The Road Ahead: July 5, 2018 [MEGA]

Replies

  • Nikoms565
    14242 posts Member
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    TVF wrote: »
    Nikoms565 wrote: »
    The update is fine.

    How do you know yet?

    Just meant the new characters. The mod thing could be an absolute mess. I was trying to give them the benefit of the doubt. I know, weird.
    In game name: Lucas Gregory FORMER PLAYER - - - -"Whale blah grump poooop." - Ouchie

    In game guild: TNR Uprising
    I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
    *This space left intentionally blank*
  • SoonerJBD
    460 posts Member
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    NicWester wrote: »
    Ikky2win wrote: »
    SoonerJBD wrote: »
    YaeVizsla wrote: »
    SoonerJBD wrote: »
    I think the criticism is pretty warranted given that they are taking an already heavily RNG dependent game feature and requiring we spend more credits and resources for even more RNG dice rolls.

    Don’t get me wrong. I love the KOTOR toons. I am very happy we are getting mod management. I am not happy they are using simplicity as an excuse to exponentially increase the credit and energy sink for mods. I think I’m being pretty reasonable.
    Except they're not adding another layer of RNG to keep you away from the best mods. They're adding a reroll if you didn't get the best mod. If you rolled a C mod instead of an A mod, you have a chance to overcome that bad luck by slicing it twice. And if you already have an A mod, you don't have to slice it.

    Yes, they absolutely are. Because now, instead of a green upgrading its starting secondary stat 100 percent of the time at level 3, it will do so 25 percent of the time at level 12. Odds for improvement of starting secondary stat are also lower for blues and purples. But... now you get to play RNG with a lot more mods both by hoping speed shows up as a hidden secondary when you level a mod other than gold and improves once all secondary stats are revealed AND via slicing. They are incentivizing more pulls of the lever by offering more opportunities to hit the low-odds jackpot if you spend a lot more credits and materials (obtained via energy and probably crystals) while simultaneously disincentivizing the cheaper, higher odds alternative of acquiring a higher number of 10-12 speed mods through farming and only upgrading greens and blues to 3 and 6 respectively.

    If you are ONLY looking for the best mod, this might sound great to you. But if you have a large roster, you can’t afford to go for the jackpot every time. You need a lot of mods with passable speed to equip many squads at a time for TW and various other game modes that require multiple squads. Getting a high quantity of mods with passable speed is about to become a lot more expensive. The best analogy here is a casino. They are removing low stakes blackjack tables in favor of high stakes slot machines, and you are rejoicing because you can pull that slot machine lever more now. Meanwhile you would have a better chance of breaking even or coming out ahead via the low stakes blackjack game. Most people aren’t going to hit the progressive slot jackpot. The are going to dump a lot more credits and energy into mods for a slightly better chance at top-end speed and a lower chance per bet of a modest win (+10-14 speed you might get from leveling a lot of farmed greens and blues).

    As much as it pains me to say it, SoonerBryn is absolutely correct. The chance for upgrading speed on a mod that has a speed secondary currently is as follows:

    Green - 100% at level 3
    Blue - 50% at level 3 and 50% at level 6
    Purple - 33% at level 3, 33% at level 6, 33% at level 9

    Now here is how it will be with the new system:
    Green - 25% at level 12
    Blue - 25% at level 9 and 25% at level 12
    Purple - 25% at level 6, 25% at level 9, 25% at level 12

    As you can see it’s going to be a static 25% with the new version and you’re going to have to level them up higher to see if they actually upgrade. Then after that’s all said and done you can slice.

    The thing you're overlooking is that if you had a green mod with, say, protection as its secondary stat you would simply sell it. Now it sounds like you'll see what four secondary stats it will have ahead of time. So the way things work now, if you levelled up the mod to 15 you might randomly get one bump of speed. The way it looks like it'll work going forward is that you'll see speed as its fourth secondary stat and it'll have a 25% chance of being double increased, up from 0%. Furthermore, with the introduction of slicing, it's entirely possible that green mod with speed as its fourth secondary could wind up being gold with four bumps. It's not likely, of course, but it's impossible before.

    tl;dr: You're losing the guaranteed increase if it's the first secondary stat, but you're gaining more opportunities. It'll cost you credits, but if you're at the level where you're concerned about this then you're not concerned with credits anymore.

