[Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

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Pind
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Re: My additions

Post by Pind »

Zealoth wrote: Mon, 3. Dec 18, 13:53
  • Hotkey for simply targetting anything that I am directly aiming at
  • On ship information page - information about current activity the ship is doing (For example - "Fly and Dock at [station]" , "Mining [mined resource]", "Selling [Ware]") as well it's current speed. Maybe make it a requestable update so it's not dragging performance down needlessly
  • Dock hotkey doesn't work for me properly
  • Designate Personal Ship - a single ship that has an always visible icon on a Map that makes it easy to select it and order it around - maybe even an hotkey to select it
  • Different pathfinding for ships In Sector (for example make any object that is not a target for docking simply have a big cubic pathing hitbox, and possibly even simply leverage the modular system for targets for docking (!) - add a cubical pathing hitbox to any module that is not a dock. It really kills immersion having to scrape autopilot off a rock or station all the time, while for 90% of the cases all they have to do is simply give a wide berth to any station. Designated Personal Ship could also get a little more fine-grained pathing, since it would only ever be one ship
  • Ability to black-list sectors and stations for automating trading
Added the last point for automated trading. "T" in space targets what you are pointing at (though it doesn't work too great). Also the ship your player is currently on is highlighted in a slightly brighter green already, though perhaps the contrast could be higher.
Wou wrote: Mon, 3. Dec 18, 14:02 IF I may:

-double clicking an object on the map targets/"untargets" it, or sets/deletes guidance, whatever you prefer
-manually change autosave frequency, allow "autosave on dock" maybe some other conditions
-wouldn't mind a shortcut that would bail me into space in a suit faster
-home/end keys to move all of the wares during trading

EDIT:
one more thing:
-bring back the "show me the way to the nearest shipyard" dialogue option. Also for Wharfs and Eq Docks.
Added auto-save setting and home/end functionality to list! Also quick-bail.
Targeting/guidance from map is available via click then "T" or "SHIFT+G" respectively.
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Wou
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Re: My additions

Post by Wou »

Pind wrote: Mon, 3. Dec 18, 17:42 Targeting/guidance from map is available via click then "T" or "SHIFT+G" respectively.
I know but it's not very convenient for something so basic, while the doubleclick basically does nothing.
oh and you cannot "untarget" from the map level in any way afaik
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Alee Enn
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Re: [Feedback] List of Potential Quality of Life Improvements

Post by Alee Enn »

Wou wrote: Mon, 3. Dec 18, 14:02-manually change autosave frequency, allow "autosave on dock" maybe some other conditions
+1 on auto save options
I'd go a bit further, have 4 options ...

Auto Save On or Off
(If On)
Auto Save every [n] minutes (either drop down list or manual input)
Auto Save when docking (tickbox)
Auto save when exiting a gate (tick box)

So if you wanted you could have the game auto save every 5 minutes (for example) and every time you dock and exit a gate
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ParGellen
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Re: [Feedback] List of Potential Quality of Life Improvements

Post by ParGellen »

I'd like to request diagonal strafing options for digital HAT switches. I use a T.Flight Hotas X and it works great except when I use the HAT switch to strafe. Any time I press it in a diagonal position it stops all strafing movement rather than adding the horizontal and vertical together as you would expect. The game already recognizes the diagonal positions (see screenshot) but I just don't have anything to assign them to. Here is a screenshot of what I would love to see. https://i.imgur.com/DHgri4w.png
Zippo342
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Re: [Feedback] List of Potential Quality of Life Improvements

Post by Zippo342 »

I'd like to add a few:

Allow bore-sight mouse aiming flight controls as a toggle/menu choice. This is where when piloting the x axis of the mouse is directly bound to yaw, and the y axis is directly bound to pitch. Do not force us to chase the dot please.

Put the ship's service crew to work. If transferring wares between 2 ships, the source ship has service crew, have them get out of the ship and carry the goods to the destination, rather than force the two ships to depart the station. I hired them to work, not play cards in the cargo hold!

