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Saber's mod approach is wrong - Why ban client side mods?

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17 days ago
Nov 20, 2024, 10:41:39 PM

I've recently seen that SM2 mods are going to be restricted from being used in public operations matches, and I think this is using a flamethrower to kill a fly.


Darktide has mods be client side, so you can do whatever you want and not affect anyone else's gameplay. A lot of mods, like modding the game to be playable in stereoscopic 3D, are client side only and are clear win-wins. So banning all mods, whether they are client side only or not, just means the rest of us eat dirt because of the people who mod weapons and classes in that are not client side. If my friends aren't around, I basically can't enjoy the game, like I can with Darktide.


Why not allow harmless client side mods that by definition don't impact other players? Why needlessly ruin the game for everybody else too?


I hope saber takes a closer look at how Darktide does things because unfortunately it does seem to do almost everything better and this decision may have just completely killed my interest, and I doubt I'm alone in that.

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17 days ago
Nov 20, 2024, 11:39:58 PM

I've heard that a few people's files/saves have been corrupted by playing with modders. Take what I say with a grain of salt though, I do think it is rather extreme of a 'fix' but understandable, it is only going to cause more frustration but, who knows.


Maybe this solution is temporary, not many games really have proper officially sanctioned modding anymore this early. Sorta forgotten sadly and hope there is change in the future, especially since we are talking client-sided. 

Updated 17 days ago.
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17 days ago
Nov 21, 2024, 1:23:17 PM

"I've heard that a few people's files/saves have been corrupted by playing with modders"

Yeah, because those mods aren't client side otherwise that wouldn't be possible. Client side mods ONLY affect the client; i.e. the player running the mod.


This is why its bad to hit all mods with the banhammer instead of going after the mods that actually cause problems. Again, Darktide has been doing this without issue

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16 days ago
Nov 22, 2024, 5:57:36 PM
  • They're still allowing mods in private games - That's a reasonable and non-destructive approach. NOT THE WRONG APPROACH
  • They're spending money to add infrastructure for custom PVP lobbies with mods allowed - That's actually unfair for them to even have to do that, but they offered and are willing. NOT THE WRONG APPROACH
  • They're spending money to give modders a sane, easy to interface backend for better mods that does not rely on manually editing pack files or compiled binaries - That's also unfair for them to even have to do that, but they are offered and are willing. This is an insanely generous offering. NOT THE WRONG APPROACH
  • They did not pull a blizzard and go on a banwave offensive, especially against those they may not realize the mod their friend gave them is/was negatively affecting others - That's a graceful way that doesn't come off heavy handed or outright cruel. NOT THE WRONG APPROACH

Expecting a company to spend hundreds/thousands of paid work hours chasing down each new mod, as well as chasing after people with local changes (read: unpublished mod), is an insane expectation unless we're all paying a monthly subscription. Additionally, they're actively trying to make modding easier, better, and safe. What in the Emperor's golden throne are you expecting?


Source Post: https://community.focus-entmt.com/focus-entertainment/space-marine-2/blogs/114-mod-support-a-message-from-the-game-director

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14 days ago
Nov 23, 2024, 11:50:03 PM

Again, Darktide has managed to have client side mods enabled in public matches without any issues, and Space Marine sold more than Darktide.


That literally nullifies every point you tried to make. It clearly can be done and economically, but they are choosing not to do that. Everything else is just a feeble excuse.

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9 days ago
Nov 29, 2024, 7:29:43 PM

foxhound525 wrote:

Again, Darktide has managed to have client side mods enabled in public matches without any issues, and Space Marine sold more than Darktide.


That literally nullifies every point you tried to make. It clearly can be done and economically, but they are choosing not to do that. Everything else is just a feeble excuse.

Darktide has all sorts of mods because Fatshark decided after the fiasco that was/is "sanctioned mods" for Vermintide 2, they just didn't care about mods interacting with their game and issued a statement saying you can mod whatever you like, just keep it within the terms of service and you won't get banned.


So no, some other game handling mods a different way does not invalidate any points someone tries to make about how mods are being handled on THIS game.


The developers have told us their plan well in advance, go post in the ideas section rather than a discussions section if you want to change their mind/have a better way of dealing with the perceived issue. You are also just assuming client-side mods will be affected by this when it is clear they are targeting the ones that are NOT client side, mods that require you to fiddle with some files to even get them to work online in the first place. (you know, like the balancing and overhaul mods or the ones that unlock everything for you because those unlocks are partially server-side)

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8 days ago
Nov 30, 2024, 9:21:05 AM
It makes sense trying to reign mods this close tothe launch. The game is still young, and it's true there's issues (I am the OP, after all) but stuff is still coming out and mods will break after all patches. 


I do think most of the fault is in this weird "player hosting" system. Granted Im not an PvE expert by any stretch of the imagination, but this system is offputting  and causes most if not all the problems such as the one I had. If I could have (say) a simple battle.net screen with all the joinable groups by operation/difficulty/class taken (and maybe class/level of the players already in the team, and ping) that would expedite things for everybody and make the process simpler and leaner.
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