a technical problem for the sake of a technical problem, in order to create even more technical problems.
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техническая проблема ради технической проблемы, для того чтобы создать ещё больше технических проблем.
a technical problem for the sake of a technical problem, in order to create even more technical problems.
I’m sorry, but I do not follow your logic here.Some newbie driver wrote: ↑03 Oct 2021 08:21 But if we port that to reality, we have that:
A: People don't read, don't know and don't care what they do with the game already, as to give them that smoking gun. You said those complains can be ignored, but I don't blame them for not even want to hear about them.
B: I don't think any video game company wants to give their players, from start, an option that ensures that players are going to suffer weird game behavior. Maybe in the future, but not now.
C: Also it would be impossible to do a proper debug of the system that it's starting now if they had to consider the effects of mixed mods
D: Also something to consider is the media perception created with the update. The last any company wants is that Internet ends filled with images and glitches of a game working wrong and without the proper context to explain that image.Maybe in the future, but not at launch time or the perception the public could have is that the release has been a complete disaster.
You don't because:
Regardless of your opinion here, the simple fact is that plenty of people have already complained about profile corruption in this beta from the forced mod sync. It IS an objective problem which is made worse by this approach. This is a simple fact.Some newbie driver wrote: ↑03 Oct 2021 14:01 And about profile corruption, as I said it before, it's NOT a MP problem, is a MOD USAGE problem. It has been so since the beginning and ANYBODY who plays mods MUST accept it because it's something always there awaiting to catch you with the ward down. So, SCS isn't going to weirdo the playing experience in MP trying to safeguard people playing mixed mods due the fear of profile corruption. Because if they feared that they wouldn't had been supporting mods at all so long.
They say right on the main menu that mods are unsupported if you have one installed. Providing documentation for modders, and troubleshooting bugs caused by mods, are two entirely different things.Some newbie driver wrote: ↑03 Oct 2021 14:01And yes, I said they support mods, because they DO. They keep a pretty decent and complete documentation, they keep official forums specifically aimed to that, they keep a set of rules about what they allow with mods, they keep a Workshop place in Steam, they release mods made by themselves and now they do an open beta aimed specifically to polish mod support on a main game mode (with FFB as a filler). If that's not "supporting" something, I don't know what it has to be.
So apparently you already get this. Why would they need to debug issues caused by mod desync then, rather than ignoring them like any other mod issue?Some newbie driver wrote: ↑03 Oct 2021 14:01What they had been not, are not and will not be are RESPONSIBLE of mods: their outcome and the consequences of using them. When they say they don" support mods" (if they ever use those exact words), what they mean is "don't come requesting us any responsibility". Period.
You can't just say "screw this major problem". That is not an acceptable approach to anything. SCS is introducing this possibility more than ever with their current approach. It WILL happen more BECAUSE of forced mod sync in convoy.Some newbie driver wrote: ↑03 Oct 2021 14:01A: Screw profile corruption, that should be accepted to anybody running mods (included those who click the mod allowed filter in MP lobby). And go to the installing mods option, so no potentially up to 8 people in the session don't come with different complains about weird thing happening in the game. If they have problems, at least it will be the same shared problem.
And how exactly would my suggestion change this? If those same less intelligent users are forced to uninstall and install mods just to join a session, they will still blame SCS for forcing that on them and breaking their game, which has ALREADY HAPPENED only a few days into this beta. On top of that, these betas take someone with at least a slight amount of intelligence to opt into. Once everyone is set loose on this, those complaints will become much, MUCH more frequent. Mark my words.Some newbie driver wrote: ↑03 Oct 2021 14:01B: Of course mods can introduce bugs; but they will be shared by all the people present in the session. And they will be more aware of that possibility due all the process of having to sync them first. If everybody enters a session with their different mods that "worked well for me" mindset, and al of a sudden start to see weirdos; the first reaction is always to consider the game guilty not their tens of random mods that who knows when it was last time they were updated. You just need to browse a bit the help sub-forums to see what I'm talking about. If SCS would receive an euro every time somebody says "my mods always worked well until SCS screwed it with the update"; they will be swimnming in gold. Sharing mods means for SCS: claim the host of the session how's that everything is so botched.
