There is not such thing as no use, you never know when you may need a mod
That's not 100% true. A bunch of mods of the same set with the same primary and all secondaries showing can easily be weighed and dropped as needed.
There are many situations where a mod can be sold with some certainty that if that mod were to be needed there will be a better or equivalent one down the line.
How hard can it be? We need more slots, do something
With 6 slots on over 170 characters and an additional 500 slots for unequipped we can hold over 1500 mods. I find managing the 1000 or so I keep time consuming enough. I don't feel there is a need for more slots.
Honestly, I would suspect the reason is more UI than anything else. The number of people who would actually use 2500 or 3000 slots worth of storage to any effective measure would be small. It would start to get to the point where the average player would run out of coins, time, patience, or mats before getting threw that many mods, just leaving a perpetual growth of untouched mods.
In truth I think the cap is fine and what we need is more effective ways to interact with our mod inventory. A better ability to search, organize and save mods and layouts would do wonders for those at the max storage.
I’m really bad at mods, I’ve never understood them and I still didn’t after mods 2.0, so maybe I’m bad, but I already have a mod inventory overloaded with things I don’t want to dig through. I just call it my garage and keep looking for more space, lol.
I do agree it's annoying to constantly have a full inventory. Especially when you're modding something important and trying to keep track of everything and suddenly have to take a detour to sell mods.
That said, it's part of the game currently, and something we all have to deal with, so noone can say it's unfair. Just annoying.
My best suggestion is a QoL fix that allows us to decline garbage mods from rewards that we know we don't want. Why should we have to take the time to sell garbage mods to make room for more garbage mods we will have to also sell?
Replies
There is not such thing as no use, you never know when you may need a mod
That's not funny dude, it's sad we can't have ROOM, for mods
Finally a sensible response
That's not 100% true. A bunch of mods of the same set with the same primary and all secondaries showing can easily be weighed and dropped as needed.
There are many situations where a mod can be sold with some certainty that if that mod were to be needed there will be a better or equivalent one down the line.
With 6 slots on over 170 characters and an additional 500 slots for unequipped we can hold over 1500 mods. I find managing the 1000 or so I keep time consuming enough. I don't feel there is a need for more slots.
No, I don't. So I sell some.
Problem solved.
Server space
Honestly, I would suspect the reason is more UI than anything else. The number of people who would actually use 2500 or 3000 slots worth of storage to any effective measure would be small. It would start to get to the point where the average player would run out of coins, time, patience, or mats before getting threw that many mods, just leaving a perpetual growth of untouched mods.
In truth I think the cap is fine and what we need is more effective ways to interact with our mod inventory. A better ability to search, organize and save mods and layouts would do wonders for those at the max storage.
That said, it's part of the game currently, and something we all have to deal with, so noone can say it's unfair. Just annoying.
My best suggestion is a QoL fix that allows us to decline garbage mods from rewards that we know we don't want. Why should we have to take the time to sell garbage mods to make room for more garbage mods we will have to also sell?
That's good advice for some ppl, but I've had every toon I own fully modded with lvl15 mods (that make sense even) for a LONG time.