X4 Foundations Poll #2: What did you like?

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Which of these areas did you enjoy?

Personal trading + mining
180
7%
Remote trading + mining
361
13%
Building stations
438
16%
Missions (including subscriptions)
187
7%
Hacking / stealing / finding blueprints
136
5%
Exploration / Collecting Data Vaults
302
11%
Capturing (S and M ships) + Boarding (L + XL ships)
218
8%
Small scale fight (personally against small groups)
347
13%
Large scale fight (fleets / wars / Attacking a Xenon sector)
187
7%
Summary: Would you review the game on Steam thumbs up?
350
13%
 
Total votes: 2706

CaptainRAVE
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Re: X4 Foundations Poll #2: What did you like / not like in particular?

Post by CaptainRAVE »

Building stations is much easier than unmodded previous X games. Could use more rotation options though.

Universal traders need some serious work, I always enjoy having a big network.
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Stars_InTheirEyes
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Re: X4 Foundations Poll #2: What did you like / not like in particular?

Post by Stars_InTheirEyes »

I like the station building interface.
That's about the only thing from that list I can check, to be honest.
Though I do not like the blueprint system one bit.
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walkedav
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Re: X4 Foundations Poll #2: What did you like / not like in particular?

Post by walkedav »

Station building was really a hit. Its great, intuitive, fun, and a great source of income to use towards building my fleet to rule the galaxy! :) the games great, there's little things that will get polished later! I'm enjoying it!
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ADMNtek
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Re: X4 Foundations Poll #2: What did you like / not like in particular?

Post by ADMNtek »

personally i don't think it is that simple so here my opinion on the various points.
  • personal trading mining haven't really done that/ mining only some crystal mining and only after installing the crystal finder mod
  • remote trading could be better a optional trade offers list would be nice. and autotrader is outride r******* and only uses a fraction of its storage same for station traders. i would also like to see something like trade deals from XR/mining usually works great
  • station building is great mostly it would be nice to be able to update the configuration while construction is in progress. at least for modules that aren't under active construction. station management is not. please give us more control. why cant i use my stations cargo drones to transfer wares to my build storage? why cant i give order to its defense drones? why cant i specify what wares i want my station to sell passively via offers and actively via ship.
  • finding blueprints is a bit to much about praying to RNGesus and hoping that you get a data leak on the station part you want. and if there is one hoping even harder that it is reachable and not inside the hull. having a guaranteed but more involved system could be interesting where you first have to do some hacking inside the station to generate a mission to Depp scan the part from various position similar to spydrone missions from XR. and this would then enable you to revers engineer the part from your research screen.
  • Missions are probably what i like the least and as a result and barely do.
  • data vaults are ok. but general exploration needs more interesting things to find other than stations.
  • capturing ships is mostly ok except for the whole sabotage on the way out thing that needs to go/ boarding needs work i was able to capture a pirate behemoth with 2 5star marines that just shouldn't be a thing. and the marines riding atop the boarding pod is just silly. either put them inside the pod or give them space suits. it also shouldn't be possible to start boarding if you cant actually board the ship at the time.
  • small scale combat generally ok as long as there aren't any missiles involved.
  • large scale combat to few opportunities to actually use it
  • no it is not at the point to recommend it yet
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The_Chos0
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Re: X4 Foundations Poll #2: What did you like / not like in particular?

Post by The_Chos0 »

I think a better build control is much needed.
- Rotate at Snappoint
- More Modules (Veriants of Modules, Billboards, etc)
- Bigger Construction-Sites (bigger as 10km x 10km x 10km)
- Research to complete the PHQ Modul
- Building an own Module with a "doanapplepiefromscratch" cmd to unlock an internal 3DEditor

That are my wishes
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Chobittsu
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Re: X4 Foundations Poll #2: What did you like / not like in particular?

Post by Chobittsu »

I've yet to be able to fully play it owing to some pretty heavy graphical errors making the game unplayable past 10-15 minutes. But with my limited experience in the game I like what I saw, it has potential. What I would like to see is more of X:R's assets ported over (there were some pretty sexy stations in that one) as well as some more unique stations scattered around; Locations that are interesting to visit and interact with, landmarks and the like. I also feel like the game could use some denser civilian traffic to really give the lanes between stations and sectors more life.

Speaking of more life, NPCs and on-station interactions. It's a step up from X:R, but it still feels empty... when I think of walking around stations and visiting ingame shops, I picture something like Mass Effect, with characters chatting and otherwise hanging around. Perhaps something to consider later on? Along with more variety in character models and appearances.
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Earth Ultimatum IV.
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Re: X4 Foundations Poll #2: What did you like / not like in particular?

