In regards to this. The adds that are displayed while loading, are there to generate revenue for Overwolf and Curse.
They aren't a small operation, they're owned by a venture-capital backed company (Overwolf) that has raised over 22 million in investments. This is not some small rinky-dink operation that owns this.
With that said, let's compare Nexus to Overwolf. Nexus provides mods and downloads for games, as well as a launcher. They are ad-supported. However, their launcher is for directly running, managing, and adding mods to games. This launcher handles magnet links to download content, and does not phone home outside of updates or using actions like endorsing mods, and the launcher is open-source for vetting by anyone. Nexus' primary function of distributing mods can even be done without the launcher installed on your machine at all by directly downloading mods and applying them, and the launcher can do all of its functions without an internet connection.
Contrast Overwolf, which appears to be a Chromium fork like Slack or Discord, but not confirmable as it's closed source. The user experience is not great, since it sits in the background doing who-knows-what when all it needs to do is launch a launcher, then go away. There's no reason for it to stay resident: it's not handling DRM, and chat is usually done in-game or with more popular or server-specific platforms like Discord or Mumble. Even the launching isn't great, as the launcher launches a launcher, which in turn launches a launcher to finally launch the game, when previously we just launched the game directly. Why? Explicitly to generate ad revenue, at the least. The previous launcher could have easily facilitated this, by simply loading a news page with embedded ads. Now we have a russian nesting doll of a Chromium launcher running a Javascript extension to load a Java launcher to load a game. With the Curse launcher, there was still a barebones launcher that just did what it said on the tin, launched the game. (I haven't checked out FTB in a minute, so I don't know if later they removed the Java launcher.) We can directly download mods without the launcher, but (please correct me if I'm wrong) we can't downlaod the modpack-specific configuration.
You try hosting a website that has as many files/hits/downloads as the Curse site does and pay for it all by yourself.
Crap napkin math for 50 TB of AWS S3 storage is approximately $1.1k. Add in the transfer costs to get this 50TB out of S3 (4,403.20), and we're looking at around $5.5k in hosting per month, or $66k a year. This is gold-tier cloud stuff, and overpriced, but not exactly crippling, especially considering 600TB of traffic is a lot, and that we're not factoring in CDNs and other bandwitdth or storage cost-reduction measures (BitTorrent, people not re-downloading the game every time they launch it, hosted servers, etc.).
There is also now the ability to track downloads via the launcher, that in turn is on the path to compensating mod authors for their time and effort.
Tracking is precisely the sort of thing I do not want as an unknown background-running app on my desktop, and is already handled by Curseforge without a special launcher. It doesn't matter if they've pinky-sweared they won't sell the data, breaches happen all the time to everyone. Additionally, mod authors have their own avenues of getting compensation via things like Patreon, and if Bethesda's attempts at monetizing mods have shown, many mod authors don't want to deal with the fallout of attepting to force-monetize mods.
But if you hate ads, go ahead and play bedrock, and just pay for skins and maps directly.
Not a good argument, and missed the point. I'm not against ads, I'm against making users install unvetted adware that makes the user experience worse than it was before in an effort to milk every last penny from a community.
tl;dr: getting ads, spooky software, and a worse user experience is a bitter pill to swallow when others do it so much better.