Ships I have Found !

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Killjaeden
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Re: Ships I have Found !

Post by Killjaeden »

repatomonor wrote: Mon, 13. May 19, 23:41 What's with you guys nowadays anyway? Going for the 'most anti-fun person on the forum' title?
It's called analysis. To be able to improve a game (or anything really) you have to analyze exactly what the player does, want, experience, etc, everything. Pull the pieces apart, logically and find solutions. Thats what game designers (should) do. Sorry it sounds "anti-fun" to you... "analytic concept dissassembly" usually does not sound "fun" for gamers because its looking "behind the theater curtain". Especially for a concept that relies on the appeal of mystery: exploration
repatomonor wrote: Mon, 13. May 19, 23:41
Killjaeden wrote:It would boil down to "randomly receive a 'go to' mission, fly to location to get new 'go to' mission , <repeat a few times> , ... get reward"
Isn't that just the case with any open world game's any mission, ever?
Yes. The important point i already wanted to express with last post:
Wether its boring or not depends on if the mechanic and visual representation and other things you do during the mission is interesting or not. Do you have to make important decisions or actions, do you see something new or exciting, does it have engaging story / character development, what benefits do you get etc. If the benefits are large and the mechanics/visual epxerience is utterly boring its a "grinding mechanic" , as you surely know...
When I think of exploration, I expect to find something beyond the standard plane of the sector, let it be lore-related (that indeed requires writers/voice acting), loot related, a bunch of enemies to shoot down, or just random/fun/interesting encounters that would justify the idea of flying beyond the damned imaginary box you are settled in (the one big feature Egosoft kept advertising as ground breaking). I wouldn't care if it gets repetitve (since it is bound to, duh) as long as it's put well together and provides proper risk/rewards.
When i think of exploration is that the concept is attracting everybody for X or space games yet nobody i've seen so far was able to express what he actually expects. It's all completely vague and nebulous, just like the subject matter of mystery. It's only fun as long as you dont see through mystery and recognize the mechanic behind it. Then it becomes boring immediately.

So lets try and inch closer to less vague expectation
  • random encounters - precise and clear. easy to do. Teleport/spawn something near player for example. Already have that. Not fun or interesting particularly. I think you agree ?
  • Fun or interesting encounters - Here's where it gets vague already. What's a fun or interesting encounter that is not handscripted but repeatable (and random, so not always the same)? If you see a pirate or hostile ship, is that interesting or fun? I'd wager no, because you can find pirates anywhere else. Finding a friendly ship? Not special either. In general everything you find in known space anyway is not a good reason to "fly anywhere randomly".
    That means whatever the encounter is, it needs to be something you can not experience in normal play. That means it has to be specifically created for this purpose. And of course it should not always be the same thing so it needs multiple ...
    Your task: come up with 5+ fun and/or special encounters you could have randomly in 'outer space' that remain even remotely interesting after the 3rd time of each encounter.
  • proper risk/reward - There is no risk or challenge in traveling in empty space. It is not visually interesting or mechanically engaginge, as already explained last post. There is currently only a risk if enemies are thrown into your way to stop you deliberately (by the game mechanic). Soo at current game mechanics it would just be another fight mission in disguise, if the game randomly spawns enemies into your path before you get to a reward location. If it doesnt spawn enemies, whats the proper reward for flying 10min into the same direction? After <10th time of doing this "not a mission but secretely a mission like any other" there it will likely repeat. The flying is not interesting, mechanically or visually. The only mechanically interesting bit is fighting. You dont need deep space for that... though. Therefore the only reason to do it is the reward (monetary or "unique encounter"). And as i already mentioned... boring repetitive tasks with high reward are grinding mechanics. And boring and repetitive tasks with no high reward are the mechanics that nobody uses anymore :P So there is not much potential without very significant gameplay mechanic and visual mechanic improvements...
The important part is actually this: Your hunt for clues suggestion ... it doesnt need 'unexplored space' at all to work properly. It doesnt make the mission better gameplay wise. You can just do it all in known space and work just as well mechanically. It would also be more consistent as spawned enemies can be justified easier. There are other objects you can observe while traveling etc -> visually more interesting. I would argue using unexplored space makes it worse (for the many reasons already explained my previous post). Yes you have the 'deep space' narrative but that is worth nothing without game mechanics and without special visual experience for this 'deep space'.

