X4 Foundations Poll #3: What did you NOT like?
Moderator: Moderators for English X Forum
-
- Posts: 391
- Joined: Sun, 9. Nov 08, 03:07
Re: X4 Foundations Poll #3: What did you NOT like?
Missions: It's as if you had a competition to pick the most tedious things people could come up with. I honestly cannot fathom the though process that decided a player would enjoy blowing up a bunch of stationary mines more than once. I can't even do the few combat missions because now assassination missions are criminal, and the so-called war efforts, pfft. Congratulations, you managed to make an actual war boring.
Then there is the lack of sense of achievement. Without combat or trade ranks you have no sense of growth. You get the same missions and pay when you have 10 destroyers as you did when you were in your starter ship. When I want money, I no longer do missions. I have more fun sitting near a station with seta on, watching the traffic while my stations and miners earn money. It's sad that doing nothing is more fun than the missions.
Where are all the good missions from X3? Who doesn't remember the first time they took an assassination mission and found a m2 waiting for them instead of an m6? Or zooming around the sector during an invasion mission trying to rack up as many kills as possible before the local defense forces killed them all? Or frantically trying to kill those pirates before they got into missile range of the convoy? But no... lets blow up some stationary mines instead.
Combat (small scale): I am rather disappointed in the ai when it comes to combat. They are using the same maneuvers and tactics that were in X3. Surely with today's hardware you can come up with something better than charge headlong toward you, circle a few times, boost away, repeat.
Combat (Large scale): No surprise people dislike this. I'll just say I second all of the balance issues already mentions and move onto controls. The UI, in this regard, is a huge step back. Having to open the map to do anything is not only cumbersome, it also kills the momentum of combat. In X3 I could launch fighters, send them to intercept enemy fighters, order a wing to cover me, launch a missile strike on my target, and order my capital ships to destroy the enemies capital ships all in under a minute without ever having to open the map or my property menu. Now I'm lucky if I can give a single order in that time. As poor as the UI was in X3, once you memorized the hotkeys, you could fly through the order menu. We need some kind of command console, with associated hotkeys to bring back this functionality. Something with the ability to give orders to all ships in sector/fighters/transports/capital ships, something to streamline the whole issuing orders process.
Exploration: I'm not even sure this qualifies as an activity in X4. For me it boils down to "use a (modded) exploration order to discover stations for my traders"
Hacking / stealing / finding blueprints: Flat out terrible. Let's fly very, very slow toward a glowy red thing that may or may not be stuck inside of the station for either something really OP or something utterly useless. Essentially free blueprints just exasperates the lack of sense of achievement, allowing you to jump right to mega stations without having to scrounge up the funds first. Start->1-5 missions->buy miner->PHQ quest->steal/scan blueprints for station building components->assign miner(s) to station->build all the things. This and the whole scanning, both short and long range, are poorly done. The long range scanner cost 100k and is worse than my naked eyes. I'd rather have my triplex scanner back please.
Then there is the lack of sense of achievement. Without combat or trade ranks you have no sense of growth. You get the same missions and pay when you have 10 destroyers as you did when you were in your starter ship. When I want money, I no longer do missions. I have more fun sitting near a station with seta on, watching the traffic while my stations and miners earn money. It's sad that doing nothing is more fun than the missions.
Where are all the good missions from X3? Who doesn't remember the first time they took an assassination mission and found a m2 waiting for them instead of an m6? Or zooming around the sector during an invasion mission trying to rack up as many kills as possible before the local defense forces killed them all? Or frantically trying to kill those pirates before they got into missile range of the convoy? But no... lets blow up some stationary mines instead.
Combat (small scale): I am rather disappointed in the ai when it comes to combat. They are using the same maneuvers and tactics that were in X3. Surely with today's hardware you can come up with something better than charge headlong toward you, circle a few times, boost away, repeat.
Combat (Large scale): No surprise people dislike this. I'll just say I second all of the balance issues already mentions and move onto controls. The UI, in this regard, is a huge step back. Having to open the map to do anything is not only cumbersome, it also kills the momentum of combat. In X3 I could launch fighters, send them to intercept enemy fighters, order a wing to cover me, launch a missile strike on my target, and order my capital ships to destroy the enemies capital ships all in under a minute without ever having to open the map or my property menu. Now I'm lucky if I can give a single order in that time. As poor as the UI was in X3, once you memorized the hotkeys, you could fly through the order menu. We need some kind of command console, with associated hotkeys to bring back this functionality. Something with the ability to give orders to all ships in sector/fighters/transports/capital ships, something to streamline the whole issuing orders process.
Exploration: I'm not even sure this qualifies as an activity in X4. For me it boils down to "use a (modded) exploration order to discover stations for my traders"
Hacking / stealing / finding blueprints: Flat out terrible. Let's fly very, very slow toward a glowy red thing that may or may not be stuck inside of the station for either something really OP or something utterly useless. Essentially free blueprints just exasperates the lack of sense of achievement, allowing you to jump right to mega stations without having to scrounge up the funds first. Start->1-5 missions->buy miner->PHQ quest->steal/scan blueprints for station building components->assign miner(s) to station->build all the things. This and the whole scanning, both short and long range, are poorly done. The long range scanner cost 100k and is worse than my naked eyes. I'd rather have my triplex scanner back please.
-
- Posts: 2128
- Joined: Sat, 7. Feb 04, 20:42
Re: X4 Foundations Poll #3: What did you NOT like?
Without a doubt my main complaint is the ease in which to accrue funds,, why manual trade when the credits roll in from just shooting down a few satellites or enemy ships... When someone can leave the game running overnight, get up have breakfast, go to work, come home and check the game and find that everything is intact and have gained millions.... The player actually is not needed..
-
- Posts: 171
- Joined: Tue, 14. Jun 11, 13:43
Re: X4 Foundations Poll #3: What did you NOT like?
Pls fix ships and combat in X4. Its atrocious and boring.
Capital ships need more turrets(X3AP and XR had easily 50-80 turrets, X4 cap ships have 10-20) for wider coverage and more flashy combat.
Double the range on all turrets only on Capital ships, cos right now cap ship combat is basically 90% posturing trying to maneuver and 10% firing weapons cos their weapons are not in range of anything and have poor coverage. Of that 10% firing, only 0.5% actually did something. Maybe introduce a utility module slot, players can buy utility modules that give special effects like +100% turret range, faster travel drive charge time, laser beams can ricochet to nearby targets making it an AoE of sorts, support module that grants +50% shield regen to fleet. Ship customization needs more soul to it, not just shields, weapons, engines with boring array of weapon selection and MKI MKII options, the mod mechanic is fairly ok but in the end its all just stats. Oh, and do something about the crap AI.
Capital ships need more turrets(X3AP and XR had easily 50-80 turrets, X4 cap ships have 10-20) for wider coverage and more flashy combat.
Double the range on all turrets only on Capital ships, cos right now cap ship combat is basically 90% posturing trying to maneuver and 10% firing weapons cos their weapons are not in range of anything and have poor coverage. Of that 10% firing, only 0.5% actually did something. Maybe introduce a utility module slot, players can buy utility modules that give special effects like +100% turret range, faster travel drive charge time, laser beams can ricochet to nearby targets making it an AoE of sorts, support module that grants +50% shield regen to fleet. Ship customization needs more soul to it, not just shields, weapons, engines with boring array of weapon selection and MKI MKII options, the mod mechanic is fairly ok but in the end its all just stats. Oh, and do something about the crap AI.
-
- Posts: 64
- Joined: Sat, 7. Feb 04, 02:16
Re: X4 Foundations Poll #3: What did you NOT like?
hacking / scanning / blueprints ... meh. not bad so much as time sink mini game. diverting for a bit, boring from then
on. downloaded a couple of mods and no issue.
never bothered capturing. in previous X games the scripts would always seem to fire off and they would either attack or be attacked by friendlies. seems the patch notes point to this is still being a thing. rather just blow them up and have my factories provide the replacement bits and bobs to make a clean one.
turned off the venture stuff so that is a non issue.
really no true complaints. only real issue was with the saitek 56 i bought to give me an edge in this game taking so long to get squared away. That is not exactly Egosoft fault, not exactly Logitech, mine for not just getting a simple joystick? maybe...
on. downloaded a couple of mods and no issue.
never bothered capturing. in previous X games the scripts would always seem to fire off and they would either attack or be attacked by friendlies. seems the patch notes point to this is still being a thing. rather just blow them up and have my factories provide the replacement bits and bobs to make a clean one.
turned off the venture stuff so that is a non issue.
really no true complaints. only real issue was with the saitek 56 i bought to give me an edge in this game taking so long to get squared away. That is not exactly Egosoft fault, not exactly Logitech, mine for not just getting a simple joystick? maybe...
