[Feedback] List of Potential Quality of Life Improvements (Updated 12/7/2018)

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banghead
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Re: [Feedback] List of Potential Quality of Life Improvements

Post by banghead »

Add settings to crew hiring, i.e preview of crewmember from the docks, and dont make me run around to get the people i want for my capital ffs.

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grapedog
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Re: [Feedback] List of Potential Quality of Life Improvements

Post by grapedog »

Didn't see it listed, but I'd love some kind of zoom/scale option on the map. So I can look at 2 different sectors, zoom into a certain point, and know I've got the same amount of stuff visible on my map. It would greatly help with the efficient placement of satellites, advanced satellites, and stations, if I had some idea of the scale of how zoomed in I am and relative distances.
Baugoti
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Re: [Feedback] List of Potential Quality of Life Improvements

Post by Baugoti »

banghead wrote: Tue, 4. Dec 18, 01:27 Add settings to crew hiring, i.e preview of crewmember from the docks, and dont make me run around to get the people i want for my capital ffs.
This --- This has been modded into every x game(not running around station in rebirth only) yet it is still not in the main release of the game...

And if they are intent on walking around stations.. allow me to see available hires prior to docking, some sort of job board
comieodor
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Re: [Feedback] List of Potential Quality of Life Improvements

Post by comieodor »

+ 1 for Autosave options

But by far the change I would like to see most is to allow ship inventory to be traded between ships when docked at the same station. The current system of relying on AI to drop items in space and scoop has no benefit to gameplay or player experience and only causes frustration .

Would also love to have the additional hotkeys available as per OP as well as the log using real world time as opposed to in game time.
Last edited by comieodor on Tue, 4. Dec 18, 04:04, edited 1 time in total.
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banghead
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Re: [Feedback] List of Potential Quality of Life Improvements

Post by banghead »

Baugoti wrote: Tue, 4. Dec 18, 02:31
banghead wrote: Tue, 4. Dec 18, 01:27 Add settings to crew hiring, i.e preview of crewmember from the docks, and dont make me run around to get the people i want for my capital ffs.
This --- This has been modded into every x game(not running around station in rebirth only) yet it is still not in the main release of the game...

And if they are intent on walking around stations.. allow me to see available hires prior to docking, some sort of job board
sure you can hire max crew at any dock through the equipment/gearup option under ship interaction
but for captains as an example its a pain that they all are randomly clothed etc.
DSArmageddon
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Re: [Feedback] List of Potential Quality of Life Improvements

Post by DSArmageddon »

To add to the list:

Hotkeys-
  • Untarget: I would like to have some way to untarget without moving my hand to the mouse and left clicking.
Configuration-
  • TrackIR / Headtracking support: Please add this ASAP.
  • Axis inversion: rather than having a separate axis inversion list, the "inverted/normal" selection could be in a third column next to the setting.
  • Axis inversion part 2: Mouselook / Emulated mouse need axis inversion, even if you don't take the above suggestion.
  • Tooltips to explain what the options do would be very helpful. There's a number of options where I am guessing at the meaning or have to experiment to figure out.
Interface-
  • The "flat map" radar mode needs tails for above/below current plane. Without out, the flat radar mode is hard to use.
Pind
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Re: My additions

Post by Pind »

Great feedback everyone! Updates to list and reasons for non-inclusions below.
Wou wrote: Mon, 3. Dec 18, 17:52
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
Ah, gotcha. Will add to list.
Alee Enn wrote: Mon, 3. Dec 18, 21:45
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
Updated
ParGellen wrote: Mon, 3. Dec 18, 23:09 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
Added with a link to your post!
Zippo342 wrote: Mon, 3. Dec 18, 23:37 I'd like to add a few:

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.
Some of this goes beyond the scope of QOL changes, unfortunately. However, I do commiserate with you especially about the second and third points. Will add "in-station" ship-to-ship transfer as this is something I've seen asked for a lot now. For ship status an expanded property menu would cover this, will add a note there for more detailed status breakdown.
grapedog wrote: Tue, 4. Dec 18, 01:53 Didn't see it listed, but I'd love some kind of zoom/scale option on the map. So I can look at 2 different sectors, zoom into a certain point, and know I've got the same amount of stuff visible on my map. It would greatly help with the efficient placement of satellites, advanced satellites, and stations, if I had some idea of the scale of how zoomed in I am and relative distances.
I see the reason for this but won't include it yet because I can't think of a simple/intuitive way to implement and solve the problem. Any ideas?
Baugoti wrote: Tue, 4. Dec 18, 02:31
banghead wrote: Tue, 4. Dec 18, 01:27 Add settings to crew hiring, i.e preview of crewmember from the docks, and dont make me run around to get the people i want for my capital ffs.
This --- This has been modded into every x game(not running around station in rebirth only) yet it is still not in the main release of the game...