Give better feedback on why a ship is not doing anything in space, when you give it orders to auto-trade and the like. I've watched ships sit there for hours not doing anything productive, yet the pilot has 3 stars and a full complement of service crew, and another vessel in the sector is actively and constantly finding deals.
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banghead
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Re: [Feedback] List of Potential Quality of Life Improvements

Post by banghead »

Add settings to crew hiring, i.e preview of crewmember from the docks, and dont make me run around to get the people i want for my capital ffs.

male / female / race
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thx
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grapedog
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Re: [Feedback] List of Potential Quality of Life Improvements

Post by grapedog »

Didn't see it listed, but I'd love some kind of zoom/scale option on the map. So I can look at 2 different sectors, zoom into a certain point, and know I've got the same amount of stuff visible on my map. It would greatly help with the efficient placement of satellites, advanced satellites, and stations, if I had some idea of the scale of how zoomed in I am and relative distances.
Baugoti
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Re: [Feedback] List of Potential Quality of Life Improvements

Post by Baugoti »

banghead wrote: Tue, 4. Dec 18, 01:27 Add settings to crew hiring, i.e preview of crewmember from the docks, and dont make me run around to get the people i want for my capital ffs.
This --- This has been modded into every x game(not running around station in rebirth only) yet it is still not in the main release of the game...

And if they are intent on walking around stations.. allow me to see available hires prior to docking, some sort of job board
comieodor
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Re: [Feedback] List of Potential Quality of Life Improvements

Post by comieodor »

+ 1 for Autosave options

But by far the change I would like to see most is to allow ship inventory to be traded between ships when docked at the same station. The current system of relying on AI to drop items in space and scoop has no benefit to gameplay or player experience and only causes frustration .

Would also love to have the additional hotkeys available as per OP as well as the log using real world time as opposed to in game time.
Last edited by comieodor on Tue, 4. Dec 18, 04:04, edited 1 time in total.
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banghead
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Re: [Feedback] List of Potential Quality of Life Improvements

Post by banghead »

Baugoti wrote: Tue, 4. Dec 18, 02:31
banghead wrote: Tue, 4. Dec 18, 01:27 Add settings to crew hiring, i.e preview of crewmember from the docks, and dont make me run around to get the people i want for my capital ffs.
This --- This has been modded into every x game(not running around station in rebirth only) yet it is still not in the main release of the game...

And if they are intent on walking around stations.. allow me to see available hires prior to docking, some sort of job board
sure you can hire max crew at any dock through the equipment/gearup option under ship interaction
but for captains as an example its a pain that they all are randomly clothed etc.
DSArmageddon
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Re: [Feedback] List of Potential Quality of Life Improvements

Post by DSArmageddon »

To add to the list:

Hotkeys-
  • Untarget: I would like to have some way to untarget without moving my hand to the mouse and left clicking.
Configuration-
  • TrackIR / Headtracking support: Please add this ASAP.
  • Axis inversion: rather than having a separate axis inversion list, the "inverted/normal" selection could be in a third column next to the setting.
  • Axis inversion part 2: Mouselook / Emulated mouse need axis inversion, even if you don't take the above suggestion.
  • Tooltips to explain what the options do would be very helpful. There's a number of options where I am guessing at the meaning or have to experiment to figure out.
Interface-
  • The "flat map" radar mode needs tails for above/below current plane. Without out, the flat radar mode is hard to use.
Pind
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Re: My additions

Post by Pind »

Great feedback everyone! Updates to list and reasons for non-inclusions below.
Wou wrote: Mon, 3. Dec 18, 17:52
Pind wrote: Mon, 3. Dec 18, 17:42 Targeting/guidance from map is available via click then "T" or "SHIFT+G" respectively.
I know but it's not very convenient for something so basic, while the doubleclick basically does nothing.
oh and you cannot "untarget" from the map level in any way afaik
Ah, gotcha. Will add to list.
Alee Enn wrote: Mon, 3. Dec 18, 21:45
Wou wrote: Mon, 3. Dec 18, 14:02-manually change autosave frequency, allow "autosave on dock" maybe some other conditions
+1 on auto save options
I'd go a bit further, have 4 options ...

Auto Save On or Off
(If On)
Auto Save every [n] minutes (either drop down list or manual input)
Auto Save when docking (tickbox)
Auto save when exiting a gate (tick box)

So if you wanted you could have the game auto save every 5 minutes (for example) and every time you dock and exit a gate
Updated
ParGellen wrote: Mon, 3. Dec 18, 23:09 I'd like to request diagonal strafing options for digital HAT switches. I use a T.Flight Hotas X and it works great except when I use the HAT switch to strafe. Any time I press it in a diagonal position it stops all strafing movement rather than adding the horizontal and vertical together as you would expect. The game already recognizes the diagonal positions (see screenshot) but I just don't have anything to assign them to. Here is a screenshot of what I would love to see. https://i.imgur.com/DHgri4w.png
Added with a link to your post!
Zippo342 wrote: Mon, 3. Dec 18, 23:37 I'd like to add a few:

Allow bore-sight mouse aiming flight controls as a toggle/menu choice. This is where when piloting the x axis of the mouse is directly bound to yaw, and the y axis is directly bound to pitch. Do not force us to chase the dot please.

