New X4 player questions

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

User avatar
Nort The Fragrent
Posts: 954
Joined: Fri, 5. Jan 18, 21:00
x4

Re: New X4 player questions

Post by Nort The Fragrent »

Priorities, some of the game faults are simple to fix I am sure, yet they linger from update to update. ES must have a lot of staff sick, or on holiday, or they have bigger problems to worry about. If the latter then management needs to get in more staff, or we as playing paying customer will get more and more disgruntled at the slow obvious fix’s that need addressing.
It would be nice if the main post on the forum was updated once a week, as it is it is so out of date it’s not funny.
The main first page post is so old now, Give us some feedback about what if anything you in ES are doing.
Or are you all still on Easter holidays.
Those inactive jump gates are deteriorating, and need to be activated soon !!!
:roll:
User avatar
Toastysoul
Posts: 81
Joined: Fri, 3. Feb 06, 05:00
x4

Re: New X4 player questions

Post by Toastysoul »

Maybe the developers (or at least the game director) are just older and not as enthusiastic about making games like they used to be?

Seems to be that the prevailing attitude at Egosoft is 'we are making the game we want to make, at the speed we want to make it.' Makes me think GRRM used to be an employee there. I can believe that they think they are doing the right thing because in the past that worked well for them. Of course, that was when they had a product to stand on and improve over the course of a decade. That's very clearly not the case any more, and the failure to continue to acknowledge that failure is part of the problem.

What surprises me the most is that, the community pack and mods created by the community are now seemingly integrated, core parts of the game that make it tremendously better -- yet the view expressed on the forum is that community participation is development 'problematic', a distraction, and an overall waste of time.

I just watched Jonus Boetel from Unknown Worlds give his GDC talk about Subnautica development, and he makes a pretty definitive case that Subnautica was only as successful as it was due to community participation not in spite of it. He also mentioned how motivating it was to programmers to fix bugs when they have to listen to 3000 people complaining about a problem.

They had daily commits and a bleeding edge experimental branch openly available on steam. Their internal bug tracking system was also open to the public.

I openly acknowledge that trying to build a product via committee is challenging to say the least. I'd also like to suggest that in 2019 making a small studio game with extremely filtered and limited communication between the game makers and the game players is pretty terrible strategy.

Yes. People appreciate the improvement in graphics over X3. Most of us can understand wanting to scrap SETA for a better system of travelling. Walking around in a space simulator is a really nice 'feature'. I think where you fall down at is in believing that these things are somehow a substitute for actual content, leaving irritating gameplay bugs endlessly dangling, and giving off this general feeling of "You don't need us (just our money)".

I think I own 3 copies of X3. I didn't bother with buying X:R after the free weekend (it was super unfun), and I just bought X4 a few days ago even though I *really* didn't need to and knew it wasn't even close to a complete game. In many respects X4 is not only not fun to play, but an active exercise in frustration -- not even just due to bugs. The game is for me, just not as fun as even v2 of X3. X4 is just missing so much, and has so many half baked features.

ES really needs to focus on the core space simulator experience and develop that up into something that is worth my time. Ventures and online components are not what makes X4 unique, fun, or worth playing at all. The things that made X3 fun: the single player experience, the management, the ever evolving story, being the hero, space battles, and watching the universe try to push back at me made (for me) X3/TC/AP fun and replayable. None of that is done particularly well, or in some cases at all in X4. X4 feels more like a well developed concept of a game than a game.

I'm not sure why anyone thought it was a good idea to ship half the game gated behind another $20 payment. I can tell you now I won't be paying for that at release or later. Gating two original races and the entire missing story behind even more payment is pretty insulting.

Take a system (like pilots or traders) and work on it until you finish it. Pick a mechanic (like boarding), and finish it. Finish the tech tree. Stop putting placeholders in for things in release versions. Don't yank out broken systems you intend to eventually keep because you don't want to make time to fix it. Fix it or leave it alone. Create a new story, release a couple missions with each update. Deliver your updates regularly and on time (no end of April patch?). Lean on the community to help you find solutions to these problems and be accountable when you drop the ball. We aren't your adversaries, we are your partners. Not all of us are civil, but most of you are also terrible at communication. It's a dysfunctional relationship, but we can work on that. Let us help each other cross the finish line together, sooner.

