so iv heard patch 2.5 is out for devnet5 or somthing!!!! (Now With Changelog!)

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yoyolll
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Post by yoyolll »

mohammadm55 wrote:
RedEclipse wrote:To be honest, you can stop at "if a moder".
To be perfectly honest, XR's scripts is one of the less user friendly script engine I've ever seen.

Skyrim +/- C++ + # of players = almost 36 000 mods on the Nexus
X:R, well. 183 mods. 0.5%....................
the reason they wont release the engine is because there scared of modders doing a better job then them. look at skyrim, also skyrim creators are not scared and understand that modding is what makes there games great.
After Morrowind, Bethesda realized it could rely on the free labor of modders to finish their games for them.

I'm torn between thinking if Egosoft should take responsibility for their own game by fixing it or if they should just release modding tools cause I've been waiting 2 months for a patch that I'm now fairly certain will disappoint me anyway. Seriously, they don't get paid yet they still do a better job of improving this game than ES.
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mohammadm55
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Post by mohammadm55 »

yoyolll wrote:
mohammadm55 wrote:
RedEclipse wrote:To be honest, you can stop at "if a moder".
To be perfectly honest, XR's scripts is one of the less user friendly script engine I've ever seen.

Skyrim +/- C++ + # of players = almost 36 000 mods on the Nexus
X:R, well. 183 mods. 0.5%....................
the reason they wont release the engine is because there scared of modders doing a better job then them. look at skyrim, also skyrim creators are not scared and understand that modding is what makes there games great.
After Morrowind, Bethesda realized it could rely on the free labor of modders to finish their games for them.

I'm torn between thinking if Egosoft should take responsibility for their own game by fixing it or if they should just release modding tools cause I've been waiting 2 months for a patch that I'm now fairly certain will disappoint me anyway. Seriously, they don't get paid yet they still do a better job of improving this game than ES.
http://www.pcgamer.com/2012/11/19/skyrim-graphics-mods/

skyrim with mods.
MAUCorp
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Post by MAUCorp »

Just to humor the comparison and hopefully relieve some ignorance..
Egosoft 25ish people. One office.
Skyrim dev team 90 as of 2011 http://www.uesp.net/wiki/Skyrim:Development_Team + serious potential investment from the rest of Zenimax media :roll: which inc

Arkane Studios
id software
+5 others

A worldwide publishing arm and a board of directors that includes 8 CEO's worth of business knowledge.
mohammadm55
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Post by mohammadm55 »

MAUCorp wrote:Just to humor the comparison and hopefully relieve some ignorance..
Egosoft 25ish people. One office.
Skyrim dev team 90 as of 2011 http://www.uesp.net/wiki/Skyrim:Development_Team + serious potential investment from the rest of Zenimax media :roll: which inc

Arkane Studios
id software
+5 others

A worldwide publishing arm and a board of directors that includes 8 CEO's worth of business knowledge.
um you do understand modding has nothing to do with the company right, u do know the link i posted was achieved with over 100 mods that got paid zero cents from skyrim developers right? you do understand were not bashing them on there content but on why they dont give us the tools right?

also you do know that when skyrim came out, it was a peace of crap just like x rebirth and modders fixed it right? doesnt matter how many developers you have you will always have bugs, i personally understand that, what i don't understand is why so afraid to release modding tools that give us full access to the game.

man unreal engine, worlds most renowned engine in the world is creating a game 90% based on modders. its called unreal tournament 4 look it up.

i dont see what egosoft is so scared of people knowing about its engine its not like its the best engine out there.
Last edited by mohammadm55 on Sun, 24. Aug 14, 23:44, edited 1 time in total.
MAUCorp
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Post by MAUCorp »

Yes. The point I'm trying to make is that every business and dev decision costs time and money. That time and money comes from?

EDIT: Im talking bout all the decisions that leads to modding tools being available. We'd all have to wait even longer than most a already complaining about... not knowing is exactly the problem. You want without thinking about the steps leading up to making it happen.
mohammadm55
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Post by mohammadm55 »

MAUCorp wrote:Yes. The point I'm trying to make is that every business and dev decision costs time and money. That time and money comes from?

EDIT: Im talking bout all the decisions that leads to modding tools being available. We'd all have to wait even longer than most a already complaining about... not knowing is exactly the problem. You want without thinking about the steps leading up to making it happen.
making modding tools takes less then 3 months to make and can increase the life of a game indefinitely.

also 3 months is a long as time modding tools dont take that long to make.i would say for a team of 25 it should take less then 1 month.

also im making my own game with literally 5 people on cryengine 3/4. its so easy.
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Santi
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Post by Santi »

