Some mods/macros should be bannable

Bans should only ever be handed out if a player is using 3rd party cheats to ruin the experience of others in a blatant act of malice. Players modifying their guns does not affect my experience in any meaningful way.

If someone wants so badly to put a scope on their gun that they’ll use 3rd party means to do it the appropriate response is not restricting their access to the game that they paid for… That’s such a ridiculous course of action well exceeding overkill. What should be done is making it a feature.

Game bans are a horrible modern solution in how they are used today like when players are banned for finding a glitch the dev’s didn’t fix, speech, etc. Only cheaters with the intent to cause harm should be given bans.

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Nah there are some mods that straight up ruin the game for others. The loss protection they larp as ‘faster rejoin with friends’. Always first attack. The macro script that taps peril so you can rocket fire staff bolts (I didn’t care about this at all until the recent purgustus buff, now you can turn it into infinite ghetto flamethrower with this). There are definitely mods that are bunk.

People swapping out awful sights, informing on their team’s supplies and screwing around in third person are still in the Emperor’s good books. But any of the above, scuzzy.

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Kill stealing ? but, but some former(?) CM stated this is not a COD

If it worked that way, sure, you can see it that way.
The reality is that you cannot make out which target is it and just seeing a bar doesn’t exactly help you make the correct move.
If you can only see the bar and not what kind of target it belongs to, you have no idea if you’re supposed to go for an attack that deal with armor, no armor, low stagger resistance or high stagger resistance.

I don’t find myself looking for bars but only check them if I don’t know how much HP they have left but do know that they aren’t at 100%.

I don’t see it as an unfair advantage really. Obviously it does change how I can deal with a target and does change my feeling of certainty so it is advantageous but that’s not something game breaking or unfair towards my teammates or the game itself.

It really helps pick up flamer, bomber, and trapper positions through fire. Seeing where the health bar indicates where to shoot (and how many targets there are) is a big advantage. The other thing of course is the health values that also absolutely give you an advantage.

Look I had enough people downplaying this mod and arguing about it. It’s an absolute game-changer.

I don’t really care if you are using it or not, just don’t give me the crap that it is isn’t an advantage.

The “cheat” feature of the healtbar mod is that it does help players track the movement of high-priority targets like specials more easily and without the need to tag. Also, knowing what enemy to prioritize helps with ammo efficacy and target priorization; this gives a slight edge to the players, which can make the difference and is clearly not intended for the game.

Personally, I don’t mind if someone “steals” my kills, but I prefer to play the game as intended; if someone needs a “crutch” to play the game, it’s his choice. I don’t think that it affects my gameplay that much, but I understand the annoyance of someone.

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Ok sure, in that case it does speed up the target acquisition. You could also just spam tag through the fire and see them that way but that’s not quite the same.

I’m not trying to downplay how much having extra information is worth. I’m just saying that it’s not unfair to anyone to have the kind of information the mod gives you.

Healthbars are a gamechanger depending on circumstance.
If you’ve ever played Monster Hunter and then used a healthbar mod, you know exactly what I mean.
In MH, you fight monsters so often that you actually develop a feeling for how close the monster is to dying / capturing. If you use healthbars, you never develop that feeling.

I’m not saying it’s not. All I’m saying is that it’s not unfair. If you feel like it’s too much information you’re not supposed to have then don’t use it. ^^

I also don’t care if someone else does or doesn’t use that mod, I’m just not gonna have anyone tell me that it’s unfair. Which is what it looked like you were getting at when you first mentioned it but you’re not explicitly saying that it’s unfair, just that it affects how you play and what information is available to you.

Knowing priority targets is not (really) dependent on how much HP they have but what kind of enemy it is. I don’t care about the 12 crushers coming my way, the mutie / dog / netter need to die first. Sure, if all those crushers had 1HP left and I could kill them in a shorter time than a single disabler, sure then it would’ve made for that difference you’re talking about. It’s just not a realistic scenario now is it?

The fact I know how many bullets it takes to kill my priority targets and which they are, already gives me said advantage over the vast majority of my teammates.

100% agree.

Recently I’ve been playing without it again as it seems to cause crashes on my end and I can tell that it does not change the way I prioritize targets but I do recall seeing a couple low HP enemies before and being able to finish them off with an appropriate attack and not with something as if I expected them to have 100% HP. That happens rather infrequently and I seriously doubt that it ever made for the difference in finishing a match or failing it. The margin for that is simply not that small.

I also understand that it’s a question of principle and there’s no right or wrong.

I’m also confused. You say that you like to play game the way it was intended and that using the mod gives an advantage that is clearly not intended but then you also say that it doesn’t affect your gameplay that much… so which is it?

