What do you expect from Egosoft? (next game)

General discussions about X Rebirth.

Moderator: Moderators for English X Forum

quick poll about your expectations

X:Rebirth 2 (X:R conception)
47
31%
X4 (X 1-2-3 conception)
105
69%
 
Total votes: 152

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mr.WHO
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Post by mr.WHO » Sun, 30. Aug 15, 21:03

I see that people who played X2/X3 actually have much bigger problems with XR GUI than the newcomers.

As for integrated menus in X2 and window GUI in X3 you have both in XR and from the moment they released a patch than gives you sidebar and X3 style menus I went for them right away. The integrated menu (the one with animation that turn your "pilot head" to the screen to your right) literaly make me dizzy and almost puke after 15 minutes of playing.


GUI has to be clean and easy to read over the fancy/immersive but impractical.

That's one of the nice things introduced by pathes is a choice:
- you don't want to land on stations - path gave space-to-station comms
- you don't want animated menus - path gives you X3 style menus
- you don't like Skunk cokpit - path let you choose a few others
- you don't like flying to shipyard zone - 3.60 path will fix this for you.


I think that almost everything (apart from flying something else than Skunk) that we complain in XR can be fixed by pathes. The only thing that I could complain is that they do not make pathes fast enough lately.
If they would do all of this like in 6 months after the release the statistics would be much better and people would actually wait for XR2 or DLC.

Right now even if they would release XR2 like tomorrow and if it would be every fan dream game I'm aftraid that many previous customers would not even care. From marketing point of view XR was even greater disaster than from gamer point of view.

Skeeter
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Post by Skeeter » Sun, 30. Aug 15, 21:51

Not to be a nitpick but i think you meant to say patches instead of path or pathes in that post.
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XenonSurf
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Post by XenonSurf » Sun, 30. Aug 15, 22:24

I'm happy to hear that the GUI will be upgraded with better commands in the next game.

If I think about Fleet Command, what should most urgently be done IMO, is:

The 'Retreat' or 'Withdraw from attack' command should be visible immediately in the menu when double-clicking on a ship or calling it.
The Broadcast command for all your squad ships should be available in the map. It should contain the option to 'Leave my squad - all ships'.

There are other things to improve in this regard, the whole design maybe, but with only these above fleet command would be way easier in XR.

XenonS

A5PECT
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Post by A5PECT » Sun, 30. Aug 15, 22:55

For me, the command interface in XR is just as comfortable (or uncomfortable) as X3's. The things missing are the commands themselves. I really want the ability to issue "move to position," "defend position," and "protect" orders back.

I like many of the changes to the zone/sector/galaxy map. You can move between each tier fluidly, it's rendered in all three dimensions, and the search filter is an extremely welcome addition. 3.60 grants the ability to select targets by clicking on them in the map screen, which is something to look forward to. If I could issue certain orders to my ships directly from the map without leaving it it would alleviate many, many issues I currently have with the XR interface in general.
Last edited by A5PECT on Mon, 31. Aug 15, 03:01, edited 1 time in total.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sun, 30. Aug 15, 23:34

mr.WHO wrote:I
- you can target waships subsystems (if only you could make NPC orders to target specific subsystems - I hope that for XR2). Making much more tactical posibilities.
Although it isn't a default setting for capitals (probably what you mean), we can do it on a small scale. The double-click in-space broadcast attack can be initiated on surface elements. Sorry if you were aware.

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ezra-r
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Post by ezra-r » Mon, 31. Aug 15, 09:37

First.

* I expect they follow my suggestions to the letter (chuckles), but seriously, exploration and end game is really important for a space game, and random interesting stuff in "void" areas is very important for that.

Second.

* I expect they get a good QA team, which will "play" the game like we do and experience the issues as we do (because it's kind of ridiculous to start a game and see a ship oriented horizontally and boosting vertically at patch 3.60 and you haven't noticed/fixed this kind of behaviour still, or still acknowledge it, and like this, many others easy to see if you "play" the game a little), and then fix them, and not some crappy accelerated testing or whatever the heck....well, you get my meaning :lol:
Last edited by ezra-r on Tue, 1. Sep 15, 14:12, edited 1 time in total.

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BigBANGtheory
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Post by BigBANGtheory » Mon, 31. Aug 15, 11:23

A5PECT wrote:For me, the command interface in XR is just as comfortable (or uncomfortable) as X3's. The things missing are the commands themselves. I really want the ability to issue "move to position," "defend position," and "protect" orders back.

I like many of the changes to the zone/sector/galaxy map. You can move between each tier fluidly, it's rendered in all three dimensions, and the search filter is an extremely welcome addition. 3.60 grants the ability to select targets by clicking on them in the map screen, which is something to look forward to. If I could issue certain orders to my ships directly from the map without leaving it it would alleviate many, many issues I currently have with the XR interface in general.
yes that is quite a good way to describe it, its about:
1. Having the commands available
2. Integrating the commands correctly into the UI

X3 had point 1 but not point 2, XR falls short on both.

