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Introducing Skill Mods

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Introducing Skill Mods Empty Introducing Skill Mods

Post by SwiftDrift27 Tue May 29, 2012 6:52 pm

Introducing Skill Mods 20120529_nfsw_blog_SkillMods--Forum

One of the key pieces of feedback we’ve gotten from the Need for Speed World community is that they should have the ability to reset their Driver Skill points. Well, we’ve been listening and we’re very excited to finally announce a new feature in the game, Skill Mods!

What are Skill Mods?
Skill Mods provide the ability to customize driver skills any time you want. Instead of Driver Skill Points, players are going to have Skill Mods. The existing driver skill points system has been completely removed. Instead of skill points players will receive Skill Mods, similar to Performance and Aftermarket parts, which can be won from events or purchased as part of packs. These Skill Mods can then be applied to a specific car for as long as the player wants it on there.

Do the Skill Mods still have all the original Driver Skills that that we could use our Driver Skill Points on?
With the old Driver Skill system there were a total of 24 skills; Skill Mods will have a total of 30 skills. However, some skills have been removed – most notably the handling, acceleration and top speed skills which increased car performance in races by 20% in each category. Quality is based on a stars rating system where parts range from 1-star to 3-star (highest).

Where can I get Skill Mods?
Skill Mods can be acquired from the Lucky Draw after completing events, purchased from Card Packs using Speedboost and individually from the store in the Skill Workshop. It’s important to note that every Skill Mod can be won from Lucky Draw by completing events with the exception of Treasure Hunter and Heavy Mass which come pre-installed on specific cars.

What’s going to happen to all the Skill Points I already have?
We know that the community has put in a ton of time building up their existing Driver Skills, therefore, when the new Skill Mod feature is implemented players will receive:

- Skill Mods corresponding to your selected Driver Skills
- The number of Skill Mods will be multiplied by number of cars owned for a maximum of 125 skill mods and 50 performance parts
- Quality of the parts players will receive are 150% better than the rank of Driver Skill previously used
- For lost handling, acceleration and top speed skills, players will be given corresponding performance parts for each car tier (follows same rules as above)
- For other skills which have been retired, players will be given the Skill Mods that most closely fulfill the same purpose as the Driver Skill
- It’s important to note that players will receive Skill Mods based on the current Driver Skill points THAT HAVE BEEN USED. Therefore, if you have any driver skill points that haven’t been used, better use them quickly so you get the proper number of Skill Mod parts.

So now that I’ve got Skill Mods, how do apply them to my car(s)?
Skill Mods are similar to Performance and Aftermarket parts in that once they are installed on a specific car, that car will enjoy the benefits of those mods for as long as they are applied. Once a Skill Mod is removed that car will no longer receive its effects.

We’ve introduced a new screen into the game called the ‘Skill Workshop’; this is where you can manage your Skill Mods. You can access the Skill Workshop from the Customization menu in the Safehouse.

Introducing Skill Mods Skill_Workshop_Screen_Forum

1. Skill Mod Inventory
This is where all your unused Skill Mods are stored. The inventory holds a maximum of 200 parts. With the implementation of the new Skill Mod system the team has also raised the Inventory limit for Performance parts to 150.

2. Skill Mod Store
Allows players to purchase 1-star versions of every Skill Mod using in-game cash.

3. Sell Skill Mod
Allows players to sell Skill Mods by dragging and dropping the part from the Inventory onto the Sell Parts area. It’s important to note that once you’ve applied a Skill mod to a car, removing it will automatically sell it. Skill Mods behave exactly like performance parts in that you cannot return them to the Inventory once applied to a car.

4. Skill Mod Effects
Displays a summary of applied Skill Mod effects, as well as previewing any pending changes.

5. Skill Mod Slots
Each car can have up to five Skill Mods applied to it by dragging and dropping the Skill Mods from the Inventory into the slots. Skill Mods can be stacked, meaning you can install multiple skills of the same type to your car at once. For example, a car can have 5x NOS Power Mods for a total combined effect. There is a limit however; each skill has its own cap and when this is reached, that skill is ‘MAXED’. Again, removing a part from a car will automatically sell it.

When is the new Skill Mods system being implemented into NFS World?
Skill Mods will be implemented during the May 30th patch.

