EA trying to get more $$$ by making mods harder to farm

So for everyone who is unaware, EA has effectively made any class mod other than A basically useless in an effort to get people to spend even more money to get an advantage f2p will not have. Instead of upgrading current secondaries at their appropriate levels, it now adds all 4 secondaries and then begins upgrading at the 25% chance, effectively forcing you to slice mods in order to actually get faster speed mods. It basically will decrease all percent chances to upgrade speed secondaries to a rate of 25% rather than the 100% for class d, 50% for class C and 33% for class B mods.

The biggest reason i mention this is that there are already a few things that separate p2p and f2p, and for the most part it has been a time differential. I don’t mind that, it’s actually something i expect. Unfortunately, these mod updates are going to reward spending so much so that there is going to be an ever growing chasm between f2p and p2p in all areas of the game. Spenders are going to have a huge advantage in squad arena which will allow them to gain crystal at a much faster rate than f2p effectively removing any skill or even RNG from the picture. They already have an advantage but to increase that advantage to this degree is going to alienate and punish f2p players. It’ll also cause guilds who have many spenders to have a huge advantage in Territory wars as well. This again is going to reward these guilds and punish players who don’t spend. Spenders already have a huge advantage and piling on these new updates isn’t going to make players who can’t or won’t spend want to put in any time or effort.

These updates are getting more and more blatantly obvious as anti-f2p. Look at where they put Nest, bossk, Visas...i could go on. All the best characters are being placed in hard battles and they put garbage that people don’t want and can’t really use in places that are quick and easy to farm. The pattern is starting to get old and for many players it’s slowing the game down so much that it isn’t even enjoyable anymore. How many more players are going to get worn down and quit before EA is going to start making changes that actually help the entire player base instead of being overtly greedy? We really should be speaking out about it, and this is me speaking out. If you’re tired of EA leave a comment and let them know that we see what they are doing and we don’t like it.

Replies

  • Kyno
    32087 posts Moderator
    Options
    mods is a numbers game. this has what has made it a P2P haven for a long time. the more rolls you make, the better the chances are you will get a good speed mod.

    while this doesnt' change in the new system, you are omitting a huge change that is in the players advantage. all those mods that had no speed, now have a chance to proc speed before upgrading. this means a useless purple, blue, and green could now proc speed and have a 25% chance to hit on speed each upgrade available. by pure numbers this will mean there will be more speed mods out there to be had.
  • Options
    Kyno wrote: »
    mods is a numbers game. this has what has made it a P2P haven for a long time. the more rolls you make, the better the chances are you will get a good speed mod.

    while this doesnt' change in the new system, you are omitting a huge change that is in the players advantage. all those mods that had no speed, now have a chance to proc speed before upgrading. this means a useless purple, blue, and green could now proc speed and have a 25% chance to hit on speed each upgrade available. by pure numbers this will mean there will be more speed mods out there to be had.

    maybe you didnt understood the way new mod upgrades work. It is now harder to farm decent speed secondary mods by far. You must upgrade now blue till 12 instead of 6 to see if that stat at all raises. Than the chances are DRASTICALLY lower now before the mod update is even on server. Plain and simple as that. If you need mathematics for it?

    OLD
    Green - 100% (first time, no further increase)
    Blue - 50% (first two times, no further increase)
    Purple - 33% (first three times, no further increase)
    Gold - 25% (for all)

    To get a blue mod with double upgrade to speed:
    0.5*0.5 = 25% chance

    NEW
    All mods - 25%

    To get a blue mod with double upgrade to speed:
    0.25*0.25 = 6.25% chance

    Yes gold mods are same, but the others are nerved down...and must be upgraded to level 12 to see if they are worth anything or not instead of lvl3-6-9. Thats more credit sink and we need new mats to get the chance higher. Its same as ship 2.0, nerf in tb and selling on the corner an uprade after the nerf...
  • Options
    gamble on blues and purples (only takes increase to 3 to expose last secondary). sell greens and greys. This model is better for FTP... I think.
  • Kyno
    32087 posts Moderator
    Options
    XKurareX wrote: »
    Kyno wrote: »
    mods is a numbers game. this has what has made it a P2P haven for a long time. the more rolls you make, the better the chances are you will get a good speed mod.

    while this doesnt' change in the new system, you are omitting a huge change that is in the players advantage. all those mods that had no speed, now have a chance to proc speed before upgrading. this means a useless purple, blue, and green could now proc speed and have a 25% chance to hit on speed each upgrade available. by pure numbers this will mean there will be more speed mods out there to be had.

    maybe you didnt understood the way new mod upgrades work. It is now harder to farm decent speed secondary mods by far. You must upgrade now blue till 12 instead of 6 to see if that stat at all raises. Than the chances are DRASTICALLY lower now before the mod update is even on server. Plain and simple as that. If you need mathematics for it?

    OLD
    Green - 100% (first time, no further increase)
    Blue - 50% (first two times, no further increase)
    Purple - 33% (first three times, no further increase)
    Gold - 25% (for all)

    To get a blue mod with double upgrade to speed:
    0.5*0.5 = 25% chance

    NEW
    All mods - 25%

    To get a blue mod with double upgrade to speed:
    0.25*0.25 = 6.25% chance

    Yes gold mods are same, but the others are nerved down...and must be upgraded to level 12 to see if they are worth anything or not instead of lvl3-6-9. Thats more credit sink and we need new mats to get the chance higher. Its same as ship 2.0, nerf in tb and selling on the corner an uprade after the nerf...

    Your missing the point, you are comparing old mods that had speed secondaries when they dropped, to literally all mods now. Any mod can can proc speed after you receive it. Not just ones that already had it.

    Meaning the boost hits after all secondaries ar there now have a 25% chance to hit on speed, where before if that mod didnt have speed, they had a 0% chance.

