CoX customization and modding


Acemace

 

Posted

How do you feel about users being able to develop mods for CoX?
By mods I dont mean actual game mods but maybe new maps, UI customizing, costume parts (altough not sure how possible this one is).
Could this be the next step in Architect Entertaining ?


 

Posted

Unless it goes through some sort of quality control, exploitation will run completely rampant (this mainly applies to the custom maps idea). Quality control is a costly thing for a company to do, which is why you don't see it very often in typical MMOs.


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Posted

Of course,everything released in the game should be dev accepted. And there was plenty f things to learn from the months AE was mostly the only thing playied in the game


 

Posted

Most mods are stored client side, which means just because you have it, dosen't mean they do. In the early days a friend of mine ran a mod to make himself look like Spiderman, all I saw was one of the most idiotic looking costumes I have ever seen (that is saying a ton in this game).

I personally am not a fan of it. When I play SP games I hack, mod, and cheat all the time, and because of that lose interest. I can't help myself, I just do it. I continue to play this game and have for 5+ years because it remains pure. I can't cheat my way to the top, and I like that.


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Posted

Pirates of the Burning Sea has a system where players can submit new content that, if approved, were added to the game for anybody to use (primarily sail and flag designs but a few ship models were also made by players). Something like that for costume pieces would be VERY cool. But on the other hand the effort required for the devs to make new costumes is somewhat complicated so I don't know how practical it would be for them to have a system allowing users to provide costume parts for them.

As for UI mods, I don't really think it's needed. City of Heroes already has a lot of options for how you want to configure your interface, and I've yet to hear someone complain that they can't configure it the way that they want to.

A slightly more robust macro/scripting feature would be nice. I've got no problem with the 1 click, 1 power rule but even within that there is room for improvement. For example, the ability to select an icon for a macro to use and/or have it display the recharge that it's using would be nice. Also it's possible to use bind files to make a rotating bind, some sort of rotating macro functionality would be nice to have.


 

Posted

Quote:
Originally Posted by Morac_Ex_Machina View Post
Unless it goes through some sort of quality control, exploitation will run completely rampant (this mainly applies to the custom maps idea). Quality control is a costly thing for a company to do, which is why you don't see it very often in typical MMOs.
There is an intermediate stage that still requires a lot of work by the devs that reduces the Sturgeon's Law factor for user-created maps. If you pay attention to the mission maps in the game, you have a limited set of different types of map tiles (i.e., lab, warehouse, office, etc.) that are stitched together in different combinations to make the maps. Letting users create new maps by giving them an editor to do the linking of the map tiles would avoid the problem of 99% of the CoX players not being graphic designers. Unfortunately, when I spoke with Positron at the last SDCC on this subject, he admitted that, while linking tiles this way was how maps were built, the process was not automated, and there were still a large number of issues with connecting the tiles that required hand tweaking at each join (the problems with early CoV maps where you saw the 'black wall across the corridor' bug is an example). It would take resolving that problem so that the map tiles could be simply 'clicked' together to make a map before an editor like this could be given to the users.


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Posted

I'm against this, and always have been against it. Instead of rambling, let me make a list as to why:

1. Quality. Most of what's on the Internet is crap, and most of the customizations people make for games that permit it are utter crap. UT2003-2004, a game that practically lived on mods, is still a prime example. Pick anything but the most famous few and you had a good chance of getting something which not only sucked, but got you auto-booted from most server. We have professional game developers who get paid to do this. I'd rather they were the only one to do it. While it's true there are people with unbridled talent out there, the sea of horror such a thing would bring is simply not worth it.

The architect should have been evidence enough.

2. Validity check. Every bit of content needs to pass quality and validity check. Maps with holes in them, player models lacking textures, bounding boxes too small or too big, the list goes on. And that's not even counting the possibility of corrupt content that causes client problems and exploitive content that gives some an unfair advantage. Again, the architect stands as an example of what the developers are and aren't willing to permit. The workload of cross-checking EVERY bit of customer content is intolerable for any business of this size, which is a big problem.

