User created content

Post » Fri Nov 15, 2013 5:42 am

One of the best things about pc games are the modding community, but since this will be an MMO, most would think you can't mod it apart from UI tweaks. But I had an idea... What if Zenimax had a user created content section on their website, where people sent in their mods for moderation. If they were accepted, any player can download and play them with friends using their ESO character. But since that would make things unbalanced, when you play a user created content your character is imported, and things you do in the mod don't change anything. I know some mods could break lore, but they would be optional. This could make for limitless end game. What do you think?

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mollypop
 
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Post » Thu Nov 14, 2013 11:06 pm

You mean like the foundry for Neverwinter? That would be cool.

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Jake Easom
 
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Post » Fri Nov 15, 2013 6:29 am

Not really. User created content is mostly trash, exploits or doing the developer's job for them, none of which is particularly desirable in an MMO. In an MMO with a heavy PvP element, user content is pretty much poised to trash them game entirely.

As to the OP's idea, I'm not sure how anyone benefits from piles of extra content that needs to be hosted and run by Zeni's servers, but doesn't save anything.

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Amanda savory
 
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Post » Fri Nov 15, 2013 12:24 am

It was so cool.

Especially when we were playing "Monster Box" maps where the creatures sat trapped in terrain while we farmed them safely and freely for free exp/loot.

This is why this type of content is bad. People ruin nice things.

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Nicholas
 
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Post » Fri Nov 15, 2013 5:21 am

This a problem with mod approval, not modding itself. With competent employees approving content, this wouldn't be a problem.

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Albert Wesker
 
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Post » Thu Nov 14, 2013 7:59 pm

i have yet to see ANY MMO that allows this system to work at all.

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Ownie Zuliana
 
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Post » Fri Nov 15, 2013 3:42 am

And that's a reason to just leave it at the table? Learn from mistakes, revise the design, try it out extensively, Beta-test it, patch it and then review it. The most successful games reuse revised features that previously failed. I don't understand the hostility towards a little bit of optimism and actually trust that the developers are in fact quite a talented bunch of people.

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glot
 
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Post » Fri Nov 15, 2013 1:03 am

A good way to go about something like this would be to make it so players have to be Level 50 to be able to use it, you know, when they have maxed there characters and cannot vertically progress any further. This way, the reason to do user generated content would be for the sake of content, as in stuff to do, rather than as an alternate way to level up.

Either that or remove rewards and experience gain from it. Let it be about the experience of creative expression.

Of course, with this game being a subscription-based game, rewards could be a part of the UGC. Authors who create exploit quests could have their account, game and forum, permabanned. No three strikes and out. You do it and you are GONE!

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Cassie Boyle
 
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Post » Thu Nov 14, 2013 7:01 pm


Yep. There certainly aren't any practical problems for a small staff of employees policing the submissions of potentially millions of players making possibly multiple submissions per day. Not at all.

It has zero to do with developer talent and rather their resources for policing the thousands, tens of thousands or even hundreds of thousands of submissions. Massively Multiplayer is in the genre title for a reason. The reason this doesn't work is because it isn't viable to keep the submissions under control, and fielding all the complaints generated by 'bad content' or that you should have allowed their submission because it wasn't bad content. It isn't turtles all the way down, it is expenses and headaches.

Except then they have to justify it, since this isn't a F2P situation, and they've paid their sub fees. Prove that it isn't just a bug, error, or scripting mistake. No, wait, you've already added the cost of adjudication and appeals on top of approval. That is yet more resources and employee time the company has to spend.

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Andy durkan
 
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Post » Fri Nov 15, 2013 3:56 am

There are too many things wrong with allowing this. For one, too many people will simply create a map/creature/item that allows easy xp gains.

"Well, let's just restrict modding to level 50 people".

No, that's a terrible idea because this doesn't actually solve anything. The level 50 people will still make uber weapons that can one-shot anything in sight or make it so enemies are blatantly obvious.

"Not a problem, we can just have the developers or someone approve the content first".

Again, bad idea. It requires tons of effort and money to fish through thousands of mods just to find anything good and not gamebreaking. That same money could be better put to use actually making the game.

"Let's just have the community do it instead of the devs".

This is another awful idea as the community can't be trusted. What happens if thousands of people approve a gamebreaking mod? Just let it happen?

"Fine, let's just make it so the players can't get anything out of it".

