Maelstrom Vortex 2021 年 9 月 25 日 下午 2:22
Greater User Control over Workshop and Version Content.
Situation:
You guys have done awesome with the beta selection on most games and allowing people to select different versions for compatibility, but workshop content often continues to be updated after older versions people still play which can break existing save games and game play for those individuals, this is a common problem.

Task:
Develop a method of controlling not just the version of games, but the version of user uploaded content. Permit updates to be published with game version association and to minimize your memory usage on your servers only keep a record of altered file content between one version and the next permitting space savings while allowing the workshop content the same flexibility as core game titles. One idea might to have a section under workshop content to select a compatible version number. Leave mod publishers the responsibility of matching content to version. Then a player/user will be able to select a game version number, a workshop game version number, and hit an update button, prompting steam to match all that content allowing for a far less disruptive gameplay experience. Would allow the unification of workshop content that is normally published under multiple version numbers for some games into a coherent single item library for a single mod across multiple versions.

Result:
Much more satisfied platform users, making the world a better place for gamers, encouraging sales and trust in the platform over others that do not have the same capability and scalability as yours does for modding and workshop content distributors. A happier community.
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Quint the Alligator Snapper 2021 年 9 月 25 日 下午 3:32 
Yeah, modding and customization is such a core feature of PC gaming, and Steam ought to support this more effectively. Mods don't get updated instantly in response to game updates, and some mods just don't get updates at all even though people are using them.

Heck, if Valve outright made an update rollback feature for Steam, that would put Steam on par with Galaxy in terms of allowing users to fine-tune their gameplay experiences via version control.
Start_Running 2021 年 9 月 25 日 下午 4:46 
引用自 Maelstrom Vortex
Situation:
You guys have done awesome with the beta selection on most games and allowing people to select different versions for compatibility, but workshop content often continues to be updated after older versions people still play which can break existing save games and game play for those individuals, this is a common problem.
Talk to the Mod creators. They can simply create a new item for the new version if you give them a reason to. Many already do.

Valve's simple rule is the people creating the content, make the decisions.
They provide options but and they decide the options they will use. Simple.
And they are unlikely to change that outlook anmytime soon.

You want a dev to maintain access to a specific version of a mod. Ask them and if they see it as worth their time.. bam. They'll just create a new item.



引用自 Maelstrom Vortex
Situation:


Task:
Develop a method of controlling not just the version of games, but the version of user uploaded content.
As pointed out. This already exists. These controlls are one the Content creator side of things.

Permit updates to be published with game version association and to minimize your memory usage on your servers only keep a record of altered file content between one version and the next permitting space savings while allowing the workshop content the same flexibility as core game titles.
You gravely misunderstand how server and Ciontent delivery work. Your assumptions are in a word.. incorrect.

One idea might to have a section under workshop content to select a compatible version number.
A;ready exists. the mod creator puts this information in the description. Or in the acrtual name of the Mod.
Quint the Alligator Snapper 2021 年 9 月 25 日 下午 6:30 
引用自 Start_Running
Valve's simple rule is the people creating the content, make the decisions.
They provide options but and they decide the options they will use. Simple.
This is a contention you've made many times before on this topic, but we've seen how this is conspicuously untrue -- given how Valve just messed with developers' way of patch notes.

引用自 Start_Running
You want a dev to maintain access to a specific version of a mod. Ask them and if they see it as worth their time.. bam. They'll just create a new item.
It's far more efficient for Steam to just provide the data than to have to pester devs one at a time and wait and hope that they individual put up stuff.

引用自 Start_Running
Permit updates to be published with game version association and to minimize your memory usage on your servers only keep a record of altered file content between one version and the next permitting space savings while allowing the workshop content the same flexibility as core game titles.
You gravely misunderstand how server and Ciontent delivery work. Your assumptions are in a word.. incorrect.
You misunderstand it as "this is how stuff works", rather than "this is merely how Steam happens to work".
Maelstrom Vortex 2021 年 9 月 25 日 下午 7:19 
引用自 Start_Running
引用自 Maelstrom Vortex
Situation:
You guys have done awesome with the beta selection on most games and allowing people to select different versions for compatibility, but workshop content often continues to be updated after older versions people still play which can break existing save games and game play for those individuals, this is a common problem.
Talk to the Mod creators. They can simply create a new item for the new version if you give them a reason to. Many already do.

