Proposal Discussion Could modding solve disagreements?

There seems to be a lot of strong disagreement between people about what they want from ED.

Examples:
Some want FSD autopilot, some want a more engaging experience, some like it as it is.
Some people find the stars & planets boring/repetitive, some like the realism.
Some players dislike the console-friendly UI, some are happy with it as it is.
Etc.

I'd be interested in a discussion about the possibility of FD allowing &/or supporting a modding community in an attempt to resolve a lot of these differences.

There would absolutely need to be a restricted framework within which mods could work:

Solo/Private Group *only* - all mods disabled in Open Online play. I would also propose that if your character had used mods of any kind in solo/private group then you would be barred from swapping to open play with that character. To support this option I'd love to see more than 1 character per account, so that you could have an Open char and a Solo/modded char.

Limitations on mod capabilities - there would need to be restrictions on what mods could change. No changes to commodity/ship/fittings prices, nor to mission payouts, etc. No changes to the *time* it takes to FSD from place to place, just changes in the *way* it happens. Obviously FD would need to set and enforce these limitations and further discussion would be important.

Mod curation & approval - people would need to be protected from potential malicious code and mods would need some kind of 'stamp of approval' before they could be installed, to ensure that they didn't contravene any of the aforementioned limitations.

There are a couple of responses that I am sure this thread will receive. Firstly there will be many people who say "This is FD/DB's game, they will make it how THEY want it, if you don't like it go away". That is a valid point but I believe that the more players FD attracts and keeps the better (within reason of course). All of us here want the game to succeed. We want there to be further development and we want the promised expansions to be released and to be good. That requires continuing funding. As it is now, I believe, ED will be a niche game with a small potential market. The only way that I can see enough money being generated to fund the continuing development is by ramping up microtrans from the existing player base. Active modding communities are a fantastic way of maintaining long term interest in games, and there are many examples of this (Kerbal Space Program springs to mind).

Secondly it should be pointed out that this idea would entail a large increase in the workload required from FD. Developing, supporting and maintaining a modding system is no trivial matter and has ongoing implications. The cost:benefit analysis of this idea may well doom it to irrelevance. However one thing that can be said to add to the benefit side of the equation is that a happy and active modding community can be very effective in implementing things that might not be worth a dev team doing. It can also streamline the process of prioritising features. An example of this is World of Warcraft, where mods that are used by significant proportions of players often end up being replaced by official code - the WoW developers use mod success as an indication of what needs doing.

I think it would be great if, as a community, we could have a civil and engaging discussion about this idea. Disagreements are inevitable on any subject, that's because we're all different, it's not something to be afraid of nor to attempt to suppress. I feel that modding could provide a "3rd way" for many of these disagreements.
 
There would absolutely need to be a restricted framework within which mods could work:

Solo/Private Group *only* - all mods disabled in Open Online play. I would also propose that if your character had used mods of any kind in solo/private group then you would be barred from swapping to open play with that character. To support this option I'd love to see more than 1 character per account, so that you could have an Open char and a Solo/modded char.

As both the groups you mention use an online universe used by many other people Modding could not work, the only place it could work is in Solo offline.
:)
 
As both the groups you mention use an online universe used by many other people Modding could not work, the only place it could work is in Solo offline.
:)

Hi, I'm not sure I understand why that is a problem, would you care to elaborate?

There are already plenty of online games that support modding - I've already given WOW as an example but another one that I know of is World of Tanks, which is a purely online, competitive-only pvp game!
 
You use WoW there as an example. I stopped playing that years ago when it became about playing the mod and not the game itself.

i.e we used to do raids with no problems knowing how fights worked etc then all of a sudden it got so that you "had" to have a certain mod installed so a big message came on screen telling you what to do and when to do it. Or in pvp a mod might tell you what your opponent was casting instead of you having the knowledge to tell by looking. No thanks to that type of thing, though those examples don't really fit in Elite.

On the flip side to that I've seen mods that do actually improve games by adding a convenience effect or adding on something that a developer maybe hadn't thought of. i'e Outfitter that let you change all your items in one go (out of combat) instead of manually doing it, this idea was eventually added in game if i recall. Or ones that let you put a fuller description of your character that others could see for roleplay purposes.

I think we've seen it already with the data scraper tools for the market prices being disallowed that certain mods will always be an issue. Though they also raise debate about possible inclusions to a game, i.e could there be an in-game market checker on nearby systems or some way to remember market data for recent systems you visited or something. (I personally will be pen and paper and check the nearby places and work it out, but I don't mind working for a living :p )

I'm torn to be honest, like I say in other games I've been more about cosmetic changes being ok, but major effects on combat I dislike immensely as I like to fight properly (in my eyes) win or lose.
 
