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Posts posted by CiderMuffin
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Elder Scrolls Legends is being made by an entirely different studio. I hope not, more and more people are losing faith in VR with PC VR games being nothing but shovelware akin to a lot of the "Wii Sports games" that hurt the Wii's catalog for awhile and it doesn't help that Sony is treating it like a complete gimmick. A Sci-fi game would be cool though.
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I would like to give the same appreciation and if I could I'd do whatever I could to help out. Thank you for your hard work.
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Well, I am beginning to believe that we need a sticky on fallouts and skyrims page, on how to drm your mods. It's the only way Beth will move their asses on their own scheme to stop piracy.
Yes, its annoying that mod authors have to take the time to do it, but once pirates start uploading mods that destroy saved games, or create giant deathclaws that molest them, beth will have to move fast to save their investment.
Did you miss the part about DRM not working? Because that's a pretty big part of it.
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Uh, well the three new DLC are why the season pass price was increased. So I'm going to say the site made a mistake.
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It made me happy. I love the building mechanic and nuka world sounds like it will own, it also sounds like they're completely doing a whole new fifth route but I think we need to wait to make that judgement.
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As far as I've seen there is nothing stating Bethesda had anything to do with Headfirst going under, that was due to them not being able to find any publishers or backers. They fell because simply no one was interested in what they're selling.
As far as I've seen the only people they did do that to was Human Head and with all the rest being nothing but conspiracy theories at best.
Yes because paid mods totally lasted....for 24 hours before it was pulled. Even then we can blame that on Valve doing it as well, Valve has been doing paid modding for years now so Bethesda probably thought "Hmmmm this would be a good way for modders to get money from their hobby", Todd even stated that paid modding won't come back and there are no plans for it to come back in the E3 interview at the Bethesda after-show.
If Bethesda didn't care about mods they wouldn't release a free tool kit, they wouldn't make the modding tool kit better each release, they wouldn't have tried to bring mods to console which they've tried with literally every game they made after Morrowind. Also console mods aren't coming until october for SSE so they might have fixed their abysmal site and report tracking.
All of this just feels like more Anti-Bethesda fearmongering.
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If Beth were a decent company, they'd work with the people behind F4SE to keep the .exe compatible with an available copy of f4se.
But Beth doesn't give a damn about their serious fans- well worse they hate the fact that serious mod users rely on third-party tools to FIX the game. I mean Beth 'boasts' that one of the KEY FEATURES of the special-ed version of Skyrim is 'dynamic focus'. Well strike me pink- I must have imagined playing my last playthru of Skyrim with dynamic focus- oh wait, no I didn't, I had a mod for that.
Modders have done ALL the work, now Beth wants to STEAL that work for itself, and sell back their versions of those mods as Beth-coded 'improvements'. This kind of stealing (let others do unpaid R+D, then take the results for your own version) is 'legal' but I would suggest deeply immoral in the circumstances.
Anyhoo a 'good' Beth would work to AVOID pushing updates on gamers that BREAK their chosen game configuration. A 'bad' Beth would actually be pleased they were punishing gamers for relying on third-party programs.
That's extremely not fair and this post holds no value but to attack Bethesda. It's insanely messed up. If you want to blame someone for forced updates blame Steam for getting rid of the ability to not update a game but Bethesda didn't do a damn thing wrong and you are being extremely unfair.
Seriously, the length people go to 'justify' their Bethesda hate.
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The whole settlement system is silly, but it's fun for a lot of people. It is weird how much focus they put on that aspect of the game, I love crafting systems and having a few places you could build up and populate sounded really cool, but I didn't realize that was going to be like half the game. I agree with you though, adding realism to the settlement system would drive me crazy.I'm fine with it as long as they keep patching out problems from the game like bugs or if they add in new free content like they did with survival mode. But bug fixes are necessary imo.
As for the vault and settlement building stuff, yes it's silly you can craft things instantly but if you were timed that would be INSANELY boring and I'm happy with it not doing what Hearthfire did since I can build however I want. I know the vault thing is silly but c'mon, Fallout is filled with silly stuff like that. I wouldn't be surprised if the answer to it was nanobots building everything or something lol
As for the bug fixes, I figure we'll get a few more patches, they will fix some stuff and as the purchases start to slow down they will taper off leaving the community to fix the rest. From what I have seen, they haven't really fixed a lot, but the community patch as done most of their work. But who knows, maybe someday you'll get crazy larry to your settlement without the console.
