why are modded servers filtered out by default?

nSidianSidia Join Date: 2012-08-15 Member: 155651Members
<div class="IPBDescription">its harder to get a game of ns2c going</div>Remove the filter and just add another tab named modded. Then make it like counter strike with the filters being unique to each tab. Also get the slider bars out of the menu system. We have keyboards we can enter in numbers. Why god why do you have slider bars? Also if you could make the menu system window based like fsfod menu mod do that also. The menu is the first thing people see and it is terrible. If changes are not made many people will have a bad first impression. Also no one will play mods. Which means no one will make mods.

Comments

  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    edited October 2012
    It's odd, notice how everything except the two mod filter settings gets saved every time you run the game, why is that?

    I don't know what to make of it, on the one hand they have made the game quite mod friendly and on the other they impose double filtering and make it default every time you run the game, so what are they trying to achieve?

    It wouldn't be an issue if it was only the mod filter box set when a new player runs the game for the very first time but don't filter twice and not allow it to save, also it's not obvious you have to delete ns2 from the game box, it's only going to reduce the number of players on modded servers, but perhaps that's their plan...
  • DaphistoDaphisto Hive Janitor Join Date: 2002-11-16 Member: 8917Members, Reinforced - Shadow
    it can mean only 2 things.

    1) it is a bug and will be corrected in the next version

    2) UWE doesn't want mods taking players away from playing the real game.
  • extolloextollo Ping Blip Join Date: 2010-07-16 Member: 72457Members
    seriously? a slider is 'why god why' worthy? lol.

    browser is functional and pretty zippy now, but agree still kind of klunky looking.

    as for the mod filter - makes no sense for it to be hard to use & not save. that is a key differentiator in this game. I don't think there is a grand conspiracy by UWE to hide mods - at the most it is an i'll advised attempt to make it easier for new users or ^ bug.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    The double filter needs to go and they need to make filters save. I'm sure the current implementation is just an oversight.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    Agreed.

    And no reason not to have numbers instead of sliders. That goes for all the other menu options to - sound, mouse sensitivity.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited October 2012
    <!--quoteo(post=1992229:date=Oct 16 2012, 01:53 PM:name=Daphisto)--><div class='quotetop'>QUOTE (Daphisto @ Oct 16 2012, 01:53 PM) <a href="index.php?act=findpost&pid=1992229"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it can mean only 2 things.

    1) it is a bug and will be corrected in the next version

    2) UWE doesn't want mods taking players away from playing the real game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is it, it must be. Charlie was loath to put all the game logic in LUA because it had the repulsive side effect of making the game moddable. Now he is trying to crush the problem once and for all by preventing us from seeing mods at all!
  • carlgmcarlgm Join Date: 2004-08-26 Member: 30907Members, Constellation
    Keep the sliders for options but also allow/show numbers if applicable.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited October 2012
    I would like modded servers to stay filtered out by default. That way new players will be playing vanilla ns2 instead of all kinds of mods.
    Prevents new players from thinking that some mods are the actual game, like combat in ns1.

    The mod filter not saving must be a bug.
    And having to delete "ns2" from game to be able to see modded servers must be an oversight as well.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    Surely one filter being on at first run is enough then?

    People aren't stupid, when a new player starts the game they're made aware of their choice once they changes the filter, the problem isn't that its default first time but that there's two filters in effect and our choice isn't saved, hopefully it is just a mistake but if not surely the devs can see why this isn't good?
  • DaphistoDaphisto Hive Janitor Join Date: 2002-11-16 Member: 8917Members, Reinforced - Shadow
    edited October 2012
    <!--quoteo(post=1992248:date=Oct 16 2012, 08:42 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Oct 16 2012, 08:42 AM) <a href="index.php?act=findpost&pid=1992248"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is it, it must be. Charlie was loath to put all the game logic in LUA because it had the repulsive side effect of making the game moddable. Now he is trying to crush the problem once and for all by preventing us from seeing mods at all!<!--QuoteEnd--></div><!--QuoteEEnd-->

    The next version should reveal the real reason. :)
  • nSidianSidia Join Date: 2012-08-15 Member: 155651Members
    <!--quoteo(post=1992255:date=Oct 16 2012, 04:50 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Oct 16 2012, 04:50 AM) <a href="index.php?act=findpost&pid=1992255"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would like modded servers to stay filtered out by default. That way new players will be playing vanilla ns2 instead of all kinds of mods.
    Prevents new players from thinking that some mods are the actual game, like combat in ns1.

    The mod filter not saving must be a bug.
    And having to delete "ns2" from game to be able to see modded servers must be an oversight as well.<!--QuoteEnd--></div><!--QuoteEEnd-->

    but this makes it hard to get people playing in modded servers.
    i was afking in one of the ns2c servers for like a hour and no one connected.
    just make it say on the loading screen if the server your joining is modded or not.
    or add a pop up warning when you try and join a modded server. sayin hey this is modded.
    or just add a modded icon in the server list. so people know before hand that is a modded server.
    but making it so people cant see it with out changing settings is dumb imo.
    ive been playing ns2 beta for a long time. i wanna play some of these mods now.
    i know for a fact most people will leave most of the settings at default for a while at least.
    which means people wont be able to see modded servers.
    just saying ns2 is cool and all. but the game was made to be modded.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    I kind of like the menu actually. I have no complaints about it, except some very minor things.

