Guest khk6 Posted November 11, 2014 Share Posted November 11, 2014 If mod count is making that much of a problem for performance then why not just make it so mods automatically goes in your inventory when enemy drops it? -.- Link to comment Share on other sites More sharing options...
--Q--Pradervonsky Posted November 11, 2014 Share Posted November 11, 2014 no more dem feels when looting mods :'''( Link to comment Share on other sites More sharing options...
Darkmatt3r Posted November 11, 2014 Share Posted November 11, 2014 This sucks lol. 50 mods per session . shoulda thought about it earlier. people already exploited vivar badly . & 50 is a joke if u ask me. Link to comment Share on other sites More sharing options...
Ops1-Jatzu Posted November 11, 2014 Share Posted November 11, 2014 The 50-mod cap seems like a horrendous gameplay nerf. So now we have to unlearn many survival techniques... I'm not sure this is the right direction to move in. The fixes are great, and i love that you guys are smoothing things out! Can't you just lower the performance usage of the mod animation? I just cant see this going over well ... In a game solely built around loot grinding - nerfing the chances of looting during certain games because you dont wanna run around and die and hour+ into a surv.... Link to comment Share on other sites More sharing options...
ZeroTheKnight Posted November 11, 2014 Share Posted November 11, 2014 Still my codex and profile problems arenot fixed =/ Link to comment Share on other sites More sharing options...
Neah Posted November 11, 2014 Share Posted November 11, 2014 Question when you say fixed "resource drop chance boosters having no effect in game" are you talking about affinity boosters as well? Can you even read? lol Link to comment Share on other sites More sharing options...
TheArchitect13 Posted November 11, 2014 Share Posted November 11, 2014 You know.. the mod cap can be managed simply by making the mod pick up shared among the team... so it is not needed for each mod to be picked up by every individual, just one guy gets the mod and the whole team gets it .... Link to comment Share on other sites More sharing options...
Shifted Posted November 11, 2014 Share Posted November 11, 2014 Improved performance and stability of long missions by setting a cap on active Mods in a session. 50 mods can now exist simultaneously before new mods will replace the old. Please get rid of common (bronze) mods first? Would suck to lose an R5 core to an ammo drum.. Thanks for the fixes! Link to comment Share on other sites More sharing options...
Lyla Posted November 11, 2014 Share Posted November 11, 2014 Changes Improved performance and stability of long missions by setting a cap on active Mods in a session. 50 mods can now exist simultaneously before new mods will replace the old This is funny. I really hope you will reconsider this thing with a better idea. Link to comment Share on other sites More sharing options...
GrizzlyBear Posted November 11, 2014 Share Posted November 11, 2014 Banner Sugatras will be missed. Link to comment Share on other sites More sharing options...
Buldozers Posted November 11, 2014 Share Posted November 11, 2014 Thanks for the Hotfix!! Hope the fix works well.... How about you next time post Redtext message instead of silly gif? Link to comment Share on other sites More sharing options...
awesomemilk Posted November 11, 2014 Share Posted November 11, 2014 Fixed issues with the correct appearance of Harvester/Grustrag 3 Deathmarks on Profile Screens. That's what I want. I need check other guy's deathmarks for hunt-party. Link to comment Share on other sites More sharing options...
Bazools Posted November 11, 2014 Share Posted November 11, 2014 (edited) So who came up with the 50 mods solution!? This is a joke... nerfing gameplay now DE!? Really!? If the true reason was to increase performance then probably u should start working on your game engine and fix it... if it was done as a nerf to Viver... apply it only on Viver not the entire game. Edited November 11, 2014 by Bazools Link to comment Share on other sites More sharing options...
B3N_x_G Posted November 11, 2014 Share Posted November 11, 2014 when are we going to get a potato alert?? my frames are getting the shacks they need there fix. also when are we getting a event mission/missions or a tac alert Link to comment Share on other sites More sharing options...
YourMoms Posted November 11, 2014 Share Posted November 11, 2014 (edited) This viver whine from both sides is so much extra feeble-minded.Other than that it's ok. Edited November 11, 2014 by YourMoms Link to comment Share on other sites More sharing options...
