Yet another MODS thread

KirinKirin Member Posts: 97 ✭✭✭
edited January 2019 in Feedback
The entire mods tradeskill is a huge sink for credits and marks the way it is structured currently. 

In the past one month since the game has released, my character has managed to collect ~30 weapon mods. In this time, the progress towards any one mod is 5% meaning I need at least 20 more months to even come close to manufacturing a mod. This seems like a huge drain of money with a very long gestation period and a hurdle rate that most of the game won't have access to.

While I understand the need to long-term goals in developing goals, there has to be some interim progression otherwise it seems quite pointless.

Some recommendations
  • Player Mod Usage: Restrict players to use only player-made mods. At this time, it almost seems a year of RL time before players can actually make mods making it better to use them than to sell them (unless it is for very high prices)
  • Interim progression 1: Let modders make simple, complex, obfuscated and advanced mods if they have researched sufficient mods of a particular quality [not specific mod] you can make mods, provided you have the parts
  • Interim progression 2: Let modders research a specific family of mod and let each count towards progression towards that family. As an example all Surger Mods would give you progression towards the family of Surger branded mods
  • Touchstone skill: Perhaps, mastery in a particular mod could allow you to rename and brand mods and add stats rather. So you could have  Locke n Loaded Surger SMA (mental) if you master the particular mod completely 
  • Drops: The variability in mod drops amongst players seems significant. There are players with no mod drops while there are others with many multiple drops for approximately the same number of kills. This represents a material difference in earnings due to mods. A potential solution could be a 'pity timer' used in some games where you get a mod for every 5k kills since your last drop irrespective with an increasing chance of a mod dropping as you approach the mark.  

More Ideas Welcome
ID       Item                           Progress     Parts       -------------------------------------------------------------------------------25       Surger SMA (Mental)            5%           126       Warzax 1 Impact                5%           027       Driver Three (Impact)          4%           130       Surger SMB (Kith)              5%           140       Melee Booster JB-2             5%           042       Driver Four (Mental)           4%           178       EM Booster JB-1                5%           1084       Nascent PTX-WM-3 (Melee)       5%           10103      Augmenter 2 (Melee)            4%           13104      Augmenter 3 (Cellular)         4%           13125      Tazi Electric II               5%           10147      Surger SMC (Impact)            5%           10163      Electric Booster JB-3          5%           10167      Driver Three (Kith)            4%           13178      Warzax 1 Ranged                5%           10179      Surger SMA (Tech)              5%           10184      Nascent PTX-WM-2 (Mental)      5%           10185      Draining Booster JB-2          5%           10191      Tazi EM III                    5%           10192      Driver One (Tech)              4%           13193      Driver Three (Mental)          4%           13194      Kith Booster JB-3              5%           10207      Warzax 2 Electric              5%           10211      Xyca Cellular-1                5%           10212      Tech Booster JB-3              5%           10213      Surger SMC (Kith)              5%           10214      Warzax 3 EM                    5%           10216      Warzax 2 Kith                  5%           10220      Tazi Tech II                   5%           10221      Thermal Booster JB-2           5%           10231      Nascent PTX-WM-1 (Impact)      5%           10


  • JoscelinJoscelin Member Posts: 45
    Research on a long (daily) cooldown seems like it would be a cool way to see some steady movement without rushing it faster than the devs seem to want. Could also add some to hacking by letting you steal trade secrets or research by hacking certain terminals every so often.
  • KirinKirin Member Posts: 97 ✭✭✭
    Joscelin said:
    Research on a long (daily) cooldown seems like it would be a cool way to see some steady movement without rushing it faster than the devs seem to want. Could also add some to hacking by letting you steal trade secrets or research by hacking certain terminals every so often.
    I generally do not like the idea of having dependencies between skills (meaning I shouldn't have to love hacking if I want to learn about mods). 
    I am perfectly okay if hacking provided mods or small bit of experience in trade skills rarely as a reward.It shouldn't be the primary way of gaining a tradeskill
  • JoscelinJoscelin Member Posts: 45
    I certainly agree it shouldn’t be a primary way to advance a trade skill, but as a perk here or there I don’t think it would hurt.
  • kamyrkamyr Member Posts: 54
    Allow each dropped mod to be copied X times by a modder.
    Give the progress divided by X for each copying.
    Give double the progress if the mod is eaten entirely for research.

    3x copies and custom naming for mastered mods.

  • KirinKirin Member Posts: 97 ✭✭✭
    Reviving this thread with a small upgrade suggested to mods.

    Most mods in the game are close to useless since they add very little unless you are willing to invest significantly into them.

    For example: 
    Augmenter series mods add +2 to +3 damage which is close to nothing. As a result there is no point in researching, mastering and developing these mods.

    One of the ideas that came up to make them more appealing as an item to spur demand and make the skill more integral to the game is the following.

    In addition to raw damage - perhaps mods can add other modifiers in the game

    Warzax - raw damage output
    Nascent - raw damage output
    Xyca - raw damage output
    Tazi - small chance to generate 20% extra junk.
    Surger - small chance to trigger victoryrush by +3 seconds
    Booster - small chance to pacify/ freeze a mob
    Driver - small chance to cause a critical hit
    Augmenter - small chance to insta-kill a mob of a lower level 

    Perhaps adding these small incremental modifiers will make them more appealing in the context of the game.

  • ZhulkarnZhulkarn Member Posts: 149 ✭✭✭
    edited August 2019
    Similar can be said for the Armormodding skillset really. Mods providing more then their +X defense/offense is something that would definitely breath some life into the trade. 

    After removal of level-locking and removal of redundancies, mods with additional properties or mods simply doing something else other then providing damage/reduction would be nifty.

    For example, a mod that can be installed to the feet of the armor providing some kind of dash ability. Call it Lightning MK I. Losing charge each time used and it regains charge back over time. Or something that can be added to the torso which will provide very minor extra regeneration of resources or health. Maybe some mod that will reflect a portion of the damage back. You know, interesting things that will make people reach out to you to buy those stuff. Or simply just a flavor mod that will project a disco ball for all to see from your torso or leave a visage of yourself as you move for a limited amount of seconds. After all there are lots of slots on those armor pieces!

    Also another idea would be that armor mods can work against PvE targets three-four times better then PvP targets. Such as if you get 3% resistance against a particular melee PvP attack it could provide 9-12% against a PvE attack. 

    Research mechanics and shipments were definitely a decent step towards making mods possible to create in a good way that also supports the economy. Now we are on the step to make things interesting so people will come to us.
  • FlipilariaFlipilaria Member Posts: 116 ✭✭✭
    edited August 2019
    I thought this thread was gonna be about the admins/moderators. Boy was I surprised!
  • gravithiccgravithicc Member Posts: 19
    How about if, for less material cost, the modder can directly work on a client's armor/weapon/ship to make the effective changes? Mods can remain as a physical storage of the modder's skill and labor, able to be traded and installed by the general public (think do-it-yourself modkits), and therefore more expensive to create.

    When a modder directly works on an weapon/armor/ship, it will result in an installed "custom mod" that cannot be removed without destroying the custom mod.
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