Please Fix Modding
With the adjustment in costs of design submissions, it seems modding is still a Herculean battle almost to the point of oblivion where nobody will create mods ... just better to use what you manage to get.
Please fix modding by fixing drop rates and requirements to master designs. As it stands you need ~20 components of the same type to even create a design. I’m guessing you will need parts ongoing to continue modding which makes it prohibitively expensive to actually make it worthwhile.
POTENTIAL FIXES
- increase mod drop rates: this is an easy fix though the problem is that there will be an over abundance of mods very soon. So it defeats the purpose of having playermade mods
- introduce a skill within modding (Scavenge) which allows a skilled modder to get increased drop rates for mods. this allows them to scavenge parts and create a business.
- reduce the requirements to learn/ master mods
- there should be more proprietary parts per weapon mod drop considering current drop rates.
Please fix modding by fixing drop rates and requirements to master designs. As it stands you need ~20 components of the same type to even create a design. I’m guessing you will need parts ongoing to continue modding which makes it prohibitively expensive to actually make it worthwhile.
POTENTIAL FIXES
- increase mod drop rates: this is an easy fix though the problem is that there will be an over abundance of mods very soon. So it defeats the purpose of having playermade mods
- introduce a skill within modding (Scavenge) which allows a skilled modder to get increased drop rates for mods. this allows them to scavenge parts and create a business.
- reduce the requirements to learn/ master mods
- there should be more proprietary parts per weapon mod drop considering current drop rates.
5
Comments
I've also not seen a single drop from bashing at least 5000 mobs in Jelle. I've asked around and nobody else who bashes Jelle has seen any mod drops. I do wonder if there's an issue with higher level mobs not having mod drops in the loot table. Would make sense since level 65 mobs drop mods that go from 65-75. Of course I can never say for sure because it could all be RNG, but it seems oddly suspicious.
(Scatterhome): You say, "Which by my calculations, it's your turn to pay."
(Scatterhome): Brantar says, "That's what my calculations have come to."
(Scatterhome): Paavo says, "My math adds up to that, yeah."
(Scatterhome): Cal says, "Bastards."
1) Add mod drops to quest rewards
2) Add mod drops as a separate loot table, similar to junk, that drops in-addition to other items rather than in-replace of regular armor/weapons
3) Add weapon and armor mods randomly to armor which drops; add a salvage skill to armor and weapon modding to allow individuals to trash the armor to return mods already used
Just another way of keeping content relevant and rewarding while broadening the sources of mods.