radcapricorn wrote: ↑Tue, 7. Apr 20, 22:55
People berated Rebirth exactly because you had to scour for personnel manually. Docking, walking, talking, playing ridiculous mini-games to discover skills. Then Egosoft added the option to hire directly from space... without knowing skills. And thus the system was... cough improved cough.
Well the next step for Egosoft is to add the fast crew/trade drones from rebirth so we can hire these npcs from space and trade inventory items from space too.
And add icon to docks so we can select them and scan whos their like rebirth too.
Gavrushka wrote: ↑Tue, 7. Apr 20, 23:22
One slight issue with the pricing of buyable skilled NPCs at the minute is their price seems to be dependent on their total number of stars, so a 'jack of all trades' can cost well over a million, but not really be any more use than a 2* skilled in a specific role.
Well it adds variety doesnt it? Some of the npcs you find you wont want to hire, and when you find a good one you'll be happy.
There is a lot of variety, and I love that you can buy ready marines now. - I imagine it was just a pricing anomaly to have 'good at two jobs' NPCs so expensive, but I'd say around half of those I come across are employable.
And, yeah, gotta say I'd love those little minicraft bringing crew to my airlock whilst in space. - Thing is, I loved a lot those nuanced little additions in Rebirth. I appreciate I'm not in the majority...
Gavrushka wrote: ↑Tue, 7. Apr 20, 21:55
*LOVE* the changes in the public beta. - I've now a team of trade ships recruiting from stations. - Beautiful and engaging. Great system.
THANK YOU!
Wait, what changed exactly for this? I'm seeing reports of expensive skilled hires you can find on stations!
I second this - just read through the public Beta and I'm not seeing what you're talking about in terms of skill changes?
Edit: Improved balance and pricing of recruitable personnel on station docks.
Fourth one down - totally missed it
tomchk wrote: ↑Wed, 8. Apr 20, 00:36
Yeah I definitely wouldn’t mind various things like
some menu/interface coming back from XR. It is a very impressive game now!
I would actually LOVE if the Trade UI from X:Rebirth was brought back. My finger gets tired from constantly scrolling up and down to move stuff bewteen stations in different sectors.
It could use some refinement to filter out who owns whatnot and other stuff, but overall I liked being able to see the Profit line before even sending ships instead of having to do quick head maths on buy/sells to determine which run brings the most profitsss
Last edited by TonyEvans on Wed, 8. Apr 20, 00:52, edited 1 time in total.
kroobzh wrote: ↑Wed, 8. Apr 20, 00:52
Tell me, please, auto-trading does not raise the skill of piloting? I don’t remember how it worked until 3.0
Skill levleing hasn't ever really worked, not especially. At least not for miners/traders?
People just mass-bought stuff until they had rank 3 or 4 captains and then sold or scrapped the rest. I've sacrificed many a Courier pilots to the Xenon gods.
kroobzh wrote: ↑Wed, 8. Apr 20, 00:52
Tell me, please, auto-trading does not raise the skill of piloting? I don’t remember how it worked until 3.0
Skill levleing hasn't ever really worked, not especially. At least not for miners/traders?
People just mass-bought stuff until they had rank 3 or 4 captains and then sold or scrapped the rest. I've sacrificed many a Courier pilots to the Xenon gods.
My pilots-traders are good at raising the level of management and moral, but the level of piloting for more than 20 hours does not change. No one.
I want to understand if I should wait or it's time to do quests for seminars
Hey Egosoft I love the changes I think some Balance is needed a bit at least maybe some sort of softer higher level caps. On reddit someone posted a 200,000,000 Credit Pilot lol
Also if you don't or do some tweaks I think the missions for engineers, pilots, etc should maybe have a slight better reflection as well:
The last thing I wanted to add is I still think skill leveling, etc still needs tweaking. I don't use Seta I think even you have said yourselves that you like to make the game without the need to seta many many times and even had in the past not had it at the start of XR. I hope at least you continue to support normal gameplay for people like me who prefer not to run the game overnight / seta.
Gavrushka wrote: ↑Tue, 7. Apr 20, 23:38
There is a lot of variety, and I love that you can buy ready marines now. - I imagine it was just a pricing anomaly to have 'good at two jobs' NPCs so expensive, but I'd say around half of those I come across are employable.
And, yeah, gotta say I'd love those little minicraft bringing crew to my airlock whilst in space. - Thing is, I loved a lot those nuanced little additions in Rebirth. I appreciate I'm not in the majority...
I completely agree. I actually wouldn't mind that being a 5th and 6th tier for Teleportation research.
"Teleport Crew when targets are within 5(?) KM"
and
"Teleport Crew when targets are within 50(?) KM"
Just for rough numbers.
And, as a bonus, you get to share my despair as one of my ships went gone got deaded.