Cray Posted November 11, 2014 Share Posted November 11, 2014 ...All they could have done is make them group into a single object out of a group that contains all the data about what mods are contained within it to optimize performance relating to that. I'd prefer to have this approach, and get interception spawn rates redesigned. I may not be able to farm Viver for easy reputation/xp, but at least I won't have to worry about losing mods just because I'm too busy focusing on the pod and keeping it alive in T4 Defense. Link to comment Share on other sites More sharing options...
pokingmatter Posted November 11, 2014 Share Posted November 11, 2014 Please don't scoot around the issue of your "mod fix." -cough- Link to comment Share on other sites More sharing options...
KaynArgyr Posted November 11, 2014 Share Posted November 11, 2014 Oh yeah, "performance" . lol. *wink wink* nudge, nudge*, say no more! The 50 mod cap is a nerf to Viver mainly. To be utterly fair, this cap is just a boost to Viver. It allows people with low tier rigs to be on Viver and not risk crashing when the *ding!* moment arrives. People who is in Viver gets there to farm massive amount of reputation and weapon\companion affinity, not to grind on mods. If people needs fusion cores, the Tower Defense is the way to go. If people needs rare mods, the other endless missions are more adequate, if people needs reputation they for sure don't want their system to crash due to too much stuff on the map. You guys have the amazing ability of complaining even when things improves... Link to comment Share on other sites More sharing options...
CrazyCatLad Posted November 11, 2014 Share Posted November 11, 2014 I don't get the anger about the "50 mod drop on the screen at one time limit" ...if you have 51 mods on the screen, you're camping on some crate or not leaving a room. Link to comment Share on other sites More sharing options...
Larsurus Posted November 11, 2014 Share Posted November 11, 2014 What is with all the complaints? Do you seriously let 50 mods just litter the ground during a mission? I tend to pick my mods up. Link to comment Share on other sites More sharing options...
deepblue9696 Posted November 11, 2014 Share Posted November 11, 2014 (edited) OH WOW!!! REALLY GUYS WOW! Now that we can only have 50 mod in the map our problem are solved! no more crash, no more map glitching, no more wing-people, no more loading animated screen waste of cpu, no more mission fail when the last to load use the keys, no more drop loss due to connection problem, no more 1 reactor/catalyst to levelup syndacates,no more problem with host compatibility, no more NO-NAME/NULL BUG WHEN U GO OVER 35 WAVES ON DEF!!! Yeah that's definitely the best hot fix you have done since alpha... (For who can't understand i was ironic...) Edited November 11, 2014 by deepblue9696 Link to comment Share on other sites More sharing options...
Sannidor Posted November 11, 2014 Share Posted November 11, 2014 Please get rid of common (bronze) mods first? Would suck to lose an R5 core to an ammo drum.. Thanks for the fixes! Wait a minute... Does this apply to all kinds of drops and ammo as well? Because most people use primary with standard ammunition, this results in stockpiling of unusable items. What about if you play melee ONLY and have no use for ammo AT ALL? I assume this works like this: 50 mods can exist at once, if 10 is picked up another 10 can appear. Right? So if this has nothing to do with ammo, why mod drops burden performance that heavily??? (and ammo does not?) Link to comment Share on other sites More sharing options...
TerminalJudge Posted November 11, 2014 Share Posted November 11, 2014 . . . I find the lack of a red text gif disturbing. . . Link to comment Share on other sites More sharing options...
pokingmatter Posted November 11, 2014 Share Posted November 11, 2014 You know.. the mod cap can be managed simply by making the mod pick up shared among the team... so it is not needed for each mod to be picked up by every individual, just one guy gets the mod and the whole team gets it .... Genius -Table flip- Link to comment Share on other sites More sharing options...
Somedude1000 Posted November 11, 2014 Share Posted November 11, 2014 I presume that in addition to improving performance, this is an attempt to limit the Viver exploit - (at least it would limit the mods, though i suspect further nerfs are coming to limit the mobs (and therefore the utility for reputation farming)). For those who didn't know: the Viver exploid would result in hundreds of mods being scattered throughout the map as thousands of mobs would be killed as they spawn. Now, if the Viver exploit still works, it will at least no longer be a source for ridonculous numbers of easy mods. *EDIT* Ninja'd, many times over. Thx mate that was handy info <3 Link to comment Share on other sites More sharing options...
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