This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
This prefix is applied by a Galactic Senator when they are officially sponsoring a post for consideration by the Development Team.

ksully09

Galactic Senator
Proposal
Move to a tier style/ color coded system, based on rarity. Have a letter next to the stat instead of a percent
Example -
armor level 10 mass -
10,000-9,099 is (K) Keeper - Blue (below 3 deviations but still valuable)
9,100-7099 is (G) Good - Green (3-3.25 deviations)
7100-5100 is (E) Elite - Orange (3.25-3.5 deviations)
5101-3100 is (NU) Near Unicorn - Yellow (3.5-3.75 deviations)
3101-1100 is (U) Unicorn - Gold (3.75-4 deviations)
Above or.. below the Unicorn threshold (SS) Super Stat 4+ deviations

The abbreviations can be changed, the colors can be changed, to whatever the community , senate or devs think is best. But this is the easiest example. Some sort of abbreviation, based on deviation.
Justification
This will make everyone vet and noob be on the same page of evaluating parts, quicker, easier, and help establish an even playing field when a noob looks something, they will not question if they know if they have a great part or not.
Motivation
This topic is brought up multiple times a month, spread sheets are still used, old links, people dont know how rare an item is, new folks have no clue what the precents mean, we have unicorns at 400% on some parts, unicorns at 96%, fantastic parts at 93%, trash items at 97%, the percent system doesnt work at scale, doesn't help the population determining if a value is good or not on a space part.
I feel as if we need move away from the current percent style space loot evaluation tool on the in- game UI to a more tier style system or color coded system.
 
Great idea, I agree with others that it would need a bit of manual involvement for parts like w8 reward parts with min/max damage and EPS.

Regardless, it is no-brainer for newer spacers to see part grading in a more understandable manner, and will help with space growth in my opinion.
Newer players see 'S tier' part, straight away this encourages communication with the community at large.
 
Ok. Someone asked for opinions from new players and average joe spacers in the other thread. I guess I do fall into at least one of those categories, considering I haven't been active for more than a few months, and this is the first time i play SWG since live, and that was before NGE. That said, I do love space and I spend much of my time in space, trying and failing spectacularly at various AoA activities.

Now, I think it was Drake who actually brought up one of my questions as a recent example where I found an armor piece with a good mass stat. That is actually the first thing I wanted to point out - Armor is a perfect example, because that's where there is such a huge variation on the stats. The first time i got a 110% armor value on an armor piece, I was really excited, only to be told it was middling at best, since armor values for those pieces can go up to over 220% or 240%, cant remeber exactly which, but it was high.

Then, I find a shield with a 109% recharge rate value which quickly sold for 10 million, and a shield with 112%? back strength Something like that, which sold for 40 mil within a day. But both shields seemed to me at first to be, well, not great, because if values go up over 200%, then 110% is on the lowest grade of good. Of course, now I know that armor can have really high % values, but for other parts, finding a 110-120% value can be striking gold and then some. But as a new player, this was impossible for me to know. The only reason I have started to learn more about it is because I really like playing in space, so I stick with it, but if it wasn't a passion of mine? I don't think i'm overstating saying that for both new and average players it is a frustrating barrier, trying to learn what makes for a good stat and what doesn't. And yes, I currently use 3rd party tools and websites for much of my space activity, the RE and checking loadouts etc. I know that a lot of that is beyond the scope of this PV of course, but I truly believe that the game, space specifically, would become a much more inviting activity if there were ways for players to learn, but also, finding some way of grading parts that doesn't become confusing and contrary.

Apologies. I havent slept for a bit and i guess I rambled a bit, but I hope it made some sort of sense, disjointed or not. I am simply trying to describe how I experienced it as a new player, and to some extent still do as I have a lot to learn still.

Tl;Dr - Current ssystem confusing and contrary. make better.

Thank you for your consideration and listening to my soapboax rambling.
 