There is plenty of things to be done in Rebirth before releasing modding tools, there is already a group of talented modders working on some really good stuff, but with patch releases every month you need to keep updating your mod again and again. Modders know that so does Egosoft, till the game doesn't have a stable build there is no point in releasing tools that are going to be wasted.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Sparky Sparkycorp wrote:
Roger L.S. Griffiths wrote:Boarding has carried a significant relationship penalty since at least v2.2 (if not before). It is not as if boarding a hostile Taranis or Arawn on a kill mission is the easiest thing to do (you have to stop it from getting near friendly stations first).
Two accurate facts but they are edge cases to the topic of economic balance across play styles. Relationship penalties are irrelevant during the main plot where PMC offer a full range of ship classes for use or sale, and regardless of PMC standings, the Tituel offers the same.
True, but while the Titurel spawning may be endless it is not overly rapid. Personally, I have alternated a bit between selling the Titurels I have boarded and putting them to work for me. In my current game, there appears to be a Titurel drought - the only Titurels I have come across recently have been in notionally Reiver "safe" areas (i.e. places I would not want to board them due to certain Reiver controlled threats in the area).

But, plot and Reivers aside - IIRC the current situation with selling ships (boarded or not) was changed to the current state at our request to a large degree (some people did complain about the profits from selling of vessels).
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Post by Sparky Sparkycorp »

It was a step in the right direction from my point of view.
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Santi
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Post by Santi »

The problem with boarding is that ships should be marked as "stolen" and you either spend some money on a new lick of paint or the police should take action if they detect one of the ships in their area. Some mechanism should be implemented as it really imbalances the game right now. I understand that pirating should be very profitable, but it should carry a lot of risks too.
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Assailer
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Post by Assailer »

santi wrote:The problem with boarding is that ships should be marked as "stolen" and you either spend some money on a new lick of paint or the police should take action if they detect one of the ships in their area. Some mechanism should be implemented as it really imbalances the game right now. I understand that pirating should be very profitable, but it should carry a lot of risks too.
If i would go to Sweden to steal a car and take it back to Finland, the local police wouldn't be happy clapping and cheering to me :) Santi is right, stolen ships should have a risky procedure in selling. Perhaps sell only at special pirate shipyards?
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Post by wwdragon »

Assailer wrote:
santi wrote:The problem with boarding is that ships should be marked as "stolen" and you either spend some money on a new lick of paint or the police should take action if they detect one of the ships in their area. Some mechanism should be implemented as it really imbalances the game right now. I understand that pirating should be very profitable, but it should carry a lot of risks too.
If i would go to Sweden to steal a car and take it back to Finland, the local police wouldn't be happy clapping and cheering to me :) Santi is right, stolen ships should have a risky procedure in selling. Perhaps sell only at special pirate shipyards?
Actually, there is already an equivalent to that in real life.

Ships are already hard enough to capture. I say no more crap on that end!

Lets just encourage the continued feature complete development they've been going for so far. 8)
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lordpazuzu
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Post by lordpazuzu »

Assailer wrote:
santi wrote:The problem with boarding is that ships should be marked as "stolen" and you either spend some money on a new lick of paint or the police should take action if they detect one of the ships in their area. Some mechanism should be implemented as it really imbalances the game right now. I understand that pirating should be very profitable, but it should carry a lot of risks too.
If i would go to Sweden to steal a car and take it back to Finland, the local police wouldn't be happy clapping and cheering to me :) Santi is right, stolen ships should have a risky procedure in selling. Perhaps sell only at special pirate shipyards?
That will be really awesome!! Also will be nice to see a list of marines in the target ship after a hacking procedure to analyse some of the risks that made capturing more difficult.
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Post by Scoob »

Maybe if Marines could actually be KIA once on board the target. Currently, I lose ZERO marines in each boarding op. I will disabled engines and Jump Drive, then take out either all the turrets or all facing a particular way, then launch my marines from that direction. I don't initiate the boarding command until the target is "safe".

Sure you can "fail" the boarding, but that's a simple dice roll based on stats. The everyone died scenario is silly if there's no attrition first. Also, failing a boarding attempt has NOTHING to do with taking out surface elements when prompted at all. I started a boarding op one time in my usual way, and , surprisingly, it failed. I tried several more times, this time taking out what I was told and it made NO difference. The only thing that helped was ordering a couple more Rookie marines to fill out my ranks. Then I captured the target and EVERYONE survived.

Additionally, I ignore the "destroy this" during boarding as all it does is speed things up, and destroying surface elements to help the marines on board seems silly anyway.

I think ES should give larger Military Ships their own marine compliment + defences, so the player has to use highly-trained marines to capture a military target.

Basically Marines, once on board, should have a varying probability of being KIA, their rank improving both their speed of capture & their chance to survive.

If I lost half my rookies, 25% of my Veteran and 10% of my elites during boarding I'd ensure my troops were better!

Finally, Marines on ships other than the Skunk - both for defence against capture (NPC and player ships maybe) and somewhere to house marines.

I like capturing ships, even with the clunky mechanics and broken surface-element targeting when using a mouse, it's still fun.