Put the ship's service crew to work. If transferring wares between 2 ships, the source ship has service crew, have them get out of the ship and carry the goods to the destination, rather than force the two ships to depart the station. I hired them to work, not play cards in the cargo hold!

Give better feedback on why a ship is not doing anything in space, when you give it orders to auto-trade and the like. I've watched ships sit there for hours not doing anything productive, yet the pilot has 3 stars and a full complement of service crew, and another vessel in the sector is actively and constantly finding deals.
Some of this goes beyond the scope of QOL changes, unfortunately. However, I do commiserate with you especially about the second and third points. Will add "in-station" ship-to-ship transfer as this is something I've seen asked for a lot now. For ship status an expanded property menu would cover this, will add a note there for more detailed status breakdown.
grapedog wrote: Tue, 4. Dec 18, 01:53 Didn't see it listed, but I'd love some kind of zoom/scale option on the map. So I can look at 2 different sectors, zoom into a certain point, and know I've got the same amount of stuff visible on my map. It would greatly help with the efficient placement of satellites, advanced satellites, and stations, if I had some idea of the scale of how zoomed in I am and relative distances.
I see the reason for this but won't include it yet because I can't think of a simple/intuitive way to implement and solve the problem. Any ideas?
Baugoti wrote: Tue, 4. Dec 18, 02:31
banghead wrote: Tue, 4. Dec 18, 01:27 Add settings to crew hiring, i.e preview of crewmember from the docks, and dont make me run around to get the people i want for my capital ffs.
This --- This has been modded into every x game(not running around station in rebirth only) yet it is still not in the main release of the game...

And if they are intent on walking around stations.. allow me to see available hires prior to docking, some sort of job board
Updated list to specify this action.
comieodor wrote: Tue, 4. Dec 18, 03:20 + 1 for Autosave options

But by far the change I would like to see most is to allow ship inventory to be traded between ships when docked at the same station. The current system of relying on AI to drop items in space and scoop has no benefit to gameplay or player experience and only causes frustration .

Would also love to have the additional hotkeys available as per OP as well as the log using real world time as opposed to in game time.
All updated!
DSArmageddon wrote: Tue, 4. Dec 18, 05:04 To add to the list:

Hotkeys-
  • Untarget: I would like to have some way to untarget without moving my hand to the mouse and left clicking.
Configuration-
  • TrackIR / Headtracking support: Please add this ASAP.
  • Axis inversion: rather than having a separate axis inversion list, the "inverted/normal" selection could be in a third column next to the setting.
  • Axis inversion part 2: Mouselook / Emulated mouse need axis inversion, even if you don't take the above suggestion.
  • Tooltips to explain what the options do would be very helpful. There's a number of options where I am guessing at the meaning or have to experiment to figure out.
Interface-
  • The "flat map" radar mode needs tails for above/below current plane. Without out, the flat radar mode is hard to use.
Added clear target to hotkey list. Added settings descriptions to info list. For axis inversion, could you explain a little more the reasoning for why this is important? And re: TrackIR you and all the others have my sympathies but unfortunately this is not a QOL feature for the list.
khadgarion
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by khadgarion »

I'd like ship renaming to be a bit better. I was trying to rename a Sunder ship, and if you don't actually click inside the name box twice it will register keypresses as hotkeys... I couldn't figure out why my game was freezing then bringing up the save menu when trying to rename ship (I wanted to rename it and just add a "- Methane).

While working on that, maybe make it so when you click the second time it retains whatever the current name is, instead of blanking it out.\

That being said, I'd really like for other major stuff to be fixed first (like menus not responding, etc). I think this game has a really good *Foundation* but needs some loves ;)
DSArmageddon
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by DSArmageddon »

Why more axis need inversion options:

Currently, my FP look axis and flight pitch axis are inverted, because I have both set to my main joystick. This also inverts mouse (move up is down) and emulated mouse (on a different joystick, and I want forward to be up on that one). At least it's my guess that they are tied. Both might be tied to one of the inversions, I haven't experimented.

TrackIR was supported in X:Rebirth and is a huge QOL issue in dogfighting. Combat is simply not the same without it.