Valve's simple rule is the people creating the content, make the decisions.
They provide options but and they decide the options they will use. Simple.
And they are unlikely to change that outlook anmytime soon.

You want a dev to maintain access to a specific version of a mod. Ask them and if they see it as worth their time.. bam. They'll just create a new item.

This ignores the rest of the content of my post in that yes, they can make more versions, but right now those versions do not exist as contiguous library with easy selection options to adjust to a specific base game version of issuance. Due to this, every time a new version is created players are forced to go through the process of hunting a new version of the new mod if it exists.. or hoping the creator will keep an archive of the old one, when both can happen seemlessly. I an already imagine a very simple ui with a drop down toggle permittig the selection of the mod version on the right side of a mod's page, or even in the work shop content area of a specific game in the game library. (You know where you can unsub them all at once).
引用自 Maelstrom Vortex
Situation:


Task:
Develop a method of controlling not just the version of games, but the version of user uploaded content.
As pointed out. This already exists. These controlls are one the Content creator side of things.

Permit updates to be published with game version association and to minimize your memory usage on your servers only keep a record of altered file content between one version and the next permitting space savings while allowing the workshop content the same flexibility as core game titles.
You gravely misunderstand how server and Ciontent delivery work. Your assumptions are in a word.. incorrect.

Actually, I don't at all misunderstand that. I understand that a programmer can make the software work logically however they please. It's very easy to do these version comparisons, other companies have done it. Just because you do not understand how it is possible, doesn't mean it is impossible, It just means you do not know how.

One idea might to have a section under workshop content to select a compatible version number.
A;ready exists. the mod creator puts this information in the description. Or in the acrtual name of the Mod.

And do you understand the magnitude of hassle that entails? When a single mod creator can have a single page fo rhis mods with a simple drop down to select a version or even better, have a version selectable for all mods for a single title? Do you comprehend the utility value of simplifying interfaces and reducing duplicate listings? How many titles can you go to, search a mods names and come up wtih.. ... who knows how many ungodly versions of exactly the same thing? Do you fathom how confusing that is to many people? Do you care about the user and making things better? If your post didn't mean to have a condsecending tone, it failed and I don't think this is the place for that kind of attitude.

Do you understand how much space and bandwidth it would save if all those pages got reduced to one per mod, per creator and all the versions were neatly organized?
最后由 Maelstrom Vortex 编辑于; 2021 年 9 月 25 日 下午 7:23
Start_Running 2021 年 9 月 25 日 下午 7:36 
引用自 Maelstrom Vortex
This ignores the rest of the content of my post in that yes, they can make more versions, but right now those versions do not exist as contiguous library with easy selection options to adjust to a specific base game version of issuance.

It does. If the modder decides to go that route.

Due to this, every time a new version is created players are forced to go through the process of hunting a new version of the new mod if it exists..
Again Depnding on How the Modder sets things up.


Actually, I don't at all misunderstand that. I understand that a programmer can make the software work logically however they please.
All software operations are logical. By definition.

It's very easy to do these version comparisons, other companies have done it. Just because you do not understand how it is possible, doesn't mean it is impossible, It just means you do not know how.
Where did I say it wasn't possible. I said that you misunderstand how content delivery works.

And do you understand the magnitude of hassle that entails?
COnsidering that is considered to be a Best practice, it shouldn't be considered a hassle so much as a bare minimum for effective distribution.

When a single mod creator can have a single page fo rhis mods with a simple drop down to select a version or even better, have a version selectable for all mods for a single title?
From the mod creator's perspective there's not much difference. They still have to create and upload the thing. Only your method would make it harder to sort feedback Since you'd have the comments for all the included versions on the same page.

Do you comprehend the utility value of simplifying interfaces and reducing duplicate
But there wouldn't be duplicate listings since they are different versions and thuusly not duplicates.

