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View Poll Results: Which would you prefer | |||
Developer relased game patches | 6 | 26.09% | |
MODS designed by amateurs and tinkerers | 17 | 73.91% | |
Voters: 23. You may not vote on this poll |
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01-28-06, 11:23 AM | #16 |
Watch
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Thank you Mr. Mahuja, my initial question was to MOD or not to MOD, as you described it, Modders are using their work for a closed circle of friends and acquaintances and or fellow modders, it isn’t aimed at the general public, but rather as you pointed out, people in the Subsim community, which is maybe a few hundred players, hardly could be considered the general public.
As for my argument in shreds, I think its closer to reality than you think, I expressed a run of the mill way of thinking or popular thought if you will, and I for one would be one of its most loudest detractors of using an untested, unendorsed and unreliable, hacked edition of my favorite game, I am certain that these thoughts are shared by the greater majority of players and gaming groups on the internet today. In conclusion, MODS are for MODDERS, like birds are strictly for the birds, and being you such a small amount of players, I kick myself for even thinking you could make a difference with the public at large producing something worthy of even the slightest benefit of the doubt which would warrant a second look. To end my participation in this discussion, I will end it on an upbeat note, you guys have put work into your MODS, if you really believe that you have done something worth contributing to the public at large and the improvement of an already great game, then find a mechanism to somehow get endorsements or at the very least, a public nod of approval from the developers to justify your work, and above all, gain the credibility of the public at large. I will stay with my stock game. Thanks to all you gentlemen who participated in this amiable discussion. Hatch |
01-28-06, 11:24 AM | #17 | |||
Navy Seal
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Re: To MOD Or Not To MOD
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You keep saying the way it should be, we are telling you how it is. |
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01-28-06, 11:41 AM | #18 |
Grey Wolf
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Two things ... first its pretty interesting to see how Mr. Hatch (to keep in tune with how he adresses people) nicely side stepped more or less every single argument that might prove him wrong or at least points that way. Now thats a class act :rotfl:
Second, just some food for thought and to pick up a line from MaHuJa about Mods normally being the result of someone "scratching an itch" ... ever read : "Just for FUN - The Story of an Accidental Revolutionary" ? Its about Linus Torvalds who began Linux, which you can actually call a Mod. Well he didn't mod a game, he just sort of modded his PC by writing his own Operating System. P.S. : MaHuJa was right, as I pointed out in another thread Counter Strike started of as a Mod to HalfLife. And interestingly enough was later adopted (actually the modders themselves) by Valve. Cheers OneShot |
01-28-06, 12:29 PM | #19 | ||||
Watch
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Re: To MOD Or Not To MOD
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01-28-06, 12:51 PM | #20 | |
Watch
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Quote:
“For if you spend word for word with me, I shall make thy wit bankrupt” William Shakespeare. |
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01-28-06, 01:20 PM | #21 | ||
Ace of the Deep
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Re: To MOD Or Not To MOD
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It really doesn't take a genius to build a mod that corrects these two points. Now, one can make theories all day long as to why it is done like this, but it doesn't change that this is what they decided, and it is, to put it bluntly, quite wrong. Quote:
Another of your claims is the potential of viruses. I've already dealt with that one by pointing out the mods that are actually being done in DW are of the types unlikely to hold a virus. Most modders are hardly malicious and mean well, a point I believe you would agree on. Malicious people, I'm sure, have better ways to attack computers than burying trojans into a less than bestselling game's Mod DLLs. DW is not that popular a game - a sim, in a world that likes First Person Shooters... A third claim is that they are used by a few people. Well, the good mods like LWAMI and the old SCX for Sub Command are placed publicly on websites. It is not like the makers distribute them off private FTP or Bittorrents or requiring password access. You just have to look for mods. SubGuru (where LWAMI and a bunch of others reside) is only like third on the search list you get by typing in Google '"Dangerous Waters" mods'. One would think if you are interested in mods, you would do that much, would you? As for the point as to whether the modders are qualified ... well, in this board I've heard of people who are Navy men, or have been on very real Russian Akulas (I'm not sure even the Sonalyst guys had that privilege) to verify they do use that cream color and SSAZ sonar - you catching my drift? On the final point, regardless of credibility is it an improvement? Well, why don't you download it and see - I promise that replacing a few text files won't infect your computer. Personally, I understand some people like playing the helo. I find it hard to believe they belive a situation where they can only dip to 400 feet to be the superior one. I was conservative in naming my examples to ones that are quite clearly off, and so were everyone else that had answered so far. If you are so frightened, then I can only say like the others my sympathies. |
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01-28-06, 01:23 PM | #22 | |
Sonar Guy
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I'm not going to tell you that you are wrong, (even though that is my opinion) but questioning ones own beliefs semi-regularly is healthy. I would indeed like you to pick apart the arguments that came before, which you sidestepped instead - perhaps we're wrong somewhere.
