XR vs X4

General discussions about X Rebirth.

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pref
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Post by pref »

Im a bit uncertain about ES's ideas.
If you hop over to X3 forums, CEO just proposed an update to X3 - and guess what his idea was: add more station stock/ware price graphs to AP, because they are doing something like that in XR.

There are quite a few possible improvements for that game that comes to mind, but it's definitely not graphs. If they had to do something like that, the only useful similar thing could be supply/demand for the whole known universe for each ware - but anyway, you did not see a post there that would have approved of the original idea.
Most posts had similar requests again, and they had nothing to do with ES's proposal.
Imagine if they never ask about it, they might have spent precious dev time on it uselessly (like how whole XR was built) - but also note the huge gap between ES ideas and player requests.

Don't get me wrong, im happy they want to do something for the old fans (not sure if they have a choice any more anyway :D ) - i just really think that their secretive methods work against us, and another XR like fail might be their last.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

For X-Rebirth, the graphs may help with identifying if an economy is truly broken in certain games or if opportunities are just being missed.

For the X3 games, it has questionable merit IMO but I can certainly see how it could be put to effective use. Where X3 is concerned, the kind of updates I would like to see probably fall into the out of scope category of changes (e.g. a proper fix for autopilot collisions and getting stuck).

Probably the main reason behind the graphs being added to both is that it is a clearly defined and probably self-contained module of work that can probably be used as-is for both with minimal (extra) developmental effort (over and above the graphing code).

Egosoft is obviously committed to the X-Rebirth path of progression and any improvements to the old X-series of games (starting with X-BTF and culminating/ending with X3:AP) is likely to take a back seat to any work on the new X-series of games (starting with X-Rebirth).
Last edited by Sam L.R. Griffiths on Mon, 25. May 15, 13:38, edited 2 times in total.
Lenna (aka [SRK] The_Rabbit)

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"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
Silla
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Post by Silla »

BigBANGtheory wrote:
Silla wrote:However I see a far more bigger problem. For once the question is to what extend EGO is willing or is able to open up their development process to a broader public?
That is too much to ask for, and really an unreasonable expectation we can't tell Egosoft how to develop software that is simply not our domain....
Maybe I got you wrong ..but a discussion with a developer about their game and gamemechanics (as I thought you suggested before) does mean excactly opening up the development process to the public. Until now this only might be happening in an enclosed enviroment on DevNet (including the bugtracking) and imo already didn't work well communication wise . That's why I'm not seeing that there will be any fruitful outcome (for an Alpha)..because just suggesting something somwhere in a forum and then working on it until there is no point of return is pretty much what went wrong with XR imo.
Last edited by Silla on Mon, 25. May 15, 13:26, edited 1 time in total.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

@ Silla: What do you think went wrong with X-Rebirth that could have been solved by more DevNet L3 interaction? They did give us fair public warning about the intended nature of X-Rebirth, at least some of us understood what they were getting at but could still appreciate the ambiguity in their choice of words.

As I understand it, there was a degree of DevNet L5 interaction.

I think we all probably need to appreciate that Egosoft previously said X3 was going to be the last game of the series. Prior to the announcement of X-Rebirth, another X game was not really expected IIRC.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
pref
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Post by pref »

@Roger: I wonder how many XR features we had to endure because they were relatively easy to implement in short time.
But the fact that they asked about it is promising for me definitely.

Probably some of the most popular requests was AP-like universe map in TC and pathing. If they now release an update with some of the easier player requests included (map could be one of those i assume), that would be a good sign.

I really have a feeling that the designer(s) of XR had not much idea how/why X3 was a good game. The only way to get around that is to talk to us, and after a while we (players and ES) might have a common idea about the next game.
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Post by Sam L.R. Griffiths »

I suspect many of the things complained about with X-Rebirth are down primarily to insufficient resources on the part of Egosoft which is not surprising given the organisation's size and the scope of the undertaking X-Rebirth was.

To write an engine like that from scratch with apparently minimal third party library support is an enormous undertaking and while more man power may not have sped the process up it certainly may have been beneficial. Too much manpower in the wrong shape of organisation can be a hindrance though - it is a delicate balance (at least) sometimes.