I felt they did a nice focus between Settlement building and expansion content for FO4.
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I was well close to level 100 and yea I kept playing, of course I ended up starting a new character when wasteland workshop was released.
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I'm a different guy lol and I don't remember you saying easily. I was talking to culaio.Ok I apologize for using the word easily, that was wrong of me and I didn't mean any disrespect.
Though to be fair you're doing the same thing with Wasteland Workshop. You're making it out to be some easily made thing that can't be used as a foundation, that's equally disrespectful and well let's face it entirely wrong.
Derp xD haha sorry I'm a bit tired and the faceless avatars threw me off. I'm so use to forums where everyone has a picture. My bad
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I'm fine with it as long as they keep patching out problems from the game like bugs or if they add in new free content like they did with survival mode. But bug fixes are necessary imo.
As for the vault and settlement building stuff, yes it's silly you can craft things instantly but if you were timed that would be INSANELY boring and I'm happy with it not doing what Hearthfire did since I can build however I want. I know the vault thing is silly but c'mon, Fallout is filled with silly stuff like that. I wouldn't be surprised if the answer to it was nanobots building everything or something lol
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"easily made by mod creator"
Like I said nothing from this DLC is needed for mod like this, only thing this DLC adds is assets that can be easily replaced with stuff we already have in game or easily made by mod creatorWhile its true that not all DLC's for previous fallout games were amazing, they still were solid foundations from which modders could build, for example lots of people dislike mothership zeta DLC for fallout 3 but you know what, one of my favorite mods for fallout 3 was using it as its foundation: "MOTHERSHIP ZETA CREW: THE TERRAN STARSHIP COMMAND", it was DLC size in itself, had many new locations and quests, some of the coolest and funniest quests I ever seen, like teleporter malfunction which lead to our character being gender swaped, being teleported high above ground and being teleported back few seconds before going SPLAT, and even ending up in cave from which we see White-Gold Tower from elder scrolls(yup we ended up in elder scrolls world XD), sadly we get teleported back before we can leave cave.
We could also walk on moon for a while in this mod, also there is quest with really creepy atmosphere that makes you expect something creepy to jump out at any moment.
And whats more this mod was so popular that other modders created their own add-ons expanding this mod further, so yeah mothership zeta DLC maybe wasnt greatest but it lead to creation of DLC sized mod that lead to other modders expanding it further and something like this wont happen with workshop type DLC's since DLC's like this cant be used as foundation for story mods
A person comes up to you with the idea of building a massive arena underground, not like in the settlements but a arena with criminal influences. After the arena is built by you you're given quests to expand it's popularity and to set up other things like a gambling parlor, a brothel, hire gang members to protect your assets, a drug den with a drug lab and squeezing in on the drug trade in the commonwealth.
Just came up with an interesting idea that requires the wasteland workship DLC. All you need is some imagination, really o.o
This is not story mod using DLC as foundations its simply mod using DLC elements in it, difference is that building on fundations is building off the story that DLC had, while workshop DLC dont even have story to build from, whats more you can create arena mod easliy without even having DLC with cages and stuff, not a single thing from workshop DLC is needed to create your mod idea(I saw area mods from previous bethesda games that didnt had DLC's like this), workshop DLC has nothing to do with creating a gambling parlor, a brothel, hire gang members to protect your assets.
It's a story mod using DLC as a foundation. The foundation is the arena mechanic, the story is becoming a kingpin. The original DLC doesn't need to have a story to be the foundation of a mod that involves a story.
You don't even have any mods. Modding is not easy, especially making brand new assets.
Honestly, if you're going to make an argument like that, you cloud say the mothership zeta DLC wasn't needed either. After all, a modder could have "easily" made the same thing.
Ok I apologize for using the word easily, that was wrong of me and I didn't mean any disrespect.
Though to be fair you're doing the same thing with Wasteland Workshop. You're making it out to be some easily made thing that can't be used as a foundation, that's equally disrespectful and well let's face it entirely wrong.
