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I think the central point here is that people who bought the game on Steam will have a slightly worse platform, and they completely don't care about the other human beings who will play the game on other platforms. So, for them, it's hard to imagine what the benefit will be since they won't gain anything from it other than more players in the game.
No, you help other platforms by offering good features for them. You don't help other platforms by taking features away from Steam.
 
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Honestly, I believe that Paradox will eventually open up the Steam Workshop after a month or two, but few mods will be published there because most players won't have access and publishing things isn't that simple, especially if you don't have the game on Steam. And as many have said here, content creators want their creations to reach a large number of people.
Just say you agree with monetizing mods and like that paradox has opted to create its own very unnecessary apple store where they have full control and take it away from the content creators
 
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Ah, as long as you're content, that's what matters...

Perhaps take a glance at the over thousands of comments on Reddit.
Oh okay because you're happy the rest of us have to suffer. Cool view of the world.
I think you have the right to dislike the decision just as I have the right to like it. It's that simple. What you can't do is speak on behalf of a supposed majority and think that your opinion is more valuable than mine because of that.
 
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i just hope they make it a better experience over steam and issues we have there… on the other hand the whole game so far is oriented to accommodate console players… i know why developers want games on multiple places like pc, macOS, console and that is money… i don’t see the need for all and every game to be everywhere… but we will see how this will go, how much they are going to lose by there choices that might end up bad … lets see what the success rate will be compared to OG cs….
 
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They just claimed their mod platform is beta.... Meaning who knows when we will get mods.

This is what happened with Train Simulator and Train Sim World. Train Simulator had/has a thriving modding community (by train sim standards), and when the Devs moved engines with the switch to Train Sim World, they promised to deliver modding support after release. That was 2017. Now, three further iterations in, they're starting to come around with some actual tools. And while I wouldn't want to accuse CO/PDX of Dovetail's business practices, it still rings a little familiar...
 
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I think you have the right to dislike the decision just as I have the right to like it. It's that simple. What you can't do is speak on behalf of a supposed majority and think that your opinion is more valuable than mine because of that.
I don't understand 'liking' them not adding a feature that, I presume, doesn't even affect you. If you are a console or Gamepass player Workshop functionality does not hurt you. Your comment seems smug and condescending to those of us who want the feature that does not affect you. Your profile was made today which makes it looks even worse like you made an account just to be contrarian.

If you had a reason to think the feature was bad that would be one thing but you don't even have an argument.
 
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I think the central point here is that people who bought the game on Steam will have a slightly worse platform, and they completely don't care about the other human beings who will play the game on other platforms. So, for them, it's hard to imagine what the benefit will be since they won't gain anything from it other than more players in the game.
People that buy their games on steam will have a much worse platform for modding and I think we can agree that modding is a big reason why CS1 is a success. No steamworkshop most likely means the return of old stye modding, not the end of the world but way more inconvenient and all that for a beta mod platform that will be discarded the moment paradox deems it too expensive to maintain.

Its a great plan that console players have the option to mod their games but it shouldnt be at the expense of a worse experience of their current customers. How many console players actually care about modding? If a console gamer knows how to mod and has more than just 5 minutes attention span chances are they also have a pc around shomewhere but then of course there is the "future" (trust me bro) optimization issue that CS also needs to address.

I really hope CS2 team fulfills its promises and/or works diligently towards pleasing its CS1 customer base first and then growing its market share across all platforms to make it a great franchise that we continue to enjoy (and pay) for many years, otherwise the game that we love may just end like so many other franchises trying to milk the cow of day 1 DLC, $49.99 skins/assets, promising cosole gaming sells, etc. all at the expense of a worsening gameplay experience.
 
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For those who don't remember, the Steam Workshop was even worse when CS1 was released. Countless times the mods would crash, wouldn't update, and sometimes you had to uninstall the entire game and download it again because of a bug in the Steam Workshop. Yet, the game kept being successful because the community wanted to play and that was the best tool available at the time. What made Cities Skylines what it was wasn't Paradox or the Steam Workshop; it was the community. Honestly, if a not-so-perfect platform is what will cause the game to fail, it only means that the game doesn't have the same appeal and community freedom as before.
 
