Players retaining diseases on spawnNot An Issue

"-Fixed help command not appearing when doing /disease"

was anyone having this issue with the plugin? 

the biggest issue with this plug is and has always been that players will retain their diseases even AFTER spawning, this makes me very weary about future plugins from this creator if they cant fix this issue after years. And the next plugin is paid.  big yikes

Yes, the next plugin is paid because it fixes these issues and was rewritten from the ground up and includes new features. This free plugin was written years ago, and has issues that were too time consuming to fix for free. Writing a plugin like this can take dozens if not hundreds of hours to plan, develop, code, test, maintain and distribute, so I decided to invest that effort into a more premium version. You do not need to buy the new version, you are more than welcome to keep using this version as is, but I will not be updating it anymore.

I read some rant from a Russian Discord hacker channel about how paid plugins are <insert run-on expletives and poor grammar here> and that because mods for Quake and Doom were free, everything should be free! -.- 

I don't think even 5% of the players on these games have any concept of how much time and effort goes into them, and yes, sometimes hundreds of hours just for a single plugin. 

Some time back, I read an article about a fairly decent game from Ubisoft; Ghost Recon: Wildlands. I really enjoyed the realistic biomes and scenery in that game, as well as being able to fly anywhere across the entire map. Interestingly, that team spent 5 years developing the game before it was released. The Ubisoft team was comprised of just over 100 staff members who were fully dedicated to producing that game.

Quick math: That's 500 man-years of effort. A half millenium of work poured into....a....game. 

So, for anyone reading this now or in the future -- I'm only ONE dev and mr01sam above is only ONE dev. I can't speak for mr01sam, but until the local grocery store, gas station, county tax folks and our own Federal government starts granting me a 'free ride' on everything, I WILL be charging for my plugins, because yes, they're a LOT of work.

 

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I read some rant from a Russian Discord hacker channel about how paid plugins are <insert run-on expletives and poor grammar here> and that because mods for Quake and Doom were free, everything should be free! -.- 

I don't think even 5% of the players on these games have any concept of how much time and effort goes into them, and yes, sometimes hundreds of hours just for a single plugin. 

Some time back, I read an article about a fairly decent game from Ubisoft; Ghost Recon: Wildlands. I really enjoyed the realistic biomes and scenery in that game, as well as being able to fly anywhere across the entire map. Interestingly, that team spent 5 years developing the game before it was released. The Ubisoft team was comprised of just over 100 staff members who were fully dedicated to producing that game.

Quick math: That's 500 man-years of effort. A half millenium of work poured into....a....game. 

So, for anyone reading this now or in the future -- I'm only ONE dev and mr01sam above is only ONE dev. I can't speak for mr01sam, but until the local grocery store, gas station, county tax folks and our own Federal government starts granting me a 'free ride' on everything, I WILL be charging for my plugins, because yes, they're a LOT of work.

 

I appreciate your input. I for one love making these plugins, I do it for fun and hope that people have fun with them too. But its just a fact that software development takes a long time and making a software product (which is what these are) takes even longer. As a solo dev, that is time away from family, friends, and general life. So for big plugins like this, I agree I do think its fair to charge a reasonable price for the effort.

Not to mention, that this free version is available for anyone to modify, so if there are issues anyone is more than welcome to fix it themselves or hire someone to do it. That being said, I doubt you'll find someone that is willing to do it for less than the cost of what I charge for the new version.

Firstly, I meant no offense at all! I simply wanted to leave some information for future users about the state of this plugin and future ones made by you mr01sam. I have actually hit you up separately and even donated some money to support this plugin. Donated because i had hope, but i would not donate to you anymore due to these decisions.

As an invested user of this plugin, I've got a couple of concerns I'd like to bring to the table for anyone else that reads this

  1. Long-term Product Support: While I appreciate the time and effort that goes into the creation of a plugin like this, it's vital to remember that user trust and loyalty are built on consistent product support. Ensuring that bugs are addressed and the plugin stays compatible with game updates is a crucial part of a developer's responsibility. This is true even for free plugins.

  2. Plugin Functionality: This is a no-brainer, the plugin MUST work

  3. Game Updates: Game environments are constantly evolving, and updates are an inevitable part of this ecosystem. When these updates cause third-party plugins to malfunction or become incompatible, the burden falls on the developer to rectify these issues and ensure continued functionality. Failing to do so could alienate users and damage your reputation, why would someone pay for something that they cant be sure will keep working??

  4. Player Retention: With the multitude of alternatives available in the gaming world, a non-functioning or underperforming plugin risks losing users. Ensuring the continual functionality and improvement of a plugin is critical to retaining your user base is paramount in rust.

I understand the other side of the coin too:

  1. Development Effort: It's clear that developing a plugin requires substantial effort, time, and dedication. It's only fair that such an investment should yield some form of compensation, particularly when the plugin requires a comprehensive overhaul. Maybe you should find another way to support yourself, or take a break from making plugins if its affecting you financially.

  2. Sustainability: It's not viable for developers to offer free services indefinitely. Everyone has bills to pay, but making plugins for a game probably isnt the way to do this imo. 

  3. Open Source Nature: Given that the plugin is open source, users with the necessary skills could indeed tackle the issues themselves. But this should not absolve the developer from their commitment to maintaining the plugin, at least to a reasonable degree. Would be great if you released all the source code and maybe popped up a github so people can keep this alive.

In conclusion, I think it's crucial to balance the need for compensation with the need for ongoing product support. Perhaps you could clarify your support policy and communicate why you're moving to a paid model or even like i said just make this totally open source. This could prevent users from feeling abandoned with a product that isn't living up to expectations.

I look forward to hearing your thoughts on this matter! 

 

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