First, this would discourage modding as there is nothing to gain from the effort put in. Secondly, how would the developers even program this, and why would they? It requires time and money for a feature that is useless.

In the perfect world, this would be a good idea. However, there is simply too much room for abuse.

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Alberto Aguilera
 
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Post » Thu Nov 14, 2013 9:31 pm

Actually, SWG's system was pretty good. It didn't allow the awarding of experience, so it couldn't be exploited for power levelling. The only thing that could be rewarded were credits and/or items that had to be in the possession of the player creating the quests.

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Jack
 
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Post » Thu Nov 14, 2013 5:38 pm

I said that your character would be imported into the mod, but things you do in the mod would not effect anything outside of it. That way you get new content as you level, but you can't level from that content as it could be unbalanced. And Zenimax wouldn't need to approve the mod, only some moderators, because what is actually in the mod doesn't matter since it doesn't change anything anyway. The only thing you need to worry about is people making offensive/illegal mods, which is why they would need to be moderated. And the players do get something out of it - You play MMOs for the experience, right, not just to get stuff and level.

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Daniel Holgate
 
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Post » Thu Nov 14, 2013 11:47 pm

Then few would use it, why play something that might take a while but has NO affect on you character, it is a waste of time.

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sas
 
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Post » Thu Nov 14, 2013 7:10 pm

idk man it seems like a lot of work for nothing especially since this is an mmo, people will constantly work towards something and since this'll be a p2p model, there will be new content popping up quickly. I figured the mod community was primarily formed because they would go through all the content and not have anything else to do

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Miguel
 
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Post » Fri Nov 15, 2013 5:34 am

Well this is how it goes... You level your character to get new content. That new content levels your character, so you can get new content. So really there are the types of people who play MMOs for the experience/content, and then there are those who play for the sake of levelling. Anyway, 'levelling' is just illusionary player skills , you actually get good at a game from experiencing new content.

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Harry-James Payne
 
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Post » Fri Nov 15, 2013 5:50 am

There is no point if a person cannot gain anything from it. It becomes a waste of time. Moderation also requires time and money like I said. Why would I spend loads of time and money trying to prevent abuse from a feature when I can just not include said feature?

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Taylrea Teodor
 
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Post » Thu Nov 14, 2013 3:16 pm

Way too overly complex and just adds clutter. And theyll be adding new content every month or so anyhow. And that in itself will be a major feat. All for sending in ideas about what we wanna see in new content. But i just do not want anything silly. And it isnt like we are gonna get bored quickly. As it is now, we will enjoy it for a long time
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Krystina Proietti
 
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Post » Thu Nov 14, 2013 8:48 pm

This.

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Milagros Osorio
 
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Post » Thu Nov 14, 2013 5:04 pm

Stormwinds just tied this up very nicely.

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Jennifer May
 
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Post » Fri Nov 15, 2013 6:41 am

Mods have been confirmed..

Btw theres tons tons tons of things to do for modders and for those who want to help devs.. like to play on TestServer. Write guides etc. Not to mention be helpful member of the community, like when offiacl forum opens. This game is gonna be HUUUGE when we're at launch, social media is booming and just imagine how it is at launch.

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Emilie M
 
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Post » Fri Nov 15, 2013 4:42 am

I'm sure this _could_ be made working properly.

But it would have to be as in path of exile where creating a unique weapon costs $1,000.

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Jimmie Allen
 
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Post » Thu Nov 14, 2013 10:57 pm

UI mods have been confirmed. Afaik there hasn't been anything about modding the game.

Will ESO be moddable?
Updated 06/28/2013 04:23 PM Published 06/28/2013 04:23 PM

To a limited extent, yes. Since many players look at the UI as something they want to mod, we've added LUA functionality for modding the UI in The Elder Scrolls Online. This will be available to PC and Mac players.

Will it be possible to customize and shift the UI around a bit?
Updated 08/26/2013 05:15 PM Published 08/26/2013 05:15 PM

Our UI layout is built with mostly static windows as far as the default configuration goes, but we are offering add-on support for UI mods for PC and Mac, so we expect our community will enable all the thousands of different variations players might want.

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Lisa
 
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Post » Fri Nov 15, 2013 1:42 am

Only ui modding is allowed, anything besides that would be riddled with bugs, exploitable, and cannot work with the way an MMO works.

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darnell waddington
 
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