And if they are intent on walking around stations.. allow me to see available hires prior to docking, some sort of job board
Updated list to specify this action.
comieodor wrote: Tue, 4. Dec 18, 03:20 + 1 for Autosave options

But by far the change I would like to see most is to allow ship inventory to be traded between ships when docked at the same station. The current system of relying on AI to drop items in space and scoop has no benefit to gameplay or player experience and only causes frustration .

Would also love to have the additional hotkeys available as per OP as well as the log using real world time as opposed to in game time.
All updated!
DSArmageddon wrote: Tue, 4. Dec 18, 05:04 To add to the list:

Hotkeys-
  • Untarget: I would like to have some way to untarget without moving my hand to the mouse and left clicking.
Configuration-
  • TrackIR / Headtracking support: Please add this ASAP.
  • Axis inversion: rather than having a separate axis inversion list, the "inverted/normal" selection could be in a third column next to the setting.
  • Axis inversion part 2: Mouselook / Emulated mouse need axis inversion, even if you don't take the above suggestion.
  • Tooltips to explain what the options do would be very helpful. There's a number of options where I am guessing at the meaning or have to experiment to figure out.
Interface-
  • The "flat map" radar mode needs tails for above/below current plane. Without out, the flat radar mode is hard to use.
Added clear target to hotkey list. Added settings descriptions to info list. For axis inversion, could you explain a little more the reasoning for why this is important? And re: TrackIR you and all the others have my sympathies but unfortunately this is not a QOL feature for the list.
khadgarion
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by khadgarion »

I'd like ship renaming to be a bit better. I was trying to rename a Sunder ship, and if you don't actually click inside the name box twice it will register keypresses as hotkeys... I couldn't figure out why my game was freezing then bringing up the save menu when trying to rename ship (I wanted to rename it and just add a "- Methane).

While working on that, maybe make it so when you click the second time it retains whatever the current name is, instead of blanking it out.\

That being said, I'd really like for other major stuff to be fixed first (like menus not responding, etc). I think this game has a really good *Foundation* but needs some loves ;)
DSArmageddon
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by DSArmageddon »

Why more axis need inversion options:

Currently, my FP look axis and flight pitch axis are inverted, because I have both set to my main joystick. This also inverts mouse (move up is down) and emulated mouse (on a different joystick, and I want forward to be up on that one). At least it's my guess that they are tied. Both might be tied to one of the inversions, I haven't experimented.

TrackIR was supported in X:Rebirth and is a huge QOL issue in dogfighting. Combat is simply not the same without it.

Thankfully, it looks like TrackIR is on their "will do" list: viewtopic.php?f=146&t=402584
Pind
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by Pind »

khadgarion wrote: Tue, 4. Dec 18, 06:49 I'd like ship renaming to be a bit better. I was trying to rename a Sunder ship, and if you don't actually click inside the name box twice it will register keypresses as hotkeys... I couldn't figure out why my game was freezing then bringing up the save menu when trying to rename ship (I wanted to rename it and just add a "- Methane).

While working on that, maybe make it so when you click the second time it retains whatever the current name is, instead of blanking it out.\

That being said, I'd really like for other major stuff to be fixed first (like menus not responding, etc). I think this game has a really good *Foundation* but needs some loves ;)
I didn't even know this was possible. Good suggestions, added.
DSArmageddon wrote: Tue, 4. Dec 18, 07:38 Why more axis need inversion options:

Currently, my FP look axis and flight pitch axis are inverted, because I have both set to my main joystick. This also inverts mouse (move up is down) and emulated mouse (on a different joystick, and I want forward to be up on that one). At least it's my guess that they are tied. Both might be tied to one of the inversions, I haven't experimented.

TrackIR was supported in X:Rebirth and is a huge QOL issue in dogfighting. Combat is simply not the same without it.

Thankfully, it looks like TrackIR is on their "will do" list: viewtopic.php?f=146&t=402584
Gotcha, will add to Joystick/HOTAS section.
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grapedog
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Re: My additions

Post by grapedog »

Pind wrote: Tue, 4. Dec 18, 06:44
grapedog wrote: Tue, 4. Dec 18, 01:53 Didn't see it listed, but I'd love some kind of zoom/scale option on the map. So I can look at 2 different sectors, zoom into a certain point, and know I've got the same amount of stuff visible on my map. It would greatly help with the efficient placement of satellites, advanced satellites, and stations, if I had some idea of the scale of how zoomed in I am and relative distances.
I see the reason for this but won't include it yet because I can't think of a simple/intuitive way to implement and solve the problem. Any ideas?
I work on aircraft for a living, and working with radar, there is just a little number with up and down arrows next to it on a radar display. The number indicates the viewable area like square kilometers, and the arrows indicate whether or not you can zoom in or out more. once you hit max zoom, the down(or zoom in indicator) arrow disappears, and when you zoom out fully, the up arrow disappears.