TLDR - extending exploration features means developing something that runs in parallel to the core gameplay loop, aka. has no crossover - because whatever is in the exploration part cant be in the normal part, as it would make the exploration bit feel not special / feel like something you've seen before. At current state of main game that is a very bad idea to investment dev time - and imo never will change for Egosoft, as they are just too small of a team.
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Nort The Fragrent
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Re: Ships I have Found !

Post by Nort The Fragrent »

We all know the real reason for the poor ship diversity, ( cost ) . And a lack of imagination. The old X3 styles could have evolved, but no! They started from scratch. And we know what happens when you scratch !!! It get sore and starts to look bad.
The design brief must have been very limiting, and probably restricted by some one eyed overseer. ( with a squint ) Perhaps his monocle need cleaning.
Any way I digress.. ( incidentally, any spelling errors are totally down to me being insanely dyslectic ) (sorry)

I am working on a planet to station lifter, a ship that was evident in latter X3. The concept of a ship that transports stuff from Planet to space station, and or as a universal recovery salvage ship is one that appeals to me. Gives the Faction and planet base more credibility tying the two parts together. We need not go to the Planet, just have use of that kind of ship. So when you do find an abandoned or damaged ship this recovery ship is the tool for the rescue.

The generic similarity of X4 ships is sad, each race stealing the others planes and building the same ship! Derrrr. Bit of a cheep option that one. The cut and past needs to be limited to Friday afternoon, not at every opportunity say tea brake’s Poor supervision id say.

The random ( ES ) placed ship can be done. Pop one in on an update. It’s not that hard. Just needs someone with the fortitude to make it happen. Over the period of a year we could have say 6 new ships to find. Now , wouldn't that make things a little more interesting!

Will the Split ships be Teladi clones, or sleek death ships we know and love. I recon the latter, it is the cheep option. Change the colour, and bash out Split/Teladi Blueprints. ( Those X4 players won’t notice ) It will be fine. They better be more creative than that, It is their chance to redeem themselves.

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Axeface
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Re: Ship's I have Found !

Post by Axeface »

Killjaeden wrote: Mon, 13. May 19, 18:37 If i had to decide i would ditch the modelled engine, shield and any other modules on fighters immediately. The engine module should be an internal thing you can replace, but it wont change your ships look. Maybe a minimal change (e.g. the nozzle of the engine) could be a different shape. But everything else should stay the same. You cant interact with it anyway like on capitals.
I would also eliminate the landing platforms on ships for everything except carriers and replace them with small docking collars. Ships can only dock internally in other ships 2 classes lower (not 1!). And lastly and most importantly, shrink down turret and weapon size by 50-66% and make turret bases circular instead of rectangular and only as large as it actually has to be and not 3x the turrets body. Integrating a circular base on an angular ship is no problem, it fits generally. Integrating a large rectangular base on a smooth looking ship shape however should be among the "top 10 things to never do in design" - as X4 paranid capitals clearly demonstrate. With the terrible platforms on small ships gone we can also elongate fighters and smaller ships more (the chubbiness is very likely result of the docks being like they are now in X4)
With those measures ships we can then ... throw all the X4 designs out and design proper looking ships :D
Agreed on all fronts. The generic engines are a major problem, both the geometry and colour and how race plays no part in their design. Engines are a huge part of a spaceships personality, designers almost always try to make them look cool - egosoft nailed this in Rebirth. I think they should go even further, and make bespoke engines for all ships that actually fit the ship and race designs, with the 3 options changing the shapes of the nozzels only like you said. For the small ships I dont think this would be much work, cut off most of the engine 'modules' we already have, leaving only the exhausts and surrounding simple geometry, and make that geometry a neutral colour that doesnt clash with every single texture and paintjob in the game.
The most problematic thing in the short term is the colour of the things... that off pink colour especially. Cant the 3 engine colours be made to fit the 4 'default' paintjobs at least? And then those 4 default paintjobs need to be added as actual paintjobs we can apply to ships (unlimited supply), rather than just an overall option :/
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Nort The Fragrent
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Re: Ships I have Found !

