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[ZOMBIE MOD] LEFT 4 EFFECT 3 (Video)


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#251
zhk3r

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TheLostGenius wrote...

Their should be a simple mod system to play custom games with no exp and no credit. Like mods for people to do jsut for fun stuff with totally IMBA tricked out weapons and crazy boss fights.


BioWare has not addressed this issue yet.

They obviously don't want players modifying the multiplayer content of the game - There's a lot of code that can be easily modified to give players unfair advantages towards others. If they had a small team that could verify mods created by the community, and allowing others to use them without the fear of being banned. That would be great.

Modifié par zhk3r, 06 mai 2012 - 04:31 .


#252
Iodine

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xtorma wrote...

Make you and your crew official volunteer community modders. Your group would be given exclusive permission to create mods, and review community mods for initial approval. any mods that pass your groups muster would then go to a bioware dev for certification. Once a particular mod was certified, it's co.bin file agriculture would become legal.

Sure it would be some work, but you guys are putting in the work now anyways.

I'm sorry, and I don't mean this to be at all insulting, but that's just a terrible idea. There's just no good reason to create a middleman position with veto power to restrict/prevent creativity, especially something based purely on personal preference to begin with. What makes their opinions/biases so much more important than every other player's?

All that inventing a middleman position would accomplish is giving a few people a false sense of self-importance and make the game develop along the path of the likes/dislikes of a handful of players, instead of letting the community decide what it wants. No matter how much ANYONE promises to be "fair" or "do what the community wants" or whatever, it is all inherently based on the likes/dislikes/bias of a few people instead of everyone. There is no qualification or expertise, it's "I like this" or "I don't like this."

If the group just polls the community anyway, then there's no reason for that position to exist in the first place. If they chose or declined just as the majority of the community wanted, then the position was completely redundant. If there's any sort of disagreement between what the community and the middlemen want, the community would have to override them (which is a necessary ability) to bypass the veto - this means the middlemen were nothing but a roadblock getting in the way of popular choice, what the community wants.

What happens when a huge portion of the community decides they love the mod that turns Retrieval mode into Capture The Flag, but the handful of middlemen don't like CTF? What happens when the group gets a fantastic, popular submission from someone who insulted a mod of theirs on the forums in the past and made them all angry, then they deny the submission just because of their grudge, for petty vengeance?

With a more modding-friendly system, Bioware could fairly easily add monitoring mods to their long list of already collected statistics, allowing them to determine what's actually popular and work on developing what they know the players ACTUALLY like and play. And even if Bioware didn't bother to monitor/collect statistics, the most widely enjoyed mods would become apparent anyway - the cream always rises to the top. Even a simple poll system would be far more effective, comprehensive, "fair," and conducive to (or at least not stifle) creativity and worthwhile development than a middleman monarchy.

TL;DR - No player's likes/dislikes/opinions are any more important than anyone else's. Every other game with modding works great having a modding community where mods become popular based on merit. Just look at anything like Dragon Age Nexus/Fallout Nexus/the other Nexus communities, moddb. etc. that let mod quality/content and the community decide what people do or do not enjoy/play.

Modifié par Iodine, 06 mai 2012 - 04:53 .


#253
TheLostGenius

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zhk3r wrote...

TheLostGenius wrote...

Their should be a simple mod system to play custom games with no exp and no credit. Like mods for people to do jsut for fun stuff with totally IMBA tricked out weapons and crazy boss fights.


BioWare has not addressed this issue yet.

They obviously don't want players modifying the multiplayer content of the game - There's a lot of code that can be easily modified to give players unfair advantages towards others. If they had a small team that could verify mods created by the community, and allowing others to use them without the fear of being banned. That would be great.


Talking like custom game types where you don't even gain any exp or credit, just a for fun stuff where people could make their own missions or maybe even dialogue. Like fan fiction CO-OP. Players would be in ME Nirvana.

#254
Dorje Sylas

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zhk3r wrote...

TheLostGenius wrote...

Their should be a simple mod system to play custom games with no exp and no credit. Like mods for people to do jsut for fun stuff with totally IMBA tricked out weapons and crazy boss fights.


BioWare has not addressed this issue yet.

They obviously don't want players modifying the multiplayer content of the game - There's a lot of code that can be easily modified to give players unfair advantages towards others. If they had a small team that could verify mods created by the community, and allowing others to use them without the fear of being banned. That would be great.


The obvious compromise would be create a player driven game mode creator that offers no rewards (XP or Credits) but would allow us to tweek the same files Bioware tweeks for weapons and mob spawns. I'd even be tempted to pay up to 40 USD for a full DLC interface... if we see some of those major bug/flaw fixes first.

Combined with a raiting system and data gathering that could cut down the chaff and let Bioware make "official" those modifications that are both balanced and fun.

Better... and if EA/Bioware insists on keeping with the god awful Random Number Generation, throw it into Packs as special *mod* cards for the custom game mode creator. Start throwing them into the packs as another filler and generate revenue that way. Again any "custome" games don't get rewards themselves, but it would be a way to creatively give us all (PC/Xbox/PS3) the option to tweek.

