Going through some negative feedback while planning the next 4.0 update

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

Roeleveld
Posts: 403
Joined: Tue, 17. Feb 04, 23:34
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by Roeleveld » Sat, 16. Jan 21, 21:14

Pesanur wrote:
Sat, 16. Jan 21, 17:41
Roeleveld wrote:
Sat, 16. Jan 21, 16:03

Personally, I would like a few of these free ships to not move too much. Although having them a bit more "in range" would be nice.

But a few more abandoned ships, hinted at by some random person in the bar (yes, need to unlock them before even being able to "hear" about them) would be nice.

As for annoying "bugs", the biggest one is being able to end up inside another ship. Just had that happen while exiting a super highway. This is before I was planning on doing the HQ-mission, so the usual "escape"
doesn't work.
In 4.0 you have random abandoned ships together the "fixed" ones. They are damaged S & M factions ships that randomly bail out when attacked by enemies along the universe.
That's good, just hope the universe won't be littered with them like we had with minefields. :)

But random abandoned ships is nice. Having a "tow" ship capable of moving an L or XL ship to a dock or a way to have repair-drones from 1 ship assist in fixing another would be nice as well.

Roeleveld
Posts: 403
Joined: Tue, 17. Feb 04, 23:34
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by Roeleveld » Sat, 16. Jan 21, 21:21

Nanook wrote:
Sat, 16. Jan 21, 20:53
Slashman wrote:
Sat, 16. Jan 21, 17:04
...

I'm not attacking you or saying that your method is wrong btw, I'm just illustrating how hard it is to get consensus on something....
And therein lies the issue. This thread is not about getting a consensus on anything. Bernd is merely asking us to give our personal feedback on the current state of the game and what we individually would like to see done/corrected. There's no need to argue amongst ourselves about each little thing. So let's try to be positive about our negative feedback. ok? :)
I agree, a full consensus is never possible. And if Bernd (and his colleagues) are reading this, I really enjoy X4.

I never actually got into X3 as I didn't like the interface. I expect to see a cockpit while flying. I played X2 a lot and enjoyed the storyline, but I did find it forcing me in a certain direction and not allowing me to set up anything to finance the mission itself. X4 does this better by allowing me to decide when to pick up the HQ-mission and any other storylines as well. Some more storylines would be nice, but please allow them to be finished without needing a lot of resources to complete.

And some more research options later on would be nice, maybe a way to reverse engineer ships or new ship designs that Boso Ta comes up with? Eg, unique to the player and not available to other factions until the player decides to allow factions to buy them from him/her?

EmperorDragon
Posts: 380
Joined: Sat, 13. Apr 13, 14:45
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by EmperorDragon » Mon, 18. Jan 21, 12:47

I really like X4 as it is now. Of course, there are issues and changes we don't always agree with but, in the overall scope of things, it is a great X game. I always wanted to build an empire of my own in X3 and never really cared much about storylines so, X4 turned out to be the X3 successor I always wanted.

The only things I really miss from X3 is my fleet of Titans and those dangerous pirate sectors we used to have. The expansions give us some battleship-like ships to scratch my M2 itch (that Terran battleship!) so that should be all good. As for pirate sectors, we already have pirate sectors in X4 in the form of unclaimed sectors filled with SCA stations. We just need a proper pirate faction to inhabit them (SCA relations still locked post-3.0) and a stronger pirate presence in these sectors to defend their stations. Claiming an unclaimed sector full of pirate stations should not be as easy as just building an admin module unopposed.

When the time comes when the game is brimming with content and polished like a mirror, and Egosoft can afford to spend time on gimmicks and fluff, it would be nice if they could flesh out the walking feature some more. Like adding some more interiors such as personal quarters, war room, bar, casino, Suzy's parents etc. Or interiors for production modules where we can actually see things being produced. Imagine walking around the greenery of a wheat farm module for a nice relaxing break from all the space travel and war.
“To be the first to enter the cosmos, to engage, single-handed, in an unprecedented duel with nature - could one dream of anything more?” - Yuri Gagarin

Gavrushka
Posts: 8072
Joined: Fri, 26. Mar 04, 19:28
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by Gavrushka » Mon, 18. Jan 21, 14:14

