A list of potential QOL and UX improvements I would recommend as an expert of two decades on the subject. Feel free to reply with your own suggestions and I will update this list as I continue to play as well.
Overview Hotkeys - easy to change Interface - harder to change Encyclopedia/Information - missing info most painful to the player Tedium - subjective suggestions to save player hassle Features - simple features that save player pain BOLDED POINTS - low cost high value changes
Hotkeys Summary: Players are mostly missing the ability to hotkey functions already available in the game
Missing Hotkey Options:
Deploy Device (Civilian & Military like satellite, nav beacon, laser tower, etc.)
Target next object/friendly hotkeys
Target under boresight hotkey (mainly because "Target Object" is unreliable)
Clear target hotkey
All Sub-Menu Shortcuts (Logbook, Missioned Offered, etc.)
Left/Right Navigation hotkeys for menu sub-tabs (like in Missions, Information)
Map filter toggles (Trade Popups, etc.)
Station builder module rotation hotkeys
When trading/transferring wares, HOME/END hotkeys to move all
Player squad hotkeys (Attack my target, Follow me, etc.)
Hotkey options for context menu items (Scan, Remove All Orders, etc.)
Hotkey behavior
Property menu hotkey (as well as all other menu shortcuts) should work from within map, as the mission menu hotkey does
Hitting "ESC" or "back" from the information view should go back to the previous view, as opposed to closing all map menus
Use of double-click functionality in map (eg. target / guidance)
Context menu on map is not navigable by keyboard
Allow use of SETA, Travel Mode, and Full Stop hotkeys to function with map open
Allow separate inversion settings between devices (Joystick, Mouse)
Allow combination buttons for binds on joysticks
Interface Summary: Some views are trying to do too much, and would be better served as multiple, separate views
Property management could be enhanced by an expanded property list placed at the same level as map in information hierarchy, allowing players to:
View additional property metadata in table format (current order/behavior, current action, current station, destination, etc.)
Sort, filter, and group property as empire expands (including fleet management and behavior)
Manage and review property in an expanded, full-screen view instead of in a small box (also allows bigger font)
The current property tab still serves its purposes as a selection list for orders and map-related tasks
Under the "Orders" section of context menu, there should be a quick and easy way to access "Default Behavior" to quickly setup auto-traders and miners
Missing "Asign to wing/fleet" in context menu for property
Information
Single click for renaming expresses focus but does not actually grant it. Instead, single click should focus with current name filled (cursor at end), and a second click should select all text should user want to replace
Personnel information and management are nested very deep in the information architecture
Let's trace a crew transfer action: 1) Get to info screen of ship, 2) Select "Information" tab, 3) Expand "Personnel" heading, 4) Expand "Crew" heading, 5) Expand "Full Crew List" heading, 6) Expand crew category heading, 7) Expand crew experience heading, 8 )Right click crew member for context menu
Instead, make a dedicated crew sub-tab for ship information
List of personnel lacks action links. A "Personnel" tab (perhaps as a sub-tab to an expanded property view) listing all personnel would make it easy for a player to view and manage NPCs, paving the way for additional features and modding
Station Trade Menu should occupy more of the screen (probably most of it)
"Landed Ships" list for stations (accessible through map)
Empire tab sub-tables (Global Standing Orders, Hired Personnel, etc.) could use an indication that they exist. A bare minimum is using a right caret (>) to indicate!
Logbook
Missing unread message highlight
Using relative time in addition to absolute (eg. "3 minutes ago, 1 hour ago, etc.). or simply real-world play-time would be much more informative than the absolute time that player has no reference for
Missing trade tab in filters (may be worth having dedicated trade history UI, see below)
Missing buy orders from auto-traders
Missing net profit/loss summary from trade message
A "Trade History" tab (under Player Information) would be something any space trader would love, granting:
A clear view of every transaction conducted by the player's empire and subsequent impact on bank account
Analyze profit/loss over time by a variety of dimensions
The ability to measure the performance of any trader, miner or station over time
Missions tab would be better placed one level above in information hierarchy (at same level as map), allowing players to:
Show current missions and missions offered in one-go, saving player clicks
Show all mission categories together (keeping categories as filters rather than sub-lists)
Show more mission metadata in table format (Mission destination, distance, etc.)
HUD
Inventory Item drops and asteroids have the same HUD icon
Ship components damaged view on HUD
Missions offered, perhaps an icon with count badge with option for an expanded missions HUD, allowing the player to more easily leave a super highway when seeing a mission
Map
Trade Overlays
Map station overlays (trade overlay) background transparency makes it hard to read both the station information as well as map content. Prioritizing the shown information and allowing the player to toggle with a hotkey is a superior approach
Map station overlays lack a clear visual connection to related station, a small arrow or line with dot would solve this
Trade Overlays tooltips may be better replaced with a list in table format, perhaps shown on the right side of the screen, with double-click actions centering and highlighting the related station. This would give players a cleaner overview of trade options, give space to provide more information without additional clicks, and prevent the confusion of chasing tooltips around the map.
