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Posted

Now that we have loads of companions to choose from while playing the game, which I think is nice by the way I'm loving it. I think there needs to be a way to filter the companions that show up on the crew skills window. Either via a check box for instance on the Alliance members window that you would check to have them show up in the crew skills window or not show up in the crew skills window. Or if this is to much maybe always have the crew skills window sort your companions by most influence down to least influence. That way you will always have your best companions have craft or send on missions at the top of the crew skills window.

 

As it is now you have 20+ companions to scroll though, to find the ones with your most influence to send on crafting/skills missions. This is tedious to say the least. So I think the easy fix is just to sort them by most influence done to least as I mentioned above. Or an even nicer way would be the filter feature.

 

Thanks, i hope the Devs actually read this :)

Posted
Now that we have loads of companions to choose from while playing the game, which I think is nice by the way I'm loving it. I think there needs to be a way to filter the companions that show up on the crew skills window. Either via a check box for instance on the Alliance members window that you would check to have them show up in the crew skills window or not show up in the crew skills window. Or if this is to much maybe always have the crew skills window sort your companions by most influence down to least influence. That way you will always have your best companions have craft or send on missions at the top of the crew skills window.

 

As it is now you have 20+ companions to scroll though, to find the ones with your most influence to send on crafting/skills missions. This is tedious to say the least. So I think the easy fix is just to sort them by most influence done to least as I mentioned above. Or an even nicer way would be the filter feature.

 

Thanks, i hope the Devs actually read this :)

 

id settle just having their influence listed also on the crew skills window just so you can easily tell.

Posted
id settle just having their influence listed also on the crew skills window just so you can easily tell.

 

As far as I know, you already can see their influence in the crew skill window. (the little bar under their icons).

 

But they should blend those two windows into one(skills and companion). It would be much more convenient that way...

Posted
Yes there is a bar on the crew skills that shows how much influence. That is helpful. But what I'm suggesting is that they make it easier to find the people you want to send on missions with the highest influence without scrolling through a huge list of companions. For example I have Senya at level 50 and she is at the bottom of my current list. I have HK at level 30 or something and he is in the middle. My ship droid is around 25 and he is at the top somewhere. Then a bunch of them in the 10-20 range that are all over the place.
  • 2 weeks later...
Posted
This is an important change for quality of life, given the number of companions we have now. Please implement this as soon as possible.
  • 2 weeks later...
Posted

This is a critical change. Having to scroll through a huge list of companions to try to find your high influence companions every time you want to craft is painful. A few options that would dramatically improve the situation:

 

1) At the very least, please put the highest influence companions at the top in the crafting window. PLEASE.

2) Even better, allow us to custom order or manually order the companions, by moving the ones that we would like to the top.

3) Alternatively, allow us to choose which companions show up in the crafting window. For example, a checkbox in the companion window.

4) Alternatively, add filtering or sorting drop down menus to the crafting window (e.g. sort by influence or name).

 

The current state is not tenable, so any of the above options would be greatly appreciated.

 

If addons were allowed, then the user community would have solved the problem already. But since they are not, we are depending on the devs to attend to this issue.

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