Why have you guys traded metal for plastic?

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Buzz2005
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Re: Why have you guys traded metal for plastic?

Post by Buzz2005 »

This wars should be a constant thing, there should always be some combat in boarder gates/sectors, no down time ever

And the economy of the NPCs should be number 1 focus always on ship building, no down time too.
Waiting for hull parts and engine parts is just wrong and then the capacity for said wares is just to low, and you cant even configure that on your shipyards :?

putting 4 L container modules and have 2700 capacity for engine parts??? but energy cells is in 270 thousand? :gruebel:

This way the performance should not be an issues bc the ships would die constantly

If some down time happens the enemy moves further
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
radcapricorn
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Re: Why have you guys traded metal for plastic?

Post by radcapricorn »

BlackRain wrote: Wed, 3. Jul 19, 16:44
radcapricorn wrote: Wed, 3. Jul 19, 16:34 You can stick to it all you want, it won't change the fact that X3 is way more appreciated than X4. Just check stats on Steam and GoG. So your miles seem to be negative ;)
In my opinion, this really isn't a fair comparison. Again, which version of X3 are you talking about? If you want to compare X3 to X4, we should look at the original version of X3 vanilla. Not TC, not AP and not with mods.
First of all, any version of X3 has higher ratings than X4 at the moment. But, regarding the argument itself, it's completely unjustified. No, we shouldn't look at the original version of X3 vanilla. What, did TC and AP never happen or something? Egosoft already went through the process of updating X3, they knew what they did, they knew what they liked and what they didn't, they knew what players liked and what they didn't. Yet you're suggesting to ignore all that, because, well, reasons. By that logic, we shouldn't have ship interiors, walking on stations, we shouldn't have cockpits, crewmen, drones, station planner... None of that was in Reunion, right?
The original version of X3 was superior in some ways, but inferior in others...
I don't really care what the original version of X3 was compared to X4. X4 is supposed to be X4 today, not in 2028.
I don't really see what people think is so much better about X3 though.
It works as it should, much like X4 doesn't at the moment. The moment being version two point freaking five.
But then, the whole idea of X3 was to take forever to build up to a certain point and that was the game because once you did build up to that point there was nothing left to do. Whereas in X4, it doesn't take nearly as long to build up, but at least once you do you can take part in actual wars.
"Actual" wars? Are we playing the same game, or what? What we have in X4 are not wars. Just like in AP, it's a facade. Except that in AP, it was barely passable because it was an obvious slap-on to the engine, but here, it was supposed to be one of core mechanics. Allegedly. Yet, there's no logic behind NPC actions; there are no goals to these wars; factions are running infinite budgets, so pretty much any goals would be irrelevant anyway; there are indestructible stations; there are nonsensical missions which bear no impact on these "wars" whatsoever. Fleet control is a joke. Travel in formation does not exist, any order to wing leader sends its escorts way ahead, or makes them lag behind. Ships sit still. Ships teleport. Ships ignore orders. Ships are "awaiting orders" all the time. Ships leave their AO for a single small target on the other side of a sector. Ships complain of being attacked without giving you any way to immediately respond to it. Drones disappear and magically reappear. Defense stations are actually self-defense stations. Personnel management is forced upon players with no UI for it to speak of. Weapon balance is all over the place. Ship roles are virtually non-existent. Map updates become delayed, or corrupted until restart. Game steals control from you for "thanks" (or buffers those "thanks" until you reload, at which point you sit there for a minute receiving all that delayed gratitude). I can go on, but I'll stop here.
You mentioned rose-tinted glasses, well, there you go. All of the above should not have been in 1.0, let alone 2.5.
BlackRain
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Re: Why have you guys traded metal for plastic?

Post by BlackRain »

When X3 came out, or TC, or AP, it was already many years ago. First, the climate of gaming has completely changed. Secondly, X3 was following X2 and X3 brought a completely different experience like none before. Thirdly, those of us playing back then didn't have any other options. Although this hasn’t changed much today, a lot of us have gotten older and changed, especially our tastes and expectations. I have been around way longer than you so I saw all of this and have first hand experience. You clearly came way later and your view/perspective is at a much different time. So you want to compare ratings? Please learn how to argue a point before bringing up nonsense. X3 and its expansions are already many years old and have had considerable time for ratings to come up. Ratings from an already established game with a large fan base over time plus many changes, corrections, add-ons, different time period, different expectations/experiential knowledge of players, etc. can't be used as a comparison to X4 which has none of those aspects I just mentioned.

