even know exists in game, especially if they hold any kindve rewards or bonuses. As a side note, to keep them from being fully guided out and posted on the forums maybe have them rotate or change like Xurr on Destiny or something of the sort so only those already in the cults or syndicates know where to go from then on IF they stay on top of it. Each group would have their own style of rewards. I.E podracer group would get speeders and speeder mods, a bounty syndicate would get weapon mods or increased hunting proficiencies, a murderer syndicate would get pvp related bonuses (though still majority would be PvE), ect ect ect. some general rewards would be houses, deco, vehicles related to the specific group, weapons/ color crystals, armors not currently in game(all of this also assuming resources permitting I.E staff). This is a long term idea. just wanted thoughts and opinions.


    Xaruul, post: 4445, member: 545 wrote: Just a thought for some non-pvp, solo content. Add secret cult style reputation questlines/stories with rewards. Something never before seen with no guides other than a hint as to where to start them possibly. Something ive said before i feel would be really cool is to increase the excitement of exploration and finding something no one else might even know exists in game, especially if they hold any kindve rewards or bonuses. As a side note, to keep them from being fully guided out and posted on the forums maybe have them rotate or change like Xurr on Destiny or something of the sort so only those already in the cults or syndicates know where to go from then on IF they stay on top of it. Each group would have their own style of rewards. I.E podracer group would get speeders and speeder mods, a bounty syndicate would get weapon mods or increased hunting proficiencies, a murderer syndicate would get pvp related bonuses (though still majority would be PvE), ect ect ect. some general rewards would be houses, deco, vehicles related to the specific group, weapons/ color crystals, armors not currently in game(all of this also assuming resources permitting I.E staff). This is a long term idea. just wanted thoughts and opinions. Thank you for the suggestion. This is a really creative idea and taps into something that SWG has always done well, rewarding exploration and discovery. The concept of hidden or evolving questlines, especially with faction or “cult” style progression and unique rewards, is very interesting. Systems like that could definitely add a sense of mystery and give players a reason to explore the galaxy beyond the usual content loops. The idea of rotating or shifting elements to keep things from becoming fully solved is also a nice touch. This is more of a long-term, large-scale content idea, but it’s absolutely the kind of direction we like to think about when expanding the game. We’ll pass this along to development for consideration as part of future content planning. Appreciate you taking the time to share it. Orton Evolve Community Manager Historical reactions: Like × 1
  • RezerianR

    I would like to suggest an increase of Deuterium round and acid darts to a max of 30% up from 20%. This could also be applied to Fencer for its proc damage abilities.
    I feel this is necessary given the many increases in power for heavy weapons with Juggernaut and swordsmen with its 2sec attack high damage capabilities.

    Carbineer certainly is behind in capacities as other options, and I am always looking to bring up skills or builds that just are not cutting it to make them more appealable to use!

    Speaking of which any chance we could buff the return damage from carbineer? The enforcer set reduces the CD for this ability but its completely undesirable due to its low performance and its point is best spent else where. I think it would be nice to have a good tool kit ability against fast attacks like the new sabers or many CH pets munching on you as an example!


    Rezerian, post: 4411, member: 565 wrote: I would like to suggest an increase of Deuterium round and acid darts to a max of 30% up from 20%. This could also be applied to Fencer for its proc damage abilities. I feel this is necessary given the many increases in power for heavy weapons with Juggernaut and swordsmen with its 2sec attack high damage capabilities. Carbineer certainly is behind in capacities as other options, and I am always looking to bring up skills or builds that just are not cutting it to make them more appealable to use! Speaking of which any chance we could buff the return damage from carbineer? The enforcer set reduces the CD for this ability but its completely undesirable due to its low performance and its point is best spent else where. I think it would be nice to have a good tool kit ability against fast attacks like the new sabers or many CH pets munching on you as an example! Thank you for the detailed suggestion and for highlighting the current gaps in Carbineer performance compared to other professions. The proposed increase to Deuterium rounds and acid darts, as well as extending similar considerations to Fencer, is interesting and makes sense in the context of overall power scaling. The feedback around Carbineer feeling behind, especially with return damage mechanics not being impactful enough, is also noted. We’ll pass this along to development for review as part of ongoing balance discussions. Changes like this require careful consideration to ensure overall class balance remains healthy. Appreciate you taking the time to lay this out. Orton Evolve Community Manager
  • B