3. Location, location, location. Any user-created mod has to be downloaded by each user separately and cannot be hosted on the server and foisted on every player who logs in. Do I REALLY need twelve thousand variants on "naked female" in my costume creator? As long as it's local only, other people won't see you as you see yourself, creating a very, very significant problem of ugliness. Back when I still played Wages of Sin, someone had a "naked Sinclair" skin, but on my screen it just looked like Blade. This is NOT a good idea. Half-Life 2: Deathmatch had it worse, where half the servers I logged into forced me to download all their custom crap, keeping a library of sounds and textures I wanted nothing to do about.

I still remember what a British programming teacher once told me: "Because it fills the stack with crap." His were wise words, and in this case, there really is no good way to go about it.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I still remember what a British programming teacher once told me: "Because it fills the stack with crap." His were wise words, and in this case, there really is no good way to go about it.
Well there's your problem! Crap is supposed to go in the heap, no the stack


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Posted

If they came up with a decent and efficient way to filter out the crap, then sure. But it's unlikely that will happen without a massive waste of resources.


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Posted

Look at the AE.

Look how long and how much resources it took them to finally get it a way they wanted. Player regulating REALLY didn't work for the AE at all...

They went overboard trying to kill the farming to be fair and now it's reduced to the same level of usage as the Arena, a dedicate few really keep going but otherwise it's ignored by the community at large...atleast that's the impression I got personally, ever since they did the Issue 16 XP nerfs I only ever see one or two people in there at the most.

Now imagine the amount of abuse something like an ingame costume creator would suffer. Sure there would be awesome costumes and probably quite a few very good replicas of NPC only pieces but most of it would either be 'naked female' 'phallic hat' or 'stuff I threw together in five minutes as a test'.


 

Posted

Quote:
Originally Posted by Dr_Mechano View Post
ever since they did the Issue 16 XP nerfs I only ever see one or two people in there at the most.
... of course, most people using it would be inside the actual missions, and not visible in the buildings, so...


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
... of course, most people using it would be inside the actual missions, and not visible in the buildings, so...
so it wasn't like that pre i16 there were always dozens of people in the AE building visable people now not so much. If you think the same amount of people use AE now as pre i16 your just kidding yourself.


 

Posted

I wasn't a fan of the farming, but I will admit that I engaged in a bit of it, for the tickets. (I only had level 50s at the time.) It was necessary, as the farming had gotten out of control, but at the same time a bit sad, as AE buildings are deserted compared to pre-Issue 16 days.

When ever I go, I see one other individual, if I'm lucky.

I really hate the image that the farms gave to AE. I doubt it can ever be redeemed.


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Posted

It would never happen, OP, regardless of the immense possibilities.

For one, a good number of vocal forumites will always burn the idea in effigy before it gains any traction (change of that order is an unwelcome outcome to them).

+1






 

Posted

Quote:
Originally Posted by Dr_Mechano View Post
ever since they did the Issue 16 XP nerfs I only ever see one or two people in there at the most.
Quote:
Originally Posted by Memphis_Bill View Post
... of course, most people using it would be inside the actual missions, and not visible in the buildings, so...
Quote:
Originally Posted by Lucky666 View Post
so it wasn't like that pre i16 there were always dozens of people in the AE building visable people now not so much.

Anecdotal evidence aside, I'm pretty sure their post i16 AE datamining has been very revealing to them.






 

Posted

Quote:
Originally Posted by Acemace View Post
It would never happen, OP, regardless of the immense possibilities.

For one, a good number of vocal forumites will always burn the idea in effigy before it gains any traction (change of that order is an unwelcome outcome to them).

+1
Besides your rather negative view of people here, I'll point out that if you read the posts here people aren't really saying anything of the sort. The more negative responses appear to me to be people mis-reading the original post and assuming that the OP wants the ability to have client side content mods which obviously are impractical.

However, the OPs original question was about user generated maps/costumes which become officially added and user side UI mods. The primary objection people in this thread have to the former is that you've got to have some form of review process for them before they get added to the game rather than an objection to the core idea.

Now as I mentioned above, PotBS did implement a system along these lines. Users could submit new sail and flag designs that if approved were added to the game for all users. I stopped playing the game shortly after it came out so I've no clue how this worked in the long run but int he short term their system was so overloaded with user content (combined with an atrocious rating system for it) that the handful fo people trying to approve and implement stuff got buried under the load.

