Forum Discussion

HokieChuck888's avatar
HokieChuck888
New Rookie
5 years ago

Mod inventory space

This is probably the most frustrating part of the interface for the game. We need more space for mods. We keep getting new characters yet the mod cap stays the same. The only thing that should really limit this would be storage space in the database. For the amount of money they rake in with this game it should not be an issue.This should be negligible.

Something else I've noticed is that the mod cap isn't consistent. I'm guessing there is a logic error in the code somewhere. I can clear enough space to collect a mod from mail, collect the mod from mail, clear another spot for another mod and then when I try to collect the mod from mail, I get hit with a mod cap error saying I don't have space. This happens all the time.

Please CG. Increase the mod cap.
  • "TVF;c-2068261" wrote:
    "TheRHOMBUS;c-2068242" wrote:
    "Slackerman92;c-2068225" wrote:
    No mod cap increase needed if they made mod management easier but it wouldnt hurt. The option to sort by stat thresholds would be nice. Same thing with mod levels. Multi mod upgrades. The ability to sell a mod instantly after upgrading without having to find it again. These would all be great. Anything to spend less time looking at the disappointment that is my mod roster


    A huge issue is when selling mods you can’t use the filters properly. They need to be reversed when selling. So when you click on Offense Mods + Offense % + Speed; the Selling screen shows you all the mods WITHOUT those stats.


    This is untrue.


    OK nvm, I misunderstood your point.

    If you want to sell every mod with no speed, just sort by speed. The system sorts in reverse order with no speed first, then in ascending order of speed. Problem solved.
  • "SithVicious;c-2067426" wrote:
    For every new character, you technically get more mod storage space. Just level each toon to 50 which has very little impact to GP.


    just wait for the 10 minute Jedi event that requires a level 50 awesomely modded Eeth Koth
  • IMO the mod cap definitely needs to be increased. Especially now with relics that make what used to be bad mods good mods. I'm constantly hitting the cap, as are a lot of people I interact with. I know some that don't bother doing the events that drop mods simply because they don't want to be bothered with having to sell mods to accept mods that they then need to sell as well.

    The option to sell an individual mod from it's upgrade screen would be tremendous.
  • "TVF;c-2068263" wrote:
    "TVF;c-2068261" wrote:
    "TheRHOMBUS;c-2068242" wrote:
    "Slackerman92;c-2068225" wrote:
    No mod cap increase needed if they made mod management easier but it wouldnt hurt. The option to sort by stat thresholds would be nice. Same thing with mod levels. Multi mod upgrades. The ability to sell a mod instantly after upgrading without having to find it again. These would all be great. Anything to spend less time looking at the disappointment that is my mod roster


    A huge issue is when selling mods you can’t use the filters properly. They need to be reversed when selling. So when you click on Offense Mods + Offense % + Speed; the Selling screen shows you all the mods WITHOUT those stats.


    This is untrue.


    OK nvm, I misunderstood your point.

    If you want to sell every mod with no speed, just sort by speed. The system sorts in reverse order with no speed first, then in ascending order of speed. Problem solved.


    Or they can just fix the filter system when selling.
    It works when you rank by speed. The lowest speed is at the top, like it should be when selling.

    But the 2ndary stat filters should also work in reverse. If we want to sell all the mods Without a stat it’s tedious. Eg. I’d rather choose speed + stat and it shows me all the other mods so I can sell them.
  • Coming from someone with one of the deepest mod collections, I used to think this myself until I realized I was just holding onto garbage for too long. We don't need more mod space but what we can use is more loadout options.
  • "Mephisto_style;c-2068270" wrote:
    "SithVicious;c-2067426" wrote:
    For every new character, you technically get more mod storage space. Just level each toon to 50 which has very little impact to GP.


    just wait for the 10 minute Jedi event that requires a level 50 awesomely modded Eeth Koth



  • Vaderizer's avatar
    Vaderizer
    Seasoned Newcomer
    I wouldn't mind another 50-100 slots, just so I can go a bit longer between purges. But at any given time you're probably sitting on 40+ mods that you'll never use and could safely sell.