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fallout 4 trailer

lv_hunter says...

It looks like the engine has been upgraded, but meh its a matter of time for the mod community to get a hold of it and establish some HD packs for it then. All hail the PC mod community!

A Summary Of Steam's Stupidest Move Yet!

NaMeCaF says...

I mentioned that pretty clearly in the description. And it wasnt originally going to include pay what you want until the backlash started.

I also never said Valve gets the full 75%. They get their cut and the publisher of the game gets the remainder. Dont you think if their real intention was for the mod maker to make a living off their work the split would be 70-30 in favor of the mod maker? They're clearly shortchanging the mod-maker giving them only 25% and taking the rest. Which is of course going to make the mod-maker push up their price so they see more money.

Implementing built-in donations option for all mods on the workshop of which 70%-80% goes to the mod maker and the rest to Valve and the game maker makes much more sense. It doesn't close off or segregate the modding community and is a more democratic way of making sure the good, quality mods get promoted and get more money than shit, money-grubbing mods.

Bethesda has as much blame here as Valve do. And besides, both see they were completely wrong on doing this...

https://np.reddit.com/r/pcmasterrace/comments/3434it/paid_mods_in_the_steam_workshop/

"We missed the mark pretty badly"

ChaosEngine said:

First, it doesn't mention that paid mods are optional. It's up to the mod developer to decide whether they want fixed price, free or pay what you want.

Second, Valve doesn't get 75%, they get 30%. The remaining 70% is split at the discretion of the publisher (again, in this case, Bethesda, who decided on a 45/25 split). src

Elder Scrolls V: Skyrim Review

Fletch says...

Played it for a few hours so far. It is a great game, but hampered by an atrocious console UI. I don't understand why something seemingly as simple as a proper PC UI must depend upon the mod community to create, as I don't doubt it will yet again. The PC and console versions are not going to be played together. Why MUST they have the same limiting, ridiculously-nested, unwieldy user-interface? Assigning items to quickkeys (favorites?!) is a non-intuitive, circuitous joke, and item/spell/skill management is unnecessarily laborious. It's like the designers have never played a proper PC RPG before. I'd think with 100+ people working on the game, someone would speak up and say, "hey, this sucks".

The UI is what connects you to the game. It's that through which you experience the game. It shouldn't be a hinderance that must be overcome or endured in order to play. It should be intuitive, efficient, and unimpeding to immersion. Why would a developer take such a half-assed approach to the PC version of it? Yet another developer disrespecting the very platform and gamers that made them successful. I know... "whaaa!"

It may not seem like it, but I think it's still a great game. It's an awesome game! I've run into several bugs already, but no showstoppers yet. I just think it could be a much better experience for PC gamers without the consolized UI.

QuakeWorld (QW) Launch Event - 1996

ant says...

Ah, so you never released your works. Bummer.

>> ^KnivesOut:

I never built any that were distributed to the community. Mostly I just fooled around with making stupidly overpowered weapons for me and my friends.
Seeking missles, mirv grenades, spike mirv grenades, seeking missles that spawned spike mirv grenades... You get the idea.>> ^ant:
>> ^KnivesOut:
IMO, QuakeC is what made Quake something really special. The modding community took it to the next level.
I learned C programming making mods for Quake, before I was even interested in programming professionally.

Which mods? I made two mods for DOOM 2: http://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html ...


QuakeWorld (QW) Launch Event - 1996

KnivesOut says...

I never built any that were distributed to the community. Mostly I just fooled around with making stupidly overpowered weapons for me and my friends.

Seeking missles, mirv grenades, spike mirv grenades, seeking missles that spawned spike mirv grenades... You get the idea.>> ^ant:

>> ^KnivesOut:
IMO, QuakeC is what made Quake something really special. The modding community took it to the next level.
I learned C programming making mods for Quake, before I was even interested in programming professionally.

Which mods? I made two mods for DOOM 2: http://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html ...

QuakeWorld (QW) Launch Event - 1996

QuakeWorld (QW) Launch Event - 1996

KnivesOut says...

IMO, QuakeC is what made Quake something really special. The modding community took it to the next level.

I learned C programming making mods for Quake, before I was even interested in programming professionally.

30 Years of First-person and First-person shooter

jwray says...