-
- Posts: 15
- Joined: Sun, 2. Dec 18, 16:52
Re: X4 Foundations Poll #3: What did you NOT like?
All the boats you design are ugly
All the boats you design are ugly
All the boats you design are ugly
All the boats you design are ugly
All the boats you design are ugly
All the boats you design are ugly
All the boats you design are ugly
All the boats you design are ugly!!!!
All the boats you design are ugly
All the boats you design are ugly
All the boats you design are ugly
All the boats you design are ugly
All the boats you design are ugly
All the boats you design are ugly
All the boats you design are ugly!!!!
-
- Posts: 11
- Joined: Mon, 10. Dec 18, 08:51
Re: X4 Foundations Poll #3: What did you NOT like?
I kept my votes simple and just picked the main 2 I disliked.
Personal trading + mining
I've always enjoyed the hard work of getting my first freighter and building my empire's capital. X4 feels a lot like Elite Dangerous when it comes to its wares. You have a large list of mostly useless wares with only key ones that you focus on trading because that's where the money is. I find myself hauling space fuel as it's the only ware that doesn't take up a lot of cargo space and it pays out really well. This trivializes the game and makes trading linear and boring as I know NPCs will take care of the lesser goodsto keep the economy in a working state.
Suggestion:
Reduce the cargo space requirements for food and other low priced goods. Allow traders to make money off selling large volumes of these goods to make up for their weaker payout. Increase station requirements and consumption for these goods so there's a balanced requirement for them.
Missions
I don't like having to sit around a station waiting for a mission to popup. When it does, they're either to easy and boring (open a lockbox or repair satellites), or they have a crazy long commitment (build a station). Don't ask me to spend 5+ million credits to build stuff. I'm just not going to commit to those kind of missions. If I am going to build something, I'll do it on my own terms. Instead, give me missions involving other NPCs and trigger group content (wars, skirmishes, invasions, etc.).
Suggestion:
1. X-Rebirth had some fun mission types. Patrol a sector with a guaranteed engagement and escort missions were usually packed with action. Defending a station was also fun.
2. Having living events would be so much more engaging compared to static missions. For example, you know when the Xenos have built up enough of a fleet to engage the Argonians. Have a military alert sent out to the player to notify us of an impending Xenon attack from our faction's intel sources (another mission would be for the player to help establish that intel network in enemy territory). Players can then join their forces with the NPC for a pending engagement, or we can just ignore it and rely on the NPCs to defend. Equivalently, spawn raiders nearby freighters and have alerts sent out to players to engage and defend them. We already hear radio chatter, but nothing we can do to help them. The universe feels a bit to static.
Personal trading + mining
I've always enjoyed the hard work of getting my first freighter and building my empire's capital. X4 feels a lot like Elite Dangerous when it comes to its wares. You have a large list of mostly useless wares with only key ones that you focus on trading because that's where the money is. I find myself hauling space fuel as it's the only ware that doesn't take up a lot of cargo space and it pays out really well. This trivializes the game and makes trading linear and boring as I know NPCs will take care of the lesser goodsto keep the economy in a working state.
Suggestion:
Reduce the cargo space requirements for food and other low priced goods. Allow traders to make money off selling large volumes of these goods to make up for their weaker payout. Increase station requirements and consumption for these goods so there's a balanced requirement for them.
Missions
I don't like having to sit around a station waiting for a mission to popup. When it does, they're either to easy and boring (open a lockbox or repair satellites), or they have a crazy long commitment (build a station). Don't ask me to spend 5+ million credits to build stuff. I'm just not going to commit to those kind of missions. If I am going to build something, I'll do it on my own terms. Instead, give me missions involving other NPCs and trigger group content (wars, skirmishes, invasions, etc.).
Suggestion:
1. X-Rebirth had some fun mission types. Patrol a sector with a guaranteed engagement and escort missions were usually packed with action. Defending a station was also fun.
2. Having living events would be so much more engaging compared to static missions. For example, you know when the Xenos have built up enough of a fleet to engage the Argonians. Have a military alert sent out to the player to notify us of an impending Xenon attack from our faction's intel sources (another mission would be for the player to help establish that intel network in enemy territory). Players can then join their forces with the NPC for a pending engagement, or we can just ignore it and rely on the NPCs to defend. Equivalently, spawn raiders nearby freighters and have alerts sent out to players to engage and defend them. We already hear radio chatter, but nothing we can do to help them. The universe feels a bit to static.
-
- XWiki Moderator
- Posts: 2193
- Joined: Sun, 2. Apr 06, 16:15
Re: X4 Foundations Poll #3: What did you NOT like?
In words:
The Universe is too small (and the sectors itself too large) and boring...
The lack of ships. Destroyers are a bad joke. No battleships? Fat corvettes and frigates because of the huge landing pad. turrets are nealry useless. The designs look in a lot of cases like 90s style (hello Wing Commander 1 and 2...).
The amount of weapons is disappointing.
There is nothing really interesting. After a short time you were able to find all clusters and ... yeah... thats it.
The Plot is a bad joke...
The UI is maybe a good start but all in all it´s not able to handle the "depth" of an X3. At the beginning it´s really cool and easy to handle but if you want to change details or do some micromanagement it fails completely.
I already made a topic for that (but in the german forum viewtopic.php?f=147&t=409692 ).
I also figured out that a lot of the shipmodels are really bad modeled. Take a detailed look at the paranids. The models are bad. Really bad (except the Carrier).
Also the "conversion" of some of the XR ships to X4 has been made as simple as possible.
The xenon K has just some shieldgenerators put on the hull, also som turrets. There has been no adjustment of the mesh for that.
Some on the Xenon P. The model looks not good. On turret of the ship, i think it sits on the top, doesn´t fit correctly because of the rounding of the hull. Why do you do such things? I know you can it better.
If you would release some modtools i would LOVE to to adjust the models for you.
The Universe is too small (and the sectors itself too large) and boring...
The lack of ships. Destroyers are a bad joke. No battleships? Fat corvettes and frigates because of the huge landing pad. turrets are nealry useless. The designs look in a lot of cases like 90s style (hello Wing Commander 1 and 2...).
The amount of weapons is disappointing.
There is nothing really interesting. After a short time you were able to find all clusters and ... yeah... thats it.
The Plot is a bad joke...
The UI is maybe a good start but all in all it´s not able to handle the "depth" of an X3. At the beginning it´s really cool and easy to handle but if you want to change details or do some micromanagement it fails completely.
I already made a topic for that (but in the german forum viewtopic.php?f=147&t=409692 ).
I also figured out that a lot of the shipmodels are really bad modeled. Take a detailed look at the paranids. The models are bad. Really bad (except the Carrier).
Also the "conversion" of some of the XR ships to X4 has been made as simple as possible.
The xenon K has just some shieldgenerators put on the hull, also som turrets. There has been no adjustment of the mesh for that.
Some on the Xenon P. The model looks not good. On turret of the ship, i think it sits on the top, doesn´t fit correctly because of the rounding of the hull. Why do you do such things? I know you can it better.
If you would release some modtools i would LOVE to to adjust the models for you.
-
- Posts: 787
- Joined: Wed, 6. Nov 02, 20:31
Re: X4 Foundations Poll #3: What did you NOT like?
I selected missions and large scale fight but expect these areas to improve over time. With missions there are just too many bugs at the moment (I left some bug reports in the German forum). Also I am missing fight missions against enemy pirate shiips or larger Xenon groups. Those were my favourite activities in the previous games while building my empire.
Regarding large scale fights the balance needs to improve. The turrets are simply too weak in damage output. At the moment I can tank the turrets of the xenon I for minutes in my argon eclipse. It was ok in Rebirth because we were flying a special ship but now it is just a ship as every other.
Another point I dislike at the moment is the behaviour of wings escorting a trade ship. They should not fly directly to the target station. They should stick with the trader and fly through the next gate a short time before the trader reaches it(if no hostiles are present in the current sector).
