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Appeal to the actual BfME players


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#21 Ridder Blauw

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Posted 27 June 2012 - 09:42 PM

...In general, we are selfish bastards that don't want to serve the community (Posted Image), we'd just rather do what we want to do. It's not about reaching the customer, because the customer is the modder, to be honest. Download counts are just collateral damage, as far as I'm concerned.


That is a true statement Nertea, an example on of that can be seen in the beginnings of the Ridder Clan mod, it was never created for the fans, it was created because Ridder Geel and certain others wanted to create wacky and fun factions, because they could.

Edited by Ridder Blauw, 27 June 2012 - 09:53 PM.


#22 Phil

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Posted 27 June 2012 - 10:54 PM

We're more like Amateurs who try to make professional quality work.
In terms of approach over the last year or so I think the bulk of the active mods have changed a bit and started treating their respective projects more professionally in terms of overall quality and marketing.

I don't want to hurt anyone's feelings, but the trying part is pretty much as far as professional quality goes here.
If you compare our mods to actual "professional quality" work, i.e. real video games, you'll find there are worlds in between. Quality? Hardly any big mod here ever reaches a true version 1.0. Marketing? The most we do is ModDB and Facebook pages.

None of this is a problem though, because we don't have to please a broad audience or make it a commercial success. Modding is a hobby and should be fun first and foremost. Creating a mod is about expressing your own creativity. It's true that the average quality of work in this community has improved a lot over the years, but saying we aim for professional quality work is rather pretentious. We're all amateurs and that's just the way it should be, in my opinion.
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#23 Radspakr Wolfbane

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Posted 28 June 2012 - 05:22 AM

How is it pretentious to aim for a standard?
Are professional game designers magically better than us?
They are using the same skill sets as us with the exception of the hardcoding.
Because we don't have the time and budget constraints the game had we've been able to improve what's already there.
To say that as amateurs we can't hope to have professional quality work is bullshit.

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#24 NewErr

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Posted 28 June 2012 - 07:17 AM

WE never said real game designers are always more creative then us .But I guess then also need to follow some standards.

The effort of importing BFME1 in BFME2 ( as many other said ) would be folly . The community of the BFME series is getting smaller and smaller, only those devoted to the lore and to the game (mods) remain.

#25 Mathijs

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Posted 28 June 2012 - 07:00 PM

Psh, the only reason I'm not a professional is because I spit at deadlines.

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#26 Radspakr Wolfbane

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Posted 29 June 2012 - 04:29 AM

That and the money thing.

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#27 NewErr

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Posted 29 June 2012 - 12:19 PM

And do whatever we want ...

Damn we are so far from PROs .

#28 Goldtouch

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Posted 29 June 2012 - 01:22 PM

I'm glad some were already aware of the current state but I still doubt in the seriousness of responses given.
My point is hard to take in but we are not skilled enough... We need to study the art of game design more.

The problem with a amateur community is it has many subgroups of designers that are specialised in niches.
Thats only in our benefit when working together. Some actually do this and do create wonderful content...

When thinking about it the attitude towards working together is (with a few exceptions) very bad.
This is caused by the many beginners that just want others to build their mod for them while they really do nothing.

There could be given an obvious indicator (badge) when someone is not that sort of person... Also there is a need in collaborating in order to reach for better quality content this can only be done if you really want that.

A example is the situation of NASA they might have the best humans for the job. There is not one person who knows or does the whole process of space exploration. That can only be done by collaboration.

Back to Middle-Earth... I'm working on this idea which I share with many others. I am already working on this and It is indeed alot of work but if every brick placed as good as I can than eventually a great wall is build. If there were pro-amateurs.. that put perfectly placed bricks with me the process would double, triple...

Edited by THORONGlL, 29 June 2012 - 02:31 PM.


#29 Ridder Geel

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Posted 29 June 2012 - 02:10 PM

Sorry, I honestly can't find time at the moment to help you... I have my own mod, exams and programming projects from school, and.. well other things going on in my life as well.
Although if you have specific questions, you can always ask them on the forums, and when I do have time I will help you with them.
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#30 Mathijs

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Posted 29 June 2012 - 02:30 PM

We need to study the art of game design more.