Ok. Someone asked for opinions from new players and average joe spacers in the other thread. I guess I do fall into at least one of those categories, considering I haven't been active for more than a few months, and this is the first time i play SWG since live, and that was before NGE. That said, I do love space and I spend much of my time in space, trying and failing spectacularly at various AoA activities.

Now, I think it was Drake who actually brought up one of my questions as a recent example where I found an armor piece with a good mass stat. That is actually the first thing I wanted to point out - Armor is a perfect example, because that's where there is such a huge variation on the stats. The first time i got a 110% armor value on an armor piece, I was really excited, only to be told it was middling at best, since armor values for those pieces can go up to over 220% or 240%, cant remeber exactly which, but it was high.

Then, I find a shield with a 109% recharge rate value which quickly sold for 10 million, and a shield with 112%? back strength Something like that, which sold for 40 mil within a day. But both shields seemed to me at first to be, well, not great, because if values go up over 200%, then 110% is on the lowest grade of good. Of course, now I know that armor can have really high % values, but for other parts, finding a 110-120% value can be striking gold and then some. But as a new player, this was impossible for me to know. The only reason I have started to learn more about it is because I really like playing in space, so I stick with it, but if it wasn't a passion of mine? I don't think i'm overstating saying that for both new and average players it is a frustrating barrier, trying to learn what makes for a good stat and what doesn't. And yes, I currently use 3rd party tools and websites for much of my space activity, the RE and checking loadouts etc. I know that a lot of that is beyond the scope of this PV of course, but I truly believe that the game, space specifically, would become a much more inviting activity if there were ways for players to learn, but also, finding some way of grading parts that doesn't become confusing and contrary.

Apologies. I havent slept for a bit and i guess I rambled a bit, but I hope it made some sort of sense, disjointed or not. I am simply trying to describe how I experienced it as a new player, and to some extent still do as I have a lot to learn still.

Tl;Dr - Current ssystem confusing and contrary. make better.

Thank you for your consideration and listening to my soapboax rambling.
I found your response perfectly stated, and appreciate your time for responding Lion, good to see ya dude!

Your comment perfectly aligns with some of thinking on why a new eval system would be a great addition to the game!
 
I actually don't mind the system being somewhat obscure as it is.

The system is intuitive enough with the current colour coding/percentage system that you're not going to be throwing away anything that had a green high percentage stat. Beyond that, the fact that that isn't always totally accurate encourages you to talk to other players and seek out those with appropriate expertise. This naturally encourages people to join guilds and encourages them to learn how to browse the marketplace effectively. I think the system as it stands strikes a nice balance between clarity and obscurity for that reason. You can organically become an expert in identifying good components through engaging with the game's mechanics and engaging with people on a social level, which has always been one of SWG's biggest and most unique strengths. As an expert you can then go on to help new players. All this would be lost with the proposed change as that moderate level of obscurity would be removed.

For that reason I will be opposing this Player Voice.

There could be something to be said for there being some sort of additional tutorial for new pilots that lets them know about the concept of RE, but for me, even that would be a little too much hand holding. If in doubt, ask.
 
I actually don't mind the system being somewhat obscure as it is.

The system is intuitive enough with the current colour coding/percentage system that you're not going to be throwing away anything that had a green high percentage stat. Beyond that, the fact that that isn't always totally accurate encourages you to talk to other players and seek out those with appropriate expertise. This naturally encourages people to join guilds and encourages them to learn how to browse the marketplace effectively. I think the system as it stands strikes a nice balance between clarity and obscurity for that reason. You can organically become an expert in identifying good components through engaging with the game's mechanics and engaging with people on a social level, which has always been one of SWG's biggest and most unique strengths. As an expert you can then go on to help new players. All this would be lost with the proposed change as that moderate level of obscurity would be removed.

For that reason I will be opposing this Player Voice.

