Content Update 8/23/2018 - First Round of Mod Changes [MEGA]

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  • Hey, thanks for the update. Now lag is so bad I can't play the game. How much crap do we need do buy to get some servers to push the game contemt?
  • Why is the game running so slow right now?
    Thank God I don’t spend any money on this game. Smh
  • Anrath
    216 posts Member
    edited August 2018
    CaptainRex wrote: »
    Anrath wrote: »
    You told us that we would see the secondaries before investing in a mod?!?!?!

    ^^ That is true, they did.
    @CG_SBCrumb

    They should at least show us what the NEXT stat role will be (grayed out to denote not active) in the secondary list so we can save a few more Credits AND, more importantly, know if going to Level 12 will give us a roll on that "STAT" we want... like speed or offense say.

    Pretty sure mod secondaries are all RNG. Not sure there would be any way to preview that.

    Sure there is... game just pre-rolls the _next_ stat when it's obtained, or when it's upgraded, so you see the next stat you will get but it's grayed out (inactive) so you need to pay the upgrade fee (cost to upgrade purple to Level 3 for example) to be that "pre-rolled" stat to become active, if you want it active! Gives you a 1 stat roll look-ahead... and would meet the commitment that EA/CG told us about seeing what the stat is before upgrading it.

    I.E.

    **Level 1 Purple Mod**
    223 Health
    39 Offense
    0.9% Health
    (+5 Speed) .... grayed out, upgrade to Level 3 to get it active

    **Level 3 Purple Mod**
    223 Health
    39 Offense
    0.9% Health
    +5 Speed (+9 Speed) .... "+9 Speed" is grayed out, upgrade to Level 6 to get it active

    OR

    **Level 1 Blue Mod**
    223 Health
    39 Offense
    (0.9% Health) .... grayed out

    **Level 3 Blue Mod**
    223 Health
    39 Offense
    0.9% Health
    (+5 Speed) .... grayed out
  • My impression was that it would set all the secondaries when the mod was created, and show all 4 greyed out, but not tell you which one was next to be rolled (as that might not be determined ahead of time).

    It's possible they are already coded that all the stats that will be on it are determined at time of creation, and just hidden/marked as not-active until leveled, or it could be current code doesn't even roll for the secondary stat to be added until leveled.

    It is starting to seem like the stats will not be revealed until leveled, same as before, and then they changed the way stats are rolled making it harder to get speed secondary increases on lower grade mods. It would still work the same way now for Gray and Gold mods, but green/blue/purple changed.

    I am a bit disappointed that the mod management tools have not been released yet. I really really really want those, way more than I care about slicing.
  • This request may be a bit late, but it might be nice if secondary stats were always listed in the same order, whether alphabetical or some other predetermined order, instead of what seems like a random order. This would be especially helpful if you're comparing mods with the same four stats.
  • I'm not one to chide CG/EA, but why do an update that changes mod set bonuses during arena pay out and not after?
  • You have a real problem going forward here.... you just locked in a massive advantage for older players who were fortunate under the old system to accumulate green and blue mods with a high percentage chance to upgrade speed secondaries. Given the number of mods and the terrible drop rates of splicing materials, upgrading to 6 stars obviously isn’t going to fix this problem quickly. Even with the reduced cost to level mods, the fact that you have to take green and blue mods to level 12 and the reduced chance to upgrade speed makes it nearly very difficult to compete with those that have already locked is a large set of speed mods.

    The idea to show secondaries before upgrading was a good one. The idea to splice 5 dots to 6 dots was a good one. The idea to reduce the initial cost to level mods was a good one. However, the anemic drop rates and creation of a permanent advantage for those with an already established mod roster is neither fun nor fair. And I thought the 80+ toons that I needed multiple numbers of 50 stun guns was a grind....
  • Well, it’s clear at least one of us thinks before writing. Besides writing an entirely incomprehensible rebuttle, the part I could discern is just plain wrong. Prior to the update for example, when you acquired a green mod with a speed secondary, you had a 100% chance of getting speed to upgrade. That’s pretty far from no luck equals no speed. You gave up the potential for a very high speed stat for the certainty of a good one. Even a blue mod had a 75% chance of hitting a speed upgrade.

    Now that same green mod has a 25% chance to upgrade speed with the same limited max potential. In addition, you need to upgrade to level 12 instead of 3 to figure out the extent of the upgrade which required fewer credits even before the level cost change. So you can rail against percentages as often as you can, but as a 2015 player, you must have realized by now, this game is all about percentages. I am also a 2015 player and as a result am a net beneficiary of this change having already moved to buying only purple and gold mods as I have a large base of 10-15 speed secondaries. However, mods are such a large part of the game, it is unfair to newer players to drastically reduce their opportunities to play catch up. It is contrary to the state of the game which is constantly eroding but not eliminating advantages for more established players over time to allow fresh players to compete.

    It would be easy to roll back the mod upgrade system to the previous state. It was a fair trade off to have a certainty of upgrade vs the certainty of less max potential. And one other thought for the devs to help improve and make more certain the progression towards 6 star mods.... allow us to sell mods for upgrade mats instead of credits, much like the shard store.
  • Ilikebeer2 wrote: »
    Well, it’s clear at least one of us thinks before writing. Besides writing an entirely incomprehensible rebuttle, the part I could discern is just plain wrong. Prior to the update for example, when you acquired a green mod with a speed secondary, you had a 100% chance of getting speed to upgrade. That’s pretty far from no luck equals no speed. You gave up the potential for a very high speed stat for the certainty of a good one. Even a blue mod had a 75% chance of hitting a speed upgrade.

