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Messages - Blaze

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451
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 26, 2015, 07:40:35 am »
There has to be money in it before it corrupts isn't there? This, in addition to being a PR nightmare, has garnered few sales. And all those sales will come at the cost of future sales. Consumers will be voting with their wallets and reviews.

If Bethesda wants to shoot itself in the foot, then they're welcome to do it. Let it be a precedent for any other companies thinking of adding paid mods. It's sad that the modding community takes a hit, but it's better that it shows that now rather than later.

452
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 10:59:56 pm »
I must disagree, modders are content creators, and as such are free to do what they wish with their content; so long as they don't breach any legal conditions.

However, as they are entering the market, they still have to contend with the market conditions. There's a hostility I see which is entirely unnecessary. If you disagree with them, or find that the mod is not worth the price they ask, then simply don't buy the mod. In short, vote with your wallet.

Some people are saying that the modding community will be ruined by the advent of paid mods; too that end I saw "maybe it will, maybe it won't". I say a community that is "ruined" by temptation of power and/or money is a community that was on its way to destruction anyway.

453
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 09:25:38 pm »
I accept pay in Gaia gold.

100% will go to my waistline. And another 100% will go to my thighs.
200% will go into self-pity ice cream.

454
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 07:05:33 pm »
I googled Modgate + Skyrim and already see entries.

Looks like you're beat.

You do realize that Valve standard, takes a 30% share of any game on steam, right? And I find it funny how on one hand, Bethesda is supposed not to profit from all these mods using their game, tools and IP, and on the other hand modders have their content stolen/reused is the literal end of the world.
Neither Valve nor Bethesda should get more than the modder does for anything they've made. Especially if they're claiming to support modding.

The Creation Kit was bundled with the game. It was already paid for. We paid for the game. We paid for the kit, heck we paid for the official DLCs. Bethesda already gets money from mods, mods = replayability = more game value = more purchases. Don't moneygrub any more than that.


And please, do share more about how us caring about  something you don't amuses you.

455
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 06:47:42 pm »
I like how we're entitled for wanting the modding community to stay as it was a week ago. Is this what being a monarchist is like?
Ah yes this quote, I like how companies expect us to pay for people for things they didn't make while taking the lion's share, claiming moral superiority (We support modders hurr), and making condescending blanket assumptions about anyone that disagrees.

Quote
1. Oh, I never said they should get 75%, but that saying that Valve decided on that number is fallacious.
2. How did mods work before, exactly, when it came to stolen content? Technically, it is the mod owners policing their own mods. If it gets particularly ugly, then yes, Valve needs to rethink their stance. So far though, I don't see any evidence that mod theft will run as rampant as everyone claims.
3. Yeah, I know. Should probably message Valve about it or something, but I suspect their inbox is flooded to death right about now.
4. I understand where you're getting that info from, but it isn't as you describe. Valve's "not our problem" response only applies to mods becoming out-of-date or compatibility issues, where I do agree that Valve needs to take a stronger stance on paid mods actually keeping their stuff up-to-date and functional. Maybe a trial period for paid mods instead of a refund period?
1. I said I don't really care whose fault it is, but this needs to be changed.
2. If we simply wait for abuse, then modders suffer anyway; meanwhile ValveThesda still takes the money and will only lift a finger once the DMCA is sent (If sent at all).
3. GabeN mentioned that he had 3300 messages about this in his inbox once he returned.
4. A trial issue would be great, Skyrim is notorious for mod clashing, and it takes quite some time before it's addressed.

Would you agree with me if I said "The system as it is will have a significant chance of failing badly and should be changed before going into use"?

456
What's worse? Lutefisk or Haggis? I've tried Lutefisk, haven't tried haggis. Or maybe Surmstromming?

Lutefisk is definitely more of an acquired taste than Funazushi at least.

457
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 06:34:28 pm »
Funny, though, how things that were major issues a few pages ago suddenly become unimportant once they're debunked.
So you do agree with these points and that there are in fact major issues that need to be addressed before Valve uses the system?
Quote
1.  75% "fee" (And the fact that mods have to make at least $400 to get a payout at all).
4.  No guarantee that the mod will be patched if an update happens. (Steam's response is, if the modder does nothing it sucks to be you).
5.  24 hour return policy which does nothing to ensure that a mod is compatible. Errors may only become evident days after "purchase."

Quote
Seems to be on par with other microtransaction stuff to me.
That kinda IS low content isn't it?

458
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 06:23:59 pm »
Spoiler: high quality mod (click to show/hide)
That's the under review page though, I doubt that'll make it through.
Did the Golden Apple mod make it through?

Well, I can tell you that 1 is more Bethesda's fault than Valve's, because the developer sets how much of a cut they take (I think Valve takes only 30% or something). 2 is just DMCA usage, though the difficulty might come from proving that the mod is stolen in the first place. Hey, welcome to copyright law. The rest are unresolved, and I do agree. Third one could be resolved with the system I proposed, that is charge the paid mod owner a monthly fee for hosting in place of their 30% cut. 4 is a problem that mostly stems from release-once or constantly-update games, which is a problem in and of itself in my opinion (our definition of a "finished game" seems to be sliding further and further back). 5, I do concede to you, because mods can be quite wonky given enough time. I'd at least extend it to a reasonable 30 days, or at least 7. More than 1. 6, again, same thing I proposed for 3.

