1) I think the player base is "stagnant" for now, and will be for some time. Players like Freelancer, and often will come back to it after many months - the game has that allure which will keep people playing it for years. The actual storyline was good imo, with excellent voice acting. New players in probabily equals a few a week... at best. Glock also has a theory that alot are playing whom haven't bought the game - and from some requests for NO CD cracks etc, I am inclined to believe him.
2) I know very little of the present modding scene, simply because I have enough on my plate as it is. I do know of some, simply because people email me about it, or ask for help... but it is rare that I can aid anyone these days. I know of some major mods, and that is about it.
3) I think people like some mods, and therefore play them. You'll find many hardcore die hard TNG fans whom only play TNG, just like we have some Evo fans who only play Evo. NR seems to have taken a large chunk of our player/server base - but that is because they added extra features we did not. New mods have the difficulty of:
A) Attracting a crowd of players, and also servers to run them.
Coming up with new ideas or better ideas than existing mods.
NR worked because they had a successful mod to build on, which they did. They also fixed stability issues (something we are still working upon ourselves, we sometimes manage a few days without a server crash now :O)
Evo had many features at first that other mods didn't, hence how we got the players. I learnt to mod "on the fly" as it was, there wasn't any real tutorials of any value whatsoever. Alot of what I have done was simply found through hours of experimentation and finding ways to accomplish what I/others wanted.
No, my code wasn't the best ever, was often buggy - and had errors. I had a hard time trying to figure stuff out, tell everyone else how to do it, and keep the momentum of creating a huge mod on my own. I was bound to make mistakes, some of the stuff had never been done before, or were "unknowns". At the time I also was unaware of the Spew - which can highlight said issues.
No-one's coding is perfect, and I am still fixing up parts of it today... and refixing my fixes! Some may say "start over" - but to be honest, I've forgotten so many things that we implemented that I would leave half the mod out easily, and it would be such a huge job that I would probabily never finish it either.
Here the new mods have an advantage, alot of stuff is now well documented - or at least documented into how to do things. They also can "borrow" things without doing any work. An excellent example are my "Pilot" icons. Each one was a screenshot taken in a bar, which was then cleaned in photoshop, background removed, resized, saved, format changed, imported and made into an icon. Each one took one hour to do, and I forget how many I made; Same for ships icons. Now people ask to use them, they have them for 2 mins copying. In reality it took about 30+ hours to make them all... so I guess I am saying mods are easier to make now than ever before... the help is there, so making existing features into mods is an easy and simple affair compared to the hard grind it used to take us
Unfortunately this is probabily also why they have nothing new, because they may not have the dedication to work things out like Argh here... it takes time, effort and fustration - something alot of people are unwilling to put into modding.
Simply put, I don't have the time either anymore - and although I would love to ask some people to help in particular for what they could do/acheive... I wouldn't because I dislike trying to push people to get things done. I've had volunteers in the past whom were supposed to do things, but nothing materialised. As it is, I'm still waiting on my own modellers for ships.
Everyone has real lives, and we can't all keep a pace that we used to. This is why many larger mods have apparently stopped, modding for 2+ years isn't exactly fun... Right now we're working on the "definative Evo", TNG just adds a few extra things - and MD has given up. TNG still works on adding new things I think, but for us it's no longer about new content (maybe planets if
someone else makes them though
), it's about quality... but this takes alot longer than shoving in a capships encounter and releasing for everyone. Hence why large mods appear "silent" for so long (coupled with Real Lives).
As for new developments - I love the excellent looking planets I have seen - but I do not have the graphics skill to do that myself, so I must trust to others. Sadly, alot of people whom came on board to help did nothing, so these days (although I see some I would jump at to ask) it is really just the "core" team... we've tried too many, and given up asking! The ones I do now trust are usually on other teams already
This means work is slow as we all have responsiblities and lives to take care of. I would similarly assume this is why some other large mods don't bother either.
Back to new mods - a major problem for new mods is that I now note alot of them heave features we first implemented, or Rebalance/TNG etc. The problem is probabily exactly that, what is the difference? I read one mods description the other day where i thought "sounds like Evo 'lite' to me", not because of the fact that I think they nicked our ideas... I don't mind, but why is anyone going to play a mod which is identical features wise to other bigger/more complete mods? It has similar/same features... but less substance. Many mods may find it hard to get a foot hold simply due to this - 30 months after release, and they are releasing mods that feature most of their content from mods that have been out for 24+ months. Their idea for releasing mods is probabily not to try and make the next big thing, but simply a wish to create something. However, we are making the assumption that this is
why they are releasing them.
As it is, we continue working slowly on Evolutions, I would love nice planets, I would love other thing's I've seen, but I don't necessarily have the time, knowledge or know-how to implement some. Others, I wouldn't do (dynamic asteroid fields - sorry, original concept is that capships cannot venture into asteroid fields, and that they are "dangerous" to fly through. Current dynamic ones are neither! This is not an improvement, but merely an accomodation that relinquishes some gameplay aspects). Some other features maybe the same - they may look cool or sound good, but infact just simply aren't going to fit in with what some people want... it's not that the mod makers aren't "forward thinking" - but new ideas may not actually fit.
Essentially Louva is right. Although I would love to make the graphics look awesomely cool for things (not effects just stuck onto weapons to make the universe glow brightly, that is not realistic or exciting - its just more flash without substance) - the most important things people listed in our "grieviances thread" were both balance and professionalism.
We always work on balance, and we are working on completing infocards and stuff as well. Of course, when a mod is as big as Evo (I think we have the most ini files of any mod except the SDK!), little tweaks don't take five minutes - I can have several hundred entries that I need to alter and then test. Tweaks can actually take hours or days to do.
Edited by - Chips on 10/25/2005 12:35:35 AM