    Nightsister themepark weed collection / Nyms Themepark weed collection / collections in general, please.... i beg of you.... for the love of all that is holy make it insta collect, the weeds don't seem to have the level of frustration associated with collecting them as much as the actual collections themselves, since SWG has 2 selections as far as targetting goes, altering one of the 2 targeting states causes the collection to fail if you breathe wrong, but this overall tediom is silly.


    BilbroSwaginz, post: 4386, member: 2872 wrote: Nightsister themepark weed collection / Nyms Themepark weed collection / collections in general, please.... i beg of you.... for the love of all that is holy make it insta collect, the weeds don't seem to have the level of frustration associated with collecting them as much as the actual collections themselves, since SWG has 2 selections as far as targetting goes, altering one of the 2 targeting states causes the collection to fail if you breathe wrong, but this overall tediom is silly. Thank you for the feedback. I understand the frustration here, especially with how sensitive the collection interaction can feel in those areas. We’ll pass this along to development and have them take a look at the collection process, including whether adjustments like instant collection or improving the interaction reliability are feasible. Orton Evolve Community Manager
  • C

    Would it be possible and not too difficult to be able to use color kits on the Sith Speeder, and any other vehicles that might need it?

    Thanks for all your hard work.

    Historical reactions: Like × 1


    Chuckombo, post: 4373, member: 2653 wrote: Would it be possible and not too difficult to be able to use color kits on the Sith Speeder, and any other vehicles that might need it? Thanks for all your hard work. Thank you for the suggestion. This is something we can take a look at. It may be as simple as toggling a permission, but development will need to confirm what’s possible. Orton Evolve Community Manager
  • SiddviciousS

    WP 4564 17 4564 Naboo , outside Kadaraa. Plenty of room for new houses, no restrictions on housing types.
    Contact Sidd Vicious, Askewa, or Badazz.


  • SiddviciousS

    Askewa Runningsky - Original SOS member until CU caused collapse. VOA from then until Sunset
    Sidd Vicious
    Sensei Sky


  • T

    It is quite disappointing for world bosses, when bosses like HK and Malfosa drop the same loot as their regular counter parts. Counter parts that are quite easy to solo. These are WORLD BOSSES! Loot should be unique to them. Not the same old. Yes, I know they have chance at rarer drops, but to basically get the same basic loot from harder group content that you can't even give away, and just end up deleting or throwing on vendor to never sell is silly.

    And then there is the RLS chests... limited to world bosses only, yet too often we get items easily gotten from elsewhere, like war terminals you can buy for a whopping 2 daily tokens!! SUCH RARITY!! Or Mustafar injectors, easy quest to do, especially here... living canals painting, can be had from Chu-Gon Dar cube... AT-ST helmet, easily gotten from doing jobs for Bren Kingal in Mos Taike, can even get as many as you want for a little bit of running back and forth and throwing it in your back pack each time... Prayer mobile: a level 30 quest reward from Kashyyyk...

