3 Interviews with Bernd Lehan at PCGH, Gamestar und PCG (translation needed)

General discussions about X Rebirth.

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GarrettThief
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3 Interviews with Bernd Lehan at PCGH, Gamestar und PCG (translation needed)

Post by GarrettThief »

NOTE:

These Interviews with Lehan are all in german
I do not have the time to translate but if any other german people has the time then I would love if he could translate the interviews and post them in this topic. I will then edit the starting-post

Edit Scroll down to see a post with a google-translated version of all interviews; posted by hisazul <- thanks

-----------------------------"Real" translations and links----------------------

1. Interview with PCG

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Page 2: Translated (thanks to MartinSGill)
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The second part of our interview was conducted with Christian Moriz, the production director at Deep Silver.

PC Games: X Rebirth came to be released to market with substantial errors, which made ​​it largely unplayable. To what extent was this quality level known to you?
Moriz: The X-Games are based on a very sophisticated AI, which - especially in the beginning - tends to trip itself up. This is the great strength and at the same time, unfortunately, a common weakness of all the X games because, on the one hand it provides a potent and challenging game, but on the other hand, it can also lead to errors. That it also came to performance problems, mainly relating to high-end systems, was a bad surprise for all of us. We find it very unfortunate that many players, who have been looking forward to X Rebirth for so long, were initially struggling with errors. The eight patches that have appeared so far, have already addressed the most pressing points. Egosoft provides very good product support to help the players who have difficulties as quickly as possible.

PC Games: Are you as a publisher, in the course of development, involved in the quality assurance? If so, in what form terms with regards to X Rebirth?
Moriz: In X Rebirth different partners have worked on different tasks. Our mission as a European publisher was to produce the boxes for our area and to control parts of marketing and sales. In America, there was another publisher and the development and quality assurance was taken up by Egosoft. During the distribution of tasks in production, we take care of what comes in the box: We edit and create manuals and organize the printing and manufacture and the printing. We tested the extras of the Collector's Edition. We check print quality, put together bonus content, and burn them to Blu-ray, test the functionality of LED lights etc.

PC Games: Why did you not make an exception, given the obvious shortcomings of a traditional release cycle, and choose a different distribution channel, such as open beta or Early Access?

Moriz: What is obvious is usually easier to see with hindsight. Both would certainly have been good approaches. The possibilities for doing this came too late for X Rebirth. The game was in development for seven years. When we started the project and drafted the contracts, there was no sign of "Early Access". To go this route, the entire development process would have needed to be set up differently many years ago - with other partners and other funding. So by mutual obligations we arrived in a situation that has not given the players the best possible game. Without such obligations, however, we would have to ask ourselves the question as to whether and how X Rebirth would ever have been made.

PC Games: How satisfied are you with the X Rebirth release so far?
Moriz: X Rebirth went from zero to No. 1 on the German PC Charts - this means the interest for the game is there and that makes us very happy. Despite the initial errors, which Egosoft is working to resolve, people still buy the game and there was also a lot of good feedback from the players, which with such releases is often buried. As for the bugs and performance, clearly, of course, a lot must still happen. We know and appreciate Bernd Lehahn and his team, so we are sure that X Rebirth will be running for the vast majority of players soon.

PCG: Do you think that patch-intensive and complex games like X are still suited to going to market with a traditional, boxed-version and via a publisher? Do such "broken" versions like Rebirth not harm a publisher too much in terms of reputation?
Moriz: Ultimately, the players choose whether they want simple, well-functioning games or challenging strategy games and simulations that are more vulnerable to errors by their very nature. It is important that the game gets enough financial support BEFORE release to enable the developer to develop the game, either from players or from a publisher. If that does not happen or does not happen enough, complex games of this size would disappear from the market because the pre-financing is not available. And that would be very unfortunate for the many players who have a lot of fun with games like X Rebirth despite the initial difficulties.

PC Games: Thank you, Christian, for your answers.
2. Interview with Gamestar

Page 1-3: translated (thanks to Noimageavaiable)
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GS: How did it come to X:Rebirth being released in such an unfinished state?

Bernd: There are many reasons that played together. The release date was determined quite a while ago and after seven years of development time you have to release the game at some point. But the problem wasn't the date but our struggle to add ever more features even very late in development.

We always want to offer high variety and it did become an X game even if I always emphasize that it is not X4. I didn't want to create that impression either but it is nether the less difficult to release a game where between trade, station building, fights, plot and tutorial so many things are possible.

For example we completely redesigned the landing platforms just in early 2013. Up until late 2012 we had a modus where you land through a button press and then interact once without free walking. But we weren't satisfied with this and added many things too late.

But the bigger problem are actually the small bugs, the small crashes. And that is the main reason for the bumpy start, we just didn't have enough testers there. I underestimated that a lot. With 150 people we had more testers than ever before but the game is very popular. We achieved our goal on one hand, to have more people play the game.

But that also meant that we were surprised by many technical problems that occurred especially on fast computers. We underestimated the amount of problems that would occur on high-end machines. We didn't even have a computer in our office that was as powerful as some of the systems Rebirth is played on now. We always assumed the game would also run well on these computers if it ran well on out midline computers.

GS: Now Rebirth isn't just criticized for its bugs but also because of poorly thought out or poorly functioning game mechanics. Did you never get the feeling during development that you had to draw a line at some point?

Bernd: No. This problem isn't new after all and it is always that way: We could go on and on. We could theoretically include everything after all. And that is how we will continue working once the bugs are fixed. There is already an endless list of new features we want to include.

However I see the gameplay changes as different from the technical problems which are annoying and could have been avoided if we would have had something like Early Access. If you would just test with more people. Many hardcore fans might dislike some gameplay changes but it is another game after all. It was also clear to me from the beginning that many hardcore fans would prefer an X4. And maybe we will do that at some point. But we can't reach new customers with that. The introduction to the game as well as the pacing of all the gameplay mechanics will always differ between those two directions.

GS: And you reached more players with this release?

Bernd: We sold more games in the first weeks since release than with any X game before.

GS: But was it a fair start to charge 50 Euro for a game in this condition?

