What's new
SWG Beyond

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

QoL Changes

Status
Not open for further replies.

Cavadus

New member
In Officer's expertise there's a skillbox called "Pistol Drillmaster."

It currently buffs all damage by 5%, action cost reduction 5%, and pistol damage by 5%.

Could the 5% pistol damage buff be changed to include a 5% carbine damage buff as well? This expertise box appears to be the only one in the entire tree that still has vestigial pistol-exclusive stuff in it. Everything else was changed on live to accommodate the inclusion of carbines.
 

Sage-

Member
-Make Space convoy unopened loot boxes tradeable. ADDED
- Nym's star map ITV. ADDED
-increase drop rate of asteroids when mining in space... even with the buff its super slow and time consuming. ADDED
- appearance armor or outfits for pets
 

valorwulfe

New member
I would like to suggest re-implementation of taming for beast mastery for wild creatures. An idea I had for re-integrating it if not too difficult would be to make the tamed wild pets have random stats as any normal creature would have variance. This would allow new BM's to tame creatures without having to shell out a lot of money that new players quite often don't have. Another thing that could be done with the exception of many some very rare creatures is to cap the maximum stats they could possibly have IE nothing higher than 7 for value with the concept Bioengineered pets have been specifically bred. This way Bioengineered pets will still be in demand for the most powerful creatures and players would again be able to tame creatures in the wild which IMHO was a great feature that I personally missed. Another thing that could be done *maybe* is make it to where the baby creatures once the Beast Master begins taming maybe get a non-combat flag akin to the entertainers expertise thing. This would prevent people from griefing people mid-tame. I understand if this is not feasible but it is an idea I had. Omitting creatures not currently available outside of mutations I think this would be a fun element. You might even eventually do events where people can tame Rancors, Grauls, Acklay's etc...with more pristine stats. Thank you for consideration of this idea.
 

TheNomadDave

New member
Just saying .. Vanguard 'Deployment Orders' quest maybe needs a better reward than a 2x5 stat backpack that you get already .. maybe a decent pistol or pike !
 

Attachments

  • screenShot0001a.jpg
    screenShot0001a.jpg
    116.1 KB · Views: 13

ShadowOrdo

New member
In light of the increased world group size to 16 players, I'd like to suggest raising the RAM-1511 Transport & Old Republic Gunship player capacity. Both group transports have the standard max capacity of 8 players but each visually appear to be able to hold significantly more.

RAM-1511 - After vehicle fills, 3 seats still remain open and unused. Could squeeze some people in center of transport if we really wanted. But Def suggest allowing us to fill those 3 vacant seats if group size can now support it.

Old Republic Gunship - After 8 players fill this transport, only 1 side of the Gunship is filled (right side) and left has plenty of space remaining. This transport could easily fit at least 2 groups in it or more. The center bay could also fit two columns of players with all its visual space if we being honest.
 

ShadowOrdo

New member
General Suggestions:

Fix Spy Decoy/Smoke Bomb - If feasible, look into and correct World Boss and Instance Boss resets if a spy to uses decoy or cloak. For those unaware, if a spy uses decoy or smoke bombs on a boss there is a high chance of it resetting to 100% health rather just shifting its focus to a different player. Many have remarked on this and while I am not the biggest advocate for Spy profession (quite the opposite tbh) but I do agree because it is a playable profession it's unfortunate they cant use two of their three primary defensive cooldowns (Smoke Bomb and Decoy) in PVE content. ADDED fix.

WoD Legendary Heroic - Incorporate an incentive in WoD for a LSJ or other melee spec to become viable to bring. All other profs / specs are viable for this 3 man instance except LSJ and melee specs in general. This is because of the various "Ring Mechanic" found throughout all 3 phases of the instance is VERY ranged heavy and the melee opportunities are way too sporadic to be relied upon. I'd suggest implementing something that allows the LSJ to contribute to the overall damage of the group for each of the 3 phases of the fight while the ranged players do their usual thing.

Spice Debuff Bug - Many new spices added to beyond cannot be cleansed by medic it would seem. This becomes problematic in World pvp, Battlefields, and Legendary heroics where deaths are frequent and it can bug out to the point u have both the active spice buff still remaining AND the debuff simultaneously. All the while Medic cannot cleanse these from their teammates. (i.e: Medic can cleanse Muon Gold debuff, but not Thruster Head or Death Cap) ADDED fix.

GCW Faction Bases - Two things ...
1) Reintroduce Covert Faction Scanners. No idea why SOE removed these but it was a mistake, the GCW system really is less without it and factional bases found little purpose in NGE outside of organized base busts. Not fun or engaging content. Make players fight to defend and attack in what should be a Galactic Civil War. If there are concerns with griefing, I'd suggest at a minimum allow players to only place them around the proximity of SF Factional Bases. This way, players can use these structures strategically to create zones of control to both defend and attack from across the game. Currently, much of the use for these structures is PVE related and PVP is only impact if one side needs to enter it but the reality is most just drive past them as an irrelevant structure.

2) Remove housing lot requirement to place Player Factional Bases. In exchange, only allow 6 bases to be placed per account (3 bases for each 2 characters on an account). SOE was designed with 2 characters per account in mind, I'm of the opinion we need to adjust for this given our server dynamic of 7 character slots if we remove Housing lot requirement.
 

SolemnTiger

New member
Apologies if this is a duplicate, and proper credit due to Xavier who posted it first:

Could we make it possible to resize the radar screen in the space UI to a larger size? Considering the progress made since JTL launched (back then, most everyone's monitors were still squares and 1600x1200 resolution was a semi-big deal...) and that the typical lowest-used play resolution is 1920X1080, the radar screen is very difficult to read (especially for us older folks.)

After some research, I know Legends has a UI mod specifically for this. While I personally think just making it possible to scale the space flight radar to a larger maximum than the system currently allows would be a fantastic fix, I'd happily accept any other improvements to the space UI that anyone is willing to undertake.

Thank you :)
 
Last edited:

Esquire

New member
Remove timers on Musti injector and Favor of the Elders similar to what was done with the familiar buffs. And thanks for the adds.
 

Van

New member
Add a vendor email for when something is offered to your vendor. ADDED

If you're out hand sampling or something, and someone says they will drop something off on your vendor, it's easy to miss the system message (in fact, while hand sampling, it's almost impossible to see the system message as you're likely on another screen). Instead of having to stop and go check every so often, it would be nice to have an email (as well as the system message) that shows someone (and who) dropped something off on your vendor.
 
Status
Not open for further replies.
Top