PC Should mods be removable? Pros and Cons.

Should mods be removable? Pros and Cons.

  • Yes, we should be able to swap them in and out as we please.

    Votes: 0 0.0%
  • No, they should be permanent once attached to a weapon.

    Votes: 0 0.0%

  • Total voters
    0
Anyone who wants to artificially extend end game by making mods not swappable needs to rethink the definition of engaging end game content.
And how can be there endgamecontent if a player can have all he wants just from start on ?

Understand me right, i am really willed to discuss that constructive. And for the principle i share your position partially.

But i have problems to apply this universal thought without mess the content up.

 
My method is best.
Add the xml line isRemovable. Let the players/server managers/etc decide.
Best would be a

"Chance to break: 0.0 - 1.0" line for every modification (Means % chance to break)

Some asnwers here are right, how to do it depends on rarity of mods and weapons ingame + Kind of game (Single or Multiplayer) + other (Partially modrelated) depencies

 
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This attitude is why Google is teaching a generation of mobile developers to limit app functionality to make it "easy".
It's not an attitude in the first place, it's realism. Been reading these forums for years and the amount of options that have been asked for features is obscene and don't expect it to happen for everything they are asked for (excluding modding possibilities). Your correlation with the philosophy of Google on apps is irrelevant, because no game functionality would be limited by the lack of most of these options. There is a difference between intuitive design and simply limiting game features or app functionality. With that logic, any possible game feature anyone wanted could be regarded as "extra functionality" and should come with an option - even features that might harm the game - or do you claim that there exists no such thing?

If you're worried about this, it's easy enough to revamp the game menu to include an "Advanced" feature that will reveal a plethora of options (ever seen ARK or Factorio's start screens?) that let a player easily customize their game to taste. Not including options because "someone might mess themselves up" is never a reason to restrict features.
Yes, your point? Do they have options for every single thing in the game? Every single gameplay mechanic? I was never against options alltogether and keep saying that options, overall, are good to have, but it keeps getting "lost in translation" because people can't help but get upset with the notion that they can "mess themselves up" and reply with hyperbolic statements.

I agree, and I have a better solution to that: We need a legendary/artifact item tier. Color them red, drop chance is very low, with stats dramatically beyond even the best modded purple weapons. You could even go really all out and include special effects that you can't find anywhere else, such as a % boost to damage and speed, or a character run speed boost, or a resistance to damage. (Obviously, you would need an option to disable this tier for multiplayer for players that don't want it to affect their MP experience)

Screwing up the mod system won't add anything to the game that couldn't be better added with additional features.
I don't disagree, as I said, I have yet to form an opinion on this specific matter.

This smacks of attempting to tell the customer what they really want before they know they want it, which is an absolute wet dream for the corporation. It will work on some, but not all.

I don't think you'll find a lot of support for this viewpoint here.
Of course it won't get -not a lot- but any support. And if I was a developer here I wouldn't dare say such thing. Hurting the ego of my customers wouldn't be a clever thing to do.

I agree that the absolute wet dream for a corporation is being able to tell the customer what they really want and take advantage of that fact to increase their profits by lowering quality or increase their sales by selling the customer something which he does not want or need, which is actually a bad thing for the customer. However, again, this is irrelevant to the discussion. This is you enjoying a work of art, a movie, a gourmet recipe, a song - video games are not that different. In fact they are more complex and it is not easy to create an addicting, engaging and memorable game that will captivate multitudes of people. Or do you claim you could just add your touch and improve all of the above if you had the option to do so?

 
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I'd say make it a skill, and make it have a chance to lower the quality on removing it, or make it difficult to repair them.

 
It's only natural that guns would be modded freely, right?(I wouldn't actually know) At the most require a workbench of sorts and/or perk for knowledge of that specific weapon you're trying to mod.

 
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So how many of you guys voting for unremovable attachments may say "I'm tried removable attachments in Starvation Mod, and its too easy and ruin game"?

I'm played this mod, having attachments system a long time, and its absolutely not easy, and ruin nothing. And there attachments too available through loot and traders only.