Post by Nort The Fragrent »

Agree about the paint jobs. All my ships are now sort of puke green! The paint you get from ventures is just as bad, may be one looks cool the rest are “ why bother “

In X3 Rebirth, I spent days traveling into the middle of that broken moon, Yes it was boring to start, but I had a long way to go so excepted that hardship. ( yes you could wiz through on a highway, but not be able to get out and have a good look. So I decided to fly there… I was thinking I might find something cool in there, a ship, a secret station, a gate something whatever. There was nothing to find, or at least I found nothing. But what I did find were some extraordinary beautiful scenes. It was quite an achievement just to get in there. I was not interested in profit, I wanted an experience. I wanted first to see if I could get into the middle of the moon, What happened after that was unexpected beauty, interesting and different.
This added a good element to an otherwise dead game, The ice clusters were also brilliant too. But now in X4 they are dirty lumps of yuck.
Rebirth did have some cool looking backdrops, so did AP.

Lots of games are and get boring quite quick, racing a car round a track is pretty boring yet thousands do it. Flying my ship out into the unknown is teasing with my emotions, What will happen? My X4 experience now tells me nothing is going to happen! So emotionally the game has nothing to offer.
Rebirth had that sector were you were expected to fly along a set of hi-ways with brakes in them. Each gap had a red ship waiting to attack you. I found that almost imposable to get passed. So I decided not to fly the hi-ways, and go the long slow way across the sector. This added risk, intrigue, and unexpectedly there was that small moon that tracked across your path. That was cool. I did get through with crafty piloting to approach the far end gate from the back, avoiding the red guard ships. The gate took me into the hart of the reds, finding myself in the middle of a misty foggy mess where I very quickly died from the mass of red ships in there.

Emotionally it was exciting, took a long time to do, I took many attempts before I got through. But I did it. That was reward enough. There is more to gaming than cash building, our emotions need prodding else we get board quickly.
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Re: Ships I have Found !

Post by Kadatherion »

Killjaeden wrote: Mon, 13. May 19, 22:30 2 - No matter how well you sugarcoat the objective "go to place to get stuff" with narrative, it gets boring old quickly, because flying is not challenging, mechanically stimulating, visually interesting or interesting in any other way.
And the bad part about narrative in procedural missions is that it wears down extremely quickly / you see repeats very quickly. Plus it requires writers, or even worse, significant time for several voice actors. Your proposal would work well for a set of handcrafted missions. Missions where you can place something interesting for the player while doing the mission. It would not fare well as a procedural type of mission.
Heh, both of your very verbose answers (as a VERY long winded person myself can't help but praise you :P ) actually made me rethink quite a lot of the points I've made in the recent past about how to expand the whole "random encounters/exploration" thingy. But I still would interject a couple points:

1- Yes, it's true, procedural "events" all sooner or later boil down to repetition, and become boring. What keeps them viable for (relatively) longer are two factors:
A) how complex/scripted they are (which has to realistically be not too much, or we could just as well have a main plot back) and how many variations (substantial variations) of them are in the game (which has to be a realistically finite, relatively little number);
B) how varied is the environment you are traversing to look for / follow such events, and how many possibilities for unexpected gameplay developments it natively offers. You thoroughly explained why, for instance, Skyrim's procedural (so called "radiant") quests take relatively long before becoming boring and being avoided by the players, because to pursue them you happen to travel through a gameworld that can throw a lot of other random (or not so random) things at you to sidetrack you, from mobs or a dragon attack to that hand placed dungeon that you hadn't discovered before (or that you wanted to visit anyway sooner or later, so you might as well go in that general direction following a radiant quest while you are at it), plus the environment itself, its biomes, are varied and keep you interested. The proverbial "journey".