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Like I said nothing from this DLC is needed for mod like this, only thing this DLC adds is assets that can be easily replaced with stuff we already have in game or easily made by mod creatorWhile its true that not all DLC's for previous fallout games were amazing, they still were solid foundations from which modders could build, for example lots of people dislike mothership zeta DLC for fallout 3 but you know what, one of my favorite mods for fallout 3 was using it as its foundation: "MOTHERSHIP ZETA CREW: THE TERRAN STARSHIP COMMAND", it was DLC size in itself, had many new locations and quests, some of the coolest and funniest quests I ever seen, like teleporter malfunction which lead to our character being gender swaped, being teleported high above ground and being teleported back few seconds before going SPLAT, and even ending up in cave from which we see White-Gold Tower from elder scrolls(yup we ended up in elder scrolls world XD), sadly we get teleported back before we can leave cave.
We could also walk on moon for a while in this mod, also there is quest with really creepy atmosphere that makes you expect something creepy to jump out at any moment.
And whats more this mod was so popular that other modders created their own add-ons expanding this mod further, so yeah mothership zeta DLC maybe wasnt greatest but it lead to creation of DLC sized mod that lead to other modders expanding it further and something like this wont happen with workshop type DLC's since DLC's like this cant be used as foundation for story mods
A person comes up to you with the idea of building a massive arena underground, not like in the settlements but a arena with criminal influences. After the arena is built by you you're given quests to expand it's popularity and to set up other things like a gambling parlor, a brothel, hire gang members to protect your assets, a drug den with a drug lab and squeezing in on the drug trade in the commonwealth.
Just came up with an interesting idea that requires the wasteland workship DLC. All you need is some imagination, really o.o
This is not story mod using DLC as foundations its simply mod using DLC elements in it, difference is that building on fundations is building off the story that DLC had, while workshop DLC dont even have story to build from, whats more you can create arena mod easliy without even having DLC with cages and stuff, not a single thing from workshop DLC is needed to create your mod idea(I saw area mods from previous bethesda games that didnt had DLC's like this), workshop DLC has nothing to do with creating a gambling parlor, a brothel, hire gang members to protect your assets.
It's a story mod using DLC as a foundation. The foundation is the arena mechanic, the story is becoming a kingpin. The original DLC doesn't need to have a story to be the foundation of a mod that involves a story.
Nothing is needed to make a mod like Mothership Zeta but the mod author still did it. Just because "Nothing is needed" which is highly inaccurate again doesn't change the fact that it's part of the foundation of the mod. This is just you ignoring facts at this point. It's literally the same thing that Mothership Zeta Crew did, they took what was in a dlc and expanded on it's foundation. Literally the same thing
Its not same, mothership zeta offers much more, it offers: story, lore, characters, themes(aliens), new locations, assets. you can easily create quest mod based on all of those but you cant really create quest mod based only on some assets as foundation.
All poorly done which is the point of Mothership Zeta Crew. Again none of that makes it different from a mod that uses Wasteland Workshop as a foundation. Like, MZC doesn't even touch the MZ's vanilla characters but to only give them the MZC uniform and a few old locations are brought up, everything else is entirely new
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What they did to Obsidian is nothing, compared to what they did to Arkane, Troika and what the real plan for Obsidian was.Fallout 4's 'innovations' are almost all 'inspired' by popular mods for earlier Beth games. The special-ed version of Skyrim just announced (NOT a remaster- just the vanilla game ported to the latest version of the engine) has its list of 'improvements' read like a list of popular mods for the existing version.
Beth's whole attitude to this latest version of Fallout stinks to high heaven- but can we be surprised when in a fit of total JEALOUSY, Bethesda worked to sabotage 'official' reviews for the out-of-house developed New Vegas, because if NV scored below a certain level on Metacritic, Beth wouldn't have to pay a MASSIVE BONUS to the devs- and no this is NOT an urban legend, but a direct example of just how nasty the management of Beth really are.
NV has masses of genuine, non-ripped-off innovation over FO3 that instead of welcoming, had Beth swearing to NEVER employ the NV devs again. A rotten rotten attitude, since the devs of NV would have done an infinitely better job making FO4- and for far less than it cost Beth internally.
ALL modders now want from Beth is enough INTERNAL functionality to be exposed be accessible functions, so things like Settler AI can be fixed. But Beth can't even be bothered to support modding for their game with even the most basic acceptable documentation- or to have a system where modder feedback allows Beth to code better basic functionality into the engine and CK.
