X rebirth, video serie (german) part 1, 2, 3 and 4

General discussions about X Rebirth.

Moderator: Moderators for English X Forum

DaddyMonster
Posts: 1094
Joined: Fri, 23. Nov 12, 16:34

Post by DaddyMonster »

Sinthanor wrote:Acording to the consequences of attacking ships and/or stations:

Hostile reactions were tuned down a little bit from prio versions as they tended to wipe the player off too fast. But he also says that this scenery may be a little bit too forgiving, so I think it's still in the balacing process. He additionally mentioned that some stations (of certain corps) may not react to ship vs. ship combat in their proximity because of their general attitude towards helping the other corporations or they simply doesn't care.


@Saquavin
1 is answered above, 2 seems to be this way, yes

4: It actually had turrets but the gamestar dude got lucky and killed the starboard turret pretty fast, you can see the port turret firing at him near the end of the ships lifespan. And more importantly: The first action he did with this freigther was to fly in the bug-hangar thingie and shot down the drone launch bay, so we do not know how the response may have been with this bay active.

I could write a brief summary of the videos if tthere is sufficient demand. :P

Cheers
Thank you for clarifying, particularly that Bernd was openly aware there was an issue.

The demand for a translation would be superseded only by our resultant gratitude :-)
User avatar
hourheroyes
Posts: 346
Joined: Mon, 9. Apr 12, 05:14
x4

Post by hourheroyes »

Some parts of the third video are a little worrying--mostly the lag--but some parts make me excited as hell. Omicron Lyrae! Some of the backdrops are amazing, and flying through the superhighway looked awesome.

Also, did anyone see him bust out the suicide drone on that cap ship?? That was AWESOME

*edit*

If german translators want o try to compete for Forum Member of the Year award with Sryan, they could do a transcription as detailed as his ...... :)
spacecoyote99
Posts: 375
Joined: Thu, 10. Oct 13, 20:57
x4

Post by spacecoyote99 »

Hope I'm not stepping on Sryan's toes here but I'm sure people want this as soon as possible.

*disclamer* German isn't my first language and I didn't translate everything literally. But I tried to follow what was said as closely as possible. If I misrepresented anything Bernd said please let me know and I'll fix it.


[PART3]


0:00 Starts by explaining they received questions via Facebook and that he'll ask Bernd to answer.

0:24
[Interviewer] First question, is there a third person view?
[Bernd] No! At first we'll only have the cockpit view. We have other perspectives, we can control drones in first person, at least in version 1.0 there's only the first person view. If we hear that people urgently want this feature we may add it later in an update. There are a lot of things already on our wishlist. This is something that really depends on the fans whether this will make it in. But something that's somewhat related, is support for Oculus Rift, we can attach a kind of free look perspective. This is a possibility for an update, Rift support together with different viewpoints.

1:33
[Interviewer] This question was also frequently asked, so that's a possiblity. About the plans for the future, what is your top 5 of things you'd like to add after release?
[Bernd] Well, the Oculus Rift support... It depends how you want to sort this "top 5".
[Interviewer] Talk about the stuff YOU want. Be selfish.
[Bernd] Well, selfish.. :D Oculus Rift support because it's great! We have one of those things and it's extremely fun. We're really looking forward to including it but it's not a "must have." And at the moment we can only manage "must have" features. But the probability we'll include OR support is very high because WE want to make it. But third person view is, for fans who might not yet have an OR (the number of people who have one isn't that high) so maybe more important.
[Interviewer] Well the OR are VR glasses so if you..
[Bernd] Yeah if you press the button you'll have VR glasses inside VR glasses. (joking about the drone view)
[Interviewer] In 2014 we'll probably get the HD version that they'll offer for this kind of game (not sure here?)
[Bernd] Yeah, then you can look around the cockpit with the OR and control the ship using your mouse or controller. It detaches looking around from the control of your ship, that's the difference with a shooter, it will function much better with X than a shooter because it causes problems with aiming.