    Once again, this is a sucker’s bet. You will have to pay 168k credits to reveal all the secondaries and get ONE stat increase on a green. If you do that with every green mod you farm, you will burn through even the largest cache of credits in a hurry. Yes, you have opportunities to improve more mods now, But practically speaking, it’s not going to be economically viable to actually spend the credits and resources to do so. Do you think they are going to make these slicing materials was to come by? Do you really think it is going to make sense to slice every green mod three times hoping you hit the less than 1 percent lottery?
  • Options
    just because a small audience hasnt played them mean nothing KOTOR has sold BILLIONS. more then any other SW game ever released on any console.

    Billions? No :p
  • Vinniarth
    1859 posts Member
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    Calo Nord, please? Please?! With cherry on top!
  • Options
    is there a time frame or so something like that for when they're releasing this update? I kinda want to know if i should start saving up on some gear and mods for these new toons.
  • JacenRoe
    3016 posts Member
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    Shafro_Fos wrote: »
    is there a time frame or so something like that for when they're releasing this update? I kinda want to know if i should start saving up on some gear and mods for these new toons.

    If you're wondering if you should start hoarding for these toons, that's an indication that you should start hoarding immediately.
  • Options
    I honestly would just like to see the kits a few days BEFORE the marquee event. The last few kit reveals I feel got dropped hours before the events went live.
  • Gorem
    1190 posts Member
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    OK FESS UP!

    Who wants to play Kotor one or 2 now after reading through this thread/seeing this thread?

    I know I will be again soon!

    KOTOR FOR BEST STAR WARS GAME! (And I love Jedi academy)

    seriously, please, do not make them all marque, please, anything, I want to actually own them seven star not in 6months, please don't ruin it for characters that are actually good in the star wars universe....
  • Gorem
    1190 posts Member
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    Also, hope for Mira/Atton Rand/Carth <3
  • LordAdamz
    6 posts Member
    edited July 2018
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    Good news overall I think!
    CG_SBCrumb wrote: »
    With the new system, you will first unlock each secondary stat on a mod before having a chance to increase an existing secondary stat.

    Why is this important for determining which mods you want to slice and completely max out? You might not know all the secondaries even if you level the mod to 15 with the current system.

    Others have pointed it out already but this last sentence is wrong. You always know all the secondaries at level 12.

    Still, I'm looking forward this change. The majority of you are missing the overall added value for mods and are complaining about the lost value of green mods with a secondary speed stat, which is overly specific. Think about purple mods. How many times have you deemed a purple mod useless because it didn't have the one stat you wanted?

    With the current system, you'd look at this purple mod without speed and won't bother leveling it because you'd unlock the 4th stat at lvl 12 without any further upgrade possible. Now, by leveling it to 3, you'd know what the 4th stat is, and you could try your luck at upgrading that 4th stat 3 times through leveling. Maybe it's only 25% but it's better than nothing.

    Overall, you need to change your mindset. You will stop relying only on those green mods with a guaranteed upgrade in speed and invest in those purple (and blue) mods. All this without even considering slicing. At least having all the stats unlock before upgrading them will remove the frustration of receiving those "useless" purple mods as rewards.

    If you are still not convinced, the only thing I would suggest would be to mass farm those precious green mods with speed NOW, get your guaranteed upgrade, and decide if you will slice them or not when the update comes. Also DO NOT level your mods anymore if they have stats you don't like. Keep them and level them only after the update drops. Hence why they said to not sell them either.

    Regarding the toons being "not canon" or "not popular enough", I do recall the devs mentioning how they don't care about the canon at all. Because you don't know a toon doesn't mean it sucks or that it shouldn't be in the game. Even Rose is a potent toon in-game and I loathe this character. And while I still wish for the whole Naboo faction to be added ASAP, I'd rather have "unpopular/not-canon" toons that are good instead of an "iconic" one that would be at the level of pre-buff GMYoda.