In the context of opening up alpha/beta phase of larger tasks to a wider community, it would almost certainly require additional manpower at Egosoft dedicated to managing the feedback. This I suspect is currently (and was) not really an option. I also suspect that the closure/suspension of the L5 application process was necessary in order to keep the degree of feedback to levels they can cope with (and may have exceeded the levels they could really manage before they realised it).

Maybe after XR2 (or whatever they call it) is released the DevNet forums will open up a bit more again (perhaps with L5 applications being accepted again).
Last edited by Sam L.R. Griffiths on Mon, 25. May 15, 14:00, edited 1 time in total.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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Post by Silla »

Roger L.S. Griffiths wrote:@ Silla: What do you think went wrong with X-Rebirth that could have been solved by more DevNet L3 interaction? They did give us fair public warning about the intended nature of X-Rebirth, at least some of us understood what they were getting at but could still appreciate the ambiguity in their choice of words.

As I understand it, there was a degree of DevNet L5 interaction.
I think what went wrong must be the way communication between developers and testers is done. Maybe there is not enough. Maybe the balance of bugtracking vs. playability, gamemechanics testing is off. Maybe EGO is not able to be more flexible and open minded on design decissions made. For my part I can't imagine that non of the testers stated what they thought doesn't feel rigtht with the gamecomponents in the early stages of development. Still some gamemechanics had to be altered after the game was released because only then it was noticed that it wasn't good enough or fun enough or too repetetiv. Something that can be found out even when the game is still in development.
I'm aware so that gamedevelopment is a complex task and time is criticall.
But if this didn't already work on DevNet how is this going to work in an next possible early access I have to ask? What conclusions have been drawn from XR release? What has been changed because of that? How will the interaction between non DevNet and DevNet users transperently done? Many people said all the other relases had their fair share of problems as well and to me it seems like XR was an accumulation of these shares.

So to be fair ..these are just assumption made only by outer observation as I'm not a member of DevNet. But well that's what I think
:oops:

PS: @Roger
Well of course an Alpha and Beta will take more time to handle this. But EGO is in my view here at their own fault. Forums are not a proper methode to handle this. Also you can't expect every user to use DevNet. But if you have to check EGO forum, Steam forum, DevNet...well you make yourself the work. Also I haven't seen any visible pinned toppic on DevNet to at least guide the way. EGO had 2 years time to check out other ways to streamline users and developers interaction and to work on it. This is something that needs to be invested in and given that there will be more than one game in the futur it is maybe the best investment EGO could do ... but guess what nothing seems to have changed ^^
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Post by Sam L.R. Griffiths »

Any formal testing (which was the kind covered by L5 AFAIK) is only as good as the quality of the tests and the ability of testers to follow the testing (and reporting) process. I suspect that the quality of the tests was where the primary fault lay although it may not have made much of a difference in the long run.

The size of the X-Rebirth task possibly made any requests to change to the nature of the intended delivery moot (or at least deferred by necessity) despite the level of desire (or requester's sense of necessity).

What do we know so far about the planned sequel? Very little at this time except that at least some of the major complaints are being addressed (multiple player flyable ships for example) and that it will not be an X4 level of product in terms of features. We do know however that the sequel is intended to be at least a step along the path to an X4 level product, how big a step has yet to be determined.

PS: @Silla: Forums are as a good a method as any for providing feedback, providing the people involved follow a strict set of rules regarding the nature/format of posts. Other systems of reporting (e.g. BugZilla) do not really negate the problems with the human factor they just make it slightly easier to structure feedback appropriately. DevNet forums do at least try to enforce an appropriate set of rules and non-developers may find the nature of formal reporting tools (at least a little) too draconic and IME need at least a fair amount of guidance in how to use them properly. It is my impression that Egosoft try to keep at least DevNet L3 as non-draconic as possible in terms of rules, open forums are even looser than that. I suspect the rules are much tighter in the L5+ areas.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
Silla
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Post by Silla »

