"StickSurfer;c-2408060" wrote:
"DarjeloSalas;c-2408052" wrote:
"StickSurfer;c-2408036" wrote:
"EtchaSketch;d-261985" wrote:
SWGOH has been out for what, 7+ years now? When are you guys going to get with it and raise some of the caps in game?
There are 240+ characters in the game, with multiple events requiring different mods etc, and yet the Mod Loadout has a cap/ max of 200? Even if we just do 1 loadout per character, that leaves over 40 characters that you cant make a loadout for.
And then there is the mods storage/ bank itself. Again, 240+ characters, and needing multiple mod sets for various events why is the cap/ max so low?
Maybe, possibly stop rolling out new characters for a bit and get to what your player base asks for? I mean, we do pretty much pay for your salaries. I mean if we could bank more mods, players would more than likely be spending more to level up those mods, just sayin.
And silly question, why is the Create New Loadout and Create Loadout From buttons all the way at the end (bottom) of the loadout tabs? Is it the same reason that grocery stores put milk all the way at the back of the store?
And not even going to mention that we'be been asking for a place to save ship squad ever since you came out with the character one.....
Why did they even add a loadout limit? I get the unassigned mods part, since constant grinding and addition of data could put a strain on both the client and the server (and the inventory management could simply be horrendous, even with filters), but a loadout limit just makes absolutely no sense to me. It's in the description of the game that "no two Darth Vaders should be the same, though they will pack a punch nonetheless" (paraphrased), which certainly refers to mods, but now a loadout limit just prevents unique characters. Can't see why it was added in the first place, since it isn't possible to "overload" mods, and I'm guessing there weren't enough characters to even hit that cap when it was introduced.
Then again, since it was only recently that it was possible to hit that cap, the reason why it's still there is because senior devs have forgotten about it, or the newer devs never even knew it existed.
I don’t think you understand this properly.
Players can make a “load out” by picking any 6 mods and saving it. I could make billions of loadouts with my mods.
If you realise why there’s a need for a limit to our mod inventory, surely you understand why we can’t have an infinite amount of loadouts?
Wait that's a thing? You could make loadouts that aren't held by toons?
Yes, that’s a major point of loadouts.
You create your base loadouts for toons and then you have loadouts tuned to certain events, eg your Reva mods, your KAM mods, your mods for LSGeo P1 Padme Special Mission etc.
Before I caved and just bought HotUtils I had maybe 10 sets of loadouts for specific squads (that is 50 loadouts) which were in addition to the baseline loadouts.
It became impossible to maintain together with too time consuming setting everything back.
I suspect mod management/loadout management is low priority for the devs because lots of spenders don’t complain as they are just using HotUtils.