Smivs wrote: ↑Sat Jan 21, 2017 3:33 pm
For any reason let alone one based on an inherently flawed 'popularity contest' idea.
No, it's
not a popularity contest. I thought it was clear it wasn't but maybe I expressed myself poorly. It's not a popularity contest. It's not an award-winning event. It's not a way to shut down dissident opinions. It's not a way to force things on people.
This was discussed when the Manager was launched, in terms of quality control when some felt that OXPs should be 'vetted' before being allowed into the Manager. One of the reasons given against this was that 'officially recognising' some OXPs by default diminishes all the others. OXPs that 'come with the game' would be seen as 'safe' or 'superior' and others may be treated with more suspicion, particularly by new players.
An OXP which is used by, say, 80% of players already has a special status. In other software with extensions/plugins, they are sometimes called "must have". Even 50% would be quite an achievement, judging from the wide variety of tastes one can see on this board.
Some of the Griff/Solo textures made it in the core game with the 1.80 release. Quoting the announcement:
"Core ship models and textures replaced with significantly improved ones by Griff/CaptSolo"
Now that's special treatment. But few people complained about it because... Those textures were popular anyway.
No, far from promoting broader appeal, such a scheme would most likely be very negative for the whole OXP scene.
There are many programs with extension/plugins systems. Browsers for instance. They even have a full-featured review and grading system.
I am a former Flight Simulator player. It is extensible too, but has no integrated review system. But you have dozens of third party sites that let you sort extensions by popularity, downloads, etc.
This is practically the same as having some extensions installed by default - at least for the persons you seem to consider, that would just download the most popular stuff without thinking.
Seriously though, I feel the developers made real progress in this respect with the manager,
Well, that's the problem with doing a good job: people ask for more.
I see no reason to saddle them with oxp maintenance when they have made it so easy to access those oxps yourself.
Yeah I feel a bad about it, but usually popular OXPs have their own maintainers. Also popular OXPs are usually quite stable, because they have been thoroughly tested and their features "approved". Maintenance is only really required when some breaking change happen in the API (see market definitions for instance).
Seems to me like the best way to satisfy everybody is to allow them to make their own choice.
If a large majority of users already have these OXPs, then I think that would be evidence that there's no need to bundle them in with the core game - pretty much everyone who wants them is getting them.
Yes, and the manager does it beautifully. Now that this problem is solved, let's move to the next problem; which is in a nutshell:
"where should we go now?".
Take for instance an issue discussed right here previously: slow lanes. People have different ideas about it: masslock changes, or something outlandish like injectors that deplete your shields instead of your fuel tank for instance. Having that choice is certainly a good thing. But if the masslock change becomes very popular, then it may influence the way ship makers determine the weight of their ships. As a result you have informal dependencies between OXPs; balance that is determined with the implicit assumption that you use variable masslock. A corollary is that the injectors thing will become less relevant (if it ever was) because it doesn't depend on weight so it makes things way too easy in this new OXP ecosystem (for instance).
The gist of it is: sometimes you can't maintain "competing" alternatives. There has to be a winner, some choices have to be made.
I say that the wise thing to do is to acknowledge the choices made by the players and encourage (not force) everyone to go that way. Because we have talented but few contributors, we have to rationalize/optimize our efforts.
I think it's also important to recognise the difference between installing a game-changing OXP when you are an experienced pilot with a solid ship under you, and installing those same game-changing OXPs as a brand-new Jameson who has yet to develop a clear idea of the basics.
Good point. I believe OXPs that affect in significant ways the balance are naturally less popular, though. I agree that newbies, "training wheel" and "Hardcore" OXPs are a special cases.
By bundling game-changing OXPs with the core game, we're implicitly telling people to install them,
I see it as a good thing if those OXPs are selected based on popularity. It means that the majority of players like them, so a new player will probably like them too. Nothing evil there.
We can even decide to make for instance "Starting choices" a standard OXP to deal with the special case of newbies, even though maybe it doesn't reach the 50%. By doing so we are improving their first experience and have better chances to retain one more player that has a tiny chance to become a contributor later. The alternative is that the newbie is likely not to bother with going to this board and silently ditch the game because "it's stupidly hard and it's outdated graphically anyway".
and to unbalance the game from the get-go
Oolite is not player centric, which basically means that it doesn't care about being fair and balanced. The real deal is
progression: how long you have to play before you can take a 1 on 1 fight instead of fleeing from everything; how long it takes to buy the equipment to "iron ass" your Cobra. etc. One could even dig further consider progression through equipment upgrade versus progression through ship acquisition. But I digress.
I think if you could really accurately poll every user you might find up to 50 or more of these most popular oxps, maybe even 100. How many do you include?
I don't know... Let's see the figures first?
But I'm more worried of the opposite: people here have very different ideas, so it might be that only a few OXPs reach 50%. If none, then I was completely wrong right from the beginning.
Some of the wiki pages have a counter that lets you know how many times an oxp has been downloaded
I don't trust those figures: they don't take into account un-installations, re-installations, and there are secondary download sources in some cases. Same goes for the Manager.