There could be something to be said for there being some sort of additional tutorial for new pilots that lets them know about the concept of RE, but for me, even that would be a little too much hand holding. If in doubt, ask.
This would be a reasonable take if SWG wasn't the first video game ever made, and this wasn't a private server where player intrigue and retention should be probably one the the highest priorities for staff. I'm all for purposefully obtuse game features in janky classic games like this one, but not at the cost of frustrating newcomers and making the path forward cloudy for them. Every new player has the potential to be a community staple, but plenty of people may shy away from systems that don't make sense or are difficult to understand and get into. The barrier for entry for piloting is already fairly intense. Even getting AoA on a character is a tutorial when it comes to the IA content, or space PVP. A major part of player retention philosophy rests on things like color-coded gear and weapon tiers, where finding something really interesting, and knowing immediately at a glance that it's extremely rare is a really good mental boost, and it makes the player want to chase that feeling. If a new pilot gets a lucky unicorn drop and does a PC in trade-space and most of the pilots go nuts over it, that's the second hit of dopamine and your intro to the greater community.

tl;dr Ship RE market is pokemon cards, and helping people identify things is a net increase to player retention which is paramount for a private server of an ancient game.
 
I actually don't mind the system being somewhat obscure as it is.

The system is intuitive enough with the current colour coding/percentage system that you're not going to be throwing away anything that had a green high percentage stat. Beyond that, the fact that that isn't always totally accurate encourages you to talk to other players and seek out those with appropriate expertise. This naturally encourages people to join guilds and encourages them to learn how to browse the marketplace effectively. I think the system as it stands strikes a nice balance between clarity and obscurity for that reason. You can organically become an expert in identifying good components through engaging with the game's mechanics and engaging with people on a social level, which has always been one of SWG's biggest and most unique strengths. As an expert you can then go on to help new players. All this would be lost with the proposed change as that moderate level of obscurity would be removed.

For that reason I will be opposing this Player Voice.

There could be something to be said for there being some sort of additional tutorial for new pilots that lets them know about the concept of RE, but for me, even that would be a little too much hand holding. If in doubt, ask.
This is like requiring me to talk to the merchant before buying a piece of armor. And requiring people to go to discord and leave the game. Sandbox play the game your way. And no better way than to achieve that by not making someone go look up guides and download discord, that’s silly. And space is hard. And to your point about green stats, some blue stats are unicorns.

I understand your post, and your take on it, i appreciate your response and the time it took, I just completely disagree at all angles.

Thanks Anthis
 
I actually don't mind the system being somewhat obscure as it is.

The system is intuitive enough with the current colour coding/percentage system that you're not going to be throwing away anything that had a green high percentage stat. Beyond that, the fact that that isn't always totally accurate encourages you to talk to other players and seek out those with appropriate expertise. This naturally encourages people to join guilds and encourages them to learn how to browse the marketplace effectively. I think the system as it stands strikes a nice balance between clarity and obscurity for that reason. You can organically become an expert in identifying good components through engaging with the game's mechanics and engaging with people on a social level, which has always been one of SWG's biggest and most unique strengths. As an expert you can then go on to help new players. All this would be lost with the proposed change as that moderate level of obscurity would be removed.

For that reason I will be opposing this Player Voice.

There could be something to be said for there being some sort of additional tutorial for new pilots that lets them know about the concept of RE, but for me, even that would be a little too much hand holding. If in doubt, ask.
Regarding your statement:

"The system is intuitive enough with the current colour coding/percentage system that you're not going to be throwing away anything that had a green high percentage stat"

I respect your opinions, but this one isn't true for a number of parts which is part of the issue. I can give an easy example:
Engine (level 8) -> Pitch/Yaw/Roll -> 75.5+ is worth multiple millions and shows as blue. I have a 76.2 which shows as blue.

Part of the issue I am seeing right now is that newcomers are asking if parts of no value are worth anything and are then subsequently told "No it's trash give it to the chassis dealer". This could easily be avoided with this PV. It removes the excitement for the new player entirely if you think you've hit a goldmine to be told otherwise. With this PV, the newcomer would do the same thing but be told it's worth something every time. The people asking the question on green values wouldn't decrease because they would still be asking as they are now, people ask all the time, its just that the values aren't effective enough at implying how good something is. I don't see how a correction/updating of values would change that in any way.

