Partially Activate Online Features (skins)

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paiku
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Partially Activate Online Features (skins)

Post by paiku » Thu, 5. Aug 21, 19:27

I don't know how long it has been since the online features were disabled, but it feels like a very long time. Isn't it just possible to give Players access to the online inventory (mainly skins) ? I know you are working on ventures, but using a greater variance of skins would be nice.

Alan Phipps
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Re: Partially Activate Online Features (skins)

Post by Alan Phipps » Thu, 5. Aug 21, 19:40

CBJ posted this and this (read on a further couple of posts too). It shouldn't be too long (maybe).
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Raevyan
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Re: Partially Activate Online Features (skins)

Post by Raevyan » Thu, 12. Aug 21, 15:55

They also said the new venture would come shortly after CoH... that was almost 6 month ago and we still haven’t even seen any moving or non-moving picture of that feature.

Buzz2005
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Re: Partially Activate Online Features (skins)

Post by Buzz2005 » Thu, 12. Aug 21, 16:51

new ventures are not coming with 4.10 :lol:
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

Alm888
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Re: Partially Activate Online Features (skins)

Post by Alm888 » Thu, 12. Aug 21, 17:51

Buzz2005 wrote:
Thu, 12. Aug 21, 16:51
new ventures are not coming with 4.10 :lol:
Luckily, if I may say so!
EgoSoft finally admitted the obvious: keeping everyone with insanely broken 4.00 version and denying essential fixes for more than half a year just for a feature needed for maybe half of the players is… not very reasonable.

Buzz2005
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Re: Partially Activate Online Features (skins)

Post by Buzz2005 » Thu, 12. Aug 21, 18:20

lets see what 4.1 will brake first :D 8)
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

Alm888
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Re: Partially Activate Online Features (skins)

Post by Alm888 » Thu, 12. Aug 21, 18:25

Buzz2005 wrote:
Thu, 12. Aug 21, 18:20
lets see what 4.1 will brake first :D 8)
Expectations. :mrgreen:

flywlyx
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Re: Partially Activate Online Features (skins)

Post by flywlyx » Thu, 12. Aug 21, 19:22

Buzz2005 wrote:
Thu, 12. Aug 21, 16:51
new ventures are not coming with 4.10 :lol:
Didn't they test something during beta1?

So they retract it?

Alm888
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Re: Partially Activate Online Features (skins)

Post by Alm888 » Thu, 12. Aug 21, 19:34

flywlyx wrote:
Thu, 12. Aug 21, 19:22
Didn't they test something during beta1?

So they retract it?
No, they did not. Only custom gamestarts were introduced.

Honestly, custom gamestarts and station editor revamp could mandate changing version to 5.0 on their own as with this the upcoming patch does not look minor at all.

Right now EgoSoft is saying: "We need a little more time to make Multiverse Team Seasons into the captivating new feature we originally envisioned it to be."
More time than feasible to postpone the critical bugfixes in 4.10 to everyone.

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Axeface
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Re: Partially Activate Online Features (skins)

Post by Axeface » Thu, 12. Aug 21, 19:39

Alm888 wrote:
Thu, 12. Aug 21, 19:34
More time than feasible to postpone the critical bugfixes in 4.10 to everyone.
What exactly is critical in 4.10? Ive been playing 4.0 for quite some time without many issues.

Alm888
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Re: Partially Activate Online Features (skins)

Post by Alm888 » Thu, 12. Aug 21, 20:36

Axeface wrote:
Thu, 12. Aug 21, 19:39
What exactly is critical in 4.10? Ive been playing 4.0 for quite some time without many issues.
My favorite are:
0) Improved behaviour of station-based mining ships working for stations that require multiple resources.
1) Fixed ships with turrets set to Attack Capital Ships or Attack Fighters not firing unless at least one turret is also set to Attack all Enemies.
2) Fixed turrets set to Missile Defence not working.
3) Fixed attacking capital ships staying outside weapon range.
4) Fixed weapons not shooting under certain circumstances.
5) Fixed AI ships flying too slowly in travel mode while in formation.
6) Fixed missile-armed ships and stations with no ammunition doing damage when player is not present.
7) Fixed story characters getting random names when becoming passengers. (Hailie Shinamon is now called Pat Akbari in my game)
8) Fixed graphical assets failing to load during long game-sessions.
9) Fixed boarding pods not being able to fly and attach on boarding operations.
10) Improved station-based traders to prevent them prioritising(sic) resources that are produced by their station even when those resources are in shortage.
11) Improved faction logic to prevent construction of excessive numbers of stations.
12) Improved low attention combat involving multiple capital ships. (related to Xenon being too weak)
13) Improved manual trade offer settings to allow buy amount that is higher than sell amount. (This way we will be able to have our trading stations manually configured)

There are way more fixes! These ones are poisoning my game experience without measure.

