Multiverse Team Seasons: Season 1 Beta ends, preparing for the next steps

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LameFox
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Re: Multiverse Team Seasons: Public Beta now available

Post by LameFox » Thu, 20. Apr 23, 15:42

taztaz502 wrote:
Thu, 20. Apr 23, 15:03
After looking at the video to be honest it just seems like an expanded version of the ventures we had previously.

My only gripes would be the seasons and the teams for unique rewards...
Yeah, looking at this has mainly just made me wish we'd kept Ventures and expanded on that, instead. As a concept it seemed to fit more seamlessly into the single player aspects of the game. I hope they add a version that is stripped of the team and season stuff and basically just lets you have Somewhat Improved Ventures that we can all play on our own terms at our own pace like the entire rest of this game.
***modified***

Witzzard
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Re: Multiverse Team Seasons: Public Beta now available

Post by Witzzard » Thu, 20. Apr 23, 15:52

So far i heavily dislike it...
Getting player M ships spawn in random sectors to then kill off small transports isn't making the game any better imo. There's no real strategy and nothing to it. It's even more annoying than Khaak who at least seemingly just spawn in mining regions. Why not limit the spawns towards the teleport rifts that always were in the game? If it works that way i gotta apologise, but so far it doesn't seem that way.

And that's my current view on it besides the general "treadmill" design of this mode.
- timed season, meaning not available to once own pacing.
- forced sides + teams efforts; as if RNG groups in WoW weren't already bad.
- Competitive ladder system instead of the cooperative efforts players asked for.
- General focus on PvP.
- Exclusive items to unlock, in time limited fashion, seemingly.

Not a fan so far. So i'll likely ignore it in one or two days...

nmonter
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Re: Multiverse Team Seasons: Public Beta now available

Post by nmonter » Thu, 20. Apr 23, 17:57

TVCD wrote:
Thu, 20. Apr 23, 06:55
nmonter wrote:
Thu, 20. Apr 23, 06:03
So a question: Does anyone know how to get the Enlist Field Officer mission to work? I put in a 2-star management person in my ship. Landed and nothing happened. I can't seem to replace the manager of the station with a 2-star (I just created a dedicated station).
Open the com to the NPC. In the dialog menu you can then transfer him.
Oh! Duh! I think I had this issue before with a mission like this. Got it and that worked. Thanks!

haimeexu
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Re: Multiverse Team Seasons: Public Beta now available

Post by haimeexu » Thu, 20. Apr 23, 18:33

I have one Question that keeps me from just trying things out: How does the online save interact with my offline saves/game...
* There can only be one online save game -- so no quicksave and reload?
* Can I convert the online game to offline again?
* How does time I spend in the online version benefit my offline version?

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Old Drullo321
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Re: Multiverse Team Seasons: Public Beta now available

Post by Old Drullo321 » Thu, 20. Apr 23, 19:03

haimeexu wrote:
Thu, 20. Apr 23, 18:33
I have one Question that keeps me from just trying things out: How does the online save interact with my offline saves/game...
* There can only be one online save game -- so no quicksave and reload?
* Can I convert the online game to offline again?
* How does time I spend in the online version benefit my offline version?
Think of an online save like a normal offline save with the following exceptions:

1. Does have to be vanilla (not modified)
2. Doesn't have an autosave (you can save whenever you want and it autosaves when sending ships on ventures)
3. There can be only one active

However:
You can convert an online save to an offline save and vice versa.
How you may benefit? You can doing ventures or hunt down other player venture ships. Doing so nets you loot and probably crew skill increase

haimeexu
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Re: Multiverse Team Seasons: Public Beta now available

Post by haimeexu » Thu, 20. Apr 23, 19:13

Old Drullo321 wrote:
Thu, 20. Apr 23, 19:03
Think of an online save like a normal offline save with the following exceptions:

1. Does have to be vanilla (not modified)
2. Doesn't have an autosave (you can save whenever you want and it autosaves when sending ships on ventures)
3. There can be only one active

However:
You can convert an online save to an offline save and vice versa.
How you may benefit? You can doing ventures or hunt down other player venture ships. Doing so nets you loot and probably crew skill increase
1. Is not a problem in my case.

The rest I interpret as
* In trade away the possibility to load an earlier save (eg. lots of retries when clearing out a Xenon I using Small Burst Ray setups...)
* I get random player ships doing strange stuff, especially popping up behind my safe routes?
* I get to send away any ship I don't desperately need in my own universe
* I get some loot and ship types I can't get otherwise.

