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Weapon mods, mod slots, and lack of randomness

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  • 04-28-2013, 02:00 PM
    ben hardtop
    ive noticed this as well. Also ive probably bought over 75 tier 3 containers and up and have only gotten one legendary weapon, and every other weapon is one i never use to prove this i kept getting shotguns and spanners and infectors. so i equip a shotgun now i never get them just launchers more and more spanners and infectors guess i need to try equiping those and maybe itll work.
  • 04-28-2013, 02:07 PM
    Grimalken
    Quote:

    Originally Posted by M1ghtyQunn View Post
    I have had similar luck, though I have not tracked the data. The other thing that is extremely frustrating is the fact that there a some weapons where certain mod slots are superfluous. The sight mod slot on detonators for instance, because there are no sights or scopes in the game for detonators. Infectors and BMGs have useless slots as well.

    This in and of itself would be fine, but if Im spending thousands of resources to add a "random" mod slot on one of those weapons it shouldn't add one of the useless ones.

    I am not a hater, for many reasons I am enjoying the game. While this particular bug certainly isn't the worst one, it's really becoming harder and harder to justify buying the game with some of these bugs that should never have made it to release.

    It's as if the game developers think our characters are skilled enough to add a mod slot, but too dumb to know which mod slot they want to add.

    They did remove some mods from the game for specific weapons, so they should lock out that slot, so when we spend 5k script to add a slot, we do not end up with a worthless sight mod on a BMG or a useless magazine slot on a rocket launcher.

    Supposedly, they are going to add a skill for us to replace a mod with an upgraded version. It only makes sense, that we should be able to change sights once we find a nice one to replace the generic white sight.
  • 04-28-2013, 02:14 PM
    Kerian
    Can you post your 'data'?

    It's an interesting idea, if you could fix up your hypothesis a bit more, I'd love to do my own trial run.
  • 04-28-2013, 02:16 PM
    Whippersnapper
    Quote:

    Originally Posted by Kreegan View Post
    Supposition:
    (1) Drops are NOT completely random, but algorithmically determined in a fashion designed to make you buy the mods you want instead of "just getting lucky".
    (2) The addition of modification slots to weapons is not random (as advertised), but algorithmically determined in a fashion to force you to buy mods that match up with the slots you already have.

    In other words, we're being pushed to the store...

    Okay, that's my conspiracy theory for the week.

    An interesting hypothesis. MMOs often try "game store forcing," but...
    1- Cant you just trade?
    2- Mod bonuses Ive seen so far don't entice me to spend $$.
    3- People can do tons of arkfalls for keycodes & resources to buy keycodes
    4- You can turn looted weapons into resources.

    There are easier ways to make you spend on the store.
    5-They can make outfits carry EGO related bonuses. Good ones.

    That will do it.
  • 04-29-2013, 08:49 AM
    crasher
    Quote:

    Originally Posted by ben hardtop View Post
    ive noticed this as well. Also ive probably bought over 75 tier 3 containers and up and have only gotten one legendary weapon, and every other weapon is one i never use to prove this i kept getting shotguns and spanners and infectors. so i equip a shotgun now i never get them just launchers more and more spanners and infectors guess i need to try equiping those and maybe itll work.

    I get shields, grenades and infectors.

    Out of the dozen tier 3's I bought I think there were 2 items I didn't scrap within 45 seconds.

    I have to agree with the concept that the computer chooses a 50/50 chance of giving me the mod slot I don't want about 94% of the time.
  • 04-29-2013, 09:29 AM
    Hebrews_Tea
    With the amount of weapons being obtained and becoming obsolete as you progress through the game, I'd prefer weapon customization to not be random at all but require grinding of materials to be able to choose precisely what we wanted to customize. I'd rather spend twice as many resources to select which attachment slot I was adding opposed to getting a random one. In game like this I see no reason to not have a complex crafting system where the element of rng is only exclusive to the weapons we find but not to how we customize them.
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