Bernd: We also received lots of positive feedback, it is sadly overshadowed by many technical problems but there are many people who play this game and are satisfied with it. It is of course regrettable when part of our customers, regardless how small that part is, experiences performance problems or gets stuck in the plot for some reason. And these things are avoidable.

But things like the change to highways. These specifics that are radically different. The game is supposed to be faster and more action oriented. Trade for example is supposed to run in parallel instead of forcing the player to personally experience this slow part of the game. It doesn't make sense to discuss things like that with our fans. With these fundamental things the question weather it is better or worse doesn't make much sense because you're comparing apples and oranges. It is just completely different. If you make a game where the players trade themselves and pilot their trade ships you'll have a significantly slower game. But we will never change that about Rebirth.

On one hand we have detailed plans to expand X:Rebirth and also enable many things old fans in particular are missing. But as much as we are going to add, X:Rebirth stands for many changed mechanics and those will never change. You have to differentiate there.

GS: You mentioned Steam's Early Access program. Why didn't you use that option since you're already going with the controversial mandatory Steam activation?

Bernd: We would have liked to do it but the opportunity came too late. And it didn't work for reasons of distribution too. It would have fitted our style of publication well and we probably would still have the game in Early Access over a longer period of time.

GS: But on Steam you're publishing the game yourself, aren't you? And Early Access on Steam isn't that new either.

Bernd: As you said on Steam we publish the game ourselves. But unfortunately only on Steam. I can't go into details there but fact is that we cannot do whatever we want. We also have to consider Retail. That is how it is unfortunately.

GS: Was the game released in this unfinished state because your publishers Deep Silver and Tri Synergy pressed you?

Bernd: No, our publishers aren't at fault. I do not lay the blame with others either. The problem is you have to plan completely different for a retail release. You have to announce early when the game will hit the shelves, packages have to be produced, it has to be listed. You can't just change your dates half a year in advance when Steam offers Early Access.

GS: Yet other developers managed to do it, Bohemia Interactive with ARMA 3 for example (also self-published on Steam with local Retail-Publishers). The possibilities have been there for a while.

Bernd: For our plans for the retail release these opportunities came too late anyway. We will certainly work differently in the future.

GS: Since we're talking about the future. How does the future look for the series, more Rebirth or will we see an X4?

Bernd: We certainly won't be working on an X4 in the future. Our near future sees the development of Rebirth. There will be many smaller patches with gameplay improvements in the next two months. For the next year we will then switch to monthly patches to include bigger changes as well. But for now we have to do our homework with performance and stability before thinking about things like exterior view.

GS: Looking back on the release of X:Rebirth. Would you say it was a mistake to include features to the very end instead of finishing the present elements particularly regarding the UI and the general control scheme?

Bernd: Regarding the controls, no. There we always advanced in small steps and included new concepts only late. Whenever you solve old problems you also create new ones. Even another year of development wouldn't have changed that.

We already made some cuts with features after all and didn't for example implement AI commands that we would have loved to have on release.

But I think when you started the game on release, you didn't have problems with those endgame features in the first 10 hours. There the UI works and you're mostly annoyed by the by now mostly fixed bugs. Those are also the things that annoy me the most.

GS: So disregarding bugs the controls are especially in the beginning of the game good in your opinion?

Bernd: For the things you can do in the early game, yes. Trade with one ship, when you want to transport small amounts of goods, is sufficient. There are certainly things that can be improved but as long as you only have one ship it works actually. Difficulty arises when you want to concentrate on trade, which of course is something (not only) our old fans want. They want to control and build large fleets. We have yet to expand those features. There the UI isn't good.

GS: You kept the spreadsheet-menus from previous games for Rebirth. Rather than for example using symbol- or graphic-heavy menus everything works through classic lists. Did you try out other menus at some point as well?

Bernd: No, that's even a feature we removed. We decided against it due to expandability alone. Although you could certainly improve quite a few things in terms of presentation.

GS: So far Rebirth received the worst test results in the series. Do you think you can still turn the opinion on the game?

Bernd: I'm certain that we can positively influence the opinions of a lot of people over time but that is of course too late for the tests. And we obviously loose potential customers that way. Although it is certainly even worse for the players that bought our game and are now rightly displeased with it due to bugs. First we have to win those back. We can only do what we always did in the past as well: Not only fix the game far beyond the release but also expand it massively.

GS: How do you want to avoid a start like this next time?

Bernd: The team worked hard and I don't blame anyone. It is sad that the start went the way it did. But on the other hand the game is very successful too. There are many people who like the game in its current form. The game sold extremely well so we did some things right there as well. Even now we sell more games per day than with any prior X game. Which also means that for many people the features that didn't work properly on release aren't that important. Though in some cases that is also sad since we want to bring the depth of the economy and building to the new players as well.

Ideally I want to offer people who expect a Wing Commander a Wing Commander first and show them the depth of the universe later.

GS: But does that mean for you the good sale numbers justify the bad release?

Bernd: No, of course not. We always want to do it better. Especially the bugs that destroy the present game design are very annoying.

GS: Do you think you will still get it done?

Bernd: Of course. I already explained that in the forum. Phase One is stability for now. There we really need more testers. In the future we will certainly do that with Early Access. But we fixed more CTDs in the three weeks since release than the year before and the stability is already pretty good. But there are also always customers who run the game below minimal requirements such as 32-bit systems.

After that we will take care of the performance. Even if I don't want to say too much here. Those improvements take time. We currently do betas for the patches too. And we will continue the next weeks in the same way.

But of course you also have to mention that it apparently runs well for many people, after all we had always more than 10.000 players in the week after release. You have to consider the critiques with that in mind too. If you sell a lot of games and only one percent doesn't get it to work those people are of course legitimately angry and make themselves heard on the Internet. But you can't conclude from that that those are 50 percent of players. But regardless how many customers are affected it is always annoying.

GS: If you could turn time back a year. What would you do differently regarding features and the release?