EmperorDragon wrote:
Mon, 18. Jan 21, 12:47

When the time comes when the game is brimming with content and polished like a mirror, and Egosoft can afford to spend time on gimmicks and fluff, it would be nice if they could flesh out the walking feature some more. Like adding some more interiors such as personal quarters, war room, bar, casino, Suzy's parents etc. Or interiors for production modules where we can actually see things being produced. Imagine walking around the greenery of a wheat farm module for a nice relaxing break from all the space travel and war.
I know this will be an extremely unpopular opinion, but I'd be willing to pay for such stuff as a DLC. - It's not because I want to, but because I recognise it's gonna be impossible for a team of Egosoft's size to devote the kind of man-hours to do it effectively, otherwise. - I acknowledge plenty can argue it should be there anyway, but it's the pragmatist in me speaking. - I loved Rebirth stations and the gibbersome conversations. I loved finding things in the air ducts, and would love the option to have a wander around a large station, visiting rooms and pinching personal possessions when no one was about... - I'd even like to see the return of minigames! (sorry if I just caused a mass aneurysm.)
“Man, my poor head is battered,” Ed said.

“That explains its unusual shape,” Styanar said, grinning openly now. “Although it does little to illuminate just why your jowls are so flaccid or why you have quite so many chins.”

“I…” Had she just called him fat? “I am just a different species, that’s all.”

“Well nature sure does have a sense of humour then,” Styanar said. “Shall we go inside? It’d not be a good idea for me to be spotted by others.”

Alan Phipps
Moderator (English)
Moderator (English)
Posts: 30433
Joined: Fri, 16. Apr 04, 19:21
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by Alan Phipps » Mon, 18. Jan 21, 14:28

Crawling through airducts maybe to eavesdrop on a deadly rival's plans or to get to secure/sensitive areas/controls would be fine. Doing it to check for badly hidden illegal stashes, and going through other people's lockers and boxes to steal their stuff just doesn't fit the narrative for a ship's captain that's maybe destined to become a corporation CEO (in my opinion). It's not so much the activity itself, it's more about the reason. :wink:
A dog has a master; a cat has domestic staff.

Jeraal
Posts: 726
Joined: Fri, 13. Feb 04, 22:15
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by Jeraal » Mon, 18. Jan 21, 14:41

EmperorDragon wrote:
Mon, 18. Jan 21, 12:47
I really like X4 as it is now. Of course, there are issues and changes we don't always agree with but, in the overall scope of things, it is a great X game. I always wanted to build an empire of my own in X3 and never really cared much about storylines so, X4 turned out to be the X3 successor I always wanted.

The only things I really miss from X3 is my fleet of Titans and those dangerous pirate sectors we used to have. The expansions give us some battleship-like ships to scratch my M2 itch (that Terran battleship!) so that should be all good. As for pirate sectors, we already have pirate sectors in X4 in the form of unclaimed sectors filled with SCA stations. We just need a proper pirate faction to inhabit them (SCA relations still locked post-3.0) and a stronger pirate presence in these sectors to defend their stations. Claiming an unclaimed sector full of pirate stations should not be as easy as just building an admin module unopposed.

When the time comes when the game is brimming with content and polished like a mirror, and Egosoft can afford to spend time on gimmicks and fluff, it would be nice if they could flesh out the walking feature some more. Like adding some more interiors such as personal quarters, war room, bar, casino, Suzy's parents etc. Or interiors for production modules where we can actually see things being produced. Imagine walking around the greenery of a wheat farm module for a nice relaxing break from all the space travel and war.
This is why Egosoft is in a tough spot. I agree with your ideas on pirate sectors. I however want more story. I also have almost no interest in walking around in my space games. Unless they can do all things equally well, they are always in a position to irritate portions of the fan base.
Brute force and ignorance solves all problems, just not very efficiently.

If brute force isn't working, then you aren't using enough.

Gavrushka
Posts: 8072
Joined: Fri, 26. Mar 04, 19:28
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by Gavrushka » Mon, 18. Jan 21, 14:49

(In reply to Alan)

Haha, well, I'd welcome you to my sandbox, but it's a sinister world filled with shady characters and wrongdoing.

By day I'm a ship's captain - *rips off neatly-pressed uniform to reveal what, umm, is hidden beneath* - by night I'm a miscreant, oft to be found poking about in places where I shouldn't.