Since FO4 and special-ed Skyrim are the last use of the ancient and crummy engine, Beth has a very cynical attitude to these titles. Expect everything to change with their NEXT open-world game based on the iDTech engine. That will have highly professional (but probably functionally weak) modding- but ONLY on Beth.net- the new DRM/IP blocks in every mod will end third party hosting of mods.
Bethesda has a tendency to give developer companies they contract milestones to get their payment to keep developing their game. So what happens if you fail a milestone? You dont get paid. Guess how Prey 2 got cancelled, and how Human Head almost got bought, how Arkane has been rumoured to be bought by Bethesda, and how Troika went bankrupt and why theres no new VTMB games or Call of Cthulu games?
Bethesda likes to give these milestones, then deny that the milestone was met. So these developers arent meeting the reqs, and arent getting paid. When you dont get paid, you're in trouble. Then Zenimax comes along and offers to loan you some money, just to help you out for now. But you keep failing more milestones, what then? You're renegging on your game, failing your milestones and the money has run out, and along comes Zenimax, offering to buy your company for peanuts and in your current position, and wanting to finish your game, you agree. It almost happened to Human Head, and supposedly happened to Arkane. And Troika was supposedly sabotaged by Bethesda way back during morrowind days.
https://www.reddit.com/r/Games/comments/1fqkcx/ign_bethesda_tried_to_kill_human_head_prey_2_to/
Uh, Bethesda didn't do a thing to Troika. The closest they even came to interacting with was they both had a interest in getting the rights of Fallout 3, which Bethesda won. That's not a bad thing or even what you described. Also the only milestone Obsidian failed was to get a metacritic bonus, which yea was messed up but it was just a bonus, Obsidian still got paid.
If you want someone to blame for VTMB blame that on activision, they're the ones who was forcing stuff on Troika also Troika didn't do the Call of Cthulhu game, that was Headfirst Productions.
Now onto the topic, OP, none of the ideas Bethesda supposedly "ripped off" are even that complex or unique. DDP didn't create the idea of elevators, Build your Own Vault didn't come up with the idea of building a vault, building robots aren't unique of an idea and the closest you can come to is Maxwell's World and Nuka World having similar ideas with an amusement park (which isn't unique given amusement parks are a huge deal over here in America, almost every state has at least 1) but you lose that when you take into consideration that Nuka World is a lawless den of raiders and Maxwell's World is a horror themed mod.
Bethesda didn't steal a thing from mods.
Fallout 4's 'innovations' are almost all 'inspired' by popular mods for earlier Beth games. The special-ed version of Skyrim just announced (NOT a remaster- just the vanilla game ported to the latest version of the engine) has its list of 'improvements' read like a list of popular mods for the existing version.
Beth's whole attitude to this latest version of Fallout stinks to high heaven- but can we be surprised when in a fit of total JEALOUSY, Bethesda worked to sabotage 'official' reviews for the out-of-house developed New Vegas, because if NV scored below a certain level on Metacritic, Beth wouldn't have to pay a MASSIVE BONUS to the devs- and no this is NOT an urban legend, but a direct example of just how nasty the management of Beth really are.
NV has masses of genuine, non-ripped-off innovation over FO3 that instead of welcoming, had Beth swearing to NEVER employ the NV devs again. A rotten rotten attitude, since the devs of NV would have done an infinitely better job making FO4- and for far less than it cost Beth internally.
ALL modders now want from Beth is enough INTERNAL functionality to be exposed be accessible functions, so things like Settler AI can be fixed. But Beth can't even be bothered to support modding for their game with even the most basic acceptable documentation- or to have a system where modder feedback allows Beth to code better basic functionality into the engine and CK.
Since FO4 and special-ed Skyrim are the last use of the ancient and crummy engine, Beth has a very cynical attitude to these titles. Expect everything to change with their NEXT open-world game based on the iDTech engine. That will have highly professional (but probably functionally weak) modding- but ONLY on Beth.net- the new DRM/IP blocks in every mod will end third party hosting of mods.
Sheesh talk about pulling conspiracy theories out of your ass. Dude you need to calm down and stop with the hysteria. We've seen no actual evidence of that. Bethesda would know how dangerous it would be to try to do mod DRM, it wouldn't work at all.
