Optional content

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Optional content

Postby Resin_Smoker » 18 Sep 2016, 15:19

Would it be possible to introduce new units / content into FAF via an "optional" button thats selectable from the launch menu? (not part of a 3rd party mod)

The idea being that this content would be part of FAF but players are not required to use it ect. This way new content and ideas can be play-tested openly, then fully intergrated / updated / dismissed on the next subsiqunt patch. This could help with the introduction of new content as well as allow for diverse testing across mutliple platforms.

Anyways it was just a though... I'm sure the seasons players will balk at the idea despite being able to disable said optional content.

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Re: Optional content

Postby PhilipJFry » 18 Sep 2016, 15:50

Just use a mod.
There is no advantage in putting it in with an option to disable. All it does is create more work for no reason.
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Re: Optional content

Postby Resin_Smoker » 18 Sep 2016, 17:49

PhilipJFry wrote:Just use a mod.
There is no advantage in putting it in with an option to disable. All it does is create more work for no reason.


Have been for f'n years with nothing to show for it. (looks around) And from the aparent looks of things most of the content modders are no longer around so that says something about the current system NOT working.
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Re: Optional content

Postby PhilipJFry » 19 Sep 2016, 08:49

The thing about integrating new units that should by all rights just be mods is that you shift the burden of keeping them functional to the FAF dev team.

Adding new units "officially" is the job of the balance councilor and not random FAF users who would like to see something they find cool or fun in the game.

Also i think the reason why a lot of content modders aren't around anymore is because of changes that broke their mods and they (understandably) didn't want to invest time into fixing stuff they didn't break themself.
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Big thanks to everyone who takes some of his precious time to update "older" mods to make them work again.
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Re: Optional content

Postby Resin_Smoker » 19 Sep 2016, 17:43

PhilipJFry wrote:The thing about integrating new units that should by all rights just be mods is that you shift the burden of keeping them functional to the FAF dev team.

Adding new units "officially" is the job of the balance councilor and not random FAF users who would like to see something they find cool or fun in the game.

Also i think the reason why a lot of content modders aren't around anymore is because of changes that broke their mods and they (understandably) didn't want to invest time into fixing stuff they didn't break themself.
Spoiler: show
Big thanks to everyone who takes some of his precious time to update "older" mods to make them work again.


Well the current system really doest work as since FAF's been running something like 3-4 new unit have been added. Of those noone is really happy with them. This is for the same reason(s) most mods arent played ranked... Seasons players despise anything that could upset their "balence" and ruin the tactics they've spent years exploiting. Hence at the first sign, whiff or hint of change this sets off the rampant use of flames and negative comments. To be sure FAF has broken most mods but this isn't why modders refuse the fix them. Its the communities lack of interest and seasoned players iron-grip of the staus-que thats killed it for the majority of modders.
Last edited by Resin_Smoker on 19 Sep 2016, 20:37, edited 3 times in total.
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Re: Optional content

Postby TheKoopa » 19 Sep 2016, 19:17

Resin_Smoker wrote:
PhilipJFry wrote:The thing about integrating new units that should by all rights just be mods is that you shift the burden of keeping them functional to the FAF dev team.

Adding new units "officially" is the job of the balance councilor and not random FAF users who would like to see something they find cool or fun in the game.

Also i think the reason why a lot of content modders aren't around anymore is because of changes that broke their mods and they (understandably) didn't want to invest time into fixing stuff they didn't break themself.
Spoiler: show
Big thanks to everyone who takes some of his precious time to update "older" mods to make them work again.


Well the current system really doest work as since FAF's been running something like 3-4 new unit have been added. Oh those noone is really happy with them. This is for the same reason(s) most mods arent played ranked... Seasons players dispise anyhing that could upset their "balence" and ruin the tactics they've spent years exploiting. Hence at the first sign, whiff or hint of change this sets off the rampant use of flames and negative comments. To be sure FAF has broken most mods but this isn't why modders refuse the fix them. Its the communities lack of interest and seasons players iron-grip of the staus-que thats killed it for the majority of modders.


That's because we came to play Supreme Commander: Forged Alliance, not Supreme Blackops: Revenge of the ACU
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Re: Optional content

Postby IceDreamer » 20 Sep 2016, 14:44

Resin, the modders aren't dead for any of those reasons. The old guard aren't here because they've moved on with their lives, filled other roles in the community, or those who would be modding are instead doing full development. It's much more rewarding.

Also, modding is very much alive anyway. BlackOps is about to be re-released, and Uveso has revamped another couple of very popular mods.
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Re: Optional content

Postby Ithilis_Quo » 20 Sep 2016, 14:48

Biggest problem is that mod vault is not working.... Any moding whiteout mod vault make no sance at all :'(
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Re: Optional content

Postby nine2 » 20 Sep 2016, 15:35

little tip here Resin, you you call it a "balance change" they will let you do anything.

/hides
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