Do you understand how much space and bandwidth it would save if all those pages got reduced to one per mod, per creator and all the versions were neatly organized?
Bandwidth would be rather the same or higher usage. As for space. That's a rather trivial part of the equation and if you''re worried about that then the best spacewise solution is to only ever have the most current version of the mod distributed. That way you only ever need to store one install pack on your server.

Quint the Alligator Snapper 2021 年 9 月 25 日 下午 7:46 
引用自 Maelstrom Vortex
And do you understand the magnitude of hassle that entails? When a single mod creator can have a single page fo rhis mods with a simple drop down to select a version or even better, have a version selectable for all mods for a single title? Do you comprehend the utility value of simplifying interfaces and reducing duplicate listings? How many titles can you go to, search a mods names and come up wtih.. ... who knows how many ungodly versions of exactly the same thing? Do you fathom how confusing that is to many people? Do you care about the user and making things better? If your post didn't mean to have a condsecending tone, it failed and I don't think this is the place for that kind of attitude.

Do you understand how much space and bandwidth it would save if all those pages got reduced to one per mod, per creator and all the versions were neatly organized?
I don't think he cares; his position is that the developers get to control what version you get to play, and that's the end of the story. He doesn't even acknowledge that it's Steam forcing developers to do things in certain ways.
Maelstrom Vortex 2021 年 9 月 25 日 下午 11:48 
引用自 Maelstrom Vortex
And do you understand the magnitude of hassle that entails? When a single mod creator can have a single page fo rhis mods with a simple drop down to select a version or even better, have a version selectable for all mods for a single title? Do you comprehend the utility value of simplifying interfaces and reducing duplicate listings? How many titles can you go to, search a mods names and come up wtih.. ... who knows how many ungodly versions of exactly the same thing? Do you fathom how confusing that is to many people? Do you care about the user and making things better? If your post didn't mean to have a condsecending tone, it failed and I don't think this is the place for that kind of attitude.

Do you understand how much space and bandwidth it would save if all those pages got reduced to one per mod, per creator and all the versions were neatly organized?
I don't think he cares; his position is that the developers get to control what version you get to play, and that's the end of the story. He doesn't even acknowledge that it's Steam forcing developers to do things in certain ways.

In that case, his reading comprehension could use some work as this wouldn't affect what the developers deploy at all. Rather it impacts community response, the ability to post and utilize content relevant to both past and current developer deployments. Not every developer makes all their prior versions available, but some do, and it is for those developers this functionality will be most useful.
最后由 Maelstrom Vortex 编辑于; 2021 年 9 月 25 日 下午 11:53
Maelstrom Vortex 2021 年 9 月 26 日 上午 12:05 
引用自 Maelstrom Vortex
This ignores the rest of the content of my post in that yes, they can make more versions, but right now those versions do not exist as contiguous library with easy selection options to adjust to a specific base game version of issuance.

It does. If the modder decides to go that route.

No, it doesn't. That functionality does not exist. You get a change log and as you have yourself said. the mod creator MUST make multiple pages for each distinct version of their mod. Either you are conflating things intentionally or you aren't fully comprehending what I am describing.

Due to this, every time a new version is created players are forced to go through the process of hunting a new version of the new mod if it exists..
Again Depnding on How the Modder sets things up.

There is no such utility that currently exists as I have descirbed it.. and that is what we are discussing, therefore your statement is false.

Actually, I don't at all misunderstand that. I understand that a programmer can make the software work logically however they please.
All software operations are logical. By definition.

You are not demonstrating that understanding or you are being intellectually dishonest in our discussions, I will let you pick which.

It's very easy to do these version comparisons, other companies have done it. Just because you do not understand how it is possible, doesn't mean it is impossible, It just means you do not know how.
Where did I say it wasn't possible. I said that you misunderstand how content delivery works.

Mmm.. no. I simply have a different vision than the one you have put blinders on for and won't see past.

And do you understand the magnitude of hassle that entails?
COnsidering that is considered to be a Best practice, it shouldn't be considered a hassle so much as a bare minimum for effective distribution.

