I've been a gamer since the mid 90's, yes I am aware of dungeons, LOL.
Let me get this straight - are you telling me there's literally only one way sandbox games should be allowed to add DLC content and it just so happens to be your preference?
Moderator: Moderators for English X Forum
I've been a gamer since the mid 90's, yes I am aware of dungeons, LOL.
I’m stating a simple fact: players feel betrayed because the DLC is detached from the main game.
Maybe I can clear up where we're disagreeing. I don't like at all how hostile this got and we both clearly care about the series. Sorry if I was snarky or anything like that.
Talk for youself, not for other players.
No worry. We all want a better game.Jamolotl wrote: ↑Sun, 30. Jun 24, 08:37 Maybe I can clear up where we're disagreeing. I don't like at all how hostile this got and we both clearly care about the series. Sorry if I was snarky or anything like that.
My issue is that the DLC doesn't fit either the series or the people developing it. I see scripted events, dialogue and voice-acting as probably the weakest aspect of X games, so I'd much rather the focus was on fixing up ship AI, adding new ship functions, etc. Many seem borderline broken or highly unintuitive to me. I'm guessing they wanted to try something very different and new, but knowing it was a risk made sure to add in some content for the main game too. The fact that they did that and added an endgame crisis makes me a lot more okay with their desire to experiment somewhat, especially after 4 entirely open universe focused DLCs.
Nobody was misled here. If you didn't understand the nature of the DLC it's due to your own inattentiveness, not any kind of deception or betrayal. It's clearly stated on the steam page. The kind of changes you're talking about would eat up arguably a lot more development time and make very little difference to me in terms of my enjoyment of the DLC. What WOULD make a difference is better mission design, better writing, better voice-acting, better animations etc. That's probably not going to happen, so my preference would be to focus on other content.
Essentially I agree this isn't a great DLC, what I disagree with is your assertion that there's only one valid way to add content to the entire genre. You can criticise something without totally invalidating it as a concept.
You are going to add a new rule to the forum or what?
Is this your first experience with a sandbox game, or is X4 the only sandbox game you've played?mr.WHO wrote: ↑Sun, 30. Jun 24, 09:25 This DLC adds to sandbox game new sectors, new ships, new weapons, new faction, new station modules - basically everything that normal DLC adds.
You could argue about quantity of stuff (definetly need a few more ships as many Timelines missions miss the reward),
or how it's locked/unlocked/limited, but exactly the same issues could be pointed to Tides of Avarice (e.g infamous Erlking vaults).
I don't know how detached your from reality, but if you would know how X-games works, you would knew having Timelines inside sandbox (where player can hav massive personal empire and whole galaxy needs to be calculated), would be dertimental to both Timelines and Sandbox experience. Having seamless transition between Sandbox and TImelines as you ask, is a waste of time, when you can literally switch between two with 3 click in game menu, having this in sadbox would reduce it to 2 click (without ESC button) - some people really love to complicate their own life for now visible benefit.
I think it's you in particular who are frustrated - why constantly ask about dungeon mechanics expectations?flywlyx wrote: ↑Sun, 30. Jun 24, 09:41 Is this your first experience with a sandbox game, or is X4 the only sandbox game you've played?
If you're unfamiliar with typical dungeon mechanics and player expectations for dungeons, I'd recommend expanding your gaming experience.
If you're struggling to understand player frustrations or simply don't see them as important, just stop reply. I am talking about most players are looking for, not what you want. Put evidence here, not imagination.
Egosoft is attempting to incorporate small, structured scenarios into their sandbox game - a feature commonly referred to as a dungeon mechanism.mr.WHO wrote: ↑Sun, 30. Jun 24, 09:47
I think it's you who are frustrated - why constantly ask about dungeon mechanics?
Neither Timelines, nor X4 sandbox is a dungeon in any way - if you treat them as dungeon then no wonder you're frustrated.
BTW I played every single game in the series, starting from very first X-BTF.
The "scripted events, dialogue and voice-acting" is usually called "plot" or "story" here, isn't it? For some players those have been "insignificant side-dungeon" on most X games. "We" love the sand in our box without the litter.Jamolotl wrote: ↑Sun, 30. Jun 24, 08:37 My issue is that the DLC doesn't fit either the series or the people developing it. I see scripted events, dialogue and voice-acting as probably the weakest aspect of X games, so I'd much rather the focus was on fixing up ship AI, adding new ship functions, etc. Many seem borderline broken or highly unintuitive to me.