Roger L.S. Griffiths wrote: PS: @Silla: Forums are as a good a method as any for providing feedback, providing the people involved follow a strict set of rules regarding the nature/format of posts. Other systems of reporting (e.g. BugZilla) do not really negate the problems with the human factor they just make it slightly easier to structure feedback appropriately. DevNet forums do at least try to enforce an appropriate set of rules and non-developers may find the nature of formal reporting tools (at least a little) too draconic and IME need at least a fair amount of guidance in how to use them properly. It is my impression that Egosoft try to keep at least DevNet L3 as non-draconic as possible in terms of rules, open forums are even looser than that. I suspect the rules are much tighter in the L5+ areas.
It is nice if you can give feedback in a lax way in a forum. But the laxness comes at the price of more moderation and time needed to collect the same amount of information in the way you need it. If there is a system of some sort for the task in question it should be used and it should be made clear to be the only system from which feedback is taken. If a discussion results in a good idea than report it in the system setup for it. People will be most likely be thankful even so it might be more resctricive. Given that such system is centralised and easy acessible just by beeing registered on EGOs webpage!.... the chances are higher of more people using it, while needing less time to collect information from various sources, and simply by showing a status on a toppic you can give people a direct respons without loosing a word. Its a question of wether you want to spent time on collection or organising ...the second one will bring you quicker results for sure.
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Post by donzi »

TL;DR = We are the Split! (scroll to next mesaage)
pref wrote:It was the engine that took a lot of time - the game itself is a different question. Iirc they decided to have station walking only 1 year before release.
I don't know the stories, nor have I seen/played the launch version of XR. Really expect it'd have been much the same for me. I know that I'd not create some bitchy 'I'm done with you' thread like people throw up here from time to time. lol.

They obviously had to start somewhere and build on it. The 'game' and 'engine' isn't something that neccesarily remain as descrete parts. How that relationship begins, planned, developed can surly change, particularly in specialized applications like X which may be churning totally custom code.

Some of you may recall that once upon a time Internet Explorer was a mere, normal application that could be installed and fully uninstalled. That's a example of how an 'engine' can come to rely on options, mutate and become quite a bit more complicated as code evolves. In contrast, working with an 'engine product' it certainly could be as simple as stripping out and/or replacing without major implications.

In any event, suppose it was a year on the station walking and FPS features and perhaps other things which came along with it like smalltalk or possibly unimplemented work.. Nonetheless its' cost in planning, money, time, etc is I'd say, substantial and very well could have also consisted of common game/engine code work.

At the end of the day, I'll feel comfortable having expectations as I do with the studio. Seems like a much better approach than making a list of all the things which I'd add/remove with the game as if the world revolved around me... I really did hate it when I figured that out. ;-)

Egosoft has been making a somewhat niche game for, what 20+ years now? I'd feel foolish telling them how to run their business or make their games. If there is any inspiration in the forums developers read and feel like using, great. If they ever desire make a custom game for the vocal crowd and/or fans that gathers here or there, that's their business. They've proven to be able to make a living making fun games, supporting them and drive on.. and with XR drive on through rough weather.

There's a few recent games on steam that had huge criticism, poor sales, last ditch price plummets and studio is vapor now. Egosoft is still here and working. This is all a good sign and I guess some bonifide changes since v.1.00 to the game may have come direct from this or the steam forum?

Anyhow, if egosoft continues on and tackles this unfortunate setback with XR, it should make them better. Hopefully lesson learned and the same mistake can be avoided no matter if it was business, technical or both.

I'm hesitant to say it's got anything to do with the vision for XR at all. By all accounts the game apparently did, and even still simply seems to have not been completed according to plan. As such, that doesn't mean a gathering of 'helpers' to instruct them how to finish is needed, wanted or even considered. I'd expect maybe they'll throw us a bone or two based on some constructive criticisms harvested from steam or here.. I'd consider that a bonus.

Early access (steam) might be okay but frankly this forum has always been heavy with information for the taking. I read something here about steam early access and egosoft and assume it's being construed accuratly or not as some customer <-> developer venue..

Steam early access has many projects that go like this: people paying, bitching and waiting and/or waiting and bitching. Retard reviews pile in no matter how big the "this is not a finished product" is on the sale page. None of this should be any mystery. Launches are lackluster since many people with interest have already bought and others have perhaps already decided to follow or ignore the project. Might be good, who knows..

