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Post Re: Question: What would you pay massive amounts of credits for?
I would spend a fair bit of money trying to get good mods on my gear, maybe up to 100b per uni.

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Tue Mar 06, 2012 9:10 pm
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Post Re: Question: What would you pay massive amounts of credits for?
anilv wrote:
I would spend a fair bit of money trying to get good mods on my gear

^^

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Tue Mar 06, 2012 10:04 pm
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Post Re: Question: What would you pay massive amounts of credits for?
I guess it could be a good thing if new gear is constantly released, but seeing how a Primal Zebra Hooves Torpedoe have been around for what, a very long time now? Then I feel that if that counts for something like a Jupiter Olympios Energy, and you get a very good modification on that, or maybe two if possible, then it can be really, really broken.


Tue Mar 06, 2012 10:47 pm
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Post Re: Question: What would you pay massive amounts of credits for?
Maybe the mods you can get should be scaled back a bit from the ones that you get on random drops. I'd still pay a lot a chance at 2% improvements, and that'd be less game-breaking than a 10% increase to DPS or DPE, or a 20% increase to shield bank.

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Wed Mar 07, 2012 12:40 am
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Post Re: Question: What would you pay massive amounts of credits for?
That is a better idea for sure. I would also love to have a small radioactive bonus to my JOEs, or a small hostility bonus to my Kidd's gear.


Wed Mar 07, 2012 12:52 am
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Post Re: Question: What would you pay massive amounts of credits for?
More ideas! Throw in some small negative effects (or at least mixed ones like *rewired) as well as a chance to have no modification added at all. That way you're bound to do the process multiple times before you get something you like.

In keeping with Jeff's idea of scaling prices up, let players pay 10x the cost in order to roll on two independent modifications at once. Say it costs 10b to roll on a single modification (around the market price of one level of an imperial seal skill). Your average endgame player may roll the dice a few times on this level. Rather rich players can up the ante and drop, say, 500 billion credits getting a double mod on their favorite item (which incidentally should become neurobound to really prevent this from being an investment strategy). The ultra rich may even spend a few trillion for a chance at truly epic triple mods. Once again, these would all work like modification (multiplying with other bonuses) but would be no more than, say, 1/5 as powerful as mods you can get on random drops.

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Wed Mar 07, 2012 1:02 am
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Post Re: Question: What would you pay massive amounts of credits for?
Why not have an accumulative modding system?

For example, you can mod it once, and have a 50% chance of success. This gets you 1% damage boost, for example. Then you can do it again for 2%, but with 25% chance of success, and if you fail you lose a rank. Then 3% an 12.5%, 4% and 6.25%, etc.

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Wed Mar 07, 2012 1:29 am
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Post Re: Question: What would you pay massive amounts of credits for?
Starting to sound a lot like those korean grind mmos where you buy power. Buying mods sounds like a bad idea imo.

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Wed Mar 07, 2012 10:36 am
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Post Re: Question: What would you pay massive amounts of credits for?
thebattler35 wrote:
Starting to sound a lot like those korean grind mmos where you buy power. Buying mods sounds like a bad idea imo.


Do you not support bar skills and imperial seal skills? This would essentially be an extension of those, but randomized, item-specific, and a lot more expensive.

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Wed Mar 07, 2012 11:13 am
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Post Re: Question: What would you pay massive amounts of credits for?
I am actually against buying mods as well. The rich can already spend untold billions on the awesome modded gear that is dropped, it is a great way for less well set-up players to make instant profits and this idea sounds a wee bit game breaking for someone with a silly high income or mass of creds. The NBinding also kills it for me.

That being said, there have been some really fantastic ideas, some of them very simple to code, of convenience in this thread and if even only a few are introduced I believe Jeff's intended goal would be accomplished.

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Wed Mar 07, 2012 12:47 pm
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Post Re: Question: What would you pay massive amounts of credits for?
anilv wrote:
thebattler35 wrote:
Starting to sound a lot like those korean grind mmos where you buy power. Buying mods sounds like a bad idea imo.


Do you not support bar skills and imperial seal skills? This would essentially be an extension of those, but randomized, item-specific, and a lot more expensive.


Bar skills are something you buy once. Chance based mod application is completely different.

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Wed Mar 07, 2012 12:59 pm
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Post Re: Question: What would you pay massive amounts of credits for?
I don't follow the argument. You wouldn't be able to just keep adding mods to an item. This would be like buying an expensive bar skill that doesn't give you what you want most of the time.

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(Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk
(Bluenoser) Put your finger in your mouth and gag reflex should do the rest


Wed Mar 07, 2012 1:07 pm
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Post Re: Question: What would you pay massive amounts of credits for?
anilv wrote:
I don't follow the argument. You wouldn't be able to just keep adding mods to an item. This would be like buying an expensive bar skill that doesn't give you what you want most of the time.


Which is the problem. Bar skill anyone puts a fixed amount of credits in and gets a straight upgrade, the same as everyone else.

Buying mods. Poor guy: oh I got composite, that sucks. Rich guy: oh I got comp *clear mod* repeat.

Which is why I compared it to the asian MMOs where you pay to upgrade your weapons above a certain point.

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Thu Mar 08, 2012 7:59 am
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Post Re: Question: What would you pay massive amounts of credits for?
I would spend money to have Jeff participate in a thread past the first page :twisted:

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Thu Mar 08, 2012 8:30 am
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Post Re: Question: What would you pay massive amounts of credits for?
sabre198 wrote:
I would spend money to have Jeff participate in a thread past the first page :twisted:

:lol:

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Thu Mar 08, 2012 8:40 am
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