"Ragnarok_COTF;c-2453977" wrote:
"herd_nerfer;c-2453975" wrote:
"SidVicious444;c-2453974" wrote:
"Stokat;c-2453973" wrote:
"SidVicious444;c-2453972" wrote:
"Ragnarok_COTF;c-2453960" wrote:
I wouldn't call it lazy. It takes a lot of time to upgrade your mod mules and sell your new worst mods off. Last 2 times I did it, it took about 2 hours each.
Inevitably, people will say, "then when people hit the cap of X, they'll complain it should be higher." Okay... so? The cap could be 1, and mods would still function. No matter what limit you set, someone will hit it and complain. So what's a reasonable limit?
There's no practical reason the limit shouldn't be higher. Memory costs next to nothing. So set a free limit, say 500, and let us use resources in-game to acquire extra slots. Those that are happy with 500 would still be happy. Those like me would gladly spend crystals to expand their inventory. Whoever is left would have less standing to complain.
My pipe dream...
IMO a reasonable limit is 500 for every mod type for example:
health=500
defense=500
cc=500
cd=500
speed=500
offense=500
tenacity=500
potency=500
So a simple increase from a cap of 500 mods to 4000 would be reasonable?
Yes, Yes, Yes.
This is the way!
It is NOT 4000 total but 500 cap per mod type.
If you reach the 500 health cap it goes too inbox.
If you reach the 500 defense cap it goes too inbox.
Some mods have more utility than others - Does anyone really need storage for 500 tenacity mods and 500 defense mods? Why separate them? Does anyone actually have hundreds of defense mods that are all so good, they can't find any that they can live without?
I'd argue that no one 'needs' more than 500 mods in storage. I'd be really surprised if someone had enough specialized mods that they really utilized more than 100 or so slots for mods they actually used that aren't always equipped on another character. I don't think it's going to hurt anything to increase the storage cap, but I also don't think it solves the problem. Developing a method for curating your mod collection quickly and efficiently is the cure - but that's not something CG can do for the players - players have to do that on their own and find what works best for them.
I missed anyone saying they "need" more to function. It's that the current limit places more tedious burden on the player, so we (royally) WANT more.
No one needed squad loadouts, fleet loadouts, mod loadouts, improved mod management, sim tickets, filters, sorts, shortcut buttons, etc. Why should this QOL improvement be any different than the others? Obviously, many people find 500 to be a burden. And some don't. I didn't really care about fleet loadouts or the improved mod management tools (HU user), but I can appreciate why others did want those things.
I'm not saying don't raise the cap. If CG decides to do that, I'm fine with it - I'm saying why separate them into buckets of 500 of each mod type? Many people no doubt have way more health mods than they do any other mod type - those people would end up hitting the new cap on health mods long before hitting the cap on another mod type and the frustration returns that much faster - so why bother with that and not just increase the cap on all mods without adding new restrictions? It seems unnecessarily complex.
I can appreciate why people want a higher mod cap too - and I'm not opposed to it - my point is that if people are actively managing their mods and taking a realistic approach to what they should be keeping and selling, it becomes a much less frustrating issue. I think a reasonable cap is somewhere around 6 * the number of characters in the game + 500. That gives enough room for every character to store one spare loadout and 500 mods 'in flux'.
People will still hit the cap though, and they'll still be frustrated by this if they don't change their mod management habits. The problem is not that we can't store enough - the problem is that people have a hard time discerning what's worth keeping and what needs to be sold so they just don't fool with it until they hit the cap. By that time the job is so huge and time consuming that it feels like work, and ain't nobody got time for that.
By all means, increase the cap. But that's a symptom of a larger problem that WILL return as long as people don't change their mod management strategy (or refuse to develop one).