
Seriously did you read any of this thread at all?
MFG
Ketraar
Moderator: Moderators for English X Forum
I'm sorry, but that's just not true. 'Trivial' is in the eye of the beholder, and is thus an opinion, not a fact. Read the definition of 'fact' again. What's trivial to you may be the most important part of a game to another player, and thus not trivial. Flying capital ships, to me, is a very important part of my enjoyment of the X games. So kindly don't claim it's trivial to me.Alandauron wrote:Trivial: https://www.merriam-webster.com/dictionary/trivial
So by the very definition if you're thinking in terms of the game(which is what Ketraar was doing) piloting a single ship is in fact a very trivial matter when thinking about the grand scheme of the game. That's not opinion based, that's a fact....
It's an important part of your enjoyment, no one said otherwise. It is not however an important part of the game, thus trivial. Once again you're either both right or both wrong. Either others can manipulate fact the way you're doing or you must stop the manipulation yourself.Nanook wrote:...part of my enjoyment of the X games...
[Final comment]Alandauron wrote:It's an important part of your enjoyment, no one said otherwise. It is not however an important part of the game, thus trivial. Once again you're either both right or both wrong. Either others can manipulate fact the way you're doing or you must stop the manipulation yourself.Nanook wrote:...part of my enjoyment of the X games...
Nanook wrote:[Final comment]
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[/Final comment]
Arent we always in regards to features?BigBANGtheory wrote:Its a matter for ES to comment on imho we are just going in circles now.
To me all this proves is that better pathing and fleet management should definitely take priority over piloting. I mean what's the point in being able to build a fleet if you can't use it without it being wiped out? Silly to think that anything should take priority over a system that allows you to actually utilize a fleet in a game where fleet building is so big a part of the game.ZaphodBeeblebrox wrote:In X3 I assembled a fleet in Eighteen billion. To invade 347.
Two carriers full of M3+ M3 M4+ M4 fighters in different wings.
Three Boreas to provide extra fire power.
Several assorted frigates and M6s. Assembling this took absolutely ages.
Now to order to fleet into Xenon sector 347. Well that was a massacre right there. Carnage at the gate.
So reload save and start again. So I fly off to Scale Plate green and enter 347 and act as a distraction
to pull the Xenon away from the gate to Eighteen Billion. Again gate behaviour leaves my fleet with low
shields but hey, they finally arrived in the combat zone.
I order my fleet to attack a Xenon K and a Xenon Q.
For a short while I am happy as fighters and carriers and destroyers engage the enemy.
Then as the Xenon are destroyed up pop more and more Xenon out of nowhere.
I watch in facinated horror as my fleet behaves in ways totally incomprehensible to me and gets
completely wiped out. Reload save start again. Similar result. Management of a fleet in combat
was too tedious and slow, even when used the ships could not respond in a timely manner to avoid
being destroyed by newly arrived combatants with full shielding.
I then took a single Boreas that I was piloting into 347, the result? Total annihilation of anything Xenon,
including the station and any Xenon that jumped in or where instantly spawned. Complete suppression of that sector.
This is why people fly these things.
And yet even before the 4.1 patch you had a better chance of pulling that sort of thing off with the much improved AI over X3's. Now with the 4.1 patch the AI and pathing is even better.ZaphodBeeblebrox wrote:In X:R I have not bothered to do anything similar as
A) There are no proper carriers.
B) There is still no proper and rapid means of controlling a fleet
C) Ships don't even move in proper formation.
At the risk of again perpetuating the circle, I'm going to state once more that it does not matter in the least how much any of us know about game development. It makes zero difference.Ketraar wrote: Arent we always in regards to features?
The point is, its not about personal preference. Its not too hard to understand that producing games (or anything really) requires effort, aka pizza, aka money. If we agree that any of these are a finite resource, then "just make it optional" is most senseless and rather annoying statement one can make.
Adding "if done right" to any feature you hardly will find anyone disagreeing for it to be included. Its like saying no to free pizza, thats just stupid and frankly one should be tossed out the edge of this flat earth for it, but I digress.