It would just be more accurate and they would get a positive result. You are entitled to your thoughts on this of course as we are talking theory here, but a better system for grading parts that is not misleading in any facet (as it currently is) is something that is essential, it makes no sense for multi-million credits to have stats displayed as 'blue'.

Just my thoughts is all!
 
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Regarding your statement:

"The system is intuitive enough with the current colour coding/percentage system that you're not going to be throwing away anything that had a green high percentage stat"

I respect your opinions, but this one isn't true for a number of parts which is part of the issue. I can give an easy example:
Engine (level 8) -> Pitch/Yaw/Roll -> 75.5+ is worth multiple millions and shows as blue. I have a 76.2 which shows as blue.

Part of the issue I am seeing right now is that newcomers are asking if parts of no value are worth anything and are then subsequently told "No it's trash give it to the chassis dealer". This could easily be avoided with this PV. It removes the excitement for the new player entirely if you think you've hit a goldmine to be told otherwise. With this PV, the newcomer would do the same thing but be told it's worth something every time. The people asking the question on green values wouldn't decrease because they would still be asking as they are now, people ask all the time, its just that the values aren't effective enough at implying how good something is. I don't see how a correction/updating of values would change that in any way.

It would just be more accurate and they would get a positive result. You are entitled to your thoughts on this of course as we are talking theory here, but a better system for grading parts that is not misleading in any facet (as it currently is) is something that is essential, it makes no sense for multi-million credits to have stats displayed as 'blue'.

Just my thoughts is all!
Saying "easily" added is wrong. Every component, at every level will need to be assigned a graded value with breakpoints specific to that component class/level. A 1300 RED is pretty good for E8, but it isn't for E0 ect. What we have now is a result of attempting a one size fits all solution and we have discrepancies like you identified.
 
Saying "easily" added is wrong. Every component, at every level will need to be assigned a graded value with breakpoints specific to that component class/level. A 1300 RED is pretty good for E8, but it isn't for E0 ect. What we have now is a result of attempting a one size fits all solution and we have discrepancies like you identified.
Yes you are quite right, I shouldn't have said 'easily' that was vastly overexaggerating based on the actual work required so thanks for pointing that out.

I do still think this is a good idea however.
 
This is like requiring me to talk to the merchant before buying a piece of armor. And requiring people to go to discord and leave the game. Sandbox play the game your way. And no better way than to achieve that by not making someone go look up guides and download discord, that’s silly. And space is hard. And to your point about green stats, some blue stats are unicorns.

I understand your post, and your take on it, i appreciate your response and the time it took, I just completely disagree at all angles.

Thanks Anthis
I don't understand the merchant analogy tbh, why wouldn't you expect to talk to a shopkeeper before buying their goods, what's the alternative? And there's no obligation to leave the game and download Discord, you can easily ask questions within the limitations of the in game chat/mail systems. Ask in guild chat who has the expertise within the guild to help you outfit a ship and someone will point you in the right direction. Drop them an in game mail and you're sorted, no need to leave the game. In fact, the more clear a system is, the easier it is to explain on a Wiki, and the quicker you end up directed out of the game. I managed to sus out Bio-Engineering without interacting with a single person thanks to the Wiki. Because Space was somewhat obtuse, it was so much quicker to just ask advice from an actual person.

With regards to player retention, my argument in favour of the current system is more likely to lead to long term player retention because it's an avenue to building social connections within the game. That's what really makes people stick around in MMOs, it's what makes them unique. People don't stick around in SWG because of Pokemon Card Lootbox mechanics. If anything they come back to classic, crowd funded MMOs like SWG Resto to get away from cynical profit driven, overhyped nonsense like that. Sure why don't they just implement a pay to win gambling mechanic, that way your dopamine hit will be even higher. It's all down to risk reward after all at the end of the day. Maybe a famous youtuber will pick up on it and do a pack opening video that will draw in even more new players!

With regard to blue stats, I think that's still enough of an indicator that people shouldn't chuck them without querying their price. We shouldn't be looking to nanny players through the game.