Regarding large scale fights the balance needs to improve. The turrets are simply too weak in damage output. At the moment I can tank the turrets of the xenon I for minutes in my argon eclipse. It was ok in Rebirth because we were flying a special ship but now it is just a ship as every other.
Another point I dislike at the moment is the behaviour of wings escorting a trade ship. They should not fly directly to the target station. They should stick with the trader and fly through the next gate a short time before the trader reaches it(if no hostiles are present in the current sector).
-
- Posts: 3952
- Joined: Wed, 6. Nov 02, 20:31
Re: X4 Foundations Poll #3: What did you NOT like?
It’s not that I don’t like a lot of the features, it’s just that so many of them are poorly implemented because the scripts driving them don’t come close to working.
The fact that modders easily improve things in X games point to how little work seems to go into the non-shuny under the hood guts of the game.
In a couple of years modders will have made this the greatest sungle player space sim ever but damn, it often feels with X gsmes thst when it comes to AI you just drop first release XBTF or X2 code right in and say ‘job done.’ There’s certainly no discernible improvement on ship combat AI in coming on 20 years.
I never get the sense that new X games start from the achievements of the previous game and the incredible work of modderrs when it comes to scripts. It just feels like Back To Square One in everything except the visuals. With the noticeable, long overdue and very welcome interface improvements, excepted.
X games can be hard to like on first release but hard to put down a couple of years later.
The fact that modders easily improve things in X games point to how little work seems to go into the non-shuny under the hood guts of the game.
In a couple of years modders will have made this the greatest sungle player space sim ever but damn, it often feels with X gsmes thst when it comes to AI you just drop first release XBTF or X2 code right in and say ‘job done.’ There’s certainly no discernible improvement on ship combat AI in coming on 20 years.
I never get the sense that new X games start from the achievements of the previous game and the incredible work of modderrs when it comes to scripts. It just feels like Back To Square One in everything except the visuals. With the noticeable, long overdue and very welcome interface improvements, excepted.
X games can be hard to like on first release but hard to put down a couple of years later.
-
- Posts: 174
- Joined: Fri, 7. Dec 18, 05:04
Re: X4 Foundations Poll #3: What did you NOT like?
And then when they add to the venture system massive xenon battles that will require a hundreds of people to participate to succeed, will be half dead because the people playing the X games long term will be using mods to fix issues and improve the game ten foldSteveMill wrote: ↑Sun, 23. Dec 18, 09:30 It’s not that I don’t like a lot of the features, it’s just that so many of them are poorly implemented because the scripts driving them don’t come close to working.
The fact that modders easily improve things in X games point to how little work seems to go into the non-shuny under the hood guts of the game.
In a couple of years modders will have made this the greatest sungle player space sim ever but damn, it often feels with X gsmes thst when it comes to AI you just drop first release XBTF or X2 code right in and say ‘job done.’ There’s certainly no discernible improvement on ship combat AI in coming on 20 years.
I never get the sense that new X games start from the achievements of the previous game and the incredible work of modderrs when it comes to scripts. It just feels like Back To Square One in everything except the visuals. With the noticeable, long overdue and very welcome interface improvements, excepted.
X games can be hard to like on first release but hard to put down a couple of years later.

Did I mention trader logic already? I forgot, well just incase viewtopic.php?f=146&t=410096&p=4809516#p4809389
-
- Posts: 1021
- Joined: Fri, 25. Nov 05, 16:05
Re: X4 Foundations Poll #3: What did you NOT like?
It's difficult to vote here, because there's two kinds of things we didn't like: the broken - but good in concept - things, and the bad things alltogether. What's annoying because it still doesn't work as intended can't be dismissed as a "bad idea": remote trading, for instance, with the idea of wares reservation, shows great promise. Unfortunately, we know it doesn't work very smartly yet, and contributes to the economy issues. But I expect that to be polished in time. The same goes for fleet combat being especially disappointing because of how bad the AI is and how unintuitive (and sometimes plainly broken) it is to remotely control your ships.
As such, as other have mentioned, I'm more worried about things that are arguably disappointing on a concept level: ship designs are one of these. Indeed this comes at least in part from the constraints given by the new "modular" approach, but the overall result is underwhelming, there's little to no race diversity and identity, variety has never been so badly missing in X games. The whole ship/weapons balance is all over the place, and it's another thing that should be reworked from the ground up. Weapons and shields have to be rebalanced, you shouldn't be able to tackle a destroyer alone in your fighter, and weapons should be more diverse, without one single clearly best one, with more variety between races, pretty much we need a balance that goes back a bit more to X3.
Oh, and the UI. Yes, it's a cluster****. I'm sorry Ego, it's obvious you tried hard, but your UIs still are an unintuitive mess. And what's worse, the map UI is one of the biggest performance hogs, which is unacceptable for a simple UI that should, by definition, have virtually no impact whatsoever. It's absolutely fine that a station interior tanks our fps, it could be better optimized maybe, but there's a reason why the scene is heavy. It's unexcusable, however, when the same if not even more of an impact comes from some icons, text and buttons on a UI. That thing needs some serious, serious rethinking.
As such, as other have mentioned, I'm more worried about things that are arguably disappointing on a concept level: ship designs are one of these. Indeed this comes at least in part from the constraints given by the new "modular" approach, but the overall result is underwhelming, there's little to no race diversity and identity, variety has never been so badly missing in X games. The whole ship/weapons balance is all over the place, and it's another thing that should be reworked from the ground up. Weapons and shields have to be rebalanced, you shouldn't be able to tackle a destroyer alone in your fighter, and weapons should be more diverse, without one single clearly best one, with more variety between races, pretty much we need a balance that goes back a bit more to X3.
Oh, and the UI. Yes, it's a cluster****. I'm sorry Ego, it's obvious you tried hard, but your UIs still are an unintuitive mess. And what's worse, the map UI is one of the biggest performance hogs, which is unacceptable for a simple UI that should, by definition, have virtually no impact whatsoever. It's absolutely fine that a station interior tanks our fps, it could be better optimized maybe, but there's a reason why the scene is heavy. It's unexcusable, however, when the same if not even more of an impact comes from some icons, text and buttons on a UI. That thing needs some serious, serious rethinking.
-
- Posts: 26
- Joined: Wed, 6. Nov 02, 20:31
Re: X4 Foundations Poll #3: What did you NOT like?
I havent yet reach any of the points which are available above, so I cant tell something about them.
But I decided to wrote down a list of Points, which I dont like.
1. Its too easy. In all X-Games, you will fall back of Pirates Xenon and other Attackers, because you are underequipped at the start.
Now you have.. if its only one or two enemies... no problem to kill them. The only Problem is the Weapon you own, my Finger always had a red dot where the trigger was
.
2. The "Tutorials" are the worst in the X-Games. If I remember right, in the past we have a co-pilot, a flight control or something else which guides us to all functions and told us some tipps. But now its a bunch of Text-Popups, unresponsive and that feels like my first java Programm. I would appreciate a Flightschool or something else, for me it could be an extra point a optional function at start of the games, so you can learn the game, and than the real game load up.
When I reach other points, I will go on.
But I decided to wrote down a list of Points, which I dont like.
1. Its too easy. In all X-Games, you will fall back of Pirates Xenon and other Attackers, because you are underequipped at the start.
Now you have.. if its only one or two enemies... no problem to kill them. The only Problem is the Weapon you own, my Finger always had a red dot where the trigger was

2. The "Tutorials" are the worst in the X-Games. If I remember right, in the past we have a co-pilot, a flight control or something else which guides us to all functions and told us some tipps. But now its a bunch of Text-Popups, unresponsive and that feels like my first java Programm. I would appreciate a Flightschool or something else, for me it could be an extra point a optional function at start of the games, so you can learn the game, and than the real game load up.
When I reach other points, I will go on.
[ external image ]
Das habe ich geklaut mein eigenes ist in Arbeit und ich bin nier zufreiden damit.
Das habe ich geklaut mein eigenes ist in Arbeit und ich bin nier zufreiden damit.
-
- Posts: 321
- Joined: Wed, 6. Nov 02, 20:31
Re: X4 Foundations Poll #3: What did you NOT like?
You don't like how personal trading is made in game more than how remote trading is made? C'mon guys. REALLY ?
Trade scripts is a mess. Traders are brainless and you can't leave anything without checking every minute.
