Kadatherion wrote: ↑Tue, 4. Dec 18, 04:21
Word by word my own thoughts, Playbahnosh, except for one thing: there were - and are - indeed a lot of people pressuring for the station interiors. ...
"Space legs" was a huge request in a lot of space games, including the X games and recently Elite Dangerous as well. With this people usually mean to walk around FPS style. The only thing people can't understand is, a space sim and an FPS game requires wholly different game engines and mechanics to work. There is also a difference between "it would be cool if" and "I will not buy this game without it". Most space sim players understand, that space legs is not really feasible in most games. Usually the game engine is simply not equipped to handle NPC animations, walk cycles, facial animations, FPS pathfinding, etc. In most cases the only way to implement this would be to rebuild the game engine from the ground up, and that won't happen. But even if it did, the FPS part needs at least as much development effort and time as the space simulation. A lot more assets and designs need to be created, animation cycles, body language, facial expressions and animations, interactions and interactable objects, lighting engines, visual and sound effects, etc. That's like creating an entire new game
inside a space sim. It's more than double the development time and resources (since the two also has to be integrated, which is another huge feat to accomplish). But this same thing could be said for landing on planets as well, which is another long requested feature.
But there is another solution: the
illusion of station interiors or planetary landings. The exact thing Freelancer was doing way back in 2003. The stations had different "rooms", the bar, the trader, the equipment dock, etc, and you could press a button to move there. Sure, it was nothing more than a static set with some pre-cooked animations, but I actually felt like I really was on a station. That's the thing about gamers and video games: we don't need much to be immersed, the threshold for suspension of disbelief is relatively low if you do it right. The same thing with planetary landing. All you did was pass through a docking ring, a landing animation would play according to what type of planet it was and you got the exact same rooms as with stations, but maybe you could see some landscape out the window instead of open space. "Freelancer 1-1, this is planet New Berlin, you are clear to take off. Good luck out there!". And
it was enough! It was nothing more than a few canned animations and static backgrounds, but it was enough for me to believe I was actually on the planet or on the station, visiting the different sections of it! And it was actually
more immersive this way, than the broken FPS mode of Rebirth with the horribly frightening NPCs. And I bet it took a tiny fraction of resources and dev time for Freelancer to do it this way than what rebirth did. Sure, for some people this wouldn't be enough, but for us space sim players, even this would've been an incredible leap of immersion compared to the dry text menus of X3. And actually
less immersion-breaking than a horribly broken and misguided FPS mode.
Kadatherion wrote: ↑Tue, 4. Dec 18, 04:21
Fact is, Ego often has nice ideas, but the execution is chaotic, a disorderly ragtag of a function that mindbogglingly forgets how the same result could be obtained in much easier, less confusing and more functional ways.
That's exactly what I meant up there. See, there is a saying in engineering: "Something is not finished when there is nothing more to add, but when there's nothing more to take away". Making a device perform it's intended purpose is only half the work. The other half is streamlining and optimizing it until it is as simple and easy to use as possible, without compromising functionality. The less moving bits a machine has, the easier it is to use, maintain and a lot less ways it can break or malfunction. In a game like X4, a simple, easy to use and intuitive interface is worth infinitely more than flashy design elements or ancillary bs like that. "Form follows function" is another golden rule. But with EGOSOFT, it seems to be the exact opposite. They envision something flashy or cool, and then try to desperately code it into the game, regardless of how unintuitive, convoluted or dysfunctional it will be to the player. One of the best examples of this is the station traders, crafting benches and hunting down NPCs. Sure, it
might be immersive or "cool" to the player the first few times, "yay I can walk around on stations" and stuff, but forced to do it for the billionth time because there is simply no other way to trade inventory wares or do crafting, or talk to NPCs, that's just unacceptable. Again, "Do you not have phones?!"

It's a totally legit question, from a player standpoint and also from an immersion and design standpoint. Why can't I just open the comms menu and friggin call the station manager or the security office or the trader or whatever? Why do I have to trudge all the way to the other side of the docking bay to sell a friggin piece of majaglit or do crafting when I could do the same by opening a context menu under no seconds flat? Why do I have to slug around on stations clicking on NPCs to hire people? Where's the BBS? Why is there not a Recruiting Board, where I can see prospective employees along with their stats, so I can easily select the best one for the job I want? Why do I have spend friggin
hours flying around stations looking for stupidly small nodes to get missions? Where's the Job Board?! Or hell, even the system from X3 where I could see icons with the job type over stations or ships and I could directly call the NPC to see what the job was about in
seconds. These new "additions" in X4 just making the game a living hell for me.
None of these "mechanics" make a single bit of sense, not logically, not gameplay-wise, not lore-wise and definitely not in immersion. It's just pure frustration that the game is forcing me to jump through
completely unnecessary hoops to achieve the
same thing I could do in X3 with the press of a button. It makes no friggin sense at all.
Kadatherion wrote: ↑Tue, 4. Dec 18, 04:21
... let's be honest: a game makes most of its profits right after its launch, so from a publishing standpoint it's often more important to have some intriguing promises rather than actually delivering on them...
Sure, you can do that...
once. But after losing the trust of your community, there is no going back. This is exactly what happened with Rebirth. People weren't so sad and angry at Rebirth because it was a bad game (or not only), but because they felt betrayed, swindled, lied to. EGOSOFT promised the the proverbial paradise of space sims with XR, but what we got was anything but. I was friggin
livid when I first started XR and saw just what unmitigated disaster it was, and the fact it wasn't an X game at all. I was beside myself for weeks, "how could you do this us Egosoft? HOW COULD YOU?!". Sure, they told us it "wasn't going to be X4", and that it's "different", but I don't think any one of us was prepared for the fact it won't even be an X game. That's where EGOSOFT lost all respect and faith I had in them. Quite honestly, I wasn't even going to buy X4 at all. I only got it because I watched Cohh play it and I saw it was actually the game we all wanted, or at least a
Foundation of it.
Dev studios and publishers have a certain amount of goodwill put into them by the gamers. It's like a currency. The more better games you release, with mechanics the players actually like or desire, and the more you communicate and listen to them, the more goodwill you gonna get. Just like CD Project Red, Owlcat Games or Digital Extremes for example. But when you lie to them, trick them, scam them or betray them, like EA, Activision, Ubisoft and Bethesda does on a daily basis, that's when you lose goodwill points. Lose enough goodwill and people will stop buying your garbage. The goodwill for EGOSOFT comes not from the fact they release good games, because they don't. Their goodwill comes entirely from the community, who ultimately fix and extend their games with mechanics and functionality we do want. Take that away, and they got nothing, but a broken mess nobody wants to play. Just imagine if modding was not possible for X games? Scary thought, isn't it?