If this is a best practice, there is still a lot of room for improvement.

When a single mod creator can have a single page fo rhis mods with a simple drop down to select a version or even better, have a version selectable for all mods for a single title?
From the mod creator's perspective there's not much difference. They still have to create and upload the thing. Only your method would make it harder to sort feedback Since you'd have the comments for all the included versions on the same page.

I disagree. As a mod creator myself it'd be easier for me to organize and upload to one page, a sort of center where my subscribers could come to and pick away relevant versions to their content. It would be easier for me to have sub-threads on my mod page dedicated to different versions than to have to sort thorugh 10 different pages with 10 different thread list versions for one mod. It'd also reduce the number of times I'd have to direct people to other pages for different versions of the same mod.

Do you comprehend the utility value of simplifying interfaces and reducing duplicate
But there wouldn't be duplicate listings since they are different versions and thuusly not duplicates.

Much of the content when it comes to version updates across many games is 90% or greater identical between versions with coding adjustments to address minutia in variable and position changes. You're not talking to a layman, but you have assumed you are. Thus yes.. the vast majority of the content are duplicates.. and the differences can be tracked and that can let steam hold less mod data while serving more people. Do you even linux bro?

Do you understand how much space and bandwidth it would save if all those pages got reduced to one per mod, per creator and all the versions were neatly organized?
Bandwidth would be rather the same or higher usage. As for space. That's a rather trivial part of the equation and if you''re worried about that then the best spacewise solution is to only ever have the most current version of the mod distributed. That way you only ever need to store one install pack on your server.

I completely disagree on your assessment, People hunting around for the correct version of the mod has to generate an overhead on the system. You won't convince me otherwise of that. Might not be much compared to the actual game content delivery itself, but it's still an unneeded overhead.

And sure, only have the current version of the mod.. for the current version of the game, Lets ignore the fact that very frequently game updates break saves and destroy user's current existing content even if they may have been say.. playing a campaign for months on some games with friends.

You really don't give a crap about people do you? If you did, your answers my reflect some sympathy for the actual users of the system who pay for this service and want to enjoy the content in their own way. Perhaps you don't play games this kind of trouble presents itself in. Or, perhaps you just don['t play a lot of multiplayer.. all I can discern is you are not very aware of the magnitude of the problem as presented.

Perhaps you're on the payroll of a console company trying desperately to prevent steam from becoming better than the already superior PC platform it already is for content distribution. All I know is thus far your arguments against this design suggestion are both not very coherent, robust or well thought out.They skirt the issue like an ivory tower intellectual saying "What we have is already good and thus cannot improve as it always has been this way and thus must always be this way." Sorry cat, I think out of the box.. and I like helping people get what they want and need out of their gaming.

Sometimes the old mould works, sometimes it needs breaking.

In the IT industry.. we call this, "The war for sanity." As a system that fails to retain coherence, goes insane relative to its self.
最后由 Maelstrom Vortex 编辑于; 2021 年 9 月 26 日 上午 12:43
Nx Machina 2021 年 9 月 26 日 上午 12:47 
Developers set the version choice via branches if they choose to do so, Valve is not involved beyond providing the functionality.

Workshop content is user created and mods get updated or not at the whim of the creator and some were written for a specific game version and will cause issues with another game version, whereas some will function irrespective of the game version. The onus of functionality is on the modder not on the developer.

Now the problem i see with your suggestion is that the modder needs to provide version choice of the same mod to use the function and for developers to provide version choice via branches to allow matching to take place and is reliant on cooperation between the modder and developer for the suggestion to be worthwhile and implemented by Valve.

Most of the mods i browse on the workshop for those games i choose to mod do not have a game version number associated with them and i read the comments to see if there are any issues (needs updating) and the notes left by the modder (not compatible with other mods which which affect, which hook into the ui)).
最后由 Nx Machina 编辑于; 2021 年 9 月 26 日 上午 1:19
Maelstrom Vortex 2021 年 9 月 26 日 上午 12:55 
引用自 Nx Machina
Developers set the version choice via branches if they choose to do so, Valve is not involved beyond providing the functionality.