I stand firm in my opposition to this proposal,

May the Force be with you all.
 
I don't understand the merchant analogy tbh, why wouldn't you expect to talk to a shopkeeper before buying their goods, what's the alternative? And there's no obligation to leave the game and download Discord, you can easily ask questions within the limitations of the in game chat/mail systems. Ask in guild chat who has the expertise within the guild to help you outfit a ship and someone will point you in the right direction. Drop them an in game mail and you're sorted, no need to leave the game. In fact, the more clear a system is, the easier it is to explain on a Wiki, and the quicker you end up directed out of the game. I managed to sus out Bio-Engineering without interacting with a single person thanks to the Wiki. Because Space was somewhat obtuse, it was so much quicker to just ask advice from an actual person.

With regards to player retention, my argument in favour of the current system is more likely to lead to long term player retention because it's an avenue to building social connections within the game. That's what really makes people stick around in MMOs, it's what makes them unique. People don't stick around in SWG because of Pokemon Card Lootbox mechanics. If anything they come back to classic, crowd funded MMOs like SWG Resto to get away from cynical profit driven, overhyped nonsense like that. Sure why don't they just implement a pay to win gambling mechanic, that way your dopamine hit will be even higher. It's all down to risk reward after all at the end of the day. Maybe a famous youtuber will pick up on it and do a pack opening video that will draw in even more new players!

With regard to blue stats, I think that's still enough of an indicator that people shouldn't chuck them without querying their price. We shouldn't be looking to nanny players through the game.

I stand firm in my opposition to this proposal,

May the Force be with you all.
I’ll be honest here, the proposal is simply taking the current system and making it better with a letter grade. Instead of a percent that by all accounts and measures is confusing, and doesn’t make a lick of sense.

I don’t know why we are coming up with weird explanations to justify or be against.

The system is there, already, and we are trying to improve on it lol.

The proposal and justification should say -

“Make the current thing that’s there better, because it’s cheeks and 75% of new players have no clue and ask daily and the other 25% yeet crap to the chassis dealer”

It’s really that simple

The argument that I don’t want it because I don’t want to baby or help players, isn’t a very good one, and the other is , some how the mess that the percents are, somehow helps retention..

I think if we take a step back from all the words, and just think, does this improve the game or not? I think it’s pretty easy to see that it would.
 
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I’ll be honest here, the proposal is simply taking the current system and making it better with a letter grade. Instead of a percent that by all accounts and measures is confusing, and doesn’t make a lick of sense.

I don’t know why we are coming up with weird explanations to justify or be against.

The system is there, already, and we are trying to improve on it lol.

The proposal and justification should say -

“Make the current thing that’s there better, because it’s cheeks and 75% of new players have no clue and ask daily and the other 25% yeet crap to the chassis dealer”

It’s really that simple

The argument that I don’t want it because I don’t want to baby or help players, isn’t a very good one, and the other is , some how the mess that the percents are, somehow helps retention..

I think if we take a step back from all the words, and just think, does this improve the game or not? I think it’s pretty easy to see that it would.
You haven't really addressed my argument at all here, you've just called it 'weird'. And basically just said: my argument good, your argument bad, then you accuse me of not thinking? That's bordering on ad hominem and is a very weak form of argument, it might be you who needs to 'step back from all the words'. You've also basically backed up my point by saying that 75% of new players ask daily. That's exactly what I'm arguing in favour of, that's them getting engaged with the community.
 