No we don't. Most of us are content with what we're doing.

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#31 DIGI_Byte

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Posted 29 June 2012 - 03:31 PM

on the purpose of BFME1 too BFME2 convert
Ok, what it comes down too, is why recreate an existing game in another engine?
now the main issue with modding is things change, somethings arn't available anymore or are done differently, why bother remaking BFME1 in BFME2

for fuck sake people, its not even that great a game, why remake it if its already existing in a game

Also, just because your modding a game, doesn't mean you have access to change everything, sadly somethings are hard coded or imbedded deeply, and in the end, its far to much trouble then its even worth, why not just use your own god damn game engine

also porting assets from BFME1 into 2, wont make it better, the models, and textures are still trash. quality comes from the assets, not the engine. and response time has nothing to do with it other then load on the computer and how well balanced the code is.

Edited by DIGI_Byte, 29 June 2012 - 03:34 PM.


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#32 DIGI_Byte

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Posted 29 June 2012 - 03:54 PM

too ThoronGILLLLLATH

tell us, in one sentence what you're basically getting at.
You want a community mod where we convert BFME2 into 1? or what?

Also, you don't need courses and studying to things like game design, it comes down to common sense, inspiration and a fresh idea with knowledge and understanding of limitations and problems that may arise,

I of all people live by standards when it comes to my work, sometimes I'm a little lax, sometimes I'm dedicated, if i was in a team, some other member would iterate on my work to polish its short comings. 'professional' games are made by 200+ sometimes, indy games about 5-20.
at the end of the day we do things for fun, not to sell a product so if you don't like it. then make your own... then you'll just be like the rest of us.

Edited by DIGI_Byte, 29 June 2012 - 03:58 PM.


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#33 Lauri

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Posted 30 June 2012 - 12:31 AM

In a sense, I get the feeling that you're asking for help on your project in a more unique way than any before you. Not that it need be the case..

What you seem to forget, is that we all want to mod stuff we like.. I don't feel anything for Lone Wolf or the RC Mod, so why would I dedicate my time to help them? Why should they dedicate their time to help me out with T4A? It's a one-of-a-kind mod, and I'm pretty sure most that like it does it because they can play Rhûn, and because it's a little fresh compared to the normal Gondor and Rohan. But Geel and Rad might not like the ideas, or atleast don't care anything for it, because Rad wants to make the biggest and most badass mod for BFME, while Geel wants to do the same for BFME2\RotWK (well, he wanted Carebears, but they got dropped far as I know)...

I don't get paid for modding, so why the hell would I want to work for a mod I don't really give a shite about? Sure, I can help, chip in something every now and then, but for the most part, I want to do what I enjoy.. I can code, texture and model, and I'm fine with that. That's what I like with T4A, I am in full control. Now, with TPW, Matias does practically all the amazing art, while I do the coding. Kwen now only chips in when he can, but with important code and art. Now, if TPW was a one-man project, it wouldn't have had a playable public beta out after just 6 months, which I still find hard to believe was done.. Matias' art motivates me to work on, while my coding motivates him (well, acctually my screenshots of his work does). Same goes for Kwen, but damn the Air Force!

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#34 Ridder Geel

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Posted 30 June 2012 - 01:04 AM

Eeeh.... The "carebears" were from Blauw :xd:
But yea.. for the rest i agree with what lauri said.
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#35 NewErr

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Posted 30 June 2012 - 09:44 AM

Same goes for Kwen, but damn the Air Force!


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#36 Mathijs

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Posted 30 June 2012 - 04:26 PM

Right, because he's in the air force, not the army.

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#37 NewErr

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Posted 30 June 2012 - 05:23 PM

Right , it was a figure of speech .

#38 Kwen

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Posted 30 June 2012 - 08:48 PM

Granted, I still input my right of speech, even if I do not have much time to do physical modding. I remain an active part of the community, even in small amounts.

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#39 Mathijs

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Posted 01 July 2012 - 12:03 AM

Would you please sit down, Marsbar? You're getting on my prickly nerves.

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#40 Radspakr Wolfbane

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Posted 01 July 2012 - 05:43 AM

Redacted. :ninja:

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