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So, modlauncher.sch must handle the subscription to the mods...cool.
What happens in tomorrows patch that will break this method?
There are many reasons we do this. The main reason is the lobby server stabity and UI, or overall multiplayer interaction. Currently we have an easy to use system that allows users (in steam anyway) to automatically sync and download mods when trying to join modded games. There are all sorts of things that could go wrong with this; too many mods for the UI to support, too many server messages due to the multitude of game combinations, something breaking with simultaneous downloads. The list goes on forever, and the trade off is enforcing a 10 mod limit.
10 is much easier to manage than 100, or anything inbetween or after. The simple truth is that more mods = more potential problems.
Sorry for any incovenience this may cause, but I just wanted to let you know that the decision wasn't arbitrary, and in fact is necessary. If you have any other questions about this, please add me and PM me.
*Edit: That means we released it this way for a reason, and therefore have to enforce this reason.
*Edit 2: And before anyone goes on to compare this to something like Skyrim, please remember that Skyrim is a single player game, and the developers did not have to worry about restricting it as such.
- Most people won't use it, because it's a custom tool you need to know about, download and learn how to use, but for the "power users" it would be really usefull;
- Runic won't have to support it officially since the launcher limits it. The same way if I change a hidden setting on a INI file in a game I don't expect the game developer to support what I'm doing;
I will agree that it might cause problems in the multiplayer server browser that in my opinion was not well designed. I understand that you guys wanted to make it easy for people to find other people using the same mods but the dropbox with a specific mod order and list is not the right solution. I would think something like ARMA 2 did (which works online) is every server publicly announces the mods it runs. If someone wants to look for a specific mod combination they specifically do so (by typing the names of their mods, this could default with the mods the user is running). This solves the problem of having a dropbox with a million options. Mod GUIDS or hashes could be check on connection to make sure the mods are the same and not just named the same.
I'm quite aware that you guys are a small dev and this is your first try at this, and I also know that you aren't going to change the server browser now, but hey I think my points are valid.
In the end I don't think forcing an arbitrary mod limit (yes its arbitrary, because as it was stated by many you can combine mods, so you could run 20 or more mods by just merging them into 10) is good for the consumer. I would say leaving it at it is for the community to solve is better, or even launch an update on the launcher that says "hey if you run more than 10 mods we won't support you" and exclude that server from the mod filter on the server browser, so that it would only show up on a special option like "Friends Only" or even a new filter for Unsupported Mod lists.
Thanks for your time sir, and it is good to see gaming devs talking to us gamers on a open forum.
EDITED: to make the alternative implementation suggestion clearer.