I'm trying this, and think its ok, you're do not trying, but think its ruin game :upset:

 
I went for "Yes, they should be removable" though I like the idea of there being a chance to break, mitigated by a Perk or skill level associated with the weapon type.

 
So how many of you guys voting for unremovable attachments may say "I'm tried removable attachments in Starvation Mod, and its too easy and ruin game"? I'm played this mod, having attachments system a long time, and its absolutely not easy, and ruin nothing. And there attachments too available through loot and traders only.

I'm trying this, and think its ok, you're do not trying, but think its ruin game :upset:
I have never played starvation. I want unremovable mods not because it is more difficult (it really isn't, it is only the appearance of difficult because you have sometimes to decide between two hay stacks in equal distance).

I want them because it puts slightly interesting decisions into the game and it leads to more mods you find being stilll relevant to you.

I hate it when in typical RPGs you find the sword+3, and all the swords+2 or less are useless junk to you from now on. 7D2D is a lot about scavenging, finding stuff, and the more stuff you find that is still relevant to you the better it is for your fun.

 
It's not an attitude in the first place, it's realism. Been reading these forums for years and the amount of options that have been asked for features is obscene and don't expect it to happen for everything they are asked for (excluding modding possibilities). Your correlation with the philosophy of Google on apps is irrelevant, because no game functionality would be limited by the lack of most of these options. There is a difference between intuitive design and simply limiting game features or app functionality.
This isn't "realism", it's both an attitude and a philosophy. You can try to label it irrelevant to the discussion, but the fact you're defending it belies your point.

7DTD appeals to a very specific subset of gamer, and if the discussions down the years here are any indication, we like our options. I agree that not everything can or should be an option, but in this case, the gun mod system needs to avoid extremes or it really should be a game option. After 4.5 years of development, endgame content should be the focus, not adding more grind mechanics that serve to artificially delay the gameplay.

I don't disagree, as I said, I have yet to form an opinion on this specific matter.
The post I replied to in this particular quote is 1,029 words in length. That is quite long for you to not have an opinion on the matter.

I agree that the absolute wet dream for a corporation is being able to tell the customer what they really want and take advantage of that fact to increase their profits by lowering quality or increase their sales by selling the customer something which he does not want or need, which is actually a bad thing for the customer. However, again, this is irrelevant to the discussion. This is you enjoying a work of art, a movie, a gourmet recipe, a song - video games are not that different. In fact they are more complex and it is not easy to create an addicting, engaging and memorable game that will captivate multitudes of people. Or do you claim you could just add your touch and improve all of the above if you had the option to do so?
Again, this is very relevant to the discussion. You're using the idea as justification to keep game options limited, and in this particular case, it is misguided.

I'll return to your previous post again to clarify my viewpoint:

It is actually very common for this to happen. Of course, it is safe to say that most of the time people choose what they like because they enjoy it and in the end that's what they do - enjoy it. But this is not always the case. Many times people (including me), choose what they seemingly regard as something they would enjoy but that very thing hurts their own way of playing in the long run.
The solution to that is to change the options up the next time you play, not to remove the option in the first place.

In general, while player feedback must be taken at heart by the developers, there has to be a balance in how the developers actually listen and act on that feedback and not blindly implement anything even the majority of players seem to want. I've seen many games suffer from misguided player-driven decisions - of course I've also seen many games suffer from developers not listening at player feedback or not taking it seriously.
Agreed completely on this point, but I don't agree that it applies here. Unremovable weapon mods will needlessly drag out the hunt for weapons. Saying that will no doubt attract people that love the idea and really want it. Making mods removable/not removable a game option lets us both play the way we want without impacting each other.

One of them was loot abundance and he insisted that it should be on high because he didn't like the meager loot he would find in the lower setting and getting more loot, thus creating more items and getting rewarded more overall, was very enjoyable to him. The funny thing is, what he obviously enjoyed made him get bored of the game in the long run. While the overabundance of supplies was great at first, because the gratification was instant it subsequently was short and unrewarding for him. He realized this after a couple of playthroughs, asked for the setting to be changed and wished he hadn't burned so much time playing with that setting.
At risk of repeating myself - the solution to that is to change the option, not delete the option itself. Why would you make that argument?