Post by Earth Ultimatum IV. »

Probably my biggest dislike about X4 is combat. It feels like a straight downgrade comparing to rebirth. AIs spin too much, which makes the pre-aiming reticle confused. Unlike in rebirth, weapons now have a specific tracking rate, and its slow even on small sized weapons, which makes combat super wonky. Overheating barely matters, combining weapons to suit different situations is pointless.
vuohi
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Re: X4 Foundations Poll #2: What did you like / not like in particular?

Post by vuohi »

station building is seriously improved from previous x games. i like ship upgrading. i totally like the new map controls, i was unsure but having used it i would not want to go back to x3 map.

It just feels like a X series game.

Good Job!
birdtable
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Re: X4 Foundations Poll #2: What did you like / not like in particular?

Post by birdtable »

The enormous potential, so much is not quite there yet..don't waste it.... :)
Cisor
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Re: X4 Foundations Poll #2: What did you like / not like in particular?

Post by Cisor »

I like:

- Station building - the new build system is very good, and the results can be beautiful
- Personally exploring - the game is beautiful, but there is too little to find. I wish salvage was in the game. Maybe the ability to scan wrecks and extract materials and partial blueprints for the wrecked ships.
- Some of the dog-fights are fun, but the enemy AI is just too inept. The boost shield drain is their Achilles heel. Combat against capitals is trivial with virtually any ship.
- Capturing/boarding and the UI for boarding, but the inability to quickly communicate with fleet ships is frustrating. Also, getting marines back is torturous. They should teleport or spacewalk back as soon as capture is done.
- The 3-d map and the filters are powerful, but I miss not being able to select on the y-axis.
- The ship modding system and ability to personalise ships.
- The spacesuit activities as concept. EMP blueprints is too easy with too little consequences. Hacking terminals should have risk and chance of failure.
- The wormholes with random destinations. I found quite a few sectors I'd not explored this way.
- The mod drops after combat. But I wish player had a collect wares option too. It's tedious having to consciously hoover up the mods .
- The ship buy and upgrade mechanism, although also being able to replace the pilot via this mechanism would be soooo nice. I like being able to see the various mounts and considering which weapon best fits for coverage.
- The feel of the game. It feels like a modern X game.
- The variety of things to do.

... I put don't likes into poll #3

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, 12:26, edited 2 times in total.
csaba
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Re: X4 Foundations Poll #2: What did you like / not like in particular?

Post by csaba »

Wingmate 1-2-3: Awaiting orders.
Wingmate 4-5-6: Somebody help me!

Until you fix this and several other late game functions your not getting a positive review from me.
Mavo Pi
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Re: X4 Foundations Poll #2: What did you like / not like in particular?

Post by Mavo Pi »

What I love: The whole empire building and economy as well as the new station building. Ability to manage everything remotely(but there needs to be a bit more incentive to do things by yourself). Also fights between fighters are fun.
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Knossos
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Re: X4 Foundations Poll #2: What did you like / not like in particular?

Post by Knossos »

There are lots of things I am really enjoying in X4 right now.

1. Mining.

It feels much better to have ships mining than stations.

2. Station building.

I love the new system. Everything just fits together.

3. Exploration.

There's a whole bunch of things to do now. Searching stations for signals, crystals in asteroids, various purple points of interest. I like it a lot. When I see a purple ping I get a rush. I do wish there was a bit more of an interesting reward, though the lore is good!

4. The map.

I cannot praise the map enough. It has started to suffer mid-game with all the data being put through it, but after turning off filters everything is fine again.

5. Expandability

The way the game is put together leads a lot of room for additions and expansion. I can see a lot of fun things being added in the future. By Egosoft themselves and modders.

6. Instant loading

It is incredible that I can go anywhere. Teleport. Gates. Anomalies. No loading screen. Absolutely mind-boggling and keeps me immersed.
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breizhbugs
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Re: X4 Foundations Poll #2: What did you like?

Post by breizhbugs »

I am a bit worried when i see how those possibilities are poorly formulated...
So unprecise, they can only be misinterpreted by us our our answers can only be misinterpreted by the devs... So i will not tick any answer!

- Personal / remote trading + mining -> What differences do you make between the 2! Why neither proposal use the in-game word "auto-trade" ?