>> ^xxovercastxx:

@jwray:
I don't feel like battling the quoting system right now.
None of that "featuritis" hurt the performance of the software, though. It was very quick and reliable. When you joined a server, it would automatically download all the mod files you needed while showing an accurate and responsive progress bar, using some kind of secure hashing to make sure you got the right file, so it worked every time
That's why I praised the engine, though I find your example here to be poor. Q2 (yes, two) supported on-the-fly download of resources. The only issue I recall having with that was due to the flakiness of internet connections. I ran a gaming cybercafe back then, so I had quite a bit of experience with it.
Q3 vastly improved upon Q2's resource downloading, as you might expect.
Q3's relative lack of modability really cut its replay value.
Critiquing either of these games for "lack of modability" is ridiculous. They both have strong mod communities even now, over a decade after release.


Q3 has no strangelove mod nor "giant maps", and I'm not sure if it's even possible to make either of them in Q3. Back when I played Q3 there weren't a lot of mod servers and they didn't have very creative mods. Although quake 3 had resource downloading, the interface for it sucked and was slower. UT had better music and way more user-created maps.

30 Years of First-person and First-person shooter

xxovercastxx says...

@jwray:
I don't feel like battling the quoting system right now.

None of that "featuritis" hurt the performance of the software, though. It was very quick and reliable. When you joined a server, it would automatically download all the mod files you needed while showing an accurate and responsive progress bar, using some kind of secure hashing to make sure you got the right file, so it worked every time

That's why I praised the engine, though I find your example here to be poor. Q2 (yes, two) supported on-the-fly download of resources. The only issue I recall having with that was due to the flakiness of internet connections. I ran a gaming cybercafe back then, so I had quite a bit of experience with it.

Q3 vastly improved upon Q2's resource downloading, as you might expect.

Q3's relative lack of modability really cut its replay value.

Critiquing either of these games for "lack of modability" is ridiculous. They both have strong mod communities even now, over a decade after release.

The Elder Scrolls V : Skyrim

jubuttib says...

Ultimately the main thing I didn't like in Oblivion were the dungeons and ruins (pretty much everything could be changed with mods to my liking). Many people say that they were procedurally generated and that's why they suck (like in Daggerfall), but unfortunately they were lazily hand built with just a few pieces. Having played Minecraft I know that proper procedurally built dungeons would have been better. The dungeons are my main concern for the new game. I trust that Bethesda and the modding community combined can take care of the rest.

Still, until they release a game with realistic scale and including every territory mentioned in the series (gradual upgrades, naturally) it's all just a waste of time really. The Imperial Bridge should be 14 miles long at the bare minimum, and should take an appropriate amount of time to cross. That's why quick travel and horses exist.

How Videogamers Are Ruining The Industry They Love

Thumper says...

The problem is that gamers become employed by game development studios. Right now we’re breading the next generation of game dev’s. Just take a look at that video recently where the kid was playing Contra and thought it was so hard. These day’s we’re about making games so accessible to anyone. This means eliminating the frustrations from the player. There are no repercussions. No dying anymore and flashy light arrows pointing to exactly where something is hidden. We don’t challenge the player like we used to. On top of that we’re pushing to have everything console oriented. Pick your station, Xbox 360, PS3, or Wii. If we’re not careful we will lose our MOD community and the generation that is coming up now will not be as tech savvy as the one before. We’re turning our future game dev’s into mindless drones.

Videos games are simulation and simulations represent the pinnacle of human expression. We’re supposed to be pushing the boundaries not reinforcing them.

Left 4 dead survival plan backfires

Hitler reviews Microsoft Flight Simulator X

Quboid says...

That is great. A bit unfair, I've found FSX to be a modest improvement over FS2004, more of an improvement than FS2004 was over 2002. Interesting now, to read reviews of FSX complaining that it doesn't change much and talking about FS2004 as a revolution. No way, it added 3D clouds and gimmicky old aircraft. The modding community will love some of the changes like the texture detail and suchlike so a year from now, it will have developed so much. I am certain that FS2009, or whatever is next, will be greeted with similar complaints of little having changed while its reviews reminisce about how FSX was a huge change over FS2004.

The biggest complain with FSX is the performance. I was thinking about upgrading to a Core 2 which is dual core, maybe not now! Mind you I already have an old dual core so maybe Hitler's complaints aren't relevant.

It's a great video, a great movie, a great script and some god awful subtitles. Shame they let the otherwise great production down with some childish typos but still, well worth a watch.

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