What I am saying is that players (especially those new to this game) don't always know how the length/progression of the game will play out, how their subconscious will react, exactly when they will get bored or how to pace themselves in order to get the maximum enjoyment they can from a game.
That's why I suggested that we have an "Advanced" page on the main game options screen. In deference to those hypothetical new players, the default game screen should populate with the default options, and there should be a checkbox to check or a specific button to push to enable the advanced screen. You could even have a warning pop up stating "Warning, for experienced players only! Changing these options will affect your gameplay significantly, tread with caution!"

Not including the options at all because of a fear that players will "mess themselves up" is not a solution.

I won't analyze it, but just say that most people would wish that they instantly arrive at their proverbial destination, but in truth, the opposite will offer them so much more.
Seems you have an opinion after all: you favor the primitive stage of the game. I find being locked with low quality stone tools, being unable to run for long, and being unable to mine effectively to be terribly boring and I refuse to play that way; I found the progression curve of A9-12 to be much more palatable. Doesn't mean I don't take a really long time to build that perfect megastructure, or find 24 different traders so I can keep stocked on ammo, or build a new base in a new area because I like the landscape. As this is a sandbox, the endgame options really are unlimited.

To primitive players, getting concrete means the game is ending. To endgame builders, getting concrete means the game is just getting started.

I could go on with examples all day but I think I made my point. None is perfect. People can make choices without accounting for long-term or subliminal consequences. Options are great overall, but give players too many options, especially about key elements of the game and they can ruin their gameplay experience.
So your opinion on the matter is, don't have too many options. We can all get behind that one. However, in the context of the gun mod system, we need options, not a forced design decision.

 
I was a bit to critical against to many options in one of my last posts. And here is why

Options are great.

Worse decisions can allready be done by (more or less borderless) modding.

The joke is that existent options will reduce available mods leaving sensefull borders that affect this gameparts.

because if a Modder/User/Player/Serverowner allready can choose between 0%-25%-50%-75%-100% chance to break he will normally not start to make a mod that as example solve the issue of breaking mods by adding a high amount of them to the traders and make so looting complete senseless.

In context of possible more or less borderless Modding options are a great way to prevent mods that would hurt the gameplay without hardwire them or try to etablish rules.

 
Chances are good, based on the way things stand now, that percentages for mod breakage would be a global setting affected by some skill level and NOT be implemented per weapon mod. I hope they at least add some way for per-mod settings for everything but I doubt that's the way it will be implemented in vanilla.

 
Unremovable weapon mods will needlessly drag out the hunt for weapons.
That is simply only true if all other variables are left the same. But obviously the decision of removability will influence the following balancing step done by the developers.

 
Who thinks it's a great idea that you're done looking for mods once you have one set of the types you like best?
Realism vs a reason to keep playing the game? Guess who'll win that fight.
I also say nods not removable, otherwise once you find 3-4 of the best ones, no reason to go out looting, since weapons will be craftable .

 
I also say nods not removable, otherwise once you find 3-4 of the best ones, no reason to go out looting, since weapons will be craftable .
...so, mods are the only reason to loot? Like, at all?

 
...so, mods are the only reason to loot? Like, at all?
Yea I guess more games need to stumble upon this miracle known as mods that magically prolong the life of a game.

Leaning heavily on mods for end game is the wrong choice. After its no longer the new shiny toy on the block its just another item.

 
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...so, mods are the only reason to loot? Like, at all?
Once you are established and have an abundance of materials is there really any reason to loot (unless of course that is what you find enjoyable in the game)? At that point you can craft whatever you want and sell it to the traders and buy what you want. Depending on rng, I’d say that point happens somewhere between day 21 and day 35. A minibike and an auger greatly speed up when this occurs for me.

 
I don't see that changing if weapon mods aren't removable. By then I'm flush with blade traps, shotty turrets and electric fences anyway.

 
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