Mod Loader should follow the same rules for Modded badge as standard one #208
Replies: 6 comments
-
If anything it should be a switch in the mod loader. I'm using a bunch of approved mods that do not affect other people's gameplay in any meaningful way (eg. chat popups for pressing buttons, Inferno heat bug fix, grenade collision fix, removing mineral scatter from TCF) or clientside approved mods (better flashlight, more flares) and I do not think that it warrants the MODDED tag since the gameplay is very much still vanilla and as we all know, people tend to avoid modded lobbies due to the awful official integration that makes you subscribe to hosts' mods and leave them enabled upon leaving the lobby. |
Beta Was this translation helpful? Give feedback.
This comment has been hidden.
This comment has been hidden.
-
Auto-verification is partially implemented in PR #124, but more testing is required and integration logic is not fully complete. If a profile consists of only verified (either auto-verified or manually verified from mod.io) then this is a verified profile, so no |
Beta Was this translation helpful? Give feedback.
-
I've recently found another case where it is a problem. Some people start joining my lobbies expecting some heavy gameplay modding. After explaining this is pure server (labeled by mistake) they were discouraged and sometimes leave immediately. So this issue is officially double-edged now. |
Beta Was this translation helpful? Give feedback.
-
Please, consider this idea. |
Beta Was this translation helpful? Give feedback.
-
I personally think the switch idea has merit. I use the Server Name mod which automatically changes my server's name based on in-game criteria such as mission type, warnings, etc. I think it overrides MINT's server name modded tagging (I can't tell, it's not my intention anyway). I manually add the [MODDED] tag to all my titles in the Server Name mod's filters. I don't mind who joins and who doesn't join, personally, I've not noticed too major a difference in who does and doesn't join (though some people don't read the server title and ask "Oh is this modded?" after seeing multiple MULEs). But, I do agree that it would be nice to have no tag when the mods are clientside. Adding logic to detect for verified vs approved/sandbox is a good step, but relying on mod.io's verification process is a double-edged sword. On the one hand, you have a very easy and reliable way to match DRG's official mod integration. On the other hand, mod.io's verification process has been severely lacking lately, with a lot of mods waiting weeks for verification, outright being ignored entirely, or being mislabeled. There's a reason a lot of us have turned to MINT, after all. |
Beta Was this translation helpful? Give feedback.
-
I'm using a bunch of client-only QoL mods regularily and I host games. All my mods are Verified + Optional and no other tags. I play non-gameplay-changing environment and I want that people with the same mindset to actively join my games. However, they see Modded badge on my server description. I think a big fracture of players ignore my server now, since they do not want modded game or afraid of mods' side-effects, like affecting game save. That is a big problem for me.
I think Mod Loader should follow the same rules as the vanilla one. I've never seen blue Modded tag when using mod.io integration in-game. With Mod Loader and the same list of mods my server implicitly marked as Modded.
I think the proper criteria would be to filter out all Verified + Optional mods in list and if the result is not empty then add the badge, otherwise no badge.
Beta Was this translation helpful? Give feedback.
All reactions