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OFFICIAL Fallout 4 (Discussion)

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I don't contest any points you've made. Now, a reality call.

1) Bethesda should be held accountable, and release a game that isn't crap. We hold EA, Ubisoft, and everyone else accountable for this, but somehow Bethesda gets a pass. I call BS.
2) The modification tools were basically forced out of Bethesda, because FO3 sucked so hard. Prior to that, mods were something that nobody gave a lot of thought to [back in the days where DLC was rare, but almost always worth the price]. Heck, most publishers still don't support the community.
3) Bethesda is still eyeing up the paid mods theory. Whatever they officially say, that money had to be pretty freaking sweet. You can bet that they'd try it again, if they weren't sure the community would crucify them for doing so.
4) The fan/modding community is largely tolerated because Bethesda can still lay claim to your crap. Read the ToS, if they wanted to take a freely available mod, turn that exact code into a new paid DLC bundle, and never offer you a penny they could. Of course, they'd have to go through and add half a dozen bugs before anyone would believe it came from them.


I love the mod community. Unreal Tournament wouldn't have been the same without being Bender, Skyrim would have suck without SkyUI, and Fallout 3 is still an unplayable mess as its sold on the Steam store. At the same time, developers are eyeing up the modding community as the next cash cow. They've basically made DLC a joke with day one releases, they've pushed seller exclusive content so hard that people actually expressed anger over never being able to buy a "full" game without buying it multiple times, producers have forced developers to push still-birthed games out the door just to make money, and pre-orders are getting to the point where they will "release the game early" if there are enough of them (curse you Deus Ex!). If publishers are willing to be that crappy in their business practices, then what makes you believe modders are sacrosanct?


Where you see trouble I see awesome precedents. Counter Strike? a HL mod. Portal? fan created. NWN Kingmaker? a fan made mod. Combine that with a steam sale and I'm there. There have been some really cool things to come out of a publisher making a mod their own. And no I haven't seen the case where they simply steal it and throw the creator down the toilet. Not that it hasn't happened its just not something a smart company with a strong modding community does.

Nearly all of those mod creators were hired on full time at a gaming studio as a result of their work. Most also worked with the original game designers to make the mod into the game you play today. Think about it they can toss a fat wad at someone who has no idea what this is and hope something good comes out of it; or they can toss a small wad at the mod creator and have him do all the work for you. Are they going to take the credit? hell yes, but as a gamer I get a better product and the mod creator gets to do what they love and get paid to do it.

You're complaining why exactly?
 
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Where you see trouble I see awesome precedents. Counter Strike? a HL mod. Portal? fan created. NWN Kingmaker? a fan made mod. Combine that with a steam sale and I'm there. There have been some really cool things to come out of a publisher making a mod their own. And no I haven't seen the case where they simply steal it and throw the creator down the toilet. Not that it hasn't happened its just not something a smart company with a strong modding community does.

Nearly all of those mod creators were hired on full time at a gaming studio as a result of their work. Most also worked with the original game designers to make the mod into the game you play today. Think about it they can toss a fat wad at someone who has no idea what this is and hope something good comes out of it; or they can toss a small wad at the mod creator and have him do all the work for you. Are they going to take the credit? hell yes, but as a gamer I get a better product and the mod creator gets to do what they love and get paid to do it.

You're complaining why exactly?

Where exactly were you when the paid Skyrim mods came out? I ask because it was the first time something like that was tried. What questions have to be answered are rather substantial.

1) If this is a company's IP they have a legal obligation to defend it, lest it become public domain instead of a copyrighted work. Find a judge willing to rule that mods, which can contain anything, aren't implicitly devaluing the IP and I'll call the EFF. Until then, modding is tolerated only because it's not a paid activity.
2) If you use an open sourced piece of code, which requires disclosure, how can you charge for it? Checking every modder's code is a task that even an army of robots would find daunting. Now what about a piece of code someone licenses to you? Tell me how Bethesda could possibly dodge the thousand legal paper cuts involved in this activity, and not be bled dry.
3) How do you divide profits? The modders worked harder than Bethesda (by volume of bugs quashed) to make some of their games work. Does Betheda deserve to get 50% of the mod cost because it's their IP, even though they abandoned it? Yeah, a job offer for an excellent mod is something nice, but be real. If there are just 10,000 mods, produced by 1,000 people, Bethesda couldn't hire everyone. Once you get to the point where real money is changing hands, everything gets messy.