This is actually a fair point. I have no argument for this. If SCS wants to keep this limit during beta, that is fine. They have showed no indication that this will change when 1.42 is final though, which is why I am suggesting this here. I want mod support to be done right when it is made final.Some newbie driver wrote: ↑03 Oct 2021 14:01C: They are in a beta to debug the usage of mods in MP. How do you expect that debug to be in any way possible if they can't even count on that players will share the same mods? And about the question of the support itself, i just answered that before.
And I am saying that you seem to not realize that there are still going to be people talking about weird problems after launch. Let's say immediate profile corruption does not happen, and a poorly made mod ends up screwing up some or all of their trucks. Based on your own logic, the user would naturally blame SCS for "putting out a poor update that broke everything". Whichever way you choose, there WILL be complaints like this from unintelligent users. They may as well go for the way that allows more freedom for people who know what they are doing. Especially since mod desync is only a TEMPORARY problem within that specific convoy session, not a PERMANENT problem which can be caused by installing/uninstalling random mods just to join a convoy session. In both cases, the problems started with joining a convoy session. People will see it like that, as they already have.Some newbie driver wrote: ↑03 Oct 2021 14:01D: No, everything else you said doesn't answer this point. Media perception is internet flooded with images of clipping objects, weird traffic artifacts or whatever the hell the safeguards you propose could cause when trying to block things of different mods depending on the mods others have when they are far or away from me. Media perception is lots of people complaining the game doesn't stop kicking them from sessions. All of this doesn't cause a good perception or press about one release of a game. That's what your suggestion would cause. I'm not saying your intentions aren't good. I'm saying that you didn't considered that SCS don't want tons of people talking only about weirdos after the release.
I can only hope they do loosen the restrictions over time, because the current implementation of modded convoy is very useless to me and other people who can't play the game without certain graphics/audio/ui mods, or any other inconsequential-to-mp types of mods. That is why I proposed giving control to the session host when it comes to the enforcement of mod sync, until SCS can come up with something better.Some newbie driver wrote: ↑03 Oct 2021 14:01As I said, I agree about your suggestion from a theoretical point of view. The collateral consequences of its practical application are the ones I didn't buy. And some of them could be sorted or some of them (like the media repercussion) could be diluted with time. So; it's perfectly possible an doable that in future releases SCS allows what you suggest. But at short-mid term, granted it's not an option. MP is still in its diapers; now they add mods to it (I wouldn't have done it, but hey, that's their game to decide about). That's enough chaos, no need to enable for the moment your suggested "happy hour".
The fact that something happens more or less doesn't change the fact that any player modding should be aware for it. Player profile is player's data, is him who should worry about it. It's like when companies complain because they lost data but they had been neglecting by act or omission with the backups. Their data, their responsibility. If your profile do matter you, act accordingly; don't wait others to do something.
They don't just "provide documentation ". I already listed everything they do so the people could use mods in a pretty safely way. I refuse the argument of saying that there's no support (as is, in general terms) because there's no troubleshooting or because they simplified their own statements using that word carelessly in the forum. "No support" state was when after 1.41 people figured out by themselves how to crank mods and even SCS actively changing things that closed some of those doors. The "no support" argument can't be sustained when the company dedicates the effort of their developers to actively allow people to use mods in the game.
And when I said they had to debug anything due mod desync? Those complains will be ignored like are now those about mods in solo. The nearest to that is when I said they will have more problems to debug THEIR code if the reports from people came from desynced sessions.
