Iād also like to see an overhauled accessory system. The idea is that multiple accessories can appear on the same gun but in different slots with specific accessories in each.
Offensive Slot: Higher damage, higher fire rate or an accessory specific certain gun types have (more pellets, double, wild accessory).
Defensive Slot: Higher mag size or faster reload speed
Shooting Behavior Slot: Recoil reduction or higher accuracy
Melee Slot: Self explanatory. If it makes a return to begin with.
The idea is that it allows you to customize guns even further to your liking and class without creating a ādefinitiveā gun (and also avoiding the āwhy canāt there be more than one accessory on any gun?ā question). Perhaps some kind of combo accessories will be added here that combine the accessories of each slot at the cost of being weaker than separate and/or some smaller negative bonuses to balance them out, kinda like what the wild accessory for Assault Rifles already does.
Now how do multiple accessories even appear on any gun? The basics first:
Whenever a gun is generated, the game determines which and how many slots get an accessory. The probability in this step increases depending on the rarity of the gun. For example, a Legendary gun has a 100% of getting at least one accessory in one slot and a lower chance for the others. Perhabs a 50% chance for a second and a 25% chance for a third accessory, basically 12.5% to one in every slot.
The Melee slot is completely independent and always has the same chances at any given time so they donāt get in the way of getting the actually useful stuff, if they even make it back.
Getting an accessory in each of these slots would be very unlikely of course (for Legendaries that would be 6.25% if we include Melee). Here we bring a new feature to the black market: Illegal Modification.
Letās be real here, why wouldnāt bandits do something like this? The idea here is that you can dismantle other guns to take their accessories and put them in another gun of the same type and rarity. Bandits (or Crazy Earl) are really terrible at this job, largely due to poor tools, lessened skill and intelligence, so itās a one-way trip. Once the accessory is on, it can no longer be removed even if the gun is dismantled. Fresh guns can have their accessories removed but the gun is still destroyed in the process (we all would have trashed or sold the undesirable guns anyway). For the sake of simplicity we pretend that Bandit guns are still good enough to be dismantled safely.
For Uniques you can dismantle blue guns for their accessories. The catch here is that blue guns are of course less likely to have accessories to begin with so itās still not that easy to get what you want.
Maybe youād also be able to buy some accessories but that would likely make this process too easy, even if youād get random accessories for a random slot.
In any case, youād pay them with the new āexoticā currency if such a thing makes a return or just cold, hard cash. Lots of it. Naturally, the rarer a gun is, the more expensive the mods become.
Overall the idea here is to simplify the farming process while still giving you a challenge if you want to min-max and get the absolute best out of each gun. Stupid blade accessories wonāt ever be the greatest disappointment either!
While something like this could be possible for the other gun parts, itād probably make things too easy since there usually is one ādefinitiveā part.