Starting now with The Elder Scrolls V: Skyrim, the Workshop is also a great place for community content creators to earn money by selling their greatest works. The Steam Workshop has always been a great place for discovering community-made mods, maps, and items for a variety of games. Now that you've backed a dump truck of feedback onto our inboxes, we'll be chewing through that, but if you have any further thoughts let us know. We think this made us miss the mark pretty badly, even though we believe there's a useful feature somewhere here. We understand our own game's communities pretty well, but stepping into an established, years old modding community in Skyrim was probably not the right place to start iterating. We wanted more great mods becoming great products, like Dota, Counter-strike, DayZ, and Killing Floor, and we wanted that to happen organically for any mod maker who wanted to take a shot at it.īut we underestimated the differences between our previously successful revenue sharing models, and the addition of paid mods to Skyrim's workshop. We thought this would result in better mods for everyone, both free & paid. To help you understand why we thought this was a good idea, our main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to, and to encourage developers to provide better support to their mod communities. It's obvious now that this case is different. We've been shipping many features over the years aimed at allowing community creators to receive a share of the rewards, and in the past, they've been received well. We've done this because it's clear we didn't understand exactly what we were doing. We talked to the team at Bethesda and they agree. For anyone who spent money on a mod, we'll be refunding you the complete amount. We're going to remove the payment feature from the Skyrim workshop. The Sketchfab preview can also be inserted into Steam Community Discussions, Announcements, and Greenlight submissions. Once your item has been posted to Sketchfab and you have a page on their site, you may enter that URL in the new field provided in the Steam Workshop when editing the screenshots and videos for your item. To include a Sketchfab preview, you’ll need to create a free account on Sketchfab’s website ( ) and upload your model there similar to how you go about posting a video to YouTube. This can be used to provide an interactive 3D presentation of your model, scene, or item that users can zoom, pan, or rotate around to get a better view of your submission. Here’s an example from johnskyrim’s Doomhammer, a Skyrim weapon mod: When preparing the Workshop page for your mod or item, you now have the option to include a 3D Sketchfab preview of your item along with your videos and screenshots. It's also not really used by anything else. Finally, I don't see the problem with a permanent port forwarding rule (assuming you don't use DHCP) - the default port used by W:A (17011) is within the registered port range, and thus will not be assigned by the operating system to programs requiring a random port to listen on. I'm also not sure how port triggering would work in conjunction with W:A's ability to use an arbitrary port number for incoming connections, as supporting both would require a server and an IPv4 address that accepts connections on any port. I'm not sure what you mean by "simple NAT (1:1)" - I have not encountered that terminology before. I have researched the problem here, a while ago. Although it would be possible to implement the desired features of TCP on top of UDP, so far I haven't encountered a solution that would work for W:A. Latency is not an issue for a turn-based game, and reliability is mandatory for synchronization based on input, and for this reason W:A needs to use TCP (as opposed to raw UDP). Other games (mainly realtime multiplayer games) commonly use the UDP protocol, which sacrifices reliability for improved performance. This model has made W:A resilient to common forms of cheating, such as memory hacking. In comparison with many realtime multiplayer games, or even newer Worms games, Worms Armageddon relies on a synchronized state that is updated with each player's input for each instance.
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