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  1. #1

    Icon7 Letter to the Dev Team (Of Praise and Sub Mods)

    I tend to scoff at the average “Letter to the Dev's” type posts since they often come across as blind ass kissing or as if the author is trying to threaten the team into changing something. I'm trying my hardest not to have this be one of those letters. This is also not a letter you could write on a napkin, so I apologize for its length.

    It seems that King Kong and some of the developers might be regretting even allowing sub mods at all. I don't think anyone wants them to feel that way. This is the only way I felt I could attempt to explain the benefits of finding a proper balance and atmosphere that will leave the original creators happy, while still fostering new fun sub mods for everyone to enjoy.




    TATW Dev Team,


    I have previously said that most games that allow modding of their source material allow their users to do so unrestricted so long as it is not sold. King Kong made sure to remind me that TATW is actually a mod and not a commercial product. I would definitely agree that most mods for almost any games don't have sub mods of their own. Some of that's due to the creators not allowing it, much of it is due the actual source material being hard to edit, but most commonly I think it's because they aren't worth modding. Your mod most certainly is and I don't want anyone on the developer team to regret allowing sub mods to be made.

    I believe, with the highest of praise, that TATW resembles a separate game more than a mod. The entire project is at such a professional level and the amount of content is more than I find in most expansion packs to commercial games. TATW embarrasses every other LoTR game made by companies with multimillion dollar budgets. It's to the point where I have a tremendous fear that the huge success and popularity of this mod will alert right's holders who will try to shut it down.

    To better illustrate my point, I spent four hours just trying to find my MTW2 discs so I could install and play it. I know four friends who after showing them the mod bought either Kingdoms or both the original game and Kingdoms just so they could play TATW. After seeing the previews, the variety of factions they were already hooked. When I told them they even supported modding it sealed the deal. They essentially paid $15-30 to play a mod your team created! Your team should be immensely proud.

    Previously I was trying to compare submods to your mod, like mods to a commercial game. When players see how easy it is to make mods and they also see that there is an actual officially supported place to do so, they may go overboard and assume they can edit whatever they want. To them it can seem the same as taking a texture from their favorite shooter game and replacing it, as is common practice with most commercial games. They aren't accustomed to operating on such intimate levels with the creators of their source material. Professional development teams are typically distant, mysterious entities they never interact with and the thought that an artist might actually be offended at their changes isn't something they think of. I do believe that over 99% of modders are not willfully trying to ignore the rules or intentional steal and harm your intellectual property.


    I understand your situation. I'm also a mod/game developer and have been for years, so I have had some similar experiences. My current project is an open-source RTS and I am in the exact type of situation as you are. My mod is a total conversion that runs on an existing commercial game engine, just like TATW does. Just like mods for MTW2 there is no way I could hide the code even if I chose to do so due to the nature of the engine. However, just like you, I had the decision to actively support submods and their creation, or attempt to stop the almost unstoppable. I decided to allow and provide tools to foster submods.

    At first, it was frustrating. The first sub mods I started to see were full reversals of gameplay decisions that were designed, debated, and tested over months. Some of the changes players were making were the exact things I vowed never to include in the mod because they would create the exact opposite type of gameplay that the mod was trying to achieve. I even had the same frequent calls for adding powerful hero type units that TATW gets despite the fact that there was little to no way to incorporate them without greatly changing the game and its balance.

    Some of these decisions were simply the modder switching a single value in a text file. The fact that these "modders" were being hailed as heroes by a small, but significant number of players was extremely frustrating as they were essentially getting huge amounts of unwarranted credit. It is similar to how newbie modders that make a cheat script or a nudity patch will receive more praise and downloads for their ten minutes of work than full rebalance mods that may have taken hundreds of hours to create.

    Next came a lot of terrible and stupid five minute mods and other pieces of crap that looked like they were designed by three year olds. Every request that I ever denied was resurrected as the living piles of crap I knew they would be (things as ridiculous as the basic infantry units of the game firing map destroying nuclear missiles).