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I think you have the right to dislike the decision just as I have the right to like it. It's that simple. What you can't do is speak on behalf of a supposed majority and think that your opinion is more valuable than mine because of that.
I agree with you, but it appears you're treating us as a minority, which is why there's a backlash.

Reddit is in an uproar, and even on the community servers on Discord, hundreds are expressing their disagreement, dozens even going as far as canceling their pre-orders. Several of my friends just did so while we were discussing it on Discord, and I'm also contemplating whether to cancel mine.

Among the vocal members, who sadly inherently represent a minority these days, the majority is strongly against this decision.

Consider Epic and how it was heralded as the Steam killer because of their cheaper and more exclusive deals. Yet, Epic is nowhere near Steam, as people are already spread across so many platforms, and they resist further fragmentation by boycotting. There's so much flawed logic behind all of this, and I can't even enumerate all of it here... that's what's so baffling.
 
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People that buy their games on steam will have a much worse platform for modding and I think we can agree that modding is a big reason why CS1 is a success. No steamworkshop most likely means the return of old stye modding, not the end of the world but way more inconvenient and all that for a beta mod platform that will be discarded the moment paradox deems it too expensive to maintain.

Its a great plan that console players have the option to mod their games but it shouldnt be at the expense of a worse experience of their current customers. How many console players actually care about modding? If a console gamer knows how to mod and has more than just 5 minutes attention span chances are they also have a pc around shomewhere but then of course there is the "future" (trust me bro) optimization issue that CS also needs to address.

I really hope CS2 team fulfills its promises and/or works diligently towards pleasing its CS1 customer base first and then growing its market share across all platforms to make it a great franchise that we continue to enjoy (and pay) for many years, otherwise the game that we love may just end like so many other franchises trying to milk the cow of day 1 DLC, $49.99 skins/assets, promising cosole gaming sells, etc. all at the expense of a worsening gameplay experience.
agree 100% … i am cs player, youtube content creator and a big liker of high detailed builds that so far i can’t see as reality in what they showed…
 
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This seems like shooting the game in the foot. It's better than literally no mod support, I guess, but part of what gave CS1 such a long tail was the modding community. I get that they're trying to make Console a valid choice but in this case, but hobbling modding in order to make it theoretically available is not the way to go. This is just effectively going to mean we've got to go to Nexus, probably. And I'm sure they'll back off on this attempt at Paradox exclusivity when it doesn't pan out, but not starting with full modding support is still going to prevent the modding community from ever growing to what it would have been.
 
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I don't understand 'liking' them not adding a feature that, I presume, doesn't even affect you. If you are a console or Gamepass player Workshop functionality does not hurt you. Your comment seems smug and condescending to those of us who want the feature that does not affect you. Your profile was made today which makes it looks even worse like you made an account just to be contrarian.

If you had a reason to think the feature was bad that would be one thing but you don't even have an argument.
Well, indeed my profile on this platform was created today. However, I made mods for the game that you've probably used at some point. Like the Cedar Valley theme and the Park People Generator, which later on was incorporated into the game through the Park Life DLC. So if you were trying to invalidate my opinion based on my playtime and contributions to the community, it didn't work. And if you had to upload and manage comments on your mod across multiple platforms, you would understand why having two platforms would actually cause content to be divided between those who have Steam and those who don't. t's important to remember that many content creators make mods for fun and don't earn money from it. So having the task of publishing in two places seems like something I personally wouldn't want to do. So yes, having two platforms would be a huge loss for those who don't have the game on Steam, which is my case.
 
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What made Cities Skylines what it was wasn't Paradox or the Steam Workshop; it was the community. Honestly, if a not-so-perfect platform is what will cause the game to fail, it only means that the game doesn't have the same appeal and community freedom as before.
How is that having just the Paradox workshop is having more freedom than having two workshops (Paradox and Steam). To me sounds like the opposite, like having more choices is more freedom. And it's not that the SW is perfect, it is very flawed, but why do you have to remove it, why do you have to replace one with the other instead of having two?


Honestly, I believe that Paradox will eventually open up the Steam Workshop after a month or two, but few mods will be published there because most players won't have access and publishing things isn't that simple, especially if you don't have the game on Steam. And as many have said here, content creators want their creations to reach a large number of people.
It depends on how good is the Paradox workshop. If it is really good then most will forget about the SW. If it isn't then well...