#255
devildog0491

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*beep* revived

#256
Dusk1976

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How exactly do you revive a Zombie? Hasn't it been dead too long for a crash cart? And given the wiring in a Husk, is that small an amount of electricity really going to do anything to them?

#257
Liber320

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Looks awesome, would definately love an official zombie mode

#258
AlexFili

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This is fantastic. +1!

#259
xtorma

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Iodine wrote...

xtorma wrote...

Make you and your crew official volunteer community modders. Your group would be given exclusive permission to create mods, and review community mods for initial approval. any mods that pass your groups muster would then go to a bioware dev for certification. Once a particular mod was certified, it's co.bin file agriculture would become legal.

Sure it would be some work, but you guys are putting in the work now anyways.

I'm sorry, and I don't mean this to be at all insulting, but that's just a terrible idea. There's just no good reason to create a middleman position with veto power to restrict/prevent creativity, especially something based purely on personal preference to begin with. What makes their opinions/biases so much more important than every other player's?

All that inventing a middleman position would accomplish is giving a few people a false sense of self-importance and make the game develop along the path of the likes/dislikes of a handful of players, instead of letting the community decide what it wants. No matter how much ANYONE promises to be "fair" or "do what the community wants" or whatever, it is all inherently based on the likes/dislikes/bias of a few people instead of everyone. There is no qualification or expertise, it's "I like this" or "I don't like this."

If the group just polls the community anyway, then there's no reason for that position to exist in the first place. If they chose or declined just as the majority of the community wanted, then the position was completely redundant. If there's any sort of disagreement between what the community and the middlemen want, the community would have to override them (which is a necessary ability) to bypass the veto - this means the middlemen were nothing but a roadblock getting in the way of popular choice, what the community wants.

What happens when a huge portion of the community decides they love the mod that turns Retrieval mode into Capture The Flag, but the handful of middlemen don't like CTF? What happens when the group gets a fantastic, popular submission from someone who insulted a mod of theirs on the forums in the past and made them all angry, then they deny the submission just because of their grudge, for petty vengeance?

With a more modding-friendly system, Bioware could fairly easily add monitoring mods to their long list of already collected statistics, allowing them to determine what's actually popular and work on developing what they know the players ACTUALLY like and play. And even if Bioware didn't bother to monitor/collect statistics, the most widely enjoyed mods would become apparent anyway - the cream always rises to the top. Even a simple poll system would be far more effective, comprehensive, "fair," and conducive to (or at least not stifle) creativity and worthwhile development than a middleman monarchy.

TL;DR - No player's likes/dislikes/opinions are any more important than anyone else's. Every other game with modding works great having a modding community where mods become popular based on merit. Just look at anything like Dragon Age Nexus/Fallout Nexus/the other Nexus communities, moddb. etc. that let mod quality/content and the community decide what people do or do not enjoy/play.


It does not matter who looks at a mod for approval, you will get bias. What my suggestion does is cut the cost to bioware, and make it more likely to happen faster. bioware needs a system they can control with a minimum of time and effort spent by thier paid employees. Volunteers would do the exact same thing a dev would do, and they can be just as competant at it. It does not matter what bioware installs, there is going to have to be some kind of approval process, unless they take the time, which is the same as money to them, to create an automated system, like they have in star trek online, and city of heros.

#260
devildog0491

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Dusk1976 wrote...

How exactly do you revive a Zombie? Hasn't it been dead too long for a crash cart? And given the wiring in a Husk, is that small an amount of electricity really going to do anything to them?


The thread not zombies lol

#261
deadpixel92

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i support this 100%, sadly multiplayer in this game started getting boring for me, so new stuff to do is definitely good, i hope bioware agree and support this aswell. MAKE IT HAPPEN BIOWARE!

#262
Soja57

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Maybe you should do where the last wave (Extraction) is only a single Marauder Shields trooper in honor of his sacrifice in singleplayer. Except his Phaeston fires like a Gatling Gun with insane firerate/damage. And also a massive boost to shields and health, tougher than a Harvester.

#263
SniperCzar

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Well, I really didn't feel like registering on here just for attention, but...
<_<
>_>
http://dl.dropbox.co...zombieproof.jpg

#264
Iodine

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xtorma wrote...

It does not matter who looks at a mod for approval, you will get bias. What my suggestion does is cut the cost to bioware, and make it more likely to happen faster. bioware needs a system they can control with a minimum of time and effort spent by thier paid employees. Volunteers would do the exact same thing a dev would do, and they can be just as competant at it. It does not matter what bioware installs, there is going to have to be some kind of approval process, unless they take the time, which is the same as money to them, to create an automated system, like they have in star trek online, and city of heros.