    After some time I started to see the bright side. If people wanted to play with the craziest, unbalanced units or settings I'd ever seen then I might as well just let them. Many of these players were simply so set in their preference for a certain type of game that they would have never played my game at all without mods. Even though they weren't fans of the type of gameplay I initially provided, they were able to love and enjoy playing versions with varying degrees of modification. I always wanted to make sure my product was enjoyed by as many people as possible and sub mods definitely increased my audience. Surprisingly, some of the worst mods actually indirectly found bugs and oversights that eventually helped improve the core game.

    So if someone wants to make a mod that adds magic, or superheroes, or turns TATW into an arcade game, I think you should really be proud that despite their very differing preferences on what makes a game fun that they still enjoyed your mod enough to spend the time to mod it. Middle Earth mods are inevitably going to attract strategy newbies who just want to see balrogs fighting fell beasts. They might never be the type to play your strategy game as you intended it, but they can still enjoy your works with some modifications. Best of all, when you keep getting requests over and over for the same outlandish idea all you have to do is say “You don't like it? Use/make a sub mod.” It's a great way to reduce the overall number of repeat requests and still keep most of your target audience happy. It also really helps reinforce your design decisions when people see how gimmicky and unbalanced some of the communities ideas actually are in practice.

    Given time, the quality mods in my community finally rose to the surface. Things I didn't want to do due to time constraints and other amazing ideas I never even thought of started appearing. I also realized that a lot of the people who were initially releasing terrible mods started to release quality stuff. Some of them were literally only learning how to mod because of features they specifically wanted to add to my game. Knowing that their small changes might actually still be used and enjoyed by others was all the encouragement they needed to continue to grow as modders. I'm sure there's people doing that for TATW, and it is a great honor that they are learning to mod because of you.

    All of these experiences have happened to me just within a small community, around a few test servers. When I fully release and publicize my mod I know this is going to happen all over again, but on a larger scale. I still think I'm doing the right decision in supporting sub mods.

    There's always going to be people complaining (often rudely), people suggesting game sweeping changes after one hour of play, and people who think their sense of balance is better than the 500+ hours of testing and observation a multi-man team did. It might simply be preference compared to them thinking your wrong (I even suggested to the RC team to put arrow damage closer to vanilla values, despite mostly only playing a single Gondor campaign because that was simply how my preferences on archery, not because I thought their system was game breakingly stupid). People are complaining because they care. If they go to the effort to stay around and try to help improve your game that says something. It says that out of the thousands of games they see and ignore that they think that your mod is worth the time to try and improve. They wouldn't even be here if they didn't like it. Just keep trying to please the majority of your target audience without severely compromising your vision, and let sub mods take care of the rest.


    I really hope you try to look at the results of allowing sub mods in a better light. When I look at Stainless Steel and the massive player base it has and then I look at other major mods like BC, Stainless Steel is a towering behemoth in comparison. I know BC is a more specific mod and I know Stainless Steel has more content, but Stainless Steel still allows sub mods and that plays a huge role in why the community is so much larger. Because KK and others allowed sub mods, we're all going to be able to come back to Stainless Steel years from now and even the most experienced veteran will be able to find new content and mods to freshen up a game that might have lost its magic for them. I want to come back to TATW in a few years to find even more content and additions I might not have thought were even possible.


    So please keep allowing and monitoring the submods. Overall, they are a great positive resource for you. Just having them allowed let's people know that you are receptive to the community and you don't actively walk around thinking you are infallible gods. At the very least, sub mods let people quickly patch bugs between versions so you don't need to feel pressured to rush out hotfixes which can potentially cause more confusion and/or problems. At the most, you might find amazing gems to incorporate into official releases and new content to breathe new life when the mod grows old.

    Remember that the vast majority of players play because we enjoy your work. We are thankful and interested in what you have to say. Many of us (like myself) aren't just interested in what else you can make for us. I'm very interested in how TATW's development went and how you dealt with various issues. If any team members ever get the time or will I would be delighted if you would answer some interview style questions for me to post here and elsewhere, or if the team would be interested in doing a podcast. I'd be happy to transcribe a podcast for the forums if you chose to do one.


    http://www.twcenter.net/forums/showthread.php?t=257397


    Best regards with future versions and endeavors,
    Lap

    (To remind you of the magnitude of my thanks I'd like to let you know I've spent a few hours formulating this instead of sleeping or preparing for a massive medical biochemistry evaluation I have in six hours. )
    Last edited by Lap; May 15, 2009 at 01:59 AM.

