So originally, the AAT raid was supposed to give out 6/7* mods. That obviously didn't happen, but the mechanics are still there (if you check under sell). Now, they might just decide to scrap 6/7* mods, making 5* the max, and I'm cool with that. However, if EA does intend for there to be better mods I propose the following.
Have an upgrade system, like characters, and everything else in this game. Earn mod points/shards from doing whatever, and once you have enough, you can upgrade your mod. It won't erase all the hard work and grinding we've been doing for the past couple months to get good 5* mods.
Also, it opens up a whole new realm of possibilities. No longer will I automatically sell my lower star mods. If I pull a 3* mod, and I like the potential stats, I can now upgrade it to a 4/5/6/7* mod.
#CloneHelmets4Life...VICTORY!!!!
"I don't like sand. It's coarse and rough and irritating and it gets everywhere." The more you tighten your grip, CG/EA, the more whales will slip through your fingers (and go F2P or quit).
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1-2* 10k credits
2-3* 25k credits
3-4* 100k credits
4-5* 250k credits
5-6* 500k credits
6-7* 1m credits
You could just do credits, and you're right, the amount would be too low. That's the reason I threw in the shard idea. Otherwise, you need credits for promoting mods, on top of upgrading mods, on top of toons, etc, then the credit crunch rears it's ugly head again. That's why my original idea implemented "mod shards" to promote up mods, not just credits. Aknf2001's numbers seem reasonable for upgrading your mods once you have the right amount.
Also, 6 and 7 dot mods are absolutely going to be introduced at some point (anyone else notice they show up in the mod filters even though they havent been introduced in game yet?)
Night sister mod challenges- stun mods
What else?
I don't think we will see something like this though, I can well imagine that they will introduce 6 and maybe 7 dot mods in 2 or 3 months and make them farmable through some PVE ship battles maybe (though I guess hardware for ships would make more sense there)
Or you can just buy one from the mod shop for 10m :P
+1
Worse than introducing 6/7* mods and making us grind for months and months all over again?
The grind IS the game though. Not saying I want to grind mods from scratch again, but that's what games like this are about.
Not for crystals...that is ridiculous
The cost to resale.value of mods are terrible. Bad enough that the F2P players don't have a prayer in the game...now you wanna alienate them even more?
+1
Is there truth to this? I've been farming the tier 3 potency challenge for going on a month and a half now, and haven't gotten one yet. It would be a better explanation than my luck being just that bad.
Thank goodness, I thought I wasted a month and half of cantina refreshes on a wild goose chase.
In my experience, triangles barely drop. Arrows are next, and speed arrows might be the rarest mod in the game. Left-side mods definitely drop at a lower rate vs right side mods though. That's a fact.
Yeah I'm not sure they should add any more categories.
6 & 7 dot mods were supposed to to come out at the same time as the AAT. That they didn't probably means that someone did a cost/benefit analysis and came to the conclusion that they would lose too many players to make them profitable. For someone who has spent $10k on five dot mods I suspect that bringing out new mods would result in a ragequit more often than it would result in another $10k for the developers.
If new levels do come out I really think there should be a levelling up mechanism introduced. Maybe in addition to credits you could put in existing five dot mods at the rate of five E quality or one A quality, or some mix that was equivalent in order to level one five dot mod to six.
I genuinely thought Mods were going to kill the game. I've never seen so many players leave so fast. I'm afraid if they go "hey, all those months of work grinding the perfect 5* mods are now irrelevant", another mass exodus will occur. I feel like this will allow them to progress mods safely.