Recommended Posts

A donation button would have served that purpose just fine and wouldn't have caused as much of an uproar. Popular and well made mods will get what they deserve and the garbage will fall to the bottom and get nothing, like they deserve.

 

But even still, steam has nothing in place to prevent people from taking mods from other sites, claiming them as their own and then putting it on steam for sale. Which is happening already. Valves hands off approach with this is not going to cut it.

 

I don't object to a donation button either and it likely would be easier but I don't think it's bad to let mod developers set their own price if they like too.  If they set it too high then people just won't buy it and if steam sorts on downloads/sales they'll fall to the bottom.

 

That said they definitely need to have a system in place to prevent people from stealing mods and posting them as their own.  At they very least they should have a way for the real developer to let them know their mod has been stolen and if confirmed the account the stole/posted the mod should be banned.  They should really do more than that but that would be a good start.

 

Another issue is that they need to guarantee the mod will keep working or offer refunds.  If you've bought something and Valve and the developer (such as Bethesda) took a cut of the money then they better give it back if they end up breaking what you bought.  If Bethesda releases a patch that makes a formerly working mod break then having taken a cut of your money from the mods sale (the largest cut apparently) they have assumed some responsibility.

  • Like 1

Just wait until Valve pushes this out to other games... hopefully not Left 4 Dead 2.

 

I have actually made some L4D2 mods, and all mine would remain free. I just enjoy making them. I'm sure there will be plenty of other modders like myself that will still not want to hide their work behind a paywall. For the most part I tend to find modders to be pretty reasonable people really.

So following issues need to be addressed: (not an exhaustive list)

  • Fairer revenues share for Mods, Store, Game dev
  • Refund mechanism for non-working/bad mods
  • System to tell mods dependency or incompatibility with other mods or official game patch/version
  • Mechanism to prevent (or at least minimize) mods claim-stealing
  • ...

I don't understand how people can still blindly support the awful moves Valve has been making in recent years. They've proven to care about nothing but their bottom line and are embracing the core things that most people say they hate from other companies, but love when Valve does it (and more often).

 

On the topic of paid mods - I'm all for mod makers getting donations and support when they work hard and create something awesome, however this new system goes entirely against what PC modding has always been - a community of fans working to support a game they love for the benefit of others, not Valve and the big game companies. This will do nothing but turn into another greenlight and early access, where we have 95% garbage that people churn out and charge for and only a few actual quality goods. Meanwhile Valve just sits back, does nothing, and reaps major profits.

 

(If you need proof of the failure of this system, just head on over to the workshop. It has already begun - http://kotaku.com/the-most-ridiculous-skyrim-mods-people-are-trying-to-se-1700002072 and its already causing rifts in the modding community just so Valve can make a profit - http://steamed.kotaku.com/skyrim-modder-considers-quitting-after-steam-controvers-1700077114 )

 

We really need to stop worshipping the hollow, money grabbing corporation that Valve and Gabe has become and stand up to these terrible policies. If we don't, they are just going to continue to try and monetize every single part of their ecosystem, while the blind fanboys follow behind, dumping their wallets into Gabe's mouth.

 

That said they definitely need to have a system in place to prevent people from stealing mods and posting them as their own.  At they very least they should have a way for the real developer to let them know their mod has been stolen and if confirmed the account the stole/posted the mod should be banned.  They should really do more than that but that would be a good start.

 

Another issue is that they need to guarantee the mod will keep working or offer refunds.  If you've bought something and Valve and the developer (such as Bethesda) took a cut of the money then they better give it back if they end up breaking what you bought.  If Bethesda releases a patch that makes a formerly working mod break then having taken a cut of your money from the mods sale (the largest cut apparently) they have assumed some responsibility.

 

Valve has shown time and time again on greenlight and early access they really don't care. Once they get your money, the game might as well be non-existent (as many have) or a total ripoff (as more have).

  • Like 2

Valve has shown time and time again on greenlight and early access they really don't care. Once they get your money, the game might as well be non-existent (as many have) or a total ripoff (as more have).

I just want to be clear that I'm not advocating the exact system Valve is using as it exists today. It clearly has a ton of issues that need to be dealt with (and I've listed a few myself) but I do agree with the overall concept that mod makers should be able to charge for their mods IF they so desire. If they want to release their mod for free that's GREAT too but I don't object to giving mod makers the option to charge for their mods.

I personally don't buy into the "this new system goes entirely against what PC modding has always been" mentality. If a mod developer truly does it just for the love of the game and community then nothing should stop them from continuing to release their mods for free. I don't think Valves new system should FORCE all mod developers to charge for their mods so they should be able to continue to release them for free if they like. Being able to charge for quality mods will bring more people to the table and allow others who might have had to leave to actually do something that pays the bills the ability to stay. Sure there will be a bunch of crap too but people shouldn't buy that, they should review it badly, and it should get buried at the bottom of the list).