  2. #2
    Oddball_E8's Avatar Senator
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    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    ummm... what that guy just said...

    man, i wish i could express myself like that...
    addicted modder... but crap at it

  3. #3

    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    Heh, thanks for the praise of my writing. Too bad writing is only the half the battle. The other is just getting people to read it. Considering that the post is a massive brick of about 2040 words I have some pretty low expectations for readers. It's a win if someone even manages to get through the whole thing, let alone actually agree with anything I'm saying.

  4. #4

    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    Quote Originally Posted by Lap View Post
    At first, it was frustrating. The first sub mods I started to see were full reversals of gameplay decisions that were designed, debated, and tested over months. Some of the changes players were making were the exact things I vowed never to include in the mod because they would create the exact opposite type of gameplay that the mod was trying to achieve. I even had the same frequent calls for adding powerful hero type units that TATW gets despite the fact that there was little to no way to incorporate them without greatly changing the game and its balance.
    You sir should understand that unlike any ordinary historical mods, TA is based on a fantasy world where the balance between forces is unlike that of our world. If you have cared to read the books and look into their world, you will experience the same feeling of seeing ridiculous things as petty Orcs dueling Elves (and win) or heavily armoured Dwarven legions being shot dead by goblin archers or even the declining Elves being able to spam as many full stacks of troops as Orcs (basically as ridiculous as an elephant couple having as many youngs as a rat couple) ! This mod is created to illustrate the world in the books, it has its own way of balancing factions (that is unlike the way you see in current mods like Stainless Steel) and these dedicated players are trying to bring the mod closer to such balance.
    Quote Originally Posted by Lap View Post
    Some of these decisions were simply the modder switching a single value in a text file. The fact that these "modders" were being hailed as heroes by a small, but significant number of players was extremely frustrating as they were essentially getting huge amounts of unwarranted credit.
    The so-called "twitching values" you mentioned is actually quite formulaic (see Real Combat by Point Blank) and is based on long hours of testing and adjusting for best balance. Of course, even that has to be changed to adapt to meet the definition of balance of the books.
    Quote Originally Posted by Lap View Post
    So if someone wants to make a mod that adds magic, or superheroes, or turns TATW into an arcade game, I think you should really be proud that despite their very differing preferences on what makes a game fun that they still enjoyed your mod enough to spend the time to mod it.
    Again, it's not arcade, it's lore-based. And read the book, please, there's no such thing as magic in Middle Earth (the wizards are only coucillors, not magicians )!!!!Besides, super heroes will only add to roleplays in the game, what's the harm? why being so indifferent?
    Quote Originally Posted by Lap View Post
    Middle Earth mods are inevitably going to attract strategy newbies who just want to see balrogs fighting fell beasts.
    Yeah right, what qualifies you as a strategy veteran?

  5. #5

    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    Looks like Oddball had a bit too much fail in my ability to express myself as you've misinterpreted many sections of what I've wrote.


    With the first quote with me talking about heroes I was talking about my experiences with my RTS. You kind of have to really focus on the "was" of that sentence to know I'm specifically talking about my RTS. Sorry for not making that clear.

    I have no doubts that dev's have felt this before with at least one mod. I support the creation of a hero mod as a sub mod since there's really no reason not to have that option for those that want it. I'm sure running around with heroes would be fun for a while. I was specifically against adding heroes to MY RTS as it makes far less sense than in TATW.

    Twitching Values- I love what Point Blank and others have done and I regularly post in his topic. I'm not referring to well thought out and tested stat balancing. I'm talking about people that do something both easy, obvious, and thoughtless. Examples would be removing a turn limit (useful yes, deserving of godlike admiration? no), Having a single or few units have changed prices, and other things that might as well be flipping a single switch on or off. In a similar manner let's say the dev's release patch 1.2 and they break something with a single typo. Someone quickly finds it and releases a submod mini patch to just address that. Should that person be thanked? Of course they should! But I often see them put on a pedestal while players demonize the dev's for making a mistake.