Maybe listen to another developer: https://gdcvault.com/play/1025691/-Subnautica
User avatar
Nort The Fragrent
Posts: 954
Joined: Fri, 5. Jan 18, 21:00
x4

Re: New X4 player questions

Post by Nort The Fragrent »

Just watched the https://gdcvault.com/play/1025691/-Subnautica, link (in a nut shell )
ES go watch it and learn.

The player feedback, What we want, not what you want to push at us!

If player feed back is used and implemented on a regular basis, X4 will move forward. Not stagnate, and fade away.
I am soon to go take a look at Subnautica, looks cool, interesting, fun, dynamic, and wonderful scenery.

Looks like my X4 days are going to reduced dramatically if Subnautica is good.

That is what I want as a player, things to do, find, fathom out how! ? And no guns.

Take a look at the recent news of world problems, and guns are a huge part of what is wrong.

We want fun entertainment, Not death, killing, overpowering. Yes may be the odd skirmish, but not all out waring…

Thats old , it’s dull, it’s not Us.

I am from New Zealand, and you all know what happened here !

Reduces Guns, fade them out, move forward to a more happy game play.

:roll:
Olfrygt
Posts: 714
Joined: Fri, 4. Jan 19, 18:43

Re: New X4 player questions

Post by Olfrygt »

Nort The Fragrent wrote: Sun, 5. May 19, 07:57 To get a 3 star pilot for your trading ship, go and buy some cheep small fighter ships. Full spec, then remove all options so it costs you less. Dump/fire your useless 2 star trading pilot, and replace it with one of the fighter pilots (3 star+) Sell off the below star fighters, and keep any 3+ for other ships!! :roll:
I have hundreds of traders (2 or 300) and miningships. Im sry but this is not a solution to me. All new traders are directly tied to a station. And they are doing an horribel! job (engine parts of my wharf/yard are empty and they are buying 2 or 3 single part or other wares that are close to full.....) But! at least they can do something.

The pilot system is broken, why should i pay a pilot who can't even do simple basics. And even if they have 5 stars....look at them. It's a shame to anyone who wrote that scripts.
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Re: New X4 player questions

Post by Kadatherion »

Toastysoul wrote: Wed, 8. May 19, 08:48 Maybe the developers (or at least the game director) are just older and not as enthusiastic about making games like they used to be?

Seems to be that the prevailing attitude at Egosoft is 'we are making the game we want to make, at the speed we want to make it.' Makes me think GRRM used to be an employee there. I can believe that they think they are doing the right thing because in the past that worked well for them. Of course, that was when they had a product to stand on and improve over the course of a decade. That's very clearly not the case any more, and the failure to continue to acknowledge that failure is part of the problem. [cut]
I believe the issue is different. In another thread I simbolically compared X4 to Anthem, because both are games that lack content and have broken CORE mechanics that are fundamental to the game identity itself (Anthem is a looter shooter where one of the main complaints is the broken loot system, X4 is a space/economic sim where most of what is borked is the simulation itself). If you followed the Anthem debacle, the notorious Kotaku article especially, you'll know Anthem ended up like this because of astounding disorganization and miscommunication at Bioware. It was in production for 6 years, but of those 6 years only the last 12-18 months had seen any real work on developing the actual game, the first 5 years never managed to get up from the drawing board. So they had no time to correct what could have looked fine on paper but showed to not work fine when actually in the shape of a real game.