The point is I thoroughly enjoyed the extra-vehicular activities aboard space stations. - I *think* I've a happy memory from Rebirth of wandering about a Xenon station, fearing Marvin the Paranoid Android would leap out from a side corridor and inspire me to embark on a legendary soiling event.
“Man, my poor head is battered,” Ed said.

“That explains its unusual shape,” Styanar said, grinning openly now. “Although it does little to illuminate just why your jowls are so flaccid or why you have quite so many chins.”

“I…” Had she just called him fat? “I am just a different species, that’s all.”

“Well nature sure does have a sense of humour then,” Styanar said. “Shall we go inside? It’d not be a good idea for me to be spotted by others.”

Roeleveld
Posts: 403
Joined: Tue, 17. Feb 04, 23:34
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by Roeleveld » Mon, 18. Jan 21, 14:58

Gavrushka wrote:
Mon, 18. Jan 21, 14:49
(In reply to Alan)

Haha, well, I'd welcome you to my sandbox, but it's a sinister world filled with shady characters and wrongdoing.

By day I'm a ship's captain - *rips off neatly-pressed uniform to reveal what, umm, is hidden beneath* - by night I'm a miscreant, oft to be found poking about in places where I shouldn't.

The point is I thoroughly enjoyed the extra-vehicular activities aboard space stations. - I *think* I've a happy memory from Rebirth of wandering about a Xenon station, fearing Marvin the Paranoid Android would leap out from a side corridor and inspire me to embark on a legendary soiling event.
Walking around stations, trying to steal docked ships, might be fun

Gavrushka
Posts: 8072
Joined: Fri, 26. Mar 04, 19:28
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by Gavrushka » Mon, 18. Jan 21, 15:19

Roeleveld wrote:
Mon, 18. Jan 21, 14:58


Walking around stations, trying to steal docked ships, might be fun
Would love it! Thinking of the intro to X2 right now... And that music...
“Man, my poor head is battered,” Ed said.

“That explains its unusual shape,” Styanar said, grinning openly now. “Although it does little to illuminate just why your jowls are so flaccid or why you have quite so many chins.”

“I…” Had she just called him fat? “I am just a different species, that’s all.”

“Well nature sure does have a sense of humour then,” Styanar said. “Shall we go inside? It’d not be a good idea for me to be spotted by others.”

Fulgrymm
Posts: 637
Joined: Fri, 25. Jun 10, 05:12
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by Fulgrymm » Mon, 18. Jan 21, 15:37

GTA in Spaaaaaaace!

Bozz11
Posts: 253
Joined: Fri, 23. Nov 18, 08:54
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by Bozz11 » Mon, 18. Jan 21, 19:45

I need more war, give me more war please !!
I mean in 450 hours of playing I've seen like 0 War, only in the first 50-80 hours I saw HOP with over 100 destroyers kill 2 ANT sectors and Argon Prime and then byebye no more war for 350 hours.... I mean the biggest battle I saw was 3 ANT destroyers Vs 35 HOP destroyers... it's ridiculous even though I have supplied ANT and ARG shipyard for 200-300 hours at full capacity ! they don't seem to be able to build a fleet, is that hard coded ?

HOP and PAR build stations in each other territory like they brothers, same for HOP ANT and ARG in second contact, HOP has like 40 destroyers there but they did not even destroy all ANT stations and they've been there for like 400 hours xD
Also the whole split DLC is a mess for me and lots of people from what I see, ZYA getting wrecked in 80-100 hours never stand a chance against xenons never even saw a raptor wxhich is a shame since the ship is crazy beautifull !! In 450 hours I have never seen a ZYA shipyard !! they never managed to rebuild it xD

the whole war mechanique is non existant !

Other than that I love the trading and empire building ! great game there ! really loving it ! I don't want to sound to bad because I really love the game !

Teladi CEO
Posts: 274
Joined: Sun, 17. Jan 21, 15:24

Re: Going through some negative feedback while planning the next 4.0 update

Post by Teladi CEO » Mon, 18. Jan 21, 23:16

Fulgrymm wrote:
Mon, 18. Jan 21, 15:37
GTA in Spaaaaaaace!
Haha, it’s more like the stray argon pilot is playing GTA when they kidnap you by taking off while on their fighter.

