Hornetkeeper wrote:
If they're saying the truth, we're not accomplishing much by insulting them either. It's disrespectful to the devs and staff who may have been working hard to improve the player experience, and now are treated by the community like this. Not only is it extra work for them, but it's also demotivating.
Hornetkeeper wrote:
I don't see the behaviour of staff in this thread being disrespectful or wrong. The frequent updates and improvements come with bugs that can ruin the experience of all players and have to be dealt with urgently. So, it may not be easy to fix every bug and track all the feedback, especially if any changes come with many people pointing out new problems. I'd like to believe that they took all your reports into consideration and are going to improve the customizability of the game in the future.
I agree that we need to be respectful. SOME players have been far less than respectful, and I can certainly understand — and share — there frustrations. And, as I promulgate everywhere, I am encouraging compromise solutions that stay within the boundaries of what Bytro's developers can do [ought to be able to do], what they
want to do, and what they they either can't or won't do, e.g., per policy, code limitations, budget, etc.
As to the idea of "customizability", there really isn't any customizations, other than the political view changes and a couple other minor user settings. I've offered major settings customizations that falls within this definition (i.e., my proposal for the "Canvas View" set of toggles for the low-res WebGL version of the interface), but real customization doesn't seem to be on the books with them. And I don't think they are ever going to allow it.
What I'd like to see — and what I've proposed several times in the past, and for many years — is that they allow modding of the game (i.e., users creating game modifications of game-play rules, map geography, buildings and units) by dedicated players for individual matches. Such modded games could be joined by anyone who has downloaded a modified game pack for an individual gaming server.
I've also proposed that there could be portable servers for both offline LAN play or for single-player play (THIS would greatly reduce the demands on the company's servers). I've even proposed charging money or Gold premium points to acquire these features…which would be a far more popular way for the company to make money without pissing off all the gold-haters out there (I won't name names!)
You see, I'm a software engineer and have experience in code design, algorithm modifications, game design, and various other aspects related to this. And I'm also a fan of the modded maps of the Civilization series of games. And I can tell you, that there are many very talented programmers like myself who would be eager to volunteer their skills and time to create rich and vivid content to bring this game to new and far-reaching levels.
And it'd be easy to do all this without breaking the core code of the game. Each modified game pack could be only usable once it's been: pre-approved by the volunteer staff for following the basic rules of decency in dialogue, map names, unit avatars, etc.; pre-approved by the developers for code compatibility; and pre-approved by their in-house testers and/or the beta testers for playability and pizazz (that "wow" factor).
I'm talking about submitting ***FREE*** content to a company that has to meet deadlines and stay within a budget. And the only compensation that most of these great contributors would ever need is recognition for their contributions (i.e., their name on the game mod, their chat color and font is unique as content-contributors), and maybe a gold-stipend and/or high-command membership, like the volunteer staff gets.
That cost-free compensation would give the company a more-than-fair justification for making modded content only downloadable by regular users by using Gold or purchasing High Command, for example. Or, the company could even group several mods together into specially-purchased "bonus" materials for the game (thus keeping the basic game free).
Now, I've also pointed out in the past, that even if the source code isn't opened to modification (to protect their proprietary codebase and keep it from being "broken" by lower-skilled programmers), they could still separate the code-base's GUI and user-ended operability into a special modded core that can be fully edited and updated while making the [already-editable] rules-set into a part of a pre-packaged modification codebase (thus keeping only the game engine and back-end server-side core code safe and "proprietary").
They could even make the modification codebase downloadable only by pre-approved modders that have proven their skills and their dedication to the game (and not having a past proving a deliberately malicious intent to try to break the game). And, by combining that pre-approval process for modders with the need to have all modded game files judged by the testers and volunteers before release to the main gaming community, there would thus be a two-layered level of protection from bad content or poor content that otherwise would waste the time of the staff.
Alas, I don't think the developers or the owners at Bytro were ever interested in letting this game get user mods, even if some of those wonderful game ideas did contribute to their bottom line (indirectly) through the purchase of more Gold or purchase of mod packs.
Sometimes, I think my ideas are wasted on the wrong people. But I truly wished they'd see the merits of my ideas, especially when I offer them ways to make more money. Tell me this: could I not be a more loyal member of the Call of War gaming community, both to the game and the company that makes it???
Who knows? Maybe…someday…they will see the wisdom of opening up at-least part of the codebase to user modification. I mean, if the much larger company and development team behind the Civilization series can make real money off of opening up their code for modification, then surely the folks at Bytro can do it.