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Introducing Skills Mods – The New Way to Customize Your Driver Skills


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Posted 29 May 2012 - 08:39 PM

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.

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.

If you want to discuss the new Skill Mods feature you can join the conversation on the Need for Speed World Facebook page, Twitter or on the forums!

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#2 SPE3DSTER

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Posted 29 May 2012 - 10:10 PM

Y U Messing with my event? :house:
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#3 Siggu

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Posted 29 May 2012 - 10:16 PM

Even though it's clearly a decision made in order to gain EVEN MORE money with SpeedBoost, it actually doesn't sound bad

Most of us would quickly say: 'You could have just given us the option to reset skills!'. It does, however, favour the use of specialized cars (You can have a race-only car and a Pursuit/TE specialized car in the very same profile, something that isn't possible with the current skill tree without splitting your SP between Racing and Pursuit)

There are two bad things with this, though: People with a lot of cars will have most of them unable to take part in races and TEs competitively for a time... oh, and this change almost makes the RPG side of World even more cosmetic!

I hope this is a good thing

PD: Oh, and the only true problem I can find is about Juggernaut and Treasure Hunter cars. Since both qualities are going to be skill mods... does that mean they only have four free slots? That would surely be a heavy hit for El Camino racers

Edited by Siggu, 29 May 2012 - 10:19 PM.

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#4 PorscheSpyder

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Posted 29 May 2012 - 10:19 PM

Quote

- The number of Skill Mods will be multiplied by number of cars owned for a maximum of 125 skill mods and 50 performance parts

So, I own 45 cars. I wonder how many SM's I'll get. Same for perf parts

Quote

- Quality of the parts players will receive are 150% better than the rank of Driver Skill previously used

Uh, not quite sure I understand....


Anyway, I'm very pleased with this change. Now my friend who just started playing World will be more competitive. As far as me, though? Well, looks like I'll be selecting a 2-3 cars from the start to make race-worthy. The rest I'll upgrade as I earn the SM's.

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#5 UWK_mentality

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Posted 29 May 2012 - 10:22 PM

Its so freak'in complicated please can some explain to me what is happining ????!!?!?!??? im rolling in circles :/
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#6 AKO

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Posted 29 May 2012 - 10:42 PM

View PostPorscheSpyder, on 29 May 2012 - 10:19 PM, said:

So, I own 45 cars. I wonder how many SM's I'll get. Same for perf parts



Uh, not quite sure I understand....


Anyway, I'm very pleased with this change. Now my friend who just started playing World will be more competitive. As far as me, though? Well, looks like I'll be selecting a 2-3 cars from the start to make race-worthy. The rest I'll upgrade as I earn the SM's.

I think they mean that since they are doing away with racer skills that increase top speed, handling, and acceleration, they are giving us parts that increase all of those aspects of the cars. If I understand correctly, if you have a street tuned engine, but had 5/5 Need for Speed skill, they will give you a part, like a race tuned engine, to make up the difference.
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#7 pumpedupkid

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Posted 29 May 2012 - 10:42 PM

i better get t1 cars for myself :P more cars will give you more skills mods as a compensation!

and i think after the introduction of new skill mod. Nfsunlimited will hit a reset button on the leaderboards :(

Edited by pumpedupkid, 29 May 2012 - 11:01 PM.

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#8 Skitter302

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Posted 29 May 2012 - 10:57 PM

Wow, this is different! I don't know if I like it but I'll just have to test the system to find out wont I. :cross'dfingers:

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#9 Deadpoolv3

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Posted 29 May 2012 - 11:01 PM

What The Heck is this?

gah i have 83 cars over my three drivers, so what the heck will happen to me now? i'm afraid to open world now
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#10 RobVaivodiss

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Posted 29 May 2012 - 11:03 PM

Dafuq did I just read? I guess I will find out what goes on with these "Skill Mods" tomorrow.
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#11 ianism

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Posted 29 May 2012 - 11:04 PM

this hasn't been implemented yet, has it? is there a date for that?

View PostSiggu, on 29 May 2012 - 10:16 PM, said:

It does, however, favour the use of specialized cars (You can have a race-only car and a Pursuit/TE specialized car in the very same profile, something that isn't possible with the current skill tree without splitting your SP between Racing and Pursuit)

this i don't like. as an IGC-only player i just have race cars that i use for TE. but then i'm not exactly the target market am i? oh well it looks fairly cool anyways. hopefully the skill thingys won't disappear once you replace them with something else on the car and you can re-use them - but my hopes for this are very low :/

Edited by ianism, 29 May 2012 - 11:08 PM.