Also we have no clue how big Obsidian's bonus would've been soooo that's inaccurate to say it's massive as well as saying Bethesda is never going to hire the NV devs again which is instantly confirmed bullcrap because the new Prey game has Avellone, a fallout NV dev, on it's team. Fallout 4 improved a lot over some of the ideas NV had. For instance weapon modding, now the survival system, world building and the mixed morality of factions.
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Like I said nothing from this DLC is needed for mod like this, only thing this DLC adds is assets that can be easily replaced with stuff we already have in game or easily made by mod creatorWhile its true that not all DLC's for previous fallout games were amazing, they still were solid foundations from which modders could build, for example lots of people dislike mothership zeta DLC for fallout 3 but you know what, one of my favorite mods for fallout 3 was using it as its foundation: "MOTHERSHIP ZETA CREW: THE TERRAN STARSHIP COMMAND", it was DLC size in itself, had many new locations and quests, some of the coolest and funniest quests I ever seen, like teleporter malfunction which lead to our character being gender swaped, being teleported high above ground and being teleported back few seconds before going SPLAT, and even ending up in cave from which we see White-Gold Tower from elder scrolls(yup we ended up in elder scrolls world XD), sadly we get teleported back before we can leave cave.
We could also walk on moon for a while in this mod, also there is quest with really creepy atmosphere that makes you expect something creepy to jump out at any moment.
And whats more this mod was so popular that other modders created their own add-ons expanding this mod further, so yeah mothership zeta DLC maybe wasnt greatest but it lead to creation of DLC sized mod that lead to other modders expanding it further and something like this wont happen with workshop type DLC's since DLC's like this cant be used as foundation for story mods
A person comes up to you with the idea of building a massive arena underground, not like in the settlements but a arena with criminal influences. After the arena is built by you you're given quests to expand it's popularity and to set up other things like a gambling parlor, a brothel, hire gang members to protect your assets, a drug den with a drug lab and squeezing in on the drug trade in the commonwealth.
Just came up with an interesting idea that requires the wasteland workship DLC. All you need is some imagination, really o.o
This is not story mod using DLC as foundations its simply mod using DLC elements in it, difference is that building on fundations is building off the story that DLC had, while workshop DLC dont even have story to build from, whats more you can create arena mod easliy without even having DLC with cages and stuff, not a single thing from workshop DLC is needed to create your mod idea(I saw area mods from previous bethesda games that didnt had DLC's like this), workshop DLC has nothing to do with creating a gambling parlor, a brothel, hire gang members to protect your assets.
It's a story mod using DLC as a foundation. The foundation is the arena mechanic, the story is becoming a kingpin. The original DLC doesn't need to have a story to be the foundation of a mod that involves a story.
Nothing is needed to make a mod like Mothership Zeta but the mod author still did it. Just because "Nothing is needed" which is highly inaccurate again doesn't change the fact that it's part of the foundation of the mod. This is just you ignoring facts at this point. It's literally the same thing that Mothership Zeta Crew did, they took what was in a dlc and expanded on it's foundation. Literally the same thing
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While its true that not all DLC's for previous fallout games were amazing, they still were solid foundations from which modders could build, for example lots of people dislike mothership zeta DLC for fallout 3 but you know what, one of my favorite mods for fallout 3 was using it as its foundation: "MOTHERSHIP ZETA CREW: THE TERRAN STARSHIP COMMAND", it was DLC size in itself, had many new locations and quests, some of the coolest and funniest quests I ever seen, like teleporter malfunction which lead to our character being gender swaped, being teleported high above ground and being teleported back few seconds before going SPLAT, and even ending up in cave from which we see White-Gold Tower from elder scrolls(yup we ended up in elder scrolls world XD), sadly we get teleported back before we can leave cave.
We could also walk on moon for a while in this mod, also there is quest with really creepy atmosphere that makes you expect something creepy to jump out at any moment.
And whats more this mod was so popular that other modders created their own add-ons expanding this mod further, so yeah mothership zeta DLC maybe wasnt greatest but it lead to creation of DLC sized mod that lead to other modders expanding it further and something like this wont happen with workshop type DLC's since DLC's like this cant be used as foundation for story mods
A person comes up to you with the idea of building a massive arena underground, not like in the settlements but a arena with criminal influences. After the arena is built by you you're given quests to expand it's popularity and to set up other things like a gambling parlor, a brothel, hire gang members to protect your assets, a drug den with a drug lab and squeezing in on the drug trade in the commonwealth.