I imagine a few of the features from X Rebirth may be being reconsidered now... They don't have to be 'in your face' for people who'd rather not engage that way.
Last edited by Gavrushka on Wed, 8. Apr 20, 01:37, edited 1 time in total.
Oh ! I just found out the Star rating for new captains is useless. And you have to jump through many hoops to get a captain to be of any use.
This is for me a stupid waste of my time and is not in any way enjoyable.
Spoils the game immensely.
Why?
I turned the game off after finding this out.
Dumb way to get people into the game.
Oh so sad.
If this is not changed I shall not play, I can not see the point of it.
Gaming is supposed to be fun, and interesting, not tedious torture.
I also don't use SETA in X4. Is that why nobody ever meaningfully gains experience? I hope not.
As it is, it'd be nice in the early game to hire them at a better skill level, but they shouldn't cost more than the ships they'll be operating or what's the point? I need the ship, I don't need a good pilot it's just annoying not to have them. I know this for a fact because I've never bloody had any at 3 stars or over in the whole time I've owned this game (i.e. since launch). And running around stations chatting doesn't sound like it will scale much better than missions for better seminars does, so I hope at some point that after playing for a couple days straight the idiots I've left mining might have learned how to travel a couple more sectors in the process. Because right now, I can't actually tell if they've learned anything beyond the seminars I fed them + their starting skill.
And as for explorers you can forget it, some I've had going at it for real-world days are half a star. They might even have started that way for all I know.
Only one I'm fairly confident has learned something thus far is the marine I promoted to captain of a captured Elephant. She definitely did not have 1 and 1/3 stars in flying during her boarding career.
Best I've found so far: https://www.dropbox.com/s/60g42c1q8dkp6 ... 1.jpg?dl=0
Decent crew are definitely available now. Might have even hired them - 8.7 million seems almost reasonable for obtaining the services of a competent destroyer captain with minimal effort (they were standing right next to a bloke I was delivering medical supplies to at the end of a lockbox mission). Morale's a bit crappy but these days that seems to improve on it's own quite well. Unfortunately, it's a brand new game, just a few hours old. Don't have anywhere near 8.7 million, or a destroyer for that matter...
GCU Grey Area wrote: ↑Wed, 8. Apr 20, 02:24
Best I've found so far: https://www.dropbox.com/s/60g42c1q8dkp6 ... 1.jpg?dl=0
Decent crew are definitely available now. Might have even hired them - 8.7 million seems almost reasonable for obtaining the services of a competent destroyer captain with minimal effort (they were standing right next to a bloke I was delivering medical supplies to at the end of a lockbox mission). Morale's a bit crappy but these days that seems to improve on it's own quite well. Unfortunately, it's a brand new game, just a few hours old. Don't have anywhere near 8.7 million, or a destroyer for that matter...
That is not too insane. It's still expensive But Not so bad. I like it when their say in that area maybe say 2-4 less million with as many random skills mixed in. Kind of feels like your hiring at least someone who is very skilled all around.
Falcrack wrote: ↑Wed, 8. Apr 20, 04:31
You know what? I honestly wish the whole skill system in X4 didn't exist at all. There I said it.
Same tbh. The AI is too bad to reduce its skill even further on purpose. Locking simple things like 'buy low, fly, sell higher' behind a time barrier is not fun, just frustrating. This system is better left for a game where the AI can start out average at things and get better at them, not start out useless and suck marginally less over ridiculous lengths of time.
I don't do seta, or overnight
But basic I don't think anyone will sell 4 star pilot that easy even good money, it's not worth as skill don't get grew much or slow as snail and I don't think player want to go thought that again but again I was talk about peaceful route player, not warlord player who had no problem to level up pilot in combat, or so I'm told.
If a change to gameplay is non-invasive, those who don't wish to use that element of the game do have the option to ignore it. I appreciate not everyone wants to do the same thing, but that's why it's a sandbox. - Adding a new tool that can be grasped and used, or forever left in the potting shed is a good thing. - I get that people who'd like it tweaking need to have their say, and make suggestions, but I'm sure someone cursed its existence a little earlier. - Maybe I misread; it is early and I am older than I've ever been.
Gavrushka wrote: ↑Wed, 8. Apr 20, 08:59
If a change to gameplay is non-invasive, those who don't wish to use that element of the game do have the option to ignore it. I appreciate not everyone wants to do the same thing, but that's why it's a sandbox. - Adding a new tool that can be grasped and used, or forever left in the potting shed is a good thing. - I get that people who'd like it tweaking need to have their say, and make suggestions, but I'm sure someone cursed its existence a little earlier. - Maybe I misread; it is early and I am older than I've ever been.
Sometime option is lot better than yes or no, or turn on or turn off, some might want crazy invasive, some want normal invasive, other want small invasive but able to beat back without help of player, then there who don't want invasive to happen, so many option could make many happy.