Raptor34
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Re: Multiverse Team Seasons: Public Beta now available

Post by Raptor34 » Thu, 20. Apr 23, 19:15

Old Drullo321 wrote:
Thu, 20. Apr 23, 19:03
haimeexu wrote:
Thu, 20. Apr 23, 18:33
I have one Question that keeps me from just trying things out: How does the online save interact with my offline saves/game...
* There can only be one online save game -- so no quicksave and reload?
* Can I convert the online game to offline again?
* How does time I spend in the online version benefit my offline version?
Think of an online save like a normal offline save with the following exceptions:

1. Does have to be vanilla (not modified)
2. Doesn't have an autosave (you can save whenever you want and it autosaves when sending ships on ventures)
3. There can be only one active

However:
You can convert an online save to an offline save and vice versa.
How you may benefit? You can doing ventures or hunt down other player venture ships. Doing so nets you loot and probably crew skill increase
Hang on. Is it a save? Or a profile?
Like the other guy noted, can we no longer save scum or what?

TheDeliveryMan
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Re: Multiverse Team Seasons: Public Beta now available

Post by TheDeliveryMan » Thu, 20. Apr 23, 19:26

Raptor34 wrote:
Thu, 20. Apr 23, 19:15
Hang on. Is it a save? Or a profile?
Like the other guy noted, can we no longer save scum or what?
I think you can reload the last save. But every time you send a ship on a venture an auto save is made and you cannot go further back in time than that. If you do passive scouting with a Yasur that's about every 7 minutes.

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Old Drullo321
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Re: Multiverse Team Seasons: Public Beta now available

Post by Old Drullo321 » Thu, 20. Apr 23, 19:30

Raptor34 wrote:
Thu, 20. Apr 23, 19:15
Hang on. Is it a save? Or a profile?
Like the other guy noted, can we no longer save scum or what?
? It is a normal savegame on your disk. You can save/load whenever you want. The only difference is that autosaving is disabled and when you send a ship on a venture, game saves.

Raptor34
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Re: Multiverse Team Seasons: Public Beta now available

Post by Raptor34 » Thu, 20. Apr 23, 20:10

Old Drullo321 wrote:
Thu, 20. Apr 23, 19:30
Raptor34 wrote:
Thu, 20. Apr 23, 19:15
Hang on. Is it a save? Or a profile?
Like the other guy noted, can we no longer save scum or what?
? It is a normal savegame on your disk. You can save/load whenever you want. The only difference is that autosaving is disabled and when you send a ship on a venture, game saves.
TheDeliveryMan wrote:
Thu, 20. Apr 23, 19:26
Raptor34 wrote:
Thu, 20. Apr 23, 19:15
Hang on. Is it a save? Or a profile?
Like the other guy noted, can we no longer save scum or what?
I think you can reload the last save. But every time you send a ship on a venture an auto save is made and you cannot go further back in time than that. If you do passive scouting with a Yasur that's about every 7 minutes.
So theoretically the same as normal. Except not really.

JClosed
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Re: Multiverse Team Seasons: Public Beta now available

Post by JClosed » Thu, 20. Apr 23, 20:54

I applaud the developers with their effort to please those that wanted a multiplayer component in the X-games.

I must be honest however. I am not one of those. For me it's something I never will enjoy, because I simply don't like any multiplayer aspect in a single player game.
What worries me, however, is that these multiplayer add-on's will take development time away from the single player game. While X4 is a massive improvement compared to the previous games (my personal opinion as a long-time player that started playing these games since 1999 with X-beyond The Frontier), there is still lots of stuff to do. I am afraid this extra component will slow down the core development of the game. While those people that like multiplayer components in this game will be (somewhat) pleased by it, the people that play this game because of having that sweet single player freedom, will be feeling a bit skeptical about all these developments.

I think my greatest fear as a single game lover will be the inevitable restrictions of freedom a multiplayer component will cause to the core game over time. Granted - The way it's implemented now has no drawbacks in that department, but who give guarantees it will stay that way if the multiplayer component will grow bigger and bigger. For me that's a source of concern (together with a possible increased lost of development time for the single player components).

Personally I feel no urge to participate in this Beta, and I strongly doubt if I would participate if this would be a fully integrated released game feature. So far there is no force to participate, and I hope this stays that way, and never will turn into a mandatory aspect of the game. Because if that would be the case it would be the time for me to shelve the game - Maybe forever...

All in all I don't mind this development too much so far, but with taking into account all the doubts I have given above. I still wish the developers all the best with their endeavor, but don't mind me that, at the same time, it gives me an distinct uncomfortable feeling. I will leave it at that.

Raevyan
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Re: Multiverse Team Seasons: Public Beta now available

Post by Raevyan » Thu, 20. Apr 23, 22:48

JClosed wrote:
Thu, 20. Apr 23, 20:54
I think my greatest fear as a single game lover will be the inevitable restrictions of freedom a multiplayer component will cause to the core game over time. Granted - The way it's implemented now has no drawbacks in that department, but who give guarantees it will stay that way if the multiplayer component will grow bigger and bigger. For me that's a source of concern (together with a possible increased lost of development time for the single player components).
It already has drawbacks, like you said new rewards for season and as it seems different mission for stages of season do take dev time. If you don’t participate, you don’t get the content I.e. the Yasur in the current case. Also ventures and venture ships are a good source of exceptional modifications, which don’t drop by killing ships . Only semi reliable way to get them is to do tedious mission chains that reward 1 mod part, while when doing venture clicking on a button or just killing venture ships will drop plenty.