4) Who owns Counter Strike, the associated IP, and the money for said series? Why, I do believe it's Valve. Yeah, they took a community mod, copyrighted it, and now own it. Same thing with Team Fortress, DoTA, and so many other games: http://www.valvesoftware.com/legal.html Before you start calling modding anything but future cash cow, look at the history. Your own citations are for profitable franchises.
5) Finally, the big question. Why do you believe Bethesda "throws money" at anyone? Their paid modding pricing scheme proves otherwise. The fact that they don't support their games as well as the modding community basically means they're allowed to release a game at 80% functionality, and know that the community will finish it for them. Show me one example of Bethesda paying for a mod.


I love the modding community, but be real. It's a resource that will eventually be exploited by unscrupulous people. I'm hoping that this doesn't come to pass soon, but again I cannot ignore facts. Publishers are trying to make every cent they can, and the modding community is an untapped resource. Tell me, how long before you believe it will be. I'm maybe being pessimistic, but I can still remember when expansion packs were amazing bits of content worth buying. I remember when games released as buggy messes were a middle finger to the consumer. In my lifetime, I'll probably also get to say that I remember when mods didn't have the same pricing scheme as in-application purchases. Can you really tell me otherwise?
 
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fail post is fail.

You were talking about the developer owning the rights to the mod. So initial sentence, fail. Point 1, fail. Point 2, fail. Point 3, fail. Point 4, fail. Point 5, fail.


Look at the examples, look at the post. You're attempting to "counter" counter strike with a paid fan made mod. Is that what Counter Strike was? NO! and that's not what I said it was. Counter Strike was a fan made mod that Valve liked so much they spun it off into a lucrative game series. They hired the mod creators and had them on the teams that made the paid game. Ie not a paid mod. A mod that became a game series.

Portal same. Kingmaker, same.

WTF are you even arguing? You're out there in space raging at skyrim paid mods while saying "the game developer technically owns everything" and then trying to argue that "how would you divide profits?" Sense you no make!!!!

Step 1.
Fan made mod becomes popular
Step 2.
Developer approaches mod creator wanting to create a paid game out of it, more often than not also hires the mod creator
Step 3.
Mod is redeveloped anything borrowed is removed
Step 4
Game launches, you buy it and play it
Step 5
Profit

That's Counter Strike, that's Portal, that's Kingmaker, and those are just the 3 I remember off the top of my head. Wait how could I forget Dota, where an entire game genre came out of a mod.

You're raging against having to pay for mods completely oblivious to the fact you already have been.

Paid mods would be a way for the developer to take their cut without adding anything of value. This appeals to them but not to gamers. Modders would like to get paid for their work and many deserve it. The problems taxing the skyrim launch are not really any issue for a company willing to invest into it. Bethesda simply wasn't so they canned the free lunch when it became clear profits might be affected. However if they took the Valve approach, and decided that a properly vetted mod could sell for a decent amount you would see a growth in DLC instead of a paid mod system. Now obviously it would have to be a superior product to something out on Nexus. You would hope Bethesda would be capable of that even if they relegate the task to their "D" team. leaving the "A" "B" and "C" teams to work on current games. Kingmaker works perfectly as an example here as much of Bioware was working on Jade Empire or had started Mass Effect. Kingmaker was easy cash flow off an old title that they had just a few devs work on. Low cost, easy cash.
 
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Creation kit as it looks now, looked almost the same in the time of Morrowind when it was called construction kit:

Then: TES-Construction-Set.jpg Now: imgres.jpg
 
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fail post is fail.

You were talking about the developer owning the rights to the mod. So initial sentence, fail. Point 1, fail. Point 2, fail. Point 3, fail. Point 4, fail. Point 5, fail.