3:27
[Interviewer] Something that I noticed, I'm playing with a gamepad. You can of course also play with keyboard and mouse. You can then for example simply click on objects to get information. But when it's possible to play with a gamepad, of course the question arises: what about next-gen consoles. Of course not the old consoles but the new ones might be more suitable.
[Bernd] Welllll maybe. We'll see.. It's not a priority for us but it's possible. I don't think the hardware would be a problem, but most of all the ability to use a controller to control is the main thing. (note: not sure I understood this right since the game seems to be 100% controller accessible?) That's the defining difference between a PC and console game and for us it was a priority because it's becoming more important due to Steam big picture mode. I think it's great that this is making PC games bigger again and bring them to the livingroom. The Steam consoles coming, we want to be a part of that.We wanted to be prepared for the Steam box. And (maybe this will be on your list too) we also want to make Rebirth possible on Linux and Mac. And people who buy the PC game will get these version free.


5:15
[Interviewer] I'm trying to force a bit of a fight but somehow...
[Bernd] You have a very high reputation but just shoot at the station turrets a bit. It depends on the relationship between the faction and the ship. Factions don't really care too much if you shoot at other people. So whether they protect strangers or not that depends a lot on whether they have their own police force (not sure if he meant "belonging to the faction of the other ship" here.) In this area for example, the Argon region, they have some police and they won't tolerate this. [Interviewer starts shooting "Big Bertha"] Oh, oh! Ok try shooting the little guys below. Now everything is turning red. Now you have to make sure you get away. This "Big Bertha" - as we call it sometimes, it's not the official name - [Interviewer] He can't really catch me right? [Bernd] Yeah, but those little guys [Interviews] They're not exactly thrilled with us either.. [Bernd] Maybe it would be smart to get away while you can still boost because that shield energy is also your boost energy and if it's gone you won't be able to get away so easily..

6:50
[Interviewer] Here's also a capital ship that isn't so friendly to us anymore. We have another couple of weapons. Let's get back to the questions. The next question you probably be able to answer.. Will it be easier for new players. How well will it function when you..
[Bernd] Well I already mentioned the "tutorials", we now have a giant tutorial: the first chapter of the game. Well, it's not a tutorial like a school but the first chapter of the game will gradually show the various features of the game and will introduce new players to them using tooltips and explaining how the game works.

7:45
[Interviewer] *mumble mumble*
[Bernd] Now we can also show a cool feature: that when you get closer to a cap ship you'll start moving with it, which is essential if you're trying to destroy features on its surface.
[Interviewer] Maybe I can motivate it to start moving a bit.. Ah there it goes.. We're in the gravity well of the ship. Of course this is a gameplay mechanic, a small ship like this of course wouldn't really cause this much gravity.
[Bernd] Well yes it's not really an actual gravity field, but it's your combat computer that automatically compensates. Gravity wouldn't be very believable here of course. But the point is that you as the player can strafe and attach the surface elements. And that makes it possible to have believable small surface elements. The alternative is to have these giant exaggerated turrets that you can shoot with rockets but that would be boring. This of course isn't a very big cap ship, you can take a look at that transport ship in the background. Although there are certainly still bigger ships. But this one has an opening in the front you can fly into.
[Interviewer] Ah so this is a transporter. I recognize it from the Gamescom demo and I thought it was one of the biggest ships but..
[Bernd] It's about a mid-size. You'll see.. Oh that's a drone launcher which will launch little..
*drone launcher explodes*
[Bernd] Bomsch..
[Interviewer] Hopefully they'll be a little less friendly to us now. Finally. Very good, reputation gone!
[Bernd] And now you've destroyed its drone launcher so it it can't reinforce which is very clever, if you now fly to its rear and destroy its drive you'll have the tactical advantage. Best to use these dumbfire missiles. Now you've selected the drive as a target. Just fire, you have them. They're cheap.. Price is always a factor!

10:33
[Interviewer] Mouse keyboard, but another question: joysticks?
[Bernd] Of course we also support joysticks. We worked on getting the gamepad working first, because there are thousands of different joysticks. And with most models you also need the keyboard. You always have the ability to use keyboard shortcuts. For example '.' for the sector map, ',' for the galaxy map. We tried to keep this compatible with the previous titles but that's nothing new. Also the mouse controls are very similar to previous titles. Although then you had a 'hard target' that wasn't lost when you stopped tracking it. So the controls in general are very different.