Complete List of Skill Modes:
Explorer - Increases Cash Rewards from Explore by x%
Bounty Hunter - Increases Cash Rewards from Pursuits by x%
Socialite - Increases Cash Rewards from Multiplayer Races by x%
Catch Up - Increases performance by x% when below 3rd place
Ram - Increases car weight in collisions by x%
Overdrive - Increases the range of Emergency Evade by x%
Reload - Reduces the cooldown of Emergency Evade by x%
Evasion - Increases the power of Emergency Evade by x%
Cooldown - Decreases the time needed to escape a pursuit by x%
Unrelenting Force - Reduces the cooldown of Juggernaut by x%
Rampage - Increases the duration of Juggernaut by x%
Demolition - Increases the power of Juggernaut by x%
Jumpstart - Allows powerups to be used at the start of events
Rapid Fire - Reduces the cooldown of Nitrous by x%
Extended NOS - Increases the duration of Nitrous by x%
Super Shot - Increases the power of Nitrous by x%
Headstart - Increases the duration of the Perfect Start boost by x%
Redline - Increases the RPM range to get a Perfect Start by x%
Radar - Reveal Cops on the map within x meters
Lightning Reflex - Reduces the cooldown of Ready by x%
Rapid Refill - Reduces the cooldown on Run Flats by x%
Safety First - Reduces the cooldown of Shield by x%
Rolling Fortress - Increases the duration of Shield by x%
Perseverence - Reduces the cooldown of Slingshot by x%
Momentum - Increases the duration of Slingshot by x%
Aerodynamic - Increases the power of Slingshot by x%
Traffic Cop - Reduces the cooldown on Traffic Magnet by x%
Magnetized - Increases the duration of Traffic Magnet by x%

Exclusive to Treasure Hunters & Juggernauts only:
Treasure Hunter - Ability to detect treasure on map
Heavy Mass - Car is extremely heavy

The x% is based on the quality of the Skill Mod.


Last edited by NFSKJG on Mon Jun 11, 2012 4:11 pm; edited 5 times in total (Reason for editing : Added Complete List of Skill Modes part and made announcement (KJG) | Un-stickyed (KJG))
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Post by rodtard Tue May 29, 2012 7:06 pm

i read it and read it over again im still kinda lost of it... lol

anyone care to dumb it down?
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Post by SwiftDrift27 Tue May 29, 2012 7:13 pm

You will now be able to use skill mods.

You can obtain these by:

Lucky Draws
Buying with Speedboost in Card Packs
or in game cash store (lvl 1)

There are 3 different levels of the skill.

The higher the level, the more effective it is.

Driver Skills are removed but Skill mods related to your driver will be given to you automatically.

There are a variety of skill mods to choose from.

You can put them on any car but once you remove it, it is sold.

I am guessing you can upgrade them to a level of 3 and that there is a limit of 5 skills mods per car.
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Post by cchen Tue May 29, 2012 7:38 pm

Me confused... Well have to see how it works. Most important thing is, at least we are all getting some skills right off the bat if i read it right.. and a couple performance parts too... again if i read it right...

And at least u could win them in lucky draw..
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Post by DogManDan Tue May 29, 2012 7:55 pm

I have made this a sticky topic for now.
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Post by Daxtron Tue May 29, 2012 8:11 pm

To help clarify what this means, I'll try to explain how it'll work.

Before change: All cars are affected by your current skill set, so 2 cars bought as stock would drive exactly the same as each other.

After change: All cars are ONLY affected by the applied skill mods attached to the car. Therefore, 2 cars bought stock, but with 1 car that has 5 high grade skill mods attached, would drive differently.

You'll be given up to 125 skill mods of varying grades (depending on what level you had the skill at will determine the quality of the mod you receive), to apply to your cars. Since each car can take 5 mods, that would equate to maxing out 25 cars (I've got 75 so not really looking forward to deciding which cars to mod and what not to).
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Post by COLTSDUDE1000 Tue May 29, 2012 8:13 pm

WOW! Its differnet which is good, so sense i have the handling, accel, and top speed driver skills i get new performance parts? Or new Skill mods?
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Post by COLTSDUDE1000 Tue May 29, 2012 8:13 pm

BTW this is not confusing to me...
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Post by Daxtron Tue May 29, 2012 8:20 pm

COLTSDUDE1000 wrote:WOW! Its differnet which is good, so sense i have the handling, accel, and top speed driver skills i get new performance parts? Or new Skill mods?

That much I'm still not entirely clear on. It seems that people are being given up to 125 skill mods and up to 50 parts. Whilst I know how the mods are being calculated, I'm not sure about the parts. It might depend on what level you are to how many parts you'll get, especially since there's 50 levels and up to 50 parts being given out.
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Post by XKJGX Tue May 29, 2012 8:23 pm

Edited the first post to include Complete List of Skill Modes and made it an announcement. Exclamation
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Post by DogManDan Tue May 29, 2012 8:33 pm

This is interesting, I have to read it a bit more, but am concerned with what they are actually going to give players. I will hold judgement on that till I see it, but if it is anything like the transition from v4 to v5 (performance parts implemented) then I would assume we are all going to get screwed big-time in some way or another.