Bernd: I probably wouldn't have changed any features and instead concentrated more on a bigger test before release.
3. Interview with PCGH

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Last edited by GarrettThief on Tue, 10. Dec 13, 23:26, edited 13 times in total.
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Re: 3 Interviews with Bernd Lehan at PCGH, Gamestar und PCG (translation needed)

Post by vargata »

GarrettThief wrote:NOTE:

These Interviews with Lehan are all in german
I do not have the time to translate but if any other german people has the time then I would love if he could translate the interviews and post them in this topic. I will then edit the starting-post

http://www.pcgames.de/X-Rebirth-PC-2368 ... w-1100853/

http://www.gamestar.de/spiele/x-rebirth ... 30754.html

http://www.pcgameshardware.de/X-Rebirth ... n-1100888/[/b]
"Travelling in the highways and especially the fast minigame to alter your own travel speed by skillfully maneuvering,"

ohhh, lol. what skills are needed for that? well seen bernd getting old :)
wolvern: try play it again in January
vargata: which year january?
savagetwinky: January isn't a year, did you mean 2014? :rofl:

vargata: who had that silly idea that the future ppl will build their cities into dangerous dust and asteroid clouds?
BinarySlave: NASA? As far as I am informed, they are still following this totally dumb idea to harvest all kinds of valuable minerals. And this in space, these idiots. :rofl:
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Post by UnclePaulie »

I wish I could read German so I could see what pish he is talking now .
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Post by ghostpilot »

Im almost on the point of not wanting to know, im sure he says some absurd statements that willl make me angry at him again.
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Post by rpek32 »

Request translator :boron:
There is my opinion: no more egosoft games, except fully playable DEMO-VERSIONS. I want know what i paid for.

Waiting X4 for PC
[ external image ][ external image ]
http://forum.egosoft.com/viewtopic.php?t=359047&start=0 it's for L. Bernd
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Post by hisazul »

Google translate isn't hard and at this point in time its fairly good too, all things considering.

Here is the first one:

10/12/2013 08:56 clock
|3779 °|20
The "rebirth" of the X-series is struggling with all sorts of difficulties since the release. Even if the sale is to be considered a success, it is primarily a textual error, which bring the players on the palm. Developer Egosoft patches like a champ and still has plenty of work to do. We wanted to know from the developers and the publisher why Rebirth has so many problems in their luggage.


X Rebirth: The space game by Egosoft makes for heated discussions among fans. We talked with developer Egosoft and publisher Deep Silver in the interview. X Rebirth: The space game by Egosoft makes for heated discussions among fans. We talked with developer Egosoft and publisher Deep Silver in the interview. [Source: See picture gallery] For developers questions about X Rebirth Egosoft is boss Bernd Lehahn agreed to answer our questions. The questions to the publisher answered Us Christian Moriz, Production Director at Deep Silver.

PC Games: X Rebirth was seven years in the development and turned out to be the release as the high-technology X buggiest game so far. How do you explain that from your point of view out to players?
Lehahn: Even if the reasons, as usually, are varied and complex, one can say that the main reason is the fact that X Rebirth was developed from scratch. This did not just give the game design but unfortunately the engine.

PC Games: You work as usual because rework with many patches. X-connoisseurs know that, but what about the many new customers who wanted to achieve with Rebirth. Do not you think that new X-players are through the desolate release state rather put off by Egosoft X and?
Lehahn: That would be a pity. Many of the errors concern scenarios for advanced players. In these cases, I have the hope that we can eliminate the problems before they become a problem for many newcomers. But unfortunately there are also mistakes that ruin very early in the game, either the performance or even lead to crashes. Such things give a very bad impression, of course, and of course I am very sorry.

PC Games: Bugs belong to the X-series, such as butter on bread. Just so many errors this time have been included at the start, which made even basic elements of the game, as trading virtually unplayable. Is this not noticed?
Lehahn: The errors that have thwarted the actions were very tricky. There were a number of errors that were to lead ultimately all ascribed that Mass Traffic ships got stuck during loading and unloading of cargo and for all time blocked the participating stations and ships. This manifested itself then sometimes so that your own ships unresponsive to commands or the NPC stations did not get more raw materials. Unfortunately, these errors occurred on only in a longer lasting game. The same time they did not occur when we have accelerated the time in the universe. That's why we have this error radically underestimated in its importance.

X Rebirth: bugs and design flaws spoil the game, patches and fan projects provide relief - at least initially. X Rebirth: bugs and design flaws spoil the game, patches and fan projects provide relief - at least initially. [Source: See picture gallery] PC Games: Basically, now for us the question: to what extent any quality assurance has taken place?
Lehahn: We have X Rebirth tested with the same team and scope, as we have done with the predecessors. The Devnet is already a long established group of hundreds of volunteers, which included also just over 150 X Rebirth tester. Unfortunately, it has been shown that it has clearly not been sufficient. For such a large and complex title we would probably need to plan, unlike its predecessors, which have been increasingly developed based on the games before.

PC games: Since the release of an X 3 has indeed done a lot in the industry in terms of forms of distribution for PC games. Why did X Rebirth go as a classic full-price product to the start, wohlwissentlich that many elements do not work? Why did you not choose the variant that openly deal with the bug problem and X Rebirth make it available for example as Open Beta or Early Access version?
Lehahn: Early Access would have been a great solution that we should also like very good. Why this was not feasible, but cooking has already explained this.
(The answer can be found in the interview part with Christian Moritz, ed)

PC Games: You have emphasized in the run time and again that Rebirth should be catchy and understandable. If you look in the forums, is just the criticized - even by many veterans. Trade, for example, station construction are basic game elements, but declared totally inadequate. Where is the better accessibility to the game?
Lehahn: Certainly the statements, the menus and the feedback just in advanced content are in need of improvement, but I'm absolutely sure that X Rebirth is much more beginner friendly than all the X games of the past. Not only do we have an extensive tutorial for beginners, but also because many of the advanced feature are explained, including the station building in the later plot. Old veterans of the X Games because, unfortunately, are no exception, since the knowledge of these games at X Rebirth does not really help.
Bernd Lehahn is Managing Director of Egosoft Bernd Lehahn is Managing Director of Egosoft [Source: See picture gallery]
PC Games: Missing PC standards such as keyboard shortcuts or barely existing joystick support baffled the players. To this end, the intense adaptation to gamepad controller and Xbox code remains in files. All this has raised the suspicion that Rebirth has been insufficiently developed for the PC. Would ye X Rebirth as a next-gen title for Xbox One develop and are then swung around on PC because there were problems?
Lehahn: These wild speculations are pretty funny. We have often and worked extensively on consoles potential conversions. X Rebirth is of course no exception. Of course, we have experimented with it during development to test to see if we can put the game to consoles. Nevertheless, was and is X Rebirth first and foremost a PC game. But even with PC games, the operation with the gamepad is becoming increasingly popular. I am convinced that PC games are just enforce the SteamBox plans increasingly in the living room. The fact that we want to support the most, you'll see that in mind that we implement our games for Linux, so that they are then run in the future on Valve's new platform. To provide additional hotkeys for as many features on the keyboard, then is there not a contradiction for us but always had a lower priority. We wanted to ensure that our game with the gamepad and other Eingebe instruments works well with reduced possibilities before we then add additional hotkeys first.

