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Here is copy-paste from developers discord channel:
"Reasons for not locking characters to servers / moving materials between servers
1. If you have fully explored a world, and want to make a new one with your old character. You can just move!
2. You can move your entire farmed material stockpile into a new world, or parts of it like settlers (roleplaying posibility)
3. Helping a friend in need with a boss? materials needed to build something? Trade between servers ?(roleplaying for example)
4. have a server-side toggle feature would enable hosts to take characters hostage...
5. Client side character toggle would be as safe as it is today with players "promise" not to transport things without saying it.
6. Locking objects from being moved between servers could just as easy be by-passed by mods just as mods enable free-build on servers.
7. Locking objects would require us to actively locking them for everyone. Or a toggle option would still be circumvented as in reason 6.
8. Maybe look at it in another way and ask your friends why they do this when you don't think it's okay.
9. We as developers do not want to limit users.
10. Finally it's a game."
It's an old post, but I think they didn't change their opinion on this.
Thank you for the quote, but I think this was before the modifiers update, because right now, they did add a way to customize servers and I don't see why would it be bad to have a world that doesn't accept items that weren't created in it.
All those points wouldn't apply if they, allow people to move items to servers that allows it, and restrict items on servers that doesn't accept foreign items.
Technically, it would be as simple as adding the source server when creating items.
You're literally saying "I have no self control. Why don't the developers add in additional restrictions for my extremely niche case?"
It would be like wanting to do a No Bow run, and asking "why don't the devs add a modifier that removes bows?", when the real question is "Why can't you just not use bows?". Just don't do the thing you don't want to happen.
Not true. These would still apply:
These two things being the case, there is absolutely no reason for them to spend time or money on this.
The only thing they could do for this would be some sort of EAC-like install. Are you REALLY asking for that? (If you are, I recommend not admitting it where other people can hear you.)
This is wholly inaccurate. Given that nothing is handled like this presently, it would require a wee bit more than just adding a tag. Item tracking / categorization / handling is a foundation for the rest of the code, not something done later. And again, see point 6.
The game is built to allow people to "cheat" because it's done on the premise that you're playing with friends. The whole game assumes you know the people you're playing with and have the stones to not play with them if they can't follow group-agreed-on rules.
If you need EAC to play with your friends, you need new friends.
Its not as easy to make it completely fool proof as non-programmers think it is.
But I do wanna answer those comments about trust, obviously anything could be bypassed even the current modifiers are easily bypassed by mods. but they still added them.
It's not about self control, but about the barrier, when cops put a tape around a crime scene it obviously wouldn't stop you from trespassing, but you still wouldn't cuz you know it's wrong. The same goes with modifiers, it would be much easier to ask your friends to use vanilla rather than specify what mod they have to use and keep up and tell them about every mod that comes up, if they can use that or not.
Imo, modifiers should include at least these two features to make it fair for people to play online and enjoy the grinds.
- Enable/Disable intra server transfers
- Enable/Disable modded clients
It's possible that the developers missed this aspect. They likely didn't anticipate players connecting with others online to engage in the game together.
Sounds good. I like it. I do the same exact thing.
The essence of my argument is that they likely didn't foresee professional players seeking something more advanced than the typical novice gameplay.