Workshop content is user created and mods get updated or not at the whim of the creator and some were written for a specific game version and will cause issues with another game version, whereas some will function irrespective of the game version. The onus of functionality is on the modder not on the developer.

Now the problem i see with your suggestion is that the modder to needs to provide version choice of the same mod to use the function and for developers to provide version choice via branches to allow matching to take place and is reliant on cooperation between the modder and developer for the suggestion to be worthwhile and implemented by Valve.

And finally most of the mods i browse on the workshop for those games i choose to mod do not have a game version number associated with them and i read the comments to see if there are any issues (needs updating) and the notes left by the modder (not compatible with other mods which affect which hook into the ui).

This is actually a reasonable rebuttle and I appreciate that.But the system I envision causes the modder and the developer to collaborate completely unintentionally. It's very simple.

Developer posts their version. Moddre posts new mod, and sets the version to the current version of issuance as descirbed in the beta drop down. Now.. if we hope that modders take advantage of this feature then what you have is the ability for the user to go in under their personal library data on a given title, select under the workshop title the version of the mod they want and then just subscribe away and it pulls down the proper version of mods properly set or alerts them that such a version of said mod is not displayed as available.

That is the length of the entire indirect collaboration, two people dev and modder select a couple of drop downs with matching numbers.

And yes, there is a lot of data, spread out all over the place across many pages across many versions of the mods.

For mods that may spread multiple versions, it's simple, you allow the modder to select multiple versions it's compatible with at upload and whenever they wish to update said information. That way if you have a mod working for say version 1.8... up to 3.0.. modder simply tags such, user gets the same files. We hit 3.1, he uploads something different, sets it accordingly, boom, now available to everyone on that version. Prior versions become automatically archived for users not moving forward on version number yet. We can make this a choice by the modder, it does not have to be a forced behavior. Additionally by having such an option to select compatible version it makes workshop content searchable specifically by version.

So no, active, direct collaboration between developer and modder is not required. It's simply optional and enabling it can be part of the workshop's design.

Say I am the modder. I see version 3.1 is coming out. I ready my release, I tag it 3.1 in the selection box among version numbers and publish. My mod page updates iwth the version numbers available and if I need to add any information I simply document it in my thread or on the main mod page, my preference. It's not rocket science, just a basic matching system. Doesn't require a lot of processing power or bandwidth, and greatly improves system utility.

Meanwhile, while the modders and developers are advancing along as fast as they wish in updates and designs, users of old versions of the game as chosen by the developers to be available.. and old mods.. still retain the ability to play their games as they wish.. and update when they like.

I even have a vision in my head of how the UI would look after the fact in all the relevant areas, could probably graphics mod it onto screenshots and post somewhere if the detail is needed.
最后由 Maelstrom Vortex 编辑于; 2021 年 9 月 26 日 上午 1:14
Nx Machina 2021 年 9 月 26 日 上午 1:14 
引用自 Maelstrom Vortex
This is actually a reasonable rebuttle and I appreciate that.But the system I envision causes the modder and the developer to collaborate completely unintentionally. It's very simple.

Developer posts their version. Moddre posts new mod, and sets the version to the current version of issuance as descirbed in the beta drop down. Now.. if we hope that modders take advantage of this feature then what you have is the ability for the user to go in under their personal library data on a given title, select under the workshop title the version of the mod they want and then just subscribe away and it pulls down the proper version of mods properly set or alerts them that such a version of said mod is not displayed as available.

And yes, there is a lot of data, spread out all over the place across many pages across many versions of the mods.

For mods that may spread multiple versions, it's simple, you allow the modder to select multiple versions it's compatible with at upload whenever they wish to update said information. That way if you have a mod working for say version 1.8... up to 3.0.. modder simply tags such, user gets the same files. We hit 3.1, he uploads something different, sets it accordingly, boom. Additionally by having such an option to select compatible version it makes workshop content searchable specifically by version.

So no, active, direct collaboration between developer and modder is not required. It's simply optional and enabling it can be part of the workshop's design.