Scale indicator for placement of satellites and an easy way to gauge distance on map
Teleportation
When teleporting, the map should be closed as the player wants to do things outside of the map
When docked with a ship, item in docked menu to teleport to bridge of docked ship
Encylclopedia / Information Summary: We clearly ran out of time in the crunch before launch. Here is a list of must-have information that is currently missing
Ship heat-management information as it related to weapon use
Settings/options descriptions
Tedium Summary: This list is subjective, and follows my opinion that in the space age mundane tasks should be automated
Auto-pilot could be more automatic (saving player time and hassle)
Manual docking should be optional, not mandatory (without letting an NPC fly)
Travel mode should be used by auto-pilot
In general, auto-pilot should include all the behavior and functionality of NPC ships, since the player is a 5-star pilot
This would also include the ability to assign the player ship orders like any other NPC ship
Walking in stations should be 100% optional. In my humble opinion, this experience is simply not the strength of X Universe games. Solved by adding to the station actions menu:
Station Traders - Surely in this space age station traders must have duty-free delivery to the gate! (Alternatively allow transportation from cockpit and add transport points by traders)
People & Comms - This includes faction reps and a list hireable crew with available skills and the ability to comms with them from the ship
Workshop (Crafting) - It can be quite a walk to that bench, it would be nice to know what the recipes are ahead of time
In station ship-to-ship transfers
Features Summary: Simple extra features that can save a lot of player time or pain
Additional auto-save settings: frequency, on dock, on gate
Trading & Mining
Ship behavior option for "trade illegal goods" (default unchecked)
Global sector blacklists for auto-traders and other NPCs
Global defaults for galaxy traders (wares traded) and auto-miners (ores mined, distance)
Camera zoom
"Favorites" for property. Favorites always appear on the property list, even if not in view on map screen
Orders & Behavior
Flee sector order
Drone behavior toggle (automatic vs. manual hotkey)
Settings
FOV Slider Setting
Toggle for clear all orders when taking command of ship (preventing ship leaving when going for spacewalk)
Last edited by Pind on Fri, 7. Dec 18, 06:19, edited 26 times in total.
I have one more for the interface/Logfile:
Add or replace the actual time with the REAL LIFE time. In the logfile there is only the time of the in game universe but it does not help anyone to find something useful if there stands a datetime of 3245-05-06 17:45 when I have never been playing at that time and dont know when a day in the X4 universe starts or ends. Even the hours and minutes are completely different to what the player would guess.
XR Ship Pack (adds several ships from XR) Link Weapon Pack (adds several new weapons) Link Economy Overhaul (expands the X4 economy with many new buildings) Link X4 Editor (view stats of objects and make your own mod within a few clicks) Link
Fully agreed with the OP, this is a solid list of issues I've encountered myself as well during the first 30(ish) hours of gameplay so far.
To me, the biggest tedium atm is trade-fleet management. During the early stages when you don't have a station yet (no, I didn't want to do the mission where you are practically given one, I felt that was a bit breaking my experience of really earning it) and you don't have 3+ star pilots yet it is really time-consuming to ensure your few trading vessels are buying and selling from the right places. Auto-trading is currently quite broken anyways, so even after getting a 3+ star pilot I still have to manage my ships manually - got satellites on every station and galaxy wide trading enabled, they still buy and sell according to proximity regardless of losing money in the process. But back to the main point: there needs to be an early loop-order command, i.e. go to station XYZ buy space weed and sell to station ABC - now repeat till infinity and beyond.
The balancing could be that it only works as an automation between two stations and it won't change its orders even if prices fluctuate due to shifts in supply and demand, even make it a 1+ or 2+ star requirement for all I care.
I had an automated freighter purchase my whole bank account worth of space weed, they were subsequently scanned by police and dropped their cargo.
Some sort of way to blacklist illicit goods for auto traders would be great.
Also some sort of way to limit how much credits worth of cargo they could carry (or something similar) would also work.
I have one more for the interface/Logfile:
Add or replace the actual time with the REAL LIFE time. In the logfile there is only the time of the in game universe but it does not help anyone to find something useful if there stands a datetime of 3245-05-06 17:45 when I have never been playing at that time and dont know when a day in the X4 universe starts or ends. Even the hours and minutes are completely different to what the player would guess.
Great point. Added to list, also offered alternative using "relative time" as seen in email/messaging interfaces.
