It is a big hassle to move mods around; I moved them off my arena squad this weekend and didn't get them put back correctly yet.
That said though it was a lot of fun being able to play around but if I wanted to do what I did a bunch of this weekend just one time, it would cost me a fortune. Mods are already too expensive (even when cheaper!) and they already come at a great cost (my time) to move and put back to begin with.
Please consider making this a permanent change to make them free to remove / move.
Thank you!
PS: Kudos on a GREAT implementation of the gear exchange, our guild couldn't be happier with it.
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This... Honestly, 29k to move a full toon of 5 pip mods isn't that bad, but the cost of upgrading and the drop rates are dismal. They should be back to 100% drop rate as even at that rate, the chance of getting the slot you want, with the main stat you want, of good quality, is still very low.
Looking for allies level 40+
Unequipping All Mods from all your characters at a discount price (60 % of what it would cost removing them one by one from all characters).
I thought this at first but honestly after doing it, it is a HUGE hassle... I'd not be doing that and especially wouldn't be doing it for GW or raids.
One free day a week would work too....
Mostly agree.
Moving mods around is a pain, I rather not do it. That said, if the drop rate is abysmal and the level cost is ridiculously high, then we need the ability to move mods around for cheap/free for whatever event we have the current week.
I'd personally like to see 4 changes:
1. Normal cost of moving mods cut in 1/2. Then if you really have to move them in order to beat a challenge, it is not a huge pain. Keep in mind, usually its TWO moves. OFF of the normal character the mod is on then ON to the character you need to the challenge, and then OFF the challenge character and back ON to the normal.
2. Cut Mod level cost to the current "lucky roll promotion" on a permanent basis.
3. Remove chance of lower tier mods dropping in the challenges and replace those % chances of a drop with an increase % chance of the tier of the challenge.
4. Allow us to select the slot we want prior to playing the challenge. Then if we get a drop, at least it is the slot we want. (Primary and Secondary Stats would be gambles still.)
Who the heck wants to spend the time doing that!? A few might do it but great day most won't....
I spent more credits on mods this weekend than I have since day 1; I see the need for more mods not less which is counter-intuitive to my original thinking on this subject (as I said I was originally supportive of paying... but after experiencing free, I realize free isn't free... it comes with a great time cost that I'm not willing to pay often)
We already paid a huge sum of credits to level them. It should be our right to move them around as often as we like without spending even more credits that are hard enough to come by.
It's not like people won't be farming for different classes of mods or the game will break if people don't buy enough credit packs. Jesus how much do we have to be squeezed for here?
Also, why was part of the original "fix" to stop or decrease the chance of an auto upgrade. I would love to see this stick around to help with the cost of mods.
Anything to help reduce (not eliminate ) the credit crunch. Part of the game is management and managing you money is part of that, but should not be the whole game like it is now.
The only other tweak they could do is also make mod drop rates also be higher during these limited time offers as well.
Free mod swapping on weekends.
48 hours of experimenting on the days people have more time. It'll pique interest in mods themselves. Creating MORE revenue as people become more familiar/interested in them.
While I appreciate your considering their revenue; what they need to realize is that there is plenty of opportunities and desires to spend money within the game... it's OK to have a few features that are free features without being concerned about soiling profits. Not doing this is exactly what has cost them profits over this past few weeks.... Being able to move mods around this weekend made me spend more credits not less and I had more fun than I've had in a very long time in this game.
Moving a full set of t5 mods off toons and back is an over 200k credit proposition. And that's assuming you get it right the first time which is very difficult to do.... Free makes cents and sense in this case.
Make Zader Great Again!
That is grocery store savings.... your credits were still depleted.
I always put credits aside for events so that I can take advantage if something comes out. I never go below a certain level or crystals or credits. I'm never broke.
I said depleted, not broke.... it's like when you go and spend $200 at the grocery store and they say "You saved $56.74" and I check my balance on my account and sure enough, it is down $200 not up $56.74... we've allowed corporations to re-define "savings"
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Some cost seems warrented, current cost is limiting my fun atleast in arena.
Not if you're saving on something you were going to buy anyways. I was already slowly getting mods for my GW team, and this made it easier and cheaper. If you just tried mods for the first time this weekend then yeah. But if you're currently modding your characters this event was awesome. I upgraded 5 of the five dot mods just off the money they gave me. I did five for just over a million, where normally it would be probably three times that.
It was fun this past weekend playing around with mods trying all different kinds of comps. Why would you want us to stop having fun playing your game. Charging us credits to remove mods really hinders our ability to enjoy the game and lets face it, no one is buying credits packs to changes mods around. Imo, it really is pointless to charge a credit fee.
@CG_JohnSalera