Forum Discussion

Versattio's avatar
8 years ago

Reverse Engineering Mods

In short I think it would be a great idea to have a mod crafting system.

Basically you would use your useless 5* grey Mods as a base unit, then add your primaries and secondaries. This would give players more control over which stats to load and greater control over character build.

Let's face it the whole 'cantina energy' thing clashing with character grinds, just doesn't work. Nor does the insane random drop rates for Mods such as speed arrows etc.

If you wan't to slow the process down a little just add credit/energy cost and a timer which is essentially a cooking period for each crafted item. Obviously you'd also be able to use crystals to speed that process up, if that's your bag!
  • Meh. It would be nice to get a lot of speed arrows.
    But if you could only use grey mods no one would bother for any other slots. Cant get enough secondary stats out of them.
  • I think it's great idea to add ability to join two (or more) gray mods and produce one green for example and so on
  • Hard work!

    say what?

    HARD WORK!

    SAY WHAT !?

    HARD WORK!

    funny thing some people invested what little crystal they had from payout to farm. So do the same thing, Nty for easy farm because you want easy farm.
  • "Cloud24;c-1284257" wrote:
    Hard work!

    say what?

    HARD WORK!

    SAY WHAT !?

    HARD WORK!

    funny thing some people invested what little crystal they had from payout to farm. So do the same thing, Nty for easy farm because you want easy farm.
    Nah, there's no work here. It's a viddy-oh game. You play it, not work it.
  • "Kenjamin1991;c-1284235" wrote:
    Meh. It would be nice to get a lot of speed arrows.
    But if you could only use grey mods no one would bother for any other slots. Cant get enough secondary stats out of them.


    Thats not how I imagine it to work. (Example below)

    Base Mod
    You start with a grey health mod (tenacity cross) with 5 stars.

    Second Mod
    You'd then take any other mod with a secondary, let's say a triangle that has 900 protection. As it's first secondary. You can move that protection to fill the first secondary slot on to your base mod above. This would then destroy the triangle Mod.

    Third and Forth mods follow the same process until you're left with a Health Mod Cross with Tenacity as it's primary, protection secondary as so on.

    Process
    So you've loaded your Mod and applied your stats. You'd then have to cook it for a period of time and there'd be an RNG chance to further increase the stats. You can speed the process up using crystals.


    1. You'd still need to farm Mods.
    2. It'd still be time consuming.
    2. RNG would play a part.
    3. It'd make better use of grey mods.
    4. I'd also add a system where you can donate Mods to guild members so that you can work together for great Mods.
    5. It gives players more control over Mods and adds a new mini game.
  • "Versatti;c-1284664" wrote:
    "Kenjamin1991;c-1284235" wrote:
    Meh. It would be nice to get a lot of speed arrows.
    But if you could only use grey mods no one would bother for any other slots. Cant get enough secondary stats out of them.


    Thats not how I imagine it to work. (Example below)

    Base Mod
    You start with a grey health mod (tenacity cross) with 5 stars.

    Second Mod
    You'd then take any other mod with a secondary, let's say a triangle that has 900 protection. As it's first secondary. You can move that protection to fill the first secondary slot on to your base mod above. This would then destroy the triangle Mod.

    Third and Forth mods follow the same process until you're left with a Health Mod Cross with Tenacity as it's primary, protection secondary as so on.

    Process
    So you've loaded your Mod and applied your stats. You'd then have to cook it for a period of time and there'd be an RNG chance to further increase the stats. You can speed the process up using crystals.


    1. You'd still need to farm Mods.
    2. It'd still be time consuming.
    2. RNG would play a part.
    3. It'd make better use of grey mods.
    4. I'd also add a system where you can donate Mods to guild members so that you can work together for great Mods.
    5. It gives players more control over Mods and adds a new mini game.


    I like the idea. It would be nice to choose some secondary stats sometimes.
  • I would go for this system. Nothing more annoying that farming mods for weeks and never getting that goldilocks mod you are looking for. Nothing is ever quite right. Most of the time mod farming feels like a waste if time and energy... And cantina energy.
  • They sort of have this process now, you reverse engineer them into credits :D. No applause please, just throw crystals.
  • "Bhaalor;c-1285859" wrote:
    They sort of have this process now, you reverse engineer them into credits :D. No applause please, just throw crystals.


    Lazy system! :/