Let's look at the so called ratings, I assume you mean steam ratings:
Total X4 ratings: 5,571 of which 3,732 are positive and 1,839 are negative. By the way, a lot of those negative reviews are because of bugs at launch or even bugs that still exist in the game and many of them say that X4 has potential if these things are fixed. So even though they are negative, it isn't because they necessarily hate the game or don't see the potential in it.

Total X3 (including all DLC's) ratings on steam: 3,264 of which 2892 are positive and 372 are negative. Keep in mind that for these games many of the reviews from steam were put up around 2 or more years after the games were released. In comparison, many of the X4 ratings came out right after X4 was released and it hasn't even been a year yet.

So how you can use ratings as your argument baffles me. If you can't see the illogical aspects of your argument in regards to this, then there is no point in me discussing with you anymore.

As for a comparison of X3 to X4, yes you should look at the original version. X4 is a brand new game with a different vision from X3. I don't think you get that. X4 is not just an expansion to X3, it is a different engine, different game logic, etc. They can't just take X3 and transpose it into X4. Sure, some of the things could have been included into X4, like more ships, etc. but we all know the reason why we don't have that. Limited budget and time. I have no clue about what you are talking about regarding "Yet you're suggesting to ignore all that". No clue what you are saying I want to ignore. No clue what most of your point is in that nonsense paragraph actually. The only things X3 had that X4 doesn't is more ships, more variety between factions, more factions, more overall sectors (but smaller overall actual game space), etc. These are all things X4 will have eventually. As for bugs, this is because of a completely different engine so saying that just because of "insert here" experience from X3 should alleviate these things, not necessarily. What else did X3 have that X4 doesn't? Because it seems from your post that the only thing is bugs? I agree that bugs should always be fixed.

You don't really care what the original version of X3 was compared to X4? Excellent, good thing I don't care about your argument either (actually non argument). I mean, did you even make an argument other than trashing my opinion and then talk about ratings?

Let's talk about the war. The war in vanilla needs work, but to call it a facade is just a lack of understanding of the code beneath. Since you are not a modder and don't know anything about the code at all, I guess I can understand why you can't see the work put into it. There is logic to how the factions will fight over territory, etc. Sure, it could be more indepth and such, but it isn't bad. The problem is that it just needs to be fixed and improved a bit. Nonetheless, it is there. I use mods (my own plus others) to make this part of the game work correctly and it is fantastic. Most of the other stuff you say is just nitpicking, for example "Ships teleport". No, only under one minor circumstance does this happen. This only happens when dealing with the encounter part of the game which is one of the most minor aspects of the game in my opinion. So again, your use of hyperbole is just ridiculous as you use through most of your posts. Most of the other stuff you say is stuff that will eventually be fixed and work properly which is something I mentioned in my original post as eventually getting there.

As for your last comment, saying something has rose-tinted glasses, perhaps you don't get the phrase. No one is saying the game doesn't have bugs. These are things which can and will be fixed. What I was addressing were the actual game mechanics/ideas/logic behind the games. X4 is superior in many of these aspects. The other things will all come in time. And this is why we absolutely should compare X4 to original X3, because I am pretty confident that X4 will eventually be superior in every way to X3 (bar maybe all the additional things added by mods like litcube's mod, but we may even see those in X4 eventually as well).

Please try to actually bring something to the table other than an emotional rant. Your response to my post (which wasn't even targeted towards you and where I specifically asked for exact elements of how x3 is better and got none) lacked details, lacked an overarching argument (other than ratings), and was quite aggressive without any real substance.

I agree that X4 still needs a lot of work though and needs much more content. This includes ships, factions, sectors, missions, etc.
Last edited by BlackRain on Wed, 3. Jul 19, 20:22, edited 1 time in total.
adeine
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Re: Why have you guys traded metal for plastic?

Post by adeine »

Imperial Good wrote: Wed, 3. Jul 19, 09:02 I think the reason is because the paints applied to the surface are meant to be plastic in some cases? As opposed to the largely unpainted or poorly painted ships of X3.

In X4 Some paint jobs look more metallic than others.
I think it's partially due to the new engine making reflections look bad across large surfaces. Paranid capital ships were basically flying mirrors which looked "ok" with X3's fakey environmental mapping, but try applying a reflective paint job on an X4 Paranid capital ship and turn it so you can see a planet reflected on it. It looks like a pixelated mess.
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Re: Why have you guys traded metal for plastic?

