Replies: 4 comments
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Yes because it's opt-in, explicit, and users (even non-technical ones) are able to review exactly what is being submitted
I don't understand enough about the requirements of a loadout to have an idea of what data would be useful to optimise its structure. This may increase complexity, but consider adding a way for users to choose which of the gathered data is submitted.
As a software author you may claim to do one thing, and ostensibly that is true. However, users need to trust the software they download, because most do not have the skill or time to audit it. Regardless of what you claim, I could see this being taken in bad faith by some users and you losing their trust. |
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Currently this is just an idea. I'm still not 100% sure if I want to go through with this, buit would have been bad to throw away the plan, so I figured I'd post it to at least gather feedback.
The explanation in the 'About' page may be handy here. In Reloaded3, I plan to represent each loadout as a sequence of events. i.e. There are 2 main requirements:
The ProblemI'm not sure who would be willing to host the data for To achieve this, ideally I'd love to put Reloaded3 on GOG or Steam, and use the cloud save functionality. That would be a win-win; end users could get the software really easily, and my cloud costs would be subsidized. Alternatively, I could try to convince my employer (NexusMods) to provide some per user storage in the API; but that's not really guaranteed. These entities may ultimately turn around and ask So if worst comes to worst, I might have to self host, otherwise the process may be inconvenient for non-technical people. So to be very explicit, I'm interested in:
Most of the space used by each loadout is expected to be events (Events.bin Documentation). These are very heavily bit packed; you'll notice that each event has multiple lengths. When loadouts are small, we can generate smaller sized events, and save even more space. However there are opportunities for even more savings. For example, a common thing a user may do is first drag a mod in their mod list, changing its load order. And then Disable or Enable a mod. However if end users perform these two actions commonly together, it may be possible to create a 'combined' action, that moves AND changes the state of a mod (1 less event), saving 4 bytes on the event, and 5 bytes on timestamp and message. This means going from 18 bytes to 9, a 50% saving. Right now, I don't have these sorts of statistics however. Logging would help me identify usage patterns (like this one) and better compress the data. [Note: On the live docs, timestamps aren't 4 bytes yet, that will change when I commit later] As for some other statistics:
I want to automatically offload mods containing music/video (stuff that doesn't need fast access speeds) to HDD on multi disk systems. To help users keeping their SSD free space empty.
I want to know if getting multi-language support in the loader should be a priority in order to help foreign users read logs.
I want to know how common big monolithic mods are. I want to steer mods towards being as modular as possible. By identifying big mods that are commonly used, I can start planning and thinking how these mods can be reimagined as multiple smaller mods rather than 1 big pack.
That's what keeps me paranoid about trying. A lot of software these days is opt-out, never tells you, phones home and gets away with it. I want to do things the right way. I specifically picked out data that is only relevant to the information I want to learn. Data that does not contain anything user specific, and the ability to review data before it is sent. I might let the user check what they want and don't want to submit, but I don't want to spend too much time writing the code, as ultimately all of it will be thrown away once the 2 month event ends. (And I'm also just 1 person). |
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I think this would be a great idea! "Telemetry" gets a bad rap because corporations use it as an excuse to collect all sorts of data they really have no business keeping, but it's an important part of making sure community software developers focus on what's important to users. |
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yep, seems good to me, plus its opt in/out (which I will totally opt in)
not really, I think you've covered all the bases
ehhhhhh, no to solve the cloud problem, I think steam and gog is a good idea but... |
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Collecting Anonymous User Statistics for Reloaded-II
Sup Nerds.
I was recently considering gathering some statistics to aid the development of Reloaded3.
Essentially I'd release an update where Reloaded-II's launcher would keep a log of the things you do to modify your games' mod setups over an extended period of time. Then some day, say 2 months later, I'd release another update that would allow you to review this information, and anonymously upload it (one time only).
Main intended goal is optimizing how I store loadouts, so I can make them smaller.
A
Loadout
is just a per-game profile, thinkCreate a Class
in your shooter game. In Reloaded-II, there is only one, in Reloaded3, you could have multiple.With statistics, I could find more common patterns in how people use Reloaded-II; and better plan around how mods themselves and loadout history should be structured.
I want to know what the people's thought about this is.
So I am asking for feedback regarding the matter.
Below is a list of bullet points I made about the specifics of the idea in mind.
Summary
A one time event where we collect information about how Reloaded-II is used over a period of ~2 months.
Ground Rules
Reloaded will never upload anything to the internet without user consent.
I don't do telemetry today, and I will never do telemetry.
Events to be Collected
The following user actions would be logged.
This info would be directly used to better design how loadout info is compressed.
Game Mod Setup Information
ModId
s).Launcher & System Info
Your Feedback
Basically I want to know.
And anything else that comes to mind.
That's all.
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