However... >...an untested, unendorsed and unreliable, hacked edition of my favorite game, Untested is certainly not the case. Unless you refer to a specific type of testing, in which case you should specify it clearer. Unreliable? The mod hasn't made anything more unreliable - the only issues are also issues without the mod. Hacked? Now *that* a poor choice of word for any discussion - without specifying what you mean, which is why you wrote something in the first place... And for the big one... unendorsed... Just how far would it have to be endorsed before you would play it? -Included in patch -Developers say they like it? Quote:
>I am certain that these thoughts are shared by the greater majority of players and gaming groups on the internet today. If one considers it on the per-game basis, the player breakup would be in categories like: 1-Players who didn't like the game, and shelved it. (or returned it, either way they're not relevant) 2-Players who liked it somewhat, but didn't want to spend a lot of time at it 3-Players who liked the game a lot, but don't even look for improvements. 4-Players who liked the game a lot, and start looking for improvements/mods but don't use them. 5-Players who liked the game a lot, and start looking for improvements/mods and start using them. 6-Players who liked the game a lot, and start "tinkering". Every game will have a different distribution of players in those groups. If you want to include #2 or even #1, then of course you're right - but then the whole thing is totally beside the point. If #3 counts depends on the definition of success - is it a good product VS is it a "market-successful" product. The latter will require them to be counted. The former doesn't because this group would need it stuffed down their throats... That is, we'd need somewhat more "push" marketing. Usually this costs money. While IMO #6 should be counted, they are such a minority (I agree with you there) that they don't make a difference. #4 vs #5 (&6) should give you some indication of the quality of the product. Add #3 to the left to get the "market-success". Now here's what I consider an important point: If a better product is available, but not as widely used, why go with the inferior one? Note that the better product also provides backwards compatibility. There are no cost differences involved, no maintenance cost differences, or anything such. Way I see it, you're going for the inferior product because "the biggest portion of the others has it". For me, this is a quite backwards way of thinking. I would have you try the mod properly, and then explain why you'd want to discourage people from trying it. But given the way you've been speaking, I doubt you will, so I will have to modify the question: Why will you NOT try it? By the sound of you, you may have been 'burned' by (a) bad mod(s) earlier, and associate the troubles you had with that with all mods. Is that why? >I kick myself for even thinking you could make a difference with the public at large producing something worthy of even the slightest benefit of the doubt which would warrant a second look. Please do keep the incendiaries tucked away somewhere safe, ok? [i]>then find a mechanism to somehow get endorsements or at the very least, a public nod of approval from the developers to justify your work, and above all, gain the credibility of the public at large. First of all, the "public nod of approval" is there. See the quote from the simhq interview mentioned earlier. Justification is *already* covered as soon as the modder himself (or the rare herself?) plays it and likes the changes. (Scratching ones own itch is the primary purpose...) As for the last part of the sentence, I'll go by what you meant and not what you said... That is, for reasons mentioned, a slow process, and one we're currently going through. The only "quick" way would be if SCS adopted the lwami mod, perhaps similarly to the way valve adopted CS - though maybe without the hiring part. For what we know, they may be restricted from doing so by reasons we can only guess at. The other way is to win them over one by one. (I suppose you may have noticed we've been trying with you ) As Jamie said in the aforementioned interview, the community tries to increase the games success; to have it continue and grow better. We do that in several ways, but one is to have people use a mod which makes the game better. (At least we are convinced it is.)