Great work on X4, can’t wait for CoH and update 4.00.
We don’t know what paradise is like, but probably it’s blue magenta, flecked with pink. But even if it’s green and red-checked we should make the most of it. -Boron saying

Pares
Posts: 469
Joined: Wed, 6. May 09, 15:46
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by Pares » Wed, 20. Jan 21, 21:37

I keep bringing this up, and don't know whether this was/will be touched in 4.0 or not, but I really hope the ship modding system (workbench) gets revamped/overhauled from the current save scum inducing full random slot machine simulator to something more sensible, logical and dereministic. We are speaking about engineering ffs, constructing the same thing from the same resources and parts over and over shouldn't give a completely different outcome every time. It's madness. Putting such randomness into a single player game is just cheap and lazy, an annoying time/resource sink when it could be one of the most fun parts of the game and possibly even a mid/end game goal in itself with proper requirements and rewards instead of rng.

warjager
Posts: 50
Joined: Wed, 21. Mar 07, 01:23
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by warjager » Fri, 22. Jan 21, 00:49

Pares wrote:
Wed, 20. Jan 21, 21:37
I keep bringing this up, and don't know whether this was/will be touched in 4.0 or not, but I really hope the ship modding system (workbench) gets revamped/overhauled from the current save scum inducing full random slot machine simulator to something more sensible, logical and dereministic. We are speaking about engineering ffs, constructing the same thing from the same resources and parts over and over shouldn't give a completely different outcome every time. It's madness. Putting such randomness into a single player game is just cheap and lazy, an annoying time/resource sink when it could be one of the most fun parts of the game and possibly even a mid/end game goal in itself with proper requirements and rewards instead of rng.
I Support this!! I love the fact that you can modifiy your ship a little bit more than couple choice when you build the ship (tho i wish they have more choice.... ) to make them special and custom, but its true that the way they present it to you is a little bland and not too intuitive. The random roll could be good, if it was presented in a way that is immersive. Like you hire an engineer that is cheap and sketchy... and it result in a poor upgrade quality once installed. Seek a good,pricey and rare engineer, and you could have a exeptionnal quality part. And they could use space station room or bar you have to visit to find this rare gem of an engineer! Could be a good idea for using their useless station space leg

GCU Grey Area
Posts: 7826
Joined: Sat, 14. Feb 04, 23:07
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by GCU Grey Area » Fri, 22. Jan 21, 01:12

Pares wrote:
Wed, 20. Jan 21, 21:37
I keep bringing this up, and don't know whether this was/will be touched in 4.0 or not, but I really hope the ship modding system (workbench) gets revamped/overhauled from the current save scum inducing full random slot machine simulator to something more sensible, logical and dereministic. We are speaking about engineering ffs, constructing the same thing from the same resources and parts over and over shouldn't give a completely different outcome every time. It's madness. Putting such randomness into a single player game is just cheap and lazy, an annoying time/resource sink when it could be one of the most fun parts of the game and possibly even a mid/end game goal in itself with proper requirements and rewards instead of rng.
I like it the way it is. Gives the ships I mod a bit of character - every one of them's a bit different even with the same mods installed. Reminds me a bit of overclocking a computer - even with identical components can still end up with different results. Furthermore, in the case X4 ship modding we're not even using brand new components, pretty much everything I use is smashed up debris from ships I've destroyed.

Pares
Posts: 469
Joined: Wed, 6. May 09, 15:46
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by Pares » Fri, 22. Jan 21, 22:01

GCU Grey Area wrote:
Fri, 22. Jan 21, 01:12
Pares wrote:
Wed, 20. Jan 21, 21:37
I keep bringing this up, and don't know whether this was/will be touched in 4.0 or not, but I really hope the ship modding system (workbench) gets revamped/overhauled from the current save scum inducing full random slot machine simulator to something more sensible, logical and dereministic. We are speaking about engineering ffs, constructing the same thing from the same resources and parts over and over shouldn't give a completely different outcome every time. It's madness. Putting such randomness into a single player game is just cheap and lazy, an annoying time/resource sink when it could be one of the most fun parts of the game and possibly even a mid/end game goal in itself with proper requirements and rewards instead of rng.
I like it the way it is. Gives the ships I mod a bit of character - every one of them's a bit different even with the same mods installed. Reminds me a bit of overclocking a computer - even with identical components can still end up with different results. Furthermore, in the case X4 ship modding we're not even using brand new components, pretty much everything I use is smashed up debris from ships I've destroyed.
I know you, you are against changing and improving many aspects of the game. IMO, as I described, this whole feature could be so much more immersive and rewarding with little effort.