11:30
[Bernd] You just shot a torpedo which you can control for a while into that ship.
[Interviewer] I'll fly back a bit I have another one I can control for a bit longer. This ship apparently doesn't have any more defensive measures. This brings us to the next question: how can you build these ships. So can you build the modularly and determine "how will it be armed"? How does this look?
[Bernd] These are indeed partly modular. Similar to the stations they have "build trees" which are in most cases a lot simpler. Not as many modules as you saw in the menu of that station, where you really have a complex build tree with may have many dozens of modules. But what is similar between capital ships and stations are the surface elements. So these turrets that you're shooting at, you can equip on your cap ships using a slider. For for example you can say "use 50% of elements for missile launchers" "make 20% smaller turrets" "build me a better drive", so that way you can improve your ship modularly.

13:00
[Interviewer] Trying to destroy this ship..
[Bernd] Well this is a food freighter, it's not terribly exciting as a target. If you attack one of those beautiful destroyers, armed to the teeth, that's more exciting, but you choose one of these food freighters. ;)

13:20
[Interviewer] Another question from someone who probably doesn't know the X series that well... Multiplayer?
[Bernd] No. Not for now. Sure it's an interesting theme and certainly we'll think about it, it's something we've thought about for a long time, but for now it's more than enough work to finish single player and as I said we have so many plans and ideas still to add. We want most of all to reach the point where we can hand this game over to the community and get feedback. This is for us the first time we've worked on a completely new project for this long without getting any feedback. With the X series it's always been that we can hear what people like and what they don't. I know that multiplayer is wanted by many but not yet.

14:30
[Interviewer] Ah these are the swarm rockets :D
[Bernd] Yeah those really need a soft target.
[Interviewer] Ah he's finally shooting at us!
[Bernd] Well there is only one turret left and this ship was pretty poorly armed. If you select that turret you can use your swarm missiles.. Oh he shot them down..
[Interviewer] ...
[Bernd] There's a shield generator
[Interviewer] That blue one? Well talking about community and support, a big part of X is of course moddability. Oh shit!
[Bernd] You took a little explosion damage (?)
[Interviewer] How does that look? Mod support? Do you have it, will it come later?
[Bernd] The game is much more modular than the previous games. This is also to made with the thought to make the game much more open. There's a scripting language we tested with Albion Prelude, that you could use for making missions. We expanded it here, you can program AI, missions. You see it in all areas of the game. We want to document this very soon, although this will be lacking at release time as we don't have time right now to spend on documentation. But our goal is first of all to make everything available for modding.

16:30
[Interviewer] We just used a superhighway and jumped to another sector. Just to finis the topic, you said "build your own missions", will the game then also support for example Steamworks, so you can install these mods without any problems?
[Bernd] Not at first, supporting Steamworks is desirable but maybe later. It's not so simple. Oh this is a bit narrow, usually you'd fly through here with drones.
[Interviewer] Oh finally there's a fight. Well that was a huge fight :D
[Bernd] Here there aren't so many 'bad guys', what happened there is that an enemy ship attacked and it was responded too. This was a weak attach, bad guys were taken down very quickly. This happens all the time, encouters between factions, you see in the right bottom part of the screen the indication which faction this is. And what your standing is with them, the same thing happens with NPCs. This can develop and change during the game.

18:15
[Interviewer] This game needs DX9, do you have the final requirements for this game?
[Bernd] Yes you can find them on Steam.
[Interviewer] Well then I'll leave it at that.
[Bernd] It's DX9 because we can accomplish anything we want with it. Maybe we'll update it later but we didn't see a need since we could achieve what we wanted with DX9. There are some nifty things we can improve on but what priority that has we'll see.

18:57
[Interviewer] What do you do when.. (Sorry couldn't quite make this out, I think something about getting lost?)
[Bernd] You can set a target on your map at any time. So if you have a mission you always have a guide, and it'll show the way to the next highway automatically, when you don't have it like if you don't have a mission or you changed it or aborted it, you can simply set a target yourself and say "give me guidance to this station" and you'll get the indicator.