    Quote Originally Posted by Hektor27 View Post
    Again, it's not arcade, it's lore-based. And read the book, please, there's no such thing as magic in Middle Earth (the wizards are only coucillors, not magicians )!!!!Besides, super heroes will only add to roleplays in the game, what's the harm? why being so indifferent?
    Mentioning players changing it into a more arcadey action mode was an extreme hyperbole meant to illustrate that almost any change the players make doesn't really do any harm. I was not trying to imply that adding heroes or magic would turn this into an arcade game (though I'm sure some people would love that, I don't know if the dev's would). There are many fantasy games that use magic and heroes that have very realistic rules for most things in the game

    For the record, I am on the pro-fantasy side and I would be very interested in having things like magic and monsters playing a larger role, if only for a bigger change of pace from other mods (in this manner trolls and mumakill make me happy).


    Quote Originally Posted by Hektor27 View Post
    Yeah right, what qualifies you as a strategy veteran?
    Though I never said I was a strategy veteran (I only implied that I was not a strategy newbie) I've been playing them for almost twenty years and modding for over ten. I even wrote the first public strategy guide for Medieval, which was apparently good enough to go uncontested for three years or so. Feel free to find it and try to mock my writing, that was many years ago and I don't really care.

    I'm sure a lot of us here would be delighted to see a working fell beast. I wasn't trying to knock anyone on that either. What I was trying to get across is that when you use an extremely popular setting, especially a popular cinematic one, you are going to get people coming whose only interest is to see some thing they saw in the movie regardless of how it would work in the game. This can be extremely frustrating to devs. "We put thousands of manhours into this and all they care about is that there's no balrog in it!?" They are the type that come in and say "Is there going to be a balrog we can play as!!!!?!? It would be so cool if you guys could get it so we could use the whip to fling units into that big whole thing. Can you remake that mine battle with gandaf?!" versus a player who says, "If we could ever get a balrog in the game as the top unique unit of OOTMM that would be amazing." They are very different

    Imagine if you were trying to do a Star Wars Mod focusing on the dark nature of the Sith and someone comes in and is like "YOU GUYS TOTALLY NEED TO ADD JARR JAARR! THat guy is funny stuff!" That type of person obviously doesn't understand what the team is trying to do and likely doesn't even know what's feasible to do if they are that clueless.

    Quote Originally Posted by Beorn of Carrok View Post
    Lap, I think I understand your point of view, but submods are optional, you use them only if they attract you... As for the other, yes, some of them are quite crappy, but some of them (look at Nevada's smoother coasts p.e) are so needed and well made that will be/are incorporated in future patches/releases

    regards,
    I've failed once again.

    My stance is extremely pro sub mods. I personally love them, I heavily mod my games and my personal belief is that there should be zero restrictions on sub mods. I'm an open source kind of guy when there's no money involved. I even mentioned how an advantage of sub mods is that you can incorporate the best into official releases.

    My mentioning of the initial wave of crappy mods was to let the dev's know it's normal for there to be lots of them early on. Eventually they get buried by all the good ones. And no all of the current ones aren't crap. I currently play with 10+ of them. There's probably a few devs that have a harsher opinion than mine considering the high quality of their work so I'm trying to see this from their view as well.
    Last edited by Lap; May 15, 2009 at 01:30 AM.

  6. #6

    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    Quote Originally Posted by Hektor27 View Post

    Again, it's not arcade, it's lore-based. And read the book, please, there's no such thing as magic in Middle Earth (the wizards are only coucillors, not magicians )!!!!Besides, super heroes will only add to roleplays in the game, what's the harm? why being so indifferent?
    Beside I don't like the way you seem to "discuss", you are not right. They were magicians. Just read Chapter five: the bridge of Kazad-dum, Gandalf works a few magic spells there and gets counterspelled by the balrog

    Greets

  7. #7

    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    Dude fantastic post.


    Is there a chance you can tell us the name of the game your modding.

