Datacache and mod loadouts
CG_Meathead
I engage with mods and mod loadouts. I am limited to 200 mod loadouts when the game now has over 300 characters. This cap should have been increased by a lot years ago.
I engage with datacrons. The 100mln datacache cap relieved the problem of datacache being wasted when a datacron set was dusting--for a time. Then FDCs were introduced and the same problem returned. Why am I being punished by having datacache going the over the cap because I build lots of max level datacrons?
Why is GET3 capped to only 20k? Why is Episode Currency capped to 100k? Why is this and that and that thing over there capped at arbitrarily low amounts so that I'm sometimes anxious about whether or not I will be put at a disadvantage because I've engaged with a game mechanic too much?
Why am I dealing with caps on certain resources and being handed a disadvantage for being an active player? This is stupid. It should be the other way around.
The last increase on the datacache cap happened before FDCs. With FDCs, the cap needs to be increased again. Just raise it to a billion this time and you'll have some future-proofing.
The cap on mod loadouts is years overdue for a review. It should be doubled, at minimum. But given how willing CG is to address this particular issue, it could be 15 years before y'all pay any attention to this problem again, by which time there will 700 characters and we'll be 300 mod loadouts short. Why is this being ignored? Year after year, update after update, it's not being addressed. To my knowledge, it's never even been acknowledged. 300+ characters. 200 mod loadouts. This is stupid. We should have 600 mod loadouts now. 2 slots per character is reasonable but at this point I'd even take having 1 slot for each toon.
We can have 17 thousand different shop currencies and 887 upgrade materials, but we can't have enough space to save even one mod loadout per character? Give me a break.
Why am I being disadvantaged for engaging with mods and datacrons? Fix it.