Author Topic: Anyone think more addons should be open?  (Read 6657 times)

how would making it possible for more than one person to host a gamemode kill it quicker
4 people like a game mode. 4 people now host that game mode. Potential players divided up into 4 servers.

It's why something like Base Raiders or Reverie lost their hype so quickly after release. Anyone hosted them at any time. It used to be special to see one of these up by their original hosts, now they're with few players and up for a short time.

As someone who just codes their stuff instead, I can't believe how much they can accomplish (or are willing to accomplish) with how limited events can be.
youd be suprise

People are too focused on getting high playercounts, rather than just making something fun.
i've had my fair share of hosting 50+ players from survive the disasters back in 2015 and it's overrated as hell

it's fun to see other people enjoy your creations in realtime, but worrying about networking and moderation takes all the enjoyability out of it

the reason i quit working my minijet challenge server was because of the high usage modter and zones turning the game's framerate and latency into swiss cheese, but that can all be loaded stage-by-stage with singleplayer

uh yeh

what is the point in making them private?

its not like you will make any profit from it.

...i don't think their purpose was to profit from private add-ons at all...

4 people like a game mode. 4 people now host that game mode. Potential players divided up into 4 servers.

It's why something like Base Raiders or Reverie lost their hype so quickly after release. Anyone hosted them at any time. It used to be special to see one of these up by their original hosts, now they're with few players and up for a short time.
To be fair most servers that try to be like the original usually don't do so well, sadly it potentially ruins the reputation of the gamemode.

uh yeh

what is the point in making them private?

its not like you will make any profit from it.
Don't post if you don't care to read anything from the topic, there's many reasons why people put their stuff private. What's the point of wasting time packaging a gamemode if no one wants to use it? People say they will use the gamemode but it never happens (randomizer is a good example, people begged for it to be released, released it before, no one actually hosted the gamemode, spent days rewriting code to at least package it). So to not waste our time, we avoid packaging it for those reasons. Sounds like a stuff move but people make us do this since no one wants to fix up the gamemode or even use it because they're the ones who begged for it. This is half of the reason why I sometimes don't want to make a gamemode, in fact.

Our goal is to not even make profit, not sure where you are getting that idea from.

We build private projects because we have great ideas for servers, unfortunately for a decent server, you need admins, a quality build, and a quality host. Unfortunately the servers I have seen miss one of all of these, which is why servers are rarely hosted (or in this case fail).



At some point I may even just release what I have (which is everything) when I lose interest into making mods.
« Last Edit: December 29, 2017, 11:42:01 PM by Kyuande »

I have made many game modes that absolutely nobody uses. People enjoyed them when I hosted them, but nobody hosts them anymore. :/

the fact that nobody hosts created gamemodes is a huge issue. whats the point in releasing gamemodes if nobody actually hosts them? oh the irony

the fact that nobody hosts created gamemodes is a huge issue. whats the point in releasing gamemodes if nobody actually hosts them? oh the irony
I guess my post was worded wrong, I have released a few gamemodes before and no one uses them, and seeing from others releasing modes, no one has used them. So a little of thinking here and there, same question comes again in your post

Yeah, it's really killed my motivation to make new ones.

what kott said

im an excellent builder and can event things to an extent but there's only so much events can do so knowing how to script would make things alot easier

i just dont know where or how to start with torquescript.
You don't really need to know how to use TorqueScript to make a basic gamemode. Hell, there's even tools out there to help you make gamemodes, like this one that Visolator made (the download link is broken at the moment, but we're tracking it down in another thread right now so don't worry).

the fact that nobody hosts created gamemodes is a huge issue. whats the point in releasing gamemodes if nobody actually hosts them? oh the irony
This. It takes so much effort to put one together unless you're just stuffing in a bunch of add-ons, a save, and an environment and calling it a day.
Then there's the fact that no one's just going to want to host that exact carbon copy of said gamemode. Being a sandbox game, they're likely going to want to tweak some stuff. But there's no default option of doing so. You get zero settings with gamemodes. So in order to add more variation to said gamemodes, you have to go through even more extra work. Which, people are probably just going to ignore anyway.