That venue certainly doesn't have any relevance by default on how a game developes or that developer interaction is going to occur.

Granted some good games have survived early access and gone on to become somewhat popular final products. Still can be a slippery slope.

..and the steam community 'forums' are shit IMO as is much of the content. I'll for one never be using them. So if egosoft chooses to really take an interest in crowd feedbackand that's where they choose to do it, I wish them well.

What can happen when loosing portions of control over a vision.. Reminds me of Plan 9 from Outer Space -- despite Ed being blind to the possibility he really didn't have the same stuff as Orsen Wells.. ;-) Nonetheless he altered his vision some to please others.

I, along with perhaps everyone here, wouldn't mind sitting and shooting the shit with the developers in a think tank.. Reaslistic? Would it ultimatly make a difference?

The company is named egosoft.. uh, could mean anything.. but I think until they change the company name to humblesoft, and directly influence developement for the loudest voices in the room then I'll continue to not worry so much about how they steer their ship, even if it leads to some port I decide to get off at.

Alternatly, if there is some reality to egosoft developement being held in public forum and crowd shaping in dramatic ways is being considered.. wow! I'll believe that when I see it.
pref wrote:Also i have not seen a single post having to say anything positive about smalltalk for ex. Just because it's already implemented, im not sure if they should force it, and then rely on modders to remove the feature finally.
I find it theraputic to an extent. ;-) ..other times I sit here cussing at the NPCs, usually when I am smalltalking though 10+ 2-star engineers and getting impatient.

Forcing it I'd say is a strange way to put it. Nobody is forcing anyone to play XR let alone the mini-game unless the player is a purist and won't use mods. Because a crowd (tiny at that I expect if counting total purchasers) has gathered to criticize parts of the game surly can be noted but it's not clear if egosoft will or should elevate the visions of others equally or even close to their own.

Egosoft relying on modders.. Egosoft is golden to modders, yes. I don't think that they write their games for modders to complete for them though.

The devnet element with XR.. haven't really examined how that works. I get the idea it's probably sort of contract work on code that from another perspective could be considered mods, but these were integrated into the game. Basically unrelated to the context here probably.

Sure some mods in the past used to get the stamp of approval and become 'bonus' mods.. I'd consider that as simple sharing between friends. AFAIK it's been that way with very few IP ownership exchanges, if any.

I can't stand QTE in games. I state it sometimes in relevant discussions but wasting time playing 'me too' with such stuff is rediculous and likely to result in nothing productive.

I bought it, the QTEs are in it and I will probably hate them..

I suppose those were forced on me, eh?

Never found a mod to strip out QTE in the games I can think of.. But then many of those games are projects of mod unfriendly sources, wheather it be the money people or the, er money people, or not. ;-)
pref wrote:I really hope that they will spend enough time to work out the details for the next game, and so minigames will be optional or not needed as much as possible.
We shall hopefully see. In a nutshell I generally consider options good. There are games which have trouble presenting (many) options but overall it's a rare day that I could say game "XYZ" has too many options.

Too many games have had options steadily stripped out (or just never had much) as the franchise moves forward. Amazingly, even console games can see a reduction in options from one to the next. ME1 -> ME2 in some ways did this. Guess they confirmed the romantic drama was too hot to not spit out a new ME and quick.

Anyhow, since mods can deal so well with working around base game features people don't want to deal with, or later don't want to deal with -- they are in effect options.

There literally isn't much reason to go on a station in v3.53 if someone doesn't like that part of the game. After a point cash is just not a big deal and so discounts while can appeal to the cheapskate in someone, just doesn't make or break if I'm going to buy a ware or not. Hacking is about saving/making money in part, but what difference does it make once the player is churning out drones or RMP and cash is just a trade away.

