CorrinAvatan Posted November 14, 2016 Share Posted November 14, 2016 (edited) I just tested this with a friend, but we only did it 3 times I got a mod, it was for Grinlok. I re-rolled it back to a Veiled mod (it just said "Rifle Riven Mod), and traded it to my friend. He unlocks it, it's for Grinlok again. He cycles it back to a Veiled mod, traded to me. I unlock it. Again, Grinlok. I think the odds of this are astronomically low, and can only assume that the mod is FOREVER locked to the Grinlok. However, when we traded, we had no way of knowing in-game that the mod had already been "locked" to a specific weapon. This means people buying NEW veiled Riven mods, might have been sold mods that are already locked to a specific weapon. The buyer is hoping for a riven mod that might roll into ANY weapon, but the seller is actually getting rid of a mod for what they might think is a completely useless weapon. I think the game should not allow trading of Rifle Riven Mods, or if it has been "unveiled" already, it should indicate what the weapon it is locked to, is. Edited November 14, 2016 by CorrinAvatan Link to comment Share on other sites More sharing options...
hukurokuju5 Posted November 14, 2016 Share Posted November 14, 2016 (edited) yeah. too much trash being traded around LOL but i guess once people realize this, they wont ever be buying veiled Edited November 14, 2016 by hukurokuju5 Link to comment Share on other sites More sharing options...
Imaru Posted November 14, 2016 Share Posted November 14, 2016 Yeah, also the number of times its been rerolled should be displayed too. Link to comment Share on other sites More sharing options...
Snowbluff Posted November 14, 2016 Share Posted November 14, 2016 10 hours ago, Imaru said: Yeah, also the number of times its been rerolled should be displayed too. Or rather, reroll coat should be fixed at 1200 Link to comment Share on other sites More sharing options...
Imaru Posted November 14, 2016 Share Posted November 14, 2016 1 hour ago, Snowbluff said: Or rather, reroll coat should be fixed at 1200 Either way, you should know home much it'll cost you go (possibly) improve it. Link to comment Share on other sites More sharing options...
Snowbluff Posted November 14, 2016 Share Posted November 14, 2016 2 minutes ago, Imaru said: Either way, you should know home much it'll cost you go (possibly) improve it. I feel bad fro the poor riven mods that no one wants because they aren't good and had too many reroll. :'( Link to comment Share on other sites More sharing options...
Crusyx Posted November 14, 2016 Share Posted November 14, 2016 (edited) I agree with the indicator of weapon type for rerolled mods, and some indication of next reroll cost. Currently it would be way, WAY too easy for someone to scam someone by cycling a mod and then selling it as a random "veiled" mod. Buyer beware, sure, but there is no way in this case for a buyer to actually do their due diligence when purchasing a Riven mod from someone. Even with imprints you can inspect them. Riven mods have no indicator whatsoever. edit: OTOH, the minor neat-freak in me would be annoyed if I finally rolled stats I liked and then was stuck with some silly "+4" on the mod, forever. You can't just reset the roll cost though, because then you'd have trading exploits to keep costs down. Edited November 14, 2016 by Crusyx minor afterthought Link to comment Share on other sites More sharing options...
Snowbluff Posted November 14, 2016 Share Posted November 14, 2016 4 minutes ago, Crusyx said: edit: OTOH, the minor neat-freak in me would be annoyed if I finally rolled stats I liked and then was stuck with some silly "+4" on the mod, forever. You can't just reset the roll cost though, because then you'd have trading exploits to keep costs down. This is why I think the costs should be flat (1200) or decay over time. Link to comment Share on other sites More sharing options...
Crusyx Posted November 14, 2016 Share Posted November 14, 2016 Heh, I'd be fine if you could just throw a forma at it to reduce it by some amount. That's just an off-hand thought, though. I haven't considered any of the potential balance issues. Capped could be fine, but 1200 is too close to the 900 to make it any sort of deterrent for constant rerolling. Decay could be interesting, but at the rates I'd expect to see in a F2P game, it'd probably be easier just to find more mods. Link to comment Share on other sites More sharing options...
CorrinAvatan Posted November 14, 2016 Author Share Posted November 14, 2016 4 hours ago, Crusyx said: Heh, I'd be fine if you could just throw a forma at it to reduce it by some amount. That's just an off-hand thought, though. I haven't considered any of the potential balance issues. Capped could be fine, but 1200 is too close to the 900 to make it any sort of deterrent for constant rerolling. Decay could be interesting, but at the rates I'd expect to see in a F2P game, it'd probably be easier just to find more mods. Easiest way to denote that the mod has already been unlocked is just a different color: purple for completely unknown, Hunter Orange for unlocked. Link to comment Share on other sites More sharing options...
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