Post by Imperial Good »

adeine wrote: Wed, 3. Jul 19, 20:17 I think it's partially due to the new engine making reflections look bad across large surfaces. Paranid capital ships were basically flying mirrors which looked "ok" with X3's fakey environmental mapping, but try applying a reflective paint job on an X4 Paranid capital ship and turn it so you can see a planet reflected on it. It looks like a pixelated mess.
I would imagine reflection resolution being controlled by a graphic setting. For example in TES Oblivion, a 2006 game, one could alter the size of the reflection texture. StarCraft II also allows one to do this.
adeine
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Re: Why have you guys traded metal for plastic?

Post by adeine »

Imperial Good wrote: Wed, 3. Jul 19, 21:09
adeine wrote: Wed, 3. Jul 19, 20:17 I think it's partially due to the new engine making reflections look bad across large surfaces. Paranid capital ships were basically flying mirrors which looked "ok" with X3's fakey environmental mapping, but try applying a reflective paint job on an X4 Paranid capital ship and turn it so you can see a planet reflected on it. It looks like a pixelated mess.
I would imagine reflection resolution being controlled by a graphic setting. For example in TES Oblivion, a 2006 game, one could alter the size of the reflection texture. StarCraft II also allows one to do this.
I think I have it cranked to maximum.
dholmstr
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Re: Why have you guys traded metal for plastic?

Post by dholmstr »

To chip in on Blackrains comment about not comparing X4 to years old with patches and fixes X3 game. But one could argue about why concepts, that were praised and good thing for the game, not to be used again. Many concepts that are not depended on graphics/AI/whatever engine/code.

I actually like the ships in X4. Some I maybe find boring or not to my taste, but that is the way it should be. The "paint job" on X3 ships cannot be compared to the actual physical/mechanical detail levels on X4 ships. I mean my X3/TC Tyr was shooting miniaturized blackholes (which glowed :D) from a side window, while the X4 Behemoth has actual turrets that spins around and can be destroyed (sadly to easily for my taste).

What I'm more sad about is the low diversity. All S-ships have 1 or 2 shield slots. That is so boring. Most ships have 2 to 4 guns (only one with 6). This with really dull guns you don't get much to choose from. The problem stems from Egosofts idea to make guns and shieldgenerators so damn big compared to ships hull size, that you just can't fit more to the frame.
IRONOX
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Re: Why have you guys traded metal for plastic?

Post by IRONOX »

TBH: We should compare X4 more with X Rebirth.
Even Rebirth doesn´t had the "fly every ship by yourself"-thing, they have many more mechanics in common than X3 with X4.

From the art style point of view i would say that X4 is more "simple" - in terms of unified.
Rebirth had that more vibrant and colorful apperance which gave it a more "pleasent to look at" thingy.
And X4 on the other hand is more bland and grim which made it - as said - look "simple".

I would love to see Egosoft would move X4, art-wise, more in direction of X Rebirth.
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Re: Why have you guys traded metal for plastic?

Post by dholmstr »

IRONOX wrote: Wed, 3. Jul 19, 21:53 TBH: We should compare X4 more with X Rebirth.
Even Rebirth doesn´t had the "fly every ship by yourself"-thing, they have many more mechanics in common than X3 with X4.

From the art style point of view i would say that X4 is more "simple" - in terms of unified.
Rebirth had that more vibrant and colorful apperance which gave it a more "pleasent to look at" thingy.
And X4 on the other hand is more bland and grim which made it - as said - look "simple".

I would love to see Egosoft would move X4, art-wise, more in direction of X Rebirth.
This I can go for.
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Re: Why have you guys traded metal for plastic?

Post by BlackRain »

dholmstr wrote: Wed, 3. Jul 19, 21:44 To chip in on Blackrains comment about not comparing X4 to years old with patches and fixes X3 game. But one could argue about why concepts, that were praised and good thing for the game, not to be used again. Many concepts that are not depended on graphics/AI/whatever engine/code.

I actually like the ships in X4. Some I maybe find boring or not to my taste, but that is the way it should be. The "paint job" on X3 ships cannot be compared to the actual physical/mechanical detail levels on X4 ships. I mean my X3/TC Tyr was shooting miniaturized blackholes (which glowed :D) from a side window, while the X4 Behemoth has actual turrets that spins around and can be destroyed (sadly to easily for my taste).

