Could someone tell me the benefit of this, I don't understand the weapon experience system.
Sadly, it is confusing and not explained well/at all.
You have weapon SKILLS that level when you gain experience. These add bonuses when using that type of weapon. You have 20 levels for each weapon SKILL.
Individual weapons also have 1 level of experience. When the weapon reaches max level, you get a bonus effect, such as 45% movement speed for X seconds on reload.
HOWEVER:
If your weapon experience is maxed, you do not gain any SKILL experience when using it. You have to be gaining weapon experience to also be gaining skill experience. So players have been abandoning their favorite weapons for leveling their skills, once their weapons maxed out. So it's a constant changing of weapons.
Players asked for the ability to "reset" the weapon experience when it maxed out, so that they could gain the experience all over again with their favorite weapons, and thus gain SKILL experience with them again. Trion just added that in.
Unfortunatly, it costs lots of salvage (currency) to reset it, so it really isn't worth it to reset a weapon at this time.
The problem with this whole concept is lack of ingame economy, like an auction house for instance, an auction house with ark salvage as currency.
Imagine yourself selling purple weapons, blue weapons orange weapons on an auction house for 20-200k ark salvage crystals. Ppl would be able to buy orange weapons, the ones they desire and other will get ark salvage crystals for their needs.
As it is now you are basically grinding ark salvages, lock boxes ( with a random chance of getting a random thing...).
I agree ghostercon
I feel like the synergy mods need to be more common so that there is a flowing market for weapons and mods with synergies... Then an auction house would be awesome.
As it stands few people even care about what the synergy on a weapon is anymore since the odds of them completing it are next to none.
The main problem with scaling the cost of salvage matrix features (resetting weapoin xp , salvaging mods, and unlocking mod slots) up the way they do is that it presumes that at higher EGO ratings you will be pulling in more resources on a similar scale. That is the part that is broken, because while I can't earn much more resources now (EGO 1644) than I could at at EGO 500 the costs are astronomically higher. I haven't sold anything but mods for scrip in weeks, and now that they can be salvaged I won't even be doing that, everything gets salvaged.
There are two ways I can see for them to fix it: Either give back a portion of the resources you have invested in a weapon when it is salvaged (you can drop 145,000 unlocking mod slots but it will still only be worth 250, 500, 750, 1000, or 1250 when you are done with it) or make the that rarity scale more in line with how rare the weapons actually are. Orange items drop much less than five times as often as white, but 1250 resources is all you get for one.
That of course presumes that they insist on keeping the player to player economy almost nonexistent. If they give us an easy way of selling things we're done with to people who want them, problem solved.