Just came up with an interesting idea that requires the wasteland workship DLC. All you need is some imagination, really o.o
This is not story mod using DLC as foundations its simply mod using DLC elements in it, difference is that building on fundations is building off the story that DLC had, while workshop DLC dont even have story to build from, whats more you can create arena mod easliy without even having DLC with cages and stuff, not a single thing from workshop DLC is needed to create your mod idea(I saw area mods from previous bethesda games that didnt had DLC's like this), workshop DLC has nothing to do with creating a gambling parlor, a brothel, hire gang members to protect your assets.
It's a story mod using DLC as a foundation. The foundation is the arena mechanic, the story is becoming a kingpin. The original DLC doesn't need to have a story to be the foundation of a mod that involves a story.
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....same actually. I really want to play some but I have mods that require F4SE :<
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While its true that not all DLC's for previous fallout games were amazing, they still were solid foundations from which modders could build, for example lots of people dislike mothership zeta DLC for fallout 3 but you know what, one of my favorite mods for fallout 3 was using it as its foundation: "MOTHERSHIP ZETA CREW: THE TERRAN STARSHIP COMMAND", it was DLC size in itself, had many new locations and quests, some of the coolest and funniest quests I ever seen, like teleporter malfunction which lead to our character being gender swaped, being teleported high above ground and being teleported back few seconds before going SPLAT, and even ending up in cave from which we see White-Gold Tower from elder scrolls(yup we ended up in elder scrolls world XD), sadly we get teleported back before we can leave cave.
We could also walk on moon for a while in this mod, also there is quest with really creepy atmosphere that makes you expect something creepy to jump out at any moment.
And whats more this mod was so popular that other modders created their own add-ons expanding this mod further, so yeah mothership zeta DLC maybe wasnt greatest but it lead to creation of DLC sized mod that lead to other modders expanding it further and something like this wont happen with workshop type DLC's since DLC's like this cant be used as foundation for story mods
A person comes up to you with the idea of building a massive arena underground, not like in the settlements but a arena with criminal influences. After the arena is built by you you're given quests to expand it's popularity and to set up other things like a gambling parlor, a brothel, hire gang members to protect your assets, a drug den with a drug lab and squeezing in on the drug trade in the commonwealth.
Just came up with an interesting idea that requires the wasteland workship DLC. All you need is some imagination, really o.o
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Todd Howard trying to sell us a pitch that this was their most popular and most successful game of all time.... LMAO. And why even lie like that? It defies logic.
Sales wise it was. Iirc it outsold skyrim's release sales on release day and is still getting bought by people to this day. Once the steam sales start it's only going to add more to that.
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Well you really don't know that, do you? The fact you need a copy of Fallout 4 to even use the GECK let alone upload a mod to Bethesda.net (Which requires the GECK to do) might show mod stealing might be by PC players more. I could be wrong since I never pirated the game nor plan to.
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And what's stopping people from just reverse engineering the mod to get rid of the DRM? You know, like they do for pirated games. Also what about people who don't want to use F4SE, why should they be punished too?
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So DRM, the thing that almost every gaming community on the internet hates.
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A new version of tools like SKSE and TES5Edit will need to be made and yea, there will likely be some incompatible mods with it. I'm really excited to see what it'll bring.
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Settlement building is great and a fun way to waste some time, I enjoyed it and it fit the flow of the world fine. It's also nice to have an actual faction that is dedicated to building up settlements or to be able to create your own settlement without the need of mods. Wasteland Workshop adds on to this in a lot of fun ways.
Also yea, Fallout 4 is far from a failure. It's still one of the most played games on Steam and a lot of people love it. I wouldn't really classify the story as problematic, it was miles ahead of Fallout 3's and the factions were great imo. Maybe even better then NV's because they were truly ambiguous whereas NV's weren't, hell we might even be seeing a fifth faction with Nuka World given it's description.

ideas to protect your mods? fallout 4
in Discussion
Posted
Not everyone owns a credit card or can afford a credit card. I don't own one and if I did it'd be only for emergencies and not online purchases. You also have that needing a credit card is a huge security risk as someone could hack the forum and welp, there goes my personal information.