Loecus
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Re: Multiverse Team Seasons: Public Beta now available

Post by Loecus » Thu, 20. Apr 23, 23:37

But guys really?... if i want to play game where i need to check boxes and wait for mission i will go to play ogame or some other browser game not x4.
Please don't go this way. There is lots of things to improve in normal game. I really dont like it that half of boron ships not showing equipment.

For x4 much more needed is some kind of procedural generated mission when you jump somewhere you need to do something and you get something but not clicking and waiting browser game style, Or some other new mechanics (in example scraping was greate addition)

Please don't go this way. I'm saying that as your big fan.

tquinn82
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Re: Multiverse Team Seasons: Public Beta now available

Post by tquinn82 » Fri, 21. Apr 23, 02:10

The Escort missions need some tuning intervention. Keep having hopped up Katanas show up and melt the ships I'm supposed to protect in 2 seconds. Need to have some sort of buffer to make sure the missions are actually finishable, especially when the escort mission takes so long.

GCU Grey Area
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Re: Multiverse Team Seasons: Public Beta now available

Post by GCU Grey Area » Fri, 21. Apr 23, 02:52

tquinn82 wrote:
Fri, 21. Apr 23, 02:10
The Escort missions need some tuning intervention. Keep having hopped up Katanas show up and melt the ships I'm supposed to protect in 2 seconds. Need to have some sort of buffer to make sure the missions are actually finishable, especially when the escort mission takes so long.
Have found that a Ray is surprisingly good for the escort missions. A destroyer would normally be a terrible choice for this sort of mission, however Ray's zero travel charge time engine is good for moving fast over relatively short distances. Means it can rapidly close the distance with those Katanas (etc) soon after they jump in & while they're still a fair distance from their target. Having a long range, exceptionally accurate beam weapon also makes short work of them & can usually be relied upon to kill them long before they get close enough to fire even a single shot at the escorted ship (as long as I don't get too distracted hoovering up all the loot).

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jambock
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Re: Multiverse Team Seasons: Public Beta now available

Post by jambock » Fri, 21. Apr 23, 06:37

My main concern is investing resources in a game mode that looks like it won't be very popular while they could invest resources in new DLCs by adding, for example, new ships (or old ones like those of XR), more sectors and more plot quests. I can see DLCs of this type selling well and keeping the game going for a long time. As for the multiplayer I don't believe... But it is just my opinion.

Maebius
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Re: Multiverse Team Seasons: Public Beta now available

Post by Maebius » Fri, 21. Apr 23, 09:14

This looks like a super waste of development resources.
I hope it leads to something better down the line, like actually playing a venture mission.

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mr.WHO
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Re: Multiverse Team Seasons: Public Beta now available

Post by mr.WHO » Fri, 21. Apr 23, 09:30

Maebius wrote:
Fri, 21. Apr 23, 09:14
I hope it leads to something better down the line, like actually playing a venture mission.
Like unfoccused jump drive sector, where player can face of with fleets composed by other players - that would be a neat Single Player experience with some light Multi-Player elements.

Current venture design is boring crap.

Maebius
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Re: Multiverse Team Seasons: Public Beta now available

Post by Maebius » Fri, 21. Apr 23, 10:33

mr.WHO wrote:
Fri, 21. Apr 23, 09:30
Maebius wrote:
Fri, 21. Apr 23, 09:14
I hope it leads to something better down the line, like actually playing a venture mission.
Like unfoccused jump drive sector, where player can face of with fleets composed by other players - that would be a neat Single Player experience with some light Multi-Player elements.

Current venture design is boring crap.
Yes, or like something I proposed a while back:
-Players select their ships and/or fleets to use for "multiplayer" (there should be limitations per instance/mission)
-Players take their fleet and visit an anomaly that teleports them to a spawned/instanced, one-use, unknown system (think Unfocused Jump Drive). (Could be more than one system, they will just be one-use)
-Due to "science and stuff", their single player game is just paused
-Players proceed to "do stuff" in the new system
+Pausing while doing that could be limited (or not possible at all)

"Stuff" can be completing shared objectives, pew-pewing some Khaak, or maybe fight vs each other.

Raevyan
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Re: Multiverse Team Seasons: Public Beta now available

Post by Raevyan » Fri, 21. Apr 23, 11:29

mr.WHO wrote:
Fri, 21. Apr 23, 09:30
Current venture design is boring crap.
This. I find absolutely no fun in reading a wall of pointless text explaining nothing and clicking a button and wait to get a reward. If i wanna have this kind of "gameplay" i'll go play mobile games, which are much better than that.

PS: it's also not fun at all to have random ships spawn out of nowhere and kill stuff.... Khaak are already a really bad mechanic but at least khaak are limited to Miners and they can't even scratch L miners.

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