Updated Mod Eligibility Rules

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Faraday
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Post Post #3 (isolation #0) » Mon May 02, 2011 1:33 pm

Post by Faraday »

Probably something like 'team mafia' which is significantly different than most mafia games I would guess.

Things like Parallell Universe, and California Trilogy by mith also seem to fit the bill.
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Post Post #61 (isolation #1) » Tue May 03, 2011 4:48 pm

Post by Faraday »

Speaking of. Next /in-vitational is when?
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Post Post #88 (isolation #2) » Wed May 04, 2011 12:23 pm

Post by Faraday »

Please don't make people mod an open. I'd consider that a form of torture, because well, lolopengames for the most part.
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Post Post #90 (isolation #3) » Wed May 04, 2011 12:34 pm

Post by Faraday »

The 'basics' of modding aren't hard to pick up, and can be learned from running a mini normal. You can always just...look at past games when designing your M. Normal, that's what I did, and get a good reviewer to double check it (fuck isn't this provided for you now?). No reason to force people to run an open game.
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Post Post #98 (isolation #4) » Thu May 05, 2011 4:04 am

Post by Faraday »

Open quee is that much faster, I thought they were fairly close to the same speed, but I could be wrong? Also 5) is a fucking MAJOR downside, and cripples the normal queue.
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Post Post #100 (isolation #5) » Thu May 05, 2011 4:12 am

Post by Faraday »

Wow, that's more than I expected. It probably makes the m. normal queue 50% longer again though, I'd say. That's sort of...not good. Basically means it'll only be first time mods wanting to run a Mini Normal (though maybe that's the case anyway?)
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Post Post #129 (isolation #6) » Sun May 08, 2011 2:23 am

Post by Faraday »

Worst/hardest part of modding is the nervousness when sending out pm's for me. OH FUCK DID I SEND THE RIGHT PM + right qt links(even though I know I did as I previewed it 14 times >_>)

Major problems:
1) Modding isn't that hard

Yes well. Shouldn't be. Doing it wrong is still not uncommon for some people.
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Post Post #135 (isolation #7) » Sun May 08, 2011 12:00 pm

Post by Faraday »

How do you teach someone to mod though, like, I dunno, like each mod likes their own certain things, there are awesome mods on here that I'd probably not want to design a game with because we have different design philosophies (i'm fairly easy though, so that's not so true I guess)

What do you do? Let them watch how you work? Okay, that's...sort of helpful? But it'd be better if theyworked out what works for them. I think it's an okay idea, but not sure how it'd work. Co-mods are fine, I love them :D (I've only modded 2 solo games, after all and my next ~3 are co-modded games) but not sure if some sort of apprentice mod would actually work.

Just design a set-up yourself, then get
spyrex
a good reviewer (you should be able to figure out who they are) to help you look over your game and point out flaws.

Edit: Not sure this had a point. :eek:

It's fairly easy to teach someone not to mod wrong, but there's no real 1 right way (some ways are obviously better than others)
Last edited by Faraday on Sun May 08, 2011 12:06 pm, edited 2 times in total.
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Post Post #136 (isolation #8) » Sun May 08, 2011 12:04 pm

Post by Faraday »

Vi wrote:
Faraday wrote:Worst/hardest part of modding is the nervousness when sending out pm's for me. OH FUCK DID I SEND THE RIGHT PM + right qt links(even though I know I did as I previewed it 14 times >_>)
This so much.

Thank fuck I'm not alone. I always check it again then in the outbox (although I think it takes you automatically there but eh)
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