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Mods...?


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#41 Oswin Aurelius

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Posted 29 April 2012 - 10:40 AM

View PostCatharsis, on 29 April 2012 - 10:21 AM, said:

I agree with the general consensus that having mods for this game would not be a good idea...

But I would just like to point out that Counter Strike, a game that is entirely multiplayer, has been continually perpetuated over the decades since its first release, thanks to modifications. The game itself started out as a mod to Half Life.

Unreal Tournament 2004 has also flourished a lot due to modifications. Amazing games like Killing Floor exist entirely because Unreal allowed people to mod UT2K4.

I am aware that the situations do not really equate. CS is fairly unique in its situation with mods, and more often than not what was modded in Unreal was the engine, as opposed to the game itself.

I just wanted to provide some argument against the statement "no mods are good mods."
Natural Selection? yeah.


You know, in a way, MWO is a "mod" for the Crysis 2. In the same way that Killing Floor is a mod for Unreal Tournament and CS is a mod for Half Life.

Yeah, but we have the developers for that. XD

#42 Hayashi

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Posted 29 April 2012 - 10:45 AM

View PostOswin Aurelius, on 29 April 2012 - 10:40 AM, said:

Yeah, but we have the developers for that. XD

Paul, when are you going to develop that mod that makes me sandwiches ingame?

#43 Motionless

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Posted 29 April 2012 - 10:47 AM

View PostCatharsis, on 29 April 2012 - 10:21 AM, said:

But I would just like to point out that Counter Strike, a game that is entirely multiplayer, has been continually perpetuated over the decades since its first release, thanks to modifications. The game itself started out as a mod to Half Life.

Unreal Tournament 2004 has also flourished a lot due to modifications. Amazing games like Killing Floor exist entirely because Unreal allowed people to mod UT2K4.

Team Fortress was a quake mod, now a valve game.
Dota was a warcraft mod, now a valve game.
CS was a half-life mod, now a valve game.
Garry's Mod was a half-life mod, now a game published by valve.

Edit: I forgot Day of Defeat, originally a half-life mod and then a valve game.

Valve knows how to capitalize on the creative efforts of fans.

So many games like this, MWLL obviously relevant to mechwarrior fans.

I have a thread in jettisoned communications about Nexuiz, which is based on the open source game that layed on a modded quake engine, I have a few free copies.

Edited by Motionless, 29 April 2012 - 01:51 PM.


#44 Darkener

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Posted 29 April 2012 - 01:15 PM

I've played alot of games over the last 20 years and most recently they have been Online player vs player affairs thanks to the wonders of the Internet and i have seen cheating evolve from something as simple as running microsoft messenger at the same time as mechwarrior 3 on the cz leagues (iyou might laugh but this was a problem playing on a 128kb connection the term your looking for is "lag shooting") to outright hacking of the game engine , from making yourself invisible , invunerable with unlimited ammo and specials. even the Ice map packs for Mw3 used to be considered a cheat as they were a mod of the games workings to make heat build up not matter due to sub zero ambient temperature untill they were eventually accepted as a viable competitive gaming arena.

More recently I have been playing World of tanks where due to all calculations being client side the only real changes you can make are Aesthetic , such as HUD alterations , custom skins etc and if the game detects certain files altered you cannot play as it verifies your build on connection to server.

A more successful example of modding is World of Warcraft , there are literally hundreds of Mods to cover virtually every facet of the game you might be wanting to cover. From encounter mods giving you attack timers to inventory calculators and armour statistic monitors. Plus HUD upgrades to completely tailor it to your preference. But all these mods have no affect on the core functions of the game , you wont attack faster or hit harder or be harder to kill unless you are able to use the information given to your advantage which comes down to player skill. you can also run your own private server and summon ragnaros in stormwind keep, duelling him to death with just a blacksmithing hammer if you wish.


Modding has the potential to add alot of nice personal touches to the game , it also has the potential to be exploited , abused and cause PGI all sorts of Legal ramifications (again i reference WoT with its problems of involving the German vehicles leading to many many many "nazi" references to the extent they recieved petitions from the german government)

#45 Punisher 1

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Posted 29 April 2012 - 01:22 PM

Mods are great but I do not think MWO is ready for that nor do I think it will be open for one. You might drop in some mini mods that off a better player tweaking of screens and what not.

It might be cool way down the line to play with mechs that look like your favorite machine however the game balance might not be able to deal with that sort of thing. So it would look like your mech but thats about it.

Usually Mods are best served when a game is played out or the game itself is flawed on many levels. Some of the greatest mods I played are fixes for the Battlefield series. Which reminds me that EA / DICE needs to open BF 3 up for mods cause they f'd this version up quite a bit.

#46 Malromen

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Posted 29 April 2012 - 01:47 PM

ok, so I agree that mods for Aesthetic Purposes Only would be kinda cool.

Enabling players to change any aspect of the game other than skins would be broken as all hell, though.

That being said, It's not going to happen on an MMO like this, because knowing what you're fighting is an important aspect to Mech combat, and that can't happen if Megatron comes a wanderin' down the road.

So MWO will likely never have mods, at least none that other players can see. They might follow the WoW path and allow UI mods, but even that probably wont happen in the first year...

#47 Rejarial Galatan

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Posted 27 May 2012 - 11:45 PM

just say no to mods





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