  8. #8
    Beorn's Avatar Praepositus
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    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    Lap, I think I understand your point of view, but submods are optional, you use them only if they attract you... As for the other, yes, some of them are quite crappy, but some of them (look at Nevada's smoother coasts p.e) are so needed and well made that will be/are incorporated in future patches/releases

    regards,

  9. #9
    VooDoo's Avatar Libertus
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    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    well said

    but from my perspective it also has a lot to do with the psychology of this forum (not just tatw section) and the way everyone maintains this 'proper' attitude, then when you get the one person come along and disturbs it everyone seems like they snap or something, people just need to take a step back and not 'read into' a post/thread so much and realise that every now and then someone that just 'is' 'stupid' will make a post

    so peace out, relax, and dont care so much

    regards vD

    (observation from a long time lurker)

    edit: will also add that whole rep system does not help the situation either
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  10. #10

    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    Quote Originally Posted by VooDoo View Post
    well said

    but from my perspective it also has a lot to do with the psychology of this forum (not just tatw section) and the way everyone maintains this 'proper' attitude, then when you get the one person come along and disturbs it everyone seems like they snap or something, people just need to take a step back and not 'read into' a post/thread so much and realise that every now and then someone that just 'is' 'stupid' will make a post

    so peace out, relax, and dont care so much

    regards vD

    (observation from a long time lurker)

    edit: will also add that whole rep system does not help the situation either

    Hehe, good observation. I came to TATW after reading on Darth's ETW mod pages that he'd be doing some work for TATW sub mod. And I was quite surprised how the mood is different from Darth's forum to this part of the forum

  11. #11

    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    I actually think that one of the problems is that the attitudes between this and the ETW forum are too similar in a way. When people don't like things in ETW they can spout off about it without regard. CA is pretty much a punching bag.

    Saying the exact type of thing here riles up a lot more tempers. I know that on the forums for my RTS that it's very hard not to react personally and emotionally when someone criticizes something. Let's take a post I saw just minutes ago that happened in this forum. Someone was just casually praising a sub modder's work on a faction since they thought many of the factions in TATW seemed rushed and unfinished. If I read something like that on my forum the first thing I think of is, "Shut up, you couldn't do any better. How long have you played this? Do you have any idea how many hours I spent perfecting that exact feature you are criticizing?" Saying things like "I can tell this was obviously a weakpoint/you didn't spend any time on it." don't go over real well either. Those tend to be exactly the things that get a lot of time spent on the because they are so hard to do.

    The worst type of comments to deal with for me as a dev are vague rude commands "Fix the good sides they're unplayable." I want to know exactly why you deem that unplayable and what could be done to improve it.

    Even the most innocent sounding of comments does get analyzed a bit more than you'd think. Saying "Hey I love everything about your mod, but I just can't stand the garrison script. That thing is just terrible!" is basically implying that whoever specifically made the garrison script (KK FYI) is the only member of the team that sucks. It may not be your intent, but the person who read the garrison script might view it that way. Better hope that wasn't the only thing that person did so they don't kill themselves. It's not like we shouldn't give criticism, you just gotta realize that everything was made specifically by someone and it's not uncommon for creators to view attacks on their creations as personal attacks against themselves (especially when they often are).
    Last edited by Lap; May 15, 2009 at 03:00 AM.

  12. #12

    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    Quote Originally Posted by Lap View Post
    I actually think that one of the problems is that the attitudes between this and the ETW forum are too similar in a way. When people don't like things in ETW they can spout off about it without regard. CA is pretty much a punching bag.
    The main ETW forums, yes. On the mod forums it is much better, at least the threads I read

    Quote Originally Posted by Lap View Post
    Saying the exact type of thing here riles up a lot more tempers. I know that on the forums for my RTS that it's very hard not to react personally and emotionally when someone criticizes something. Let's take a post I saw just minutes ago that happened in this forum. Someone was just casually mentioning that they thought many of the factions in TATW seemed rushed and unfinished. If I read something like that on my forum the first thing I think of is, "Shut up, you couldn't do any better. How long have you played this? Do you have any idea how many hours I spent perfecting that exact feature you are criticizing?" Saying things like "I can tell this was obviously a weakpoint/you didn't spend any time on it." don't go over real well either. Those tend to be exactly the things that get a lot of time spent on the because they are so hard to do.