You haven't really addressed my argument at all here, you've just called it 'weird'. And basically just said: my argument good, your argument bad, then you accuse me of not thinking? That's bordering on ad hominem and is a very weak form of argument, it might be you who needs to 'step back from all the words'. You've also basically backed up my point by saying that 75% of new players ask daily. That's exactly what I'm arguing in favour of, that's them getting engaged with the community.
I called all arguments weird not just mine or yours. To be clear. I said everyone take a step back, and look at it like this - Does it make the game better? IN GAME. The answer is clearly yes. - Youre twisting an argument into a PoV you have, when the point is and always has been to keep people IN GAME. - People asking daily, meaning nothing more, than the current system in place is confusing as heck. I dont know how in the world youre twisting this up to think thats somehow a good thing. In a nut shell youre argument is to keep it confusing, because blah blah blah "no hand holding" Saying that someone needs to download outside tools, and partake and is required to participate in discord to figure out what the hell kinda loot they have is.. a weird take. Yeah. Its weird. and then its weird to me Im trying to have to justify fixing a flawed system, that previous and current devs, previous and current senators has identified as flawed. Thats why Im asking you and whoever? is opposing it, which is almost no one, to take a step back, and ask, does this make the game better, and easier to decipher what loot they have while INSIDE the actual game? If you say no, then youre in denial. If your take is - "I want to keep it confusing to force people to discord, and to download outside tools, not even meant for resto" then just say that. But once and lastly again, the system is ALREADY there, its just cheeks. The backing of this PV speaks for itself. If you have any further arguments outside of "I wanna keep it harder and keep it confusing" Id gladly listen, like how are we going to grade it, what should the letters or numbers be, colors, how do we agree on those things, Im here for it.
 
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Okay, feel free to continue to misrepresent my argument like a spoilt child. Anyone who is interested can go back and read it for themselves. I'm out, peace.
I called all arguments weird not just mine or yours. To be clear. I said everyone take a step back, and look at it like this - Does it make the game better? IN GAME. The answer is clearly yes. - Youre twisting an argument into a PoV you have, when the point is and always has been to keep people IN GAME. - People asking daily, meaning nothing more, than the current system in place is confusing as heck. I dont know how in the world youre twisting this up to think thats somehow a good thing. In a nut shell youre argument is to keep it confusing, because blah blah blah "no hand holding" Saying that someone needs to download outside tools, and partake and is required to participate in discord to figure out what the hell kinda loot they have is.. a weird take. Yeah. Its weird. and then its weird to me Im trying to have to justify fixing a flawed system, that previous and current devs, previous and current senators has identified as flawed. Thats why Im asking you and whoever? is opposing it, which is almost no one, to take a step back, and ask, does this make the game better, and easier to decipher what loot they have while INSIDE the actual game? If you say no, then youre in denial. If your take is - "I want to keep it confusing to force people to discord, and to download outside tools, not even meant for resto" then just say that. But once and lastly again, the system is ALREADY there, its just cheeks. The backing of this PV speaks for itself. If you have any further arguments outside of "I wanna keep it harder and keep it confusing" Id gladly listen, like how are we going to grade it, what should the letters or numbers be, colors, how do we agree on those things, Im here for
 
Okay, feel free to continue to misrepresent my argument like a spoilt child. Anyone who is interested can go back and read it for themselves. I'm out, peace.
Ill save anyone else reading this thats interested in this.. from you...

"a little too much hand holding." -- "We shouldn't be looking to nanny players through the game."
"more clear a system is, the easier it is to explain on a Wiki" while in the same breathe, regarding the current system - "isn't always totally accurate" when there is a more clear system, and more accurate system proposal that would be easier to create a wiki on.. - while telling new players "to seek out those with appropriate expertise" while admitting the current system is also - "moderate level of obscurity would be removed" - aka saying the current system either doesnt make sense or is confusing.

If you dont want people to assume your take is ;

Leave the confusing system alone, because we shouldn't baby new players, and tell them to rely on outside sources, and game emails, just for identifying a part, and being against progress, then you probably shouldn't have said those quotes, I didnt say them, you did brotha. Calling me a spoilt child is silly. Im using your words, to identify your stance, you just dont like how its being inferred, because Im breaking down your argument to a base level. You want the system to be difficult, for various reasons. For social connections, I get it. But hand holding/ nannying references, and even admitting the system is confusing, and then not wanting progress on it, is an extremely confusing stance, and thats how its going to be taken.

In a non-spoilt child way -

You like like the difficult confusing system now, because it forces people to talk to each other, and creates social bonds. Got it. - There I just summed up your argument, in a sentence. Without putting down new players, and telling them to just figure it out.
 