    EDIT
    What would be great is if we could slice mods before reaching max level. Then we'd be able to still upgrade our speed secondary on a green mod 3 times, then, through leveling, we'd reveal the remaining 3 stats and upgrade one of those 3 at level 12. It would allow users to have more of a choice and kinda control the risks and the RNG.
    To balance that, they could make slicing MORE expensive if you do it at a lower level, since you'd have a 100% chance to upgrade the stat you want (in the case of a green mod under level 3).
    But then you'd have the risk of making it Pay-2-Win since whales would essentially always have the best stats on mods while F2P users would only rely on the RNG.
    Maybe then adding even more RNG so that we would have a chance of slice failure if you choose to do it before level 15? So either a chance of slice failure but a guaranteed upgrade of the stat we want if the slice works, or a guaranteed slice success at level 15 but only 25% of raising the stat we want? Just my 2 cents comparing this system to other games.

    TL;DR
    - Revealing all secondary stats before upgrading them adds value to mods, especially Tier-B (purple) mods. The "lost" value of Tier-D mods with secondary speed is worth it IMO.
    - In light of this, DO NOT level your "useless" mods, keep them at lvl 1 until the update. DO keep farming those Tier-D mods with a speed as a secondary and level them ASAP, BEFORE the update.
    - If slicing and leveling are completely separated, meaning we can slice mods that are not yet at lvl 15, then nothing was lost and everything is for the best (just slice those green mods before leveling them and BOOM 100% on the unique secondary it has).
    - How dare you not like KOTOR toons?!?!
    Post edited by LordAdamz on
  • Jml727
    116 posts Member
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    Wow it is ridiculous the overwhelming hate the devs have gotten from showing what’s to come! When has a sneak peak ever gone 100% over what the content is showing?! Do you people call the movie companies when you watch a teaser trailer for a new movie and just criticize how you think it’s going to be?! No you wait for the movie and watch it to actually understand it...man people they are just showing a glimpse of their ideas to come. Who cares if they didn’t explain it to your understanding! When it gets closer I’m sure it will be. Or if not then wait until it’s released and judge it then.
  • Options
    I’m SO excited for Bastilla. Don’t care if she’s marquee or not. I’ll slow farm her. I’m just happy the KOTOR are being introduced even more now. Go Devs go! Call you butter, ‘cause you’re on a roll! (See what I did there?)
  • Options
    How about adding what people have been wanting for years. A way to open multiple bronzium packs at a time.
  • Gorem
    1190 posts Member
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    Phoenix88 wrote: »
    How about adding what people have been wanting for years. A way to open multiple bronzium packs at a time.

    I'd be in love if they did this, and just this, not somehow introduce this in a way that somehow also makes bronzium packs worse :)
  • Options
    Gorem wrote: »
    Phoenix88 wrote: »
    How about adding what people have been wanting for years. A way to open multiple bronzium packs at a time.

    I'd be in love if they did this, and just this, not somehow introduce this in a way that somehow also makes bronzium packs worse :)

    This, too

  • TVF
    36603 posts Member
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    Jml727 wrote: »
    Wow it is ridiculous the overwhelming hate the devs have gotten from showing what’s to come! When has a sneak peak ever gone 100% over what the content is showing?! Do you people call the movie companies when you watch a teaser trailer for a new movie and just criticize how you think it’s going to be?! No you wait for the movie and watch it to actually understand it...man people they are just showing a glimpse of their ideas to come. Who cares if they didn’t explain it to your understanding! When it gets closer I’m sure it will be. Or if not then wait until it’s released and judge it then.

    My only issue is that the two explanations we got contradicted both themselves and each other.
    I need a new message here. https://discord.gg/AmStGTH
  • Jml727
    116 posts Member
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    TVF wrote: »
    Jml727 wrote: »
    Wow it is ridiculous the overwhelming hate the devs have gotten from showing what’s to come! When has a sneak peak ever gone 100% over what the content is showing?! Do you people call the movie companies when you watch a teaser trailer for a new movie and just criticize how you think it’s going to be?! No you wait for the movie and watch it to actually understand it...man people they are just showing a glimpse of their ideas to come. Who cares if they didn’t explain it to your understanding! When it gets closer I’m sure it will be. Or if not then wait until it’s released and judge it then.

    My only issue is that the two explanations we got contradicted both themselves and each other.