What I'm more sad about is the low diversity. All S-ships have 1 or 2 shield slots. That is so boring. Most ships have 2 to 4 guns (only one with 6). This with really dull guns you don't get much to choose from. The problem stems from Egosofts idea to make guns and shieldgenerators so damn big compared to ships hull size, that you just can't fit more to the frame.
I agree with you, but could you elaborate more on the concepts which were praised but not used again. I am curious what those are only because I am wondering if there are reasons why they didn't include them in X4 or not. Honestly, I can't think of any of them even though I played X3 extensively, it has been many years. The only thing I can think of off the top of my head is jumpdrive but there are good reasons they took it out. Could you explain some of the other things to refresh my memory?
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Re: Why have you guys traded metal for plastic?

Post by BlackRain »

IRONOX wrote: Wed, 3. Jul 19, 21:53 TBH: We should compare X4 more with X Rebirth.
Even Rebirth doesn´t had the "fly every ship by yourself"-thing, they have many more mechanics in common than X3 with X4.

From the art style point of view i would say that X4 is more "simple" - in terms of unified.
Rebirth had that more vibrant and colorful apperance which gave it a more "pleasent to look at" thingy.
And X4 on the other hand is more bland and grim which made it - as said - look "simple".

I would love to see Egosoft would move X4, art-wise, more in direction of X Rebirth.
I did like Rebirth's visual appearance as well. I think there is a very good reason why they needed to change this for X4. Rebirth's scale is far less than X4 and what X4 is planned to be. Consider this, with the next two expansions I think we can all assume there will be many more sectors, more factions, and many more ships. Could X4 handle all of that with the graphics style of Rebirth? Unless of course I am misunderstanding you here. Do you just mean the colors and such and not the details? I guess if it is just the colors, I am wondering if Egosoft had the idea to go back to more of the blandness of actual space than anything else. Not sure what the driving factor for this choice of style is. I think it might be because Rebirth was focused much more on a smaller area of space. What I mean is, Rebirth focused on a few solar systems, whereas X4 is more like pieces of space throughout the universe.
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Re: Why have you guys traded metal for plastic?

Post by IRONOX »

BlackRain wrote: Wed, 3. Jul 19, 22:05
[...] Consider this, with the next two expansions I think we can all assume there will be many more sectors, more factions, and many more ships. Could X4 handle all of that with the graphics style of Rebirth? [...]
Well i would say X4 could handle both, colors and details :)
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Re: Why have you guys traded metal for plastic?

Post by BlackRain »

IRONOX wrote: Wed, 3. Jul 19, 22:15
BlackRain wrote: Wed, 3. Jul 19, 22:05
[...] Consider this, with the next two expansions I think we can all assume there will be many more sectors, more factions, and many more ships. Could X4 handle all of that with the graphics style of Rebirth? [...]
Well i would say X4 could handle both, colors and details :)
I dunno, I mean I play around a lot with modding and I have increased the amount of ships in the game and eventually it really brings the game speed down with stuttering/slow downs once you get to a certain point. I mean, it is possible they will improve performance and such in the future though
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Re: Why have you guys traded metal for plastic?

Post by adeine »

From what I've seen of X:Rebirth I think the effects were better overall (ship explosions, weapon diversity and appearance, etc.) but they definitely did a better job on environments with X4. Rebirth was a lot more cartoony and over the top compared to X3/X4 and not in a good way.
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Re: Why have you guys traded metal for plastic?

Post by radcapricorn »

BlackRain wrote: Wed, 3. Jul 19, 19:43
Let's clear up a few things.

First, I'd lake to take care of the "yours is bigger than mine" game. The fact that I joined these forums five years after you is not indicative of my familiarity with X games and their history. It's only indicative of me gaining confidence in communicating in a non-native language, and finally getting an opportunity to ditch dial-up and actually start frequenting Internet forums. Indeed, those were different times.
The first six games I played roughly at the pace of their release, allowing for delays in availability. The only exception of those was actually Reunion, which I bought only after already playing TC, simply because mid 2000s were a bit busy for me, and by the time I could return to gaming, TC was easier to obtain than Reunion. Rebirth and 4 - by the availability of the Linux version. So about a year after release for the former (and then through the beta up until 4.0), and a few months for the latter.

As far as code is concerned, I've "only" been writing it for 20 years or so (precipitating any further smartass remarks, it's mostly been C/C++). So I'm sorry, but I do bloody well see the work put into it just fine. I also see the various lazy shortcuts and crutches, as well as smokescreens that devs sometimes put up. So... just don't go there, please.

Now, please don't draw the victim card. I'm not attacking you personally. I'm not even being aggressive, I'm just not being nice for the sake of being nice. We're all adults here (I hope). If there's an issue, I'll bloody well talk about it as it is, not look for ways to sound polite just for the sake of it.