L freighters never find gate entrance from first try.
Traders assigned to station never work as intended no matter how many stars got manager and how many stars got those traders.
Etc. Etc. Etc.
Trade scripts is a mess. Traders are brainless and you can't leave anything without checking every minute.
L freighters never find gate entrance from first try.
Traders assigned to station never work as intended no matter how many stars got manager and how many stars got those traders.
Etc. Etc. Etc.
Last edited by ScandyNav on Sun, 23. Dec 18, 10:16, edited 2 times in total.
-
- Posts: 4710
- Joined: Mon, 6. Sep 04, 17:24
Re: X4 Foundations Poll #3: What did you NOT like?
Schade dass es die Umfragen nicht auch auf deutsch gibt.
Da ich nicht weiß, ob es gelesen wurde, nur mal einige kleine Dinge, die auf den Handel bezogen sind.
Folgt den Link, da gehts um die Map und den Handel.
viewtopic.php?f=147&t=409692&start=60#p4810578
Geht denn das persönliche Mining inzwischen? Es gab ja keine Befehle im L Schiffen dafür.
Leider funktioniert der Handel nicht, wenn man im gleichen Sektor ist, die Schiffe docken einfach nicht an, frieren ein, nehmen keine Befehele mehr an...
Das Rechtsklickmenü im Flug auf die Linke Maustaste legen. Einmal Linksklick, Objekt auswählen, zweites mal Linksklick Menü öffnen. Die Rechte Maustaste ist fürs Schießen besser belegt.
Stationsbuilder, es fehlen die Drehungen in die anderen beiden Richtungen und das Spiegeln von Modulen. (gerade bei Modulen, die nur auf einer Seute Dochbar sind).
Das Gui beim allerersten Start nach Installation des Spiels sollte auf 1,4 sein, wer schlecht sieht findet sonst die Einstellungen nicht, wehm es hingegen zu groß ist, kann es problemlos kleiner machen. (Wer das Menü und die Einstellungen nicht lesen kann, kann auch nicht die GUI-Einstellung finden). Ich frage mich auch, wer die Einstellung 0,5 verwendet? Lieber noch weiter nach oben hin offen lassen.
Ich würde mir endlich ein X Spiel mit frei verschiebbaren Fenster/Menüs wünschen. Auch das sich Menüs schließen, wenn man nicht direkt mit der Maus darüber bleibt ist extrem nervig. Überlappende Fenster/Menüs erschweren die Lesbarkeit. Teilweise sind die Fenster viel zu groß ohne das Text drinnen steht. Viele Fenster wie das Handelsmenü sind umständlich klein obwohl der ganze Monitor frei ist. Ergibt für mich absolut keinen Sinn.
In der Liste links fehlt eine Baumstruktur, man weiß nicht wo ein neues Schiff/Station anfängt und wo es aufhört, weil alles direkt aufeinander hängt und nicht versetzt ist. Ausserdem sind Einträge doppelt gemoppelt (Bei Crew, Captain, ganze Crew...), zu umständlich.
Der Autopilot ist eine ganz große Baustelle aber ich glaube das wisst ihr selber, was der kann und was nicht und dass der dauernd abbricht.
Bitte macht es möglich, das der auf das zuletzt aufgeschaltete Objekt reagiert und nicht nur auf das Leitsystem. Dazu kann man Schiffen nicht folgen, sobald man es erreicht hat bricht der Autopilot ab und das andere Schiff fliegt weiter.
Der Autopilot fliegt wahnsinig gerne Umwege (gerade dieser Highwayrundgang), so deckt der gleich zu Beginn das halbe Universum auf, das erschlägt den Neuling und das Exploration ist auch etwas dahin. (Einstellungen, schnellste, kürzeste, sicherste Route wäre super)
Digitale Seminare noch nutzlos.
Die Forschung ist so, wie sie jetzt ist total langweilig, es braucht keine Credits, keine Waren, alles nur 10 Min. Zeit. Drückt man halt alle 10 Minuten einen Knopf und ist nach zwei Stunden durch damit. Hier hätte man zum Beispiel einzelne Module, Ausrüstungsgegenstände, Blaupausen .... freiforschen können, gegen Bezahlung oder gegen Missionen.
Derzeit habe ich einen Daumen runter gegeben in Steam, in meiner Review, nicht weil das Spiel schlecht ist. Ich mag das Spiel, aber es ist keine Release Version. Es ist eine EA. Sobald die meisten Bugs behoben sind, werde ich gerne eine zweite Review verfassen aber derzeit kann ich einen Kauf für jemanden, der ein fertiges Spiel erwartet nicht guten Gewissens geben. Das habe ich aber an diversen Stellen im Forum bereits erwähnt. (Ich weiß nicht, wie gründlich ihr wirklich das deutsche Forum verfogt, mir kommt es so vor, als würdet ihr den englischen Teil sehr bevorzugen.
Im Handelsmenü an Stationen muss man umständlich scrollen, weil das Menü so winzig ist (es ist genug Paltz am Bildschirm, ist völlig unnötig.
Wörter werden an zahlreichen Stellen Abgekürzt obwohl der ganze Bildschirm frei ist und Olattz da wäre.
Zur Story, ich hab nun das HQ, hab die Landebucht dran und nun? Wars das jetzt oder kommt da noch was? Man erhält keinerlei Information vom Spiel, was denn nun los ist.
Das Tutorial macht so keinen großen Spaß als Neuling. Erstens ist es nicht vertont, zweitens ist es zu troken, in X2 war es als kleine Story in der Flugschule eingebaut, das war wesentlich schöner gelösst, auch wenn es an Informationen etwas mau war.
Apropo Neuling, nach fast 100 Spielstunden, komme ich noch nicht mit der Steuerung der Map zurecht, inovativ und selbsterklärend? Die alten Tabellen waren übersichtlicher, ruhiger (es sind nicht dauernd Fenster hin und her gesprungen), man hatte einen besseren Überblick, die waren gut Verknüpft. Ich erkenne den Ansatz aber er ist nicht konsewuent. Das man nur max 5 Waren sehen kann als ersatz für den alten Verkaufs/Kaufspreisfinder, das man nirgends sehen kann, was der Durchschitspreis ist... (Der Link oben, da steht das im Detail alles drinnen)
Ich würde mir wünschen solche Umfragen hätte es bereits früher gegeben und in Zukunft würden es regelmässig neue Umfragen geben, aber bitte auch auf deutsch, das wirkich alle mit machen können. Euch nutzen doch keine Ergebnisse, die aufgrund sprachlicher Missverständnisse fälschlicherweise getroffen wurden.
In dem Menü bei Enter, da sind doch noch freie Plätze, wieso füllt man die nicht mit Abkürtzungen. Am tollsten wärs, wenn man diese als Spieler selber belegen könnte.
Was auch nervt, das neu angenommene Missionen die alte ablösst im Leitsystem.
Der erforschbare Teleporter fühlt sich super cheatig an. Also dann doch lieber alle Schiffe inklusive KI mit einem Sprungantrieb versehen oder wenigstens das Beamen abschalten. Auch machen Reichweitenbegrenzungen beim Beamen keinen Sinn, wenn man keinen Cooldown drauf hat und sich direkt von Station zu Station hüpfend an jeden, egal wie weit entfernten Ort Teleportieren.
Autorollen ist manchmal an obwohl es in den Optionen deaktiviert ist.
Rufverlust bei eigener Station durch Polizei.
Einfrierende Steuerung (Workaround Map auf und zu machen, ist aber gefühlt besser geworden seit der 1.5)
Die minimal Konfiguration bei Schiffen ist nicht das Minimum an Konfiguration, was möglich ist.
Gefühlt jedes dritte Scanobjekt, ist unerreichbar in der Stationshülle.
Befehlsanreihungen nur mit gedrückter Shifttaste ansonsten sollte ein neuer Befehl den alten überschreiben.
Egal welche Sterne jemand vor Einstellung hatte, die sind dann weg und er fängt bei Null an.
Bestimmte Stationsmodule lassen sich extrem schlecht scannen, obwohl man lange, sehr dicht drüber fliegt, andere lassen sich wunderbar scannen. Manche Module verfärben sich trotz erfolgreichen Sacnnens nicht und sind nicht von noch nicht gescannten Modulen zu unterscheiden.