    Sneak peak is still just that. Unfortunately if their comments did contradict each other it probably is due to not being able to fully explain it correctly without just fully unloading the entire concept which will come out eventually! Take what was said with a grain of salt...we are getting mod rework. Enough said. Everyone complaining and just bashing the ideas before really knowing, I was just tired of reading it...
  • Options
    SoonerJBD wrote: »
    SoonerJBD wrote: »
    Ikky2win wrote: »
    For those that don’t want to read my whole post I’ll summarize it:

    Current System
    Green mod with speed secondary. It costs 13.5k to upgrade and you have a 100% chance to upgrade the speed secondary.

    New System
    Green mod with speed secondary. It costs 168.7k to upgrade and you have a 25% chance to upgrade the speed secondary.

    I mean, yes, that is true. But you have to keep a couple of things in mind here:

    1) Previously on a green tier starring mod with a speed secondary it maxed out at 10. Yes, you were guaranteed 10, but it couldn’t go any higher. Now you could possibly hit 25 with a green tier starting mod. For those of us who don’t care about more +10 speed mods and are searching for +20 speed mods, this could be better.

    2) It sounds like they are balancing mods. Right now only speed matters. But if balanced properly, knowing the other 3 secondary stats could be more important than knowing how often speed hits. Maybe a +5 speed mod with crit chance, offense is more useful on an attacker than a +10 speed mod with defense and heath.

    1. Green and blue mods obtained through farming have been the only cheap and efficient way to get decent secondary speed for the many squads you need to compete in Territory Wars and other areas of the game unless you switch mods constantly. That is being taken away. You will now have to spend 168k for a much lower chance at getting the same number of upgrades, but since you now have that much lower chance even with mods that don’t start with secondary speed, you should go ahead and spend 168k on every single mod you farm, just to be sure. And if you hit, you will of course want to spend these new mats (which will of course be available for purchase via crystals) for a further tiny chance at hitting the jackpot. Lottery scratchers for everyone!!!

    2. No, they are balancing mod sets, not stats. Changing the value of secondary stats would be a complete rework of the core mechanics of the game. What they are changing are set bonuses for the sets no one uses: tenacity, defense and maybe health. Those set bonuses will probably get enough of a buff that it might make sense to use them on a toon with the right synergy (defense set on a tank, for example).

    I get it that you guys are upset about losing your green speed mods. I haven’t bought a green mod in I’m not sure how long. I don’t farm mods period. All I care about is purple or gold mods. If I get a +10 speed mod I’m disappointed because I don’t have much use for it, unless it’s crit damage primary.

    They’ve made it pretty clear 6 dot mods are coming. They said months ago that mod management would come with 6 dot mods. They said in this post that more mod updates will be released. I’d bet you 50k crystals 6 dot mods are coming with updated secondary stats.

    I have 3.3 million GP and 200 mods with at least 10 secondary speed. I still farm mods daily (and buy from the store when good purple and gold ones are available) because you can never have enough fast mods. If you never farm mods then you either 1. Have spent enough real money on this game to buy a house, or 2. You have terrible mods on a bunch of the toons you throw in for TW. Those of us who like competing understand that there is always a use for a +10 secondary speed mod.

    I get all of my mods from the mod shop, and only buy gold mods. Sometimes purple if the rest of the mod is nice. I don’t chase +10 mods whatsoever. I don’t care about them, they aren’t worth the cost. I assumed this was how most veteran players approached it. Everyone tells me I’m lucky for having a +132 mod set. Maybe I’m not lucky, maybe it’s my approach, because I don’t waste resources on lesser mods and only try for the home run.

    A speed set that averages 10 speed will get you between 90-95 speed for any character.

    This is crucial for creating mod depth in tw and other game modes
  • Ninjah9
    906 posts Member
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    Problem:Not enough people using mods
    Solution:Make them 10x more complicated
    ????
    New characters are great, but if fandom is one of their goals I think they should rework the older more iconic toons like Anakin, Windu, and basically all the clone war jedi's. Compared to newer factions sith, bounty hunter, solo toons, their abilities are a joke. They should be given better abilities and synergies to compete with the more complex abilities of newer factions. Directly compare sith to jedi and the sith are way OP. There's probably not much profit for cg in this, but it will be better for the game in the long run. How do Anakin and Kenobi not have a ship??? #fandom
  • SoonerJBD
    460 posts Member
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    SoonerJBD wrote: »
    SoonerJBD wrote: »
    Ikky2win wrote: »
    For those that don’t want to read my whole post I’ll summarize it:

    Current System
    Green mod with speed secondary. It costs 13.5k to upgrade and you have a 100% chance to upgrade the speed secondary.