The B point really ties X's hands, the whole nature of such a space game works against this possibility, but A is limited only by a realistic resource/effort limit for an admittedly secondary feature. All open world games (heck, all games as whole, we could say) sooner or later fall into tedious repetition, but often they can be made or undone by how many types of procedural endeavours you can "choose" from. The stereotyped Ubisoft game that goes the extra mile and has a few more activities tends to be well received, the one with fewer ones fares worse. X4 - while still being a different beast that, as said, is even more limited in possible payoff - I'd say doesn't even try to do the bare minimum.

The so called "random encounters" that are in now are not just completely pointless - they don't add anything that couldn't and shouldn't happen everywhere else with no need to teleporting assets to you - they even are detrimental to the whole experience, as the teleported assets have no plausible reason to be where you find them, and they act completely "out of place". Why am I finding yet another lone HOP miner miles deep into Argon space and miles away from the nearest mining area, that does nothing other than try to get back to its current job task 4 sectors away, where it was brutally removed from? Sometimes a pirate/xenon/kha'ak is pulled as well, so you experience... just another little background shootout like you have experienced a 1000 times already without the need of artificially pulling assets to you. It's really just background noise, it's not even anything meant to be "procedural gameplay". It basically is just one "event", that's not unique, and you don't even have to wait the third time to find it boring, it already is the very first time. It's no wonder people even mod the game to remove the feature alltogether, cause it's not short lived, it just... isn't, really, it's just an annoyance, as it's also intrusive.

What we hope for is some uniqueness, variety and context for those encounters too. Yes, they will inevitably become boring soon: the difference here is, will they become boring after 3 hours of play? 5? 10? After all, every gameplay component will do sooner or later: how long before setting up trades or building stations becomes repetition and has nothing new to surprise or challenge you? How many samey "war effort" missions (that are just the same thing we are discussing here, another kind of procedural events) can we play before those missions start to lose appeal? How long before you've gone through the full width of the make money ---> buy bigger ship loop before having no more ships to try? Many of us agree X4 offers a bit too little in this very department, and having more ship variety I'd say would be beneficial. Why having more random encounters variety shouldn't be beneficial just as well (up to a realistic expectation still, ofc)?
How many hours should such a feature keep you interested for at minimum before being able to say "ok, now it's become boring and I've nothing new to see, but it was enough, the game tried hard enough, it gets a thumbs up by me"? That could be debatable, of course, it's subjective, but that X4 currently doesn't reach that minimum would seem a fair and objective statement to me. As such, it needs to improve on that.

2 - It should also be stated that X4 has given up on some VERY important features, like the main plot, supposedly to dedicate those resources elsewhere. What is a main plot if not a string of scripted events? They are not procedural, they on average require more development effort (like you mentioned, scripting itself, writing, sometimes voice acting, etc), but that's what they are. Now, call me naive, but when I read X4 would have had no plot I was happy: I thought to myself "cool, instead of a main plot that's often just a glorified tutorial and would have kept me occupied only for my first playthrough for its 10 missions or so, now they'll be able to make at least as many - if not more - more emerging missions than usual that make the sandbox itself better, more varied". After all, X always really was all about the sandbox. Well, didn't really happen, did it? At least not as much as I'd (and I'd say quite a few other people) hoped. There's a bit in the aforementioned war effort missions, but it doesn't seem that much, I'd say we've lost much more content than what we got back elsewhere. So yeah, I'd like to see a bit more from war missions AND a bit more (more than virtually 0) exploration procedural missions/events.

