Forum Discussion

AndyCovell's avatar
4 years ago

Mods Cap

We may not agree with a lot as a community but I would think most would agree to either increase the mod cap or outright remove it! Since it came out it hasn’t increased yet our characters increased and with mod load outs it’s imperative we can keep full sets away while we get the materials to work on mods we hope will turn into gold in the future. Thoughts?
  • "Nikoms565;c-2227169" wrote:
    "Rath_Tarr;c-2227160" wrote:
    Be nice if they made the mod leveling slider less twitchy though. I've long since lost count of the number of times a quick tap on the has sent it all the way to 15 and every once in a while I reflexively click upgrade before correcting it.


    This. It should stop at 12. ;)


    Or get rid of levels 2, 4, 5, 7, 8, 10 and 11?
  • Konju2's avatar
    Konju2
    Seasoned Newcomer
    Tbh I bump some gold triangles to 2 to indicate to myself that I do not want to sell it but that it currently isn’t worthy of further investment.
  • "Konju;c-2228169" wrote:
    Tbh I bump some gold triangles to 2 to indicate to myself that I do not want to sell it but that it currently isn’t worthy of further investment.


    I go the "opposite", I upgrade them to see what hits and sell the ones I do not upgrade (usually because they do not have speed).


    This was I can sell gold that dont hit the way I want, as they have the lowest potential.
  • Lastly, as mentioned above there are tools out there that helpful for dealing with mods, but you have to pay.
    Those same people though that developed those tools are willing to sit down and discuss how CG can use these tools in their advantage, but guess what CG don't need no help from no one, ever!
  • "Obitoo_johnobi11;c-2228587" wrote:

    You can't say that people aren't doing a bad job of managing their mods if you have to spend about 2-4 hours to manage them. Some people might have 2-4 hours to play the game and not to melt your head dealing with mods.

    I spend way more time reviewing and remodding toons than I do managing my unassigned mod inventory.
  • The best solution is to have better mod tools. Making it easier to manage, evaluate, level and sell mods would solve a lot of the problem.

    I think the request for more inventory is not a bad idea as well. Mods have been around for awhile now, and a lot has changed in the game. Re-visiting the cap at this point is not a bad idea. I agree that it’s not something that should be increased every few months, but once in awhile like this does make sense to me.

    However better tools would probably alleviate a lot of the issues with the inventory cap.

    I’d love to be able to have every toon modded, plus 500 mods on inventory and still be able to swap mods around. That alone would solve a big part of the problem.
  • The cap should be for all mods equipped or not and should improve for each new toon released. This way you don’t need more space disk and massive remod for Tb or raid is no more an issue for players.
  • "kello_511;c-2228628" wrote:

    I’d love to be able to have every toon modded, plus 500 mods on inventory and still be able to swap mods around. That alone would solve a big part of the problem.


    You are able to have every toon modded plus 450 mods in your inventory and still able to move mods around. Are those 50 mods less a problem???
  • I think the biggest difference between an energy company and a mobile game company is the requirements during setting up the solution architecture. One needs to have guaranteed uptime and an “infinite” maintainability, the other have an expected end of life after 2 years, still being around after five years is a fluke resulting in a huge technical debt on every aspect of the system.
  • This is an 8 month Necro post, and very unlikely to happen just because you posted , id imagine this will get closed quickly. Try starting a new post and explaining why you "ABSOLUTELY NEED A MOD CAP INCREASE"
    just saying that means nothing to most players other than "well they're not looking after mods"