If you're going to vary the quality level of mods, please take a second look at the materials required

ElCabong

Survivor
I have come around to the idea since I mentioned this the first time. However, I just made a vehicle fuel saver mod that only did 10% that cost me FOUR bottles of acid. One is more reasonable. Add one per quality level if you ever give us the ability to make higher quality level mods.

Once you get the wasteland magazine that lets you harvest acid, it still remains rare unless you break down a lot of cars. Breaking down enough cars for four bottles is a huge time commitment.
 
Although I don't think it's that hard or very time consuming to get 4 acid when you have that book... as long as you have a decent salvage tool, I agree that the resources for the mods make them not really worth crafting anymore. You get so little benefit out of a Q1 mod that the costs that used to give you around a Q3-4 mod just isn't worth the cost. At least to me. The benefits aren't there, so I would just wait to find one or else, if I really wanted one, then buy one that is higher quality anyhow. They've basically made crafting mods not worth doing. I know there will be plenty of players who will still make them, regardless of cost... that would be true if you made the use 5x the resources. But for me at least, it's not worth it anymore. Something that I used to consider a must-have mod, like the fuel saver, is now something I just don't care about anymore.
 
Back
Top