For the Record: "The mods strike back" - Storm writes on the mods topic
The mods strike back
As a followup to the previous post:
After reading some of the comments under the article, it became clear to me, that when using some sort of weird logic (brain process), it's possible to somehow draw a conclusion from my post that we want to "ban all mods!". I'd like to make this matter clear.
The amount of mods is increasing. The amount of players using them is increasing too. Mods are appearing - both useful and quite harmful to the game. We want to put some order in all of it. Our goal is not to "ban everything". We will analyze the available mods, their popularity and so on. Noone will "fire from the hip" and ban everything just so, or just because "SerB and Storm feel like it." We will investigate them carefully. Some mods (often used and not harmful to the game) we will even implement in the client - which ones we will officially decide, for some things (mostly the interface) we will make my own mod-API, we will also re-work the EULA (so there's no schizophrenia) and we will ban some harmful mods.
No need to get hysterical. We'll try to talk straight with the modders and to make this right.
From the discussion:
- it's not decided that all modifications of *.ryc files will be banned (as previously deduced). It's just an idea, currently under evaluation, the previous "ban announcement" was trolling
- the devs are thinking about official mod builds, but there is a problem with support of those during new patches
- dynamic tank properties in garage: when it's done it's done (SS:unrelated to the discussion)
- Storm himself plays without mods
- currently, the most likely first mod to be implemented according to Storm is the reload timer
- Storm describes how to fight laser pointer mod: "It's for example possible to check the gun length in the runtime, if it's longer than for example 30 meters, it doesn't get rendered"
Originally Posted by vBAddict