Scoob.
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Ericius11
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Post by Ericius11 »

Scoob wrote:I think ES should give larger Military Ships their own marine compliment + defences, so the player has to use highly-trained marines to capture a military target.
Funny you should mention that since... you know... the older X games had that. They also had this feature as well:
Marcus Aseth wrote:Don't you think would be awesome to have the same system [as FFX12] for ships order in X:Rebirth? You could create sets of commands like "if - SpecificWare - < - number of unit - restock - number of unit". This way you could keep your ship full of fuel and missiles...
I had my ships always restock ammo, jump fuel, and missiles automatically. I also had them set to perform emergency jumps when their shields were gone. Funny how Egosoft's games have "improved"... eh?

Actually, when it comes to boarding, there's something I've never been satisfied with. I hate that the player is the only person in the entire galaxy who feels the need to board other ships. Why can't enemies do it to each other? Or better yet, why can't pirates try to do it to me???
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Post by Scoob »

Yes, many things that players asked for over the years in prior X games were eventually given to us - which was great. However, why ES chose to effectively take this away in their newest title I don't know. I mean, as easily predicted, people are asking for these things once again.

The new engine was, in part at least, developed to remove the hard limitations of the existing X engine, which had been pushed beyond its limits in so many ways. I hope that the new engine lends its self to incorporating these features again, but much more easily for the developers, or indeed modders, to program.

2.5 sounds like it'll be another step in the right direction, but I think there's still work to be done until Rebirth feels as fleshed-out as Vanilla Albion Prelude, let alone a modded version.

Scoob.
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

Assailer wrote:Perhaps sell only at special pirate shipyards?
Yes, good that somebody mentioned pirates!
They need a complete overhaul IMO. Those pirate ones.
Also player should have chance to become a real pirate... Not just ship stealer / container stealer / petty smuggler.
I mean, a real interaction with pirate stations. Maybe they would sell some random stuff time-to-time. Completly random. At a market.
This would make it possible for players who are real pirates and have low reputation with every single faction except pirate to enjoy the game, because they would still be able to get needed goods at the black market.
Also, some pirate missions. Hiding in an asteroid field, and ambushing a trade convoy. Assassination. And fetching stuff from distant bases and operators. That'd be lovely.

Of course, that'd require option to scrap a ship, and keep the resources.
Maybe to build your own pirate base - where other blackmarketeers would arrive to show their goods (not just small items for personal trade, but also big goods, like stolen Reinforced Metals or station Turrets).
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RedEclipse
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Post by RedEclipse »

MAUCorp wrote:Just to humor the comparison and hopefully relieve some ignorance..
Egosoft 25ish people. One office.
Skyrim dev team 90 as of 2011 http://www.uesp.net/wiki/Skyrim:Development_Team + serious potential investment from the rest of Zenimax media :roll: which inc

Arkane Studios
id software
+5 others

A worldwide publishing arm and a board of directors that includes 8 CEO's worth of business knowledge.
Yeah.

4 times more but 200x more mods.

Both games had a strong modding community at release ie modding was in dev's mind.

Hello.

That just mean you and I rather mod on Skyrim, where the modding environnement is ok by nature than in XR where it's a nigthmare, sorry.

Choices where made for MD, now we have, will I use it ? What for ?
There's as usual hardcoded GUI, now look how many mods for Skyrim are based on SKSE/SkyUI...

Look back to X3 mods. How many had UI vs how many without ? Same compagny, rigth ? X3:Reunion 1.0 was better than X:R 2.xx aswell.

No wonder ppl leave.

There should be wings.
Last edited by RedEclipse on Mon, 25. Aug 14, 14:27, edited 3 times in total.
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Artean
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Post by Artean »

Earth ultimatum IV. wrote:
Assailer wrote:Perhaps sell only at special pirate shipyards?
Yes, good that somebody mentioned pirates!
They need a complete overhaul IMO. Those pirate ones.
Also player should have chance to become a real pirate... Not just ship stealer / container stealer / petty smuggler.
I mean, a real interaction with pirate stations. Maybe they would sell some random stuff time-to-time. Completly random. At a market.
This would make it possible for players who are real pirates and have low reputation with every single faction except pirate to enjoy the game, because they would still be able to get needed goods at the black market.
Also, some pirate missions. Hiding in an asteroid field, and ambushing a trade convoy. Assassination. And fetching stuff from distant bases and operators. That'd be lovely.

Of course, that'd require option to scrap a ship, and keep the resources.
Maybe to build your own pirate base - where other blackmarketeers would arrive to show their goods (not just small items for personal trade, but also big goods, like stolen Reinforced Metals or station Turrets).
Yup, this.

I would really like to see pirate factions more active and having stations some distance off of the highway network from where they would launch attacks. And, in addition, a new system a lot less civilized with roaming pirates as well as richness to those daring to bring a mining fleet.
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Scoob
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Post by Scoob »

We already have Zones that are not linked to the Highway network, so add more of these as pirate areas.

There various "pirate" factions (so, reivers, Heretic Vanguards etc.) should have their own home Zones, off the beaten path of the highway network. Player should also be able to interact with them.

Scoob.

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