PC Games: Just ancestral Egosoft / X fans express themselves sometimes angry on the forums, feel deceived by the publisher and are disappointed in terms of Egosoft about the fact that Rebirth came on the market with such serious errors as a release version. Even of lost confidence is talk there. How will / can you regain trust?
Lehahn: We are aware that this is very difficult. We will work of course, because to fix as many problems as possible as quickly as possible and then release updates for X Rebirth in the second step in a longer-term future.

X Rebirth: Trade Fight Build Think - how much X is still in Rebirth? X Rebirth: Trade Fight Build Think - how much X is still in Rebirth? [Source: See picture gallery] PC Games: In terms of design changes, there was harsh criticism: Always look the same stations, deterrent NPCs, annoying mini-games such as Smalltalk or the fact that in the highways so many "fake ships" laying around. Was there prior to the development of any criticism about it or why did you choose for these features, which are now finally as good as any followers?
Lehahn Because there are several things stuck together in a question that do not belong together. On the one hand, there are features that you would have to present a beautiful and where X Rebirth still stands at the moment at the beginning. The platform NPCs are a good example. In this area we have not yet exhausted its potential. In the moment there is too little variety and not doing enough. The graphic quality of the platforms also suffers because it just was not the most important aspect of the game for us. Since we definitely want to also make improvements.
At the same time, this station sense rooms one of the greatest desires of the community, however, are in addition to the landings on the planet ever since the first X Games ever been. In this area we need to develop one step at us now times unfortunately.
On the other hand, however, it was clear even from the outset that such a radical gameplay changes as the highways that speed up the game strong, would be included controversial of the old fans. This has always been the reason why we have X Rebirth marketed not just simply as X4. It plays in the same universe, based on a simulated economy and remains faithful to the idea that we want to allow as many activities as possible in a free universe. On the other hand, many elements in detail are radically different. Travelling in the highways and especially the fast minigame to alter your own travel speed by skillfully maneuvering, as a very good example.
I want to here anyone prescribing what he's good at finding. Of course, there are fans of the old X series, which want to fly (even with SETA time acceleration) on straight paths through the space rather emptier. But that is precisely the core of X Rebirth. Here we want to make a game that is faster and denser, and not just simulation fans fun. A review of what it now is better, in my opinion makes no sense at all, since there are two fundamentally different concepts.

PC Games: X3: Terran Conflict yes started with 7 Series and 8 reviews. Rebirth, however, falls due to the massive release defects by merciless, especially when it comes to user-ratings on Metacritic. What official ratings did you expect internally?
Lehahn: At the moment we can not complain. We have unfortunately now times made mistakes. If a player X Rebirth wins a bad impression of X Rebirth because of bugs or not yet perfectly functioning features, it is understandable that he rated it poorly. This is of course sad. The fact that many of the players of our old X series, of course, as just described, on the other hand, have gone with a different expectation of X Rebirth zoom, of course hurts us even more.

PC Games: How did the release start to Rebirth felt? Were you able to rest on toast or were you you already aware that it would also give the release a lot of anger and discontent?
Lehahn: It is always difficult to obtain an objective picture. On the one hand we see a huge success. Never before has sold so well in the first few weeks after publication, any of our Games. On the other hand, we saw, unfortunately, many problems and are now working for nearly a month in publishing new patches again and again. Since all impressions were simultaneously very extreme: both the success and the criticism.

PC Games: What are the plans for X Rebirth out in 2014? Which patches we have to expect and in what time frame does this happen?
Lehahn: In the first two weeks after release, we have released patches almost daily. We are now moved towards weekly patches and can test more thoroughly on the way these. We want to publish before the Christmas holidays definitely still patch 1.20 then maybe get tested a beta over the holidays.
In addition to the real bug fixes and performance optimization here are also many small gameplay improvements on our map. This ranges from improved menus via altered Balancing the platforms to many extensions of the AI ​​commands for player ships.
In January it will go for a while at this rate until we will change by the end of January at approximately monthly updates. These are then also contain larger feature updates. We have actually a very long wish list, but also listen to the priorities of the community. It will then pass 2014 for a long time on.

PC Games: Will there be design changes in addition to further bug fixing?
Lehahn: Of course involves improving the game always design changes.

PC Games: Thanks for the detailed answers, Bernd.
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein
hisazul
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Post by hisazul »

#2


X: Rebirth - Interview with Egosoft boss Bernd Lehahn
"Many people are satisfied with the game"

After the catastrophic release of X: Rebirth, we spoke with Egosoft boss Bernd Lehahn and wanted to know: How did it come so far and how to do it now with Rebirth continue?

From Christian Fritz Schneider |

Date: 04/12/2013

The German developer Egosoft team has a tough task ahead: they must regain the trust of their customers. Because after the release of their space game X: Rebirth in November there were massive criticism from both the fans as well as by the press. Rebirth was bugged and unfinished thrown on the market - after seven years of development time.

At present, although new patches appear almost daily cycles. Until the youngest part of the X-series, however, achieved a commendable status, are certain to pass Monte. And if the serious gameplay weaknesses are ever resolved, written in the stars.

We spoke with Egosoft boss Bernd Lehahn about the release of X: Rebirth, about the future of the game and good sales now account for the Rebirth at least to financial success.

Gamestar: How did it happen that X: Rebirth was released in such an unfinished state?

X: Rebirth - Interview with Egosoft boss Bernd Lehahn: We spoke with Egosoft boss Bernd Lehahn on X: Rebirth. We spoke with Egosoft boss Bernd Lehahn on X: Rebirth Bernd Lehahn. There are as many reasons that have negatively played together. The release date is indeed set for a while before and after seven years of development, you have to come out sometime in the game. But the problem was not the date, but our struggle to add more and more features, and that too very late in development.