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Okay, feel free to continue to misrepresent my argument like a spoilt child. Anyone who is interested can go back and read it for themselves. I'm out, peace.
Attacking someone ad hominem by claiming they're acting like a spoiled child and then leaving the discourse because you don't personally like what's being said is not very cash money.

The argument is simple: Improve the system that already exists because obtuse game design is frustrating, and a change like this is only a net benefit to the fun and quality of life of the game. It can be argued that the more engaging a system is, the more people will navigate to communities because a the idea that confusion is a meaningful driver of social engagement is possible, but it's also just as or more likely to drive would-be players away from that system.

"People don't stick around in SWG because of Pokemon Card Lootbox mechanics... ..."

This take is so far removed from reality that it's actually shocking. The implication that adding more colors to the grading system that already exists will slippery slope into instant gratification, skinner box child gambling has no basis in reality. That's right, kids, a few more colors means the very responsible and thoughtful devs of this server will whoopsie an entire P2W system into a game they tirelessly maintain and enhance. I mean, what an insult to them for no reason at all. This actually highlights the real spirit of your argument imo, which is housed in a deep fear of change, even if that change is completely reasonable. Your entire argument exists within the falsehood of conflating discoverability with understanding, and again: This server lives and dies on a rotation of a few hundred people, so implementing improvements to systems like this are a net benefit to new players, players new to space and veteran players.
 
I fully support this change as a brand new player here. I just came over here with some other friends, we love it here so far. Space is our main content point, we have thousands of hours in space between us. The current percentage system is unnecessarily confusing, especially for newer players who don't have spreadsheets or years of experience evaluating space loot. Please don't take this as "THIS OTHER SERVER DOES IT BETTER" or "WE DONT WANT TO LEARN" It's just that this current system is extraordinarily archaic and is overly difficult to actually comprehend.

The biggest issue is how inconsistent the percentages are across different components. Without understanding the actual stat ranges, those percentages don't tell you much. I think a tier-based system would be a huge improvement. Being able to quickly identify how rare an individual stat is would make evaluating loot much easier and more accessible to everyone.

I don't think this would take away from the complexity of space loot at all. If anything, it would make the system more approachable while keeping the decision-making and optimization that experienced players enjoy.

One thing I'd like to add is that I really don't understand the argument that keeping the system confusing somehow encourages community interaction. Players should be interacting because they want to trade, discuss builds, learn reverse engineering, and improve their ships. Not because the game's evaluation system can't accurately tell them what they just looted. Other servers have already addressed this. Legends uses configurable, color-coded stat thresholds, Secura has rarity tiers, and Evolve offers statistical grading. These systems don't remove the knowledge required to build a good ship. Knowing a stat is exceptionally rare doesn't automatically mean you understand how to use it.

There's a massive difference between making a game complex, and making the information in it unnecessarily difficult to interpret.
 
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I consider myself a spacer main, and even with my experience, I still find the current loot evaluation system confusing. I'd love to see something more intuitive replace the existing system.

I think we're confusing understanding how components work with recognizing their quality. Space RE and component evaluation require such specialized knowledge and experience that trying to explain it all in a tooltip might be more complicated than improving the evaluation system itself. Making information easier to understand doesn't make the game easier to master. It makes it easier to learn. This type of change takes nothing away from learning and enjoying space content.

I disagree that confusion encourages community interaction. Players should interact to learn, trade, and improve their builds, not because they need someone to explain misleading part stat evaluations. That's not meaningful complexity.

Implementation concerns are fair, but we already have a system that evaluates components. Refining it to provide more meaningful, intuitive information seems reasonable, especially with experienced community members willing to help...myself included

The server needs a healthy, active, and growing space community moving in step with the rest of the community. Making space more accessible encourages new players to participate, keeps veterans engaged, and strengthens the economy. So many gameplay loops on this server are excellent, and space deserves the same attention. I believe this change would be a net positive for the entire server and its long-term future.

I'd really like to see it happen.