Jamolotl wrote: ↑Sun, 30. Jun 24, 08:37 I'm guessing they wanted to try something very different and new, but knowing it was a risk made sure to add in some content for the main game too. The fact that they did that and added an endgame crisis makes me a lot more okay with their desire to experiment somewhat, especially after 4 entirely open universe focused DLCs.
IMHO, we should make clear what was added to sandbox by the DLC. The "endgame crisis" -- a different can of worms -- is not in the DLC. I think I've seen the "opt-in button" for that, and I've seen new sectors and ships. All that without the DLC, because they are in the base game.
Is that really different from all the sectors and the pre-placed abandoned ships and Data Vaults of the base game? There is something somewhere that we might find by exploration. (For the record, the usual "sell the Odysseys" hint for starters that you can encounter on forums -- there is no hint for that ingame and I have never seen that ship. I have seen spoilers online, so I have practically avoided that part of space.)
Do you say that if we had experience, then we would have expectations, and with them anything un-expected is not good?
Is any explanation ever noticed and understood by everyone? I have not perused what they wrote, so answer is no. Would more words help those that bother to read? Perhaps. But you do know that extensive documentation belongs to same class as plots: not a forte (yet).
Name one game that has a DLC similar to the timeline.mr.WHO wrote: ↑Sun, 30. Jun 24, 10:34 In what world small scenarios are dungeon mechanic?
There are way more small scenarios mission pack and mechanics that have nothing to do with dungeons and there are a lot of dungeons who are much more robust and long running than any small scenario.
Dude, just let it go with dungeon stuff - somehow you're fixated and angry that Timelines in not a thing you misinterpreted it is - there is nowhere in X4/Timelines description, nor in past games/mechanics that this has anything to do with dungeon mechanics.
It doesn't make any sence, you can as well be frusstrated that Timelines lack Sims mechanics for crew, or that there is no citybuilding on planets - none of these is Egosoft or Timelines fault.
I'm not sure who you're representing, but I know many players regret the lost potential due to Egosoft's poor implementation of the Timeline mechanism.jlehtone wrote: ↑Sun, 30. Jun 24, 11:23 Do you say that if we had experience, then we would have expectations, and with them anything un-expected is not good?
Then our lack of expectations prevents us from suffering like you do. We are sorry for your loss?
I recall dungeons that had levels with various difficulty, like X4 has different sectors.
The easiest way to prevent people from thinking a product is a type of pasta sauce is to place it away from the pasta sauce shelf.jlehtone wrote: ↑Sun, 30. Jun 24, 11:23 Is any explanation ever noticed and understood by everyone? I have not perused what they wrote, so answer is no. Would more words help those that bother to read? Perhaps. But you do know that extensive documentation belongs to same class as plots: not a forte (yet).
Why would I need to name any game DLC - what it adds to TImelines discussion?
Again what with those weird takes - no one is selling new game, Timelines is in all, X4:Foundation game, content, story and lore wise.
How could he point to "similar game mechanic", if Timeline has "unique mechanic"?
No one is claiming X-Timelines is not part of the X franchise.
Imo this is the only explanation that holds up. The missions being separate from the sandbox seems to have been the plan to create limited, repeatable and "pure" scenarios. This allows for effective feedback (through statistics and reviews) on what players like or dislike and what they struggle with.The Q wrote: ↑Sat, 22. Jun 24, 10:24
It's way easier to 'control' the player that way and stop him from doing something else while the game expects them to do a specific task in a specific set of circumstances.
In a game which is designed around the key elements of having a simulated universe and being able to control everything from everywhere, it can often be challenging to keep the player focussed on one thing. And often enough in the past, this has been the reason for plot breaking bugs.
I don't think that stopping the universe simulation and stripping the players of their usual interaction possibilities with the rest of the universe is that easy to accomplish. But even if it is, I also don't see how it's beneficial to do so, as you just have way more explaining to do and still end up with a "separation" from the sandbox.
But you don't have to be connected, nor get into leaderboards, do you?