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Why Do Warframe Specific Mods Drop?


Code-X7
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The DE reason is so that people have the option to have multiple levels of a single mod for multiple builds, so that if you were to max it out but decided you didnt want/need it to be maxed you have a spare for that option

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shhhhhh, don t get the rare transmuting fodder looked at

seriously I agree, there is no use for them except for that, but I guess they can be useful if you made an error transmutin/selling/fusionning your mods

I d get them out & allow us to craft ability mods in foundry (limited to 1 of each otherwise it would really become transmuting fodder)

 

edit: didn t think of the level-dependant builds, my bad

Edited by manub
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Becase it dilutes the drop tables and so increases grind, furthering the skinner box set up of this RNG dominated game in which the core gameplay on any but the most immediate of levels is Einstein's definition of insanity. We do the same thing over and over, hoping for different results.

 

Random reward for repeated activity, works on pigeons and rats too. Only when a rat points it out the albino rats wont mob him and say 'If you dont like it find another box'. 

 

I might be bitter though. I got my first rare mod in a depressingly long time today. Link.

 

I have no intention of ever playing a trinity and I get link. A mod I would get anyway if I were ever to change my mind.

 

The worrying thing is, I suspect if a big enough fuss was raised about this for DE to take any action they would do it by taking away the mods when a frame is built. 

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The DE reason is so that people have the option to have multiple levels of a single mod for multiple builds, so that if you were to max it out but decided you didnt want/need it to be maxed you have a spare for that option

 

 

shhhhhh, don t get the rare transmuting fodder looked at

seriously I agree, there is no use for them except for that, but I guess they can be useful if you made an error transmutin/selling/fusionning your mods

I d get them out & allow us to craft ability mods in foundry (limited to 1 of each otherwise it would really become transmuting fodder)

 

edit: didn t think of the level-dependant builds, my bad

Okay thanks, it's just annoying always getting ghost for the shade sentinel, or wind tail for zephyr.

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Because some people want to be able to have mods with different ranks* and DE wants to keep the drop tables diluted**.

 

*official reason

 

**the reason DE does not just stick the ability mods on the market or something like that like people keep asking.

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sorry but, that's just twaddle. if DE wanted to make mods available for split level type builds they could easily put packs of each frames core 4 mods on the market for creds, and if anything that would involve less work than manually adding mods to what must be highly complex drop tables by hand every time they add a frame. Especially when you factor in all the choices about what mod, at what rarity, drops from what Mob.

 

edit: as was said quicker by gnat6 *hat tip*

Edited by DeccanTraps
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It is a bit strange, really, and I don't doubt that it's partially intentional drop table dilution so that it makes it less likely for the player to get the mod they want, so they keep playing.  But there are other ways of going about it.  Changing your strategy to using at least one unleveled mod which you already leveled up beforehand is fairly uncommon, so why are the drops not as uncommon, or why are they included in the tables at all, if most players will need them once or twice in hundreds of hours of gameplay?  Could there not be an alternate method of gaining them if you needed them?

 

I really would like to see super basic mods like Vitality, Redirection, and Steel Fiber drop from common enemies and commonly, as they are some of the most basic mods Warframe has to offer, and it would make sense to make basic common, and advanced rare.

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