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Thanks for response though
Yeah well, I guess it was the only way to get mods to the console version of the game (not yet released, if ever).
The core problem to all this.
Clearly unknown outcomes and increased problematic, complex programming and severe delays to the game itself, and many features now in question, not to mention so many PC users waiting, all due to console/console mod aspects also wanting to be attained.
Paradox, I would start to really review the full scope of all this, reflect on yourself, and soon decide to make the turn. If you really cannot confirm it for the future, why do it? The only source to blame for this is the Paradox direction.
Why continue with this Sh>t Show?
Curve does not appear to be working. In programming, if you introduce new updates and then have more issues, then correct with even more issues, there is a core/source game problem from your envisioned, "embedded, hard to get over" stubbornness.
You did it to yourself. It is just not working in the CSII structure case.
Did you not know this from the CSI disclipline?
Your saving grace is the nature of programming itself. Entirely changeable.
Reprogram and update all, toss it off the PDXMods site.
Reload a new big CSII game update with Steam WS direct connect.
There is never nothing wrong with failure.
As so long as you learn from it and now able to correct it
and move forward.
I for one think the entire game engine is wrong for a game like this with the enormous amounts of calculations needed in this game.
CS1 has WAY less things, and even that was on the brink of what that engine could handle.
And changing game engine is just something that never will happen...
They also lost every single dev of cs1. Probably not because they get fed up or anything, that is just how the industry works. When you are done with a project, you very often want to move on to something new, but they should definately have kept someone from the "old guard" as a top ranking person within the project.
That person would most likely have fought for usage of a better engine for a project like this, but that would also mean they would have to start from scratch instead of trying to rely on underlying codebase that CS2 clearly does.
IMHO this project was doomed from the beginning because of that.
This has nothing to do with the modding platform though, but the reasoning does, ie "lets focus on consoles also getting mods this time".
I do not see any reason at all, why Steam workshop would be able to change anything about the non existing asset editor.
And also why is no one aware of the fact, that not anyone is playing this game via Steam, there are other options as well, right now, via Game Pass or buying it in the Microsoft store for example. Those players would not be able to use the Steam workshop. Therefore the decision to make their own website even gives players more freedom to choose where to buy the game, which I think is good. And of course it makes Paradox less dependent on Steam, which probably is good for them.
Especially I am wondering why people are living in such a reality bubble that they think that Steam is the only platform for games.
There are other platforms as well, and none of them has access to Steam Workshop.
The reason to move away from Steam Workshop was not the console version alone.
It's because ALL other platforms have no access to Steam Workshop.
Steam is a pretty exclusive club which locks out a large amount of the actual players.
Gamepass players cannot use it.
Epic players cannot use it.
console players cannot use it.
That was already a big problem on CS1, and there have been lots of complaints about it.
There are only three option to solve this problem:
- no user mods/assets at all
- have a mod manager for each platform - which requires mod makers create the same mod/asset several times and to have an account on all kinds of platforms.
- use an own ingame modding feature which is available on all platforms.
Every sane person would choose option 3.
No idea how people even think this is a bad idea...
When a city grows much larger, direct connect within a main portal gateway to housed content (mods, dlc, etc.) at a direct ISP address where the game functions from online is always way more preferable, stable and error free. Especially in function design.
There is no contest.
Why would a developer put so many existing PC buyers, their main money base, through such long programming hell, inept new mod site psycho connect (and customer service) and and a host of PC config adjust and hidden app data constant horror
... to gain such a small fraction of a side market?
Console market to CS brand is not very big at all.
Historically, CSI console market to PC is 1 to 7.
They are grabbing at pebbles, but missed the big diamond.
Why? Because it is not for console players. It is for those players, that do not use Steam. And there are players on those other platforms, now. Why do you just keep on going to deny the existing of those?
To answer your question. It makes a difference because the people involved in making the game work with a new mod system that was still under development could have been working on things like the asset editor instead. Working with another system that is still under development can be very time consuming. There's a very high probability that the whole mod system would be in much better shape right now had they stuck with the Workshop.
On a related note. Will the Paradox Mod Manager be usable once the asset editor comes out? I'm currently using less than 100 mods. So, this is speculation on my part. But to me it appears that the Paradox Mod Manager UI won't work with large numbers of mods. I can only look at a small number of mods at one time. When I scroll the list, it is somewhat sluggish at times. And there is no search function within the list of mods in a playset. I believe the combination of these things will make the mod manager unusable once everybody starts using a large number of mods.
And some of the mod manager features that are available in-game are not available online. That needs to be fixed to.
Exactly General Tso.
Who really got denied here?
We Did.