I dont see anyone not wanting features in a game just for the sake of being against it. People usually apply preference, which then creates priorities. If you apply this logic, look at any game and prioritize features based on their impact and "dominance", you can safely say which features are vital and those who are not.
So you say I want to be able to fly capital ships, you are saying you want ships to exist, thus already created a priority in making ship assets over the ability to fly them, since if they dont exist... well I think you get my point.
Now look at any X game, and tell me that flying capital ships is not trivial and I say you have no clue how games work.
Alternatively tell me which are the things you'd not object to be discarded over it.
MFG
Ketraar
Sure but how do you determine that number? Making up generalisations and "statistics", like "most people like..." and then just fill the blank with our bias.Slashman wrote:All that matters is how much in demand the given feature is
Well in no other industry people go out their way to TELL the people producing the product which ingredients to put in.The arguments you make here are all centered around the premise that somehow we should all take a game development course and intern at a dev studio before we ask for something we want. That is not how product demand, customers and product producers work or how they have ever worked in any industry.
Thats what I was saying for ages. But still I argue that you can, easily spot which features are critical and which are not. You fire up the game and perform tasks, the tasks you perform will be a good indication of feature hierarchy, the longer you play the more "easily" it can be spotted. The Modding section of forums also serves as a good indication to what features people like, even if not perfect its a good hint.I don't think most of us here know how in demand any of our most treasured features are. And sometimes for a developer it might, indeed, be worth the extra time and resources to realize a feature that is seemingly trivial even if you think you have a good enough alternative that everyone will like.
That's squarely in the hands of the developers. It's up to them to use focus groups and their own surveys to determine if they are on the right track wrt features. I'm not saying it is a super exact science. And it does require time and effort. But the payoffs are potentially quite large if approached the right way.Ketraar wrote: Sure but how do you determine that number? Making up generalisations and "statistics", like "most people like..." and then just fill the blank with our bias.
Well if Egosoft was making soft drinks, they would be governed by their country's food and drug administration guidelines and by the phenomenal amount of money and resources that a soft drink company like Coke or Pepsi puts into getting the taste of their drinks just right. They don't just roll the dice.Well in no other industry people go out their way to TELL the people producing the product which ingredients to put in.
Sure that is fine for anyone who wants to put in the time and effort to learn about that side of game development. But the vast majority of customers do not know and don't want to learn. That's a very significant point that should not be ignored.If we are discussing things and that is what we are doing, we can, I think, have at least some basic understanding of how things work roughly.
I may tend to agree, but only because those lists reflect only the wishes of a very small sample size of the customers for these games. These boards have dried up considerably.Obviously we can also have just random nonsensical request lists, as we do have many, but those are not worth discussing at all.
And I'm saying that making assumptions about what is critical, or more accurately, what aspect of a feature is critical or trivial is still rather dangerous without some kind of stats or proofing to backup your claims.Thats what I was saying for ages. But still I argue that you can, easily spot which features are critical and which are not. You fire up the game and perform tasks, the tasks you perform will be a good indication of feature hierarchy, the longer you play the more "easily" it can be spotted. The Modding section of forums also serves as a good indication to what features people like, even if not perfect its a good hint.
MFG
Ketraar
Well if we're talking Rebirth mods, there is no other choice because you can only pilot the one ship. What other avenues are the mod makers going to pursue?Santi wrote:it is a no brainer really, if you look at what mods are popular, it clearly shows a shift towards empire building compared to the "Pilot" days of early X games.
Yes and no, and frankly your opinion on whether or not we need to have a knowledge of how game development goes is irrelevant. It doesn't matter whether or not we have a knowledge and there's no issue with informing others in a thread that is completely and utterly conversation on where we stand.Slashman wrote:That's squarely in the hands of the developers. It's up to them to use focus groups and their own surveys to determine if they are on the right track wrt features. I'm not saying it is a super exact science. And it does require time and effort. But the payoffs are potentially quite large if approached the right way.