As for Valve specifically I'm a fairly anti-Steam guy myself. I tend to get my games on GoG.com if possible and if not I think long and hard before I send money Valve's way. That said I still don't disagree with the concept of mod makers being allowed THE OPTION to charge for their work. Just because Valve is doing it and I don't like Valve doesn't make it automatically wrong. Although again, I think the current implementation has several issues they need to resolve so I'm certainly not defending their exact system as it exists today... just the overall concept of being able to charge for a mod if you like.

Gabe Newell has basically said "Tough ######" in response to the outrage.

http://www.reddit.com/r/gaming/comments/33uplp/mods_and_steam/

 

I wonder what he has to say about Valve reps telling mod authors that it's okay to sell mods that use other peoples assets without their permission.

 

Because I'm pretty sure that's illegal.

 

I didn't get to read through all 3000 or so posts made so far.

I don't see the problem, of course I also don't hold the notion that mods must be free, or that they can only be supported by donations (And there's already been a bunch of game mods where you had to "donate" to receive access to them).

Of course there are issues with IP rights and such (Workshop had the same issue), but people are pushing this notion of Valve destroying the mod scene by rounding up authors and forcing them to sell their mods that is just dumb.

I don't see the problem, of course I also don't hold the notion that mods must be free, or that they can only be supported by donations (And there's already been a bunch of game mods where you had to "donate" to receive access to them).

Of course there are issues with IP rights and such (Workshop had the same issue), but people are pushing this notion of Valve destroying the mod scene by rounding up authors and forcing them to sell their mods that is just dumb.

 

I've never read about anyone saying Valve is forcing people to sell their mods. One thing it has done is divide communities and that's an indisputable fact. They've injected hate and hostility where there was none before.

People still listen to Kotaku? LOL. The guy didn't "steal" content, he withdrew his mod voluntarily because he was unable to contact the people responsible for the animation framework he was using in time, thanks largely to the NDA that was forced upon him.

I've never read about anyone saying Valve is forcing people to sell their mods. One thing it has done is divide communities and that's an indisputable fact. They've injected hate and hostility where there was none before.

No, Valve aren't the ones doing that.

People might not be saying they're forcing devs to sell mods, but they're acting like it. All Valve have done is give modders an option of selling their mods, and people are acting like it's the end of the world.

No, Valve aren't the ones doing that.

People might not be saying they're forcing devs to sell mods, but they're acting like it. All Valve have done is give modders an option of selling their mods, and people are acting like it's the end of the world.

 

I've been keeping up with this as often as I can since it first became a thing and I honestly have not seen that sort of complaint being made at all.

I don't see the problem, of course I also don't hold the notion that mods must be free, or that they can only be supported by donations (And there's already been a bunch of game mods where you had to "donate" to receive access to them).

I totally agree with this but there are other issues involved here.

The biggest one is that the mod developer who does all the work only gets a 25% cut. That's nuts to me.

Also if Valve is taking a 30% cut, and the game that the mod is for is taking a 45% cut then by doing so I think they assume some responsibility for the mod as well. If a mod that's working perfectly breaks because Bethesda releases a patch that breaks it then having taken 45% of the mods income they bear some responsibility to insure the mod continues to work. When mods are free and unofficial it sucks when a patch breaks them but it's par for the course. When they cost money and the entity who is taking the largest cut is responsible for breaking it then "tough luck" isn't a reasonable response.

I'm not sure how much is FUD and how much is legit but if someone can just grab a mod on Nexus and post it on Steam for sale as their own then that's a HUGE issue (if it's happened yet or not). Likewise if you can just bundle a bunch of other peoples mods into a package and sell that package that's an issue as well. Mod makers shouldn't have to scour Steams mod listings to see if any of their work shows up. God help them if their only recourse if they DO find their mod being sold by someone else to contact Steam support because Valve's support is HORRIBLE and it could take months to resolve the issue (if it's ever resolved)

One solution, off the top of my head, would be to have some sort of mod developers program where steam accounts that want to post mods would register as mod developers and meet some criteria to ensure they aren't just throw away accounts. Like possibly have to be at least a year old or pay some mod dev registration fee or have purchased a certain value of steam games with that account or something (I'm not saying those SPECIFICALLY should be it, just some ideas off the top of my head.) Then if they post mods that aren't theirs at their own that account would be banned.

Additionally perhaps the mods that are for sale should just be the ones that work using the officially supported MOD tools and modding API of the game and not the ones that "hack" the game or use other programs to work. For example I use SkyUI for Skyrim and it requires SKSE to work as the Bethesda included APIs aren't sufficient to make it work. SKSE pretty much has to be updated every time the game is patched and so since every patch "breaks" the mod it uses unofficial APIs it shouldn't be something Bethesda blesses (which they effectively do if they take a 45% cut of the sale price should SkyUI decide to start charging)

The cuts kinda suck, apparently the 30% cut is the normal amount Valve take for anything sold on Steam, but normally you don't have the money being split with multiple sources (i.e. maybe Bethesda could split it 50/50 with modders, or 60/40, etc.)