Why there is no questions like:
- Building an huge economic empire (auto-trade / auto-mine / building stations)
- Micromanaging a small empire ( more manual trade / building stations / piloting every kind of ships, traders/miners included)
- Piracy (boarding/capturing for resale, hacking)
- Building a player Faction sectors
...

So
- I like to play without mod
- I like growing an empire that don't require too much micromanagement (not micromanaging each unskilled trader because i am busy doing something else and i usually forget them!)
- As the game is quite new, i still like to explore myself (ie: discovering the sectors, the stations, looking at ships, try to pilots each of them, scanning blueprints, well doing a little bit of everything)
- I like station building, but restarting in 1.5 being is way slower than in previous version (because of no auto-trading and because of engine parts shortage to get the mining / trading fleet needed to have passive income) so it will wait better wealth
- I would like coherence in faction relationship (how can you be a hero PAR, TEL, ARG... and a hero HOP!)
- i would like large scale battle but actually i prefer avoid them (old computer / un-ergonomic [fleet/squad] management / poor AI )
- I would like to play the "Player faction" completely independently from the other faction and the reputation we have toward them (not be dependent on their reputation to be able to grew up myself, this mean having a my shipyard with my blueprint of ships/modules)
- I would like not to be constrained by the HQ "campaign" mission (be completely free at least in some game start) and even more by the player HQ location!
- I like to set my goals freely so i don't find missions interesting past the few first hours to grab some cash. I appreciate the different way of reaching a goal (economic, piracy, guerilla, front assault) but i would like them polished and balanced
(As an example, i wanted to become a HOP fanatic and restrict myself to HOP ships/modules, so as there is no HOP start, i use the closest one: the PAR warrior start , then shoot some PAR while going to HOP country to have the red color with my next to be enemies, then i do loot a lot of xenon/PAR stuff the HOP left behind them after their kills, and then i get stuck because of engine part shortage in the HOP country. I couldn't upgrade my ship because it will get stuck and i cant by a new one for the same reason) I needed a ship with better cargo to at least help the HOP wharf. I had the choice of doing the main mission to grab that free frigate but this happen in non HOP area, or i would hijack a PAR trader. I choose the latter one ;) and started to auto-trade for engine parts. My plan was to grow slowly while doing some guerilla assault on PAR trader until their economy suffer to much. But 1.5 came out and as it was hard too restrict myself to only one faction and the auto-trade requiring 3* pilots make it too difficult, choose to restart another game hoping it will be more polished i choose the worthy entrepreneur one and the additional trader ship helps a little with the wharf). It my game, it seems only the ARG have no problem, but i don't want to support the ARG in this game :( Hop being a very active Faction due to the fact they are enemies to every one else, both their wharf and their equipment dock were over use by their fleet .In my single starting ship, it was problematic to restrict myself to start with them because even refilling satellites may stuck my single ship for an unknown amount of time...)

Also i have a suggestion to not bother people with auto-trade requiring 3* pilots: lift that restriction, but limit auto-trade with 1 ware per pilot rank! (or in fact just 1 ware, but i want to get rid of micromanagement of traders that prevent us to manually pilot our own ship efficiently for exploration, fight, station building, scanning...)
This way, less micromanagement, but less versatility. And people will have to make specialized traders!
- I would like the encyclopedia to detail exactly what the different orders we can give to pilots do EXACTLY.
Last edited by breizhbugs on Sun, 23. Dec 18, 14:05, edited 1 time in total.
dougeye
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Re: X4 Foundations Poll #2: What did you like?

Post by dougeye »

well you have laid the "foundations" but it needs more work, i like the station building, the station walking which will be better in time if you can do more. datavaults and the explore aspect are nice.
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Re: X4 Foundations Poll #2: What did you like?

Post by Bernd »

Quick answer on the lack of options: Unfortunately polls allow no more than 10 options.

I have a question in particular regarding missions, but will ask in a new thread to help sort answers.
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Miniding
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Re: X4 Foundations Poll #2: What did you like?

Post by Miniding »

I put my votes... but for now I'm not that far in the game so can't tell about large fleets or deep things to do but I truly enjoy what I do for now... I fell x3 vibes somewhere and get really amazed by the graphics and living universe

Keep up the good work Ego''s I'm loving it!!!
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Shimrod
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Re: X4 Foundations Poll #2: What did you like?