I am looking forward to it though as this is a huge change to the game.
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Post by Daxtron Tue May 29, 2012 8:38 pm

I think I'm looking down on this change because I'd need 375 of these mods to cover all my cars, not 125. Still, we'll see how it goes Smile
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Post by DogManDan Tue May 29, 2012 8:42 pm

Well I would need 560 to cover all my cars on all three drivers. I hope they are counting 125 per driver not per account or I will be pissed as a MOFO.
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Post by TheShotsii Tue May 29, 2012 8:45 pm

Have u guys thought that this is to make money, people are gonna have to purchase better mods for their cars duh, it is that obvious, this is to make more money
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Post by Daxtron Tue May 29, 2012 8:47 pm

I would assume it would be per driver, not per account since skills are seperate per driver. If it isn't, then I really wouldn't wanna be the member of staff on the receiving end of your email/phone call/fire bomb!

And yep, it is just another way to get mo' money.
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Post by COLTSDUDE1000 Tue May 29, 2012 8:51 pm

Am going to say this once, dont complain about EA making u spend money, u control your money, EA is trying to make money but think of it this way, EA is trying to make this game fun and sometimes if u want that fun u have to spend money, also at least u dont have to spend $15 a month like DCUO or most MMOs.

Also think of this, MMOs are like cell phone bills, Need for speed world is a pay as u go plan and other MMOs are sort-of like a contract plan.
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Post by DogManDan Tue May 29, 2012 9:03 pm

COLTSDUDE1000 wrote:Am going to say this once, dont complain about EA making u spend money, u control your money, EA is trying to make money but think of it this way, EA is trying to make this game fun and sometimes if u want that fun u have to spend money, also at least u dont have to spend $15 a month like DCUO or most MMOs.



Introducing Skill Mods Brown-nose

JK, JK Razz i think you forgot about the EA video you posted earlier today.....
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Post by Daxtron Tue May 29, 2012 9:09 pm

COLTSDUDE1000 wrote:Am going to say this once, dont complain about EA making u spend money, u control your money, EA is trying to make money but think of it this way, EA is trying to make this game fun and sometimes if u want that fun u have to spend money, also at least u dont have to spend $15 a month like DCUO or most MMOs.

COLTSDUDE1000 wrote:Also think of this, MMOs are like cell phone bills, Need for speed world is a pay as u go plan and other MMOs are sort-of like a contract plan.

Yup, I couldn't agree more with either of those. No-one is forcing anyone to pay for this game at all. I used to play EVE Online and the sub per month for that wasn't cheap at all. I was happy paying that though because it was fun. What I dont think I conveyed though is that I'm kinda unhappy about now potentially having to pay for something, when there was no need to before.
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Post by SwiftDrift27 Tue May 29, 2012 9:16 pm

I thought I already added the complete list of mods.

???
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Post by XKJGX Tue May 29, 2012 9:48 pm

SwiftDrift27 wrote:I thought I already added the complete list of mods.

???
nope, everything after the ford GT image was blank before.
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Post by XKJGX Tue May 29, 2012 9:51 pm

Exactly what happened and what will


Introducing Skill Mods Rageco10
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Post by COLTSDUDE1000 Tue May 29, 2012 10:16 pm

DogManDan wrote:
COLTSDUDE1000 wrote:Am going to say this once, dont complain about EA making u spend money, u control your money, EA is trying to make money but think of it this way, EA is trying to make this game fun and sometimes if u want that fun u have to spend money, also at least u dont have to spend $15 a month like DCUO or most MMOs.



Introducing Skill Mods Brown-nose

JK, JK Razz i think you forgot about the EA video you posted earlier today.....
Dan, u know whats on your nose, Fishy's va****.
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Post by TheShotsii Tue May 29, 2012 10:17 pm

DogManDan wrote:
COLTSDUDE1000 wrote:Am going to say this once, dont complain about EA making u spend money, u control your money, EA is trying to make money but think of it this way, EA is trying to make this game fun and sometimes if u want that fun u have to spend money, also at least u dont have to spend $15 a month like DCUO or most MMOs.



Introducing Skill Mods Brown-nose

JK, JK Razz i think you forgot about the EA video you posted earlier today.....

yeah colts, was just about to post that Dan >.<
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Post by TheShotsii Tue May 29, 2012 10:20 pm

NFSKJG wrote:Exactly what happened and what will


Introducing Skill Mods Rageco10

I LOLED so hard!
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Post by XKJGX Tue May 29, 2012 10:49 pm

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