SCS has been saying us "screw your profile corruption if you mod" since day one. I thought we were agree about that so far. The aren't responsible of the consequences of using mods, remember? And about that happening more now, let's say it plainly: NOBODY should expect LESS profiles corruptions in the starting phases of a beta about mixing mods and multiplayer. Specially when an explicit warning about it was made by SCS since the start. I would expect those problems to help fine tune some things, help modders to do the same on their own works and players in general to be more aware of something that always was there. Think on it about a collective kick in their arses do don't get too overconfident with their profiles.
You have enough computing knowledge to understand the difference between "more people having a problem" (what you say I said) or "more people having THE SAME problem" (what I really said).Deebz__ wrote: ↑03 Oct 2021 14:17As for "at least everyone would encounter the same problem", I think you are overestimating the importance of this. It could make troubleshooting easier, or it could obscure the cause of the problem. In any situation, why would it ever be preferable for more people to have a problem?
Because, as I said, you quoted and didn't understand: "Sharing mods means for SCS: claim the host of the session how's that everything is so botched." If one knows he had to change his settings prior to enter a session that screwed his profile, at least one will have some thoughts about that host's mods. If one goes freely whenever he wants with his 100+ mods folder thinking all fields are green and all of a sudden his profile got screwed; one will automatically blame the game (never his reckless behavior, oh no, that never happens). That the 101 mindset for the average computer user. Deal with them for 20 years and you will know it, granted. And if a mod set doesn't corrupt the host player in soloing, shouldn't corrupt either in MP. So the corruption should come from the opt in /opt out set of mods and that's something that can be fixed (and that''s the objective of the beta). Once in release you could expect more complains due the volume of player, but the % should be way less (otherwise, then you will be right and the release would be a failure).Deebz__ wrote: ↑03 Oct 2021 14:17And how exactly would my suggestion change this? If those same less intelligent users are forced to uninstall and install mods just to join a session, they will still blame SCS for forcing that on them and breaking their game, which has ALREADY HAPPENED only a few days into this beta. On top of that, these betas take someone with at least a slight amount of intelligence to opt into. Once everyone is set loose on this, those complaints will become much, MUCH more frequent. Mark my words.
And that's why I said before that sentence about "all with the SAME problem". Anyway, don't expect that to change after the beta, it will have no sense to debug the beta with this approach and then radically change it for the release. If a change like your suggestion is ever made, it will have its own release and beta (and even possibly, like this one, almost entirely focused).Deebz__ wrote: ↑03 Oct 2021 14:17This is actually a fair point. I have no argument for this. If SCS wants to keep this limit during beta, that is fine. They have showed no indication that this will change when 1.42 is final though, which is why I am suggesting this here. I want mod support to be done right when it is made final.
I already account for those problems to happen. Point is, if the hosts mix of mods is a mess, he could already flood Internet with his complains when solo-playing. That's unavoidable. The problem with your suggestion is that you can have 8 people with their own set of mods working flawlessly in solo playing and when sharing a MP session everything going weird due the safeguards. That's what will not happen with current SCS approach.Deebz__ wrote: ↑03 Oct 2021 14:17And I am saying that you seem to not realize that there are still going to be people talking about weird problems after launch. Let's say immediate profile corruption does not happen, and a poorly made mod ends up screwing up some or all of their trucks. Based on your own logic, the user would naturally blame SCS for "putting out a poor update that broke everything". Whichever way you choose, there WILL be complaints like this from unintelligent users. They may as well go for the way that allows more freedom for people who know what they are doing.
As I said, I would had not included mod support so soon. I would rather had extender MP options, functionality and performance. I sincerely didn't expect them to enter the mods/MP minefield so soon. But whatever, they decided so; at least they entered the minefield with a minesweeper.Deebz__ wrote: ↑03 Oct 2021 14:17I can only hope they do loosen the restrictions over time, because the current implementation of modded convoy is very useless to me and other people who can't play the game without certain graphics/audio/ui mods, or any other inconsequential-to-mp types of mods. That is why I proposed giving control to the session host when it comes to the enforcement of mod sync, until SCS can come up with something better
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