It would really come down to sector sizes. We know some sectors are different sizes, but did they use specific numbers, like for example the smallest sector is 28sq KM... the next size up is 56, 112... you get the idea. I'm sure egosoft has some sort of standard for when they were making sectors, they weren't just willy nilly making different sizes. Once the sizes are known, it's pretty easy to create a set of zoom options that could cover them all, or each size sector individually.

https://www.researchgate.net/figure/Exa ... _258681577

This picture is an example of a weather radar, I'm guessing that the top right corner is saying 80 nautical miles(80NM), put some arrows next to it, that can be activated to zoom in or out, in specified amounts. each zoom, in or out, is say 30NM... or KM, for the X series. Probably for the X series maps, you'd do it in chunks of 100km or so...maybe more.

I'm not sure how/if you want to package all this in a bite size format, but there it is, lol.
ghowsak
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by ghowsak »

I would like to see something like this in near future:

-The ability to retract the landing pads of your ship. So that you can put the landed ship/drone into internal storage.
Currently the landed ship/drone only gets put in automatically, and only if something else needs the pad (something else landing/starting)
>This could be implemented in multiple ways:
>>Function added to the Ship Quick Menu -> Screen
>>Function added buried on the Map screen Info Panel
>>Function added to the console in front of each Landing Pad -> Screen

Building on top of this feature:
-The ability to see all landed ships/drones in your Ship Quick Menu
>This could be implemented like so:
>>When you select the Landing Pad point, the list of all landed ships/drones at that location shows to the right (or always) -> Screen

And speaking of drones:
-The ability to customize the behaviour of the drones, esp. combat drones
>This could be implemented in multiple ways:
>>Function added buried on the Map screen Info Panel -> Screen
>>If previous feature is added to the game, simply clicking on the drone, right click, and then the customize menu like everything else

Hope my Paint skills didn't make your eyes bleed.

greetings,
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macross
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by macross »

Please add Wing Commands to Hotkeys/Missing Commands. In particular, it would be swell if there was a hotkey to "Attack my target"
Warnoise
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by Warnoise »

Remove the stupid burst fire mode of weapons because it's just very annoying
IRONOX
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by IRONOX »

Hotkey for scanning ships or increase scanning range. trying to scan a Xenon N in less than 1km range, at 322m/s, and 3 buttons to press to make that darn scan, while i have to hold clear vision on the target, is way to much!
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Zippo342
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by Zippo342 »

Warnoise wrote: Wed, 5. Dec 18, 07:29 Remove the stupid burst fire mode of weapons because it's just very annoying
Until the aiming calculations in the game are improved, this will only result in loss of accuracy across the board and make most weapons worthless.
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Tadas
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by Tadas »

I would like to have option when to release drones, I don't want them out when fighting a simple ship just for nuisance of waiting them for them to dock.
I would like to get a hotkey for mission offers.
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by Tadas »

I would like to have option to create groups of ships when viewing my property, so I can put all my mining ships into one, trading into another etc, so they don't clutter whole screen and I can find ship I want faster.
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by Socratatus »

For me I`m more about immersion which few have mentioned here...

I`d like to see.

1. A way to view my personnel on smaller ship, not just the captain.
2. Clothing, change options for them (make uniforms).
3. A little more speech\banter with crew.
4. Make the Air marshall actually stop waving his hands once you`ve landed!
5. Correct the tannoy sound lady speaker. Her voice should be echoing out from teh station, not loudly and directly into my ears.

Ship:
6. Allow move placement of ship Logos.
7. Trackir, please!
8. Alarms when ship is below a certian level of damage.
9. Better Alarm when enemy missile after us. Something like you`d get on fighter jets as they actually make you realise you`re in danger.



That`ll do for now.
1. Please do more on NPC civilian/uniform variety, and bio customisations, Devs.
2. Stations need sirens/warnings when enemy is close in numbers or Station in danger of destruction (in Sandbox).
Yes, for immersion. Thankyou ahead of time. (Edit: This is actually happening!!!)

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Andrew Gaspurr
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Re: [Feedback] List of Potential Quality of Life Improvements (Updated 12/4/2018)

Post by Andrew Gaspurr »

I would love to see the following implemented in the game:

- A more Sci-Fi oriented design of the GUI. Right now it's 1999's "X - Excel in Space"
- The ability to hide the side bars completely until "called for" by mouse, key stroke etc.
- The ability to create "trading squadrons" and have a sheet of mine/buy/sell statistics for them, much like for stations
- A "personnel" menu separated from properties so I can see who works where, delegete people to other places, see monthly costs etc.
- Custom sector border colours for sectors where I have property
- Really profitable auto traders instead of "Revenge of the Amateurs"
- Thoroughly thought out research providing long-term goals and requiring materials instead of "10 minute clicks"
- More fights in general. It's a dangerous place after all.

...to be continued
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