Look at the examples, look at the post. You're attempting to "counter" counter strike with a paid fan made mod. Is that what Counter Strike was? NO! and that's not what I said it was. Counter Strike was a fan made mod that Valve liked so much they spun it off into a lucrative game series. They hired the mod creators and had them on the teams that made the paid game. Ie not a paid mod. A mod that became a game series.

Portal same. Kingmaker, same.

WTF are you even arguing? You're out there in space raging at skyrim paid mods while saying "the game developer technically owns everything" and then trying to argue that "how would you divide profits?" Sense you no make!!!!

Step 1.
Fan made mod becomes popular
Step 2.
Developer approaches mod creator wanting to create a paid game out of it, more often than not also hires the mod creator
Step 3.
Mod is redeveloped anything borrowed is removed
Step 4
Game launches, you buy it and play it
Step 5
Profit

That's Counter Strike, that's Portal, that's Kingmaker, and those are just the 3 I remember off the top of my head. Wait how could I forget Dota, where an entire game genre came out of a mod.

You're raging against having to pay for mods completely oblivious to the fact you already have been.

Paid mods would be a way for the developer to take their cut without adding anything of value. This appeals to them but not to gamers. Modders would like to get paid for their work and many deserve it. The problems taxing the skyrim launch are not really any issue for a company willing to invest into it. Bethesda simply wasn't so they canned the free lunch when it became clear profits might be affected. However if they took the Valve approach, and decided that a properly vetted mod could sell for a decent amount you would see a growth in DLC instead of a paid mod system. Now obviously it would have to be a superior product to something out on Nexus. You would hope Bethesda would be capable of that even if they relegate the task to their "D" team. leaving the "A" "B" and "C" teams to work on current games. Kingmaker works perfectly as an example here as much of Bioware was working on Jade Empire or had started Mass Effect. Kingmaker was easy cash flow off an old title that they had just a few devs work on. Low cost, easy cash.


Allow me to be blunt. Your argument is stupid. It's based upon subsequent works somehow deriving value from their progenitors. I bought HL2, freely downloaded the Counter Strike mod, and never bought any other CS games. I paid nothing for the modder's work. The real question is who owns the IP to Counter Strike? Who owns the IP to DoTA? I've already told you it isn't their creators, it's Valve. Valve owns Counter Strike, despite having 0 effort in the creation of the IP. If they wanted to fire everyone working on the project, and farm it out to someone else, the people behind the original Counter Strike are SOL. Games aren't where the money is, it's IP.

The exact same thing happens with DoTA, and everything else Valve "supported." They waited until someone did all the work to create a franchise (the biggest fiscal risk), harnessed it as their IP, and "benevolently" employed the original creators. If Valve wanted to be EA style dicks, they could revoke those licenses and still profit off of someone else's hard made IP. If you can't understand that, then we really need to stop conversing because you are incapable of understanding the picture. Valve is sitting atop a no risk-reasonable rewards situation.


Do you somehow think that the IP is equally valued as a game itself? If so, you are blind. Look back at Bethesda suing Notch for the "Scrolls" game. They had to protect their IP. Yeah, a good game sells millions of units but IP moves mountains. You want an example, look at Rovio. Decent games, cloned dozens of times, but rolling in the plushie and secondary merchandise market. If Bethesda wanted to they could probably license Pepsi or Coke to produce Nuka Cola. IP rights trump the people who make mods.


Don't think companies will screw people over for IP? Beyond Notch, look at Sega and Nintendo. Both companies flag anything on youtube with their IP, because they want it protected. Imagine if they ever failed to defend Mario or Sonic. Both companies would be screwed, so rather than argue out what "reasonable defense of their IP" is, both companies just claim anything as their IP. Now, for a moment let's imagine someone modding Link into Skyrim. Can you imagine the lawsuit involved there?


All of this still somehow missing you? Let me get more succinct. Bethesda is as greedy as everyone else. The reason paid mods didn't work through Steam is because it was a system with no controls, huge legal liability, and massive negative feedback from the consumers. Imagine if only 1% of 10,000 mods had infringing content, and Bethesda was sued by the owners of that IP. Steam certainly washes their hands of liability, because it isn't their game. The modder has no money, so suing them is worthless. You sue Bethesda, who because they are being paid for mods accepts legal liability for the content. Make $10,000 on a successful mod, and spend $100,000 in legal fees when Nintendo sues you. The only reason the modding community exists now is because it's too much work to sue everyone, with too little money. Once Bethesda walks in and starts getting money, that changes.




