WhyMustItBe wrote: »The policies most companies use for addons including ZOS are pretty unfair to modders. I am headed out or I would link the relevant areas of the TOS but in summary:
- You are not allowed to sell mods in any form.
- You can have a donation link but can not ASK for donations (that part seems really weird).
- You can't make promises to make this mod or add that feature at certain Patreon payout levels, which defeats the whole point of Patreon and what generates revenue there. Patreon is also not useful as its market is too diversified and doesn't generate mod traffic, plus most people don't like the idea of a recurring payment system.
thadjarvis wrote: »what happens if a add-on developer breaks the TOS? Do they loose the API/SDK access, and isn't that publicly available or within the add-on developer community anyway?
What stops an add-on creator from writing an add-on and player using it? Is their some encryption authentication obtained from ZoS built into add-ons permitting their use in the game? Basically, I don't understand how they could enforce anything, and how they are able to make a ToS a requirement prior to writing and selling code. Is it enforced on the user end?
I am sure they do somehow but not sure. User base would be more supportive if we understood. The preventative policies put on creators is different in nature relative to the OP's ideas of being positively supportive. I can see the corporate pros and cons of the latter, but the former seems to just be sadism.
DeathStalker_X wrote: »Because they don't like that others made features in the game the way they SHOULD have been made in the first place.
nafensoriel wrote: »WhyMustItBe wrote: »I'm afraid this is little more than wishful thinking. There is certainly no data I have seen to back this up, and I know most of those 1% of top ESO modders personally.nafensoriel wrote: »The 1% that actually produce quality generally use it to get work in programing so they are compensated by the nature of getting work.WhyMustItBe wrote: »/snip
Maybe in a perfect world this might be the case, but "worked on mods" isn't winning people any resume points in the real world, even if the code they write is on a level comparable to industry standards.
I can see why one would want this to be true. No one wants to see good people getting screwed.
I hired someone who ran an EVE online corp as a manager.
I hired three people whos resumes included mod development.
Sure I might be biased. I also might hate automated resume sorting services.
nafensoriel wrote: »WhyMustItBe wrote: »I'm afraid this is little more than wishful thinking. There is certainly no data I have seen to back this up, and I know most of those 1% of top ESO modders personally.nafensoriel wrote: »The 1% that actually produce quality generally use it to get work in programing so they are compensated by the nature of getting work.WhyMustItBe wrote: »/snip
Maybe in a perfect world this might be the case, but "worked on mods" isn't winning people any resume points in the real world, even if the code they write is on a level comparable to industry standards.
I can see why one would want this to be true. No one wants to see good people getting screwed.
I hired someone who ran an EVE online corp as a manager.
I hired three people whos resumes included mod development.
Sure I might be biased. I also might hate automated resume sorting services.
That is grand but it has no bearing on the suggestion that Zos should pay add-on developers. If you entered into an agreement where you paid them then great. Zos has not done so with the add-on devs. As such Zos should not pay the add-on devs. If that group of people feels differently they should lawyer up as I am pretty sure Zos' legal and business teams do not find this thread to be of any significance.
nafensoriel wrote: »nafensoriel wrote: »WhyMustItBe wrote: »I'm afraid this is little more than wishful thinking. There is certainly no data I have seen to back this up, and I know most of those 1% of top ESO modders personally.nafensoriel wrote: »The 1% that actually produce quality generally use it to get work in programing so they are compensated by the nature of getting work.WhyMustItBe wrote: »/snip
Maybe in a perfect world this might be the case, but "worked on mods" isn't winning people any resume points in the real world, even if the code they write is on a level comparable to industry standards.
I can see why one would want this to be true. No one wants to see good people getting screwed.
I hired someone who ran an EVE online corp as a manager.
I hired three people whos resumes included mod development.
Sure I might be biased. I also might hate automated resume sorting services.
That is grand but it has no bearing on the suggestion that Zos should pay add-on developers. If you entered into an agreement where you paid them then great. Zos has not done so with the add-on devs. As such Zos should not pay the add-on devs. If that group of people feels differently they should lawyer up as I am pretty sure Zos' legal and business teams do not find this thread to be of any significance.
/origional/ Counter argument. /editing sentence for clarity
A counter-argument to the concept for ZOS ever paying anyone anything without doing as I did with my own developers and physically hiring them.
Mod developers must adhere to relevant company standards and corporate practices or they cannot mod the software. This includes QA/QC. All relevant labour laws. They must accept any liability without question to any damage to the company their code may cause. They must at all times carry insurance against their software impacting the brand or profitability of the company.
Sound like something mod authors would agree to? Nope. That's why it's a hands-off matter with no compensation expected or requested. Remember payment comes with conditions. No one is going to pay a mod or add-on developer for something and then let that developer carry absolutely no risk whatsoever to that code's deployment.
WhyMustItBe wrote: »this expresses what appears to be a common attitude of business in general I touched on before which I feel totally misses the point. It is about opportunity to invest for greater net benefit, not about someone trying to work some legal angle to take something from you.
Not at all. Your idea assumes addon creators are business partners and in fact, they are not. It does not appear many addon creators are coming to this thread and to suggest they should be business partners as you suggest.
WhyMustItBe wrote: »I'm afraid this is little more than wishful thinking. There is certainly no data I have seen to back this up, and I know most of those 1% of top ESO modders personally.nafensoriel wrote: »The 1% that actually produce quality generally use it to get work in programing so they are compensated by the nature of getting work.WhyMustItBe wrote: »/snip
Maybe in a perfect world this might be the case, but "worked on mods" isn't winning people any resume points in the real world, even if the code they write is on a level comparable to industry standards.
I can see why one would want this to be true. No one wants to see good people getting screwed.
I believe the guy who made EHT now works for ZOS?
To answer a few specific questions, the API is available to anyone. Add-ons are in plain text, and you can even run code in-game with the full API using /script.thadjarvis wrote: »Thank you for the insight. It really helps us naive players understand the context. Still unclear though, how do they disallow.
In other words, what happens if a add-on developer breaks the TOS? Do they loose the API/SDK access, and isn't that publicly available or within the add-on developer community anyway?
What stops an add-on creator from writing an add-on and player using it? Is their some encryption authentication obtained from ZoS built into add-ons permitting their use in the game? Basically, I don't understand how they could enforce anything, and how they are able to make a ToS a requirement prior to writing and selling code. Is it enforced on the user end?
I am sure they do somehow but not sure. User base would be more supportive if we understood. The preventative policies put on creators is different in nature relative to the OP's ideas of being positively supportive. I can see the corporate pros and cons of the latter, but the former seems to just be sadism.
Because they are not employed by the company who makes the game and doing it in their own free time....simple really.
WhyMustItBe wrote: »I'm afraid this is little more than wishful thinking. There is certainly no data I have seen to back this up, and I know most of those 1% of top ESO modders personally.nafensoriel wrote: »The 1% that actually produce quality generally use it to get work in programing so they are compensated by the nature of getting work.WhyMustItBe wrote: »/snip
Maybe in a perfect world this might be the case, but "worked on mods" isn't winning people any resume points in the real world, even if the code they write is on a level comparable to industry standards.
I can see why one would want this to be true. No one wants to see good people getting screwed.