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Darkmatterart's avatar
Darkmatterart
Seasoned Rookie
27 days ago

Increase mod inventory

With the new ERA format there is only more reason to increase the unassigned mod inventory capacity from 500. We now have 6 characters that are in purgatory and we have to apply mod sets upon their release. That's 36 mod spots taking up space, which doesn't include the inventory space required to farm the mods over time. You also need space in your inventory so you can do the raid as you move mods. CG, isn't it about time?

7 Replies

  • Here's the thing. As long as you get a finite number of slots, you are going to have to find a way to cull mods as often as you gain them. An increase in mod slots is going to give you some weeks or months off, a vacation from culling mods, if you will. But then your inventory will be full again eventually unless and until you learn to sell as many mods as you keep. 

    That's just basic math. 

    So think about this problem you have. Your mod inventory is full. That's actually great news! It means under your old strategy, you were keeping more mods than you sold. 

    But NOW you have a bunch of mods that meet whatever criteria you used to use. Now you get to make more strict criteria, and every mod you save in the future will meet a higher minimum standard than the mods you've saved up to now. 

    Sure, some of your current mods exceed those standards. Possibly by a lot. No worries. You get to keep them. But the new ones will ALWAYS be better than the worst of your old ones. This is a new era for you. An era of better mods. 

    Embrace the dawn; welcome this new day of better mods. 

  • Theoretically- if we like how all of our current characters are modded- we only need to hold 42 mods for the 7 incoming characters (including Spider-Man). Then we have three months to curate mod sets for the next batch (not another bad batch please).

    what most of us actually need to do is review the mods on our older characters- swap in some of these collected mods and clear out the trash.

    I really don’t want a larger mod inventory- I will fill it up and then have a larger task in front of me when I finally get around to dealing with them.

  • Just throw away the worst half of your mods. When are you going to use them rather than the best half?

  • Completely agree with OP, long overdue increasing the capacity.

    Mod management requires time which on top of all the other demands is hard to prioritise. Granted half my mods are the many health ones we get given.

  • prettyfly4quiguy's avatar
    prettyfly4quiguy
    Seasoned Ace
    27 days ago
    zmgzejq4ka7a wrote:

    Completely agree with OP, long overdue increasing the capacity.

    Mod management requires time which on top of all the other demands is hard to prioritise. Granted half my mods are the many health ones we get given

    No matter what the limit is, you will always max out unless you sorr through your mods and get rid of the trash mods

  • There is a problem with mod capacity, but it's not the one OP has. As was explained by Seedy, OP's problem isn't that they need to hold more than 500 unassigned mods. It's that OP has so much trash in the mod inventory that they're at capacity. I strongly doubt that OP has a stable of 500 flawless unassigned mods that are all worth keeping. In fact, I will bet that if I applied my filters to OP's unassigned mods, I'd sell 80% of them. 

    The problem with mod capacity is mod loadouts. We are limited to 200 with 300+ characters in the game. 

  • Darkmatterart's avatar
    Darkmatterart
    Seasoned Rookie
    25 days ago

    Hi Seedy,

    I am actually using a stricter criteria given the current state, my point is the inventory should be expanded. The inventory cap has been the same for many years and some extra working space would be appreciated as mode farming tends to be curated over time. I can sacrifice some projects if needed, but why not highlight a QOL item?

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