JamesTheClarke wrote: ↑Mon, 3. Dec 18, 10:51
Fully agreed with the OP, this is a solid list of issues I've encountered myself as well during the first 30(ish) hours of gameplay so far.
To me, the biggest tedium atm is trade-fleet management. During the early stages when you don't have a station yet (no, I didn't want to do the mission where you are practically given one, I felt that was a bit breaking my experience of really earning it) and you don't have 3+ star pilots yet it is really time-consuming to ensure your few trading vessels are buying and selling from the right places. Auto-trading is currently quite broken anyways, so even after getting a 3+ star pilot I still have to manage my ships manually - got satellites on every station and galaxy wide trading enabled, they still buy and sell according to proximity regardless of losing money in the process. But back to the main point: there needs to be an early loop-order command, i.e. go to station XYZ buy space weed and sell to station ABC - now repeat till infinity and beyond.
The balancing could be that it only works as an automation between two stations and it won't change its orders even if prices fluctuate due to shifts in supply and demand, even make it a 1+ or 2+ star requirement for all I care.
This seems to be less of a QOL issue and more of an auto-trader issue so I won't include it in the list. However, I too miss having a trader that would actually get smarter as they leveled. Seems like personnel should have a "Trade" skill specifically for this kind of thing. FYI, pilots are supposed to automatically level up as they do things, but from what I understand that is broken currently.
PyroChiliarch wrote: ↑Mon, 3. Dec 18, 11:13
I had an automated freighter purchase my whole bank account worth of space weed, they were subsequently scanned by police and dropped their cargo.
Some sort of way to blacklist illicit goods for auto traders would be great.
Also some sort of way to limit how much credits worth of cargo they could carry (or something similar) would also work.
I too miss the wares blacklist! Added to list under "additional features"
My playing preference is joystick and I have the Thrustmaster HOTAS X
I like the fact that you can bind two commands to one button. What I would really like is the ability to bind a key or button to enable me to switch between "normal flying" and strafe mode on the same joystick axis. This would be handy when docking, scanning objects or flying in the gravity well of larger ships.
PyroChiliarch wrote: ↑Mon, 3. Dec 18, 11:13
I had an automated freighter purchase my whole bank account worth of space weed, they were subsequently scanned by police and dropped their cargo.
Some sort of way to blacklist illicit goods for auto traders would be great.
Also some sort of way to limit how much credits worth of cargo they could carry (or something similar) would also work.
There is a way to do this already.
When an Auto Trade command has been set go to the behaviors tab in the ships information screen, find the Auto Trade order and click the + symbol to the left of the order. You can then remove the wares you don't want the ship to trade in from there by clicking the x against the wares.
vr01 wrote: ↑Mon, 3. Dec 18, 11:51
My playing preference is joystick and I have the Thrustmaster HOTAS X
I like the fact that you can bind two commands to one button. What I would really like is the ability to bind a key or button to enable me to switch between "normal flying" and strafe mode on the same joystick axis. This would be handy when docking, scanning objects or flying in the gravity well of larger ships.
PyroChiliarch wrote: ↑Mon, 3. Dec 18, 11:13
I had an automated freighter purchase my whole bank account worth of space weed, they were subsequently scanned by police and dropped their cargo.
Some sort of way to blacklist illicit goods for auto traders would be great.
Also some sort of way to limit how much credits worth of cargo they could carry (or something similar) would also work.
There is a way to do this already.
When an Auto Trade command has been set go to the behaviors tab in the ships information screen, find the Auto Trade order and click the + symbol to the left of the order. You can then remove the wares you don't want the ship to trade in from there by clicking the x against the wares.
Didn't know about that either. Changed the list to only ask for a "trade illegal goods" behavior checkbox
I have one more for the hotkeys/interface for build planner:
- Add buttons/hotkeys to rotate station modules without placing them.