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Teaching DW newbies how to climb the food chain. |
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01-28-06, 01:27 PM | #23 | ||
Watch
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Re: To MOD Or Not To MOD
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01-28-06, 01:43 PM | #24 | |||
Navy Seal
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Re: To MOD Or Not To MOD
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”Submariners are born tinkers” -Captain Edward L. Beach This is the type of sim that attracts people like us, people who are highly knowledgeable and skilled, who like to take things apart and rebuild them better than before. Subsimers are always in search of realism, mods bring us that. You are looking at it from the perspective of a gamer, we are looking at it from the perspective of someone who could one day be standing in the conn of a US Navy fast attack submarine one day (or already has). Also if you never seen a developer sanctioned patch screw up a program and require the community to step in and fix it you must live in a hole in the wall. |
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01-28-06, 01:55 PM | #25 |
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Mr. Mahuja, you have argued your points well, though you did not dispell my doubts alltogether, I will give you gentlemen a fair shake in this discussion and see for myself what the MOD actually contributes or subtracts from the game. I will be back.
Thank you. |
01-28-06, 02:22 PM | #26 | |
Navy Seal
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Quote:
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01-28-06, 03:03 PM | #27 |
Silent Hunter
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I think it needs to be said, that the bugs and issues in stock DW 1.0-1.01 were well on their way to killing the game. It was a lot of fun to play out of the box for a few months, but as players started to learn the game well, and change their tactics to keep up with everyone else, we reached a point where it was the game's problems that defined those tactics and it ceased to be fun (except for a few limited kinds of matches that DW's predecessors did better at).
Then LW/Ami came along, and fixed the issues that were killing the game. DW became balanced again, and player skill and tactics started to matter. As much as I'd like a game that works out of the box, and official patches to correct problems, the reality of the situation is that SCS was not willing or able to spend the time and money to fix what was broken. The modders were.
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01-28-06, 07:40 PM | #28 |
The Old Man
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This topic should be on the brink of being locked. For one, it started as a "bait" if you will on placing the topic in the DW Mod Workshop forum.
I've said my peace as both a player and "contributor" to this community. Enough said. |
01-28-06, 07:48 PM | #29 |
Navy Seal
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I asked him to move it from the SCS forum to here as it was the most appropriate place for it.
amongst other things... |
01-28-06, 08:00 PM | #30 |
Watch
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Ok I'm sold (can't beleive i'm writing this, but it is fair to acknowledge your good work) I made up a mission with the editor to test acoustic detection ranges, the thermocline layer did not really differ a lot from above or below the layer as far as passive and active detection is concerned, if I pinged (I was using a helo) from above the layer (which was at 954 feet), i got a contact, then I went below, and I also got a contact, the difference in visual representation of the contact did not change any, alhtough it is possible to detect the contact from above and below the layer not taking into account where the contact resides at that point, one of these situations should give you a better visual return, that is a brighter blip on the active display, or a stronger aural reception on the passive mode, which you would then interpret as the contact being below or above the layer, which in turn will determine your attack presets for the weapon.
The longer dipping cable certainly is nice, now I can see your point, on an MP game, that poor helo driver would never have found a sub below 400 feet (assuming the detection parameters would work as I described above), same is true for the sonobuoys. I'll keep on testing the other enhancements you denote on the readme file with the other platforms. After testing your MOD in a very superficial way, I find that the realism improvements are there. Gentlemen, I congratulate you on a fine job, and I apologize for my doubting your word, now if you can only get SCS to implement these improvements, everyone who plays this game will be a winner. Hatch |
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