    Yet again, something locked behind harder group required content, that gives simple, easily gotten from other sources, rewards that often times you wouldn't even be able to give away and end up deleting or throwing on a vendor to never actually sell.


    tormak, post: 4443, member: 3087 wrote: It is quite disappointing for world bosses, when bosses like HK and Malfosa drop the same loot as their regular counter parts. Counter parts that are quite easy to solo. These are WORLD BOSSES! Loot should be unique to them. Not the same old. Yes, I know they have chance at rarer drops, but to basically get the same basic loot from harder group content that you can't even give away, and just end up deleting or throwing on vendor to never sell is silly. And then there is the RLS chests... limited to world bosses only, yet too often we get items easily gotten from elsewhere, like war terminals you can buy for a whopping 2 daily tokens!! SUCH RARITY!! Or Mustafar injectors, easy quest to do, especially here... living canals painting, can be had from Chu-Gon Dar cube... AT-ST helmet, easily gotten from doing jobs for Bren Kingal in Mos Taike, can even get as many as you want for a little bit of running back and forth and throwing it in your back pack each time... Prayer mobile: a level 30 quest reward from Kashyyyk... Yet again, something locked behind harder group required content, that gives simple, easily gotten from other sources, rewards that often times you wouldn't even be able to give away and end up deleting or throwing on a vendor to never actually sell. Thank you for taking the time to share your feedback. I understand where you’re coming from, and it can definitely feel disappointing to take down a difficult world boss and not see a standout reward. Several of the world bosses do have exclusive items tied to them, such as things like the VIP Bunker, which are intended to remain rare and valuable. Because of that, loot tables also include more common items to help preserve the rarity of those higher-end rewards. SWG’s loot system relies heavily on RNG, and while that allows for rare drops, it also comes with limitations in terms of consistency. That said, we do recognize that there may be room for improvement. Our development team is currently focused on expanding content for the upcoming Chapter 6 release, but a fresh pass on world boss loot tables is something that may be warranted down the line. Regarding the rare loot chest system, similar limitations apply with RNG. While some of the items may feel underwhelming, they do still hold value and can be sold on the player market. Additionally, world bosses provide tokens and a significant credit payout, which helps add overall value to participating in the content. We appreciate the feedback and will continue to evaluate ways to improve the experience. Orton Evolve Community Manager
  • T

    Just some ideas on two quests for a minor change, but one I think would be appreciated

    1. NK: run as is for the first time it is completed on a character. Then, any subsequent NK runs one does n that character, you just click on the crystal on your way to 3-NIi, and just enter the instance when you talk to 3-NIi, doing away with running past the crystal to 3-NIi, running back to the crystal, and back to 3-NIi. There is nothing lost from removing that run back to the crystal other than time.

    2. Nym's starmap: Add an option to just pay Han the 50k and skip the run back and forth for nothing other than dialogue we just click through without reading.
      a. Increase chances of getting nice, useable ship parts, if possible. For something that is once a day, it would be nice to have a better chance at useable parts rather than doing it day after day and typically getting nothing more than chassis dealer trash, with exception of the armor.


    tormak, post: 4382, member: 3087 wrote: Just some ideas on two quests for a minor change, but one I think would be appreciated NK: run as is for the first time it is completed on a character. Then, any subsequent NK runs one does n that character, you just click on the crystal on your way to 3-NIi, and just enter the instance when you talk to 3-NIi, doing away with running past the crystal to 3-NIi, running back to the crystal, and back to 3-NIi. There is nothing lost from removing that run back to the crystal other than time. Nym's starmap: Add an option to just pay Han the 50k and skip the run back and forth for nothing other than dialogue we just click through without reading. a. Increase chances of getting nice, useable ship parts, if possible. For something that is once a day, it would be nice to have a better chance at useable parts rather than doing it day after day and typically getting nothing more than chassis dealer trash, with exception of the armor. Thank you for the suggestions, these are great quality of life ideas. Regarding the NK flow, reducing unnecessary backtracking is something we generally agree with. Systems like that originally existed to extend gameplay time, but on Evolve we want players spending time doing what they enjoy rather than running back and forth. We’ll have development take a look at this. For Nym’s Starmap, the option to pay Han 50k to skip the back-and-forth is a great idea and fits well with that same philosophy of reducing time sinks while still giving players a choice. As for the ship part rewards, we do have some exciting changes coming in this area. I’m not quite ready to share details yet, but it’s definitely something you won’t want to miss. Appreciate the thoughtful suggestions. Orton Evolve Community Manager