A <move to position> command should be:
"move to my position" (radial menu)
"move to this position I select" (on the map)
ezra-r wrote: * I expect they get a good QA team, which will "play" the game like we do and experience the issues as we do...
aka User Experience testing, oh dear god yes don't leave it all post release

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Ronixis
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Post by Ronixis » Mon, 31. Aug 15, 11:43

Vote for X4 but would like to see combination of both.
X3 + X-Rebirth`s features like modules on capships, boarding and station building.

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mr.WHO
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Post by mr.WHO » Mon, 31. Aug 15, 18:52

Sparky Sparkycorp wrote:
mr.WHO wrote:I
- you can target waships subsystems (if only you could make NPC orders to target specific subsystems - I hope that for XR2). Making much more tactical posibilities.
Although it isn't a default setting for capitals (probably what you mean), we can do it on a small scale. The double-click in-space broadcast attack can be initiated on surface elements. Sorry if you were aware.
I wasn't aware of it. Gotta check this with my fighter group :)

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Mon, 31. Aug 15, 19:51

Good hunting :)

What I wrote was maybe a bit ambiguous. The command will work with capitals as well as fighters.

Fame
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Post by Fame » Wed, 2. Sep 15, 12:28

Hello

Just wanted to pitch in to say that i would look forward if ES decides to go a route similar to X-TC mixed with some aspects of XR.
My main concerns:
This game or triologie used to have those Mantras Fight, Build, Trade and Think... currently i have a hard time to see this in XR,
Grafics and sound i think XR is top notch but when it comes actaully to game features... its very poor in my opinion.
And last not least i hope whatever they call ES might do please, please test the "learning plots" before launch. We know that ES fixes it over time but my first experience with XR was so bad that up today i haven´t gave it another shot.

Fame
Its a problem if you don´t have any problems.

NoXinecrotic
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Post by NoXinecrotic » Wed, 2. Sep 15, 21:43

Just looking for X4.
NoXinecrotic

Ravenhurst
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Post by Ravenhurst » Thu, 3. Sep 15, 11:25

X4 - and a Multiplayer mode.

Bernd
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Post by Bernd » Thu, 3. Sep 15, 17:59

I am always hesitating to reply to such threads, but here I go anyway...

The question of the poll is not very helpful, because everybody who votes has a different understanding of what the two options really mean. Yet I like to read the replies in this thread.

The only real simple to understand difference between XR sequel and X4 as you guys call it would be the technological engine we use. These two are fundamentally different and with that I do NOT mainly mean the graphics engine. DX12 DX9, Vulkan or OpenGL can be put over any of our game engines. But the game engine in itself is a lot different and we put our main development effort in the XR technology both for a new game as well as a bug update and DLC (see recent video explaining this a little).

Other than that however, it is the game features that matter and they are really independant from the engine we use. From just following threads here I am pretty sure that some features would get very clear vote results (Should player be able to fly many ships? Should player be able to command cap ships more directly from a bridge? Should we add more advanced fleet management?). So yes, we know which direction to work in for the forseeable future and before there will be a new game, there will be a lot more cool things also happening in the form of DLC and (free) Update.

Please just give us a little time and continue to support us.

Thanks!

-Bernd
---
-Bernd Lehahn, bernd@egosoft.com

Artean
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Post by Artean » Thu, 3. Sep 15, 21:12

Bernd wrote:I am always hesitating to reply to such threads, but here I go anyway...

The question of the poll is not very helpful, because everybody who votes has a different understanding of what the two options really mean. Yet I like to read the replies in this thread.

The only real simple to understand difference between XR sequel and X4 as you guys call it would be the technological engine we use. These two are fundamentally different and with that I do NOT mainly mean the graphics engine. DX12 DX9, Vulkan or OpenGL can be put over any of our game engines. But the game engine in itself is a lot different and we put our main development effort in the XR technology both for a new game as well as a bug update and DLC (see recent video explaining this a little).

Other than that however, it is the game features that matter and they are really independant from the engine we use. From just following threads here I am pretty sure that some features would get very clear vote results (Should player be able to fly many ships? Should player be able to command cap ships more directly from a bridge? Should we add more advanced fleet management?). So yes, we know which direction to work in for the forseeable future and before there will be a new game, there will be a lot more cool things also happening in the form of DLC and (free) Update.

Please just give us a little time and continue to support us.

Thanks!

-Bernd
Glad to see you responding directly Bernd! Keep up the good work.

In my view, a game built with XR graphics and level of immersion combined with evolved X3-like features would be superb. If you were to keep the station interiors and ncp management, I would suggest trying to develop both those aspects into more meaningful content. I don't mind docking at stations, but there are currently to few good reasons for me to do that.

And, lastly, I wish for more exploration in 'outer space' - abandoned pirate bases, ship wrecks, nebula and such!
"In the beginning the Universe was created. This has made a lot of people very angry and has been widely regarded as a bad move." - D.N.A

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