Forum Discussion
7 years ago
"Kyno;c-1592576" wrote:"Iy4oy4s;c-1592570" wrote:
Well past due at this time...problem is that they don’t seem to listen or care what we ask for...
That's funny, because they already mentioned it and spoke a little bit about its development in an interview not that long ago.
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They stated the cost of mod movement was originally placed to make doing what you are describing cost prohibitive. They never intended for us to move mods the way we do. This was one of the issues that made the credit crunch an even bigger issue when mods came out.
Which was just a crazy oversight when you look at where mods are now. Why would people not move mods when there is such a huge variability in secondaries for arguably the most important stat in the game (speed)? Could you imagine if your arena team was stuck with one of those initial 1 or 2 dot mods we had to go through before we could even unlock certain mod sets?
And even when you take this into consideration, it doesn't excuse the lack of minor tweaks that could be implemented to alleviate a lot of the mod stress. Yes, they addressed they will likely do an overhaul (with the introduction of 6 or 7 dot mods), but in the interim why not just remove the "delete" functionality to avoid inadvertent destruction of mods? Why not enable the ability to search through both assigned and unassigned mods? Why not add an additional filter for primaries so you don't have to click through every arrow, triangle, or cross to find the type your seeking? Needing swgoh.gg or crouching rancor to complement the mod system makes the game no longer "mobile".
I give game designers and devs a lot of credit, but the mod system and specifically the mod management needs some serious love.
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