We always want to offer a high level of diversity and it is just an X game become, even though I have repeatedly stressed that it is not X4. This expectation I did not want to wake up, but it's still difficult to bring out a game in the Trade, Substations, fights, plot and tutorial so many things are possible.

We have, for example, until the beginning of 2013, the landing platforms completely rebuilt. By the end of 2012, we had a mode where you end up by pressing a button and then once interacts without free running around. Consequently, we were not happy and have added much too late.

But the bigger problem is actually the little bugs that small crashes. And that is the main reason for the bumpy start, as we did not have enough testers. I have a very underestimated. We had 150 people with more testers than ever before, but the game is very popular. We have on the one hand achieved what we wanted, that many more people play the game.

But it has also brought with it that we were surprised by the many technical problems that occurred especially on fast computers. We underestimated how many problems there would be with high-end computers. We had here in the office is not a computer, which was as strong as some systems on which Rebirth is now played. We have always assumed that the game would run on such computers also good if it runs on our middle-class computers.

X: Rebirth
On "highways" we can move through the sectors of the revised X-Universe quickly - unfortunately it has fallen quite small with only four systems.

Gamestar: Well Rebirth is not only because of its bugs but also because of not well thought out or well-functioning game mechanics in the criticism. Did you have during the development never felt you had to draw a line sometime now?

Bernd Lehahn: no. This problem is not new and it is always like this: We could go on and on. We can theoretically install everything since. And so we will continue to work once the bugs are fixed. There is already a long list of new features that we want to include.

The gameplay changes I see but other than the technical problems that would certainly have been annoying and avoidable if you would have done something like Early Access. If you would just test with more people. Some gameplay changes might not like many hardcore fans, but that's just another game. It was clear from the outset that many hardcore fans would rather have a X4. And maybe we do that, too someday. But we can not reach new customers. Both the entry into the game but especially the pace of the entire gameplay mechanics will always be a difference between these two approaches.

Gamestar: And with this release, you have more players achieved?

Bernd Lehahn: We have sold more games in the first weeks after release than at any other X game before.

Gamestar: But was that a fair start to charge 50 Euros for a game in this state?

Bernd Lehahn: We also get a lot of positive feedback, it is unfortunately overshadowed by many technical problems, but there are also many people play this game and are happy with. It is of course annoying when some of our customers, no matter how big is this part that has performance problems or get stuck for any reason in the plot. And such things are preventable.

But such things as the change to the highways. Something very specific, which is radically different. The game is faster and action-oriented. The trade is for example run in parallel instead of the player to force personally experience this slow part of the game. For such things there is no point with fans via such features to debate. With these basic things, the question makes little sense after better or worse, as you compare apples with pears. It's just completely different. If you make a game in which the players act itself and control its merchant ships, one has a much slower game. But we will never change at Rebirth.

On the one hand we have detailed plans X: Rebirth to expand and also to enable much what grade miss the old fans at the moment. But this much we will also add, X: Rebirth anyway for a lot of changed tuners and where nothing will change. One must as accurately distinguish.

Early Access, X4 and operation

Gamestar: You just mentioned the Early Access program from Steam. Why did you choose this option is not used if you already relies on the controversial in your fan circles Steam coercion?

Bernd Lehahn: We would like to have done it, but the opportunity came late. And it was not due to marketing reasons. It would fit well with our type of publication and we would have the game now probably over a longer period in the Early Access.

Gamestar: But on their Steam sells the game even? And so the new Early Access option on Steam is again not now.

Bernd Lehahn: How do you say already on Steam, we sell it yourself. But unfortunately be supplied only on Steam. Because I can not go into details, but it's just so that we can not do what we want. We also need to take on the retail sales consideration. Sadly, it has.

Gamestar: Is the game have been published in the unfinished state because your retail Publisher Deep Silver (Europe) and Tri Synergy (USA) have made ​​pressure?

Bernd Lehahn: No, because the publishers are not to blame. I push and no one else's fault in the shoes. The problem is that you have to plan quite different for a retail release. It must be said, when the game comes in the store, the packaging must be produced, it must be listed very early stage. Since you can not half a year ago when Steam Early Access offer, move its data.

Gamestar: Other developers have but quite well done, with Bohemia Interactive , ARMA 3 , for example (also on Steam in self-marketing with local retail publishers). The possibilities were there for some time.

Bernd Lehahn: Our planning for the retail release of these possibilities still came too late. In the future we will work safely otherwise.

Gamestar: When speaking of the future. What is the future of the series of, more or Rebirth we will see an X4?

Bernd Lehahn: We will not be working in the near future to ensure a X4. Our immediate future is the development of Rebirth. Over the next two months, many more smaller patches will appear with gameplay enhancements. Over the next year, we will then change to monthly patches to install larger innovations. But now we must first do our homework in terms of performance and stability before we take care of, for example, such things as an outside perspective.

Gamestar: Looking back on the release of X: Rebirth. Would you say that it was a mistake to incorporate new features to the end, instead of at some point to take care of the completion of the existing elements, especially in the user interface and general operation?

Bernd Lehahn: So in terms of the operation, no. As we have continued to develop us in small steps and added new concepts late. Every time when you solve old problems, one creates in this way unfortunately new ones. As more development time would not have changed even a whole year.

We already made tough compromises in features and such as AI commands are not implemented, we would have liked to have had loving the release.

But I think if you start the game for release, one has in the first 10 hours no problems with these end-game features. As does the user interface, because rather disturb the already for the most part now fixed bugs. These are also the things that annoy me the most.

Gamestar: So aside from the bugs, the operation is in your opinion, well, just at the beginning of the game?

Bernd Lehahn: For the things that you can do in the initial phase, yes. The trade of a ship, if you want to transport a small amount of goods is sufficient. There's certainly things that can be improved, but as long as you only have one ship, it is all about. It becomes difficult when one wants to focus on trade, which of course (not only) our old fans want. They want to control and build large fleets. These features, we will only need to expand even further. As the user interface is not good.

Gamestar: You have recorded at Rebirth to the previous games List menu. For example, instead put more on symbol and grafiklastige menus everything works on classical lists. Did you try you between times to other menus?