Keine Möglichkeit Minern zu sagen in welchem Gebiet sie Schürfen sollen (Flugverbotszohnen zum Beispiel)
Es braucht ohne ersichtlichen Grund sehr viele Kreuzungsmodule, um am HQ ein dreier Raumpier dran zu setzen (egal in welche Richtung diese gedreht ist, es also keine Kolissionsprobleme mit dem Felsen gäbe)
Booster nicht an Schilde koppeln, meinetwegen per Energiezellen als Bezahlung. Gerade bei Entfernungen von 10-15 Kilometer würde ich gerne einfach per Bosster hinfliegen können und nicht erst warten, bis der Reiseantrieb angelaufen ist, dauert einfach unnötig lange.
Die KI und der Autopilot nutzen den Reiseantrieb nur manchmal bzw. der Autopilot gar nicht.
Das man die Schiffsinfo Entfernung + Geschwindigkeit von anvisierten Schiffen nur bei Sichtkontakt sehen kann. Fest im GUI wäre es sinnvoller, da auch Kampfrelewant.
Raketen werden nicht auf der Map angezeigt und kaum manuel aufschaltbar. Auch zeigt der Sound nicht an, wie weit die Rakete noch entfernt ist. Das war in X3 besser gelösst mit den schneller werdenen Sound.
Aronisches Bergbauschiff L zeigt mir ein schwarzes Menü an unter Information, lediglich der Reiter mit den Standartverhalten hat Einträge. Ausserdem dockt das Schiff nicht an, wenn man sich im Sektor befindet.
Man kann Piloten nur Anfunken, wenn sie auf dem Pilotenstuhl sitzen. Die andere Crew ist gar nicht ansprech/Befehlbar
In kleineren Schiffen reicht ein Klick auf den Piloten, damit er weggeht ind größeren muss man dann erst umständlich im Rundmenü handtieren, bitte macht das einheitlich.
Es gibt zahlreiche weitere Bugs, die in der Summe den Spielspaß einschränken. (bin ich wieder bei EA, da würde ich es verstehen und hätte Verständnis für)
Die automatische Andockerlaubnis, wenn man in die Näche des Raumdocks kommt ist unnötig. Oft möchte ich dort nur rote Drohnen abschießen und der Landecomputer meinte es zu gut und Dockte mich unfreiwillig an, weil die Station eben diese automatische Andockerlaubnis vergibt. Ärgerlich, das passiert öffters mal bei den Docks, die oben offen sind (6s, 1m).
Durch die sehr stark eingeschränkten Waffenbewegungsfreiheit, kann man bei engen Kurven nicht gleichzeitig etwas treffen. Und je nach Cockpit muss man raten wo man hinschießt, wenn man nach untern Lenkt.
Die sich ständig bewegenden Stationsinfofenster machen mich persl. wahnsinig, das ist alles total unnötig unruhig.
Bei Benennungen kann man nicht scrollen.
Das Design bon Paraniden ist ok, das der Teladi ist ausgezeichnet, aber Boronen und Teladi haben nichts mehr mit dem aus den alten Teilen zu tun. Vorallem das knuffige bei den Boronen ist total verloren gegangen.
Allgemein sind Befehle auf zu viele unterschiedliche Bereiche verteilt, Rundmenü, direkt auf Map, dann wiederum in der Tabellenliste. Es ist unnötig verteilt. Oder macht alle Befehle für die Controlerleute zusätzlich in das Ringmenü und gleichermaßen in die Map-Menüsteuerung. Und an sehr vielen Stellen fehlt komplett eine Tastatursteuerungs Möglichkeit, was sehr, sehr schade ist.
Manche Leute sind so dermarßen unhöflich (auch eigenes Personal), das ich mir wünschen würde, ich hätte eine Kanrre. Da handelt man mit nem Stationshändler, hat grad 3 Millionen gemacht und dann kommt "verschwinden Sie". Manche Begrüßungen sind auch Verabschiedungen, da stimmt wohl die Zuordnung nicht.
Sind nur mal so paar "wenige" Meinungen zu einzelne Aspekte von mir. Auch wenn manche im Forum meinen, ich würde nichts gutes am Spiel lassen. Ich finde sehr vieles gute an X4, die guten Dinge stören mich halt nicht, daher mecker ich nur bei Sachen, die ich verbesserungswürdig halte
. Würde ich X4 nicht für ein cooles Game mit viel Potential haklten, würde ich mir nicht die Finger wund tippen.
Abschaltbare Gravitation, es gibt nichts nervigeres ungewollt von Schiffen mitgezogen zu werden, wenn man irgendwo Parkt oder im Raumanzug unterwegs ist und Co. (Per Shortcut und im Returnmenü unter Flugmodus umstellbar machen).
Ich sags frei raus, X4 hat mich teilweise zur Verzweiflung und zum Fluchen gebracht wegen den Bugs und der Steuerung, dennoch spiele ich es, weil es eigentlich ein tolles Spiel ist. Es ist eben nicht fertig und ich finde es unerhlich Neukunden gegenüber es als fertiges Release Game zu präsentieren. Sehr viel von der allgemeinen Kritik wäre sehr viel gelassener, wäre es eine EA. Weniger Kunden hätten ihr Geld zurück gewollt, weniger schlechte Reviews.... Es wäre ein schönerer Start gewesen.
Video Bugreports verbrauchen eine Menge Aufnahme und Schnittzeit, die Frage lautet, nutzt euch das überhaupt was, schaut ihr euch sowas an oder ist es verschwendete Zeit von uns. Da gehen schon mal gerne 5-10 Stunden drauf für eine längere Kompilation. Oder wollt ihr das lieber nur in Textform.
Ich hoffe ihr lest die einzelnen Posts hier wirklich und klickt nicht nur auf Ergebnis Anzeigen in der Abstimmung.
Bitte macht viel öffters solche Umfragen.
Da ich nicht weiß, ob es gelesen wurde, nur mal einige kleine Dinge, die auf den Handel bezogen sind.
Folgt den Link, da gehts um die Map und den Handel.
viewtopic.php?f=147&t=409692&start=60#p4810578
Geht denn das persönliche Mining inzwischen? Es gab ja keine Befehle im L Schiffen dafür.
Leider funktioniert der Handel nicht, wenn man im gleichen Sektor ist, die Schiffe docken einfach nicht an, frieren ein, nehmen keine Befehele mehr an...
Das Rechtsklickmenü im Flug auf die Linke Maustaste legen. Einmal Linksklick, Objekt auswählen, zweites mal Linksklick Menü öffnen. Die Rechte Maustaste ist fürs Schießen besser belegt.
Stationsbuilder, es fehlen die Drehungen in die anderen beiden Richtungen und das Spiegeln von Modulen. (gerade bei Modulen, die nur auf einer Seute Dochbar sind).
Das Gui beim allerersten Start nach Installation des Spiels sollte auf 1,4 sein, wer schlecht sieht findet sonst die Einstellungen nicht, wehm es hingegen zu groß ist, kann es problemlos kleiner machen. (Wer das Menü und die Einstellungen nicht lesen kann, kann auch nicht die GUI-Einstellung finden). Ich frage mich auch, wer die Einstellung 0,5 verwendet? Lieber noch weiter nach oben hin offen lassen.
Ich würde mir endlich ein X Spiel mit frei verschiebbaren Fenster/Menüs wünschen. Auch das sich Menüs schließen, wenn man nicht direkt mit der Maus darüber bleibt ist extrem nervig. Überlappende Fenster/Menüs erschweren die Lesbarkeit. Teilweise sind die Fenster viel zu groß ohne das Text drinnen steht. Viele Fenster wie das Handelsmenü sind umständlich klein obwohl der ganze Monitor frei ist. Ergibt für mich absolut keinen Sinn.
In der Liste links fehlt eine Baumstruktur, man weiß nicht wo ein neues Schiff/Station anfängt und wo es aufhört, weil alles direkt aufeinander hängt und nicht versetzt ist. Ausserdem sind Einträge doppelt gemoppelt (Bei Crew, Captain, ganze Crew...), zu umständlich.
Der Autopilot ist eine ganz große Baustelle aber ich glaube das wisst ihr selber, was der kann und was nicht und dass der dauernd abbricht.
