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-   Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
-   -   Why are the SUPER MODDERS giving up so quickly? (https://www.subsim.com/radioroom/showthread.php?t=120090)

ghost_666_rider 08-09-07 07:13 AM

Quote:

Originally Posted by Ducimus
As insane as it sounds, i ve been thinking about going into trucking. At least then ill be going somewhere (literally) and making a bit more money then i do now. Its not just a job, but a lifestyle change, and i very much doubt ill have time for computer games. Well except maybe when waiting to get unloaded which i hear can take up to 40 hours in some places :roll:, but ya, you bet ill be getting a laptop with SH4 and TM 1.5 on it.

After 18 yrs in the business, as a broker and now a company driver... you'll want a laptop with you at all times. Delays are now the norm everywhere you go. If you are not on a dedicated run where you can make the connections to jump the line, you will be well and truly f&*%$d. As for making money, this is the lowest pay I've ever had, but I no longer own the truck... but average roughly $24/hr (can$). I'm home every day, so it's a tradeoff for more money or more time at home.

Wulfmann 08-09-07 09:20 AM

This depends on what people want to keep their interest in the game.
The reality is assbackwards game wise. SH3 was the perfect scenario because things got harder so followed a more natural game involvement.
SH4 gets easier if history is followed.
Looking back at SH3 I can honestly say the most important mods were the tools.
After that my own rewrite of the RND file made the game so hard the challenge we on the edge. That in no way diminishes the great mods I enjoyed but it was game play not visuals that kept me engrossed like no other game/sim I ever played
Yes, SH4 has better graphics although many things will be improved by modders like effects damage etc the big keep me interested question is how to improve game play realistically/historically and keep me interested.
In SH3 I doubled and tripled the escorts (late war) and made them all 3 (all war) minimum but that simply was following history (my version as I researched it) while SH4 can not match that.
I feel the way the real war played made the U-boat a more natural long term game.
I love SH4 so far and believe it started at a better place (higher level) than SH3. I just don't think the basis for the sub war in the Pacific will hold the same level of game play.
I know it sounds silly but if I was UBI I would have a add-on SH4 U-Boat war coming out on Dec 07 for Christmas. One year is a nice break in the Pacific from the "real" battle---------IMO in the North Atlantic.

Wulfmann

WernerSobe 08-09-07 10:41 AM

The bigger the mod the harder it is to satisfy everyone and critics start raining towards you.

talking about my natural sinking mechanics. Its still in development and changing every day. When i started people where complaining about "enemy ship destroyed" message coming up to soon. So i balanced the ships to take more flooding before it comes. Then people started wondering how its possible the ships having water on decks and are still not abandoned.

Its hard to match everyones taste.

Wulfmann 08-09-07 03:32 PM

Speaking of ships sinking and complaining. :rotfl:

I put 4 fish into a big tanker and it did not go down. I just used three fish to sink a small (3K) frieghter. I use your sinking mod but am guessing that does not change whether a ship sinks or not.
Makes it kinda hard. I really prefer as real as possible but I do not think this small merchant would have survived two decently placed hits.

Wulfmann

Quagmire 08-09-07 11:23 PM

Well this is cool! This thread is turning into a place where the greatest modding minds have all come to chime in and collaborate. Keep it up boys! Share those ideas and keep the conversation going. This may inspire future modders to take up the cause.

And good luck Ducimus. It is a shame but real life tends to tap on your shoulder just as you are about to hit the FIRE TORPEDO plunger!

If you dont mind the cold the best money in trucking seems to start in Yellowknife, NT, Canada. Maybe we will see you on ICE ROAD TRUCKERS soon!

.

Fearless 08-10-07 12:06 AM

For me, I like every mod that I wanna use otherwise I wouldn't download them in the first place.

Any modder, skinner, program developer who decides to share their work are credible members to us all because we, "the vultures who grab whatever we can get our claws on" reap the benefits from their efforts.

So for the people who "complain about this or that", I suggest you start placing yourselves in their shoes and start looking at it from their perspective.

Now there's nothing wrong with constructive criticism and especially feedback because how else can mods or other elements of game structure be improved but at the end of the day, if you don't like it, frakkin don't use it.

minsc_tdp 08-10-07 06:09 PM

I figure the drive to mod is largely selfish - I made the voice command system for myself, and only shared it since I thought there might be folks out there that might want it. But the key is, if no one did, I honestly wouldn't care. When you're modding solely to please others, that's probably not fun. Maybe this is what happened to some of the good modders?

Ducimus 08-10-07 06:33 PM

Quote:

Originally Posted by minsc_tdp
I figure the drive to mod is largely selfish -

As bad as that sounds, i agree. I'll say it straight up, TM is the game *I* want to play. I am both TM's number 1 fan, and worst critic at the same time. But i think most people that mod are the same way. If you look at other modpacks, they are designed to a "vision" of what the modders want the game to be, not neccessarly the pubic masses. Sure i'll make a poll (primarly to gauge responses, or gauge the weight of my own decisions), but ultimatly the design will be what I feel it should be, i may change my mind midstream, or i may not, it just depends on my aspirations for the finished game.

Of course theres always the rub. Some people like "choices", and their quick to say so, particuarlly when they dont agree to your design decisions. So when you stick to your design decisions that lead to your final vision of the game, your criticised for it.

Take Beery for instance, he takes hard knocks for his deck gun. If i agree with it, or what i think of it, is irrelvant. Its HIS vision of the game, and its HIS mod. If i dont like it, i can change it to suit my own tastes or opt not to use it at all. Its always been that way, not just for his mod, but all mods. Everyone here has those exact same choices, and the responsilbity for those choices falls on the individual user, NOT the modder.

Wow, what a tanget i just went on. :roll:

donut 08-10-07 06:39 PM

you should do kindness for yourself ie.no strings attached
 
Touched with a 10 ft.torpedo:rotfl: .

Ducimus 08-10-07 06:46 PM

Yeah i realize that post isn't going to be winning any popularity contests, but i feel its the truth. You can take just about any lage modpack, and i garuntee you, they'll have a different view of the game and a different approach.

SteamWake 08-10-07 08:34 PM

Sounds like the rantings of a frustrated artist.

Indeed you sir are an artist.

As are all the modders that pour heart soul and most preciously time into there labors of love.

I love em too :up:

Please ! keep up the good work.

AkbarGulag 08-10-07 11:30 PM

Quote:

Originally Posted by Ducimus
You can take just about any lage modpack, and i garuntee you, they'll have a different view of the game and a different approach.

Exactly... Sometimes bundles add a host of things one user or another will not appreciate. The advantage being though, that when they are bundled, there won't be any conflict...

Im up to 26 mods and I'm starting to have a few issues with one mod using something another does... I tend to merge certain mods together by just overwriting the file I think is less important (sometimes with hardfile copy-pasting in the mods unique folders) Then if I can, tune with mini-tweaker to recover some of the lost functionality... Something supermod packs avoid.


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