You say modding makes these games great. I agree. Where we differ is that I don't think modding will continue as it is. The Nexus is great, but be real, Whenever a developer opens the doors to people getting paid places like the Nexus will disappear. To believe otherwise is just stupid. Who would work for free, when you can get paid with no more effort? This is why I don't believe the mod community is worth counting on forever. Once Bethesda, or someone else, discovers the equation where they get money for other people's work (just like Valve with Counter Strike, DoTA, etc...) the "free" modding community dies. Heck, if someone goes to court for IP infringement and cites the modding community as a situation where the IP wasn't being sufficiently defended from infringement (and the judge sets precedent as this being a valid argument) you can bet that Bethesda would pull the GECK tomorrow. Believe it, or don't. If you fail to see the obvious it isn't my duty to set you straight.
 

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...... Now, for a moment let's imagine someone modding Link into Skyrim. Can you imagine the lawsuit involved there?
.....


hmmm... i see a project in the making.....
 
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@lilhasselhoffer actually yours is stupid.

1. IP argument is especially dumb you expect Bethesda to sue itself? A mod team up with a Developer is not related to IP protections. At no point is anyone unsure of what the mod is or where it came from.

2. Valve did no work? how old are you? Were you even gaming when counter strike was a mod? all you seem to remember is the past 2 years.

3."will not continue"

has been for several decades. Morrowind is 13 years old there are still mods being made for it.
Neverwinter nights is just as old. Still mods being made for it as well as the most successful Kingmaker which was spun off into an expansion.

There is no "new modding movement" and no Bethesda didn't wake up yesterday and say "hey you know what I realized? there's a lucrative oppurtunity in mods." They realized that more than a decade ago. They didn't eliminate mods then and they won't now. All the mods turned games increased the community as more and more tried to duplicate the success. After all if you watched that guy get his name all over tech sites, get a nice paid position with a dev, and a decent salary; wouldn't you want to be just like that?
Whatever changes happen will continue to follow the same recipe for success.

at any rate your posts get longer and longer as you continue down a terrible argument. It's a "spray and pray" of forum trolling. You slather together a ton of random unrelated arguments hoping somehow to make yourself look a genius and the one arguing look an idiot.

So welcome to ignore.
 

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fail post is fail.

You were talking about the developer owning the rights to the mod. So initial sentence, fail. Point 1, fail. Point 2, fail. Point 3, fail. Point 4, fail. Point 5, fail.


Look at the examples, look at the post. You're attempting to "counter" counter strike with a paid fan made mod. Is that what Counter Strike was? NO! and that's not what I said it was. Counter Strike was a fan made mod that Valve liked so much they spun it off into a lucrative game series. They hired the mod creators and had them on the teams that made the paid game. Ie not a paid mod. A mod that became a game series.

Portal same. Kingmaker, same.

WTF are you even arguing? You're out there in space raging at skyrim paid mods while saying "the game developer technically owns everything" and then trying to argue that "how would you divide profits?" Sense you no make!!!!

Step 1.
Fan made mod becomes popular
Step 2.
Developer approaches mod creator wanting to create a paid game out of it, more often than not also hires the mod creator
Step 3.
Mod is redeveloped anything borrowed is removed
Step 4
Game launches, you buy it and play it
Step 5
Profit

That's Counter Strike, that's Portal, that's Kingmaker, and those are just the 3 I remember off the top of my head. Wait how could I forget Dota, where an entire game genre came out of a mod.

You're raging against having to pay for mods completely oblivious to the fact you already have been.

