To find the prices that maximizes the sales, is up to the creator of the mod. However, i can see many cases of products that are very niche, and might get just a several hundred sales, yet they are innovative and add a lot of value for some people. Which would be something that should be priced well above 5$, if necessary due low sales.
It'll be playable when we're all middle aged, unlike these mods where unless you have it backed up on a USB in your attic it's gone forever
Im gonna lean myself far out of the window and say that the devs will do this anyway going forward. however not specifically for you mod authors, but for their own dlc system - i heaviely think this will come at some point. And while they work on it they could also integrate this paid mod support, atleast if they dont fully relly on steam to sell and provide their addons. However as with every other game, forget it to have your files locked up to a 100%. You can only make it harder. And hackers are literally triggered by companies claiming their software is hard to hack or unhackable. If my game can decrypt it, i can.
Has anyone every considered donations? It's my plan of action moving forward, anyone can feel free to laugh me down. Just a thought. I mean getting your work to more people, with free admission seems better then charging money up front and having fewer people use the mod, fewer people getting word out about your work... if you're out there and people know of your work.. anyone who cares and has money to give might consider donating to said modder... It's simple, just provide the best damn content you can muster up. Aim for high standards.
At that point, you've just joined the anti-modder league with that post. Congrats!! Edit: Mess as side, the idea of having a repo-based paid mod is a great idea, and it will benefit both sides of the community. So, I'm in support of it.
Well Said my guy! Why force people to pay for your mods thus hindering your outreach and reputation which can help excel you to that point of having your hobby become a form of income. My final point in this whole argument is maybe have a small system where you have about 20% of your work dedicated to a paid system and have the rest go out to the general community. Say, 80% Free, 20% Paid, that way you still make income! My closing thoughts are keep creating, just keep in mind how much of an impact you are making.
Y'know I was just joking with a friend earlier about people telling others to touch grass when you have nothing constructive to say in an internet discussion and funny enough you just did
what about copyright and low quality paid mods? if beamng hosts (and therefore profits off of) a mod that basically is (mondello) or actually is (crownconcepts), the manufacturer is probably able to have legal ground, if not just pummel beam into the ground with their massive legal teams, even if they aren't actually doing anything wrong. the reason assetto and the likes don't actually do this is probably why, if a ferrari lawyer saw some dude upload an 812 to patreon, they couldn't get blood from that stone. but if they see a company with headquarters, employees, and investors profiting off their intellectual property, they wouldn't be happy. german copyright law also allows for reconstructive damages, and a high dollar lawyer could argue that the game's sales were helped by these stolen mods, thereby allowing beam to get sued for pretty much everything. copyright violation is also punishable by jail under german law, so beam devs could potentially be locked up from this kerfuffle. on that point, selling a car company's design for a mod and then complaining about piracy is hypocritical, but that isn't the point. in addition, when someone downloads the inevitable junk that appears, beamng would be sponsoring its sale, then facing the inevitable backlash. then, you could get a more beam-focused moderation on the paid mods, but then they would have some stake in what they approve and the problems that come from that.
Which is why real car brands aren't allowed on the existing repo --- Post updated --- Because it wasn't for you?
I think the following conclusion will be reached on this issue. Is there good access to resources (e.g. reference texture, script, Jbeam, modeling, etc.) to create the mod? Ans: Partitial, it is hard to find the way to access to the vanilla content for newbies or someone who wants to make mod for first time. (Go to Steam > Beamng.Drive > RMB > Preference > Local File > Explore) Does the staff officially provides additional explanations of resources for creating mod? Ans: Partitial, they used to provide some infos and examples for jbeam informations about each variables of the resources (e.g. reference texture, script, Jbeam, modeling, etc.) but I don't think they appeal this information so well. Also the way to combine this resource to make a part or whole vehicle is not certain to appeal i think. Is there a sequential guide for creating a mod? Ans: related to prior question, No. I have seen this method for making mods but it was outdated. Also it is hard to find as a position of the new modder or modding starter. For this issue about paid mods, If someone has its ability to make their own mods with their hand and satisfy about their creation, this paid mod issues won't be the big problem. Only users who wants more fascinating one(even who can make mod itself incl me who bought Picnic) will buy this. The non-functional guide about modding for newbies makes this problem more serious I think.
Anyone else here remember when I had a similar solution to this same problem and I was called an idiot? Pepperidge Farm remembers. And Pepperidge Farm preferred my idea because it still (potentially) allowed those with limited funds to still enjoy high quality mods. Vote with your wallet, I suppose.
Leaving my two cents here (and trying to be neutral) While I don't mind dropping a few cents for mods (Picnic and the Signia for example) I don't really support the idea of having official paid mods repository. Sure there's more pros than cons of this idea, but personally as Williamson54 said; BeamNG is not really meant for a paid mod platform. Feel free to disagree or agree. Have a good day
I don't think this is a good idea, since BeamNG official vehicles files are NOT encrypted and that's exactly the reason why BeamNG modding community thrives despite the difficulty of making BeamNG mods. In this case, even you own the mod it's still impossible to understand the working of said mod. This will destroy the openness of BeamNG modding by creating artificial scarcity. Thus, I don't think it's an effective way of protecting the work and rights of the author. BeamNG itself is DRM-free and the devs said that there won't be any DLC(the game price might increase once the early access is over but all future updates will be free), and the vehicle files are not encrypted. These characteristics of the game improved, and will continue to improve, both the popularity and rating of BeamNG.drive, which in turn, generates more revenue for the devs.
despite the fact that you need to pay MONEY for paid mods, this sounds like a good idea! because the beamng devs are the best devs, the paid repo wouldnt be a scam!