With that out of the way, to the points at hand.

Ratings... I didn't "trash your opinion and then talk about ratings". You replied to me talking about them. But now you claim your post wasn't even directed at me?! That's getting a bit weird now. Regardless, how can I use the ratings? Well, from the numbers you're looking at, 33% are dissatisfied with X4, and only 11% - with X3. That's three times more. For each X3 individually, if I recall raw numbers for them correctly, fewer people have rated the games at all than those who've "disliked" X4. Yes, X3's ratings are time-delayed, yes, they're evaluating finalized products after lots of patches. But that's the thing - they're evaluating the games as they are available at this time. I won't go looking for the first release of Reunion, I'll grab the latest. Same with TC and AP. Because that's what we have now. With 4, we're now at 2.5, and it's in objectively worse state than any of X3s we have now. It would now take more than 10 thousand exclusively positive reviews to bring X4 up to the same 11% that X3 has. So it being "not even a year" after release, at this stage, is not scoring any points for X4. In fact, it's quite the opposite. Ego would need to pull some serious miracles to get such feedback. Alternatively, it would take more than 4 thousand people exclusively trashing X3 to bring those down to the current level of X4. Which, if any, do you think is more likely over the coming years?
Would X3s have the numbers they have, had they been rated since release? Maybe, maybe not, hell if I know. What I do know is that they wouldn't have had such positive ratings if the games were shit (which they obviously aren't).

And that is why using vanilla original release of Reunion as the baseline for comparison is just plain wrong. Well, perhaps content-wise, I would agree, though the comparative amount of, well, "stuff" never even was my argument. But in making qualitative comparison - hell no. We should, we simply must use the latest versions of AP and Rebirth as baselines. Because they are the starting points for a new iteration as far as quality is concerned. New engine is not an excuse for the sheer amount of bugs and inconsistencies dumped on players. Especially when it's, what, the fourth time now? Especially when, by Bernd's own admission, they were trying to expand their audience. And especially not with the amount of people listed in the so-called "testing team" in the credits.
We've been through missions not progressing, and yet they're back. We've been through drones getting stuck, disappearing or teleporting, and yet they're back. We've been through UI not responding, and yet it's back. So many rakes have already been stepped on, and yet it happens over and over again. This doesn't paint a pretty picture, especially for newer audience.

As for not appreciating something due to "lack of understanding of the code", that's simply a non-argument. Customers don't give a flying duck about how clever, complicated, or tricky your code is. They care about results, about your product working as it's supposed to. Sadly, some developers mistake that for a waiver to write crappy code, but that's another matter entirely. You should know this, so I don't understand where that remark even came from.
The "problem" now is not that the war "just needs to be fixed". That is not a problem, that is a fact. The problem is that it still needs to be fixed. It needed to be fixed before release, or removed altogether until a later update. Neither was done.
That you rely on mods to fix one of the core game components is only indicative of how poorly it was approached in the first place.

Ships teleporting - no, I'm not talking about encounters. There are at least two instances of this happenning. One: a ship following a wing leader may stop moving, only to suddenly jump to formation across half a sector. This includes player-owned ships. Two: a capship undocking from a Shipyard/Eq.Dock actually teleports some distance away from the berth (kilometers), and then starts moving back toward it. The latter, I think is a crutch they made to "fix" the problem of capships hoarding the berths which came about somewhere around 2.0 (maybe 2.20). Of course, it may be something unrelated and entirely new. Strange that you didn't know about these.
Oh wait, there's a third one - playership getting randomly warped. They've patched up the cases of this happening since release, but some are still there.
And I'm sorry, but you're incorrect again. I wasn't nitpicking. As I said, I could've went on and on. Nearly all aspects of the game suffer from some kind of deficiency (in design or in implementation), and in complex they diminish the whole experience.