This is all part of why I play the plot usually. Gives me something to do next if I am totally bored with all else. I shelved the plot a long time ago at Maelstrom. Keeps PMC as organic enemies, adds a little more consideration to getting in/out of AL and hinders some trade. If I want to fight then it's just a gate away in AL to get swarmed with PMC fighters and all. Plus, oddly enough, I am finding DeVries quite interesting economically. Anyhow, sort of a tangent there.. guess I'll move on to the next one. ;-)

If the comminity had a huge boost and XR was a smash hit on launch it's possible we'd have had someone mod in a super mini-game to take the place of smalltalk already.. Say something like farmville or mod in that POS DX phone version.

I have admittedly played DXHR and ME 1/2 and well, they both pretty much rank as "m'kay" with me. In ME1 IIRC, I've never seen such boring stations, vast streaches of silence and NPC 'life' about on par with those on XR stations.

However, in XR I get to chuckle at the "what's with all the AI fuss" and other chatter while I root around or try to find an engineer with more than 2 stars.. have the option to hack the station in several way, find loot and even stuff I've missed -- probably due to the lack of station hacking that I have done so far.

DXHR well, for ME series too.. They're hardly anthing I'd use as 'bar setting' in the industry. Might have felt compelled to play DXHR a second time along with ME1 but linear, or exit door 1,2,3 endings often don't draw me back for another play very quickly. On the other hand, Deus Ex, SiN and others along with thier sequels I have no count on replays.

It was good to have been in Dallas during the hayday.. Doubt that sort of 'AI Fuss' will ever come back around.
donzi
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Post by donzi »

Night Nord wrote:I usually just hire a guy with the top price on his head and push him to work.
I've done that for a while, but it seems prices don't neccesarily commensurate with skills so I went back to grinding on the smalltalk for skilled workers and virtual seminars - more fun than a person might be able to stand!
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Post by Night Nord »

Prices seem to depend on a race and overall count of "stars" (including non-primary stats). Originally it was possible to get an engineer with 20 stars overall (and a high price), but with 1 star for engineering. Nowadays their algorithm tends to put more starts into primary skills for a type (and that was the intended announced change a while ago). You may still got a pricy guy with low primary skills, that said. It's just less possible than before.

That's why I usually round up all my guys once in a while. I'm capping ships a lot and usually have no choice rather than hire a captain that is immediately available at a zone in question. So I hire lots of guys and I'm in a zone of big numbers theory here.

If it's like 60% chance to get a decent guy my method that if you are hiring a single captain you may not be able to get a good one in while. But you've hired 20 captains and then you line them up and see if they are good - you'll get 12 decent ones.
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Post by Nanook »

Night Nord wrote:Prices seem to depend on a race and overall count of "stars" (including non-primary stats). Originally it was possible to get an engineer with 20 stars overall (and a high price), but with 1 star for engineering. Nowadays their algorithm tends to put more starts into primary skills for a type (and that was the intended announced change a while ago). ...
Source, please, because I sure haven't noticed this happening. Started in 3.0 and now playing 3.53.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.
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Post by donzi »

It's funny.. The only NPC I can think of which I can see is better or not with 5-star skill(s) are the engineer and marine officer.

Stroke of luck early on, my marine officer I found via smalltalk was 5-star boarding. Actually not done enough boarding to know for sure the maxed MO does much for me anyhow since I tend to trash the target down to nothing before boarding.

Due to the sheer quantity of NPC needed for any empire expansions, I am pretty close to forgeting about their ratings at all and just scoop up the crew types I need indiscriminately as quick as I can locate them.

Engineers even.. Unless the cruising or boosting m/s suffers (due to final repair cap) with a 0-star engineer vs 5-star, I may forget about them too. Hull damange never gets fixed fully anyhow.. Probably just as well the sell the ship and buy a new one than screw around with fixing them for what little benifit that seems to be worth.
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Post by GCU Grey Area »

donzi wrote:It's funny.. The only NPC I can think of which I can see is better or not with 5-star skill(s) are the engineer and marine officer.
Captain with 5* skills is definitely worth having, particularly one with 5* Navigation.

Difference is noticeable in how long it takes a ship to get moving after a jump & manoeuvre round to face the right direction before boosting off to a different zone. I consider obtaining (& training if necessary) a 5* captain an essential prerequisite before starting any boarding ops in a new game, just as important to me as finding a good marine officer.