As for UI mods I believe my post was the only one on that and I admit it could have come across as a bit negative. Now WoW is a very good example of how to do this, there are some very good user created UI mods for WoW and in several cases particularly good ones have been added to the core interface. However WoW was programmed with this functionality specifically in mind and the interface API was designed to allow ease of mod-ability. Now that isn't the case for CoH, and I suspect that adding it in would require an awful lot of effort for the developers. Given that, along with the fact that the CoH base interface is already extremely flexible the question then becomes is it worth the developer's time to implement this additional functionality?


 

Posted

There is some modding capability - for example, you can customize your quickchat menu, or even add new ones without modifying any of the game files {which would go against the EULA}.

That said, I'd grief to have a way to modify context menus.


 

Posted

I'd love the ability to really mod the UI. About every time I log in, I end up glaring at a piece of the interface and going, 'THIS SHOULD WORK DIFFERENTLY.'


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Posted

Quote:
Originally Posted by Quinch View Post
There is some modding capability - for example, you can customize your quickchat menu, or even add new ones without modifying any of the game files {which would go against the EULA}.

That said, I'd grief to have a way to modify context menus.

Maybe you're looking for these:

Customizing QuickChat

Utilizing the PopMenu command


 

Posted

Quote:
Originally Posted by Acemace View Post

For one, a good number of vocal forumites will always burn the idea in effigy before it gains any traction
+1
Quote:
Originally Posted by Adeon Hawkwood View Post
Besides your rather negative view of people here,

..

OPs original question was about user generated maps/costumes which become officially added and user side UI mods.

All of which have been suggested at length from 04 on, and quickly shot down by a plethora of forum regulars, and of course a couple devs over the years (too much manpower required to sort).






 

Posted

Quote:
Originally Posted by Acemace View Post
All of which have been suggested at length from 04 on, and quickly shot down by a plethora of forum regulars, and of course a couple devs over the years (too much manpower required to sort).
I was mostly referring to the latter part of your statement:
Quote:
(change of that order is an unwelcome outcome to them)
People's primary objection to it is that it would require a lot of developer resources which could be better used for other projects not that the idea is inherently bad or a change to the established order. Besides, if the devs have spoken against it as a waste of resources, shouldn't that tell you something?


 

Posted

Hello,

A long time ago you could customize some costumes items ( Carnie corset ) / weapons ( Auto Rifle mod ) but only client side. This "option" was later disabled.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Now as I mentioned above, PotBS did implement a system along these lines. Users could submit new sail and flag designs that if approved were added to the game for all users. I stopped playing the game shortly after it came out so I've no clue how this worked in the long run but int he short term their system was so overloaded with user content (combined with an atrocious rating system for it) that the handful fo people trying to approve and implement stuff got buried under the load.
In the end, it worked out pretty well. They worked on tweaking the system to make it better. They got rid of the rating system and replaced it with a new one. It still relies on player-voting to serve as a filter before it goes to Dev approval, but they changed it so it's much less of an abusable popularity contest. Now, you are given a random sampling of stuff in the queue to vote on in a 'yay or nay' fashion. Certain technical issues will cause you to be auto-rejected (color, format, transparency) etc. And, it usually takes a couple of weeks as opposed to a couple of months now.

Devs get final approval, but you can appeal the decision. Appeals go before a player committee (which I guess I'm technically still on, though I haven't been active in awhile) instead of back to the devs.

I think one of the most important things, though, is the rules on player content are STRICT. That keeps it from just becoming a garbage heap.

Interestingly enough, players can also submit ship models. But, the number of these that make it into the game is quite small. You really do have to know what you are doing before you can participate in this.


 

Posted

I personally would love to be allowed to mod for CoH. Even though I can't do anything complicated, I would like to switch out sound effects for some of the powers. The assault rifle sound effects are so dull and repetitive I had always wondered what replacing the Sniper Shot with a musket sound effect would be like. Or perhaps an AK or M style weapon sound effect added to burst or Full-Auto?

*sighs*

Maybe one day NCsoft will realize these mods are CLIENT side and that only those who use them can hear / see them. It's all audio and visual, they can't be used to exploit to my knowledge. That means no instant levels, no massive damage or health increases.


 

Posted

Quote:
Originally Posted by Xavier_EU View Post
Hello,

A long time ago you could customize some costumes items ( Carnie corset ) / weapons ( Auto Rifle mod ) but only client side. This "option" was later disabled.
No it wasn't. They changed to destination paths but the principle and execution are still valid.



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