Fallout 4 Creation Club is now live

Nothing?

There are things so low in value, that a price tag doesn't make much sense in my opinion, that's like asking how much you would pay for the paper of a bubble gum. As a bundle though? Maybe 2 or 3$. No clue, depends about how many we're talking here. Like a full weapon pack with 20 new weapons or something. But textures are so easy to make - if you know how - that it's not worth it.

Agreed.

Textures are...Rather easy to make... DX

'member when you used to unlock skins and stuff by playing the game?

ZenoGuy 'members.
 
Remember when companies used to release whole maps just for the lulz? Unreal Tournament remembers. They also used to hand out content worth 1 million dollars + access to the licence of their engine in a moding contest.

I always have to laugh when people try to explain how exceptional and supportive Bethesda is to moding and moders. Like really? Or is it just that games have reached such a low point, where offering the bare minimum is already seen as 'great' mod support. Besides, I also know there are a ton of moders that are rather less happy about Bethesda, since even Skyrim has bugs and issues plaguing the engine, that havn't been fixed since Morrowind. Stuff the gamer doesn't notice so much, but that really makes moding a bitch.
 
Remember when companies used to release whole maps just for the lulz? Unreal Tournament remembers. They also used to hand out content worth 1 million dollars + access to the licence of their engine in a moding contest.

I always have to laugh when people try to explain how exceptional and supportive Bethesda is to moding and moders. Like really? Or is it just that games have reached such a low point, where offering the bare minimum is already seen as 'great' mod support. Besides, I also know there are a ton of moders that are rather less happy about Bethesda, since even Skyrim has bugs and issues plaguing the engine, that havn't been fixed since Morrowind. Stuff the gamer doesn't notice so much, but that really makes moding a bitch.

;(

You make me sad.

I remember AVP2, all the new maps added and shit.

I think modding has become very...Iffy. More and more games are using Denuvo, which doesn't stop pirates, but also ruins the performance of games, and makes them hard as shit to mod, if at all.

If there's one thing I can say Bethesda is nice for, its at least letting people mod the game!

Abeit they plagiarise the mods, sell them as DLC, etc.

Yey.
 
DRM and other anti hack attempts typically only hurt those who paid for the game. However some developers in the past have identified a rather interesting way to circumvent these issues. Take Serious Sam and the immortal scorpion for example. If enough effort is put into the game from the developers DRM isn't even required as they can easily identify what version are pirated and program in a "feature" to make playing that version not worth it.

DRM is literally the lazy example, while it has been around for ages some developers formed it into a story building experience that could shed light on the lore or background of a scenario. Remember Kings Quest? The DRM always had some interesting puzzle or story behind it. Fans of the series treated it just like another one of the puzzles inside of the game which prevented the overt DRM from actually hurting the legal customer. It also gave players an additional puzzle to solve which is literally the point of the game.

But the lazy DRM of today is hard pressed to defeat pirates now because they keep using the same tricks over and over again.

My perspective is this; if you for some reason require DRM in your game, develop it into the game as a interesting side mechanic that will not directly reduce the game play. Have the player experience it once, then let them move on without the DRM constantly "checking" the same legal copy for issues. Let customer play and enjoy the game, don't punish them for doing so legally. If your smart you can find a way to implement it without the player even knowing its DRM, or that there is even DRM in the game at all.
 
DRM and other anti hack attempts typically only hurt those who paid for the game. However some developers in the past have identified a rather interesting way to circumvent these issues. Take Serious Sam and the immortal scorpion for example. If enough effort is put into the game from the developers DRM isn't even required as they can easily identify what version are pirated and program in a "feature" to make playing that version not worth it.

Yeah, the scorpion is rather amusing. ;D

Although, like everything else, it was 'broke' by pirates, you really can't stop such dedicated people and their crusade.

Serious sam is an awesome series though, own all the games apart from 3, might buy it in the future.
My perspective is this; if you for some reason require DRM in your game, develop it into the game as a interesting side mechanic that will not directly reduce the game play. Have the player experience it once, then let them move on without the DRM constantly "checking" the same legal copy for issues. Let customer play and enjoy the game, don't punish them for doing so legally. If your smart you can find a way to implement it without the player even knowing its DRM, or that there is even DRM in the game at all.