19:33
[Interviewer] I flew into the middle of an ice field. Very appropriate since someone asked, how about resources? Mining? I have a mining laser, but I haven't seen if I can collect anything. Do I need more equipment?
[Bernd] No you need another ship that can collect these things. Even small rocks are still far too big to collect yourself. You can break up asteroids by yourself you can tag the parts you want to collect but you need another capital ship to collect them. Because this isn't item trading but massive trading. And there are specialist mining ships, for example a ship that can ONLY collect ice crystals that are bigger and faster at these tasks but there are also hybrid ships which can collect any kind of ore, well ice isn't an ore but resources.

20:50
[Interviewer] Well then how long does it take from when the game starts if you follow the campaign until you get your own ships, your own little fleet?
[Bernd] The first trade ship you have after 10 minutes. Very early in the game. Because you may need to trade but also because the game will teach you about these game elements. How much you do with it is up to you but that you get another ship and that the game teaches you about the basics of trade that happens very early in the tutorial. And building your first station, that also happens in the plot maybe one or two hours in. But we'll also explain the basics of stations in the plot.

21:42
[Interviewer] (again a bit mumbly but asking about building an empire)
[Bernd] Define an empire :D Well when you keep playing the game, let's say you've put in 100 hours, you have many ships and stations, you've assigned managers, then you become more and more well known. This transition is more believable, the people you meet on platforms react to your becoming more famous. At first you're nobody but at the end you're the famous Ren Otani, the great mogul. Maybe won a big battle in the fight against the giant Plutarch corporation.

22:50
[Interviewer] So you really are your own faction, your own empire. Can you also name your own empire or rename things?
[Bernd] No, there's is just one player character, Ren Otani, this is who the big story is about. There's not the possiblity of playing with other people, that's not part of 1.0

23:25
[Interviewer] To the last question: We see planets. Very pretty but are they just background? Can you interact with them or does everything take place inside stations?
[Bernd] Ah well they're not so relevant as gameplay objects but they're not just backgrounds. They are 3D objects, you can fly into them, this was already in X3. Ok you'll be burned up in the atmosphere so it's not the most interesting interaction. But even so that's what happens. That hasn't changed. But they have an effect on the economy. In orbit of planets the economy is different than in deep space. We've tried to make the different systems more believable. Some have a very tragic history after the closing of the gates. For example a system like we've shown here, Omicron Lyrae that has a home world or a world like DeVries that was mostly used to produce energy or acted as a transit station, but where noone really lived, and that was then cut off from the universe, that's developed very differently and tragic things happened there.

25:25
[Interviewer] Do you need to have played the previous games to follow this?
[Bernd] Well of course you don't need to know the previous games. It's a bonus but the goal is for this game to have it's own story.
[Interviewer] Shooting at police >)
[Bernd] It used to be that you could get into trouble too quickly so we made the game a bit more forgiving. Also now if you shoot at a station you build up a short term reputation first. After a while they may forget they're angry at you. There's a short term and a long term reputation. Like with GTA, the police stars. When you cause trouble near a station first you get one, two, three "stars" and the police will then try to protect them. If you stay away for a while, you're still Ren Otani, and if you were identified as someone who caused trouble, you're reputation will slowly decrease. These are two separated systems that are presented in the same way.

[Interviewer] I'm not sure where I jumped into the highway and where I'll pop out but let's say we'll let the game surprise us. I think we can make one more episode about X:Rebirth and then the Rebirth week will be done. Time for a break! Bye!
Last edited by spacecoyote99 on Thu, 10. Oct 13, 21:29, edited 1 time in total.
Saquavin
Posts: 486
Joined: Thu, 22. Aug 13, 17:12
xr

Post by Saquavin »

Thanks for answers.

1) I noticed the game was in debug. Hope you're right with the "interview mode : less aggressive, less damage, etc"

Funktapus wrote: It is really quite amazing how small of details people will scrutinize from these videos. Suddenly, one tiny aspect of the game (whether big guns track small ships) becomes one of the most beloved parts of the earlier games.
2) I'm just speculating and comparing with X3, with stuff I have : just video ;)
I understand the point, but I don't like having a big turret completely inactive. It should try to aim and follow you (very slowly) and to fire when targeted (projectile very slow, like X3 photon cannon). In X3, I have my M2 with light and heavy cannons. All are firing, on every target. They don't all hit, but they try, they don't stay inactive.