Say I am the modder. I see version 3.1 is coming out. I ready my release, I tag it 3.1 in the selection box among version numbers and publish. My mod page updates iwth the version numbers available and if I need to add any information I simply document it in my thread or on the main mod page, my preference.

Firstly you are betting on and placing a reliance on developers to actually visit the workshop and post information.

Secondly 3rd party mods are not (in general) officially supported by developers and therefore are by definition not compatible with a game version after creation unless said mod is a framework for other mods to build on or hook into.

Thirdly if the modder long ago abandoned the mod, you are relying on them to come back and either update the information and or update the mod or provide version choice which links to the developer providing version choice for functionality of your suggestion, after all without said input from both parties, there would be no point in the suggestion been implemented.
Maelstrom Vortex 2021 年 9 月 26 日 上午 1:19 
引用自 Nx Machina
引用自 Maelstrom Vortex
This is actually a reasonable rebuttle and I appreciate that.But the system I envision causes the modder and the developer to collaborate completely unintentionally. It's very simple.

Developer posts their version. Moddre posts new mod, and sets the version to the current version of issuance as descirbed in the beta drop down. Now.. if we hope that modders take advantage of this feature then what you have is the ability for the user to go in under their personal library data on a given title, select under the workshop title the version of the mod they want and then just subscribe away and it pulls down the proper version of mods properly set or alerts them that such a version of said mod is not displayed as available.

And yes, there is a lot of data, spread out all over the place across many pages across many versions of the mods.

For mods that may spread multiple versions, it's simple, you allow the modder to select multiple versions it's compatible with at upload whenever they wish to update said information. That way if you have a mod working for say version 1.8... up to 3.0.. modder simply tags such, user gets the same files. We hit 3.1, he uploads something different, sets it accordingly, boom. Additionally by having such an option to select compatible version it makes workshop content searchable specifically by version.

So no, active, direct collaboration between developer and modder is not required. It's simply optional and enabling it can be part of the workshop's design.

Say I am the modder. I see version 3.1 is coming out. I ready my release, I tag it 3.1 in the selection box among version numbers and publish. My mod page updates iwth the version numbers available and if I need to add any information I simply document it in my thread or on the main mod page, my preference.

Firstly you are betting on and placing a reliance on developers to actually visit the workshop and post information.

Secondly 3rd party mods are not (in general) officially supported by developers and therefore are by definition not compatible with a game version after creation unless said mod is a framework for other mods to build on or hook into.

Thirdly if the modder long ago abandoned the mod, you are relying on them to come back and either update the information and or update the mod or provide version choice which links to the developer providing version choice for functionality of your suggestion, after all without said input from both parties, there would be no point in the suggestion been implemented.


In what manner does this require any developer to post or review any workshop information? All they have to do is make beta versions available.. that's it.

The second paragraph isn't even really relevant to what is being described here.. as no developer support for any mod would be needed or required, just older versions of the game remaining available in the betas list, which already happens with most titles.

And your last paragraph since the rest of it is irrelevant as it's on an incorrect assumption about the described design; abandoned mods won't matter to those still on the older releases. Because those mods are still there, and still relevant to their older version numbers. This design isn't intended to help people who are moving to new versions get new versions of old mods. This design is intended to keep an archive of the older mods relevant to older available versions so existing players on existing campaigns can continue those games uninterrupted when a mod updates to a newer developer version number and making it easier for modders to keep a library of those versions and making them more searchable.

Some modders will literally tell you they don't want to go to the hassle of maintaining multiple version pages so they update the same mod everyone is using to the new version and then everyone using the old version is just out of luck mid-campgaign/game or not. They may be less inclined to do that if an archiving system for mods was available that did this automatically.

You see right now.. workshop content automatically over-writes mod folders with any new content posted by a modder relative to that mod number. So if you're still playing a campaign with a friend on version 1... and modder moves to version 2 and updates his core mod instead of reating a new page.. your files get over-written and your progress destroyed no matter what.