But remember code mods only can be found in PC anyway and even for assets I don't think in consoles there is nearly as much potential as in PC, when we're talking about installing hundreds or thousands of custom assets.


For those who don't remember, the Steam Workshop was even worse when CS1 was released. Countless times the mods would crash, wouldn't update, and sometimes you had to uninstall the entire game and download it again because of a bug in the Steam Workshop.
The Steam Workshop is far from perfect. That's why I'll give a chance to the Paradox workshop, although I don't see the need for not having a Steam workshop in tandem with the Paradox. I don't like that. But I'll wait to see how it works.
 
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What I fail to understand is since they want to make this move to Paradox Mods why they don't make it an acceptable platform before such a big change. No collections, no auto-update, no comment box (makes hard to modder and other players have feedbacks). It's not my case, but I see many players using hundreds of mods which have thousands of dependencies, how to manage that with no collections. Bad move.
 
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Well, indeed my profile on this platform was created today. However, I made mods for the game that you've probably used at some point. Like the Cedar Valley theme and the Park People Generator, which later on was incorporated into the game through the Park Life DLC. So if you were trying to invalidate my opinion based on my playtime and contributions to the community, it didn't work. And if you had to upload and manage comments on your mod across multiple platforms, you would understand why having two platforms would actually cause content to be divided between those who have Steam and those who don't. t's important to remember that many content creators make mods for fun and don't earn money from it. So having the task of publishing in two places seems like something I personally wouldn't want to do. So yes, having two platforms would be a huge loss for those who don't have the game on Steam, which is my case.
Well hey now there's some context! Absolutely none of that showed through your other comments. I continue to add that workshop doesn't affect you if you only want to add to one platform, just add to CS2's and you're good right? Workshop allowed a variety of different mods from conversions to minor tweaks. If they want one modding site that works with every edition of CS2 then I fully support that. What I don't want is for any mod that is too complex for consoles to be relegated to Nexus mods for Steam users who already have market share and a working modding front. Yes that still breaks up mods for Epic and gog(does this even release on gog or epic?) but if you're buying a game on there to mod I don't even know where your though process is.

If this in game modding continues to work for more comprehensive and complicated mods than it's fine. If it only works for asset creations then it's a step down.
 
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we might not like the decision now, but maybe it will end up ok…. 2 workshops is bigger issue for creators then just one we don’t like… we didn’t even see how this will work… maybe we will be happier in the end … it took me several hours when i was uploading my assets one by one and messed up a thumbnail and had to re upload it …
 
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I can't tell you how disheartening it is to watch a sequel to a long-beloved game shoot itself in the foot like this.

The community of video game users is often toxic, and I understand taking their knee-jerk feedback with a grain of salt. But if you'd floated this idea a year ago instead of a week before launch, you'd have been able to incorporate feedback more thoughtfully instead of after the decision had been made.

Steam Workshop isn't perfect, but I'd ride with it every day of the year over an untested single-publisher platform.

Six months from now, all the predictions in this thread will have come true. And yet the decision-makers won't be held accountable, nor will even learn their lesson for next time.
 
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...

The Steam Workshop is far from perfect. That's why I'll give a chance to the Paradox workshop, although I don't see the need for not having a Steam workshop in tandem with the Paradox. I don't like that. But I'll wait to see how it works.
The problem I have is that there is no way the Paradox workshop will be able to come close to the convenience of the steam workshop. I leave steam running all the time on my system. It is constantly downloading updates for me automatically and things are ready to go when I want to play a game. Its as simple as that.

The Paradox method would require having at minimum another program running at all times special just for the CS2 mods that I want updated for the next time I would play this game. That alone is a HUGE inconvenience. When I get time to play a game, I don't want to spend hours doing updates of mods or waiting for it. I just checked and right now I am subscribed to 96 coded mods and 5622 asset items on steam workshop for Cities Skylines 1. I know I am not alone in that, and I know there are others with significantly more than me.

I am not saying Steam Workshop is perfect either. That is why I also use Skyve to organize and turn things on/off in bundles for me, but still, they are all downloaded before I even use that tool.

I get its not as easy for others that purchase the game through Epic Game Store or Game Pass. But methods exist to get workshop items for non-steam games already, just do some searches.

I cancelled my preorder today. I will be waiting to see how things go. Just disappointing this announcement wasn't months ago and not just 7 days before the release.
 
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