Bitte macht es möglich, das der auf das zuletzt aufgeschaltete Objekt reagiert und nicht nur auf das Leitsystem. Dazu kann man Schiffen nicht folgen, sobald man es erreicht hat bricht der Autopilot ab und das andere Schiff fliegt weiter.
Der Autopilot fliegt wahnsinig gerne Umwege (gerade dieser Highwayrundgang), so deckt der gleich zu Beginn das halbe Universum auf, das erschlägt den Neuling und das Exploration ist auch etwas dahin. (Einstellungen, schnellste, kürzeste, sicherste Route wäre super)
Digitale Seminare noch nutzlos.
Die Forschung ist so, wie sie jetzt ist total langweilig, es braucht keine Credits, keine Waren, alles nur 10 Min. Zeit. Drückt man halt alle 10 Minuten einen Knopf und ist nach zwei Stunden durch damit. Hier hätte man zum Beispiel einzelne Module, Ausrüstungsgegenstände, Blaupausen .... freiforschen können, gegen Bezahlung oder gegen Missionen.
Derzeit habe ich einen Daumen runter gegeben in Steam, in meiner Review, nicht weil das Spiel schlecht ist. Ich mag das Spiel, aber es ist keine Release Version. Es ist eine EA. Sobald die meisten Bugs behoben sind, werde ich gerne eine zweite Review verfassen aber derzeit kann ich einen Kauf für jemanden, der ein fertiges Spiel erwartet nicht guten Gewissens geben. Das habe ich aber an diversen Stellen im Forum bereits erwähnt. (Ich weiß nicht, wie gründlich ihr wirklich das deutsche Forum verfogt, mir kommt es so vor, als würdet ihr den englischen Teil sehr bevorzugen.
Im Handelsmenü an Stationen muss man umständlich scrollen, weil das Menü so winzig ist (es ist genug Paltz am Bildschirm, ist völlig unnötig.
Wörter werden an zahlreichen Stellen Abgekürzt obwohl der ganze Bildschirm frei ist und Olattz da wäre.
Zur Story, ich hab nun das HQ, hab die Landebucht dran und nun? Wars das jetzt oder kommt da noch was? Man erhält keinerlei Information vom Spiel, was denn nun los ist.
Das Tutorial macht so keinen großen Spaß als Neuling. Erstens ist es nicht vertont, zweitens ist es zu troken, in X2 war es als kleine Story in der Flugschule eingebaut, das war wesentlich schöner gelösst, auch wenn es an Informationen etwas mau war.
Apropo Neuling, nach fast 100 Spielstunden, komme ich noch nicht mit der Steuerung der Map zurecht, inovativ und selbsterklärend? Die alten Tabellen waren übersichtlicher, ruhiger (es sind nicht dauernd Fenster hin und her gesprungen), man hatte einen besseren Überblick, die waren gut Verknüpft. Ich erkenne den Ansatz aber er ist nicht konsewuent. Das man nur max 5 Waren sehen kann als ersatz für den alten Verkaufs/Kaufspreisfinder, das man nirgends sehen kann, was der Durchschitspreis ist... (Der Link oben, da steht das im Detail alles drinnen)
Ich würde mir wünschen solche Umfragen hätte es bereits früher gegeben und in Zukunft würden es regelmässig neue Umfragen geben, aber bitte auch auf deutsch, das wirkich alle mit machen können. Euch nutzen doch keine Ergebnisse, die aufgrund sprachlicher Missverständnisse fälschlicherweise getroffen wurden.
In dem Menü bei Enter, da sind doch noch freie Plätze, wieso füllt man die nicht mit Abkürtzungen. Am tollsten wärs, wenn man diese als Spieler selber belegen könnte.
Was auch nervt, das neu angenommene Missionen die alte ablösst im Leitsystem.
Der erforschbare Teleporter fühlt sich super cheatig an. Also dann doch lieber alle Schiffe inklusive KI mit einem Sprungantrieb versehen oder wenigstens das Beamen abschalten. Auch machen Reichweitenbegrenzungen beim Beamen keinen Sinn, wenn man keinen Cooldown drauf hat und sich direkt von Station zu Station hüpfend an jeden, egal wie weit entfernten Ort Teleportieren.
Autorollen ist manchmal an obwohl es in den Optionen deaktiviert ist.
Rufverlust bei eigener Station durch Polizei.
Einfrierende Steuerung (Workaround Map auf und zu machen, ist aber gefühlt besser geworden seit der 1.5)
Die minimal Konfiguration bei Schiffen ist nicht das Minimum an Konfiguration, was möglich ist.
Gefühlt jedes dritte Scanobjekt, ist unerreichbar in der Stationshülle.
Befehlsanreihungen nur mit gedrückter Shifttaste ansonsten sollte ein neuer Befehl den alten überschreiben.
Egal welche Sterne jemand vor Einstellung hatte, die sind dann weg und er fängt bei Null an.
Bestimmte Stationsmodule lassen sich extrem schlecht scannen, obwohl man lange, sehr dicht drüber fliegt, andere lassen sich wunderbar scannen. Manche Module verfärben sich trotz erfolgreichen Sacnnens nicht und sind nicht von noch nicht gescannten Modulen zu unterscheiden.
Keine Möglichkeit Minern zu sagen in welchem Gebiet sie Schürfen sollen (Flugverbotszohnen zum Beispiel)
Es braucht ohne ersichtlichen Grund sehr viele Kreuzungsmodule, um am HQ ein dreier Raumpier dran zu setzen (egal in welche Richtung diese gedreht ist, es also keine Kolissionsprobleme mit dem Felsen gäbe)
Booster nicht an Schilde koppeln, meinetwegen per Energiezellen als Bezahlung. Gerade bei Entfernungen von 10-15 Kilometer würde ich gerne einfach per Bosster hinfliegen können und nicht erst warten, bis der Reiseantrieb angelaufen ist, dauert einfach unnötig lange.
Die KI und der Autopilot nutzen den Reiseantrieb nur manchmal bzw. der Autopilot gar nicht.
Das man die Schiffsinfo Entfernung + Geschwindigkeit von anvisierten Schiffen nur bei Sichtkontakt sehen kann. Fest im GUI wäre es sinnvoller, da auch Kampfrelewant.
Raketen werden nicht auf der Map angezeigt und kaum manuel aufschaltbar. Auch zeigt der Sound nicht an, wie weit die Rakete noch entfernt ist. Das war in X3 besser gelösst mit den schneller werdenen Sound.
Aronisches Bergbauschiff L zeigt mir ein schwarzes Menü an unter Information, lediglich der Reiter mit den Standartverhalten hat Einträge. Ausserdem dockt das Schiff nicht an, wenn man sich im Sektor befindet.
Man kann Piloten nur Anfunken, wenn sie auf dem Pilotenstuhl sitzen. Die andere Crew ist gar nicht ansprech/Befehlbar
In kleineren Schiffen reicht ein Klick auf den Piloten, damit er weggeht ind größeren muss man dann erst umständlich im Rundmenü handtieren, bitte macht das einheitlich.
Es gibt zahlreiche weitere Bugs, die in der Summe den Spielspaß einschränken. (bin ich wieder bei EA, da würde ich es verstehen und hätte Verständnis für)
Die automatische Andockerlaubnis, wenn man in die Näche des Raumdocks kommt ist unnötig. Oft möchte ich dort nur rote Drohnen abschießen und der Landecomputer meinte es zu gut und Dockte mich unfreiwillig an, weil die Station eben diese automatische Andockerlaubnis vergibt. Ärgerlich, das passiert öffters mal bei den Docks, die oben offen sind (6s, 1m).
Durch die sehr stark eingeschränkten Waffenbewegungsfreiheit, kann man bei engen Kurven nicht gleichzeitig etwas treffen. Und je nach Cockpit muss man raten wo man hinschießt, wenn man nach untern Lenkt.
Die sich ständig bewegenden Stationsinfofenster machen mich persl. wahnsinig, das ist alles total unnötig unruhig.
Bei Benennungen kann man nicht scrollen.
Das Design bon Paraniden ist ok, das der Teladi ist ausgezeichnet, aber Boronen und Teladi haben nichts mehr mit dem aus den alten Teilen zu tun. Vorallem das knuffige bei den Boronen ist total verloren gegangen.