I even tried read-only locking folders.. doesn't help. Steam has sufficient permissions to destroy or re-arrange that data anyway and if you lock it out.. it breaks other aspects of its interaction resulting in the game being non-functional. Therefore... it is a very serious platform issue for any people playing campaign based games of any significant duration.

I do not want to migrate to other platforms for such games, and I have bought.. thousands of dollars of such titles on steam, but for future purchases I might just have to if this behavior continues because it is beyond inconvenient and it's not a problem for other platforms.. because their workshops don't forcibly over-write your mod content at will with no hope of impediment.
最后由 Maelstrom Vortex 编辑于; 2021 年 9 月 26 日 上午 1:35
Nx Machina 2021 年 9 月 26 日 上午 1:42 
引用自 Maelstrom Vortex
In what manner does this require any developer to post any workshop information? All they have to do is make beta versions available.. that's it.

Did you not post the following?

引用自 Maelstrom Vortex
Developer posts their version. Moddre posts new mod, and sets the version to the current version of issuance as descirbed in the beta drop down. Now.. if we hope that modders take advantage of this feature then what you have is the ability for the user to go in under their personal library data on a given title, select under the workshop title the version of the mod they want and then just subscribe away and it pulls down the proper version of mods properly set or alerts them that such a version of said mod is not displayed as available.

That is the length of the entire indirect collaboration, two people dev and modder select a couple of drop downs with matching numbers.

Is your suggestion not about searching the workshop and simplifying mod choice? It is which is reliant on the developer posting said information on the workshop for the drop down boxes to function.

引用自 Maelstrom Vortex
And you'r last paragraph since the rest of it is irrelevant as it's on an incorrect assumption about the described desig, abandoned mods won't matter to those still on the older releases. Because those mods are still there, and still relevant to their older version numbers. This design isn't intended to help people who are moving to new versions get new versions of old mods. This design is intended to keep an archive of the older mods relevant to older available versions so existing players on existing campaigns can continue those games uninterrupted when a mod updates to a newer developer version number.

Abandoned mods are relevant to functionality. Secondly those mods are already archived as they are on the workshop. Thirdly 3rd party mods need to be compatible with the game version not vice versa and more importantly version choice via branches EXISTS for games and is a function available to developers. It stops games auto-updating and allows rollback to a previous version. Most developers choose not to use it.

And finally this is a discussion forums where other users can post and express opinions in favour of a suggestion and or point out flaws in a suggestion and relevance is not reliant on affirmation of a suggestion.
最后由 Nx Machina 编辑于; 2021 年 9 月 26 日 上午 1:44
Maelstrom Vortex 2021 年 9 月 26 日 上午 1:49 
引用自 Nx Machina
引用自 Maelstrom Vortex
In what manner does this require any developer to post any workshop information? All they have to do is make beta versions available.. that's it.

Did you not post the following?

引用自 Maelstrom Vortex
Developer posts their version. Moddre posts new mod, and sets the version to the current version of issuance as descirbed in the beta drop down. Now.. if we hope that modders take advantage of this feature then what you have is the ability for the user to go in under their personal library data on a given title, select under the workshop title the version of the mod they want and then just subscribe away and it pulls down the proper version of mods properly set or alerts them that such a version of said mod is not displayed as available.

That is the length of the entire indirect collaboration, two people dev and modder select a couple of drop downs with matching numbers.

Is your suggestion not about searching the workshop and simplifying mod choice? It is which is reliant on the developer posting said information on the workshop for the drop down boxes to function.

You're making an assumption this data would be retrieved from the work shop. It comes from the available release rosters in the betas section which developers already make available without any special action from them in the work shop area.. in summary: Steam already has this data to act upon. No additional effort is required.

引用自 Maelstrom Vortex
And you'r last paragraph since the rest of it is irrelevant as it's on an incorrect assumption about the described desig, abandoned mods won't matter to those still on the older releases. Because those mods are still there, and still relevant to their older version numbers. This design isn't intended to help people who are moving to new versions get new versions of old mods. This design is intended to keep an archive of the older mods relevant to older available versions so existing players on existing campaigns can continue those games uninterrupted when a mod updates to a newer developer version number.

