why are modded servers filtered out by default?
nSidia
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
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...
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.
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.
And no reason not to have numbers instead of sliders. That goes for all the other menu options to - sound, mouse sensitivity.
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!
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.
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?
The next version should reveal the real reason. :)
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.
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...
<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>
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.
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.
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.
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.
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.
Yep, this definitely needs fixing.
Is it me or are mods still filtered out by default and the setting not saved?