What's happening with X4 looks a bit similar in this department too. Even a lot of the fixes they do, that then uncover even more, fundamental issues, give the impression they really don't have any cohesive vision for the game, but rather progress like a patchwork. As if they only had a very vague idea for the game, a game they put up in a rush without ever really testing if these fundamental mechanics did actually work (spoiler alert: they didn't), and now they are patching it, but still don't really know what direction to take, as some of the issues are conceptual and are now tiying their hands. This isn't new for Egosoft, previous games came out pretty broken too (and I'm not even talking about the Rebirth trainwreck, but about the good ones) and only got really better much after, but this time even some of the fundamentals are all over the place, while the game also lost a lot of content and assets variety and quality (wasn't the point of scrapping the plot to have more resources to dedicate to just that, more content and features for the actual sandbox?). The real difference compared to Anthem, that keeps them afloat, is that in this case X4 doesn't really have any direct competition.

This management fogginess is made clear even by that "learn from the community" argument you mentioned. Egosoft DID learn a lot from the community, DID implement a lot of modders' work: X3-TC and AP were basically Reunion + community made content, that Egosoft "bought", polished to industry standards, streamlined and rebranded as a "new" X game. All of that has been lost in the transition to the new engine with Rebirth first and X4 now. Granted, of course you can't copypaste an asset or a script from an old engine to the new one, but the ideas that had proven to be successful, that Egosoft themselves recognized as such, were forgotten in the process as well.
In the meanwhile, they put up a silly poll asking the community "what you like/dislike about the game? What do you think should be improved and how? How far you went in the game before... shelving it because it sucks (liberal interpretation here, but pretty much this :P )"... which is fine and all, but when at the same time you don't show to have a clear, justified plan, and the logic of your set of patching priorities is at the very least open to debate, the feeling I get is you really are grasping at straws.

In my perception, I have the feeling they had much different plans for X4, actual good plans on paper, but what we got is in GREAT part a placeholder, jury rigged to somewhat work before it was too late. That incredibily small weapons variety, for instance? Placeholders, because they couldn't differentiate them like in previous games in time. The samey looking ships? Placeholders, we'll get them working now, we'll think about making them better and more varied later. The usual sub-optimal UI, leveling system, trade AI and orders, etc? Let's put them in as is, they kind-of work, but we don't have time to see if they work well, we'll think about it later too. Heck, even the whole "dynamic economy and wars", which was promoted as the main idea and selling point of X4 didn't make the game in 1.0, and is being slowly developed and balanced only now. And so on. This kept piling up, and in the end they found themselves with a game so jury rigged that for many things makes it unrealistic to allow that "we'll think about it later", because it would mean basically remake a good chunk of the game from scratch. Thus, now they are split between lingering but impossible ambitions to change a lot, and the need to fix what really is in the game right now and focus on that. And they bounce from one end to the other, incapable of taking a stand. Which, often, as a result makes them seemingly make no sense at all.

The leveling system issues and how they are kind-of "dismissing" it could be such a case: maybe they would like to rework it from scratch, so they aren't much interested in just "fixing" it as it is now. Problem is, whether they'll ever find the chance to revolutionize it or not, in the meantime their playerbase is forced to play with how borked it is now. Exploiting a mechanic to somehow still manage to get "working" pilots: because having to buy 100 scout ships and then resell them just to have a way to find some three stars pilots is just that, an exploit. Necessary, as the game gives you no other choice, but an exploit still. Which, ironically, also makes it moot to have a leveling system at all, as by doing that you are pretty much bypassing it.
User avatar
Nort The Fragrent
Posts: 954
Joined: Fri, 5. Jan 18, 21:00
x4

Re: New X4 player questions

Post by Nort The Fragrent »

Trading Ships are just a side show to the game, they are hopeless at doing what they are supposed to do. I have given up using them, let the local’s do the donkey work.
The fundamentals don’t work, and are unlitly to work!

Go back and take a look at one of ES early pod casts about the up coming X4, They are focused on Big Guns. They are blinded by Big Guns. And can see little else. Thats why we have lost the Split, and the Boron. They spent too much time playing with Big Guns and lost their way.

I now build Stations that require no Trading ships, No Manager, No storage other than what might make the station look cool.

Hubs to go land on if things start getting to hot with those incessant red’s. I use X4 as a space flight toy, go for a scenic ride. Take in the view, (Not much to view) Just to fly my ship.

Not much else to do !
:roll:

Return to “X4: Foundations”