Paid mods would be a way for the developer to take their cut without adding anything of value. This appeals to them but not to gamers. Modders would like to get paid for their work and many deserve it. The problems taxing the skyrim launch are not really any issue for a company willing to invest into it. Bethesda simply wasn't so they canned the free lunch when it became clear profits might be affected. However if they took the Valve approach, and decided that a properly vetted mod could sell for a decent amount you would see a growth in DLC instead of a paid mod system. Now obviously it would have to be a superior product to something out on Nexus. You would hope Bethesda would be capable of that even if they relegate the task to their "D" team. leaving the "A" "B" and "C" teams to work on current games. Kingmaker works perfectly as an example here as much of Bioware was working on Jade Empire or had started Mass Effect. Kingmaker was easy cash flow off an old title that they had just a few devs work on. Low cost, easy cash.

You're out to lunch, respectfully. You are in the extreme minority, because even most of the major modders on The Nexus providing their mods of every type, big, small and even overhaul were very much against paid mods and publicly stated so.

They provide their work because of love of the game, and every now and then someone in appreciation drops them a voluntary donation. So no, being paid for mods is not what most modmakers want.
 
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@lilhasselhoffer actually yours is stupid.

1. IP argument is especially dumb you expect Bethesda to sue itself? A mod team up with a Developer is not related to IP protections. At no point is anyone unsure of what the mod is or where it came from.

2. Valve did no work? how old are you? Were you even gaming when counter strike was a mod? all you seem to remember is the past 2 years.

3."will not continue"

has been for several decades. Morrowind is 13 years old there are still mods being made for it.
Neverwinter nights is just as old. Still mods being made for it as well as the most successful Kingmaker which was spun off into an expansion.

There is no "new modding movement" and no Bethesda didn't wake up yesterday and say "hey you know what I realized? there's a lucrative oppurtunity in mods." They realized that more than a decade ago. They didn't eliminate mods then and they won't now. All the mods turned games increased the community as more and more tried to duplicate the success. After all if you watched that guy get his name all over tech sites, get a nice paid position with a dev, and a decent salary; wouldn't you want to be just like that?
Whatever changes happen will continue to follow the same recipe for success.

at any rate your posts get longer and longer as you continue down a terrible argument. It's a "spray and pray" of forum trolling. You slather together a ton of random unrelated arguments hoping somehow to make yourself look a genius and the one arguing look an idiot.

So welcome to ignore.


You are...frustrating. When confronted with an argument you attack the person making it, which doesn't prop up your own argument.

You're unlikely to see this, but being called a troll really pisses me off. To answer your innanity, let's take a real test case. You've provided 4 examples where a complex mod got a team of people hired as contractors for a bigger company. I'm going to give you the benefit of the doubt here, and increase that quantity from 4 to 20. That should reasonably cover reality, with a margin of error for unknown games, lesser known games, and the like. You cite back to the early 2000's, but let's again give you the benefit of the doubt and only consider this something from 2006 (when Oblivion launched). I've been rather generous here, but the take away is that in 9 years you've got 20 modders/modding groups which have experienced success, the likes of which have actually gotten them a job.

What kind of a success rate is that? Let's gauge it off of one uniform source, because that's the best way any metric can be generated. The Nexus is a hub for Bethesda game related mods. In the period between 2006 and 2015 we've had 4 releases (Oblivion, Fallout 2, New Vegas, and Skyrim). Those 4 releases have 27,833, 14,058, 16,453, and 43,553 files respectively. Let's quarter than number for revisions, and further drop a zero to cover the 90% of mods that take 30 minutes to write. That's 101,897/4/10 = 2548 mods that are reasonably complex that are available on the Nexus. Now this is only 4 games, and only from Bethesda (yes Obsidian did NV, but please accept the generalization). Nothing from Valve at all. If those 20 successes were culled from 2548 mods then the success rate is 0.78%. Saying that "most" modders get support from publishers for their work is crap. 0.78% is a statistical anomaly, not "most."


You seem to not get the whole IP thing. Let me reiterate the explanation for children. If Billy makes a character or setting that is unique, not based upon or derived from any other work, he can copyright that character or setting. Examples of this are the Marvel Universe (now property of Disney), the Elder Scrolls universe, and Google. Now, to maintain the legal protection of that intellectual property, Billy must make sure that nobody else uses his character, without obtaining permission from him. The government supports its creators by allowing them a monopoly on their creations. If Billy was to learn that Sally, Juan, and Fred all wrote about his character he'd need to have them destroy all of their work to protect his intellectual property. If Billy didn't the case could be made that his IP was not being defended, and therefore his character could be used freely. This is how we get things like the Little Mermaid, which anybody can make a version of; but this is also why we have things only one entity can make versions of, like Spiderman.

