Mod Limit Increase

We have had a 500 limit on mods for at least 5 years. With all of the new characters and need to swap mods for Krayt raid, Reva mission and a host of other things - this is increasingly difficult to do. I'm forced to sell good mods just so I can remod for a mission. It's time to increase the mod limit above 500.

Replies

  • Agree with this 1,000,000%. It's super fun to collect mods for future use and future upgrading. But it's also the obstacle in the game I spend the most "time I'd like to have back" on. I'm always at the cap, and when I find a great new mod - I have to look through my current inventory and "hunt" and make a choice on what to get rid of, which often can take quite a bit of time. And I often let mods in my inbox "get put out to pasture" and wasted because I don't want to spend the time finding 6 mods to delete to make room for the new 6 waiting in my inbox. Even Galactic Challenge Crates are rough because I want to claim the mods and rewards but don't have the mod space.

    A few years back when Mod Slicing was introduced (which is fantastic), most mods suddenly have potential to be useful, and the desire to hold on to more mods increased significantly - ever since then we've needed (dare I say a doubling) of that 500 number. @CG_Tusken_Meathead I feel like this is one you'd empathize with : )
  • I can't agree with you more!
  • Rius
    312 posts Member
    Event specific mod load outs would be better with how they keep designing TB and raids, I am tired of swapping mods. If we can re-mod and save within the raid without impacting how they are modded for other activities like GAC then the mod inventory being full would not be an issue between clear outs. I for one am way too busy to do this every week.

    Or tone down on the over-tuning so we can generally mod a character according to getting the best out of their kit and use that for everything. Less re-modding!
  • Rius wrote: »
    Event specific mod load outs would be better with how they keep designing TB and raids, I am tired of swapping mods. If we can re-mod and save within the raid without impacting how they are modded for other activities like GAC then the mod inventory being full would not be an issue between clear outs. I for one am way too busy to do this every week.

    Or tone down on the over-tuning so we can generally mod a character according to getting the best out of their kit and use that for everything. Less re-modding!

    I mostly agree with this - a higher cap would be nice, and I'm all for that - but streamlining the cumbersome and clumsy task of swapping mod loadouts would go a long way to help overall. For a while I was running 5 Krayt teams every raid but one of my highest scoring teams requires too much remodding to make it work - now, instead of doing that I just run 4 teams. CG has made this part of the game so cumbersome that it actually motivates me to play less and sacrifice additional rewards for the sake of saving the time on mundane and boring tasks like mod swapping. I hate it. I really wish they'd do something about it. I want to play to my fullest potential, but there's too much administrative overhead to bother. Swapping mods is not fun, and it's going to get worse with the new raid. Please help CG. You're my only hope!
    F2P since the last time I bought Kyros, Crystals, or the Conquest Pass.
  • TVF
    36019 posts Member
    more toons means more mod storage
    I need a new message here. https://discord.gg/AmStGTH
  • KDC99X
    740 posts Member
    More mod storage AND better mod management tools, please!
  • Not negligible are the recent moves away from speed being king. It used to be that just JML had two sets. One for lead (very low/no speed and max offense/survivability) and one for not in the lead.

    Now with tuskans, Cere, Wookies, etc all getting incentives to not max speed on everything we need more storage to have flexibility with them and future teams. There's going to be a lot more offense, health, protection, tenacity, and crit avoidance arrows needed both in storage for future releases and on toons, whereas in the past it was mostly scrap those (with a few exceptions like GG and fives).
  • TVF
    36019 posts Member
    Not negligible are the recent moves away from speed being king. It used to be that just JML had two sets. One for lead (very low/no speed and max offense/survivability) and one for not in the lead.

    *JKL
    I need a new message here. https://discord.gg/AmStGTH
  • StarSon
    7208 posts Member
    I have very many doubts that OP actually has more than 1700 "good" mods and so had to sell good ones to make room.
  • LordDirt
    4674 posts Member
    StarSon wrote: »
    I have very many doubts that OP actually has more than 1700 "good" mods and so had to sell good ones to make room.

    They might not have every character unlocked
    Why wasn't Cobb Vanth shards a reward for the Krayt Dragon raid? Why wasn't Endor Gear Luke shards a reward for the Speeder Bike raid?
  • TVF
    36019 posts Member
    LordDirt wrote: »
    StarSon wrote: »
    I have very many doubts that OP actually has more than 1700 "good" mods and so had to sell good ones to make room.

    They might not have every character unlocked

    We could probably go lower than 1700
    I need a new message here. https://discord.gg/AmStGTH
  • StarSon
    7208 posts Member
    LordDirt wrote: »
    StarSon wrote: »
    I have very many doubts that OP actually has more than 1700 "good" mods and so had to sell good ones to make room.

