Mirriky Posted June 23, 2014 Posted June 23, 2014 Transmuted 16 rare mods and got pressure point, thieves wit, WARMCOAT, and some other crappy common. How is this considered a working system? At all? (I knew it sucked at release but I thought they would have fixed it by now)
Renegade343 Posted June 23, 2014 Posted June 23, 2014 Transmuted 16 rare mods and got pressure point, thieves wit, WARMCOAT, and some other crappy common. How is this considered a working system? At all? (I knew it sucked at release but I thought they would have fixed it by now) Maybe because people are now commenting about Mutalist-Ospreys, coupled with the fact that very few people use it?
BrotherIcarus Posted June 23, 2014 Posted June 23, 2014 The whole point of the system is that it rarely ever pays out with anything good, if you got good things even some of the time instead of the current once in a blue moon it would be kind of broken in how quickly you could acquire stuff.
billthebetta Posted June 23, 2014 Posted June 23, 2014 It's RNG, and we have next-to-no information on the system. It's only recommended if you have a massive amount of credits lying around, and people say to not expect results. Transmutation is a pain, but I don't think it ranks high enough on the list to get any work for a long time.
Mirriky Posted June 23, 2014 Author Posted June 23, 2014 -snip- coupled with the fact that very few people use it? No S#&$ people don't use it, this was the last chance i was giving it
Mirriky Posted June 23, 2014 Author Posted June 23, 2014 The whole point of the system is that it rarely ever pays out with anything good, if you got good things even some of the time instead of the current once in a blue moon it would be kind of broken in how quickly you could acquire stuff. I do understand the reasoning behind this. But 4 common?
Aggh Posted June 23, 2014 Posted June 23, 2014 (edited) Because credits are easier than ever to get and a lot of people have gotten most of the rarer stance mods from transmutation? Edited June 23, 2014 by Aggh
BrotherIcarus Posted June 23, 2014 Posted June 23, 2014 I do understand the reasoning behind this. But 4 common? Look on the bright side you got a rare, like that is a blessing from the dice gods go run some void missions man.
(PSN)SeekerLoki Posted June 23, 2014 Posted June 23, 2014 Its a fatally flawed system. I think most people gave up on it a long time ago.
tveeggad Posted June 23, 2014 Posted June 23, 2014 Because we all thought it was obvious already? No, really, we all know the transmutation system is... what it is. ... Even if I did get Flailing Branch from transmuting yesterday...
immolator1001 Posted June 23, 2014 Posted June 23, 2014 Nah its a fine system, its rng, but you have the same chance for any rare as any other.
Mirriky Posted June 23, 2014 Author Posted June 23, 2014 (edited) I hope transmutation is a module for your ship so I can have the satisfaction of never building it either that or the pleasure to jettison it into the sun Edited June 23, 2014 by cam-o-flage20
ZeGreymane Posted June 23, 2014 Posted June 23, 2014 (edited) In one side I had waste so much rare mod and money on transmute. In another side I've unlock half of my rare stance, firestorm, quick thinking... and so much elemental mod at release by transmute. So no, no complain from me. Just : Transmute 4 rare mod -> drop a common one = stop transmute for this day, not a lucky one, retry later. :) Edited June 23, 2014 by ZeGreymane
Namacyst Posted June 23, 2014 Posted June 23, 2014 DE's ignorance > communitys complaining... thats why
Davoodoo Posted June 23, 2014 Posted June 23, 2014 Transmuted 16 rare mods and got pressure point, thieves wit, WARMCOAT, and some other crappy common. How is this considered a working system? At all? (I knew it sucked at release but I thought they would have fixed it by now) We lost all hope that rng will ever be fixed.
yarash2110 Posted June 23, 2014 Posted June 23, 2014 i think that if you use 4 rare mods it should be 100% for a rare mod, if you are using 3 rares and 1 uncommon it should be 75% rare and 25% common, and so on, so for every mod you put in you have a chance for that rarity, so if you put 4 rares its gonna be a rare mod and if you put 4 commons its gonna be a common, sounds fair?
Davoodoo Posted June 23, 2014 Posted June 23, 2014 i think that if you use 4 rare mods it should be 100% for a rare mod, if you are using 3 rares and 1 uncommon it should be 75% rare and 25% common, and so on, so for every mod you put in you have a chance for that rarity, so if you put 4 rares its gonna be a rare mod and if you put 4 commons its gonna be a common, sounds fair? It was working like that when you could get abilities from transmutation, after "fix" abilities were replaced by common mods.
ZeGreymane Posted June 23, 2014 Posted June 23, 2014 (edited) Why did RNG should give you all that you want when you want? Random is random, sometime with you, sometime not. In France we got a saying : "Heureux aux jeux, malheureux en amour" How can be translate by : "lucky at cards, unlucky in love" So, don't complain to much about bad luck at RNG... Or should call at your girl/boyfriend if the rng is a bit too friendly with you! :3 Edited June 23, 2014 by ZeGreymane
Brahmastra Posted June 23, 2014 Posted June 23, 2014 Don't think there's anything interesting in there atm. Oh and it's a horrible system and a total waste of time/credits.
OniDax Posted June 23, 2014 Posted June 23, 2014 Transmuted 16 rare mods and got pressure point, thieves wit, WARMCOAT, and some other crappy common. How is this considered a working system? At all? (I knew it sucked at release but I thought they would have fixed it by now) Maybe because people decided to not use the broken feature since DE won't fix it.
notionphil Posted June 23, 2014 Posted June 23, 2014 The whole point of the system is that it rarely ever pays out with anything good, if you got good things even some of the time instead of the current once in a blue moon it would be kind of broken in how quickly you could acquire stuff. or it could be made exponentially more expensive, and far less RNG. That would make more sense. If it took 30 rares and 500k credits to get a specific rare, but you get it with 50% accuracy, it would actually be a useful safety valve.
CosyPigeon Posted June 23, 2014 Posted June 23, 2014 Because barely anyone uses it. especially after they experience what you experienced.
Dawn11715 Posted June 23, 2014 Posted June 23, 2014 fell i got some stances from it, when stances had been rare. Its o for me
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