That may be patronizing, but if the point is still lost tell me who QCs mods? Where is the legal department that makes sure somebody gets sued when some joker mods dragons in Skyrim to look like Thomas the Tank Engine? What about the Nintendo people suing because somebody modded a Mario style world into Unreal Tournament? If you can't answer these questions, don't bother to try. The reason this doesn't get ugly very quickly is because the modding community accepts little or no cash for their work, and they aren't big punching bags of money. The counter argument is why Notch was pursued by Zenimax for his Scrolls game. Notch has money, so having a similar enough name could degrade the brand and make the IP protections vanish. The modding community therefore exists in a gray legal area; they are protected by not having money change hands, but conversely can't make a living out of it.


What happens then, when paid mods appear? Suddenly there's got to be enough legal red tape to cover Valve, Bethesda, and the modders. Valve, by nature, can claim users are responsible for content. Any money they receive is related to making their platform run, and not an endorsement of the content. This means either Bethesda or the modders can be pursued by people who have their IP infringed upon. Think this won't happen; it already is. In order to deal with the DMCA youtube implemented a copyright scheme that allows anybody to claim their IP is infringed upon, take money while the debate is occurring, and whenever their claims are dismissed doesn't even slap them on the wrist. That's only for including parts of their content, not potentially portraying their IP in a damaging light. That sort of crap isn't just going to get people to lose monetization, they'll be suing modders left and right for several times what their mod could potentially be making. With that money flowing back, in most part, to Bethesda who would you sue?

The modding community, by and large, realizes this. We're allowed to do whatever we wish, just as long as we don't rock the boat. Once Bethesda, or anyone else implements a system where modders can be paid we lose our current equilibrium. The optimists say that mods will get better, because the authors can do it as a job. The pessimists say that a flood of crappy mods will make modding useless, and create enough legal issues that anybody producing a game will simply kill modding to end the nightmare. Unfortunately, reality sides with the pessimists. The Android market is a clone farm for whatever game is popular. Apple has the same issue. Steam has experienced more than enough Unity related shenanigans to call it an objective failure. This isn't going to be a renaissance for modders, it will the the death knell for games that support mods. Unsurprisingly, the legal system will quite easily murder fun, to protect the IP rights of those who can sustain legal battles.



Because you continue to miss the blatantly obvious, I will state this one last time. Valve owns the IP for Team Fortress, DoTA, Counter Strike, etc... This is not an accident, not a coincidence, and should be a giant red flag. Modders took the engine from one game, and built an entirely new game on it. Once the idea took root, Valve swooped in and bought up the IP. To not appear as EA does, they offered jobs to the people who pioneered the IP. This isn't benevolence, it's hiding the iron fist in a velvet glove. Valve owns these IPs. Just like with Steam, they've found being the marketplace is more profitable and less stressful than making new games. They still hold all the strings, they just choose not to be EA, and allow their puppets to make games well rather than quickly and cheaply. If you saw a companion cube plush for sale, that's Valve printing money. If you've ever bought a digital hat, that's Valve making money. They could theoretically never release another game (and they're really trying with HL2: episode 3), farm out development to other studios, and continue to print money. That is the power of IP. Even the most successful games make chump change next to the value of the IP they build.


Edit:
My posts get longer, because you continue to demonstrate a lack of basic understanding. It's great to say "every game should have mods," but it's entirely another to make that happen. It's not about paying for the mods, it's about the taint of money turning something fun into a zoo for lawyers.

I'm happy to pay out for a good product. Patreon and Kickstarter allow exactly that sort of thing to happen. Creative individuals get paid to do what they love. Unfortunately, I've yet to meet an application store that isn't more interested in the bottom line than the ability to express creative freedom.


Edit:
Minor changes to spelling. Gotta type in anger less often.
 