    New System
    Green mod with speed secondary. It costs 168.7k to upgrade and you have a 25% chance to upgrade the speed secondary.

    I mean, yes, that is true. But you have to keep a couple of things in mind here:

    1) Previously on a green tier starring mod with a speed secondary it maxed out at 10. Yes, you were guaranteed 10, but it couldn’t go any higher. Now you could possibly hit 25 with a green tier starting mod. For those of us who don’t care about more +10 speed mods and are searching for +20 speed mods, this could be better.

    2) It sounds like they are balancing mods. Right now only speed matters. But if balanced properly, knowing the other 3 secondary stats could be more important than knowing how often speed hits. Maybe a +5 speed mod with crit chance, offense is more useful on an attacker than a +10 speed mod with defense and heath.

    1. Green and blue mods obtained through farming have been the only cheap and efficient way to get decent secondary speed for the many squads you need to compete in Territory Wars and other areas of the game unless you switch mods constantly. That is being taken away. You will now have to spend 168k for a much lower chance at getting the same number of upgrades, but since you now have that much lower chance even with mods that don’t start with secondary speed, you should go ahead and spend 168k on every single mod you farm, just to be sure. And if you hit, you will of course want to spend these new mats (which will of course be available for purchase via crystals) for a further tiny chance at hitting the jackpot. Lottery scratchers for everyone!!!

    2. No, they are balancing mod sets, not stats. Changing the value of secondary stats would be a complete rework of the core mechanics of the game. What they are changing are set bonuses for the sets no one uses: tenacity, defense and maybe health. Those set bonuses will probably get enough of a buff that it might make sense to use them on a toon with the right synergy (defense set on a tank, for example).

    I get it that you guys are upset about losing your green speed mods. I haven’t bought a green mod in I’m not sure how long. I don’t farm mods period. All I care about is purple or gold mods. If I get a +10 speed mod I’m disappointed because I don’t have much use for it, unless it’s crit damage primary.

    They’ve made it pretty clear 6 dot mods are coming. They said months ago that mod management would come with 6 dot mods. They said in this post that more mod updates will be released. I’d bet you 50k crystals 6 dot mods are coming with updated secondary stats.

    I have 3.3 million GP and 200 mods with at least 10 secondary speed. I still farm mods daily (and buy from the store when good purple and gold ones are available) because you can never have enough fast mods. If you never farm mods then you either 1. Have spent enough real money on this game to buy a house, or 2. You have terrible mods on a bunch of the toons you throw in for TW. Those of us who like competing understand that there is always a use for a +10 secondary speed mod.

    I get all of my mods from the mod shop, and only buy gold mods. Sometimes purple if the rest of the mod is nice. I don’t chase +10 mods whatsoever. I don’t care about them, they aren’t worth the cost. I assumed this was how most veteran players approached it. Everyone tells me I’m lucky for having a +132 mod set. Maybe I’m not lucky, maybe it’s my approach, because I don’t waste resources on lesser mods and only try for the home run.

    A speed set that averages 10 speed will get you between 90-95 speed for any character.

    This is crucial for creating mod depth in tw and other game modes

    This guy gets it.
  • Options
    Guest wrote: »
    BrtStlnd wrote: »
    Iy4oy4s wrote: »
    BrtStlnd wrote: »
    Guest wrote: »
    @CG_CapGaSP @CG_Kozispoon @CG_Dan @CG_RyDiggs @CG_JohnSalera

    If you're not planning on changing existing mods, please think about this solution :

    Put a maximum on speed gained with mods to +100. That would bring balance to the PVP part of the game if players would have a chance to go with this maximum speed. It's actually insane to see that for 2 years now, speed is the only thing that matters. It's more important than skill, strategy or anything. You can hit like a wet noodle, it doesn't matter as long as you're noodling faster than the other character of the opposite squad.

    How would this work ?

