Forum Discussion

UncleOnceler's avatar
UncleOnceler
New Spectator
4 years ago

Increase Mod Capacity, Come On

With more and more characters, and more and more events . . . we simply need to be able to hold more mods. The most time consuming thing I do is swap mods, and the thing that makes it the WORST is hitting mod cap all the time in the middle of the shuffle. There is simply NO reason to cap mods. This can't be hard to do, just tripple the cap already.

Am I alone on this? Is this not a simple thing to do, that makes everyone's life eaiser. You'd think it's literally one line of code?
  • Mod cap and loadout cap increases and a ship loadout would be nice
  • "Sewpot;c-2215764" wrote:
    Mod cap and loadout cap increases and a ship loadout would be nice


    https://img.republicworld.com/republic-prod/stories/promolarge/xxhdpi/xrunuk2lvhnfib6r_1576235751.jpeg?tr=w-758,h-433
  • This or some other solutions/changes/help about mods and their management have been brought up before and are even more true now with the expansion into the higher tier mods.
  • Get picky with your mods man and quit holding on to do much trash. I thought this too at one point until I took the time to go through inventory. What they really need to do though is increase the number of saved mod loadouts you can have.
  • "DarjeloSalas;c-2215780" wrote:
    Whilst I do agree an increase in character numbers means we need more mods, I’m always inclined to think that there’s an inevitable conclusion if they did increase the mod cap.

    The same users asking for it to be increased now will be back in 6 months asking for another increase.


    agree, better management would be a better solution in general, while the cap increase is just a bandaid to the that problem.

    but why not both, or a cap increase in the interim.
  • "DarjeloSalas;c-2215780" wrote:
    Whilst I do agree an increase in character numbers means we need more mods, I’m always inclined to think that there’s an inevitable conclusion if they did increase the mod cap.

    The same users asking for it to be increased now will be back in 6 months asking for another increase.


    Yes, because many of those users are in top end guilds, where mod swaps and multiple optimized sets are required.

    The answer for me isn't to be more picky, I am likely more picky than 99 pecent of the player base. I constantly remove mods I can't use. My issue is, there simply isn't enough room to do the things required for me to do in a top end guild. We swap for every event type, we have mod compliance across all teams, we remod for different event types, and all of those have to be maximized.

    Yes, it's a pain to have to swap all the time, but it's even worse when I have to go back in and micro manage swaps to avoid an arbitrary mod cap.

    If you don't remod for everything, and you don't have mod comliance requirements in your guild, then this issue probably doesn't affect you, but . . . the current cap is affecting the best players in the game right now, not because they aren't picky enough, it's because the cap is way too low.
  • "DarjeloSalas;c-2215787" wrote:

    https://swgoh.gg/p/343174317/

    I think I’m heading towards this affecting me, for sure.



    I'm shocked you haven't yet with that GP and lack of 15+ mods lol.
  • "UncleOnceler;c-2215784" wrote:
    "DarjeloSalas;c-2215780" wrote:
    Whilst I do agree an increase in character numbers means we need more mods, I’m always inclined to think that there’s an inevitable conclusion if they did increase the mod cap.

    The same users asking for it to be increased now will be back in 6 months asking for another increase.


    Yes, because many of those users are in top end guilds, where mod swaps and multiple optimized sets are required.

    The answer for me isn't to be more picky, I am likely more picky than 99 pecent of the player base. I constantly remove mods I can't use. My issue is, there simply isn't enough room to do the things required for me to do in a top end guild. We swap for every event type, we have mod compliance across all teams, we remod for different event types, and all of those have to be maximized.

    Yes, it's a pain to have to swap all the time, but it's even worse when I have to go back in and micro manage swaps to avoid an arbitrary mod cap.

    If you don't remod for everything, and you don't have mod comliance requirements in your guild, then this issue probably doesn't affect you, but . . . the current cap is affecting the best players in the game right now, not because they aren't picky enough, it's because the cap is way too low.


    I assure you you are holding on to too much. I have one of the better mod collections than most and I still swap mods around for every important guild event with zero issues. It's just build up and it does accumulate very fast but know when to keep and when to let her go.