#12 RobVaivodiss

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Posted 29 May 2012 - 11:06 PM

View Postianism, on 29 May 2012 - 11:04 PM, said:

this hasn't been implemented yet, has it? is there a date for that?

It gets released tomorrow.

On the other hand I just read that they act like performance parts, which is really gay. I want to keep my skills not sell them!
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Posted 29 May 2012 - 11:21 PM

The only good part if you think about it is the fine tunning of cars. Want more accel..u install more accel..want more handling..u install more handling..etc

Afterall, the actual "Skill" is something that each one of you have it more or less evolved. It would be nice to race lower levels as equals without beeing afraid ashamed that you will leave your oponent on the start line eating your dust :D

Now the things i dont agree with:
- a lvl 2 player could buy the best "skill mods" while you as a lvl 50 free player only have what chance gave you. So it will be a bigger gap between Sb and free players
- why to use a leveling system? only to unlock cars and vinyls? I really hope that these new "skill mods" will be available to install (for both SB/IGC) only after you pass a certain level...or smth like that :XD:
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#14 Danteska

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Posted 29 May 2012 - 11:32 PM

I like this change. Seems to be like a big one, one we didn't have for a very very long time.
But I see a problem in it. Imagine one having +40 cars (or the ones having +90 cars). Imagine what he'll have to go through to get every skill mod for each of his cars. Imagine the pain. >_<

Sure, putting lots of skill mods of 'acceleration' type, for example, sound good for a Z06 or a Miura but you'd lose the handling, max speed, weight, nos and every other bonuses you had before. Maybe you'll only be able to have one, maybe two of those things like before the change, but not every single one of them on every car. Unless the highest star skill mods give you 20% (like before). Then there would be no problem.

Expect the "K&L skill mods guide" in the near future, lol :D

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#15 PorscheSpyder

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Posted 29 May 2012 - 11:36 PM

View PostDanteska, on 29 May 2012 - 11:32 PM, said:


But I see a problem in it. Imagine one having +40 cars (or the ones having +90 cars). Imagine what he'll have to go through to get every skill mod for each of his cars. Imagine the pain. >_<


Since it looks like they'll be giving us some SM's, I plan to pick one car from each tier and max those out asap. Once that's done, i'll concentrate on the rest. But yeah, it'll be a pain, just like trying to get pro parts can be a pain.

View PostSPE3DSTER, on 29 May 2012 - 11:21 PM, said:


Afterall, the actual "Skill" is something that each one of you have it more or less evolved. It would be nice to race lower levels as equals without beeing afraid ashamed that you will leave your oponent on the start line eating your dust :D


^ This. :D

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#16 Nexu

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Posted 29 May 2012 - 11:41 PM

Sounds good, as long the drop-rate for skills mod isn't as terrible as performance parts. Or that'll be an agony to get your car to a performance you want it to.

Looking forward to the patch tomorrow!
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#17 Samantha♥

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Posted 30 May 2012 - 12:10 AM

Mh.. It is a little bit confusing but i will check it now!

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#18 Kawashi

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Posted 30 May 2012 - 12:17 AM

View PostSamantha♥, on 30 May 2012 - 12:10 AM, said:

Mh.. It is a little bit confusing but i will check it now!

It's not now Sammeh :poke: Maintenance is tomorrow :P

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#19 Samantha♥

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Posted 30 May 2012 - 12:27 AM

View PostKawashi, on 30 May 2012 - 12:17 AM, said:

It's not now Sammeh :poke: Maintenance is tomorrow :P

Cool, I will have more time to read this more thoroughly :)

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#20 RobVaivodiss

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Posted 30 May 2012 - 12:39 AM

View PostDanteska, on 29 May 2012 - 11:32 PM, said:

I like this change. Seems to be like a big one, one we didn't have for a very very long time.
But I see a problem in it. Imagine one having +40 cars (or the ones having +90 cars). Imagine what he'll have to go through to get every skill mod for each of his cars. Imagine the pain. >_<


Good thing I have only 8 cars! It's just gonna be a breeze!
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