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The Problem with Mayberry Reskins


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#21 itchboy

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Posted 24 August 2015 - 08:55 AM

Make mods, not war.

 

 

(Now that we all know I'm an agreeable, level headed, sensible, individual, I get to be admin, yes?)

 

((That's how it works, right?))

 

(((Right?)))

Eh, there will be war as long as mods are made. Thats the root of the problem. I get that your post is sarcastic and humorous but the problem isn't black and white. Replying to it in a joking manner does lighten the tension but doesnt make the problem go away.

 

I suggest that mod segregation of some sort be done for the site. (how racist of me!)



#22 BeastyBill88

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Posted 24 August 2015 - 09:27 AM

Eh, there will be war as long as mods are made. Thats the root of the problem. I get that your post is sarcastic and humorous but the problem isn't black and white. Replying to it in a joking manner does lighten the tension but doesnt make the problem go away.

I suggest that mod segregation of some sort be done for the site. (how racist of me!)


So would that mean some mods have to move to the back of the forums? Lol.

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#23 itchboy

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Posted 24 August 2015 - 09:32 AM

So would that mean some mods have to move to the back of the forums? Lol.

Naah, I'd just have it as "mods" or "submods", but thats racist and discriminatory apparently.



#24 BeastyBill88

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Posted 24 August 2015 - 09:58 AM

Naah, I'd just have it as "mods" or "submods", but thats racist and discriminatory apparently.


Racist and discrimination... But, but the LA mod has a section for submods... Why not others? I see no problem with doing it like that. I suppose it would help stopping submods being sold as new full mods.

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#25 itchboy

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Posted 24 August 2015 - 10:01 AM

Racist and discrimination... But, but the LA mod has a section for submods... Why not others? I see no problem with doing it like that. I suppose it would help stopping submods being sold as new full mods.

It all comes down to what the moderators and administrators deem to be appropriate for the situation. I am just providing my opinion on it. If they take a different route, then its what it is. If they choose to categorize, thats it as well.

 

No matter what is done, there will be backlash and there will be a excrement thrown at both sides of the argument.



#26 BeastyBill88

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Posted 24 August 2015 - 10:53 AM

It all comes down to what the moderators and administrators deem to be appropriate for the situation. I am just providing my opinion on it. If they take a different route, then its what it is. If they choose to categorize, thats it as well.

No matter what is done, there will be backlash and there will be a excrement thrown at both sides of the argument.


That's true, no one will be happy with whichever decision is made. Maybe there should be a big vote to see what people think about categorizing mods/submods etc.

but like you said its up to the mods/adamins.

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#27 Ace612

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Posted 24 August 2015 - 01:34 PM

That's true, no one will be happy with whichever decision is made. Maybe there should be a big vote to see what people think about categorizing mods/submods etc.

but like you said its up to the mods/adamins.

While I believe submods and full-blown mods would be great to... segregate? I have no idea how they will be distinguished. I mean, how many new features/models etc. must be implemented in a project in order to categorize it as a "mod" and not a "submod"? In order to move up from "concept" to "mod" category, you must have a playable build, which is a completely fine way of determining the stage of development, but how will it go for "mod" and "submod"? As long as admins/community are able to figure it out, I'm completely on board with the idea.

P.S. Beware, lightheadness:

Spoiler


#28 BeastyBill88

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Posted 24 August 2015 - 01:56 PM

While I believe submods and full-blown mods would be great to... segregate? I have no idea how they will be distinguished. I mean, how many new features/models etc. must be implemented in a project in order to categorize it as a "mod" and not a "submod"? In order to move up from "concept" to "mod" category, you must have a playable build, which is a completely fine way of determining the stage of development, but how will it go for "mod" and "submod"? As long as admins/community are able to figure it out, I'm completely on board with the idea.

P.S. Beware, lightheadness:

Spoiler


This is a good point you make, determining weather something is a mod or submod is going to be difficult. But maybe something along the line will be thought through and maybe implemented to help "segregate" mods.

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#29 MikeyPI

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Posted 24 August 2015 - 04:04 PM

That's the primary issue with the concept of distinguishing them.  What exactly does it take to constitute an "original" work vs a submod of any one, or multiple modifications?  The category for "original" is easy enough to figure out, it's the kitbashed mods made up of multiple modification's pieces and/or the ones based mostly on other pieces that are much harder to define at which point they become unique vs submod of one or more pre-existing mods.  If it is more than one mod mashed up, which one is the one which gets credit as being the mod that it is a "submod" of?  These types of things are hard to figure out and distinguish in a concise, clear-cut way that everyone can understand and recognize.

 

There was some blow-back for the concepts addition, but for the most part that went smooth enough mainly because the criteria for moving on up to the mods section was very straightforward.  In this instance there are several bases to cover which is where the problem lies and will certainly ruffle feathers along the way in trying to define the different "tiers" of any specific mods.  It's a tougher one to implement because of the many portions in-between really, I think most would agree a straight reskin of X mod is a sub-mod, but it's the ones that are either mixed components of other mods, or have some changes, at what point do they get separated?  That's the issue I see anyway.


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