BogdanM wrote:Although I do agree with the most part of your post, could you give me a case where mods ruined the multiplayer. I've never seen such a case myself to be honest.
I can give an example: Tribes 2.
It was best multiplayer FPS game ever made, so well balanced weekly/daily for first months to give huge depth to tactics and strategies to implement by even 32 vs 32 players size. (It was same time its weakness as it demanded a lot of teamwork).
But it was same time VERY easy to mod. All what needed was to use text editor and open every weapon, pack, grenade, armor files and just change the statics.
And the bad thing was not the easiness but that everyone could then just start own server and get it listed at server list with the own mod name. And no one needed to download anything, as the changed text files were transmitted to every client (under hundred kilobytes total).
Even the map editor worked in online as long players joined to game before starting editor. And then all clients could edit the maps with server player in real time, like adding buildings, rotating them, scaling them etc.
The game died because no one anymore hosted the base (vanilla) game and Tribes 1 fans made official patch what made it to be original Tribes 1 with same functions and that was reason why the Tribes 2 fans didn't like and game died finally.
So mods can kill a game if there is no official version available or mods are too easy to get so every scriptkid can make "fun games" by boosting their favorite units.