Allgemein sind Befehle auf zu viele unterschiedliche Bereiche verteilt, Rundmenü, direkt auf Map, dann wiederum in der Tabellenliste. Es ist unnötig verteilt. Oder macht alle Befehle für die Controlerleute zusätzlich in das Ringmenü und gleichermaßen in die Map-Menüsteuerung. Und an sehr vielen Stellen fehlt komplett eine Tastatursteuerungs Möglichkeit, was sehr, sehr schade ist.
Manche Leute sind so dermarßen unhöflich (auch eigenes Personal), das ich mir wünschen würde, ich hätte eine Kanrre. Da handelt man mit nem Stationshändler, hat grad 3 Millionen gemacht und dann kommt "verschwinden Sie". Manche Begrüßungen sind auch Verabschiedungen, da stimmt wohl die Zuordnung nicht.
Sind nur mal so paar "wenige" Meinungen zu einzelne Aspekte von mir. Auch wenn manche im Forum meinen, ich würde nichts gutes am Spiel lassen. Ich finde sehr vieles gute an X4, die guten Dinge stören mich halt nicht, daher mecker ich nur bei Sachen, die ich verbesserungswürdig halte

Abschaltbare Gravitation, es gibt nichts nervigeres ungewollt von Schiffen mitgezogen zu werden, wenn man irgendwo Parkt oder im Raumanzug unterwegs ist und Co. (Per Shortcut und im Returnmenü unter Flugmodus umstellbar machen).
Ich sags frei raus, X4 hat mich teilweise zur Verzweiflung und zum Fluchen gebracht wegen den Bugs und der Steuerung, dennoch spiele ich es, weil es eigentlich ein tolles Spiel ist. Es ist eben nicht fertig und ich finde es unerhlich Neukunden gegenüber es als fertiges Release Game zu präsentieren. Sehr viel von der allgemeinen Kritik wäre sehr viel gelassener, wäre es eine EA. Weniger Kunden hätten ihr Geld zurück gewollt, weniger schlechte Reviews.... Es wäre ein schönerer Start gewesen.
Video Bugreports verbrauchen eine Menge Aufnahme und Schnittzeit, die Frage lautet, nutzt euch das überhaupt was, schaut ihr euch sowas an oder ist es verschwendete Zeit von uns. Da gehen schon mal gerne 5-10 Stunden drauf für eine längere Kompilation. Oder wollt ihr das lieber nur in Textform.
Ich hoffe ihr lest die einzelnen Posts hier wirklich und klickt nicht nur auf Ergebnis Anzeigen in der Abstimmung.
Bitte macht viel öffters solche Umfragen.
Last edited by FritzHugo3 on Mon, 24. Dec 18, 01:21, edited 33 times in total.
Ich fordere mehr und vorallem gerechtere Verteilung von Keksen und Süßkram für die "Magischen 20"! Daher wählen Sie jetzt die DPFGKV, die Deutsche Partei für gerechtere Keks - Verteilung!
-
- Posts: 787
- Joined: Wed, 6. Nov 02, 20:31
Re: X4 Foundations Poll #3: What did you NOT like?
A few suggestions I missed in my post:
Mission subscription: allow to subscribe to mission updates which reveal all missions offered by a faction(like trade updates but for missions, in addition to guild missions)
Wing commands: allow us to issue commands to our current wing by right clicking the target and not one of the wings ships. Having to target the enemy and the right click a ship in the wing is confusing.
Ship delivery missions: Award the player with the cost of the ship plus the reward. I am not wellfare and should not have to pay multiple millions if I help the government.
Laser tower and Ressource probe missions: transfer ownership to mission giver if placed in the right spot.
Mission subscription: allow to subscribe to mission updates which reveal all missions offered by a faction(like trade updates but for missions, in addition to guild missions)
Wing commands: allow us to issue commands to our current wing by right clicking the target and not one of the wings ships. Having to target the enemy and the right click a ship in the wing is confusing.
Ship delivery missions: Award the player with the cost of the ship plus the reward. I am not wellfare and should not have to pay multiple millions if I help the government.
Laser tower and Ressource probe missions: transfer ownership to mission giver if placed in the right spot.
-
- Posts: 1256
- Joined: Fri, 26. Aug 05, 22:39
Re: X4 Foundations Poll #3: What did you NOT like?
And this is why I'm basically playing Minecraft in X4 now, building stations just to look good. Since my fleet is useless and capitals are a joke.morbideth wrote: ↑Sun, 23. Dec 18, 06:39
Combat (Large scale): No surprise people dislike this. I'll just say I second all of the balance issues already mentions and move onto controls. The UI, in this regard, is a huge step back. Having to open the map to do anything is not only cumbersome, it also kills the momentum of combat. In X3 I could launch fighters, send them to intercept enemy fighters, order a wing to cover me, launch a missile strike on my target, and order my capital ships to destroy the enemies capital ships all in under a minute without ever having to open the map or my property menu. Now I'm lucky if I can give a single order in that time. As poor as the UI was in X3, once you memorized the hotkeys, you could fly through the order menu. We need some kind of command console, with associated hotkeys to bring back this functionality. Something with the ability to give orders to all ships in sector/fighters/transports/capital ships, something to streamline the whole issuing orders process.
Also where is the option to dislike large ship outfitting? 1 gun for every destroyer seriously?!
-
- Posts: 287
- Joined: Sat, 25. Sep 04, 15:06
Re: X4 Foundations Poll #3: What did you NOT like?
I don't like:
- Flight AI. I don't know what to do with myself. I cannot sit at my PHQ because ships pile up around, and in, it. I cannot be a passenger on my AI ships either, we get stuck on and in everything till I transport out. So I end up sitting just above some station I need rep with and playing via the map. The enemies that spawn just to attack me at least give some rep.
- Combat AI. Why would you use your last shields to boost away for another gun-barrel straight attack into a hail of gunfire? Please give us all a slow recharge boost bar.
- Station Manager AI has no concept of how to sell products they do not use. Filled inventory space based pricing makes no sense in this case, whereas lowish fixed pricing does. Unsold product represents failure, and sending just 10 items when a cargo-hold could be filled and deliveries daisy-chained to multiple buyers is nonsensical and inept. The trade just needs to be profitable. Surely player-like behaviour can be scripted in?
- Trading AI in general requires the ability to setup loops. Just a repeat option after the player has selected buy and sell actions for a trader.
- Fleet management is non-existent. What the point of showing lists of pilots and ships in Empire if I cannot interact with them via those screens? Trader management and profitability analysis is non-existent.
- Limited number of ships, and I wish there were pirate varieties of the faction ships; maybe expensive pre-modded ships for sale at pirate shipyards, and in use by some pirates? And more pirate capitals. Also, I don't understand the Teladi Capitals; surely their ball-like profile makes them easy targets? I don't see the profit in the current designs or how they survived a prototype phase in a galaxy at war.
- Combat modules on stations need to auto-populate other weapon mount points. I placed many before i realised I had to view each mount point else the weapon selection would not take. [Bug?}
- Not being able to select Dock at... a station while I'm piloting. Why do I need to set guidance, then select AI piloting, then hit Shift-1, and then monitor every step of the journey still I get to the station where I have to be alert to dock myself. I get you don't trust the AI piloting either, but if you change the AI docking to teleport dock within 10km, it's a fudge, I know, but immersion is history at this point anyway, so... At least I'd be able to request Dock At and be free to make a cup of coffee, knowing my ship is safe in the dock, not hovering outside a station, free to be attacked.
- Procedural minefields. What use if they just affect the player? In fact, what use mines or minefields or dangerous asteroid belts if it all just impacts the player? In X2 NPC ships also took radiation damage. Why not some system of % based damage to NPC ships in the region of minefields or radiation belts? Now players just teleport out and let the OOS no damage mechanic save their ship. So much effort, FPS chewers, and gameplay possibilities simply rendered irrelevant?
- Being the galaxy driver. NPC factions should be at war or not, depending on their own motives, without me having to do anything. If I choose to temporarily side with someone, be that via action or missions, then fine, but the current nothing happens unless I stir the pot is weird.
- Ventures feel untested and gimmicky. I'd like to be able to do the process remotely since my presence affects traffic around the station. I also don't understand why factions react to aggression against venture ships. Why would they care? Maybe if I could do the venture myself...
I give X4 the thumbs up, but only for its potential. The current state requires a X-series fan-ness to overlook the bugs and missing features, the lack of war, to see the depth and variety of gameplay; the potential to be realised down the road. Personally, I move from wonder to irritation, from enjoyment to frustration, from belief to giving up, virtually on an hourly basis. At present I'm bored. My game is peaceful and everything is too easy.