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It'll be 4 years since a Bethesda release. Maybe this time their QC department is going to be called before the game releases...maybe...???

Their QC department is on holiday leave for an extended period of time after having been outsourced to the steaming pile of bugs they called Elder Scrolls Online. Only just since a few months now (and surprisingly, the moment it went B2P!) are the closed beta bugs finally gone. Sorry to disappoint :D
 
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Their QC department is on holiday leave for an extended period of time after having been outsourced to the steaming pile of bugs they called Elder Scrolls Online. Only just since a few months now (and surprisingly, the moment it went B2P!) are the closed beta bugs finally gone. Sorry to disappoint :D

This is a distinction that I'm told to make, so I have to make it. Obsidian did Fallout: New Vegas, and Zenimax Online Studios did ESO. Bethesda did Oblivion, FO 3, and Skyrim. I don't think it's a huge distinction, but I need to be fair.

Given the QC on New Vegas was good, I'm hoping that Bethesda has learned, but your point is well taken. Zenimax, the parent company of Bethesda, seems to think QC is a post-facto consideration. Sigh...
 
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This is a distinction that I'm told to
make, so I have to make it. Obsidian did Fallout: New Vegas, and Zenimax Online Studios did ESO. Bethesda did Oblivion, FO 3, and Skyrim. I don't think it's a huge distinction, but I need to be fair.

Given the QC on New Vegas was good, I'm hoping that Bethesda has learned, but your point is well taken. Zenimax, the parent company of Bethesda, seems to think QC is a post-facto consideration. Sigh...

Yeah I know, they dug up some of the old DaoC developers for that. But if you happened to be in that beta, and then saw it progress into open beta > released beta (because that's literally what it was), the similarities are too striking to look past. Even the animation quality, and the UI is a straight copypasta from Skyrim, including the console-clunkiness, hell they even copied over the hidden stats game from Skyrim, which is awesome in a PC MMO right? :D

The only explanation I have for NV running so well (by Bethesda standards) is that Obisidian kept a tighter noose around QC and that they were just rehashing an existing engine that already experienced every possible bug in history with FO3.
 
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You're out to lunch, respectfully. You are in the extreme minority, because even most of the major modders on The Nexus providing their mods of every type, big, small and even overhaul were very much against paid mods and publicly stated so.

They provide their work because of love of the game, and every now and then someone in appreciation drops them a voluntary donation. So no, being paid for mods is not what most modmakers want.

So you're saying that what happened with Counter Strike is something most of the modding community would be against?

I am in no way advocating what Bethesda did with paid mods. That isn't to say that turning a few of the better mods into Bethesda Sanctioned DLC is something that the modding community would be against.
 
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So you're saying that what happened with Counter Strike is something most of the modding community would be against?

I am in no way advocating what Bethesda did with paid mods. That isn't to say that turning a few of the better mods into Bethesda Sanctioned DLC is something that the modding community would be against.


This is why the banning option is a route for cowards. If your points stand on their own merit, then you should be able to take criticism. Unfortunately, @yogurt_21 would already have the answer to this question if they read my response.

0.78% of mods being a success means that most of the modding community is doing this for free, and because of that they are able to do things that would otherwise get you sued for IP infringement. That system is broken, but Bethesda and Valve implementing a paid marketplace doesn't resolve that issue. It adds another tree onto the roaring fire of IP law issues that haven't been resolved for the digital age.


Edit:
After some consideration, I have a favor to ask. Will somebody quote the math to @yogurt_21, and let them understand the absolute lack of a realistic foundation their argument sits on?

Modding isn't about money, it's about love. Love for that which we spend what little time our lives allow doing. Unfortunately, people are generally dicks. When given the opportunity they will sell that love out for money. Seeing that happen to the modding community would break what little faith I have left in basic human integrity, relating to gaming anyways. Anyone who counters that thought needs to play a random online match of an FPS, to see why I no longer believe most humans are fundamentally good. Key word there is most.



Edit:

Separate note, and back on topic. on September 15th Bethesda posted the following:

The take away: Yes to VATS. Yes to more fluid animations. Yes to admitting the shooter elements of Fallout 3 were broken. Yes to playing like an ID game.