    Players with mods that goes over +100 would only benefit from +100 speed even though the set gives +130. That would mean players can focus somewhere else as well and that would benefit from other mods sets that exist and are not used.
    (Hello there Defense and Tenacity, long time no see !)

    Please, at least consider this. That could be a solution for balance everything in the game. Going over +100 is possible and quite frequent nowadays but that's a reason of boredom to many players and maybe even a reason for them to quite the game.

    Thanks.

    Stop tagging the entire development team with your suggestion.

    Stop telling someone what to do.......wait......doh!!

    Besides, it’s not like they will answer anyway.

    They specifically requested that people stop doing this.

    First things first, I wasn't aware of that.
    Second, you might consider telling someone something a more polite way when it's the first time you speak to him, I know, Internet is way to tempting to respect someone through a screen, it doesn't prevent to do it though ?
    Third, don't make a general statement about me. Saying "stop to do this" would imply that I already did, which never happened before (go ahead, look at my historic).
    And finally, I don't recall you being a Moderator, do you ?

    So thanks but no thanks, I'm definitely not your pal so keep our relationship strictly between gamers who can still promote their ideas about a feature development as the purpose of this thread imply just by the fact it's call a megathread.

    Have a nice day :smile:

    Tagging multiple members of the dev team with a petty complaint is pretty annoying. This should be common sense...
  • Nihion
    3340 posts Member
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    Guest wrote: »
    BrtStlnd wrote: »
    Iy4oy4s wrote: »
    BrtStlnd wrote: »
    Guest wrote: »
    @CG_CapGaSP @CG_Kozispoon @CG_Dan @CG_RyDiggs @CG_JohnSalera

    If you're not planning on changing existing mods, please think about this solution :

    Put a maximum on speed gained with mods to +100. That would bring balance to the PVP part of the game if players would have a chance to go with this maximum speed. It's actually insane to see that for 2 years now, speed is the only thing that matters. It's more important than skill, strategy or anything. You can hit like a wet noodle, it doesn't matter as long as you're noodling faster than the other character of the opposite squad.

    How would this work ?

    Players with mods that goes over +100 would only benefit from +100 speed even though the set gives +130. That would mean players can focus somewhere else as well and that would benefit from other mods sets that exist and are not used.
    (Hello there Defense and Tenacity, long time no see !)

    Please, at least consider this. That could be a solution for balance everything in the game. Going over +100 is possible and quite frequent nowadays but that's a reason of boredom to many players and maybe even a reason for them to quite the game.

    Thanks.

    Stop tagging the entire development team with your suggestion.

    Stop telling someone what to do.......wait......doh!!

    Besides, it’s not like they will answer anyway.

    They specifically requested that people stop doing this.

    First things first, I wasn't aware of that.
    Second, you might consider telling someone something a more polite way when it's the first time you speak to him, I know, Internet is way to tempting to respect someone through a screen, it doesn't prevent to do it though ?
    Third, don't make a general statement about me. Saying "stop to do this" would imply that I already did, which never happened before (go ahead, look at my historic).
    And finally, I don't recall you being a Moderator, do you ?

    So thanks but no thanks, I'm definitely not your pal so keep our relationship strictly between gamers who can still promote their ideas about a feature development as the purpose of this thread imply just by the fact it's call a megathread.

    Have a nice day :smile:

    Tagging multiple members of the dev team with a petty complaint is pretty annoying. This should be common sense...

    Especially because he has like 10 discussions and 1000 visits since January!
  • Ikky2win
    870 posts Member
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    NicWester wrote: »
    Ikky2win wrote: »
    SoonerJBD wrote: »
    YaeVizsla wrote: »
    SoonerJBD wrote: »
    I think the criticism is pretty warranted given that they are taking an already heavily RNG dependent game feature and requiring we spend more credits and resources for even more RNG dice rolls.

    Don’t get me wrong. I love the KOTOR toons. I am very happy we are getting mod management. I am not happy they are using simplicity as an excuse to exponentially increase the credit and energy sink for mods. I think I’m being pretty reasonable.
    Except they're not adding another layer of RNG to keep you away from the best mods. They're adding a reroll if you didn't get the best mod. If you rolled a C mod instead of an A mod, you have a chance to overcome that bad luck by slicing it twice. And if you already have an A mod, you don't have to slice it.