You're also creating the position for the devs of taking community mods and turning them into official content, creating more work (more time, more cost) in additition to the already planned/in-development DLC content. A slightly more player friendly modding system, make a modding subforum, no additional cost whatsoever, and there's no reason to bother anyone at Bioware with it, mods can stand on their own merit. Best/most popular mods rise to the top of the forum and get talked about most frequently without needing some redundant/unnecessary middleman position giving random players veto power over their peers to say "Most the community likes this mod, and more importantly, I do too, and it already exists so we know it works, I hereby decree that this mod shall become official" :V

There is no reason to have one of the paid devs working in a middleman position, especially if they were to adjust to at least a slightly player-friendly modding system (not hard, already explained an example a few pages ago). So you are not "cutting costs" by creating the same position and choose a few random community members to bolster their self-importance, when you not only don't need the position at all, but are actually better off without it. ;)

Modifié par Iodine, 06 mai 2012 - 09:47 .


#265
Dynamik78

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+1 for a SERIOUS modding community

#266
zhk3r

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Soja57 wrote...

Maybe you should do where the last wave (Extraction) is only a single Marauder Shields trooper in honor of his sacrifice in singleplayer. Except his Phaeston fires like a Gatling Gun with insane firerate/damage. And also a massive boost to shields and health, tougher than a Harvester.


This is what I've got in mind for the next build:

Wave 11 (Extraction):

> 3 minute extraction.
> 1 Brute spawns
> 1 Banshee spawns.
> 1 Phantom spawns.

All the above mentioned enemies will have 3x their normal health/shield pools. If extraction is achieved, the squad will earn 20k Credits.

#267
devildog0491

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Semper

#268
Iodine

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Yut

#269
luvmuscle20h

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god i hope this thread gets attention.... I wished for this a while back and you guys created it! Very excited to see if BW will pick this idea up. Great f*ckin job to whoever modded this. This would be a fantastic game mode to let the non biotic explosion characters shine IMO.

Only suggestions I could think of,
If possible, there should be minimum 2x husks per wave as shown. Reason being because people will eventually perfect their builds for this game mode. People should fear this mode on bronze and wave 11 should cause panic attacks. Gold = fits of rage = controller tossing = tv purchases = slight economic recovery
Someone mentioned in the Youtube comments section about mixing in abominations with the mode. That is f*cking genius!
im on 360 btw

Modifié par luvmuscle20h, 06 mai 2012 - 10:43 .


#270
cronosfire

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this was good, i wouldnt mind something like this in the real game, like banchees for the witch we need the lurker too

#271
SniperCzar

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Props to zhk3r, even though I technically made the original it looks like he found out how to turn the creds and XP off. Actually the biggest bug was the timer not increasing after killing husks on an assassination wave, which I never got around to fixing but seems to be dealt with.

Let this be two lessons to you readers...
#1 - Document ALL your work.
#2 - Some things are too awesome to stay secret.

#272
zhk3r

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SniperCzar wrote...

Props to zhk3r, even though I technically made the original it looks like he found out how to turn the creds and XP off. Actually the biggest bug was the timer not increasing after killing husks on an assassination wave, which I never got around to fixing but seems to be dealt with.

Let this be two lessons to you readers...
#1 - Document ALL your work.
#2 - Some things are too awesome to stay secret.


Out of curiosity.. How'd you make the "original" ?.. I've been in a couple of Husk games, but I modified my Coalesced.bin from scratch.

#273
Iodine

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SniperCzar wrote...

Props to zhk3r, even though I technically made the original
...
Some things are too awesome to stay secret.

Without intending insult to anyone, this is one of those simple mods that probably dozens of people have made independently. Saying you made the original is like saying you made the original "boss" mode using modified Assassination or simply modified enemies, or claiming you were the first person to add Harvesters. There's not that many simple mods possible that are actually worth making (or bothering to talk about), and they've all been done by someone already. :P

If you manage to add waypoints/spawn info to ME2 maps and import them for ME3 multiplayer play (should be able to enable Downloads to distribute it as-needed, even), that might be unique. More enemies is not, stronger enemies is not, reducing to one type of enemy is not, making an "infinite" annex objective is not, super Assassination buffs is not, Harvesters are not, "Platinum" difficulty is not. :(

Modifié par Iodine, 07 mai 2012 - 12:25 .


#274
devildog0491

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****es b crazy

#275
zhk3r

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Iodine wrote...

Without intending insult to anyone, this is one of those simple mods that probably dozens of people have made independently. Saying you made the original is like saying you made the original "boss" mode using modified Assassination or simply modified enemies, or claiming you were the first person to add Harvesters. There's not that many simple mods possible that are actually worth making (or bothering to talk about), and they've all been done by someone already. :P

If you manage to add waypoints/spawn info to ME2 maps and import them for ME3 multiplayer play (should be able to enable Downloads to distribute it as-needed, even), that might be unique. More enemies is not, stronger enemies is not, reducing to one type of enemy is not, making an "infinite" annex objective is not, super Assassination buffs is not, Harvesters are not, "Platinum" difficulty is not. :(


Agreed.

Making a solid Platinum difficulty mod is time consuming. Endless testing before each wave is perfected. And working around BioWare's balance changes can make that even more time consuming as you'll have to change other aspects to make it "Platinum".