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Pagan Pete

Gold mods are out of hand...

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GOld mods from shipwrecks are the new basic mod in game. Really! They are so common they aren't even special anymore.

 

Gold mods should be RARE in game! You know, to make getting them really special! 

 

 

What should we do about all these gold mods already in game? OR are we gonna soft wipe on final release?

Discuss...

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Yep, was saying this when shipwrecks came out. I like the addition, good idea, well implemented, but the gold mod thing os overkill.

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Two ways to look at this...

 

1. Mods are rare loot that we can grind away in hopes of getting (RNG) , or pay exorbitant amounts of gold for the ones we need, or thirdly accept the fact you are at a disadvantage when you face an opponent not due to skill but rather due to the first two points.

 

2. Maybe Mods should just be something we can buy from a vendor allowing everyone equal access to them and the ability to customize your ship to match your play-style? 

 

Me personally, I'd rather just go with option #2 and avoid the RNG when it comes to this sort of thing.

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It won't make much of a difference when they rework these so the game is no longer a wot 1shot 1kill. Frankly..i've been tired for the last 2 months of having the same amount of men against an enemy with gold marines and boarding equipment wiping me out in one shot. at least now there is some balance in it, because we all have them, finally.

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Two ways to look at this...

 

1. Mods are rare loot that we can grind away in hopes of getting (RNG) , or pay exorbitant amounts of gold for the ones we need, or thirdly accept the fact you are at a disadvantage when you face an opponent not due to skill but rather due to the first two points.

 

2. Maybe Mods should just be something we can buy from a vendor allowing everyone equal access to them and the ability to customize your ship to match your play-style? 

 

Me personally, I'd rather just go with option #2 and avoid the RNG when it comes to this sort of thing.

I so agree with #2.  Really, really tired of trying to get people to sell or trade gold mods.

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The (Golden) mods themselves are subject to inflation. Play smart with them and you'll never lose one, thus everybody gets overstuffed.

Mods must have a proper and guaranteed sink.

So I propose a 20 (or whatever reasonably high number) dura on the non-permanent ones.

Each ship loss to take away one dura.

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gold  mods = happy fishers = people logging in.

 

they have to wipe ports and surely everything on release or else we wont have anything to do..

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Officer perks are the new gold mods. And they have limited lives (=duras).

Off-topic though. ;)

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Officer perks are the new gold mods. And they have limited lives (=duras).

Yes, I believe in the long run officer perks are going to replace removable moduls. Which is kind of awesome in my opinion.

Admin mentioned something like that in patchnote thread.

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So far I didn't find any useful gold mod. Now I don't afk-fish and have a very limited amount of bottles to play with. But I don't like the system either. Making all mods craftable and tied to the ship would bring more trading opportinities. As said above, wrecks dropping notes instead sounds good since people need labour hours and ship building stuff.

Edited by Captain Red

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gold mods are useful but their number is irrelevant in the current situation

we always said that there will be asset reset on release and multiple port ownerships resets going forward.

so their current number is not a problem - whats important is fixing things making their number so high

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gold mods are useful but their number is irrelevant in the current situation

we always said that there will be asset reset on release and multiple port ownerships resets going forward.

so their current number is not a problem - whats important is fixing things making their number so high

I mean how are ya'll to test them and see which ones need to be reworked and which ones are fine as they are if there aren't a lot of them out there to compare?   At least that is the way I see it with the different drops and such.  To many people forget that we are basically the testers of a game that isn't released fully yet.   

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I mean how are ya'll to test them and see which ones need to be reworked and which ones are fine as they are if there aren't a lot of them out there to compare?   At least that is the way I see it with the different drops and such.  To many people forget that we are basically the testers of a game that isn't released fully yet.   

 

Well, if everyone has gold mods giving the largest bonuses, it becomes easier to see which are the most egregious offenders and how much is too much. I'm sure gold marines' time is limited. Grog rations already got a nerf this patch with the morale change (as did some of the other boarding upgrades). Toolbox and survival handbooks got changed, as people with both were recovering absolutely insane amounts of hp.

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gold  mods = happy fishers = people logging in.

 

they have to wipe ports and surely everything on release or else we wont have anything to do..

 

But then its not Naval Action… its Bass Masters (the fishing show)

IS that the game we want? Not I!

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gold mods are useful but their number is irrelevant in the current situation

we always said that there will be asset reset on release and multiple port ownerships resets going forward.

so their current number is not a problem - whats important is fixing things making their number so high

Without a sink and having a perpetual game, the number will always go back up to high I'm afraid.

It would only be a matter of time. I think it is good we now have this accelerated instead of after 6 months.

...

http://forum.game-labs.net/index.php?/topic/11697-should-upgrades-have-durability/hmm... ;)

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I like the idea of mods being the main gold sink - perhaps with the EVE system where if a ship is sunk/taken ALL mods would be lost and each victorious player would have a small % chance to recover each mod. 

 

This would allow the uber rich players to have that small advantage but also include a large risk. It would also go towards fixing the income curve we have atm where it's MUCH easier for players with larger ships to earn massive amounts of money with little risk.

If you knew an enemy player went around with full gold ships you can imagine the hunting parties when they were spotted :)

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Regarding the plethora of Exceptional Marines.

 

Maybe the developers would consider a Naval Training Academy Building that the player must purchase, just as he does for buildings that produce resources.

 

In this building the player provides funds for the training of Marines. With each upgrade that the player makes to this building, the higher quality of Marines it produces, all the way up to Exceptional.

 

The player then has to continually fund this Academy in order to produce a certain quality of Marines, so that he may replace those lost in battle.

Edited by Captiva

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I have not discovered this fabled plethora of Exceptional Marines.  Powder Monkeys and Marines are still the most coveted and sought after upgrades in my nation.  I have yet to see gold Marines drop from a wreck and ended up buying some from another person, who had, for 2.5 million gold.  Instead what I see from wrecks more than anything is different kinds of sail upgrades, light cannons, and reinforced rudders over and over again.

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I agree and yet disagree. 

 

Only the non craftable ones were rare and valuable. Craftable ones were just a investment of labor hours. And once they introduce way of crafting the uncraftable ones that will be a null issue. That being said, the reward of a shipwreck of always having a gold mod in comparison to loot from missions (practically non existent) and port battles is not balanced in any way or form. 

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the essence of the game is battles ...i have no issue with gold mods but they should be the reward from port battles not 200 units of iron ore ...make mods the reward from port battles and resources drop from ship wrecks you will see a swing away from fishing to pvp

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Port Battles are not the only type of battle, much less activety, in the game. In facr, according to the Admin, less than 10% of the player base even participate in them. Why reward only that small part of the player base?

That said, I agree that there are too many of them floating around. Duras would seem to be the way to reduce their numbers.

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All gold mods should be craftable, it shouldn't be whoever has more hours to spend on the game gets the best mods. If all mods are craftable then we all have an even playing field and then the best mods aren't overriding skill in PvP.  :)

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