I wish that people wouldn’t call editing json files “modding.” It’s configuration. I think calling it modding is detrimental to some day getting real mods that are real code executing against a real game API.
An in-game configuration manager? Yes, it would be great to have one. I would rather see effort put towards a modding API, but a configuration manager is 1000x smaller scope.
Idea sharks swimming in my mind! Craftables glasses! They give extra meteor detection distance! Can also work like atlas to locate certain surface mats!
No, they would rather want to block the json edit that unlocks the give item debug menu on live servers that only works for portal seeker members for some undefined reason.
My 3c from various games with various levels of mods:
Should they be allowed? No. Not because they’re inherently bad (mods are, in fact, great), but because this is still technically an MMO and they can easily unbalance the game. With very few exceptions, MMO’s block mods - and those exceptions severely limit what mods are allowed (changes to the interface? Sure. Changes to game mechanics? No, and you’re banned for trying). So unless there are policing policies and procedures in place to detect game mechanic changes, they should be dis-allowed.
Are edits to JSON files mods? No. Basically they’re user-accessible settings, even if they’re buried in settings and profile files. Game devs should not make game mechanics accessible in JSON files for this very reason.
Should Boundless create the ability to work with limited mods? Probably at some point. Right now there are not enough control systems in place to allow it to happen safely, so I stick with my initial statement; but in future and when they can be sure no one is using mods that change mechanics I think that the ability to mod the UI for convenience or have things like visible timers would be very useful.
This also extends to consoles. Fallout 4 and Skyrim SE both had mods on consoles. They were restricted and limited (more so on PS4 than Xbox) but very much available. The problem is that this required Zenimax and Bethesda to set up a pretty intensive and complex system to host, evaluate, and approve every mod allowed on console. This was only mildly because they were worried about game-breaking mods, and much more about not pissing off Sony or Microsoft by allowing things like adult content to sneak onto their consoles. It works well, but only because Zenimax has entire teams that can manage it day-to-day.
Should we have in-game access to settings normally only in JSON files? Yes. Have an “advanced” button so that they can be ignored by anyone who doesn’t care.
Sources: Playtime with EverQuest I and II, WoW, Star Trek Online, Neverwinter Online, Most of the games Bethesda and Bioware cranked out, and several more.
If you buy a PS4, and buy PS4 versions of games and expect things to be absolutely equal with PC players you’re deluded. You know full well that consoles have limitations, which is why you’re all complaining about it.
As for mods being unfair because people don’t know about them, I would say that’s a bit silly too. There are forum threads related to this, just as there are forum threads related to “how to forge” etc. Does this mean we should ban guides just because some people don’t know certain guides exist?
Ok, what’s the next thing to unreasonably complain about?
And how is that the problem of those that do?
This game is for ages 7 and up. Not every 7 year old knows about forum guides and resource spreadsheets either.
Also the intended use of configuration files… you know what, I’m not gonna bother.
Every single thing that the developers consider important is validated server-side. This is one aspect of the design that leads to all the complaints about lag. So not sure what aspects you consider “not controlled” or “lacking safety.”
Well, my case in point. You are talking about files I have no idea what they are. You change them. Then you get super sight for meters or something else. It gives you a benefit over me or others. So you can collect more oort or rare seeds.
That’s where things go off the rails. I’ve seen attackers break into “bulletproof” networks, which operate on a lot of the same principles. WoW and EQ I and II are also all server-side, but time and again people found ways to cheat that the devs didn’t imagine. In EQ the biggest example was item duplication. All item creation was validated server side - until people found a way to trick the server into thinking an item wasn’t there. Then the server-side validation placed the item where it thought it was supposed to be and taa-daa, item duplication.
It’s very possible to cheat, if you think where the server doesn’t.