In addition to "Weapon shield/hull damage description" this should also include burst shots count and delay for weapons like bolt repeater or pulse laser. For example something like this:
S Pulse laser MK2
Projectile speed: 4,147 m/s
Effective range: 3,000m
Hull damage per projectile: 10MJ
Shield damage per projectile: 15MJ
Hull damage per burst: 40MJ
Shield damage per burst: 60MJ
Burst shots count: 4
Burst time: 0.5s
Delay between burst: 2s
Accuracy: 0.95
Hull DPS: 16MJ
Shield DPS: 24MJ
Projectiles count per shot: 1 (For weapons like shard battery, which has more projectiles per shot)
Hotkey for simply targetting anything that I am directly aiming at
On ship information page - information about current activity the ship is doing (For example - "Fly and Dock at [station]" , "Mining [mined resource]", "Selling [Ware]") as well it's current speed. Maybe make it a requestable update so it's not dragging performance down needlessly
Dock hotkey doesn't work for me properly
Designate Personal Ship - a single ship that has an always visible icon on a Map that makes it easy to select it and order it around - maybe even an hotkey to select it
Different pathfinding for ships In Sector (for example make any object that is not a target for docking simply have a big cubic pathing hitbox, and possibly even simply leverage the modular system for targets for docking (!) - add a cubical pathing hitbox to any module that is not a dock. It really kills immersion having to scrape autopilot off a rock or station all the time, while for 90% of the cases all they have to do is simply give a wide berth to any station. Designated Personal Ship could also get a little more fine-grained pathing, since it would only ever be one ship
Ability to black-list sectors and stations for automating trading
-double clicking an object on the map targets/"untargets" it, or sets/deletes guidance, whatever you prefer
-manually change autosave frequency, allow "autosave on dock" maybe some other conditions
-wouldn't mind a shortcut that would bail me into space in a suit faster
-home/end keys to move all of the wares during trading
EDIT:
one more thing:
-bring back the "show me the way to the nearest shipyard" dialogue option. Also for Wharfs and Eq Docks.
Hotkey for simply targetting anything that I am directly aiming at
On ship information page - information about current activity the ship is doing (For example - "Fly and Dock at [station]" , "Mining [mined resource]", "Selling [Ware]") as well it's current speed. Maybe make it a requestable update so it's not dragging performance down needlessly
Dock hotkey doesn't work for me properly
Designate Personal Ship - a single ship that has an always visible icon on a Map that makes it easy to select it and order it around - maybe even an hotkey to select it
Different pathfinding for ships In Sector (for example make any object that is not a target for docking simply have a big cubic pathing hitbox, and possibly even simply leverage the modular system for targets for docking (!) - add a cubical pathing hitbox to any module that is not a dock. It really kills immersion having to scrape autopilot off a rock or station all the time, while for 90% of the cases all they have to do is simply give a wide berth to any station. Designated Personal Ship could also get a little more fine-grained pathing, since it would only ever be one ship
Ability to black-list sectors and stations for automating trading
Added the last point for automated trading. "T" in space targets what you are pointing at (though it doesn't work too great). Also the ship your player is currently on is highlighted in a slightly brighter green already, though perhaps the contrast could be higher.
-double clicking an object on the map targets/"untargets" it, or sets/deletes guidance, whatever you prefer
-manually change autosave frequency, allow "autosave on dock" maybe some other conditions
-wouldn't mind a shortcut that would bail me into space in a suit faster
-home/end keys to move all of the wares during trading
EDIT:
one more thing:
-bring back the "show me the way to the nearest shipyard" dialogue option. Also for Wharfs and Eq Docks.
Added auto-save setting and home/end functionality to list! Also quick-bail.
Targeting/guidance from map is available via click then "T" or "SHIFT+G" respectively.
Pind wrote: ↑Mon, 3. Dec 18, 17:42
Targeting/guidance from map is available via click then "T" or "SHIFT+G" respectively.
I know but it's not very convenient for something so basic, while the doubleclick basically does nothing.
oh and you cannot "untarget" from the map level in any way afaik
Wou wrote: ↑Mon, 3. Dec 18, 14:02-manually change autosave frequency, allow "autosave on dock" maybe some other conditions
+1 on auto save options
I'd go a bit further, have 4 options ...
Auto Save On or Off
(If On)
Auto Save every [n] minutes (either drop down list or manual input)
Auto Save when docking (tickbox)
Auto save when exiting a gate (tick box)
So if you wanted you could have the game auto save every 5 minutes (for example) and every time you dock and exit a gate
I'd like to request diagonal strafing options for digital HAT switches. I use a T.Flight Hotas X and it works great except when I use the HAT switch to strafe. Any time I press it in a diagonal position it stops all strafing movement rather than adding the horizontal and vertical together as you would expect. The game already recognizes the diagonal positions (see screenshot) but I just don't have anything to assign them to. Here is a screenshot of what I would love to see. https://i.imgur.com/DHgri4w.png
Allow bore-sight mouse aiming flight controls as a toggle/menu choice. This is where when piloting the x axis of the mouse is directly bound to yaw, and the y axis is directly bound to pitch. Do not force us to chase the dot please.
Put the ship's service crew to work. If transferring wares between 2 ships, the source ship has service crew, have them get out of the ship and carry the goods to the destination, rather than force the two ships to depart the station. I hired them to work, not play cards in the cargo hold!
Give better feedback on why a ship is not doing anything in space, when you give it orders to auto-trade and the like. I've watched ships sit there for hours not doing anything productive, yet the pilot has 3 stars and a full complement of service crew, and another vessel in the sector is actively and constantly finding deals.