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  • RezerianR

    I bought a XJ-2 Speeder from the world boss vender, fancy red car like speeder. Only to find its slower than my BARC speeder =/

    Since the world boss speeders are vastly more expensive could we have them match the mount speed of a BARC please?


    Rezerian, post: 4372, member: 565 wrote: I bought a XJ-2 Speeder from the world boss vender, fancy red car like speeder. Only to find its slower than my BARC speeder =/ Since the world boss speeders are vastly more expensive could we have them match the mount speed of a BARC please? Thank you for the feedback. With the upcoming Chapter 6 release, all vehicles will be able to have their speed upgraded through the new vehicle system. This should help address concerns like this and allow players to improve the performance of their favorite speeders. You can read more about the new vehicle system on our Wiki page: SWG Evolve Wiki Vehicle System Orton Evolve Community Manager
  • L

    150k per day is rather small if you have a treasury of more than 10 million, especially with city restrictions being lifted on endor and dathomir as well as new planets being added, being able to have a higher withdraw will make it easier for people to move their cities if they want to.


    LordAnorak, post: 4528, member: 235 wrote: 150k per day is rather small if you have a treasury of more than 10 million, especially with city restrictions being lifted on endor and dathomir as well as new planets being added, being able to have a higher withdraw will make it easier for people to move their cities if they want to. Thank you for the feedback. That’s a fair point, especially with larger city treasuries, expanded housing opportunities on planets like Endor and Dathomir, and future planet additions. Increasing the daily withdrawal limit could certainly help make city relocation and large-scale management less cumbersome. We’ll pass this along to development and have them take a look. Orton Evolve Community Manager
  • Disavowed113D

    would it be possible to add back for tokens/event the Old pe-cu pet at-st?

    object/tangible/deed/pet_deed/shared_atst_deed.iff (Faction pet deed)


    Disavowed113, post: 4527, member: 233 wrote: would it be possible to add back for tokens/event the Old pe-cu pet at-st? object/tangible/deed/pet_deed/shared_atst_deed.iff (Faction pet deed) Thank you for the suggestion. We’ll have development take a look at whether the old pre-CU pet AT-ST can be reintroduced through a token or event reward system. Orton Evolve Community Manager
  • E

    Would it be possible to add Game Mouse sliders for Space, separate from the current sliders. Adjusting the sliders for better maneuverability in space. and then having to adjust the sliders to function properly on the ground is annoying and bothersome.
    Separate sliders would make transitioning from ground to space and back to ground much more enjoyable adding easy of use and esprit de corps!!1778970167047.png1778969488672.png


    Ebabo, post: 4532, member: 1349 wrote: Would it be possible to add Game Mouse sliders for Space, separate from the current sliders. Adjusting the sliders for better maneuverability in space. and then having to adjust the sliders to function properly on the ground is annoying and bothersome. Separate sliders would make transitioning from ground to space and back to ground much more enjoyable adding easy of use and esprit de corps!![Unavailable historical attachment #2059][Unavailable historical attachment #2058] Thank you for the suggestion. Having separate mouse sensitivity sliders for ground and space controls is a solid quality of life idea and would definitely make transitioning between the two feel smoother and less cumbersome. We’ll pass this along to development and have them take a look at what might be possible. Orton Evolve Community Manager
  • CiaphasC

    Calling all Wanderhomies! My main was J'fan and I had an alt named Lannaca. My best bud was Tharreta. We ran a guild called Strength in Numbers (SIN). Had a little town on Rori called SIN City.


    The toon I had on Wanderhome was Avonyae who was my pre- CU Twilek M Swords/M Dancer before CU came and destroyed our guild just about.. I logged in brieflly during NGE but did not play much at all. Our guild was on Dantooine and was imperial.. I barely remember any other names I knew then sadly. Historical reactions: Like × 1
  • M

    I thought it might be a good idea to add to the inventory and even containers a sort button that would sort things alphabeticaly

    Historical reactions: Like × 1


    mochachris, post: 4522, member: 354 wrote: I thought it might be a good idea to add to the inventory and even containers a sort button that would sort things alphabeticaly Great news! This functionality is already in game. In your inventory or container, click “Change View” at the bottom of the window. From there you can sort by Name, Type, and Volume. Simply click the title box for the category you want, and it will sort A-Z. Click it again and it will reverse the order to Z-A. Orton Evolve Community Manager
  • B

    My suggestion is to add a sell all button that sells all you junk/stated items up to your daily limit of 250k


    you could add another dialog box after the sell all button is pressed that shows a list of all the items that you are about to sell, that should eliminate the problem of people selling stuff they need and needing a csr
  • H

    Been talking with a few people and the topic of Force Throw has come up several times for melee Jedi. Currently, Force Throw is available in Force Sensitive as the base attack with no added perks. You have to dip into Mystic to make it worth while. When Mystic already has a snare ability, Lightning. The only snare ability available for BM Jedi is Pommel Bash. Albeit a great ability, the game has a hard time registering the distance between targets so when you think you're within range to use Pommel, a lot of times nothing happens.

    **My suggestion being - move all Force Throw abilities into one or two boxes within Force Sensitive. This way, both ranged and melee Jedi have the chance to obtain a ranged snare. This allows virtually any play style of Jedi to have the chance to snare their target.

    -Force Throw / Improved Force Throw could take up 4 points within one box. That box would give you the base attack, snare duration and throw damage.
    -Saber Shackle would be tied to 4/4 points in the first box. Then provide the current values of shackle of snare and root chance. (this could also be changed to throw damage/root chance, then move snare chance to Improved Force Throw)**

    Just a suggestion based on conversations I've had. Melee Jedi is a great tool to have, and I've noticed a lot more melee Jedi on the upside versus mystics which I think is great because Mystic is already crazy enough. And I feel like melee Jedi lose a ton of opportunities because they can't get close enough to snare their target.


    This is very much similar to what @Cailener1234 is working on. We have a Jedi tree revamp coming sometime after the launch of Chapter 6. Historical reactions: Like × 1
  • Y

    So I finally reached 1 billion credits and then some, not sure how much I lost but come to find out the limit a Guild Hall can hold in the Treasury is 1 billion credits.

    Any Chance we could increase this limit?

    Think I lost around 30 million credits loading up my guild hall, no biggy but kinda sad.


    I learned something knew. I didn't know there was a Galactic Reserve. I was aware of the Bank Terminal and the ability to deposit but Galactic Reserve was new to me. wiki link for those interested. [URL unfurl="true"]https://swg.fandom.com/wiki/Bank[/URL]
  • 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