    There are more opportunities to get speed, which means more opportunities for it to hit again. This is a good thing. This also allows you to hit a mod to 12 (which they made cheaper) and know its "worth".

    Yes a lower chance to hit on speed, but more opportunities, which is not a bad thing.
  • Rckhnd
    45 posts Member
    edited August 2018
    Options
    I thought the initial idea here was to lessen the complications of mods. Now I see the word salvage which indicates we will need to get 50 pieces of something to perform one action.... This is getting out of hand. I’ve been playing this game since it was one player (no guilds) and it just keeps getting more and more complicated. This game is starting to turn into work as the fun gets pulled out. I wonder what the elder player attrition rate is like, as I start to consider moving on.
  • Options
    EA trying to profit off us? That's crazy talk.. lol
  • Options
    Kyno wrote: »
    XKurareX wrote: »
    Kyno wrote: »
    mods is a numbers game. this has what has made it a P2P haven for a long time. the more rolls you make, the better the chances are you will get a good speed mod.

    while this doesnt' change in the new system, you are omitting a huge change that is in the players advantage. all those mods that had no speed, now have a chance to proc speed before upgrading. this means a useless purple, blue, and green could now proc speed and have a 25% chance to hit on speed each upgrade available. by pure numbers this will mean there will be more speed mods out there to be had.

    maybe you didnt understood the way new mod upgrades work. It is now harder to farm decent speed secondary mods by far. You must upgrade now blue till 12 instead of 6 to see if that stat at all raises. Than the chances are DRASTICALLY lower now before the mod update is even on server. Plain and simple as that. If you need mathematics for it?

    OLD
    Green - 100% (first time, no further increase)
    Blue - 50% (first two times, no further increase)
    Purple - 33% (first three times, no further increase)
    Gold - 25% (for all)

    To get a blue mod with double upgrade to speed:
    0.5*0.5 = 25% chance

    NEW
    All mods - 25%

    To get a blue mod with double upgrade to speed:
    0.25*0.25 = 6.25% chance

    Yes gold mods are same, but the others are nerved down...and must be upgraded to level 12 to see if they are worth anything or not instead of lvl3-6-9. Thats more credit sink and we need new mats to get the chance higher. Its same as ship 2.0, nerf in tb and selling on the corner an uprade after the nerf...

    Your missing the point, you are comparing old mods that had speed secondaries when they dropped, to literally all mods now. Any mod can can proc speed after you receive it. Not just ones that already had it.

    Meaning the boost hits after all secondaries ar there now have a 25% chance to hit on speed, where before if that mod didnt have speed, they had a 0% chance.

    There are more opportunities to get speed, which means more opportunities for it to hit again. This is a good thing. This also allows you to hit a mod to 12 (which they made cheaper) and know its "worth".

    Yes a lower chance to hit on speed, but more opportunities, which is not a bad thing.

    Do you have the cash to level every single mod you get to 6/9/12 just to see if speed was one of the hidden stats?
    https://swgoh.gg/u/ionastarbound/
    Discord: Iona Starbound#5299
  • Kyno
    32087 posts Moderator
    Options
    Kyno wrote: »
    XKurareX wrote: »
    Kyno wrote: »
    mods is a numbers game. this has what has made it a P2P haven for a long time. the more rolls you make, the better the chances are you will get a good speed mod.

    while this doesnt' change in the new system, you are omitting a huge change that is in the players advantage. all those mods that had no speed, now have a chance to proc speed before upgrading. this means a useless purple, blue, and green could now proc speed and have a 25% chance to hit on speed each upgrade available. by pure numbers this will mean there will be more speed mods out there to be had.

    maybe you didnt understood the way new mod upgrades work. It is now harder to farm decent speed secondary mods by far. You must upgrade now blue till 12 instead of 6 to see if that stat at all raises. Than the chances are DRASTICALLY lower now before the mod update is even on server. Plain and simple as that. If you need mathematics for it?

    OLD
    Green - 100% (first time, no further increase)
    Blue - 50% (first two times, no further increase)
    Purple - 33% (first three times, no further increase)
    Gold - 25% (for all)

    To get a blue mod with double upgrade to speed:
    0.5*0.5 = 25% chance

    NEW
    All mods - 25%

    To get a blue mod with double upgrade to speed:
    0.25*0.25 = 6.25% chance

    Yes gold mods are same, but the others are nerved down...and must be upgraded to level 12 to see if they are worth anything or not instead of lvl3-6-9. Thats more credit sink and we need new mats to get the chance higher. Its same as ship 2.0, nerf in tb and selling on the corner an uprade after the nerf...

    Your missing the point, you are comparing old mods that had speed secondaries when they dropped, to literally all mods now. Any mod can can proc speed after you receive it. Not just ones that already had it.

    Meaning the boost hits after all secondaries ar there now have a 25% chance to hit on speed, where before if that mod didnt have speed, they had a 0% chance.

    There are more opportunities to get speed, which means more opportunities for it to hit again. This is a good thing. This also allows you to hit a mod to 12 (which they made cheaper) and know its "worth".

    Yes a lower chance to hit on speed, but more opportunities, which is not a bad thing.

    Do you have the cash to level every single mod you get to 6/9/12 just to see if speed was one of the hidden stats?

    97mwbzpw2269.jpg

    It's called planning.

    You dont need to upgrade them all, but you hit a few here and there when you have a little extra time/resources.
  • Options
    All this fuss, the game is just moving to a new level, soon we will do millions in damage in one attack. The SRT is just the tip of the iceberg. They created the need for stronger heroes and are happy to provide them, for a modest fee of course. It's the Tony Stark (pre Iron Man) school of economics.
Sign In or Register to comment.