Honestly, I think this would just work better if Valve charged mods monthly to be paid, instead of taking a cut. Would discourage smaller, not-as-popular mods from going the pay-for route.

1. Why is ValveThesda getting the lion's share for something they did nothing to make? I'll understand if there's a fee for hosting it, but 75%? It doesn't matter who's to blame so long as the modder is getting shafted. And they're claiming to "Support Modders"!
2. Again, why is it the community that has to police the system?
3. The problem is they aren't using the system you proposed, so that's kinda off the point.
4. If mods are broken by no fault on the consumer's end, you typically get a refund; Valve's response is "Not our problem".

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Half your complaints are false. Mods have to be approved by the community, then by Bethesda, and a filter as well as rating systems exist. Low effort and stolen mods shouldn't make it through. I wonder how you managed to miss the moderation thing really, considering it's on a banner on all the potential paid mod pages.
1. Again, why does the community have to do the work when ValveThesda gets the money?
2. Define "low effort", I see several single item mods on the approved section.

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Unlike other curated games on Steam that allow users to sell their creations, this will be the first game with an open market. It will not be curated by us or Valve.
http://steamcommunity.com/games/Skyrim/announcements/detail/139952470913885583

459
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 06:01:03 pm »
Quote
Well, you do have 24 hours to get an automatic refund. So sifting through it all for something good is still free. Pay, hate, refund, done. Interdependable mods... just need to have a license agreement.
It takes a lot more than 24 hours for a mod to be considered "Bug Free", even if all that time is spent playing it.

The problems I have with the workshop is as follows:

1.  75% "fee" (And the fact that mods have to make at least $400 to get a payout at all).
2.  No system in place to stop stolen mods
3.  No system in place to limit low-effort mods (Even a filter will do).
4.  No guarantee that the mod will be patched if an update happens. (Steam's response is, if the modder does nothing it sucks to be you).
5.  24 hour return policy which does nothing to ensure that a mod is compatible. Errors may only become evident days after "purchase."
6.  Not even a minimum guarantee of Quality Assurance. At least developer-produced DLC is expected to have gone through QA. (Early access mods? Really?)

460
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 05:51:14 pm »
- Valve takes 75% of mod revenue : Misleading, Bethesda chooses the ratio
So we should shift blame away from Valve and should blame Bethesda for it instead. Noted.
It still doesn't excuse this cash grab.

- Valve is taking down donation links : Fabrication
- Valve is censoring discussion : Misleading/False. Mod owners chose to restrict discusion to paying users only to avoid brigading by people who disliked stuff on principle.

Accounts have been tempbanned for making statements against it. However, my only source are those in the anti-paid mod groups, so I can neither prove this true or false.


- Valve does nothing to police the system False. Mods have to be approved before becoming sellable. They merely rely on community policing for the first line of weeding out stuff.
Why does the community have to weed out stuff when Valve/Bethesda are the ones making money off it?
Again, Cash Grab at the cost of the community.


- Valve is splitting the modding community in have's and have -not's. A pay what you want button exists. Thus restricting access is now solely the choice of the modder.
The users of the modding community says it does. The modders of the modding community says it does. Saying it does not is like saying those who both use and make mods knows less about how the modding community works than Valve does.

461
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 05:34:34 pm »
The most obvious example was that "Valve is taking down donation links!" thing that was a big focus of this controversy until everyone realized it was fake. News spreads through these things based on the amount of outrage is causes, not its factuality. It's like shitty journalism but with less accountability somehow.
Then we'll concede this point and move on to the next one.

462
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 05:11:30 pm »
Please explain to us these downright incorrect and/or heavily misleading points; I'd be happy to run them through with you.

463
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 04:50:13 pm »
So does chemotherapy.

464
Other Games / Re: Games About Japan?
« on: April 25, 2015, 12:48:22 pm »
Total War:Shogun 2
Isn't that, like, the opposite of historical accuracy?
Parts of it range from believable to SHAMFURI inaccurate.

Besides, if you want to LEARN more about Japanese culture , you'll probably want to game that doesn't take much to get into.

Taito released a bunch of sim life games; a good number of them were never ported to the U.S. I do remember some games like the Bakushou Jinsei Gekijou series were easily to understand (for someone with elementary level Japanese) as they only used simple characters. It is a Famicon/SuperFamicon game though.

I think Taikou Risshiden might fit better; Koei does a decent job on historical sims (As long as they don't have the word "Dynasty" in them).

465
Other Games / Re: The Elder Scrolls V: Skyrim
« on: April 24, 2015, 12:10:07 pm »
Dragonborn is decent. It's essentially what Bloodmoon was for Morrowind.
I only play Dawnguard for the crossbows honestly, but now I use flintlock rifles so I just keep it around for compatability. I prefer werewolves and "Better Vampires" is superior to the one in Dawnguard anyway.
Hearthfire is ehhh... It's if you want to build a house and adopt children. A lot of fanmade homes do use Hearthfire, but I just want a place to store stuff and there are more convenient mods for that.

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