I don’t use mods, I’m glad that the impact that those mods have to my experience is not that big so i get over it. I would still prefer a mod system regulated by fatshark like in V2

In high difficulties specials come at you in groups and players reacts mostly by shooting them, seeing their health can help a player decision to focus the same special or dedicate his attention to something else. Same with a group of 12 crusher charging at you, the players will focus the one with less health and removing one treat faster. They seems like little things but can make the difference in the course of a run.

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In case people who haven’t used the weapon customization mod don’t know.
If you put a flashlight on a weapon that doesn’t usually have one it replaces the special attack of that weapon.

It would’ve been easy to make another hotkey, so you can use both.
But I decided to make it this way so that the player has to make a choice here.
Do you want to use the bayonet and can opener or do you want a flashlight?

I also implemented a laser pointer btw. XP

It’s not finished yet but the modded flashlights and laser pointers are supposed to have a battery mechanic.
Where you essentially choose between light cone size and battery life.
And also longer battery life where battery drains by taking damage vs. shorter battery life with no drain on taking damage.
The logic being that the modded flashlights are spare parts that are a bit unreliable.

For the daemonhost I’m working on a reverse mechanic where shining the modded flashlights on the daemonhosts will quickly drain the battery.

So, I did think about balance.
I don’t want people to just straight have advantages.

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to the OP:
Please just stop using the Scoreboard mod if it makes you miserable, k? Have fun and allow others to have fun.
Likeminded people might be the reason why devs stripped the game off of scoreboard in the first place.

General:
I fully disagree with the OP regarding provided examples, and in general I think that QoL and accesibility features, as well as new features implementation, are improving the game and its fun factor substantially.
I like the FS approach, and would like to thank devs for being so open minded and allowing us to have fun.
I’m looking forward to official mods workshop implementation and official promotion.

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That’s Fatshark’s stance, too.

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that is indeed the stance.

By the by, the scoreboard mod is bannable if you use it to be malicious.

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Technically speaking any form of harrassment ingame is bannable.

You made the mods for that? Cool work!

Ultimately it’s giving the player a level of information that would normally come from experience.
In VT I knew exactly how many strikes I needed to kill a foe.

In DT, armour patchworks make this a bit more tricky, but it’s still part of the skill ceiling

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Firstly, I don’t think a player should ever be banned for using mods that aren’t outright cheats. It’s on Fatshark to police them, or even better make a modded realm with no restrictions, as it was in Vermintide.

Question - Does the weapon customization mod let you put open picture holo-sights on any weapon? If so that seems kind of unsportsmanlike. The helbore is an objectively better rifle compared to the lasgun as far as DPS and stability is concerned. It’s balanced because it takes longer to ready up, and it has a cumbersome iron sight. (Well, in theory that’s why it’s balanced. There’s still lots of work to be done across all weapons as far as balance is concerned)

Is it a huge problem? Of course not, but it does hurt the spirit of friendly competition, which is a core part of these co-op hoard games. “Wow, that player is really good with the helbore! Spinning in and out of melee, dodging crushers before downing them with close quarters headshots, I’ve got to try that out!” Knowing that they might have modded themselves an advantage sours those moments.

Bannable? Absolutely not.
Slightly uncool? Yes.

That said I’d much rather have mods in their current implementation then not at all.

Second question, does anyone know how Fatshark manages mods? It seems to be a blacklist now instead of the whitelist that it was in Vermintide, but that’s just guesswork on my part.

Edit - I didn’t state the second question well. I know that their are modding guidelines published by Fatshark, but what can they do to enforce them? Is it checked serverside? Is every mod available on the nexus greenlit by Fatshark, or are they hands-off until they think something crosses a line?

…Why in the hell should the full-auto mod be bannable on single-shot weapons?
All it does is allow you to hold the trigger, rather than manually slapping it over and over, giving them the ability to pump out lead without causing their joints to stiffen, ache and cramp.

You argue it allows optimal DPS, but news flash, the ONLY thing preventing that otherwise is finger cramps preventing you from spam-clicking.

Luckily these are all client-side and don’t affect other players.
The fact that Fatshark approves should be a hint as to why they’re allowed.

Ooh, this is cool. I like the laser pointed on the Ogryn’s MG, though I’d probably just use the cursor’s dot anyhow… But yeah, really cool dude.

…Hwat? What are you talking about, dude?
Macros being used to… Tap peril? My dude, that stuff might be useful on lower levels, but it’s pretty easy to become a monstrous Psyker without any automation. If people need a macro to be even THIS much better, I personally couldn’t care less.

I do believe third-party stuff will get them kicked, but mods that’re approved by Fatshark?
The stuff on the Nexus? Yeah no, those ain’t getting anybody banned… Nor should they.
Yer totally unhinged, man.