    I think it's good that mods are filtered out by default because, let's face it, mods can be fun, but more often than not are low quality/unbalanced/stupid/etc. Of course, there can be good, and balanced mods (NS1 was one of those I suppose ;-) ) but for every successful mod there are many which aren't.

    I think new people coming to a game (any game, not just NS2) should have the blessed/polished experience before jumping into the experimentation that mods and custom maps are. In any case, a simple click of the mouse solves the entire "problem" right now...
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    One should not need to preform extra actions to see modded servers every time they start the game.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Max already responded to this in the NS2:C thread in the modding section

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=121482&view=findpost&p=1992373" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1992373</a>
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    edited October 2012
    Just make modded servers show up as orange, and have a warning that says mods aren't representative of the actual game.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Or don't put your mods on the steam workshop, create your own installer and do it the old fashioned way, so when your mod loads up the default is the servers playing your mod.

    Steam Workshop is currently a death toll for full gameplay modifications, and I will not be using it for my mods until it undergoes some radical changes.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    I wouldnt say that, having your mod automatically update on any clients and servers is nice, arguably for me the only issue with it is that custom gamestring files are not loaded by mods, which breaks all my tooltips :<. I cant see any other issues with the current implementation of SteamWorkshop beyond that. Well, actually there may be some download issues serverside with larger mods (my mod generally fails the first couple tries server side), but thats more a bug.

    There are a couple things on the serverbrowser that may not be perfect, like the filters resetting. I have no issue with the modded servers checkbox however, having people that just bought the game playing on modded servers is not ideal, and the box is pretty obvious. I would like to see a tooltip for it that explains what modded servers encompasses so people clearly understand, and maybe having them highlighted in a different color once unchecked (match the checkbox color) so its clear. Also potentially a way for the user to see the mods on a server before joining so that they can see what they do (quick descriptions or workshop link). Most of that stuff is all polish tho the base system IMO is quite powerful and nice.

    That and some mods need to be whitelisted to pass as vanilla.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    It is far more than that though Dragon, far more...

    My reservations are about so many aspects of the system. It cannot be explained in a simple forum post.

    If you are mapping, making cosmetic mods, or even simple mods like my own Gorge Farting Bilebomb, or fire-breathing lerk then workshop is great. Otherwise it is too restricted. The drawbacks of the system far outweigh the benefits of downloading and playing without needing to search for updates.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Just chiming in here to say I concur with Soul_Rider. Steam's Workshop at first glance seems like a nifty system to provide auto-updates and free high-speed bandwidth, but if you let the concept linger a little in your mind, you will find serious drawbacks.

    The most important being that you have built your system around a single point of failure. If Workshop goes down, is glitching or whatever, you're basically screwed in terms of anything that needs auto-downloading. Surely you cannot create and foster a succesful\popular gamemode in such conditions.

    Futhermore, you are required to put your work up on Workshop if you want it to auto-download (which for maps, client-mods, or total-mods is basically a must-have). I find that unsettling to say the least. I can tolerate Steam in-so-far that it is needed for proper authentication, but to have to put fruits of labour in this 'cloud', I do not care for.

    Then there is the glitchy behaviour of mods not downloading properly, or updates not happening, but I'll chalk that down to NS2 and\or Workshop being in its infancy.

    I guess you could argue there's a lot of personal sentiment in these objections, and you would be right. Personally I would have much prefered to just have the servers themselfs upload data to the client (or provide a HTTP-DDL), than to have this humongous apparatus that is entirely outside of the control of the server-admins. But it's all academics now, it's not likely to change at this point, nor does it affect me anymore.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Well there may be validity to workshop having issues, just looking at whats suggested im not sure those issues are a big deal.. If workshop does manage to go down ideally all it would effect is people downloading the update for your mod, and not playing... But also should workshop be down steam itself would most likely be down, and then your unable to play at all anyways...

    Mods not downloading/publishing and those issues could be workshop related or NS2 related, its hard to tell at this point.. but I would expect those to be resolved with time. Ideally as a mod maker I somewhat like the idea that the mod is downloaded directly from workshop, which makes server admins changing stuff less viable, and your mod runs as intended. Also having the game download files directly from a user specified HTTP source is somewhat risky, I am pretty sure that hl1 and source had (and still have) exploits regarding that... Not to mention that how those files are downloaded can yeild permenant changes to the base game, where with workshop everything is a 'mod' and therefore can be disabled...

    I am interested in what the specific reasons that people dislike workshop are.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    The filter box still isn't being saved, keeps defaulting to on for some reason...
  • VitdomVitdom Join Date: 2012-04-30 Member: 151345Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1997836:date=Oct 26 2012, 05:29 PM:name=Magneto)--><div class='quotetop'>QUOTE (Magneto @ Oct 26 2012, 05:29 PM) <a href="index.php?act=findpost&pid=1997836"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The filter box still isn't being saved, keeps defaulting to on for some reason...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yep, this definitely needs fixing.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
  • DaphistoDaphisto Hive Janitor Join Date: 2002-11-16 Member: 8917Members, Reinforced - Shadow
    <!--quoteo(post=1992248:date=Oct 16 2012, 08:42 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Oct 16 2012, 08:42 AM) <a href="index.php?act=findpost&pid=1992248"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is it, it must be. Charlie was loath to put all the game logic in LUA because it had the repulsive side effect of making the game moddable. Now he is trying to crush the problem once and for all by preventing us from seeing mods at all!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Is it me or are mods still filtered out by default and the setting not saved?
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