Bernd Lehahn: No, that's even a feature that we get deleted. We decided because of the extensibility it. Although there certainly could do a lot better in terms of presentation.

The future of X: Rebirth

Gamestar: Rebirth has been getting the worst reviews of the test series. Do you think that you can still rotate the opinion of the game?

Bernd Lehahn: I am convinced that we can influence the opinion of many people over time positive, but for the tests is of course too late. And thus we lose potential customers. Even worse, it is safe for players who bought our game and then because of the bugs are entitled dissatisfied. The we have only just recovered again. We can only do what we've always done in the past: namely, to expand the game far beyond the release, not only to fixed but also massive.

Gamestar: How will you avoid such a start next time?

Bernd Lehahn: The team has worked very hard and I throw anyone of something. It is sad that the start is gone as he went. But the game on the other side is also very successful. There are many people who love the game in its current form. The game has sold extremely well since we have therefore also some done right. We sell even now a day more games than we have ever done that for an X game. What also means that the features that have the release does not work properly, are not so important for many people. In some cases, this is also sad because I would like to convey new players the draft of the economy and construction.

Ideally, I want players who are a Wing Commander expect to offer a Wing Commander first and then show them the depth of the universe.

Gamestar: But that means for you is that the good sales figures justify the bad release?

Bernd Lehahn: No of course not. We want to always do better. Especially the bugs making the existing game design broken, are very annoying.

Gamestar: Do you think that you still riff?

Bernd Lehahn: Of course. I explained that already in the forum. Phase one is now first stability. Because it really needs more testers. In the future, we will make sure with Early Access. But we have fixed in the three weeks since release Crashbugs more than in the year before and the stability is already quite good. There is but it is also always customers who run the game below the minimum requirement, for example, on 32-bit systems.

After that we will take care of the performance. Even if I'm not will promise too much too soon. These improvements take time. We are currently also make betas for the patches. And in the same way, we will continue in the coming weeks.

But you also say that there are probably many runs well, at least we constantly had a week after the release of more than 10,000 active players, of course. You have to see the criticism whatsoever in relation. If you sell a lot of games, and only one percent gets the game then not working, these people legitimately are naturally very acidic, and provide a hearing on the Internet. But from this one can not draw the conclusion that now 50 percent of the players are. But no matter how many customers are concerned now, it's always annoying.

Gamestar: If you could go back in time for one year. What would you have in terms of features and the release done differently?

Bernd Lehahn: I would have changed nothing on the features of the game, but rather concentrated on a larger test before release.


The X-series
After the end of X-Wing, Wing Commander and Elite X-series from the German developer Egosoft is the only space-series, which is still continued. We provide in this picture gallery before all games of the series and the particularities of each title. But what runs through all the X-Games, is the all-determining basic concept that Egosoft summarized with four words: action, fighting, building, thinking.
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein
hisazul
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Post by hisazul »

CBJ is gonna hate me for this but here is #3 :lol:

X Rebirth: "The bad reviews we own fault" - Interview with Egosoft
Thilo Bayer
|10/12/2013 14:45 clock|5

PCGH in conversation with Egosoft studio boss Bernd Lehahn and Christian Moriz from publisher Deep Silver: How did the non-round starting at X Rebirth? What the team is working at the moment? What does Egosoft to criticisms on the game mechanics? And why was not Early Access used for? The answers can be found in our interview.

X Rebirth: A lot of bugs to start, since 8 patches appeared (2) X Rebirth: A lot of bugs to start, since 8 patches appeared (2) [Source: See picture gallery] Despite good sales figures: The starting X Rebirth was known to be anything but exhilarating. Frightening for many X-fans came not only from the fact that there was a lot of technical problems. No, important parts of the gameplay mechanics has been the subject of criticism. Especially since fans have probably thought at X Rebirth despite all warnings to a X4 and not a reboot, which will also inspire Genre beginners. Three weeks and 8 patches later we talk again with studio boss Bernd Lehahn to check the state of affairs - and to get an outlook for the future. By Christian Moritz, Director of Production at Deep Silver, there was also still an opinion on the topic Early Access.

PCGH: almost three weeks ago X Rebirth has appeared since you released eight patches. At what stage the team is at the moment? What will follow in the next 3 months? Are there concrete to-do lists for features?

X-Rebirth: Interview with Bernd Lehahn Egosoft X-Rebirth: Interview with Bernd Lehahn Egosoft [Source: See picture gallery] Bernd Lehahn: We have now solved the most pressing Crashbugs and secured primarily trading. The latter was unfortunately unexpectedly complicated. It turned out that there were many scenarios where by error during loading and unloading of ships by Mass Traffic (ie large amounts of small vessels) the Dock of the stations were completely blocked. This meant that after a long season for many players of the trade was unfortunately impossible. We have these things fixed now, but it sometimes takes even with the latest patch a while to get back "set right" in an old savegame trade has.

The next priority is the removal of bugs that degrade performance as well as general improvements to make X Rebirth faster. This area, which you so sure especially interested, but you have to look at something differentiated.

The worst observations on performance are usually based on bugs. So we just fixed with patch 1:19 a very strange error which meant that suddenly the frame rate plummeted to a quarter of the normal value after repeated loading a saved game. Although I assume that this affected only a small part of the players, but we have a whole series of similar bug that caused in large part by the complex multithreaded system in X Rebirth. In the case mentioned above, some threads of the previous savegames were simply not terminated correctly and then slowed down the game.

PCGH: Hand on heart: were the technical problems encountered so far, not foreseeable? How much testing have you done before?

Bernd Lehahn: Shortly before the release, as the mass of the tester was greater for the first time, although it was clear that there were bugs that we had not seen before or underestimated. But especially the errors in the trade, we have not guessed. It is precisely this, I personally find most annoying, as they have many players spoiled the entry into the game. The huge variety of different causes of crashes has also surprised us honest. We definitely underestimated the complexity associated with the multithreading.

PCGH: Ask the Publisher - Why did you not use the Steam Early Access for X Rebirth?

