Going through some negative feedback while planning the next 4.0 update

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alt3rn1ty
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Re: Going through some negative feedback while planning the next 4.0 update

Post by alt3rn1ty »

Alan Phipps wrote: Sat, 23. Jan 21, 22:37 @ alt3rn1ty: I *suspect* that the problem lies with your docking/undocking carrier fighters. See this post.
Heh, that does sound similar. Anyway whether its negative feedback for the purpose of this topic, or an actual bug as per Scoobs post, fingers crossed the team will notice and one way or another it can be sorted :) because right now its even putting me off beta testing new features for the purpose of battles. Probably played an hour in the last couple of month because it just drained me of interest after trying to advance on those sectors in new ways and repeatedly coming up against the slideshow wall.
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SunnySeb
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Re: Going through some negative feedback while planning the next 4.0 update

Post by SunnySeb »

Hello! I've got one suggestion about something I really would like to be improved, the annoying data leak electricity sound when landed on stations.
Please remove it, at least when landed because anyway this sound break immersion. Or use a more headache free sound.
dtpsprt
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Re: Going through some negative feedback while planning the next 4.0 update

Post by dtpsprt »

alt3rn1ty wrote: Sat, 23. Jan 21, 22:30 Can anything be done about late game freezing ?
A bit of Math: Your "Split oriented" Fleets are about 100 ships strong (I suppose no carrier = no M and S ships)

Plus a good 200 ships in your "Demolition Fleet"

So, I'd guess, some 1,000 ships of your own.

Adding (which is their cap) 8 times 1,000 ships for the factions (except Xenon/SCA/Khaak)

Let's make it (short estimate) 10,000 ships moving around/trading/mining/fighting.

Let's add another 10,000 civilian ships (traffic on stations that you have satellite coverage)

Should I continue with Stations/Station Modules?

And all that in a game engine that actually uses CPU instead of GPU for this (A Direct X based game would have used 90% GPU 10% CPU).

Add an 100% simulated Economy (knowing that Economics/Stock Market programmes are the most demanding on CPU)

I wouldn't be surprised the game get stuck... and I would never just complain about that.
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Re: Going through some negative feedback while planning the next 4.0 update

Post by dtpsprt »

SunnySeb wrote: Sat, 23. Jan 21, 23:44 Hello! I've got one suggestion about something I really would like to be improved, the annoying data leak electricity sound when landed on stations.
Please remove it, at least when landed because anyway this sound break immersion. Or use a more headache free sound.
It's good it's annoying so this way the player pays attention to it... On the other hand it should not be present after the player lands for two reasons: a) The player is definitely away from the source and b) the much nearer and obviously louder environment noise of the dock....
Ovni
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Re: Going through some negative feedback while planning the next 4.0 update

Post by Ovni »

You want negative feedback? Well, it so happens that I explain in this post how you traumatize new players with your mission structure. I plan to eventually format this post into a review to warn people about it, but at least this way you have a chance to fix it before I get to it: viewtopic.php?f=146&t=432933&p=5005319#p5005319
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alt3rn1ty
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Re: Going through some negative feedback while planning the next 4.0 update

Post by alt3rn1ty »

dtpsprt wrote: Sun, 24. Jan 21, 01:01 A bit of Math: Your "Split oriented" Fleets are about 100 ships strong (I suppose no carrier = no M and S ships)

Plus a good 200 ships in your "Demolition Fleet"

So, I'd guess, some 1,000 ships of your own.
Waay over estimated. 205 in fleets battling to keep the Xenon at bay (includes my Carrier group) + 38 Traders working for five stations plus I think 5 more auto trading + 20 miners working for Stations + An assortment of special / modified (game mods not third party) amounting to about 14 of those (most of which are being stored inside stations not flying around) = 282 ish. There may be a few more I have forgotten about since last time I played.

The five stations have been created with keeping down the amount of modules in mind, admittedly two of those (Wharf and Shipyard) are self sufficient but not really making enough resources for what they need, hence the traders noted above. These stations certainly are not as ambitious as apricotslice's Closed Loop Shipyard which is attempting to provide everything the shipyard needs to be efficient - For my machine making stations that big I think would be a bad idea, though I have added Turret modules due to Pirates being a problem at home sector .. Not sure those are relevant if they are out of sector?, anyway doesn't matter lets count them in.

Civilian ships I have cut down a lot by changing a setting in one of the game files for Mass Transport to half its default.

I dont think I have been over ambitious in my Ships and station building, and taken measures to keep things down.

So yes I have complained on behalf of people buying this game (having checked the published game minimum specifications) expecting everything to work, who will be severely disappointed when they get to the same stage (even if they are aware to be careful not to be too ambitious in their expectations - The games description page does not have any notes on limiting your builds or keeping your amount of ships down otherwise you will floor your machine).

Although none of this will be relevant if as Allan points out it could be related to Fighters queuing up to land back on the carrier. We shall see if that problem gets rectified sometime what the outcome is for my scenario.