    Now that same green mod has a 25% chance to upgrade speed with the same limited max potential. In addition, you need to upgrade to level 12 instead of 3 to figure out the extent of the upgrade which required fewer credits even before the level cost change. So you can rail against percentages as often as you can, but as a 2015 player, you must have realized by now, this game is all about percentages. I am also a 2015 player and as a result am a net beneficiary of this change having already moved to buying only purple and gold mods as I have a large base of 10-15 speed secondaries. However, mods are such a large part of the game, it is unfair to newer players to drastically reduce their opportunities to play catch up. It is contrary to the state of the game which is constantly eroding but not eliminating advantages for more established players over time to allow fresh players to compete.

    It would be easy to roll back the mod upgrade system to the previous state. It was a fair trade off to have a certainty of upgrade vs the certainty of less max potential. And one other thought for the devs to help improve and make more certain the progression towards 6 star mods.... allow us to sell mods for upgrade mats instead of credits, much like the shard store.

    Without the changes to blue/green/purple to develop each secondary before increasing the Stat on a secondary, gold mods would be worthless. With slicing, you could theoretically get the same powerful mod as a gold but with better odds on increasing a desired Stat compared to gold as you've noted but in a reverse argument.

    I can only imagine the pitch forks then!
    what an ugly thing to say... does this mean we're not friends anymore?
  • Anrath
    216 posts Member
    I wonder if the mod 2.0 changes are like Ships 2.0... they nerfed the ships but if you spend $$/time to farm omegas you can get them back up.
    So with mods we have to take into account the proabilities slicing gives to those green/blue/purple mods? Perhaps 4 chances at 25% (now; with slicing) is better then 1 at 100%, or 2 at (50% & 33%), or 3 At (50 % & 33% & 25%)?
    someone else can do the math :smile:
    I am sure the bell curve looks different with each case.
  • Huckleberry, now that they have rolled out the mod battles and the drop rate appears reasonable, I agree with you. Thankfully they did not maintain the anemic drop rate that was evident in hard battles. It would have been effectively very few upgrades and an overall mod nerf had they not given folks a reasonable opportunity to upgrade.
  • Regent
    20 posts Member
    edited September 2018
    I've been playing for 18 months and spend a lot of time and credits on Mods but have never seen this before.

    So you mean to tell me that the RNG on this hasn't changed? I call nonsense. I've had 5 Mods with Speed secondaries in a row this week NOT upgrade the Speed. I've never seen this before. It has to be biased toward the other items. Also, I have had a 5-C and 5-D Mod receive NO secondaries at all making it as useless as a Grey Mod. This is unacceptable. I spend my time buying specific Mods with Speed because of the bias in this game. To have 5:5 Mods NOT upgrade secondary Speed and to receive NO upgrades whatsoever for 2 Mods on the week of a Mod release seems awfully coincidental.

    Frankly, I don't understand why ALL secondaries don't upgrade and leave the RNG to the amount. Isn't that why we buy E Mods to begin with?

    I was going to drop some cash on this game but I"m fed up with the silliness of RNG and it's waves of bias. I remember playing 5 Mod battles to receive all 5 of them diamonds. How is that Random? I'm asking for my Mods to be reset and the bias redone.

    Edited for language. - EA_Cian
    Post edited by EA_Cian on
  • Sorry. For the example of the Zero secondaries they were B and C mods. And A, B, and C mods are what I buy with secondaries Speed.
  • i do like a lot of the changes in Mods but can someone please comment on the bias that occurred in secondary Mod upgrades that I witnessed?
  • With this update did the overall Rate of secondary stat updates decrease? I saw very odd secondary stat updates this past week. I've posted on here and the bugs forum
  • thanks for the warning
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  • JBP0010 wrote: »
    I don't know if this has been addressed but the mods aren't increasing secondaries correctly . they are adding new secondaries first.

    Its correct, now you first unlock all secondaries and upgrade them after that.
  • Regent
    20 posts Member
    edited September 2018
    It sets up an advantage for those that started earlier.
  • Regent
    20 posts Member
    edited September 2018
    I think they also lowered the frequency for speed secondaries when going from lvl 1 to 15. The results I’ve achieved in the past week are pathetic
  • My only issue with new mod system is the constant 3-4k credit to change a mod out. I use energy or credits to obtain the mod, credits to level the mod up, and then more credits to swap out. I mean come on they're my mods I should be able to switch out if presented with a better or more useful one or if modded wrong from earlier modding due to wrong or outdated information
  • Jls73 wrote: »
    My only issue with new mod system is the constant 3-4k credit to change a mod out. I use energy or credits to obtain the mod, credits to level the mod up, and then more credits to swap out. I mean come on they're my mods I should be able to switch out if presented with a better or more useful one or if modded wrong from earlier modding due to wrong or outdated information

    You do realize that the cost to,move a mod is not a new thing right?.
  • Sewpot
    2010 posts Member
    Jls73 wrote: »
    My only issue with new mod system is the constant 3-4k credit to change a mod out. I use energy or credits to obtain the mod, credits to level the mod up, and then more credits to swap out. I mean come on they're my mods I should be able to switch out if presented with a better or more useful one or if modded wrong from earlier modding due to wrong or outdated information
    Then you would just need to have a few great sets of mods and never farm them again. They want us to more or less leave them in place and keep farming.
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