The reason servers die off is because no one is willing to sit in an empty server unless there's something they can do in it. The only reason Tournaments has probably lived as long as it did is because some people (including me) would be patient, sit there when it's empty. Play with the one person that joins, over and over no matter how stale it got. Knowing that the more people were in it, the more were going to join. You all need to do that more.
I've even done this with something as simple as a spear deathmatch. I eventually got it to like, 10 or so players just from being patient.

the fact that nobody hosts created gamemodes is a huge issue. whats the point in releasing gamemodes if nobody actually hosts them? oh the irony

this is one of the core reasons why the game is actually "dying"

I didn't stop hosting because I didn't want to.
but because I was unable to host physically.

youd be suprise
Hory stuffe. Is that all with events??? Even the dialog selection? Also, now I want to make a dialog system for RPG developers that automatically generates text-to-speech dialogue. Or is there something like that already?

4 people like a game mode. 4 people now host that game mode. Potential players divided up into 4 servers.

It's why something like Base Raiders or Reverie lost their hype so quickly after release. Anyone hosted them at any time. It used to be special to see one of these up by their original hosts, now they're with few players and up for a short time.
Don't post if you don't care to read anything from the topic, there's many reasons why people put their stuff private. What's the point of wasting time packaging a gamemode if no one wants to use it? People say they will use the gamemode but it never happens (randomizer is a good example, people begged for it to be released, released it before, no one actually hosted the gamemode, spent days rewriting code to at least package it). So to not waste our time, we avoid packaging it for those reasons. Sounds like a stuff move but people make us do this since no one wants to fix up the gamemode or even use it because they're the ones who begged for it. This is half of the reason why I sometimes don't want to make a gamemode, in fact.

Our goal is to not even make profit, not sure where you are getting that idea from.

We build private projects because we have great ideas for servers, unfortunately for a decent server, you need admins, a quality build, and a quality host. Unfortunately the servers I have seen miss one of all of these, which is why servers are rarely hosted (or in this case fail).
I have made many game modes that absolutely nobody uses. People enjoyed them when I hosted them, but nobody hosts them anymore. :/
Perhaps it's just that hosting gamemodes takes too much effort. Those that are willing to put in the effort are usually working on their own projects anyways. Those that aren't... well... they don't. In games like GMod, there's a big enough player base such that virtually any gamemode is bound to have a handful of people who want to play and/or host it (and are able to). Blockland is obviously lacking in the player department.

If we really want to make gamemodes that people will want to host, we have to create gamemodes that require little to no overhead; gamemodes that are hard to forget up. Speedkart is a great example of such a gamemode. It requires little to no admin-oversight, and comes pre-packaged with plenty of quality maps. But of course, trying to fit this criteria limits what a gamemode can be.

In conclusion, while I will continue to emphasis that we need more singleplayer/LAN oriented gamemodes that run themselves, we should ultimately just let gamemode developers make whatever the forget they want. It's better for a gamemode to be playable for a few weeks out of the year than not at all.
« Last Edit: December 30, 2017, 09:38:46 AM by Platypi »

Perhaps it's just that hosting gamemodes takes too much effort. Those that are willing to put in the effort are usually working on their own projects anyways. Those that aren't... well... they don't. In games like GMod, there's a big enough player base such that virtually any gamemode is bound to have a handful of people who want to play and/or host it (and are able to). Blockland is obviously lacking in the player department.

If we really want to make gamemodes that people will want to host, we have to create gamemodes that require little to no overhead; gamemodes that are hard to forget up. Speedkart is a great example of such a gamemode. It requires little to no admin-oversight, and comes pre-packaged with plenty of quality maps. But of course, trying to fit this criteria limits what a gamemode can be.

In conclusion, while I will continue to emphasis that we need more singleplayer/LAN oriented gamemodes that run themselves, we should ultimately just let gamemode developers make whatever the forget they want. It's better for a gamemode to be playable for a few weeks out of the year than not at all.
speedkart is also boring as the richardens. and hosting gamemodes has 0 effort its the same as hosting a freebuild come on, unless its something outrageously complex like an rpg or something

in the case of dms and tdms other games remedied this issue (no players makes a server dead forever) by having bots, that would get replaced with players until it was only players...
« Last Edit: December 30, 2017, 10:08:54 AM by The Resonte! »

in the case of dms and tdms other games remedied this issue (no players makes a server dead forever) by having bots, that would get replaced with players until it was only players...
This is an excellent idea, unfortunately bots aren't that smart knowing where to go unless you implement premade pathfinding maps for each map you have. I did have this idea but it would take forever for torkscript to calculate which way is the best (remember having to link everything, so if I did this manually it would take much longer)

Maybe if I created a pathfinding dll or use an external DLL like lua/java this actually will speed up the process much faster.



Now I thought about the pathfinding using an external DLL, I should actually try this.
« Last Edit: December 30, 2017, 11:32:25 AM by Kyuande »