    The worst type of comments to deal with for me as a dev are vague rude commands "Fix the good sides they're unplayable." I want to know exactly why you deem that unplayable any what could be done to fix it.

    Even the most innocent sounding of comments does get analyzed a bit more than you'd think. Saying "Hey I love everything about your mod, but I just can't stand the garrison script. That thing is just terrible!" is basically implying that whoever specifically made the garrison script (KK FYI) is the only member of the team that sucks. It may not be your intent, but the person who read the garrison script might view it that way. Better hope that wasn't the only thing that person did so they don't kill themselves. It's not like we shouldn't give criticism, you just gotta realize that everything was made specifically by someone and it's not uncommon for creators to view attacks on their creations as personal attacks against themselves (especially when they often are).

    Hehe. I first encountered the Garrison Script yesterday. First I thought 'WTF?', but it really made sense to me. I had beaten back Mordor, and was at the doorstep of Minas Morgul and it was mine for the taking. But on commencing siege it got a lot of more reinforcements, which made the battle worthwile and sensible. So I like GS

  13. #13

    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    @Lap

    That is one of the best postings I've seen in a long time, on any board I visit and that's a lot. I am pretty much a hardcore gamer, and do like to follow facts and lore in any game and mod I play. But I do also understand that some people just have a different playing style than me. That's just how it is with us humans, we're not all alike. And my way of playing a game, or even the dev''s of a game/mod way of playing a game isn't the only way to play said game/mod. Different strokes for different folks.

    Great post!

    My guess is your mod is for Civ4 or something similar? As in destroying a map-tile with a nuke sounded very Civ-ish Or C&C?
    Last edited by zowrath; May 15, 2009 at 01:29 AM.

  14. #14

    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    Thanks a lot zowrath.

    My mod is actually for the source engine. Basic premise is that players can build their in own bases and vehicles in 3d. Makes balancing a huge pain since you can't predict as much as in a normal RTS, but it's unique and is very customizable.

    I've done immense work just making as much as possible user moddable, even with an in game level editor. It's one thing to make a game, it's another to make that same game readily moddable.

    I bring that up because I am reminded of another thing to thank the dev team for that most people don't notice. Most of the scripts I've looked at that KK made are extremely easy to follow and appropriately commented. Doing stuff like that helps us modders figure out what the hell is going on and is greatly appreciated since it saves us so much time. KK could have wrote all his comments and variables in German or in notes with meaning only to himself. Maintaining well commented and readable code is something that I constantly struggle with and in definitely takes a lot of extra effort to do.

  15. #15
    Beorn's Avatar Praepositus
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    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    @Lap, as for my quoted post, my fault, it was just poor expressing. I agree with your point of view , none wants xxx submods for unit balance and everyone posting the 1st AI he finds on the forum or creates himself, but as you said, the crappy will disappear in the back pages of the thread...

  16. #16
    Laetus
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    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    i read every word of that Lap (somehow ) and it was a well thought out and consice piece, particularly in light of some of the tensions around here lately.
    well done!

  17. #17

    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    Thanks for having the mental stamina to read it out. I kind of felt obligated to do something after my questioning of DG had some very unintended results.

  18. #18
    Krazy Kook's Avatar Civis
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    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    Well I had a giant verbose post all typed out, and then my computer decided to go "back" a page instead of deleting something when I hit backspace, so it's all gone. I hate the Internet sometimes.....or is it computers, I dunno.

    ANYway, what I was getting at is that Lap, you have written an excellent post that needs to be read by everyone here, or at least by the "sub-modders" and the Third Age team. And yes, I read all of it, and no, you don't have to thank me or apologize for the massive strain it might have caused , it was actually superbly written and refreshing.

    People will never be perfect on this forum. Boundaries might be overstepped when it comes to altering different mod assets, new posters might whine and grumble or demand outrageous things while ignoring the great work they already have in front of them, the Third Age guys might feel unappreciated, the users might feel judged or looked down upon, etc....