4) Yup, maybe the ship is not equipped at all. Last thing with destroying the drone command very fast : as I said in another topic, you should not be able to destroy a subsystem with shield still active. What's the shield utility then ?
Ravenhurst
Posts: 583
Joined: Sat, 10. Aug 13, 12:39

Post by Ravenhurst »

Saquavin wrote:Hmm... New fears from this part 3. Observations only from pictures, as I don't understand german :

1) Stations and ships are not aggressive enough and reset too fast. I should not be able to attack and deal so much damage without any response. I should not be able to attack or destroy something, with aggressiveness reseted to 0 ten seconds later...
+1
looks way too easy as if we can go berserk an no one cares, I hope this was just a godmode demo

Saquavin wrote: 3) When a civilian ship is attacked or destroyed, the others around don't try to flee out the threat ?
I miss that too, GTA analogy: shoot at a NPC and see everyone else running away. Not so in this demo
Last edited by Ravenhurst on Thu, 10. Oct 13, 21:21, edited 1 time in total.
DaddyMonster
Posts: 1094
Joined: Fri, 23. Nov 12, 16:34

Post by DaddyMonster »

@spacecoyote99 - thanks a million for going to all that effort, excellent translation. If there's ever a get together pints will be bought ;-)
User avatar
silentWitness
Posts: 4995
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by silentWitness »

So no one else noticed the capital ship at the start no-clip through the station to move off???

I am deeply troubled by that...
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

I've just realize one thing, there is no gravidar now :?: :!: :?:
A5PECT
Posts: 6190
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

silentWitness wrote:So no one else noticed the capital ship at the start no-clip through the station to move off???

I am deeply troubled by that...
It's not that surprising.

Even in X3, NPC ships (and the player ship, if on autopilot) would have their collisions briefly disabled while docking/undocking at a station. It's just more evident in Rebirth since the docking spaces are located further within the overall geometry of the station.

Oh, and I've said it before and I'll say it again: promotional material is a terribly inaccurate way to gauge a game's actual difficulty.
Last edited by A5PECT on Thu, 10. Oct 13, 22:20, edited 2 times in total.
Admitting you have a problem is the first step in figuring out how to make it worse.
Niemmy
Posts: 73
Joined: Thu, 19. Jun 08, 06:54

Post by Niemmy »

I've just realize one thing, there is no gravidar now
If there's no gravidar how will you find anything? Is there a zoom feature?
User avatar
Santi
Moderator (DevNet)
Moderator (DevNet)
Posts: 4046
Joined: Tue, 13. Feb 07, 21:06
x4

Post by Santi »

Spacecoyote99 thank you very much for the translation, that was a lot of work, greatly appreciated.

Big ship clipping the station was one of the first comments on the thread after the third video. Putting it in perspective, no ship of that size will have got so close to a station in previous games, let alone trying to navigate around it. So before there wasn't capital ships navigating close to stations, now they are, even if there is some clipping, no biggie as soon as they don't get stuck permanently.

Great video, some awesome scenery but you can tell they are holding back a lot of things, and play mechanics, God mod and reduced damage is clearly engaged, you don't want to restart the game, because the interviewer keeps getting killed.
A por ellos que son pocos y cobardes
A5PECT
Posts: 6190
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

Niemmy wrote:
I've just realize one thing, there is no gravidar now
If there's no gravidar how will you find anything? Is there a zoom feature?
Personally, I made very little use of the gravidar in X2 and X3. I didn't even notice it was gone until Niemmy pointed it out.
Last edited by A5PECT on Thu, 10. Oct 13, 22:22, edited 1 time in total.
Admitting you have a problem is the first step in figuring out how to make it worse.
Night Nord
Posts: 1002
Joined: Fri, 13. Jan 12, 19:09
x4

Post by Night Nord »

A5PECT wrote: It's not actually that surprising.

Even in X3, NPC ships (and the player, if on autopilot) would have their collisions briefly disabled while docking/undocking at a station. It's just more evident in Rebirth since the docking spaces are located further within the overall geometry of the station.
Well, it was said that auto-pilot should be better now. And capital ships do not dock - they "park" just outside of the hangar doors and start loading/unloading via drones. And "just outside" could be tuned out so it won't end-up flying though stations.

