Yet another MODS thread
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
More Ideas Welcome
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
<div><span>ID <span> <span>Item <span> Progress Parts </span></span></span></span></div><div>-------------------------------------------------------------------------------</div><div>25 Surger SMA (Mental) 5% 1</div><div>26 Warzax 1 Impact 5% 0</div><div>27 Driver Three (Impact) 4% 1</div><div>30 Surger SMB (Kith) 5% 1</div><div>40 Melee Booster JB-2 5% 0</div><div>42 Driver Four (Mental) 4% 1</div><div>78 EM Booster JB-1 5% 10</div><div>84 Nascent PTX-WM-3 (Melee) 5% 10</div><div>103 Augmenter 2 (Melee) 4% 13</div><div>104 Augmenter 3 (Cellular) 4% 13</div><div>125 Tazi Electric II 5% 10</div><div>147 Surger SMC (Impact) 5% 10</div><div>163 Electric Booster JB-3 5% 10</div><div>167 Driver Three (Kith) 4% 13</div><div>178 Warzax 1 Ranged 5% 10</div><div>179 Surger SMA (Tech) 5% 10</div><div>184 Nascent PTX-WM-2 (Mental) 5% 10</div><div>185 Draining Booster JB-2 5% 10</div><div>191 Tazi EM III 5% 10</div><div>192 Driver One (Tech) 4% 13</div><div>193 Driver Three (Mental) 4% 13</div><div>194 Kith Booster JB-3 5% 10</div><div>207 Warzax 2 Electric 5% 10</div><div>211 Xyca Cellular-1 5% 10</div><div>212 Tech Booster JB-3 5% 10</div><div>213 Surger SMC (Kith) 5% 10</div><div>214 Warzax 3 EM 5% 10</div><div>216 Warzax 2 Kith 5% 10</div><div>220 Tazi Tech II 5% 10</div><div>221 Thermal Booster JB-2 5% 10</div><div>231 Nascent PTX-WM-1 (Impact) 5% 10</div>
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Comments
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
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.
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
Perhaps adding these small incremental modifiers will make them more appealing in the context of the game.
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.