Raevyan
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Re: Partially Activate Online Features (skins)

Post by Raevyan » Thu, 12. Aug 21, 21:12

Axeface wrote:
Thu, 12. Aug 21, 19:39
Alm888 wrote:
Thu, 12. Aug 21, 19:34
More time than feasible to postpone the critical bugfixes in 4.10 to everyone.
What exactly is critical in 4.10? Ive been playing 4.0 for quite some time without many issues.
Maybe the oos xenon situation? Oh wait Xenons are already gone by now due to the screw up half a year ago. The only sad thing is, that they may fix the problem with 4.10 but that wont bring them back to saves where they are gone.

Ezarkal
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Re: Partially Activate Online Features (skins)

Post by Ezarkal » Thu, 12. Aug 21, 21:32

rene6740 wrote:
Thu, 12. Aug 21, 21:12
Axeface wrote:
Thu, 12. Aug 21, 19:39
Alm888 wrote:
Thu, 12. Aug 21, 19:34
More time than feasible to postpone the critical bugfixes in 4.10 to everyone.
What exactly is critical in 4.10? Ive been playing 4.0 for quite some time without many issues.
Maybe the oos xenon situation? Oh wait Xenons are already gone by now due to the screw up half a year ago. The only sad thing is, that they may fix the problem with 4.10 but that wont bring them back to saves where they are gone.
At least with custom gamestart you'll be able to re-start the game with a bunch of assets. So you can pretty easily have active Xenons again.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.

Some people never develop beyond this stage.

Raevyan
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Re: Partially Activate Online Features (skins)

Post by Raevyan » Thu, 12. Aug 21, 21:40

Ezarkal wrote:
Thu, 12. Aug 21, 21:32
rene6740 wrote:
Thu, 12. Aug 21, 21:12
Axeface wrote:
Thu, 12. Aug 21, 19:39


What exactly is critical in 4.10? Ive been playing 4.0 for quite some time without many issues.
Maybe the oos xenon situation? Oh wait Xenons are already gone by now due to the screw up half a year ago. The only sad thing is, that they may fix the problem with 4.10 but that wont bring them back to saves where they are gone.
At least with custom gamestart you'll be able to re-start the game with a bunch of assets. So you can pretty easily have active Xenons again.
Yeah sure sounds awesome to restart a game with ~300 hours and lots of work... I’d rather have them delay their patches instead of rushing a patch screwing things up and then are not able to do anything about it for over half a year.

Alan Phipps
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Re: Partially Activate Online Features (skins)

Post by Alan Phipps » Thu, 12. Aug 21, 23:38

In my case and with a rather aging PC system, I'm really looking forward to 4.10 thinning out the fps-hogging huge rafts of SCA stations produced in 4.00 playthrough.

The other biggie for me is that it finally solves the player-owned ships can be left permanently in unbalanced critical order status after some botched ware/deployable/drone/ammo transfers.
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jlehtone
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Re: Partially Activate Online Features (skins)

Post by jlehtone » Fri, 13. Aug 21, 08:09

Alan Phipps wrote:
Thu, 12. Aug 21, 23:38
In my case and with a rather aging PC system, I'm really looking forward to 4.10 thinning out the fps-hogging huge rafts of SCA stations produced in 4.00 playthrough.
Thanks for reminding. I don't really have rafts but I want to thin them myself, so I have to do it now before 4.10 steals the kills. :rant:
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paiku
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Re: Partially Activate Online Features (skins)

Post by paiku » Fri, 27. Aug 21, 06:58

Alan Phipps wrote:
Thu, 5. Aug 21, 19:40
CBJ posted this and this (read on a further couple of posts too). It shouldn't be too long (maybe).
I guess it takes a while longer, so how about enabling skins again @devs ?
I mean people bought the collectors edition and can't use the skins.

CBJ
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Re: Partially Activate Online Features (skins)

Post by CBJ » Fri, 27. Aug 21, 13:59

I have asked about this, but I've been told it's not going to be possible at the moment. Sorry about that.

dtpsprt
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Re: Partially Activate Online Features (skins)

Post by dtpsprt » Fri, 27. Aug 21, 19:40

CBJ wrote:
Fri, 27. Aug 21, 13:59
I have asked about this, but I've been told it's not going to be possible at the moment. Sorry about that.
A good idea might be to have the content (skins etc) isolated from the Multiplayer "Ventures". An "officially" moded game (Custom Game Start Creative) would be able to access the first (since the "mod" belongs to Egosoft), while, correctly, the Multiplayer (Ventures) is played on an "even field", unmodified...
Since the whole "Venture" thing is put into more "consideration", it might be possible to "attempt" something in this direction...

CBJ
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Re: Partially Activate Online Features (skins)

Post by CBJ » Fri, 27. Aug 21, 22:44

As I just said, I asked whether that would be possible, and was told it wouldn't at the moment.

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