
There are already 2 difficult levels:
Noob: just a sidekick in X4

Pro: Master of the Universe

Moderator: Moderators for English X Forum
Wait... What in the what, what??
jlehtone wrote: ↑Fri, 25. Sep 20, 11:50 Disclaimer: I'm probably in a minority (and separate minority from the rage-quite-and-delete-on-first-try population) for there will be no "next time" for me. I'll play this game through exactly once. I do already know that the "end game" will be far more challenging than the brief start phase. Not because it would be difficult, but because it is "easy". With that background it should be obvious why development resources diverted to "next starts" will not benefit me in any way. However, I'm not bovvered if Egosoft does allocate time for the majority's needs.![]()
You say that like the current game is balanced.... it's utter faceroll no challenge in the slightest, everything just seems a copout with egosoft lately.CBJ wrote: ↑Thu, 24. Sep 20, 18:27Believe me, they do. If you missed the previous discussion of difficulty levels, you probably also missed the... we'll call it "strongly worded feedback"... from players unhappy with the balancing in the early versions of the game.
It's not a risk, it's fact. And broken plots are another issue about which there are strong opinions! Anyway, my point was not to say "oh no, it's totally impossible", but to debunk the notion that it was somehow "easy" and would "require very little development time". Like everything else that takes time, it has to be balanced against all the other things that developer time could be used for. With regard to demand, while there have been a few people who have, like you, suggested it, our assessment based on overall feedback is that it's not a high priority for most players, at least when compared with other possible features and improvements.LandogarX4 wrote: ↑Thu, 24. Sep 20, 18:17Even if there is a risk, I think it would be worth a try to start with very few, select, changes (say to the Xenon only) and to let people test it out with a strong disclaimer that the difficulty level is experimental and might lead to broken plots. Possibly as part of a beta. But it also depends on how much demand there is for such a change, of course.![]()
No. Every noob will be master of the universe and he doesn't have to do much but wait...
You hit the spot.
Good suggestions. Changes to the player faction only would get around the balancing issues. And since such changes would be controversial among the player base, it's best to make them optional via difficulty levels. That was the main point I wanted to express in this thread. There are many interesting ideas to make the game more challenging and to spice up the end game. But often the responses are divided between those that would love and those that would hate the changes. Difficulty levels are the best way to implement changes without pissing off large amounts of the player base that like to stick to the status quo.Falcrack wrote: ↑Thu, 24. Sep 20, 23:52 A good way to implement difficulty would be to make changes that affect only the player. That would involve adjusting mission rewards, prices traders pay for inventory items such as crystals, spacefly eggs, programmable field arrays etc. Maybe this will also invlove a nerf to Nividium prices, or make it harder to find nividium
Another way to adjust difficulty would be changes in reputation, where if a player trades with the enemy of faction A for example, you get a rep hit with faction B which is enemies to faction A. Make this an optional checkbox in starting up the game. It would only affect player reputation.
Taxes for player owned stations in sectors would only affect the player, because as far as things stand now, the AI is not limited by credits in any way. Make this an option at game start.
Another way to increase difficulty would be to make it so that for player mining ships, they cannot find resources at all unless they have a player owned resource probe pointing them to where the resources are located.
Thanks, yes I assumed that modding would be an alternative. Though because of Egosoft shutting modded games out of ventures I do not want to go that route.X2-Illuminatus wrote: ↑Fri, 25. Sep 20, 17:54 Besides having everything available from one single file, which is not really practical, by modding X4 you can achieve what you are asking for: customising your game to your likings. (*Modified* games are also usually not supported.) Feel free to check out the scripts and modding forums and X4 wiki for tools, guides and available mods.
What do you get from venture that you can't get in modded game?furirkeeper wrote: ↑Fri, 25. Sep 20, 18:06 Though because of Egosoft shutting modded games out of ventures I do not want to go that route.
Paint jobs, Visitors with funny names and events with unique paint jobs to name a few.jlehtone wrote: ↑Fri, 25. Sep 20, 18:24What do you get from venture that you can't get in modded game?furirkeeper wrote: ↑Fri, 25. Sep 20, 18:06 Though because of Egosoft shutting modded games out of ventures I do not want to go that route.
*Shrug*
Isn't that (like my "never restart") a case, where it is not really feasible to:
I.e. to try to find "comfy difficulty settings" implies relatively short games.LandogarX4 wrote: ↑Thu, 24. Sep 20, 22:22 If the chosen difficulty is too high or low, he/she can adjust the difficulty for the next time.
Today ventures are not of much use, I agree, but nobody knows what Egosoft decides to do with it in the future. And I don't want to start over with a new save game if ventures become interresting.jlehtone wrote: ↑Fri, 25. Sep 20, 18:24What do you get from venture that you can't get in modded game?furirkeeper wrote: ↑Fri, 25. Sep 20, 18:06 Though because of Egosoft shutting modded games out of ventures I do not want to go that route.
Starting a new game ventures can give you cheap a lot of money and goodies.furirkeeper wrote: ↑Sat, 26. Sep 20, 13:01Today ventures are not of much use, I agree, but nobody knows what Egosoft decides to do with it in the future. And I don't want to start over with a new save game if ventures become interresting.jlehtone wrote: ↑Fri, 25. Sep 20, 18:24What do you get from venture that you can't get in modded game?furirkeeper wrote: ↑Fri, 25. Sep 20, 18:06 Though because of Egosoft shutting modded games out of ventures I do not want to go that route.
Well, or this could be part of a short end-game quest by Dal to wake up the Xenon. I like the idea in that it would clearly be the player's fault to make the simulation unstable, so less risk of people complaining. Note that I would like to see much more changes than increasing the Xenon threat, it's just that it's a simple example with somewhat predictable outcomes.