    But I for one just want to say that this forum, Total War Center, is one of the best online communities I have seen. It's a combination of the passion and talent of those who strive to better these TW games and the kind atmosphere and respect given to all those who earn it. And even right after Third Age was released, when I knew things were going to get "testy," when some people started complaining or being ungrateful or condescending towards others who have put immense amounts of work and love into a free modification, even then things never really fell apart.

    The overwhelming feeling I got after the release was not "Hey, this mod sucks, we need to mod it so it's actually worth playing." It was more of a silent call to action, an unheard consensus that yes, this mod may not be perfect, but we are going to play it and love it, and if we can, we are going to improve upon it and contribute whatever we have to make it better for all those who play it.

    Ugh I had this part written way better before.......

    ---When the submods section opened up and was flooded with little changes or fixes, it was obvious to me that there are countless people who adore this mod, and they adore it that much to take time to try and make it better, in whatever way they see fit. And that's the double-edged sword right there, that some "improvements" may seem to undermine what the Third Age team has done here, but the simple fact that people were willing to do whatever they could to improve balance, to make things more immersive and "true to lore," to add more units to rosters, all this and more, it was an incredible thing. Sure everything may not be great material and might infringe on what made this mod so special in the first place, but just seeing so many people wanting so much to make this mod EVEN BETTER---it was inspiring.

    I might be saying this with an overly positive outlook, but only because I experienced a similar compulsion to help out. I have had absolutely no previous experience in modding and didn't know the difference between the EDU and the .exe at first (AWFUL joke, sorry), but seriously, I didn't know what the bloody hell I was doing, and yet I wanted to do SOMETHING to benefit the mod and help the team. So I read up on things and looked at tutorials and basically went crazy trying to figure everything out, and then I dug in the files and did what I could at the time, and that was proofread! Sure it's not a HUGE contribution, but it was within my ability, and so that's what I did. I fell in love with this mod so fast that I played it for a couple hours, and then decided that I wanted to pitch in.

    So in conclusion, yes, some submods might not be the cream of the crop, certain attitudes will probably upset the Third Age team, and tempers will flare all around, but I just wanted to say that in spite of all that, at the heart of MOST people's intentions is the intention to do good. To help this mod become even better and even more special than it is now. To the Third Age team, I can't even imagine what it must be like sometimes to let a stranger mess with your hard work, it must be truly awful and heart-wrenching sometimes, but please remember that at the end of the day, these people love your mod, and although some may not express it so well, that's why we're here, and that's why we do it.

    So this has turned out to be verbose anyway, but not nearly as well-written as my lost reply....at any rate, I fully agree with what Lap was saying and I think I might have just restated his post in my redundant thing up there, but whatever....

    This is a great mod and a great place, and I firmly believe that it will stay that way, as long as people continue to be courteous and supportive and act as a community, the submods stay creative and helpful and don't include nude pics of Gandalf , and hey, as long as people get their daily dose of Middle-earth.

    Edit: After reading some of the above posts, I wanted to say that yes I've seen people get a little "cranky" around these parts and I think that a lot of it might have to do with stress and a feeling that their work is unappreciated. And I know that even if there were a million Lap's with a million posts like this, that people will still get angry and moody and snap at others, for silly reasons too. It can't be avoided completely I don't think, but it can be improved, and so I hope people read this thread and act accordingly. I urge new posters to act like new "guests" at a party, to gradually become a member and not jump in with demands or overwhelming criticisms. Yes, it might not be completely fair to judge others based on post counts, but then again, it's only human nature to be more welcoming or considering towards someone if one has been around a little while. For the senior members and modders, I hope that you all can continue being helpful teachers and "nurturers" of this place, in addition to everything else you do that we love you for, and to not resort to condescending attitudes or alienating remarks.

    *Sigh* Hopefully not angering people with that, I'm only trying to say that things are great in TWC already, but they can be better and bad situations can be avoided.
    Last edited by Krazy Kook; May 15, 2009 at 03:28 AM.
    --Fight, and you may die. Run and you'll live....at least a while.
    And dying in your beds, many years from now, would you be willing,
    to trade ALL the days from this day to that, for ONE chance, JUST ONE CHANCE!
    to come back here and tell our enemies, that they may take our lives...
    ...but they'll never take OUR FREEDOM!!!