X-Rebirth: Interview with Christian Moritz, Director of Production at Deep Silver X-Rebirth: Interview with Christian Moritz, Director of Production at Deep Silver [Source: See picture gallery] Christian Moritz: What is obvious is located behind of course is easier than before. Both would certainly have been good ways. The possibilities for this came too late for X Rebirth. The game was now seven years in development. When we started the project and drafted the contracts, was of "Early Access" no trace. To go this route, the entire development would have to be quite different sets up years ago - with other partners and other funding. So we are all advised by mutual obligations in a situation that has not brought the players the best possible gaming. Without such linkages, however, we would have to ask ourselves the question whether and how X Rebirth would ever may appear.

PCGH: Bernd, you have said yes to that you have underestimated with high-end PCs problems. But at least we gave you the end of October so be warned that the fps are low in our fast computers. What PCs did you Rebirth tested?

Bernd Lehahn: One but has since distinguished. There are clearly some PCs on which the game is running much slower than it should. Such a case is, for example, R9 Radeon card. We are currently working with AMD to analyze it, what's running exactly wrong. Then there are some high-end systems, for which we have not optimized and on which the game may be faster for sure, but is at least playable. These include the lack of support for SLI computer. Recognizing the Nvidia drivers that our game benefits currently not implemented in SLI and simply switch it off. On the other hand, there are also many systems on which our game is running slower than other current titles, simply because we are very much dependent on the CPU power. And in a manner, which in many places nothing to do with the illustrated graph.

If our game is slow because we have to make pathing calculations for flying in the zone ships in the background, unfortunately, brings even reducing the details no improvement. We have already had to make painful compromises in the area of ​​pathing so that ships sometimes fly through station geometries or other vessels. Unfortunately, we can scale about the content at this point but almost not at all. The merchant ships are now once for the economy needed and we can not just leave on slower computers half the ships away. A reduction of all ships in the entire universe would then be possible for all players and their calculator, only new balancing. Please note that I indirectly talking about the real merchant ships and also on their Mass Traffic, NOT from the other small ships flying around stations. Their number can be changed easily, in fact, as already make some mods.

We definitely work on further optimizations. The low FPS values ​​are, as I have already said above, just often caused by true bugs.

PCGH: Not only the technology has been criticized, and the game mechanics. Do people have expected a X4 or where does the criticism?

Bernd Lehahn: Criticism exactly as praise are as varied as the players themselves on the one hand, there are points to be criticized because some players might prefer a more traditional X4 would. In addition I have already said a lot. On the other hand, there are many legitimate criticism for shortcomings. It was from the first patch to our third priority, to create in this area all that can be done quickly on the one side and on the other hand, much is asked. Of course, this always finds its limits where ideas simply can not be reconciled with the fundamental principles of X Rebirth. Generally, however, we want to implement and improve as much as possible and have already implemented much in the previously released patches. This is now after a little holiday break (after 1.20) go on until we will change the course of January to monthly updates, in which we can then convert even more for the fans.

PCGH: 34% at Metacritic (user: 32%), 1.6 out of 5 stars on Amazon: This does not sound like a felicitous reboot. Hide the satisfied buyer at such platforms?

Bernd Lehahn: Of course, the release did not go well. While it is always so that satisfied customers not as fast on forums or other platforms such as the Post a dissatisfied or bugs affected customer does, but of course we attribute these bad reviews themselves. Whether it is bugs or missing operating options that make a player unhappy is incidental. We must continue to work on updates and will do so in 2014.

PCGH: Apparently X Rebirth has sold very well despite all the criticism. How do you explain this apparent contradiction?

Bernd Lehahn: I am still convinced that X Rebirth many people can also be a lot of fun. If it is, despite all the mistakes sold so well, that means probably that the potential for this item is vast and still untouched. There are just little games in this area and this success shows us that we need to continue working in this direction.

PCGH: There are already a lot of mods for X Rebirth. Look ye the changes made ​​by the user, and discusses the approaches?

Bernd Lehahn: Of course we will look at what already exists there. Unfortunately, we still had no time to make a good Dokumetation for modders. This is one of those many points on our list are a little further down than the priorities listed above. But it's great to see that our very modular engine so far pays that talented modders can even change them without much documentation.

PCGH: Thanks for the interview!
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein
GarrettThief
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Post by GarrettThief »

No time to read all of these but I hope they are fine :D I will mention this in the starting-post
"Vollkommen besiegt, flehte Caledor um Gnade, doch der Hochkönig hatte die Bürde der Vergeltung für sein Volk. Er hatte keine Gnade zu gewähren, sondern Gerechtigkeit zu vollstrecken, und so beendete er König Caledors Leben mit einem einzigen Schlag seines Hammers" - Armeebuch der Zwerge
dzhedzho
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Post by dzhedzho »

Platforms were not the priority. Fair enough. Kinda wondering what was...
hisazul
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Post by hisazul »

dzhedzho wrote:Platforms were not the priority. Fair enough. Kinda wondering what was...
That one made me lol too. Saying it was hugely requested (god honest truth since people have been begging for walking on stations and landing on planets since X:E) then he says they weren't priority. Kind of silly but I guess with the mess they got on their hands one shouldn't pick at every word.

As far as I'm concerned LOOKS and preferences about looks are what mods are there for. More tile sets and better textures can always be modded in... its hardcoded stuff that needs higher attention.

Rehauling interface is mind boggling and insanely time consuming for sandbox games. Too many dependencies and depending on what GUI was made on... it can mean doing it from scratch. Some clowns actually think flash UI is good.... I thought people got flash out of their system by now... but nope...
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein
Iosyn
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Post by Iosyn »

I think the gamestar one was translated a few days back. o0
Sturmhardt
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Post by Sturmhardt »

Guys, just ignore those interviews. Bernd is insulting our intelligence in every single one of them. Belive me, you don't want to know.
hisazul
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Post by hisazul »

Iosyn wrote:I think the gamestar one was translated a few days back. o0
Yeah I definitely saw a properly translated version of one of those posted here.
“Logic will get you from A to B. Imagination will take you everywhere.” - Albert Einstein
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MartinSGill
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Post by MartinSGill »

Christian Moritz Interview (DeepSilver Production Director)

Translated from http://www.pcgames.de/X-Rebirth-PC-2368 ... 1100853/2/
The second part of our interview was conducted with Christian Moriz, the production director at Deep Silver.

