"Drathuk916;c-2454151" wrote:
I guess I’m just not following. Seems you are arguing both that there is too much time needed to shuffle mods and not enough time necessary to justify the time sink. I don’t think you’re arguing that players need more than the 2000 mods you can currently have (6x259 plus 500).
If you’re not arguing that 2000+ perfect mods is insufficient then it still just comes down to setting whatever criteria you’d like to use as your cutoff point and selling what doesn’t fit until you have sufficient space that you can wait long enough before having to do it again.
Yes the criteria keeps moving up as your bottom mods increase from poor to bad to average to above average to god. However isn’t the ultimate goal to have god mods on every character? Obviously without an extreme combination of money and time, it’s not an attainable goal but it’s the dream.
If you’re arguing we need more than 2000 perfect mods I’ll just respectfully disagree and move on.
I've tried to be very particular with when I use "want" and "need". If we define "need" as the minimum unequipped inventory to prevent me from quitting the game, it's probably around 200.
I've described what I want all over this thread and why. In short, I'd like a larger unequipped inventory because it'd make my life easier. Part of the reason the current cap works is that we have mod mules, but shuffling mods on and off of them is a major part of my time sink when it comes to managing my inventory. With a large enough cap, I could stop managing the mules and save time.