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Eviscerating the longevity of your game to ineffectually make a gamemode that all of nobody plays a teeny bit fairer? Sounds to me like someone important just doesn't want us modding for whatever reason and used that as a thin cover.
Shame. I wanted to see Shrek throw screaming meatballs at me.
Now that we're at the end of this road rather abruptly, it leaves a bit of a sour taste in my mouth and I doubt we'll be getting it.
I'm just here to bump and support this thread. Title says it all and its a very justified and valid request.
The amount of stuff that has to be dealt with on the backend--at least in current technical environments--effectively means you can either have PC-and-console crossplay or modding, but not both. I know the meme is that all PC games should release with crossplay and Steam Workshop already active, but that's simply not going to happen in most cases; IIRC the only exceptions are for really simple stuff like recoloring the Turtles in Shredder's Revenge, where it's exclusively client-side for PC only and doesn't mechanically effect anything in online matches (and the game has no anti-cheating client).
TRS chose crossplay, likely for a few business-related reasons.
One is that crossplay not only sounds better to a publisher's marketing team (play with all of your friends no matter what console you own!), it makes it much easier to collect data with regards to preferred playstyles, balancing, etc. when you have it all in one basket rather than having to balance what is effectively multiple different versions of the game. (I know that's not how it technically works because KBM and controllers still affect player performance in the end, but hopefully you understand what I'm getting at.)
Two is that In the current days of advertising your game via streaming and whatnot it's easier to supply publisher-approved SFW stuff (skins, sprays) and use that as incentives for players who honestly care about cosmetics and such rather than having the Sturgeon's Law examples of L4D2's Steam Workshop being filled with MLP bodypillow guns, anime skins, and gun models and animations literally yanked from other games.
Three, related to point two, is that most modding content and stuff is either sold as DLC these days or used as a carrot-and-stick for players who want "mOrE cOnTeNt" because they see a game not as an experience to be enjoyed, but as an unlock treadmill. Mercifully the former wasn't really the case with Back 4 Blood because they probably wanted to avoid the stink of publisher-mandated MTX that Evolve gave off from day 1, but it's something to consider all the same.
Main downside to multiplatform crossplay being the restrictions on modding (to keep everything consistent between versions) and the sort-of-understandable-but-still-draconian patching policies of Microsoft and Sony meaning everything takes longer to adjust because every update to the game has to be stress-tested for three different platforms to ensure consistency (plus the hurdles that come with dealing with MS and Sony in general adding lag time to patching schedules).
Point being: don't hold your breath on modding. That would require TRS to write their own modding thing that--as far as I know--literally nobody else has implemented in a game where crossplay exists. There's too many hurdles to jump through.
This was during their Golden Age, when they were putting out absolute bangers one after the other, and Team Fortress 2 was started as an attempt to see if they could get their multiplayer magnum opus, concurrently patched, with three different playerbases all effectively playing the same game. (TF2 was very much designed with consoles in mind which is why it's so simplified compared to TFC, but that's another topic in its own; Valve's design direction became much more console-focused in these years and reverted almost as quickly.)
The idea was to have TF2 in similar states across all three major consoles: the PC, XBOX 360, and PS3. That didn't pan out because of how much of a mess trying to keep that up proved to be.
The PS3 port was farmed out to Electronic Arts (yes, they were responsible for the Orange Box on PS3) because Valve had no internal developers who worked with the PS3. So the PS3 version of TF2 has had one (1) update in its entire lifetime.
The 360 version was developed internally by Valve, but they dropped support for it after only four (4) patches because 1) Microsoft wanted to be paid a frankly exorbitant amount of money for patching games on the 360, because Microsoft, 2) the PC version was much easier to patch on the fly for quickfixes and whatnot, and 3) Valve was steering in the direction of refocusing on PC gaming anyway due to the aforementioned console difficulties.
So by the time L4D2 came around, the PS3 was out of the question and the only options left were the 360 and PC. And as to why the 360 version was quickly left in the dust, well...see above.
If MS hadn't been such an asspain to work with I'm sure they would've put more work into the 360 versions of L4D2, but the entire reason the Steam Workshop exists for the PC version is because the two versions aren't linked via crossplay. If they were, Valve would need an entire department to curate the cross-platform workshop all on their own just to make sure everything's cross-compatible.
https://store.steampowered.com/app/1120480/The_Anacrusis/
Gotta use EGS to download the mod tools. Yes there is crossplay. Yes it is UE4. Yes they wrote their own tools. Yes they have steam workshop support (in a crossplay title nonetheless)