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amiralighofrani's avatar
amiralighofrani
Seasoned Scout
18 hours ago

Please increase mod inventory cap and provide better mod management tools

The mod cap is at 500 and has not changed in years. This is while A) we now have more than 250 characters, B) more game modes require re-modding, C) we have more smuggler run events each giving more mods at a time, and D) the new character release scheme releases several toons all at once that need tens of mods just being saved for them. 

With all that, players often run out of mod inventory capacity. Can you please increase this cap? This should be an easy quality of life improvement.

And in long term, can you please provide a better mod management tool in game? Current in-game tool is really painful. Hotutils does a great job and is an amazing tool altogether, but I find it ironic that players need a third party subscription to improve basic aspects of a game.

6 Replies

  • Quite a few of these threads lately. I'm going to quote DarjeloSalas​  ​ from a different thread because he said it well.

    Every single one of these threads always features someone whose mods are not very good insisting that their mods are so good they couldn’t possibly sell any of their unused 500 mods, and people whose modding is superior telling them the loadout cap is fine as it is. 

    “Officially no more mods to sell”? That I doubt. If you shared your ally code perhaps those with more efficient modding routines could help you. 

  • amiralighofrani's avatar
    amiralighofrani
    Seasoned Scout
    15 hours ago

    Nowhere in my post I claimed I have the best mods, or nothing in my inventory is sellable. I'm just stating a few facts and asking for better mod management tools and higher mod caps to match the current state of the game, with expanded number of characters and increased resources.  This will help every player, regardless of their skill level.

  • amiralighofrani wrote:

    With all that, players often run out of mod inventory capacity. Can you please increase this cap? This should be an easy quality of life improvement.

    As mentioned in many threads like yours, no matter what the number is you will always max out unless you clear out garbage mods. Nobody has 500 good mods just sitting around not being used 

  • MasterSeedy's avatar
    MasterSeedy
    Seasoned Ace
    13 hours ago

    I have 400+ mods sitting around. Some are specialty mods that get used in particular events like raids. They aren't assigned to a particular character most of the time, but they're good enough to be. I leave them off bc I'm waiting for the right character rather than giving them a permanent home on a character I don't use. 

    But I have at least 200 mods that are neither good nor bad. 10 speed with a decent match between set and primary, that sort of thing. Since you never know which combo of secondaries will be useful for characters that aren't in the game yet, you keep some of those around - we all do - but it's not like it's a real problem to sell them. 

    The point with these middling mods is being able to recognize when a new mod is better than middling and using that to clear out some of the 200. 

    If I ever clear out all of the 200 middling mods, well then it's just time to establish a new definition of what is "middling". Some people (not you, I'm just venting) but some people just never understand that. 

    All that said about the mod cap, I think there is still agreement btw me and the OP that mod management tools should be better. We could reduce the # of mod load outs allowed from 200 down to 100 and still be much better off as long as we had a snapshot tool that let us put on raid mods and then revert to the snap shot. That kind of thing saves players so much time and it eliminates the need to save dozens and scores of default mod layouts. It should have been in the game ages ago. 

  • MasterSeedy's avatar
    MasterSeedy
    Seasoned Ace
    13 hours ago

    Better mod management tools will help every player. 

    Saving 600 mods instead of 500 will not help every player. 

    My saved mods bounce around between 420 and 470 depending on how recently I've cleaned things out, but if they reduced the mod cap to 450, I'd just bounce around between 370 and 420. They'd have to reduce the mod cap to ~350 before I would really start thinking about selling mods that I currently consider worth saving. The rest would be mods that I might never need, but that I keep around bc I have room and bc you never know what combination of secondaries will be perfect for the next marquee. 

    Recognizing what is a quality mod is a skill, and people who understand what makes a mod good and who can recognize quality at a glance don't have problems with the mod cap. 

    The mod management tools, yes. The mod loadout cap, maybe since you can't save the default mods for each of your toons in the game. But the mod cap? Nah. There are lots of players who aren't harmed by the mod cap. 

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