    Yes, they absolutely are. Because now, instead of a green upgrading its starting secondary stat 100 percent of the time at level 3, it will do so 25 percent of the time at level 12. Odds for improvement of starting secondary stat are also lower for blues and purples. But... now you get to play RNG with a lot more mods both by hoping speed shows up as a hidden secondary when you level a mod other than gold and improves once all secondary stats are revealed AND via slicing. They are incentivizing more pulls of the lever by offering more opportunities to hit the low-odds jackpot if you spend a lot more credits and materials (obtained via energy and probably crystals) while simultaneously disincentivizing the cheaper, higher odds alternative of acquiring a higher number of 10-12 speed mods through farming and only upgrading greens and blues to 3 and 6 respectively.

    If you are ONLY looking for the best mod, this might sound great to you. But if you have a large roster, you can’t afford to go for the jackpot every time. You need a lot of mods with passable speed to equip many squads at a time for TW and various other game modes that require multiple squads. Getting a high quantity of mods with passable speed is about to become a lot more expensive. The best analogy here is a casino. They are removing low stakes blackjack tables in favor of high stakes slot machines, and you are rejoicing because you can pull that slot machine lever more now. Meanwhile you would have a better chance of breaking even or coming out ahead via the low stakes blackjack game. Most people aren’t going to hit the progressive slot jackpot. The are going to dump a lot more credits and energy into mods for a slightly better chance at top-end speed and a lower chance per bet of a modest win (+10-14 speed you might get from leveling a lot of farmed greens and blues).

    As much as it pains me to say it, SoonerBryn is absolutely correct. The chance for upgrading speed on a mod that has a speed secondary currently is as follows:

    Green - 100% at level 3
    Blue - 50% at level 3 and 50% at level 6
    Purple - 33% at level 3, 33% at level 6, 33% at level 9

    Now here is how it will be with the new system:
    Green - 25% at level 12
    Blue - 25% at level 9 and 25% at level 12
    Purple - 25% at level 6, 25% at level 9, 25% at level 12

    As you can see it’s going to be a static 25% with the new version and you’re going to have to level them up higher to see if they actually upgrade. Then after that’s all said and done you can slice.

    The thing you're overlooking is that if you had a green mod with, say, protection as its secondary stat you would simply sell it. Now it sounds like you'll see what four secondary stats it will have ahead of time. So the way things work now, if you levelled up the mod to 15 you might randomly get one bump of speed. The way it looks like it'll work going forward is that you'll see speed as its fourth secondary stat and it'll have a 25% chance of being double increased, up from 0%. Furthermore, with the introduction of slicing, it's entirely possible that green mod with speed as its fourth secondary could wind up being gold with four bumps. It's not likely, of course, but it's impossible before.

    tl;dr: You're losing the guaranteed increase if it's the first secondary stat, but you're gaining more opportunities. It'll cost you credits, but if you're at the level where you're concerned about this then you're not concerned with credits anymore.

    Thats not what they said at least in one of the posts. They way they worded it, for a green mod, you would upgrade to 3 and the second secondary would appear. You’d level to 6 and the third one would appear. You’d level to 9 and the fourth one would appear. You’d level to 12 and one of the four stats would then be upgraded. Again that’s using a green mod as an example. So you pay 168k to get a 25% chance to upgrade speed instead of a guaranteed 100% chance at level 3. Then again they’ve contradicted themselves in the same post, even in the same paragraph so....
  • KKatarn
    629 posts Member
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    I’m SO excited for Bastilla. Don’t care if she’s marquee or not. I’ll slow farm her. I’m just happy the KOTOR are being introduced even more now. Go Devs go! Call you butter, ‘cause you’re on a roll! (See what I did there?)

