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Improve Performance By Setting A Cap On Active Mods? Sounds Like A Nerf To Me And U Know Where


UndeadGhostWarrior
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if you read well it doesn't mean there will be only 50 mods, it says that once there are 50 mods that you haven't picked up, the older ones will start to disappear and be replaced by the new ones coming.

 

most people will never  even notice and i think you had time to pick them up by then

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if you read well it doesn't mean there will be only 50 mods, it says that once there are 50 mods that you haven't picked up, the older ones will start to disappear and be replaced by the new ones coming.

 

most people will never  even notice and i think you had time to pick them up by then

We had this back in U7, and trust me it was horrible. You know that one rare mod that you are missing, and that mod might be just one that is replaced by newly spawned mod.

 

 

Whats next? Different mods for every player from the same pickup? :)

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Or you could not be lazy and actually pick up all the mods during your session.

This hot fix basically says 50 mods will remain on the field without despaening and if another mod drops it will replace one of the current 50.

Or you could pick them up and never have it reach 50, up to you.

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I've only ever seen this happen on Viver, because people stand in one place the entire match.

 

It never happens anywhere else because you're actually free to move around.

Thing is, on Viver, the whole standing still thing is actually quite a delicate thing. It's boring as heck, but it works as long as all four/three players are working together. What is happening on Viver is that players have figured out a way to effectively lock down the entire map using what is given to them. Why this is being punished is beyond me as this is what DE has made it the first place. 

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Title says it all. 50 mods is a bit extreme. at least the cap at 100 would be reasonable

You have failed to comprehend.  There will not be more than 50 mods actively littered on the floor at one time.  This improves stability for those without the bestest computers when they're farming *cough cough* VIVER...  I get stuttery performance when there's hundreds and hundreds of items all about.

 

It's tacit approval of the farming strategies.  They're making it easier for your computer to handle it.

 

If you can't go pick up the mods every so often, then you're not going to get all of the ones which dropped, only the most recent 50.

 

No friggin' big deal.

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Whats next? Different mods for every player from the same pickup? :)

 

For the drops of Void cannisters it is working this way, for whatever reason. There everyone gets a different mod from the same cannister.

 

But I wish that it would be the same for everyone as well.

Edited by MeduSalem
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I haven't seen that happen elsewhere, either.

I mean, sure, in a spread-out Survival/Excav, there's be loose mods floating around. But 50?

 

-----

 

I haven't noticed a performance hit from loose mods.

That said, (it appears to me that) DE does make a point of supporting older hardware.

(XP support, anyone? DX9? making sure that PBR doesn't cause a significant performance hit on lower-end cards before implementing TEH SHINIES?)

 

-----

 

I guess it comes down to perception:

Do you expect DE to talk straight about possibly unfavorable decisions, or to lie spin?

 

DE handles some things well, and some things... less so.

But from my vantage, 'Corrupt Corporate Practice' hasn't been one of the things they've done. (Though I'm still watchful for PWE Sumpo-related effects.)

So possibly I'm blind / stupid / naive, and I'll admit that it feels like a targetted nerf... but I'm going to take this change at face value.

(The fact that it's coming from DERebecca, whom I feel does a good job at her job (err... did that make sense?) does factor in to the choice.)

 

E: Culture -> Practice.

Edited by Chroia
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Honestly, no one cares about the billion ammo drum mods that drop. People care about the hard to get rares. 

 

This issue will affect other game modes too. Say, I'm playing survival and couldn't get to a rare mod my team mate tagged within time (before we hit 50) and then it disappears? That seems unfair. That said, I never really noticed how many mods drop (and are active at a given time) per mission. I really hope its way less than 50. I think DE would take such statistics into account. 

 

Anyways, I think it would be nice if DE can implement some sort of filtering. A new common mod will not replace an old uncommon or rare mod.. and so on

Edited by democrator
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I've only ever seen this happen on Viver, because people stand in one place the entire match.

 

It never happens anywhere else because you're actually free to move around.

It also happens in the Archwing sabotage maps, people afk killing the drones and collect the cores the next day. 

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You have failed to comprehend.  There will not be more than 50 mods actively littered on the floor at one time.  This improves stability for those without the bestest computers when they're farming *cough cough* VIVER...  I get stuttery performance when there's hundreds and hundreds of items all about.

 

It's tacit approval of the farming strategies.  They're making it easier for your computer to handle it.

 

If you can't go pick up the mods every so often, then you're not going to get all of the ones which dropped, only the most recent 50.

 

No friggin' big deal.

Probably going to take a while for people to figure that out. Seems everyone thinks it has to do with rep farming still.

 

To the OP, I'll repeat as others have stated: It limits how many are laying on the ground you haven't picked up, not some strict total of all you can gather in a single mission. Only that would ever be related to graphical performance.

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