Thankfully, it looks like TrackIR is on their "will do" list: viewtopic.php?f=146&t=402584
Pind
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by Pind »

khadgarion wrote: Tue, 4. Dec 18, 06:49 I'd like ship renaming to be a bit better. I was trying to rename a Sunder ship, and if you don't actually click inside the name box twice it will register keypresses as hotkeys... I couldn't figure out why my game was freezing then bringing up the save menu when trying to rename ship (I wanted to rename it and just add a "- Methane).

While working on that, maybe make it so when you click the second time it retains whatever the current name is, instead of blanking it out.\

That being said, I'd really like for other major stuff to be fixed first (like menus not responding, etc). I think this game has a really good *Foundation* but needs some loves ;)
I didn't even know this was possible. Good suggestions, added.
DSArmageddon wrote: Tue, 4. Dec 18, 07:38 Why more axis need inversion options:

Currently, my FP look axis and flight pitch axis are inverted, because I have both set to my main joystick. This also inverts mouse (move up is down) and emulated mouse (on a different joystick, and I want forward to be up on that one). At least it's my guess that they are tied. Both might be tied to one of the inversions, I haven't experimented.

TrackIR was supported in X:Rebirth and is a huge QOL issue in dogfighting. Combat is simply not the same without it.

Thankfully, it looks like TrackIR is on their "will do" list: viewtopic.php?f=146&t=402584
Gotcha, will add to Joystick/HOTAS section.
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grapedog
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Re: My additions

Post by grapedog »

Pind wrote: Tue, 4. Dec 18, 06:44
grapedog wrote: Tue, 4. Dec 18, 01:53 Didn't see it listed, but I'd love some kind of zoom/scale option on the map. So I can look at 2 different sectors, zoom into a certain point, and know I've got the same amount of stuff visible on my map. It would greatly help with the efficient placement of satellites, advanced satellites, and stations, if I had some idea of the scale of how zoomed in I am and relative distances.
I see the reason for this but won't include it yet because I can't think of a simple/intuitive way to implement and solve the problem. Any ideas?
I work on aircraft for a living, and working with radar, there is just a little number with up and down arrows next to it on a radar display. The number indicates the viewable area like square kilometers, and the arrows indicate whether or not you can zoom in or out more. once you hit max zoom, the down(or zoom in indicator) arrow disappears, and when you zoom out fully, the up arrow disappears.

It would really come down to sector sizes. We know some sectors are different sizes, but did they use specific numbers, like for example the smallest sector is 28sq KM... the next size up is 56, 112... you get the idea. I'm sure egosoft has some sort of standard for when they were making sectors, they weren't just willy nilly making different sizes. Once the sizes are known, it's pretty easy to create a set of zoom options that could cover them all, or each size sector individually.

https://www.researchgate.net/figure/Exa ... _258681577

This picture is an example of a weather radar, I'm guessing that the top right corner is saying 80 nautical miles(80NM), put some arrows next to it, that can be activated to zoom in or out, in specified amounts. each zoom, in or out, is say 30NM... or KM, for the X series. Probably for the X series maps, you'd do it in chunks of 100km or so...maybe more.

I'm not sure how/if you want to package all this in a bite size format, but there it is, lol.
ghowsak
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by ghowsak »

I would like to see something like this in near future:

-The ability to retract the landing pads of your ship. So that you can put the landed ship/drone into internal storage.
Currently the landed ship/drone only gets put in automatically, and only if something else needs the pad (something else landing/starting)
>This could be implemented in multiple ways:
>>Function added to the Ship Quick Menu -> Screen
>>Function added buried on the Map screen Info Panel
>>Function added to the console in front of each Landing Pad -> Screen

Building on top of this feature:
-The ability to see all landed ships/drones in your Ship Quick Menu
>This could be implemented like so:
>>When you select the Landing Pad point, the list of all landed ships/drones at that location shows to the right (or always) -> Screen

And speaking of drones:
-The ability to customize the behaviour of the drones, esp. combat drones
>This could be implemented in multiple ways:
>>Function added buried on the Map screen Info Panel -> Screen
>>If previous feature is added to the game, simply clicking on the drone, right click, and then the customize menu like everything else

Hope my Paint skills didn't make your eyes bleed.

greetings,
ghowsak
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macross
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by macross »

Please add Wing Commands to Hotkeys/Missing Commands. In particular, it would be swell if there was a hotkey to "Attack my target"
Warnoise
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by Warnoise »

Remove the stupid burst fire mode of weapons because it's just very annoying
IRONOX
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by IRONOX »

Hotkey for scanning ships or increase scanning range. trying to scan a Xenon N in less than 1km range, at 322m/s, and 3 buttons to press to make that darn scan, while i have to hold clear vision on the target, is way to much!
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