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  1. #11
    i think a mod crafting system would be an excellent idea to add to the game, it would add a new social element by being able to form a gathering party with friends, clanmates or other people wanting to collect similar stuff.
    Gamertag: monkeyflasher
    Character: Wild Liza
    Ego: 5746
    Clan: Sigmia
    platform: X-box
    region: EU

  2. #12
    Senior Member dbcameron's Avatar
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    Quote Originally Posted by piedlpiper View Post
    Quit saying to post in the suggestion pages. It may be where the Developers look for such, however, suggestions get a lot better exposure in this forum and need positive responses from us users to have a chance of being added.
    Only suggesting that so it gets more exposure. So we can talk about it with more people involved and by all means it's the first time I've suggested anyone repost something since I heartily feel like this is something the game desperately needs.

  3. #13
    Senior Member dbcameron's Avatar
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    Quote Originally Posted by Valethar View Post
    I wonder if they'll address the wepons XP reset costs as well. Those are freaking nuts on some things.
    Really? I find these costs to be far too cheap on just about every weapon. The Orange reset cost is the only one that makes me second guess resetting, but most of the time I only use my Orange when I'm waiting for the 20 minutes to pass. Everything else is cheap enough that I don't even open mod slots on new weapons seeing as I have the weapon I going to use as my main, complete with desired synergy and mods, and my off weapon for when I'm resetting.

    I don't even care how expensive the mod slots are to open seeing as it's a waste of time and resources. I would go to the extent that people complaining about opening mod slots really just need to look at how they're playing but in some cases it's about trading or selling. In those case just raise your price on open mod slots and lets move on.

  4. #14
    Quote Originally Posted by Valethar View Post
    I wonder if they'll address the wepons XP reset costs as well. Those are freaking nuts on some things.
    Valethar, they already addressed the weapon xp costs..they did that about a month or more ago. It goes as follows now

    White: I think 1000

    Green: 2000?

    Blue: 4000

    Purple: 10,000

    Orange: 25,000

    I know blue purple and orange are correct, but I can't remember white and green. Im either correct or pretty close.
    Platform: PS3
    Online ID: RealHoosier
    Character: Krixuss

  5. #15
    Quote Originally Posted by dbcameron View Post
    Really? I find these costs to be far too cheap on just about every weapon. The Orange reset cost is the only one that makes me second guess resetting, but most of the time I only use my Orange when I'm waiting for the 20 minutes to pass. Everything else is cheap enough that I don't even open mod slots on new weapons seeing as I have the weapon I going to use as my main, complete with desired synergy and mods, and my off weapon for when I'm resetting.

    I don't even care how expensive the mod slots are to open seeing as it's a waste of time and resources. I would go to the extent that people complaining about opening mod slots really just need to look at how they're playing but in some cases it's about trading or selling. In those case just raise your price on open mod slots and lets move on.
    I disagree...the weapon xp resets are right where they need to be. They USED to be massively expensive(like 240,000 or more at high levels). They should be cheap so you can keep the same weapon you love instead of being forced to use a different weapon. Before the weapon xp re-balance, it was so expensive to reset your weapon xp that you had to just use a different gun, because it the gun would top out before you even came close to having the ark salvage it costed to reset it....making you junk the one you love or keep it and just not gain weapon skill.

    I don't get your point at all..I'm confused. The only time weapon xp reset doesn't matter is if you have already reached level 20 on that gun type. If you're not level 20 in that gun type, you NEED cheaper weapon xp reset costs so you can keep using that gun you love so much.

    As far as mod slot costs, I dont' get your point. There are tons of us that don't want to use just one gun all the time. We need cheaper mod costs so we can build all different types of guns. I have an assault rifle that is my "large clip" assault rifle, I have another rifle that is my "critical hit" gun, and another that is my "super accurate" gun. THIS is why you need cheaper mod slot costs. It's absolutely ridiculous to have to spend millions of ark salvage to mod out a few guns.

    None of us need to look at "how we're playing", we are playing the game the way it was meant. THat's why they are lowering costs. They want us to be able to mod out and build all types of guns, because thats what the community wants. Right now, it's a ridiculous grind to just mod out one gun with synergy mods(unless you trade, which is cool...but a lot of us want to build our own guns)
    Platform: PS3
    Online ID: RealHoosier
    Character: Krixuss

  6. #16
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    Quote Originally Posted by Valethar View Post
    I wonder if they'll address the wepons XP reset costs as well. Those are freaking nuts on some things.
    Lvl weapon exp with white weapons...only costs 1k a reset and it's not like you need to use a higher rarity since the dmg is the same barring extra crit/dmg stats which is minimal.

    As to lowering cost of mods, that's great and all but is more or less worthless to me since I went beyond 4.5k which means I get 4 mod slots on everything now....

    I am waiting to hear what they plan to do about making it rewarding if you get to ego 4k-5k. Atm it's not worth going that high and you get pretty much nothing for it yet it's one hell of a grind to get that far.

  7. #17
    Member Valethar's Avatar
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    10k for a low level purple is pushing things a bit. Why give players a decent AR early on, then punish them for using it?


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  8. #18
    So it stops punishing the high ego players.

    However now it punishes those with lower ego ratings.

    Basically when the costs become high on the low end people will stop opening slots. They will save it for later instead because higher ego weapons get slightly better stat bonuses to the random stat that is added.

  9. #19
    I don't think it punishes low level Ego players. 80,000 to fully mod out a gun(if thats the price range it's in) isn't that costly. I can save that up pretty quickly, especially on bonus loot weekends. Right now it's costing high ego players in the range of 250,000 to mod out a gun, no matter if it's green, blue, purple, or orange. I think 80,000 for fully modding a purple isn't that bad at all. 100,000 for orange is a good price too. I see your point, but the price range would where people would still mod those guns out even if they are low level.
    Platform: PS3
    Online ID: RealHoosier
    Character: Krixuss

  10. #20
    Senior Member Worldviewsinc's Avatar
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    I, personally wouldn't mind the cost as much if you could, at least, choose which slot you want to unlock instead of it being random!!!
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