PC Games: X Rebirth came to be released to market with substantial errors, which made ​​it largely unplayable. To what extent was this quality level known to you?
Moriz: The X-Games are based on a very sophisticated AI, which - especially in the beginning - tends to trip itself up. This is the great strength and at the same time, unfortunately, a common weakness of all the X games because, on the one hand it provides a potent and challenging game, but on the other hand, it can also lead to errors. That it also came to performance problems, mainly relating to high-end systems, was a bad surprise for all of us. We find it very unfortunate that many players, who have been looking forward to X Rebirth for so long, were initially struggling with errors. The eight patches that have appeared so far, have already addressed the most pressing points. Egosoft provides very good product support to help the players who have difficulties as quickly as possible.

PC Games: Are you as a publisher, in the course of development, involved in the quality assurance? If so, in what form terms with regards to X Rebirth?
Moriz: In X Rebirth different partners have worked on different tasks. Our mission as a European publisher was to produce the boxes for our area and to control parts of marketing and sales. In America, there was another publisher and the development and quality assurance was taken up by Egosoft. During the distribution of tasks in production, we take care of what comes in the box: We edit and create manuals and organize the printing and manufacture and the printing. We tested the extras of the Collector's Edition. We check print quality, put together bonus content, and burn them to Blu-ray, test the functionality of LED lights etc.

PC Games: Why did you not make an exception, given the obvious shortcomings of a traditional release cycle, and choose a different distribution channel, such as open beta or Early Access?

Moriz: What is obvious is usually easier to see with hindsight. Both would certainly have been good approaches. The possibilities for doing this came too late for X Rebirth. The game was in development for seven years. When we started the project and drafted the contracts, there was no sign of "Early Access". To go this route, the entire development process would have needed to be set up differently many years ago - with other partners and other funding. So by mutual obligations we arrived in a situation that has not given the players the best possible game. Without such obligations, however, we would have to ask ourselves the question as to whether and how X Rebirth would ever have been made.

PC Games: How satisfied are you with the X Rebirth release so far?
Moriz: X Rebirth went from zero to No. 1 on the German PC Charts - this means the interest for the game is there and that makes us very happy. Despite the initial errors, which Egosoft is working to resolve, people still buy the game and there was also a lot of good feedback from the players, which with such releases is often buried. As for the bugs and performance, clearly, of course, a lot must still happen. We know and appreciate Bernd Lehahn and his team, so we are sure that X Rebirth will be running for the vast majority of players soon.

PCG: Do you think that patch-intensive and complex games like X are still suited to going to market with a traditional, boxed-version and via a publisher? Do such "broken" versions like Rebirth not harm a publisher too much in terms of reputation?
Moriz: Ultimately, the players choose whether they want simple, well-functioning games or challenging strategy games and simulations that are more vulnerable to errors by their very nature. It is important that the game gets enough financial support BEFORE release to enable the developer to develop the game, either from players or from a publisher. If that does not happen or does not happen enough, complex games of this size would disappear from the market because the pre-financing is not available. And that would be very unfortunate for the many players who have a lot of fun with games like X Rebirth despite the initial difficulties.

PC Games: Thank you, Christian, for your answers.
disclaimer: While I am a native English and German speaker, I'm not a professional translator and I didn't spend a lot of time proof-reading it. Any potential errors/misunderstandings are entirely my fault and unintentional.
mtiffany71
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Post by mtiffany71 »

Lehahn: These wild speculations are pretty funny. We have often and worked extensively on consoles potential conversions. X Rebirth is of course no exception. Of course, we have experimented with it during development to test to see if we can put the game to consoles. Nevertheless, was and is X Rebirth first and foremost a PC game. But even with PC games, the operation with the gamepad is becoming increasingly popular. I am convinced that PC games are just enforce the SteamBox plans increasingly in the living room. The fact that we want to support the most, you'll see that in mind that we implement our games for Linux, so that they are then run in the future on Valve's new platform. To provide additional hotkeys for as many features on the keyboard, then is there not a contradiction for us but always had a lower priority. We wanted to ensure that our game with the gamepad and other Eingebe instruments works well with reduced possibilities before we then add additional hotkeys first.
Sooo.... it's a PC game, but for consoles. And they'll eventually get around to expanding keyboard functionality, but only when their PG-game-for-console development is finished.

Okay. Fair enough. If that's what Egosoft's priorities are, that's their prerogative; and if I ever give them another penny of my money, that is mine.

If I wanted to play console games, I'd buy a f*cking console.
Psygnosis
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Post by Psygnosis »

fuel for my troll rocket.. :evil:

well should get better with time

thing i took out of this was somebody seriously messed with with publication and marketing, as it stands its liable and people could potentially sue, that said its an unofficial Early Access, again though publishers truly messed up hard the game wasnt ready for at least another 6 months on a optimistic scale.

steam needs to change
LastChime
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Post by LastChime »

MartinSGill wrote:
disclaimer: While I am a native English and German speaker, I'm not a professional translator and I didn't spend a lot of time proof-reading it. Any potential errors/misunderstandings are entirely my fault and unintentional.
Thank you, that's a lot clearer and easier to understand than google translate, idk why but it seems to translate russian to english more legibly than it translates german to english lol
Manddrack
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Post by Manddrack »

Well
Bernd Lehahn: Criticism exactly as praise are as varied as the players themselves on the one hand, there are points to be criticized because some players might prefer a more traditional X4 would. In addition I have already said a lot. On the other hand, there are many legitimate criticism for shortcomings. It was from the first patch to our third priority, to create in this area all that can be done quickly on the one side and on the other hand, much is asked. Of course, this always finds its limits where ideas simply can not be reconciled with the fundamental principles of X Rebirth. Generally, however, we want to implement and improve as much as possible and have already implemented much in the previously released patches. This is now after a little holiday break (after 1.20) go on until we will change the course of January to monthly updates, in which we can then convert even more for the fans.
Some thing are here to stay...

Hopefully they will work on the command system... If you remove the fake trafic highway are quite fine...

Although highway attack could be fun...
ragod
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Post by ragod »

we want to allow as many activities as possible in a free universe
You mean like flying multiple ships, build large trade empires, and use more than four weapons? Oops...

Some pretty laughable interviews though...

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