Abandoned mods are relevant to functionality. Secondly those mods are already archived as they are on the workshop.

No, they're not, not all of them. Some get destroyed when modders update. You aren't grasping the problem with clarity.

Thirdly 3rd party mods need to be compatible with the game version not vice versa and more importantly version choice via branches EXISTS for games and is a function available to developers. It stops games auto-updating and allows rollback to a previous version. Most developers choose not to use it.

I've seen many developers use it so I'm skelptical of the claim that most do not. I'm going to guess you don't play many long-winded games or grand-strategy titles.

And finally this is a discussion forums where other users can post and express opinions in favour of a suggestion and or point out flaws in a suggestion and relevance is not reliant on affirmation of a suggestion.

You are correct, it's not, but you still need to understand and actually be commenting correctly on the subject matter or you're talking about an apple instead of an orange.

Do develppers check the work shop each time they post a new branch? I doubt they do. NOr do they have to or are required to for this to work as you seem to be asserting, an existing list of those branches made available by developers already exist with no input from modders at all. Version and branch numbers are essentially synonymous, It's important to pay attention to context to understand when I am talking about a mod version number and a release version number, or as you call it, a branch number or things can easily get confused.

Also, just because a feature isn't relevant to every devleoper, does not mean it is not worthwhile in the contexts of developers and titles it does affect. Utility of a given steam platform function I would imagine is rarely a one to all positive relationship for every existing game it contains.

Maybe this will make better sense? You populate the array of availble versions for the drop down from the branch release list ALREADY provided by the publisher.
最后由 Maelstrom Vortex 编辑于; 2021 年 9 月 26 日 上午 2:08
Nx Machina 2021 年 9 月 26 日 上午 2:37 
引用自 Maelstrom Vortex
You're making an assumption this data would be retrieved from the work shop. It comes from the available release rosters in the betas section which developers already make available without any special action from them in the work shop area.. in summary: Steam already has this data to act upon. No additional effort is required.

I am basing this on your suggestion and you wanting to search the workshop therefore the tools to simplify said search would be accessible directly in the workshop;

1) Drop box for game version would remove all mods not available with said version and that would be reliant on the developer supplying said information.

2) A second drop box for the mod version and tied it to game version chosen (compatible?) and that would be reliant on the modder to update the information.

3) A third dropbox having used (1) and (2) to then choose (example) does it function?, are there any known issues? does it function with other mods? is it compatible with a mod offering a similar function? etc.

引用自 Maelstrom Vortex
No, they're not, not all of them. Some get destroyed when modders update. You aren't grasping the problem with clarity.

I very clearly understand how mods function hence why i am on this thread.

引用自 Maelstrom Vortex
I've seen many developers use it so I'm skelptical of the claim that most do not.

From my library - no betas and or version choice.

Alien Isolation / Chrono Trigger / Dragon's Dogma Dark Arisen / Fell Seal: Arbiter's Mark. Divinity Original Sin Enhanced Edition / Frostpunk and the list goes on.

Some game that do have choice - Dead Cells, Hearts of Iron IV.

引用自 Maelstrom Vortex
You are correct, it's not, but you still need to understand and actually be commenting correctly on the subject matter or you're talking about an apple instead of an orange.

Do develppers check the work shop each time they post a new branch? I doubt they do. NOr do they have to or are required to for this to work as you seem to be asserting, an existing list of those branches made available by developers already exist with no input from modders at all. Version and branch numbers are essentially synonymous, It's important to pay attention to context to understand when I am talking about a mod version number and a release version number, or as you call it, a branch number or things can easily get confused.

I am commenting based solely on the flaws i see in your suggestion and as pointed out you are making assumptions they all have branches which they do not as noted earlier.

And finally mods are available from other sources so exactly how do you resolve that issue if only 1 out of the 10 mods you have installed is directly from the workshop whilst the other 9 are from another source and the 1 from the workshop is not causing issues.
最后由 Nx Machina 编辑于; 2021 年 9 月 26 日 上午 8:15
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