Post by Shimrod »

Things I like, in addition to poll:

- Graphics; characters and ships look good.
- Walking around stations and ships; love how docking area is seamless with the outside world
- How larger ship cockpits evolve into a bridge; would be cool to see the bridge aspect develop
- Majority of the ship designs; Xenon a bit insectoid for my taste though
- Flight with X52 pro; but setting it up was challenging. Would be good to have some way to simulate a left mouse click as I can't always target stations.
- Dogfighting vs small ships; felt good with both mouse and joystick
- Scanning for blueprints; nice to fly around station with joystick. Positional audio helps to find data leaks.
- Exploring sectors; please add more secret stuff out there to find!
- Combat drones; these were really cool when I tried them on odysseus, and inexpensive enough. Please add more slots for these all round so I can have a few of them on traders though!
- Turrets; though it can currently be challenging to target them in turn as the main target seems to get lost after I destroy one.
- Single-player; effort not sunk into multiplayer features I don't care about. Elite made me sad.
- Ship agility and travel drive pace feels good from nemesis perspective; strafe feels a bit weak though
Last edited by Shimrod on Sun, 23. Dec 18, 23:13, edited 4 times in total.
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Botschafter Von Den Glück
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Re: X4 Foundations Poll #2: What did you like?

Post by Botschafter Von Den Glück »

What did I like:

1. The most I liked observing the simulation, the ongoing, see the ships land and fly again ,see traders do their business and everything that was happening automatically did impress me the most, especially on stations with the living traffic, and the key point with the opening the underground doors for the internal docking, on my own station, doing its regulary work, that was impessive! Also the docking maneuvre having to manually do that was a good introduction task to start with. I wish the docking challenge was even more extensive... ;
Then going with foreign ships playing the hitchhiker with all the consequences... that was a DREAM, I wish there would be more hitchicking in the game, for the urge you need to travel, but have no own ship an no money... there MUST be a start WITHOUT a ship! (and not the money to buy one haha=) PLEASE!
I want to hitchick my voyage through the galaxy.
I want to interact with those foreign ships when Im inside ... (including ofc. gunning them down ^to capture ship. with resistance from helping crew and policy to hunt me as criminal afterwards^)

2. The stations/Station building: I LOVE the new interieur of stations and its a DREAM to be there, you feel so small and the universe feels huge, and you just fall into it, if you look above... WOW. (I wish there was more use of walking around, but the possibility itself, without that is already very good!)
Furthermroe, I LOVE to build stations, the module system is a LONG seeked feature, which I once have seen in a nasa space demo in 1999 or so, where could module a station together, well I want to plant the WHOLE X-universe FULL of stations, and PLEASE make me that Its useful and I need to do it. (I have plentiful of money)
Station building keeps the game alive. This feature, if it was much more useful, it really rocks! (Same as Mining: I love to do that, with huge asteroids and very versatile universe of mining more than just ore and silicium over, now you have more things you can mine, including gas, that looks great if miners soak in the gas! fantastic! - now, but there is not so much need of you to do mining, for the first stations, yes, but then you get enough resouces and also money... I wish there was more need to build own mining ships and stations in the meanwhile of the game.

3. The faction conflict: I loved that you can finally make use of the real economy to make large scale economy and then also military race against each other, with a competing faction or multiple at the same time: this is a game runner, keeping you busy and in pace, holding you in breath, keeping up with the growing empire capacity... I would love to REALLY sink in DEEP into huge enterprises of doing my own economy influence into the galaxy WITH including that my efforts get challenged by other parties, with concurrence in close-resource-distribution (local sector), if I have enviers on my station if they sell the same goods, or just use out of the amazing Simulation AI and Economy, I really like the upscaling, dynamic and real production with bottlenecks (also like the drive component bottle neck), thats just... Point 1: Observing the simulation and its outcomings! I would like to see MANY of those occassions that 'Can happen because of real simulation' especially THIS! (so e.g. hitchicking if thats the word; and also real bottlenecks (drive components) that your faction relies on YOU to succeed really! -> And in the end: long time goal to conquer all the sectors! finally!

... many more points... there is time later on to discuss them
Last edited by Botschafter Von Den Glück on Sun, 23. Dec 18, 20:11, edited 5 times in total.
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ezra-r
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Re: X4 Foundations Poll #2: What did you like?

Post by ezra-r »

Exploring and Building and spot on. You guys have hit the jackpot with how stations are built, and the modules, and the blueprints.

About dogfighting.. it could be better if turrets would aim correctly, but I have contradictive feelings here, since I know the moment turrets start aiming correctly AI will be too easy to beat.

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