Edit: And after the next DLC goes live with more sectors and a new race + ships, even more people will be feeling the pinch on how much they can build / buy if the game does not get better.
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Gavrushka
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Re: Going through some negative feedback while planning the next 4.0 update

Post by Gavrushka »

@alt3rn1ty, I'm pretty sure you play unmodded, so if you want me to try your 'in battle' save on my PC, and video it for reference, I'd be happy to oblige. - Thing is, I bought a new PC because the game was growing impossible to play late-game due to performance issues on my previous system. From my perspective, it'd be interesting to see if I'm still gonna struggle with large battles. (I started a new game soon after getting new rig.)
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alt3rn1ty
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Re: Going through some negative feedback while planning the next 4.0 update

Post by alt3rn1ty »

Gavrushka wrote: Sun, 24. Jan 21, 09:16 ~ I bought a new PC because the game was growing impossible to play late-game due to performance issues on my previous system ~
There we go, and I bet your previous machine was above minimum spec' aswell.
Will link a save file and PM when I get home in a few days so you can test your new machine out :)

Edit : File sent
Last edited by alt3rn1ty on Wed, 27. Jan 21, 11:38, edited 1 time in total.
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Perkel
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Re: Going through some negative feedback while planning the next 4.0 update

Post by Perkel »

Glad to see Bernd around talking to community.
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Re: Going through some negative feedback while planning the next 4.0 update

Post by Gavrushka »

alt3rn1ty wrote: Sun, 24. Jan 21, 09:39
Gavrushka wrote: Sun, 24. Jan 21, 09:16 ~ I bought a new PC because the game was growing impossible to play late-game due to performance issues on my previous system ~
There we go, and I bet your previous machine was above minimum spec' aswell.
Will link a save file and PM when I get home in a few days so you can test your new machine out :)

Edit : File sent
Received!

Enjoyed that, but wish I'd read your message properly regarding where the battle was to take place...

Link to rubbish video! - you will need to go to settings if you're watching it online (link to my OneDrive account)and select 1080, or it'll default to a really rubbish resolution. (File is 2.4gb... ) - 'Proper' battle starts at 4mins 50 or so...

Yeah, my previous PC was an I7 8700 with GTX1660, but a mechanical hard drive which made asset loading such a struggle it was forever stuttering.
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alt3rn1ty
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Re: Going through some negative feedback while planning the next 4.0 update

Post by alt3rn1ty »

Gavrushka wrote: Wed, 27. Jan 21, 14:55 Enjoyed that, but wish I'd read your message properly regarding where the battle was to take place...

Link to rubbish video! - you will need to go to settings if you're watching it online (link to my OneDrive account)and select 1080, or it'll default to a really rubbish resolution. (File is 2.4gb... ) - 'Proper' battle starts at 4mins 50 or so...

Yeah, my previous PC was an I7 8700 with GTX1660, but a mechanical hard drive which made asset loading such a struggle it was forever stuttering.
:twisted: Nice. With X4 beta 5 I am now having better success today with that fleet (or rather just the Carrier group from Hatikvah's Choice, leaving behind the 10 rattlesnakes nearest the north gate). I haven't managed to repro the previous issues I had entering the Xenon dominated sectors so far when launching / retrieving all fighters from both carriers.
Spec's@2025-05-17 - Laptop - Acer Predator Helios Neo 16 AI - Win 11 x64
CPU - Intel Core Ultra 9 275HX 2.7-5.4ghz, RAM - 32gb DDR5 6400(OC),
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, OLED WQXGA 2560x1600.
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helix0311
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Re: Going through some negative feedback while planning the next 4.0 update

Post by helix0311 »

Gregorovitch wrote: Thu, 14. Jan 21, 13:09
helix0311 wrote: Thu, 14. Jan 21, 06:45 [*]When you dig into the stats, L cargo ships don't make much sense, among others.
If you just look at the cost, speed and capacity of L freighters compared to M freighters that is the impression you get. But it's not actually as simple as that. When an L freighter strikes a deal for a full load it gets paid top dollar for the whole load. If instead you had five M freighters then the each subsequent deal after the first will be at a lower price plus other NPC traders will be potentially be able to jump in a grab a piece of the pie. So in certain situations L freighters will not only sell more units of a ware but also at a higher price per unit over time. You also have to factor in that although M freighters are faster than Ls they are not five times faster (except in cases were a substantial part of the route can be taken over highways).

What this means is that L freighters are absolutely terrible for delivering small (i.e. M sized) loads but conversely absolutely wonderful for delivering full L sized loads. It's a strictly horses for courses situation. An example application for L freighters is mining stations because customers for refined metal and silicon wafers usually require large quantities of them at a time. In this case L freighters pay for themselves hand over fist unless you over saturate the market.
Hey, so... sorry for the late reply, I didn't think anybody would actually read that and reply to it.

It's slightly off-topic, but you've actually struck on something I have a hard time doing in X4, which is getting my traders to trade more intelligently. For instance, right now my L ships fill themselves up with (mostly) tiny amounts wares and then wander around the galaxy trying to sell them off. I originally came to the forum to see if there were any posts about how to set up supply chains for my wharves, because I have a difficult time (without micromanagement) getting my traders to trade in full loads and not tiny loads - no matter how big they are. This problem isn't as large in M-class ships, because they'll often be able to sell most of their cargo and they're fast enough to make it more or less worthwhile if the station is positioned well along major access routes. To fix this I installed some trading mods with more specific behaviors than AutoTrade which work really, really well, but when the DLC comes out I will be starting a vanilla save again and try that out.

Thank you for the tip!

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