EDIT: The new mod approval system is now live: https://www.lfs.net/forum/thread/95940
Hello Mod Creators,
You may know we have been trying to sort out the mods approval system. We want it to be easy to find high quality mods, but we would like to allow people to experiment online with early stage WIP mods.
Our current system to try to ensure reasonable quality has involved talking a lot with mod creators, sometimes trying to get them to improve the mods quite a bit before we publish them. But we know that isn't helpful for early mods, and it's just too much work for the reviewers.
So we've come up with a new plan that involves mods going through two stages. Currently we have called these stages WIP and APPROVED.
The idea is to make it much easier to get early stage mods on the system but still provide a strong quality control system for approved mods.
How the system would work:
If a submitted mod is legal, moral and not going to cause problems, we would allow it onto the system, as a WIP mod. Then, after a while, and probably various updates (and usually requiring community support, by various ratings) good mods could eventually be checked by the reviewers and APPROVED.
By default, lists of mods (on website or in game) would show only approved mods. Servers can be started with "allow WIP" if they want to be testing grounds. I think that servers that define their own shortlist of mods don't really need to think about "allow WIP" because the list defines which mods can be used anyway.
When I was checking comments yesterday (after formulating this plan the day before) I came across a post by xspeedasx which seems to match our plan quite closely. Start from "So the takeaway..."
https://www.lfs.net/forum/post/1969572#post1969572
Only he says "unverified" and "verified" where we have called it "WIP" and "APPROVED"
Additional information:
Each of those early stage mods would have a comment thread accessible directly from the mod's own page (and probably visible right there on the mod's page) for feedback and help that community members may wish to provide.
About the voting system, our current thoughts are that we need a voting system to get the mod to that stage where the reviewers can be asked to approve it. The public evaluation is supposed to take a lot of work off the reviewers. But we suggest that the user of a WIP mod can have the option to zero the votes at any time (e.g. if votes were low but now they have uploaded a new version).
The thing is that we need something numerical so that the mod reaches a certain quality level before the user can request approval. But a single star rating is too crude for this purpose. For example a mod might be great fun but its model is far too underdeveloped for the mod to become APPROVED.
An initial list of voting points (that could be on the mod's own page or comments thread) are:
- Overall rating (the one you can select in game)
- Technical quality (shadow errors, drive side errors, light functions)
- Model graphical quality (detail level, completeness)
- Physics quality (handling, default setups)
- Engine sound quality
We look forward to hearing any comments you may have on the plan.
Thank you for all the testing and experimentation!
Hello Mod Creators,
You may know we have been trying to sort out the mods approval system. We want it to be easy to find high quality mods, but we would like to allow people to experiment online with early stage WIP mods.
Our current system to try to ensure reasonable quality has involved talking a lot with mod creators, sometimes trying to get them to improve the mods quite a bit before we publish them. But we know that isn't helpful for early mods, and it's just too much work for the reviewers.
So we've come up with a new plan that involves mods going through two stages. Currently we have called these stages WIP and APPROVED.
The idea is to make it much easier to get early stage mods on the system but still provide a strong quality control system for approved mods.
How the system would work:
If a submitted mod is legal, moral and not going to cause problems, we would allow it onto the system, as a WIP mod. Then, after a while, and probably various updates (and usually requiring community support, by various ratings) good mods could eventually be checked by the reviewers and APPROVED.
By default, lists of mods (on website or in game) would show only approved mods. Servers can be started with "allow WIP" if they want to be testing grounds. I think that servers that define their own shortlist of mods don't really need to think about "allow WIP" because the list defines which mods can be used anyway.
When I was checking comments yesterday (after formulating this plan the day before) I came across a post by xspeedasx which seems to match our plan quite closely. Start from "So the takeaway..."
https://www.lfs.net/forum/post/1969572#post1969572
Only he says "unverified" and "verified" where we have called it "WIP" and "APPROVED"
Additional information:
Each of those early stage mods would have a comment thread accessible directly from the mod's own page (and probably visible right there on the mod's page) for feedback and help that community members may wish to provide.
About the voting system, our current thoughts are that we need a voting system to get the mod to that stage where the reviewers can be asked to approve it. The public evaluation is supposed to take a lot of work off the reviewers. But we suggest that the user of a WIP mod can have the option to zero the votes at any time (e.g. if votes were low but now they have uploaded a new version).
The thing is that we need something numerical so that the mod reaches a certain quality level before the user can request approval. But a single star rating is too crude for this purpose. For example a mod might be great fun but its model is far too underdeveloped for the mod to become APPROVED.
An initial list of voting points (that could be on the mod's own page or comments thread) are:
- Overall rating (the one you can select in game)
- Technical quality (shadow errors, drive side errors, light functions)
- Model graphical quality (detail level, completeness)
- Physics quality (handling, default setups)
- Engine sound quality
We look forward to hearing any comments you may have on the plan.
Thank you for all the testing and experimentation!