    They might not have every character unlocked

    If they did, then that means they have more than 2,000 good mods, which is even more unlikely. If they have half the characters, that's still space for over 1200 mods. Any way you slice it, unless you are the whaliest of whales, you do not have that many mods that are good enough to hold on to. And if you are the whaliest of whales, your definition of "good" mod is so much different than mine.
  • Bartek
    114 posts Member
    This is soooooooo long overdue. We have twice more characters now, managing mods is a pain.
    Also loadouts are capped at 200 for some reasons. That should be increased as well.
  • StarSon wrote: »
    I have very many doubts that OP actually has more than 1700 "good" mods and so had to sell good ones to make room.

    I don't think this matters. A few months ago, when one of these posts was going around, I decided to actually clean house. I spent about 2 hours moving utter trash mods off my garbage toons so I could sell them. Then I put back ones in the 10-15 speed range. I cleared up about 150 mods.

    Now, I'm back to only being able to do 1 or 2 team loadout swaps before I have to re-equip my full roster. So, at my pace, every 3-6 months I have to spend about 2 hours doing nothing but trivial shuffling to avoid an arbitrary cap set by the devs.

    Do I need a higher cap? No.
    Is there a good reason not to give us a higher cap for QOL purposes? I've yet to hear one.
    Is there a performance or technical restraint that necessitates the current cap? None that I've heard.
  • StarSon
    7208 posts Member
    StarSon wrote: »
    I have very many doubts that OP actually has more than 1700 "good" mods and so had to sell good ones to make room.

    I don't think this matters. A few months ago, when one of these posts was going around, I decided to actually clean house. I spent about 2 hours moving utter trash mods off my garbage toons so I could sell them. Then I put back ones in the 10-15 speed range. I cleared up about 150 mods.

    Now, I'm back to only being able to do 1 or 2 team loadout swaps before I have to re-equip my full roster. So, at my pace, every 3-6 months I have to spend about 2 hours doing nothing but trivial shuffling to avoid an arbitrary cap set by the devs.

    Do I need a higher cap? No.
    Is there a good reason not to give us a higher cap for QOL purposes? I've yet to hear one.
    Is there a performance or technical restraint that necessitates the current cap? None that I've heard.

    Completely agree that in-game mod tools are complete and utter garbage, but that's largely because CG never actually thought we would move mods. Just another instance proving that they don't play their own game competitively.

    They may have found some performance issues with a higher cap, but it's probably more like they decided they needed some kind of cap, and picked 500. Because, again, they never expected us to move mods around. They expected us to farm mods for a team and then basically leave them forever, until we decided to go and farm brand new, better mods for that team.
  • Ultra
    11259 posts Moderator
    StarSon wrote: »
    StarSon wrote: »
    I have very many doubts that OP actually has more than 1700 "good" mods and so had to sell good ones to make room.

    I don't think this matters. A few months ago, when one of these posts was going around, I decided to actually clean house. I spent about 2 hours moving utter trash mods off my garbage toons so I could sell them. Then I put back ones in the 10-15 speed range. I cleared up about 150 mods.

    Now, I'm back to only being able to do 1 or 2 team loadout swaps before I have to re-equip my full roster. So, at my pace, every 3-6 months I have to spend about 2 hours doing nothing but trivial shuffling to avoid an arbitrary cap set by the devs.

    Do I need a higher cap? No.
    Is there a good reason not to give us a higher cap for QOL purposes? I've yet to hear one.
    Is there a performance or technical restraint that necessitates the current cap? None that I've heard.

    Completely agree that in-game mod tools are complete and utter garbage, but that's largely because CG never actually thought we would move mods. Just another instance proving that they don't play their own game competitively.

    They may have found some performance issues with a higher cap, but it's probably more like they decided they needed some kind of cap, and picked 500. Because, again, they never expected us to move mods around. They expected us to farm mods for a team and then basically leave them forever, until we decided to go and farm brand new, better mods for that team.

    To be fair when mods were initially released, i don't think anyone expected them to be the way they are today
  • StarSon
    7208 posts Member
    Ultra wrote: »
    StarSon wrote: »
    StarSon wrote: »
    I have very many doubts that OP actually has more than 1700 "good" mods and so had to sell good ones to make room.

    I don't think this matters. A few months ago, when one of these posts was going around, I decided to actually clean house. I spent about 2 hours moving utter trash mods off my garbage toons so I could sell them. Then I put back ones in the 10-15 speed range. I cleared up about 150 mods.

    Now, I'm back to only being able to do 1 or 2 team loadout swaps before I have to re-equip my full roster. So, at my pace, every 3-6 months I have to spend about 2 hours doing nothing but trivial shuffling to avoid an arbitrary cap set by the devs.