Hype level +1.
 
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Edit:

Separate note, and back on topic. on September 15th Bethesda posted the following:

The take away: Yes to VATS. Yes to more fluid animations. Yes to admitting the shooter elements of Fallout 3 were broken. Yes to playing like an ID game.

Hype level +1.

Seconded, this is pretty much what made FO3 a pretty stale game, if they get this done right, that's a huge plus. But its also LONG overdue.
 

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Why are we arguing in a Fallout thread. Its Fallout guys. Its gonna be awesome. If you don't like Fallout then leave.


On a side note I wanted to let all you guys know I have an update from Bethesda on my offer to blow their staff. I got an email back kindly declining the offer and they are not sure if they will ever make anymore pip-boys. Sadly I will not be getting a pip-boy and my jaw exercises were for not.
 

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Why are we arguing in a Fallout thread. Its Fallout guys. Its gonna be awesome. If you don't like Fallout then leave.


On a side note I wanted to let all you guys know I have an update from Bethesda on my offer to blow their staff. I got an email back kindly declining the offer and they are not sure if they will ever make anymore pip-boys. Sadly I will not be getting a pip-boy and my jaw exercises were for not.

I have to agree... For every wall of text posted by a member I want nothing but new videos and pictures of Fallout 4 to follow before they can post another wall of text. Also, it saddens me that your jaw exercises were for not...
 

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they need a Fallout Life
 
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So, no more skill point system:http://www.escapistmagazine.com/news/view/142574-Fallout-4-Character-System-Skills-and-Perks

That's right everyone, the perks system will replace the points system, and the unlocked perks will be based upon SPECIAL stats (so Fallout 3, without the skill points adding another block to unlocking perks). Seems like Bethesda is streamlining the system, but at the same time making SPECIAL choices at the beginning of the game much weightier.


Also, perks apparently can be rewarded from books in the game. Guess Grognak the Barbarian has been put to rest.
 
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Here's a popular perk today: "Pre-order".

 
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Also, perks apparently can be rewarded from books in the game.
When it's out, popular stuff in game guides will be "Locations of all perk books in the wasteland"
Guess Grognak the Barbarian has been put to rest.
Hey, comic books are still books, so Grognak the Barbarian has been put to good use?
If I understand correctly, SPECIAL attributes will not change very often in the game, and those will dictate how far can you get in the corresponding perk tree when leveling up... and the perk books/comics will trump that limitation?
I'm not sure how I feel about that, though I'm sure I feel like I need more info.
 
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When it's out, popular stuff in game guides will be "Locations of all perk books in the wasteland"

Hey, comic books are still books, so Grognak the Barbarian has been put to good use?
If I understand correctly, SPECIAL attributes will not change very often in the game, and those will dictate how far can you get in the corresponding perk tree when leveling up... and the perk books/comics will trump that limitation?
I'm not sure how I feel about that, though I'm sure I feel like I need more info.

It seems kinda sketchy. The escapist has been somewhat off in the past (they're usually good for source links though), which is why I generally read there and verify the source. With this one though I just couldn't find the source.

Reading books always struck me as odd for increasing skills. A book about electronics somehow let you more efficiently repair leather armor and a hunting rifle? Seriously? The idea of them offering you perks is kinda more reasonable, but it still feels like Bethesda is trying to boil out more RPG elements. Skyrim ejected something like perks, for having your actions add experience. It's major failing was that to get the skills I wanted I had to do the things I was crap at (who else got to level 100 on alchemy just to get the heavy armors perks). Hopefully that's been supplanted with SPECIAL, and you can't cripple yourself from the word go like you could with Fallout 3 (try playing with a Luck of 1, and try not swearing at the screen).


I'm waiting in anticipation, but with all the blitzed PR, the 7 videos describing SPECIAL (they've got three out thus far, go check it out: https://www.youtube.com/user/BethesdaSoftworksUK/videos), and the social media push I'm really worried that this is another Fallout 3/Skyrim. Huge media blitz, broken game for 3+ months. Hyped for Fallout 4, but think I'll be waiting for the GOTY next year to drop to about $20. Long live the Nexus.
 
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