GCU Grey Area
Posts: 7826
Joined: Sat, 14. Feb 04, 23:07
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by GCU Grey Area » Fri, 22. Jan 21, 23:56

Pares wrote:
Fri, 22. Jan 21, 22:01
I know you, you are against changing and improving many aspects of the game.
You couldn't be more wrong. There are many aspects of the game I would like to be changed & improved. I post requests about such things when they occur to me (e.g. adding a turret arm/disarm key, or a trade filter to exclude hostile stations' trade data, etc). Recently asked for Split v Xenon war missions to be added, though that one got very little traction, so doubt anything will come of it. It's simply that in the case of your ideas about ship mods they would change the game in a way that would certainly not be an improvement from my perspective - would make an aspect of the game I very much like a lot less enjoyable for me.

Gavrushka
Posts: 8072
Joined: Fri, 26. Mar 04, 19:28
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by Gavrushka » Sat, 23. Jan 21, 07:34

Been trying to recall a lot of the gameplay elements from X Rebirth that kept me playing, despite the immersion-jarring bugs within it... I'm guessing some of what I considered great elements weren't included because they simply wouldn't just 'cut and paste.'

We had various kinds of probe we could control from the Albion Skunk, I know one was for hacking, and another for recon and I think the third type was military? It's not an element of gameplay that would appeal to everyone, but it was something different to do. - It did sometimes have a 'minigame' feel to it, especially during boarding, but I liked that...

And getting crew to a ship had a boarding pod race from a station and dock with the ship. - That crazy little animation really did add to immersivity.

Maybe a false memory, but I seem to remember NPCs were more expressive in Rebirth. - Didn't they do a step-back doubletake if you stared at them for too long?

We gained a great deal with the station designer, and it really is a hoot to build stations, but it can be a chore too sometimes. - And stations, although they look great, just don't have the same presence as in Rebirth.

On the subject of stations, acknowledging you can import blueprints from other sources, I do still think there should be an option at some point in the game's development to leave the user with a station design interface where all they do is select what to produce, how much storage, docking and habitation they want, along with module defence presets, and then hit the 'build' button. - I appreciate that this would likely be unworkable for complex stations, but the construction community have this one covered, anyhow.

And what in the cosmos did you do to pirate stations? I guess, remembering the immersivity of the ones in Rebirth, it was just too time-consuming/costly to recreate such modules in X4. - I absolutely loved the post-apocalyptic look of those places.

The other thing was those stations/sectors in Rebirth that seemed built just beyond the outer atmosphere of planets. - Lord, they looked awesome. I remember my jaw dropping the first time I entered one of those sectors.

Now here's something that seems to be a little more disconnected now than in the past. - Egosoft seemed to pull on the talent within the fanbase, and some of what they created would get included in the game. - I don't know if it's simply a case of 'it's too complex now' but why aren't Egosoft reaching out and working with the more talented fans in creating some new content? It's not meant to in any way denigrate the employees within Egosoft currently paid to do that, but to enhance their capability. - I see there is much in the game that still needs fixing, but I appreciate there hasn't been time, and perhaps never will be for certain things. - Right now, looking at the content from some people posting, it feels like there's a bit of a divide, and maybe a bit more community involvement could help with that. - Hell, if I wasn't a talentless old man, whose only ability is to use a dozen words where one would do, I'd be happy to help.

In fact, if you ever need help in gibbermouth wordsmith stuff, I'd be happy to throw a few written words your way.
“Man, my poor head is battered,” Ed said.

“That explains its unusual shape,” Styanar said, grinning openly now. “Although it does little to illuminate just why your jowls are so flaccid or why you have quite so many chins.”

“I…” Had she just called him fat? “I am just a different species, that’s all.”

“Well nature sure does have a sense of humour then,” Styanar said. “Shall we go inside? It’d not be a good idea for me to be spotted by others.”

User avatar
alt3rn1ty
Posts: 2388
Joined: Thu, 26. Jan 06, 19:45
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by alt3rn1ty » Sat, 23. Jan 21, 22:30

Can anything be done about late game freezing ?