    Do I need a higher cap? No.
    Is there a good reason not to give us a higher cap for QOL purposes? I've yet to hear one.
    Is there a performance or technical restraint that necessitates the current cap? None that I've heard.

    Completely agree that in-game mod tools are complete and utter garbage, but that's largely because CG never actually thought we would move mods. Just another instance proving that they don't play their own game competitively.

    They may have found some performance issues with a higher cap, but it's probably more like they decided they needed some kind of cap, and picked 500. Because, again, they never expected us to move mods around. They expected us to farm mods for a team and then basically leave them forever, until we decided to go and farm brand new, better mods for that team.

    To be fair when mods were initially released, i don't think anyone expected them to be the way they are today

    Well, yeah, super mods and all that.

    Also, specific to Ragnarok's post, if they did raise the limit, he would still have to clean them up for the same number of hours per year, it should just happen fewer times per year.
  • more mods = more time cleaning
    Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for life.
  • nfidel2k wrote: »
    more mods = more time cleaning

    I'm not so sure. Whenever I approach 500, I do a mass cleaning of anything that are A/B < 6 speed and various other "groups" ie, arrows I dont usually care about, excessive defense primary triangle/diamond mods, etc.. usually clear 50-60 quickly. if I could have 4 times as many mods, I bet it takes the same amount of time to trim the cruft and probably get rid of over a 100..

    bottom line is the limit of 500 existed from a time when we had rosters that were a fraction of the current size.. needs change. Mod management/increase in mods is I think quite overdue. Even providing a "save current roster mods and restore" would be awesome.. and they clearly can save them for things like grand arena and TB. surely that isnt asking too much.

    Moving mod sets ONTO a squad is not a hardship. restoring them from a large roster can be somewhat time consuming if they are spread among a lot of toons. As a result, I try to do it as rarely as possible.
  • nfidel2k
    527 posts Member
    edited August 24
    nfidel2k wrote: »
    more mods = more time cleaning

    I'm not so sure. Whenever I approach 500, I do a mass cleaning of anything that are A/B < 6 speed and various other "groups" ie, arrows I dont usually care about, excessive defense primary triangle/diamond mods, etc.. usually clear 50-60 quickly. if I could have 4 times as many mods, I bet it takes the same amount of time to trim the cruft and probably get rid of over a 100..

    bottom line is the limit of 500 existed from a time when we had rosters that were a fraction of the current size.. needs change. Mod management/increase in mods is I think quite overdue. Even providing a "save current roster mods and restore" would be awesome.. and they clearly can save them for things like grand arena and TB. surely that isnt asking too much.

    Moving mod sets ONTO a squad is not a hardship. restoring them from a large roster can be somewhat time consuming if they are spread among a lot of toons. As a result, I try to do it as rarely as possible.

    I was talking about hoarders.
    Edit: you’re probably right though, because they’ll probably just spend the same amount of time just as often cleaning, only with several hundred more mods in storage.

    Now needing room for mod swapping is a different story and I agree.
    Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for life.
  • Rius
    312 posts Member
    I don’t think you particularly need to be a hoarder to fill up the cap. And I realise there are more efficient ways to manage than my own but a good user experience should consider various approaches. I just do not want to move mods around to unused characters as additional storage to remove off when I need it. For me it gets confusing. So I am limited to 500. When I see a modded character in my roster it’s when I have reviewed its kit and selected the best I currently have from my inventory which takes time. But I know I am happy with their mods. I like to have a stash of potentials as I can burn through a lot of rejects during splicing, which I will sell. So I fill up routinely while farming for a particular character. All the mods I have currently for inquisitors for instance are the correct set, have the correct primary, an initial high roll in speed no health with potency / protection / off substats. As I have sorted with filters regularly. So not easy to delete, but they are mixed quality I need time to review as potential sets and splice a few levels. I do not mind taking an hour or so going through when I have time. But I may not have enough time to do that before a raid. Which makes doing the raid for me a nightmare, I get chased with you have 3 days that’s plenty of time. But in 3 days I need to review my mods to make space, then swap mods for my raid squads then have time for multiple attempts for RNG. Forget that on a busy work day when I barely have time for my fleet climb or early TB phases I can do multiple attacks or a GAC/TW attack day especially if conquest is running alongside. And my score is drastically lower without swapping mods that I feel stressed to have to do it every 3 days, somewhere 😵. Which is the reason I don’t currently like the raid. Silly that lack of flexibility in mod inventory management should impact whether we enjoy content or not.
  • CG has a long way to go regarding QoL improvements connected to character mods
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