Hi, I'm not sure I understand why that is a problem, would you care to elaborate?

All 3 game modes (Solo/Private/All) share the same persistent dynamic galaxy, your proposal requires that these modes be forcibly split which quite frankly, is very unlikely to happen (see the gazillion other threads on mode switching).
 

ShadowGar

Banned
Even if they don't allow hud modding, it will happen. Just illegally.

If they make offline mode, it will be modded.

Just give it time.
 
All 3 game modes (Solo/Private/All) share the same persistent dynamic galaxy, your proposal requires that these modes be forcibly split which quite frankly, is very unlikely to happen (see the gazillion other threads on mode switching).

wasn't there an offline single player in the plan?


sure I saw/read it on forum


EDIT: same amount of messages message brothers for life
 
Mods solve every problem, but they create a new one: they split a community in as many parts as there are mods. Groups and solo play will already pose enough problems as it is.

For offline play, I guess they wouldn't hurt, but that's it.
 
No. This is not a game for modding.

Once you release a mod api programmers can and will use it in ways no one envisaged or intended. Before you know it you'll have stuff that will give huge advantages in combat for instance. There's a whole world of clever people out there and they'll do amazing stuff.

Mods will also start causing technical problems and waste staff time trying to sort out.

I'm not against mods in MMO's but this simply is not that sort of game. Most things people want to mod are part of the envisaged game experience such as imperfect knowledge.
 
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Even if they don't allow hud modding, it will happen. Just illegally.

If they make offline mode, it will be modded.

Just give it time.

We have no idea what the future stance on this would be. Would you risk a ban if mods are denied by running them? I certainly would not. Totally not worth the risk IMO.
 
Hi, I'm not sure I understand why that is a problem, would you care to elaborate?

There are already plenty of online games that support modding - I've already given WOW as an example but another one that I know of is World of Tanks, which is a purely online, competitive-only pvp game!

I agree, there are many that support modding... and with respect to that are also very open to hacking and bots.
 
I agree, there are many that support modding... and with respect to that are also very open to hacking and bots.

even if they don't support modding, not acting aggressively -against- modding on the PC as a platform leads to horrific abuse.

Recent example: DarkSouls 2, which can be easily broken using CheatEngine and is thus entirely filled with cheating trolls in multiplayer.
 
Do not support.

I bought into ED to play David & Frontier Development's game.

Not a modding community's game that means I am supposed to compete against, hacks, auto aimers and whatnot...

Other games I fully support modding, but these are generally single player games, Skyrim, Fallout etc, where the modding community have done some excellent things!!! But not in Elite.
 
You use WoW there as an example. I stopped playing that years ago when it became about playing the mod and not the game itself.

i.e we used to do raids with no problems knowing how fights worked etc then all of a sudden it got so that you "had" to have a certain mod installed so a big message came on screen telling you what to do and when to do it. Or in pvp a mod might tell you what your opponent was casting instead of you having the knowledge to tell by looking. No thanks to that type of thing, though those examples don't really fit in Elite.


Hah, sounds like a MUD from that description :)
I really miss the good old days I spent on MUDs!
 
No modding needed, just more in-game options. Autopilot is the one I'd like to see. I wouldn't use it much myself but it just makes sense for it to be in there as an option.

Perhaps in-game custom HUD options as well. Drag and drop configuration?

I just don't want to see credible options left out just because some wouldn't use them.. 'and so no-one else should'.
 
As i'm going to be in SP pretty much exclusively i will hope people get around to doing mods for it, even if just for the SP offline game. I type this as i sit in front of my curent modded game of Morrowind (based on MGE XE + around 230 mods!), which i still play today because mods make it the 'best' Elderscrolls game for me.

Look at FFED3D, look at any game where modding is allowed and supported, you will see a better game, and longer lived game.

However i do understand the issues in MP, and unless ED becomes the biggest MP game of all time (then you have no problems splitting the player base as there are enough to go around) i'd be fully content with modding just on SP offline mode. What can it hurt?
 
This type of modding won't work In multiplayer because of the shared game world. UI modding only like in World of Warcraft could be done, but not mods that modify game mechanics or content.
 
The ship cockpit UI is supposed to alter with larger ships so the designs show difference. ... however, this is not what my post was about...

To mod in the usual since depends highly on how the game was built in the first place. We know that the game design was 'different' than usual games and that the game UI is highly structured to gameplay (such as the bobbleheads).. To open to the mod people means releasing code on how the game was built... to be honest, they likely don't want to.

This is limited use for mods in this game as far as I can see. It isn't really designed for a need for it.

I would say no on mods in general ... BUT
I can see adesire for cockpit UI and new BobbleHead .. but those are more just UI operation... not game play.
 
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