And yep, people are uploading other peoples works to sell, that points to a problem with the vetting process though, and isn't itself a downside to the actual system (People upload other peoples content to the workshop all the time, the process for taking it down is the same). I've seen people claim that Valve is protecting the re-uploaders, to the extent that they're going to ignore DMCA takedowns for these mods, it's hilarious to see the made up claims.

In the future we might see more of a App Store kind model, where you have the dev tools for a game made available for free (I think that's something people aren't thinking about, if publishers can take a cut from mod sales, you've just opened up a new market for them, giving them a financial reason to release mod tools, and more freedom to include DLC/game content), but to sell them you need to be a "registered modder" that gets you a signing key for you to sign your mods. There's flaws with the Valve model, but the solution is to fix those flaws, not claim that Valve is destroying the mod scene and that all mods should always be free, etc.

This topic is now closed to further replies.
  • Posts

    • Yup, that's a doozy right there 😄
    • It's a bundle of tools created by a variety of people, so things can go wrong sometimes. It's a great addition to Windows, and I use a lot of the tools on a daily basis. Also, it's still a 0.**** release so quick updates are to be expected 😉
    • Oh, I did. And it's even worse than I was hoping! Besides a lot of techno-babble jargon (yes I understand 100% of it but it's still all just techno-babble) there's 2 key points that make me super-weary about even considering testing this out. -- By default, after installation, a relay is automatically set up, so you do not need to care about that. * Non-chatmail apps use email servers as a long-term message archive while chatmail clients use email servers for ephemeral instant message relay. * Supporting the full variety of classic email setups would require considerable development and maintenance efforts, and complicate making chatmail-based messaging more resilient, reliable and fast. -- Basically, the end-user device is the 'server' (relay) so there is NO ARCHIVING whatsoever because every message is necessarily ephemeral. Great for techno-paranoia (and for illicit activities preferring no tracks to cover) but terrible for everybody else. It's also ironically contradictory to engineering principles of redundancies besides the transport layers due to the explicit absence of any persistent storage. Instead of 'classic email address' retaining multi-GB messaging archives on its server, now every device must retain 100% of those storage demands. (Email messages were originally meant to be short correspondences, not the multi-MB attachments boondoggle that now exists with unlimited spam engines flooding every potential recipient.) Any device swap or reset (or loss) makes the entire message history go bye-bye forever... lest there's an off-device auto-archival "relay" mechanism that's really a separate server that holds onto all transported messages (an email server) that utilizes 'chatmail email address' identities (like an email server) and its own persistent storage archive (like an email server). But... this solution is hoping to exist alongside real-world email address identities (based on the email server relay pathway) but simply render messages in chat thread format in an ephemeral manner (with contents being encrypted, and messages auto-expiring) ... In the end, it's a chat app/experience for the Web3/P2P-at-all-costs zealots. (I have accts on all sorts of federated web3 services so I understand the technical and non-technical alike.) For any practical users, however, it's just another service to download/install, register, cross-share id cards/qr codes, but know that there's no history/archive whatsoever (by design) so no account/message recovery whatsoever... update the device, install a bummed update patch, or dare upgrade your device... all history, poof, gone. Ya gotta start everything over again like they're a brand new person.
    • You've tried DuckDuckGo and Brave Search, now get serious with SearXNG by Paul Hill Over the last decade, it has become quite trendy to dump Google Search in favor of privacy-preserving alternatives such as DuckDuckGo, Startpage, and Brave Search. These search engines have done a very good job at highlighting dodgy practices by Google, such as adjusting search results based on what it thinks you’ll like (filter bubble) and stalking you around the web to advertise to you. While these search engines are good starting points when compared to non-private services like Google, there are still quite a few issues with them. For example, both DuckDuckGo and Brave Search require running non-free JavaScript in your web browser, which is comparable to running proprietary software on your computer, meaning you can be sure about what it’s actually doing in the background. Another issue is that these search engines are hosted on the respective companies’ servers, and you are using a service that you don’t control. Finally, DuckDuckGo, while offering privacy features, relies heavily on Microsoft’s infrastructure for its results and, in the past, has permitted Microsoft tracking scripts. If you are looking for a more private search solution than DuckDuckGo, Brave Search, and Startpage, then I recommend taking a look at SearXNG. It is a privacy-respecting metasearch engine that can be used via different public instances, which is useful for mobile users, or you can install it on your computer or server and run it locally with maximum control. Unlike Google, Bing, or Brave Search, which crawl the web and have their own search indexes, SearXNG is a metasearch engine, meaning it taps other search engines, stripping your identifying data, such as IP address, user agent, and cookies, in the process. Your search query is sent to the other search