- Flight AI. I don't know what to do with myself. I cannot sit at my PHQ because ships pile up around, and in, it. I cannot be a passenger on my AI ships either, we get stuck on and in everything till I transport out. So I end up sitting just above some station I need rep with and playing via the map. The enemies that spawn just to attack me at least give some rep.
- Combat AI. Why would you use your last shields to boost away for another gun-barrel straight attack into a hail of gunfire? Please give us all a slow recharge boost bar.
- Station Manager AI has no concept of how to sell products they do not use. Filled inventory space based pricing makes no sense in this case, whereas lowish fixed pricing does. Unsold product represents failure, and sending just 10 items when a cargo-hold could be filled and deliveries daisy-chained to multiple buyers is nonsensical and inept. The trade just needs to be profitable. Surely player-like behaviour can be scripted in?
- Trading AI in general requires the ability to setup loops. Just a repeat option after the player has selected buy and sell actions for a trader.
- Fleet management is non-existent. What the point of showing lists of pilots and ships in Empire if I cannot interact with them via those screens? Trader management and profitability analysis is non-existent.
- Limited number of ships, and I wish there were pirate varieties of the faction ships; maybe expensive pre-modded ships for sale at pirate shipyards, and in use by some pirates? And more pirate capitals. Also, I don't understand the Teladi Capitals; surely their ball-like profile makes them easy targets? I don't see the profit in the current designs or how they survived a prototype phase in a galaxy at war.
- Combat modules on stations need to auto-populate other weapon mount points. I placed many before i realised I had to view each mount point else the weapon selection would not take. [Bug?}
- Not being able to select Dock at... a station while I'm piloting. Why do I need to set guidance, then select AI piloting, then hit Shift-1, and then monitor every step of the journey still I get to the station where I have to be alert to dock myself. I get you don't trust the AI piloting either, but if you change the AI docking to teleport dock within 10km, it's a fudge, I know, but immersion is history at this point anyway, so... At least I'd be able to request Dock At and be free to make a cup of coffee, knowing my ship is safe in the dock, not hovering outside a station, free to be attacked.
- Procedural minefields. What use if they just affect the player? In fact, what use mines or minefields or dangerous asteroid belts if it all just impacts the player? In X2 NPC ships also took radiation damage. Why not some system of % based damage to NPC ships in the region of minefields or radiation belts? Now players just teleport out and let the OOS no damage mechanic save their ship. So much effort, FPS chewers, and gameplay possibilities simply rendered irrelevant?
- Being the galaxy driver. NPC factions should be at war or not, depending on their own motives, without me having to do anything. If I choose to temporarily side with someone, be that via action or missions, then fine, but the current nothing happens unless I stir the pot is weird.
- Ventures feel untested and gimmicky. I'd like to be able to do the process remotely since my presence affects traffic around the station. I also don't understand why factions react to aggression against venture ships. Why would they care? Maybe if I could do the venture myself...
I give X4 the thumbs up, but only for its potential. The current state requires a X-series fan-ness to overlook the bugs and missing features, the lack of war, to see the depth and variety of gameplay; the potential to be realised down the road. Personally, I move from wonder to irritation, from enjoyment to frustration, from belief to giving up, virtually on an hourly basis. At present I'm bored. My game is peaceful and everything is too easy.
Last edited by Cisor on Sun, 23. Dec 18, 12:42, edited 1 time in total.
-
- Posts: 177
- Joined: Sun, 28. Oct 18, 10:44
Re: X4 Foundations Poll #3: What did you NOT like?
If I already have a mission active and accept a new mission, please stop making that new mission the active one!
-
- Posts: 3010
- Joined: Fri, 12. Dec 03, 08:53
Re: X4 Foundations Poll #3: What did you NOT like?
1) Station scanning. Really Egosoft? It was boring as hell in Rebirth jusr as every stupid minigame. We clearly told you we do not wish any minigames, yet you introduce this again?
2) Missions. Few repetitive scan/repair/destroy missions hardly qualify. And do not even get me started on those faction ones. Deliver us ships for X milions of credits and we give you 80k as a reward. Like seriously?
3) Combat. Any combat that involves AI is simply broken. I saw my frigate killed by an N because my ship used boost and depleted all its shields. Again, the idea to connect boost with shields was really bad one in Rebirth, especially for AI, yet it is here again. And do not even get me started on capital ships. Kick that designer immediately. My six year old daughter can draw better space ships then these. And fix those turrets ffs!
4) Exploration. Sorry guys but having a few insanely large sectors is again, very bad idea. Few hours in the game and I am getting really tired of the constant Shift+1. Not to mention there is nothing to explore except stations positions.
The worst thing is there is no reason for me to play. I can have milions of credits, but there is nothing to buy for it. Why buy a bigger ship when, with enough patience, I can kill a K with the starting one. Why buy a frigate or a destroyer which has such weak turrets that it would be better without them? It seems the best ship in game is Nemesis, but good luck getting one as every single wharf in game is missing engine parts.
And when I see an Argon transporter trying to supply a Paranid wharf only to be blown to pieces thanks to your new and utterly stupid WAR system I just turn the game off. It is broken beyond belief and unfortunately on the very basic level. Hell even Rebirth base was solid compared to this.
It seems to me that since X3 Egosoft is totaly out of reality living in their own dream world. Remember how we were told that flying capital ships is boring, SETA is a cheat and other nonesense prior Rebirth release? Well now we can fly capital ships, but they were made totaly useless as was the SETA...
2) Missions. Few repetitive scan/repair/destroy missions hardly qualify. And do not even get me started on those faction ones. Deliver us ships for X milions of credits and we give you 80k as a reward. Like seriously?
3) Combat. Any combat that involves AI is simply broken. I saw my frigate killed by an N because my ship used boost and depleted all its shields. Again, the idea to connect boost with shields was really bad one in Rebirth, especially for AI, yet it is here again. And do not even get me started on capital ships. Kick that designer immediately. My six year old daughter can draw better space ships then these. And fix those turrets ffs!
4) Exploration. Sorry guys but having a few insanely large sectors is again, very bad idea. Few hours in the game and I am getting really tired of the constant Shift+1. Not to mention there is nothing to explore except stations positions.
The worst thing is there is no reason for me to play. I can have milions of credits, but there is nothing to buy for it. Why buy a bigger ship when, with enough patience, I can kill a K with the starting one. Why buy a frigate or a destroyer which has such weak turrets that it would be better without them? It seems the best ship in game is Nemesis, but good luck getting one as every single wharf in game is missing engine parts.
And when I see an Argon transporter trying to supply a Paranid wharf only to be blown to pieces thanks to your new and utterly stupid WAR system I just turn the game off. It is broken beyond belief and unfortunately on the very basic level. Hell even Rebirth base was solid compared to this.
It seems to me that since X3 Egosoft is totaly out of reality living in their own dream world. Remember how we were told that flying capital ships is boring, SETA is a cheat and other nonesense prior Rebirth release? Well now we can fly capital ships, but they were made totaly useless as was the SETA...
Intel Core i5 4590, 2 x 8GB DDR3 1600, MSI GTX 1060 Armor, Asus H97 Pro, Asus Xonar DG, Crucial MX100 128GB SSD + 1TB WD Caviar Blue, Seasonic S12G 550W, Corsair 550D, 22'' LG
-
- Posts: 3180
- Joined: Sun, 23. Oct 05, 12:13
Re: X4 Foundations Poll #3: What did you NOT like?
This sounds about right so its not a dislike against the feature being there, rather a dislike on account of it not working as well as it should. Still pleased its there though so I view it as a v1.0 set of features which need some attention and polish as opposed to pls get rid of them.Kamuchi_ wrote: ↑Sat, 22. Dec 18, 23:55 Finally![]()
Trader logic is absolutely horrible: viewtopic.php?f=146&t=410096&p=4809516#p4809389
Fleet management, tested it and decided to wait for 2.0: https://steamcommunity.com/app/392160/d ... 811532927/
Patrolling a system and the ships decide to ignore me: viewtopic.php?f=146&t=410049&p=4808767#p4808767
Because of fleet and general player ai controlled ship combat, I didn't botherd with boarding either for money or ship collection.