I keep that Captain aboard the Skunk purely for the purpose of extracting stolen ships from hostile territory - as soon as I've got it to safety that 5* Captain (& any other highly skilled capture crew temporarily assigned to the stolen ship) can be replaced by the ship's permanent crew.
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Post by donzi »

It sounds like mainly you're talking about in-zone navigation. Do you think there is any noticable difference OOZ or System too?

I've seen a variety of my ships:

- jump and boost away instantly
- jump or boost immediatly after a gate

..never looked too close at any patterns though. Most of my captains are decent skills although I've pretty much forgotten about them after all the work finding them. I expect some are 5-star navigation.

The ship, AFAIK also does make a difference too. I'm pretty sure the captain on my titurel is 5-star navigation. He still can't seem to find the raiders swarming all over the habitat ring in Timid Veil despite (AFAIK) them being well within the ships radar range. Patrols seem kind of sloppy anyhow with respect to the 'zone' -- they always leave the actual named zone, wandering in surrounding empty areas.

One thing I'd like to see is 5-star navigation would be the captain not need to fly all the way to the next zone in order to undock. ;-)

Best I can tell this is influenced in part by the station structure, location of the dock used, etc. Some OL stations in particular seem to always cause very lengthy undocking procedures.
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Post by Ragemaster9999 »

I have been away from the X community for a while, just popped back onto the forums and notice alot of people across threads talking about the next x game. Are there any confirmed sources of a new game being developed, or is this just the players wishful thinking? I see no official announcement on anything at this time.

As far as X rebirth goes, I enjoy the engine much better than X3.. however, I feel that the UI in X rebirth is absolutely terrible. It feels more like a console UI and not a PC UI... its very tedious loading into the cabin to interact with crew, ect.

In the next X game, I would like to see the station part actully expanded to be something meaningful, or removed completely... because it feels very hallow and pointless in its current form. Also the minigames are the most annoying part of the game, especially smalltalk. Overall I feel the engine tech for the X as a whole took a giant leap forward with Rebirth, but the UI and content need work.
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Post by linolafett »

I quote CBJ for the current status:
CBJ wrote:Our main development focus at the moment is on adding new features to the game engine. The result of a lot of this work is likely to find its way into a new game rather than an update to XR, but that by no means rules out further updates to XR nor future DLC for it.
CBJ wrote:Everyone's idea of what an "X4" would be like is likely to be different, but most people would interpret it either as a new game using the X3 engine, or as a game using the XR engine but with all the features of X3 and more. Neither of those accurately describes what we are doing.

We are using the XR engine, yes, and we are working on adding features, such as flying different ships, that will take various aspects of the gameplay more in the direction of the previous series. We have taken on board the feedback we've had since the release of XR and we hope that the new game will appeal both to those who enjoy XR and to those who preferred the previous series. That's what we mean by working "towards" a more X4-like game.
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Post by nalim27 »

I suggest that title for new "X4" game should be:
Y: The Next Next Big Thing.
Mine rig - X4 ready :-) Windows 10 64b
CPU: AMD Ryzen 2700X (stock clocks 3.7GHz + 4.3GHz boost), 32GB DDR4 3200MHz CL14 RAM,
GPU: AMD Vega64 8 GB HBM, played on 2569x1440, Freesync2
SSD: Samsung 970 EVO 1TB M.2 PCI-ex

CPU before 1.7.2018: Intel Xeon E5450@3.6GHz, 8GB DDR2 800MHz RAM,
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Post by Night Nord »

Nanook wrote:Source, please, because I sure haven't noticed this happening. Started in 3.0 and now playing 3.53.
"Originally" means from 1.0. I have been playing since the release and finished a whole campaign at 1.25, I think.

I pretty much sure it was either in one of Release Notes posts (but it doesn't seem so) or in of early days developers post, in some enraged thread "oh my, I've hired a captain for 100k+ with all primary skills 1". I do remember screenshots and demands to have engineers that actually know something about engineering and not, say, management.

But I can't find a link and it was too long ago to remember exact wording and such. But I'm sure some EgoSoft guys here may just confirm it - I'm sure that was in some kind of public information anyway.

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