    Yes. Even if it takes 4-6 months to farm Bastilla and Jolee i am already happy.
  • Stokat
    829 posts Member
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    I’m impressed over the sheer amount of negative reactions to this road ahead. Mod management is something that has been asked for over and over by the community. Every quality of life or content update that have been released ppl have been complaining why they did this or that instead of implementing mod management and now that we get what we have been nagging about for ages ppl still complain about it? To me these changes sounds pretty great, sure the exact details of some functions remain unclear but I’m sure we will learn once they are implemented. It is also nice that they are improving some of the less useful stats so that mods that don’t have or upgrade speed secondaries can still be useful.
  • Options
    Stokat wrote: »
    I’m impressed over the sheer amount of negative reactions to this road ahead. Mod management is something that has been asked for over and over by the community. Every quality of life or content update that have been released ppl have been complaining why they did this or that instead of implementing mod management and now that we get what we have been nagging about for ages ppl still complain about it? To me these changes sounds pretty great, sure the exact details of some functions remain unclear but I’m sure we will learn once they are implemented. It is also nice that they are improving some of the less useful stats so that mods that don’t have or upgrade speed secondaries can still be useful.

    I believe the problem is not what was announced, the general anger comes from feedbacks from the sith raid rewards. which have been negative and of which they do not speak at all. there was the feeling that they let it go to see if the community forgets the nerf of the rewards and all the complaints.
  • Stokat
    829 posts Member
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    Marcelord wrote: »
    Stokat wrote: »
    I’m impressed over the sheer amount of negative reactions to this road ahead. Mod management is something that has been asked for over and over by the community. Every quality of life or content update that have been released ppl have been complaining why they did this or that instead of implementing mod management and now that we get what we have been nagging about for ages ppl still complain about it? To me these changes sounds pretty great, sure the exact details of some functions remain unclear but I’m sure we will learn once they are implemented. It is also nice that they are improving some of the less useful stats so that mods that don’t have or upgrade speed secondaries can still be useful.

    I believe the problem is not what was announced, the general anger comes from feedbacks from the sith raid rewards. which have been negative and of which they do not speak at all. there was the feeling that they let it go to see if the community forgets the nerf of the rewards and all the complaints.

    I fully understand the frustration about the sith raid rewards, I’m no fan of it either. In fact I think the reward system is pretty kitten and have said so in other threads dedicated to that. However just because I’m unhappy about one particular aspect of the game doesn’t mean I immediately have to be all negative about an entirely different update, one that has been long asked for by us the community at that. It will just make legitimate criticism drown in a sea general CG bashing. It won’t help any of us and it will not be constructive.
  • Madpup
    279 posts Member
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    Stokat wrote: »
    Marcelord wrote: »
    Stokat wrote: »
    I’m impressed over the sheer amount of negative reactions to this road ahead. Mod management is something that has been asked for over and over by the community. Every quality of life or content update that have been released ppl have been complaining why they did this or that instead of implementing mod management and now that we get what we have been nagging about for ages ppl still complain about it? To me these changes sounds pretty great, sure the exact details of some functions remain unclear but I’m sure we will learn once they are implemented. It is also nice that they are improving some of the less useful stats so that mods that don’t have or upgrade speed secondaries can still be useful.

    I believe the problem is not what was announced, the general anger comes from feedbacks from the sith raid rewards. which have been negative and of which they do not speak at all. there was the feeling that they let it go to see if the community forgets the nerf of the rewards and all the complaints.

    I fully understand the frustration about the sith raid rewards, I’m no fan of it either. In fact I think the reward system is pretty kitten and have said so in other threads dedicated to that. However just because I’m unhappy about one particular aspect of the game doesn’t mean I immediately have to be all negative about an entirely different update, one that has been long asked for by us the community at that. It will just make legitimate criticism drown in a sea general CG bashing. It won’t help any of us and it will not be constructive.

    People are justified to be upset when they completely ignore a huge issue in the game on their quarterly roadmap. This was the perfect opportunity to try and put out some of their fires and they ignored them instead.
  • Vettes4Fetts2
    523 posts Member
    edited July 2018
    Options
    Mod management is amazing, and has been asked for forever. Good job. I'm excited for this long awaited change.

    Making unnecessary and over convoluted changes to mods themselves is horrible. Bad job. I'm dreading the new farm for materials, and the new inflated cost to maybe improve a junk mod.

    It's almost like they enjoying kicking themselves in the head.
  • Devian
    671 posts Member
    edited July 2018
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    Awesome news. Love Kotor, and love those characters. Mod management is awesome as well and I guess that's a good start for 6* and 7* mods if they'll implement what I'm guessing
    All hype for Kotor!
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