engines you enable before aggregating the results. SearXNG has deployment flexibility. If you are a casual user or a mobile user and don’t want to run SearXNG locally, you can use a public instance that is hosted by someone else. The main problem with this is that you are putting trust in the maintainer of the instance regarding stuff like logs that they may keep; good hosts should have a privacy policy explaining their policies. If you are trying to use SearXNG, you can also install the software on your device and then head to 127.0.0.1:8080 in your browser and search from there. While you don’t have to worry about a third-party admin like the public instances, search engines could ultimately block your IP address if they frown on you pulling in their search results locally. If you want to run it locally, it’s a good idea to use proxies or VPNs to hide your actual IP. You don’t have to worry about this with a public instance, as search engines never see your IP address. The main privacy benefit of using SearXNG is that it isolates your identity from the underlying engines that it’s capable of searching, such as Google and Bing. These search engines will only see requests coming from a generic server, so they can’t profile you and create a bubble filter that influences what results you see. This also ensures that your search engine doesn’t turn into an echo chamber that prevents you from reading alternative points of view. As a free software project, you are allowed to inspect SearXNG to make sure there are no negative features bundled inside. This sets it apart from the privacy search engines mentioned earlier because you can’t check their source code. As a meta search engine, you are not restricted to getting results from one source. Due to the fact that it scrapes content from other websites, your SearXNG instance will periodically get blocked from different providers, so it’s good to select a range of sources as a backup. While enabling all of the services will give you great results, this can make searching slower. I am personally happy with slower searches for the best results, but you can always check which providers are slowing down your search from the search results page and disable them to speed things up. If you want decent results quickly, enable the main search providers such as Google, Brave, DuckDuckGo, Qwant, Bing, and Yahoo. This way, you get wide coverage without the latency. On the Engines tab in Preferences, do note that there are different tabs, such as General, Images, and Videos, with their own providers that can be toggled and are not covered by "Enable all" while on the General tab, so be sure to dig into each. Just a note, if you want to enable everything, press "Enable all" in one tab, then hit save at the bottom of the page, then do the next tab, and so on. If you press "Enable all", then do that in each tab, and then save, nothing will stick. When I had just some of the search engines enabled, I searched “define nefarious” and results came back with the definition of “define” - obviously that was a sucky result. However, when I had everything enabled, it found dictionary pages for the word “nefarious” and even had an inline definition on the sidebar, which is quite nice too - that was delivered by WolframAlpha for anyone wondering! Probably the worst thing about this meta search engine is that the engines you select are saved with a cookie, so you must enable them on every new device you use SearXNG on, including if you decide to go into incognito mode with your web browser. Honestly, I would say this is the most annoying aspect, and perhaps if your browser lets you choose a separate private browsing search engine, then it would be best to use DuckDuckGo for this portion of your browsing. Another weakness of SearXNG is the random blocking of it by search providers. When you are on the results page, expand the “Response time” box, and it will show things like “Suspended: too many requests” or “access denied”. This is why it is good to enable several providers so that there is always a fallback to get results from. I won’t pretend SearXNG will be for everyone, however, if you enable all of the providers and put up with the slower response time, the results can be really amazing. Even if you don’t want to use it as your daily driver, keeping a bookmark handy that links to it is a good idea if you ever feel like doing a deep dive into a niche topic where other search engines are just failing to bring up any good result, due to the amount of sources it looks on. If you’re interested in radical user control over the software you use, installing SearXNG locally can also be a good idea, but be prepared to be temporarily blocked from sites if you trigger bot sensors without a VPN. Personally, I’ve opted to use a public instance, rather than install it myself. If you want to use it via a public instance, head over to searx.space to find a provider. Let us know in the comments if you have used SearXNG or its predecessor, Searx. What do you think about the quality of the results?
    • Dear Neowin, If it is not too much trouble, can you start using the new-ish designations for Insider Preview? "Experimental" is different than "former Dev" as it can apply to different models, eg 26H1 or 26H2 etc, right? No need to seed confusion IMHO. And, please "finally" update your graphics. OK?
  • Recent Achievements

    • Week One Done
      flexorcist earned a badge
      Week One Done
    • One Month Later
      Woland13 earned a badge
      One Month Later
    • Week One Done
      Woland13 earned a badge
      Week One Done
    • One Year In
      bernmeister earned a badge
      One Year In
    • Week One Done
      Scoobystu earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      503
    2. 2
      +Edouard
      226
    3. 3
      PsYcHoKiLLa
      158
    4. 4
      Steven P.
      75
    5. 5
      FloatingFatMan
      71
  • Tell a friend

    Love Neowin? Tell a friend!