Dont try to mod your servers !!!
Please dont try to mod your server, the result would be an empty server. Clientmods like pink skulks are ok, but server? Noo way.
You can have an detailed Info on the server what exactly has been changed, believe me: If people cant hit shit, its the servermod.
"Oh, there is only an custommap installed? never, i know there is more. The shotgun feels strange and it deals less damage also the movement must be modded"
I can setup an "unmodded" server where an shotgun cost 1000res and deals 10000 damage per pellet. And i know there are white unmodded servers that have variables changed.
Just do something for me:
Open the game and browse the servers.
Then count the modded servers.
Im sure you will see maybe 4 modded ones, 3 with combat"
THATS ALL
Can someone tell me whats wrong with modded servers?
I mean, you can have official hotfixes with mods, great adminsystems, upcoming official balance changes, custommaps (always playing the same 3 maps is a bit boring over time), detailed round stats, .....
People invest time to improve and create new stuff. Why should they do that if no admin install the stuff. And if admins install stuff, poeple dont play on the servers.
LWFs "Better NS2" is a good example. It brings a set of really usefull changes (many of them find the way in the game finally in the past).
How many servers running the mod? 2
In letters: TWO !!! i mean WTF, really.
You can have an detailed Info on the server what exactly has been changed, believe me: If people cant hit shit, its the servermod.
"Oh, there is only an custommap installed? never, i know there is more. The shotgun feels strange and it deals less damage also the movement must be modded"
I can setup an "unmodded" server where an shotgun cost 1000res and deals 10000 damage per pellet. And i know there are white unmodded servers that have variables changed.
Just do something for me:
Open the game and browse the servers.
Then count the modded servers.
Im sure you will see maybe 4 modded ones, 3 with combat"
THATS ALL
Can someone tell me whats wrong with modded servers?
I mean, you can have official hotfixes with mods, great adminsystems, upcoming official balance changes, custommaps (always playing the same 3 maps is a bit boring over time), detailed round stats, .....
People invest time to improve and create new stuff. Why should they do that if no admin install the stuff. And if admins install stuff, poeple dont play on the servers.
LWFs "Better NS2" is a good example. It brings a set of really usefull changes (many of them find the way in the game finally in the past).
How many servers running the mod? 2
In letters: TWO !!! i mean WTF, really.
Comments
There are dozens of servers running different game modes (mostly combat, and mostly empty), and the majority of the other modded servers are just adding map voting and admin tools and stuff. Those servers get plenty of players.
But I think there would be more servers with interesting gameplay mods if there was a demand for it. As it is, most heavily modded servers spend nearly all their time empty. I think it is mostly a matter of NS2 not having a large enough player base for mods to really flourish.
NS2 has about 1000-2000 concurrent players at any given time (http://store.steampowered.com/stats/). Assume that 5% want to play on modded servers (heck if I know the real %), that is only 5 or 6 servers worth of players. Most of those people are probably just going to join the combat server with enough players and a low ping. If no populated servers look good, they'll probably just go play normal NS2 rather than join an empty server and wait an hour for other players that may never come.
Just consider how often YOU reading this join an empty server to get it started. If you've ever done so, then you know sometimes it is a fantastic waste of 15+ minutes that you'd rather spend elsewhere.
After 2-3 days the admins switch back to normal servers. Weasel and Dumbass (EU based) do that for example.
There is an reasen why people using the DAK adminmode in "normal-mode". They try to bypass the mod-flag.
So, the question is: Whats wrong with the yellow flag?
The modded/unmodded server browser distinction is easily evadable and the kiss of death for modded server playercount. Its hard for modders to get proper feedback when modded servers all seem to be carrying a scarlet letter.
A better approach in my opinion would be to only show servers as modded if one of the installed mods has the type gameplay or game. Therefore an admin mod (server-side type), a hotfix mod (server-side) or custom maps (level type) won't flag the server as modded. Of course people would still be able to bypass that system and run a mod which heavily changes the gameplay and don't get flagged as modded, but it's still better than what we have at the moment.
Voogru servers do this and I HATE them for it. I am not bashing res for kills, it would be perfectly fine if their server showed up as a modded server, but it doesn't. I was arguing with people that thought that res for kills was a part of the main game because the server that they were playing on wasn't flagged as modded. That is deceitful and very wrong in my opinion.
I would LOVE this implementation, but I don't think we will see it anytime soon.
Yea get pissed at the server operator that the game developers only made the game hook available after a player connects.
This would then create a problem with rookie servers that use an admin mod. I think we can all agree that rookie servers need admin mods just as much or possibly even more than a normal server however it is important that these servers show up green so players can find them.
If you mark a modded server, a small explanation-window pops up with an text defined by the server-admin.
The idea with the link to workshop is fine, but people wont follow these links. Imagine a server with multiple mods.
If you join my servers, you get an ingame html MOTD with all infos. Do you think people reading this? NO
Players: ..."how to vote ? " :P