    Alba gu brath!

  19. #19

    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    Thanks Krazy. I'll just say that I have a bit too much experience having to try and repair problems caused from online miscommunications. It's already an impersonal media and having no vocal tones or expressions means things get misinterpreted all the time. Being in a hurry and writing a concise sentence or two can seem like your just being a demanding jerk. At one point I was pretty much putting wink emoticons at the end of every other sentence since I'm a concise, sarcastically joking guy in person. The reason I write so much is to try and minimize confusion and present facts as separated from my personal opinion as possible (probably why there were multiple people thinking I was of the opposite personal position that I actually was).

    Quote Originally Posted by Krazy Kook View Post
    The overwhelming feeling I got after the release was not "Hey, this mod sucks, we need to mod it so it's actually worth playing." It was more of a silent call to action, an unheard consensus that yes, this mod may not be perfect, but we are going to play it and love it, and if we can, we are going to improve upon it and contribute whatever we have to make it better for all those who play it.
    I got that feeling too. I felt like the whole community was just excited and impatient. For us players, TATW is new and exciting. We see a good thing and want to make more. For the devs they've been working on this things for months. They want a rest while they are able to judge the reception they receive. There's no way they are going to have the same level of energy as the community with its brand new toy.

    Quote Originally Posted by Krazy Kook View Post
    Sure it's not a HUGE contribution, but it was within my ability, and so that's what I did. I fell in love with this mod so fast that I played it for a couple hours, and then decided that I wanted to pitch in.
    This was something I really hoped to get across in my main post. You, and other new modders weren't trying to say you were better than the devs or that their product sucked. You just wanted to help and it's not like you are strutting around talking about how you're the greatest modder ever.

    I saw TATW was a 1.0 release and I have pretty low expectations for 1.0's and figured I shouldn't get my hopes up. I was definitely more than impressed at the level of completeness of the first release. Even though I never scripted specifically for MTW2 I busted open those script files and started messing around immediately. I started thinking of anything I could add that would be of use. I eventually found out that I way underestimated the 1.0 release and really didn't need to make anything myself. Anything I preferred a different way I could find in an already made submod.

    It'll actually be pretty interesting to watch all these submods almost racing along with the patches. Dev's release a patch, sub modders rush to try and find bugs and add some new features, next dev patch renders tons of mods not needed (a good sign that players were just trying to help) and sub modders rush to make their new content compatible. Hopefully the cycle will continue for a long time since the end result is just a better TATW.

    Quote Originally Posted by Krazy Kook View Post
    And I know that even if there were a million Lap's with a million posts like this, that people will still get angry and moody and snap at others, for silly reasons too.
    It's human nature to remember the negative far more than the positive. The one test question we answer incorrectly and embarrass ourselves with stays in your mind more prominently than the many questions you got right. It's a curse that affects all of us, but really hurts content creators.

    Quote Originally Posted by Krazy Kook View Post
    Yes, it might not be completely fair to judge others based on post counts, but then again
    I sure hope we're not judging on post count. My huge posts unfairly disadvantage me! Seriously though there's no way to tell quality by post count. I've lurked TWC for a long time, but only felt the need to register when TATW was released and I think the consensus here is that this thread isn't total nonsense. Rep is a little better, but the actual post content should be what you're using to judge.
    Last edited by Lap; May 15, 2009 at 04:00 AM.

  20. #20

    Default Re: Letter to the Dev Team (Of Praise and Sub Mods)

    incredibly well written post and i have to agree with you ( still dont agree over the arrows thing LOL hey RC is trying to make a realistic battle not a norm strategy game yes with in constraints of game engine) but yes open the gates let them mod see what happens the cream will rise to the top the duds will sink and no one will remember them in 2 weeks !!

    this is an amazing mod and as such people care about its condition perhaps to much i know i am guilty sorry for jumping on you over the arrow thing but again there we trying to go for realisim maybe not everyones cup of tea
    for your speach i must say BRAVO

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

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