IMO, DRM will simply never work, better to put that effort into the actual game, better the game, less pirates, simple as that.

Witcher 3, although I don't personally like it, too 'simple', is a nice game, with nice developers, game sold like sliced bread.
 
My largest issue with these paid mods is the contention of a rather serious issue, as Bethesda is actually taking advantage of a IP loop hole through this. This is of course a super not cool, really bad loop hole.

Consider this for a moment; you write a book at your work place in America, you were currently receiving compensation for your time while at work, even though you wrote something that was not directly related to your work.

Now in corporate America, the company you work for can claim your IP as their own, and is also entitled to 100% of the profits. Now in this case of the modders, while not technically considered employees they are considered "contractors" in this case. Typically a contractor that is separate from the corporation as a whole can side step this issue, unless they are working with something directly related to an IP or project. If they are they are then subject to the same regulation as an employee. Parody law no longer applies in this case as well.

Paid mods is just another way to claim IP covertly and without consent. By allowing modders to sell their work through their system Bethesda is automatically entitled to their creations, this includes ideas, game mechanics, art, and anything else that they may find a use for. In this circumstance the modder has no choice but to forfeit their work under this kind of contractor obligation.

Bethesda has done this before with plenty of mods already, and in doing so scared off a lot of smart modders. Unlike a company like Valve, that will literally buy out a mod team, give credit, or straight up hire them. Bethesda is only interested in the modders work, and intends to use this system as both an acquisition and disposal system forcing modders to compete with each other for money.

I also want to submit that modifications to games are literally the frontier of game development that have spawned wonderful ideas that later led to fantastic stand alone games. For an example Counter Strike, Team Fortress, Blue Shift, and the list goes on.

Anyone supporting such an oppressive and overtly underhanded program either deserves to be taken advantage of or simply doesn't understand the ramifications of such a choice for long term development.

Paid mods are egregious and should be stopped before too much damage is done.

I understand your perspective @ThatZenoGuy , however I feel like this topic of piracy would be better served in a separate thread. I do not wish to derail this thread any further.
 
I understand your perspective @ThatZenoGuy , however I feel like this topic of piracy would be better served in a separate thread. I do not wish to derail this thread any further.

True, a thread about DRM, modding etc, should be made.

Although Fallout 4 dropped the ball with modding, no?
 
So as of today 9/5/2017 the recent Steam reviews of Fallout 4 are overwhelmingly negative, and from what I can tell the number of upset customer are growing steadily.

Who knows, maybe additional users will get involved and submit additional ratings?
 
A little bird told me that the Creation Club will have the DOOM's chainsaw weapon for Fallout 4 in the future.
Let's not forget that TrickyVein already made a chainsaw mod released in april.
Little bird.jpg
 
You know what would be awesome, if moderst take every mod that is released on CC, making their own improved version of it and throwing it on the Nexus.

That's actually a darn good idea, I strongly suggest posting that on the nexus or in a steam review. I promise you someone will see it and run with it.
 
I would advice against that. Not only would you eventually get in to legal trouble, but it would also kinda piss Bethesda more off if people actually did everything on their own.
 
I would advice against that. Not only would you eventually get in to legal trouble, but it would also kinda piss Bethesda more off if people actually did everything on their own.

>Insert behind seven proxies meme here.

I mean...They can tell you to 'stop', but then just get more people to do it, they can't stop EVERYONE! ;D
 
Oh i know! It's cheeky, blatantly illegal.

The bloody sods gave us the files though! How incompetent!
No, I mean you don't get it. THe point is not to do something illegal here, that Bethesda will not care about anyway - besides they can still tell the Nexus to remove the files and they will have to comply.

The point is to give Bethesda the middle finger in saying, look we can do it 10 times better and for free and you can do jack shit about it. And to achieve that, you have to do it legaly.

 
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