Moreover, what we've given up with the plot, which is about hand placed content, I'd have expected to see translated into other hand placed content. Instead the X universe went full speed ahead into mostly 100% procedural. Hand placed content gets old quickly for different reasons, as when you've seen it once it's done, it doesn't have variations, but nobody ever complained about Skyrim because yeah, Winterhold is in the same place every game, or the Thieves Guild is always in Riften and not in a randomly chosen location every new gamestart. I wouldn't mind some more exploration that's about finding rare, unique content (even just breathtaking views, hell, a big asteroid with a navigable cave, whatever!) that was hand placed somewhere. It will surprise me only once, but at least it will surprise me... once! We hardly even have anything like that anymore, almost everything has gone generic, indistinguishable.

3 - Finally, you also seem to dismiss grind a lot, as you compare to it the procedural gameplay that has lost its appeal or that can't offer much given the empty environment it takes place in, and as such point out why such gameplay would lose its appeal, its thrust. I agree to a point, and I'm not a huge fan of grindfests myself, but... a lot of people do kind of like it, as long as at the end of the grind there's some unique rewards waiting? Remember how many hours people wasted from unfocused jump to unfocused jump just to find that goddamn Aran? It was just that, there was little to no fun to the unfocused jump after the fifth jump, you had already seen most of the variations you could see, but yet you kept going for that carrot, the Aran. Wouldn't be much different in this case, if one - or few - of these random exploration encounters was about finding a unique ship and/or ship variation (and maybe some simple contextual challenge in how to recover it: there's a hand placed Odysseus IIRC in the galaxy that already kind of does just this, although it's just another Odysseus, nothing unique). You'd have a reason to keep going through "boring" exploration until you finally trigger that extra rare encounter.

Grind is a very artificial, even blunt way to water down content, making you work for it so you don't see every asset the game has to offer too fast, I agree, so you can't go overboard with it, but to a reasonable extent it works. People keep grinding through the same mission over and over again in looter shooters just to finally get that legendary drop that only has some cosmetic or power uniqueness to offer, and yet as strange as it sounds... they are having fun doing it, because somehow the "work through the grind to get that reward" has an appeal in itself. It would be sub-optimal as a model in a game like X, I don't doubt it, but sub-optimal still is better than nothing. After all, the whole game boils anyway down to grinding already, we grind trading, we grind building stations and shipyards, we grind doing combat missions, all to earn "access" to the next level, the next tier of assets (or activities, self imposed objectives), why couldn't we also grind a bit to find some new assets or opportunities by exploring? Won't be for everyone, sure, but it will be for someone. And isn't this what sandbox games are all about, a playground everyone can have fun in in his own personal way?
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Re: Ships I have Found !

Post by Nort The Fragrent »

I concur!


Yip thats my eloquent long winded responce.

I now think we as x players have missed the point! ES have been realistic with X4. This is beneficial to them as space is very big and empty. Thats what we have ironically payed for! A big chunk of nothing.
The blossoming miner in deep space is laughable with its attentive red fellows. And we are the Goldfish swimming round and round, in awe at this new surprising encounter. ( Gosh am I not the luckiest pilot ever! ) [ Thats goldfish speak by the way ]

ES have aimed the new X4 game at the next generation of players, we are old and long in the claw. So we are obsolete! The new generation of X pilots are fresh faced green gilled single celled creatures who clearly find the lost mining ship a pleasure, and are so happy to once again go over the exact same scenario. I can commend ES for this foresight, a stroke of genius! Give them more of the same, they are stupid and wont even notice……….

Unfortunately for ES these new generation pilots have not yet learned how to get aboard their ship. As ladders and lifts, teleports and the like are beyond their comprehension.

So it’s up to us seasoned pilots to venture out into the black and discover nothing at all.

There is always more nothing to find and that is in its self the overpowering driving force that keeps us seated in the cockpit for day after day after day after day………………………………………………….. to infinitum.
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