So, you want specifics on what's better in X3 compared to X4? Ok, let's look at some of those.
  • Variety. Yes, 3 achieved it via sheer amount of ships and weapons. But also through combinations. Incidentally, modularity is what's being touted by eMYNOCK in his canned responses to reviews for X4. In reality, X4 totally flunked this. Yes, it's understandable that there are way fewer ships and weapons. But that is not the problem. Or rather, it shouldn't have been. The problem is that the alleged modularity isn't worth a damn. It's quite simply best Paranid engine (Argon for traders), best Teladi shield, and whatever racial weapon you have reputation for (because even for those turrets that do differ between races, difference is negligible), choice only depends on ship size. I.e. it's all just smoke. Not to mention there are clear winners in each ship class. Had the game offered more sensible combinations of ships and equipment, I bet there'd be less noise about "wah so few ships".
  • Ships didn't randomly teleport when you entered a sector or got close to them, barring certain story mission. (Again, not talking about encounters).
  • Missions. They were more difficult in the beginning (to a point, if we're talking Reunion, that you could've even been declined), and became more rewarding the further you got. In X4, almost any mission can be accessed and completed in a starter ship, providing ridiculous rewards in the beginning, and what seems like pennies later on.
  • Mini-plots. These became more of a thing with TC and AP, and they were awesome. X4 has one, and it's horrible. War and guild missions aren't even plots at all, just random non-sensical missions.
  • Economy, while faked, made sense. Both logically, and in terms of gameplay. While NPCs were allowed to cheat, you as a player cared about every product, especially the top-tier goods such as weapons. In 4, most everything is readily available, barring occasional hitches in simulated economy (and NPCs are still cheating anyway). Talk about four decades of isolation and an alleged war.
  • (Consequence of the above) Prices made sense. 3 million for a fully-fitted corvette? You'd be laughed out of the shipyard! The cheapest M6 hull was like 5M, and you could easily double that with equipment.
  • Ships did what you told them to do. Yes, literally. Yes, they'd happily collide with things. Yes, they'd go through enemy territory because it was the shortest path. It was all predictable, and therefore, manageable. With X4, there are so many ways for ships to misbehave. For example, inconsistent queue handling, where sometimes they delete last executed order, sometimes they don't. Or, sometimes they fly in formation, but more often they don't. They'd happily blow up their own carrier (because, surprise, unlike X3, they're allowed to shoot while docked). They'd happily chase an N into enemy sector, even though you told them to stay put. Most recently, fighters would go on lockbox hunt irregardless of standing orders or an explicit order to ignore. Because testing is, apparently, overrated.
  • If one of your ships was attacked, it was piss easy to find where it was.
  • Capships were scary.
  • X3 didn't have "encounters". This is another one where X4 could've shined, but instead only brought frustration.
  • Pirates. They had their unique ships and stations (In fact, pirates always had unique ships, from BtF through Rebirth). They weren't a true "faction", but the game faked them well enough that sometimes they appeared to be. X4 doesn't even pretend to try.
  • Travel made sense, and was a concern, and a goal for improvement. In 4, everyone always has a travel drive and access to highways, so it could've just as well shrunk the sectors and not given travel drive to anyone.
  • The UI, while hard-core clunky legacy, was way, way more consistent and informative than what we have in X4. Yes, there were those layered menus, but at least all actions were grouped logically. With X4, to this day you can't ever be certain if "Information" will show you information or behavior, which is especially aggravating for objects that don't even have any behaviors. Not to mention ship commands being scattered between different menus, or selection having too much context.
  • Sectors made sense, economically and thematically.
  • Music didn't get interrupted every 5 seconds.
  • This shit didn't happen back then.
  • Last, but not least. It didn't require mods to make it playable or fun. Still doesn't.
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Re: Why have you guys traded metal for plastic?

Post by BlackRain »

You continue to sound like an angry person with an axe to grind and your points are yet again just emotional ranting. Most of what you say is also just your opinion and/or bugs which we all hope will be fixed and I already acknowledged they exist. I personally find X3 without mods to be extremely boring. Also, your supposed "experience" and "know how" is just he said/she said. Sorry if I don't take your word for it. The rest of what you said just sounds like rambling. I won't bother with this discussion anymore, I prefer to spend my time these days speaking with rational people. But, keep on being you all you like. I guarantee you won't accomplish anything with all your ranting though.
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Re: Why have you guys traded metal for plastic?

Post by radcapricorn »

Sounds legit :thumb_up:
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Re: Why have you guys traded metal for plastic?

Post by Buzz2005 »

bc it is, all your ranting is about bugs and stuff that can and hopefully be fixed, changed so its pretty pointless

especially the ratings point
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: Why have you guys traded metal for plastic?

Post by Skeeter »

@radcapricorn

I think that was a good post you made above, the big one.
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Re: Why have you guys traded metal for plastic?

Post by surferx »

Skeeter wrote: Thu, 4. Jul 19, 09:28 @radcapricorn

I think that was a good post you made above, the big one.
Some points are, I would agree on the pricing (larger ships are just too easily obtained and it decreases the feeling of achievement) and variety, but I don't want to hijack the thread that is about ship appearance.
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