I haven't seen this mentioned but it's pretty bad. Scenario to give you a feel for the problem :

I am running the 4 beta and currently trying to bottle in the Xenon north of Hatikvah's Choice 1, helping the Split fend them off.
I have a 4 fleets of Rattlesnake (10-12 in each) protecting gates in Zyarths Dominion 1 / Family Nhuut / Wretched Skyes IV / Hatikvah's Choice 1.

The aim is to whittle down Xenon supply ships and eventually storm in there sector by sector beating them back to a few sectors (Matrix #598 / Rhy's Defiance), and keep them at bay for a while so that the Split can spread and build up enough to keep them at bay themselves.

This aproach worked well for Company regard, and all the Sectors in Scale Plate / Turquoise Sea which were completely dominated by Xenon and starting to threaten Teladi in Hewa's Twin sectors, so I intervened and cleaned the place out, eventually setting up a Wharf in Turquoise Sea IX.

--------------------

Now to the meat of the issue : In Sector Fleet big enough to go toe to toe with Xenon in their own well established sectors, causes the game to lock up.

I am now in a position where I have enough resources money and well established Shipyard plus Wharf in Path to Profit to churn out any configuration of Fleet I fancy.

So with the new Coordinate attack I have tried many configurations of a new fleet specifically for in sector war to go and rout the hell out of those sectors.

Monitor, 2 x Raptor (both with 70 Chimeras each, all with Taus) around 10 Rattlesnake, and I am sitting in a Nemesis landed on one of the carriers ready to jump in the dog fighting and react to whatever the Xenon throw at this fleet.

1 Rattlesnake is Fleet Commander, Monitor is Support supply fleet, the Two Raptors are in Attack mode and all the fighters are on intercept for the carriers they are born on. The rest of the rattlesnakes are split into groups of 2s on Intercept for the Fleet Commander and bigger ships ..

.. Sounds great yeah?

Ehm no. Because every time I order the fleet to set foot into the Xenon Sectors, the battles start to go well, but eventually I end up with a slide show and an unresponsive game.

Typically I witness things like all the fighters trying to get back to the carrier will suddenly go into what I think of as starburst mode, imagine the carrier being the centre of the sun, and all the fighters being evenly distributed around the surface of the sun, and the sun goes supernova. Most of them vanish off the screen too far above / below the plain of ecliptic .. And then the slideshow starts. The game is literally unplayable. Sometimes it recovers after half an hour of being static, sometimes it crashes.

---------------

Request :

I haven't put in a bug report on this because I am pretty certain I know what the cause is .. The game has become too much for my laptop to handle (See signature)

Can anything be done to limit the in sector mass of Xenon response to a well established player, so that a minimum spec machine can hope to play this game fully?

It just seems a crying shame that you spend so much time in this game building up to a point where you could have the best battles ever, but by that time there is so much going on in the game that the game freezes your computer ..

.. and its freaking annoying! :evil: Enough so to put me off the game completely. I know taking over sectors can be done carefully with a lot less than my ideal fleet, but then whats the point of the whole RTS style game we have now, and Coordinated attacks, and being able to assign sub fleet interceptors in a huge fleet in sector designed to try and take on the worst with minimal losses .. If the game cannot execute all of that without bringing the machine specification to its knees. I know its a laptop which is not as good as a desktop, but its no slouch and should be able to handle this game.
Last edited by alt3rn1ty on Sat, 23. Jan 21, 22:40, edited 1 time in total.
Laptop Dell G15 5510 : Win 11 x64
CPU - 10th Gen' Core I7 10870H 2.2-5.0ghz, GPU - NVidia Geforce RTX 3060, VRAM 6gb GDDR5,
RAM - 32gb (2x16gb, Dual Channel mode set in BIOS) DDR4 2933mhz Kingston Fury Impact,
SSD - Kioxia M.2 NVME 512gb (System), + Samsung M.2 NVME 970 Evo Plus 1tb (Games)

:boron: Long live Queen Polypheides and may her tentacles always be supple.
Seeker of Sohnen.

Alan Phipps
Moderator (English)
Moderator (English)
Posts: 30433
Joined: Fri, 16. Apr 04, 19:21
x4

Re: Going through some negative feedback while planning the next 4.0 update

Post by Alan Phipps » Sat, 23. Jan 21, 22:37

@ alt3rn1ty: I *suspect* that the problem lies with your docking/undocking carrier fighters. See this post.
A dog has a master; a cat has domestic staff.

Post Reply

Return to “X4: Foundations”