Roger L.S. Griffiths wrote:@pref: There is a significant difference between designing an engine for a capability and implementing said capability - the latter requires significantly more work. This I (and I think others) have tried to explain on multiple occasions but for one last time...
There is no reasonable reason to believe that the perceived limitations (lack of certain capability implemented in the latter X games) were never intended to be addressed at some point in the new engine's on-going development path. The indications pre-release was that X-Rebirth was going to be the engine for all X-games for the foreseeable future.
There is however, obvious (at least to me) justification to first implement any unique and new fundamental functionality from the outset to some extent (e.g. the FP mode and modular ships/stations). These features have been indicated as problematic to implement with the old engine and thus as requiring core engine features would reasonably be designed in and implemented from the beginning.
Features such as AI, C&C, and Multiple Flyable Ship capability are almost certainly seen as relatively easy to "add on" or "improve" later (c/f the progression from X-BTF to X-Tension - the latter adding multiple-flyable ships to the former).
The decision about what features get implemented first is typically not about what is most desirable necessarily but rather what carries the most technical implications and/or risk. Having worked on projects where delivery of staged capability is required it is a planning approach I know pretty well.
This is not about having inner knowledge of the workings of Egosoft, nor having any significant insight into their inner workings or the design of the product. It is however about drawing reasonable conclusions from past history and what public information has been available since pre-release (and before) - some of which seem to get overlooked.
If you truly cannot understand the logic of the above then I am wasting both my time and yours - I can not really put it much clearer than that (I have tried already on several occasions to no avail).
First about your 'percieved limitations' - do not belittle other's problems with the game just because you cannot comprehend it/are not willing to accept their view. Its not a good approach honestly.
There are factual limitations that make XR almost impossible to enjoy for a lot of players.
As long as ES's intentions go - you have no more info then i do in this regard. As CEO's only clear statement was that it won't be X4, i must assume that many issues i have with the game will not be fixed (but i don't think we need to reiterate this).
Furthermore im not sure if the engine needs much of a change anyway, we are not talking about engine level issues with asset control, eco part being unplayable, faction AI, pathing etc... This is all a result of the game being unfinished, not the engine (hopefully at least).
The decision about what gets implemented should not be technical related one either. They should have given the planned initial set of features a second (first?) thought - and figure out what is really needed to have a functional and enjoyable game, and work with such priorities, not spend enormous dev time on features that look good but are not integral part of the gameplay.
Having the most difficult issues solved with highest prio is for hobby coding again.. noone cares what seems harder to do for the dev. What is important is how the features add up to create a real game.
If a hard-to-do item is lower prio in this sense, that's rather good luck for the devs since they have more time to polish a more complex feature (as with station interiors for ex).
And just a reminder - my point was that the issues are not at engine level, and that a good engine does not mean a better game.
The issues are with the general logic that describes the game world and it's rules - not with how the engine realizes this.
I'm still wondering how is it possible to misinterpret other's posts to this extent.