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Messages - GrizzlyAdamz

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166
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 03:43:59 am »
And this is what a community getting torn up looks like.

167
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 25, 2015, 02:32:06 am »
Aand it's hidden.

Oh boy.


Wrong file.
Where's the source? Didn't see mention of it in the mod page/comments, and misinformation does seem to be floating around.

168
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 24, 2015, 10:49:58 pm »
It has a nasty reputation for failing to deliver, same as greenlight/early-access.

169
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 24, 2015, 10:44:27 pm »
If I make a script, why do you think you are automatically entitled to use it for free? If I want to sell it, should't that be my right?

This is the exact attitude I'm talking about. You feel you are entitled to use the stuff I made without paying because... reasons?

If you want a script for your mod, and don't want to buy the one I made... find a free alternative or make your own?

Ignoring them is exactly what happened.
Trying to charge was considered, *gasp*, really greedy in an enthusiast community based on derivative, (& therefore unmarketable), works and where sharing was the norm.

Problem is now they have backing from two giants in the industry: 1. Steam, and 2. Goddamn Bethesda, the original producers.
And they have an interest in paid mods doing well.

How long before DRM? How long before free modders who specifically undercut the biggest sellers get blacklisted/forced to withdraw their work? How long before someone introduces a 'minimum price' for all mods?


And maybe, just maybe, we don't want modding to suffer the same fate as kickstarter, (or worse).

170
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 24, 2015, 10:20:10 pm »
This is just the start of the monetization of a community where such a thing was anathema.
Forget just taking down the stained glass window, some modders are trying to sell it back. Do you really not understand the backlash?

Further, this change will attract people who previously had NO interest in giving up their time and effort to improve both their and the community's experience. These new people will come to make money, and they'll bring their opinions and attitudes with them.
This influx of people with starkly different views will split the community and flat-out dissolve the old culture.

This doesn't even take into account more predatory, aggressive business practices that will emerge to take advantage of this new exploitable asset that is -modders-, as leyic put it.

Free modders WILL be pressured out by their new competitors, (and their beneficiaries). This cash grab is far too cash-grabby to pretend free modders will have a friend in Bethesda/valve, the gatekeepers.

171
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 24, 2015, 12:17:52 am »
The wrapper claims this is good for modders. The wrapper is a lie.

And for gamers too!

172
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 24, 2015, 12:12:53 am »
25% is because it is a licensing deal, not a game sale. While they haven't released info on the rest, a good chunk of the rest goes to the original devs. Makes sense, considering the modders work relies upon their own, uses their own game for marketing via its official steam pages, leverages their audience, requires support (the game crashed; could be a mod, but will take a few hundred dollars of dev time to look into regardless). As for copycats, that's pretty easily dealt with simply through a copyright takedown system. Payment scheduling and such is on Valve's time, and as such should be quite easy to verify. Especially considering the thing isn't exactly new, since you could do the same with games themselves.

As for mods being free, they were always free because of copyright law. As I said, the option was free or cease-and-desist letters.

It was Bethesda that decided on taking 75%.
Valve just charges their 'standard microtransaction fee'.

I like how this flips 'mods are great for games for all these reasons' to 'modders owe the producers everything for all these reasons'.
Also, support? What? What makes you think there will be a single iota of dev support for mods?

Yeah, free, as they should be.

173
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 11:40:42 pm »
Selling mods was never OK.
They were always free, that was the culture.


Valve is removing patreon/donation links from mod pages.

174
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 09:51:24 pm »
In case it hasn't been mentioned yet, here's a clip from /v/ involving the copyright issue.
Spoiler (click to show/hide)
Existing IPs are pretty easy to handle- just say no to the modders trying to make a profit from them.
But inter-mod cooperation is going to implode.

175
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 09:17:05 pm »
Using that logic, indie games should've died off two years ago. But places like itch.io (that support both paid and free games) are thriving.

I'm not familiar enough with the indie scene to be able to talk about this well.
But it seems one difference in particular stands out- mod creators have to deal with a giant of a third party, the original developers. They own a big copyright hammer and the keys to enforce their will both aggressively or passively, and their will is revenue.
So you've got the for-money modders in the corner with the devs, and the problem arises when they directly compete with free content creators- say you've got a big, beautiful overhaul that you want to charge 5$ for. The Devs love you, as it brings in a lot of revenue.
Free content creator comes along and makes a free, slightly toned-down version of it.
What will the devs do when the free version peels away a big chunk of that revenue they were getting?
They'll try to clamp down on it.
How will the community feel?

It isn't a good recipe.

176
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 08:45:28 pm »
Forgetting the hornet's nest that is copyright and DRM-ified mods/devs trying to secure as much of that sweet sweet mod cash as they can,
(by supporting paid mod makers more, or even licensing them, etc), this is driving a massive wedge between modders and the communities that spawned them. What was an endeavor that was fueled by a love for the game and possibly rewarded by charitable fans via a donation system will become a job driven by profit and 'fair recompense'.

It is the death of modding as we know it.

177
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 07:38:04 pm »
Where's the petition at?

178
Other Games / Re: Pillars of Eternity
« on: April 13, 2015, 08:29:51 pm »
Is he still using his staff Umiman?

You'll meet a shade and abandoned all hope on wizards/priests.
I seem to recall shades being little problem vs my wizards and their doomfire spray
Yeah, went through the catacombs twice now.
They're tricky, but manageable-
I actually had some success pulling one or two at a time with a ranged rogue & burning him down.
Or funneling them towards a doorway and rolling a ball of fire their way.
Also, sneaking the two wizards up and starting 2 FoFs while they're being detected worked well.

BUT it would often take a couple tries for things to go off without a hitch- I didn't suffer through the consequences of double wizmisses and watch my party die off.
Just reloaded.

179
Other Games / Re: Pillars of Eternity
« on: April 13, 2015, 01:44:24 pm »
Yeah, saw that for the wizards- but it's, like, lvl NINE.
With the XP req increasing each level & the xp getting split within a full party, I wonder just how long it'll be before Durance is doing more than wanding people and saving his charges..

180
Other Games / Re: Pillars of Eternity
« on: April 13, 2015, 10:41:14 am »
Finally got around to playing a bit of this- just hit level 4 and about to either tackle the bear or look for the blacksmith's lost convoy.
Playing two campaigns simultaneously- one cipher, one wizard, and I gotta say:
I kinda prefer the double-wizard party.
You've gotta plan the engagements more, and save-scumming may be a very important factor in my experience, but I've found encounters to be a bit easier with the wizbros. And if you wanted a priest or wizard in your party then you're already gonna have to revolve your adventures around their /rest uses, so that's a non-issue.
And in the meantime- 4 arcane assaults/encounter, right off the bat. Tha's like, what, 30-80 raw DMG +daze on however many enemies you can fit into the AOE? Front-loaded in the fight? Brutal.

Does Durance get much better? The per-rest nature of his buffs make them seem really..shit. Hopefully interdiction works as well as I hope.

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