That's why such a seeing is a bit concerning - it was said that pathing is "improved" and everyone believed that it should be "fixed" now. And it seems no - it's just "improved" which is disappointment.
A5PECT
Posts: 6190
Joined: Sun, 3. Sep 06, 02:31
x4

Post by A5PECT »

Well, yeah. If you're expecting perfection you'll be disappointed. That's usually what happens when you expect perfection from a video game, because there's no such thing as a perfect game (at least not objective perfection).

As santi said, it's better than the alternative: even worse AI pathing, boring station designs, and losing property to malfunctioning gameplay elements. Or would you prefer your ships collide while docking through no fault of your own?
Last edited by A5PECT on Thu, 10. Oct 13, 23:19, edited 2 times in total.
Admitting you have a problem is the first step in figuring out how to make it worse.
Luzifer
Posts: 76
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Luzifer »

Saquavin wrote:Thanks for answers.

1) I noticed the game was in debug. Hope you're right with the "interview mode : less aggressive, less damage, etc"

2) I'm just speculating and comparing with X3, with stuff I have : just video ;)
I understand the point, but I don't like having a big turret completely inactive. It should try to aim and follow you (very slowly) and to fire when targeted (projectile very slow, like X3 photon cannon). In X3, I have my M2 with light and heavy cannons. All are firing, on every target. They don't all hit, but they try, they don't stay inactive.

4) Yup, maybe the ship is not equipped at all. Last thing with destroying the drone command very fast : as I said in another topic, you should not be able to destroy a subsystem with shield still active. What's the shield utility then ?
And here i remember so much outcry about that behavior when large turrets with slow tracking tried to attack a fast moving target...and could never hit them....even mods were created to deal with that problem.

Now they are crying its not in anymore...XFans :P
Shootist
Posts: 1788
Joined: Sat, 10. Sep 05, 02:05
x4

Post by Shootist »

silentWitness wrote:So no one else noticed the capital ship at the start no-clip through the station to move off???

I am deeply troubled by that...
Why? I've never played a 3D video game that didn't clip.
User avatar
Santi
Moderator (DevNet)
Moderator (DevNet)
Posts: 4046
Joined: Tue, 13. Feb 07, 21:06
x4

Post by Santi »

Capital ships just spinning and spinning, calculating and recalculating a path just to evade a medium size obstacle, alone, in the middle of a half empty sector, this video looks good compared to that.
A por ellos que son pocos y cobardes
User avatar
Tenlar Scarflame
Posts: 3359
Joined: Mon, 30. May 05, 04:51
xr

Post by Tenlar Scarflame »

santi wrote:Capital ships just spinning and spinning, calculating and recalculating a path just to evade a medium size obstacle, alone, in the middle of a half empty sector, this video looks good compared to that.
that right there. :P

No matter what I will miss from X3, I don't think I'll be able to go back for precisely that reason.
My music - Von Neumann's Children - Lasers and Tactics

I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.
Saquavin
Posts: 486
Joined: Thu, 22. Aug 13, 17:12
xr

Post by Saquavin »

Luzifer wrote:
And here i remember so much outcry about that behavior when large turrets with slow tracking tried to attack a fast moving target...and could never hit them....even mods were created to deal with that problem.

Now they are crying its not in anymore...XFans :P
Maybe community feeling, but not mine ;)
I always prefer the ability to choose what to do. This works for turret too. Ex for this "big bertha" : shoot the nearest, shoot the farthest, shoot the biggest, shoot only capital, inactive, etc...
Like it was in X3 : prior to missile, only missile, inactive, etc...

What ? I'm against progress ?
Xfan :P
SunofVich
Posts: 429
Joined: Sun, 9. Oct 05, 03:26
x3

Post by SunofVich »

[quote="Saquavin"]
2) WTF with the station turret ? So now big weapons can only fire on big ships ? The only threat for us is small weapon ? No more "particle photon canon" style ?( very slow and improbable to hit fast target, but if we get hit by one projectile, we loose 50% shield)
[/quote]
Battleships did not swing there gigantic 3 barrels guns to attempt to attack a row boat.

Return to “X Rebirth Universe”