Is this game worth getting?

General discussions about X Rebirth.

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Graaf
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Post by Graaf »

Ketraar wrote:There are basically no trade mechanics in X3 other than buy low sell high. There is no priority, there is no management AT ALL.
And yet that simple buy low/sell high gives us more trade options then Rebirth, since Rebirth only has management. And from the reports very poor management.
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Santi
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Post by Santi »

I would like a few more options regarding how stations and managers work, but at present the system is working pretty well for me and apart from supply/demand problems due to the fluctuations on the economy, I am making money and my managers do their job, I prefer to leave the supplying of the station to the manager and do most of the sales myself with a small fleet of Trade vessels.
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Gligli
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Post by Gligli »

To me its only sad to see boiled blood making new players run away. Because despite the known fact that this game isn't as old as their predecessor and still have bug and miss-handling's, he can have a great great times...

And to see that despite the known fact that XR'x couldn't be as "high" as their predecessor until it have at least equal time of development, people still anger when they don't see an X3ish thing...

We shall definitively stop comparing them.

@Newplayer:
Try to make your own point of view, if you can't afford, like me, wait for better price sales.

@Angered ones:
Try to make it differently or something else.
Three of my bests advice in XUniverse: Restart, restart and restart...

@Rookies ones:
Auto-complexes are Bullshits :lol:
On se rend vers la connaissance avec circonspection.
c.a.d, avec un immense respect et la peur au ventre.
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Nikola515
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Post by Nikola515 »

Not sure if you noticed but it is not just new players :lol: I would say 80% of old community is gone too..... But hey let's just ignore fact and say XR is best game ever and there are millions of people playing it ;)

Edit: Even though i complain about economy(not much control over our stations ) this game is still fun (better with mods)... I put in over 1000h on it. This gme dont have any long tearm goal in it and that is something that needs to be added. Rebuilding DV economy would be nice (real rebuilding). Auto trading managers sucks and they should brng manual trading from X3 and keep auto for those who dont like manually stations setup.Also exploration needs work because we have too much room to explore. Just like i said before it is worth geting it at cheap price and not full..... Also 10$ DLC way overpriced and not worth of money...
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
pref
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Post by pref »

Gligli wrote:people still anger when they don't see an X3ish thing...

We shall definitively stop comparing them.
Try to imagine that some people just dont like this game regardless of X3.

The whole X3 comparison happens because the 2 games are very similar, and X3 has many working solutions for issues with XR.
As soon as ES comes up with a game that is not like X3, and has it's own set of challenges and ways to play, then these comparisons will vanish imo.
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Gligli
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Post by Gligli »

pref wrote: Try to imagine that some people just dont like this game regardless of X3.
Aaah, I only see someone passing his way, though... Sorry :D
I can't imagine myself passing 1000h or such on a crap who don't worth it...

I only give my time to thing that concern myself... such as thin inconsistent if not decayed or selfish args(imo) against something I like... See how many it worth it :)

But energy is not something we can waste nowadays, Though I will trust on people's faculty to read and make his own point of view... the last is more important :P
Its not my opinion or this topic which will change something. And its better like this. It seems.
On se rend vers la connaissance avec circonspection.
c.a.d, avec un immense respect et la peur au ventre.
Graaf
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Post by Graaf »

Gligli wrote:I only give my time to thing that concern myself... such as thin inconsistent if not decayed or selfish args(imo) against something I like... See how many it worth it :)
And why not? With over a 1000hrs Nikola is more than qualified to point out the bad things in Rebirth.

Or are you telling us we cannot have negative opinions about Rebirth?
Slashman
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Post by Slashman »

Ravenhurst wrote:I´m still unconditionally recommending this game as I recommend every game from the X series.
Yes, they shot themselves in the foot with the buggy launch, but if you consider the game early access, the perspective changes. We´re in for a long ride and the foundation is great.
Name one game at its current state that comes close to the feature set of XR- yep, there is not a single one. Period.
I must have missed that huge Early Access tag on the Steam store around launch. Wonder if anyone else saw it...
If you want a different perspective, stand on your head.
Tharrg
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Post by Tharrg »

OK thanks. I had a go at the XR start-plot. Impressed at the improvement of the UI, its now about as good as X3 – it was mainly the UI that made me rage quit before. XR has all the makings of a great game, but it just does not seem to jell. I am hoping that XR2 will combine the best of X3 and XR and make sense of the new XR features – winning the lottery would be nice as well.

Meanwhile I am going back to X3TC. Wait for XR to mature a bit more.

I notice on steam stats almost twice as many people are playing X3 (27+236+368) as XR (324), and almost twenty times as many are playing elite dangerous (6791). XR had a better start than ED; Egosoft seemed to have missed a trick there :(
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Nikola515
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Post by Nikola515 »

Graaf wrote:
Gligli wrote:I only give my time to thing that concern myself... such as thin inconsistent if not decayed or selfish args(imo) against something I like... See how many it worth it :)
And why not? With over a 1000hrs Nikola is more than qualified to point out the bad things in Rebirth.

Or are you telling us we cannot have negative opinions about Rebirth?
He thinks that he knows everything about XR and X3 and everyone is wrong and he is right :lol:
And when you prove him wrong he will just change subject :roll: It is actually amusing ;)
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
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Ketraar
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Post by Ketraar »

Graaf wrote:And yet that simple buy low/sell high gives us more trade options then Rebirth, since Rebirth only has management. And from the reports very poor management.
No it does not, no matter how much you repeat it, it wont make it true.

MFG

Ketraar
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Nikola515
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Post by Nikola515 »

Ketraar wrote:
Graaf wrote:And yet that simple buy low/sell high gives us more trade options then Rebirth, since Rebirth only has management. And from the reports very poor management.
No it does not, no matter how much you repeat it, it wont make it true.

MFG

Ketraar
I just want to se your point of view.... Why do you think this wouldnt work for XR ? I personally think this would be more efficient for players stations to trade.... Also i dont see any problems that would effect trading at all. This is how trading works right now.

1) Station makes random order (whatever decision manager thinks it is best ) and items are placed in temporary cargo until ship arive to station it is buying from.

2) When ship arive all items are transffered to ship and money are transferred .

3) Ship come back to it's station and transfer items again.

So if we assign only one ship to buy/sell only one item that station keeps running out of why would this not work or why would be this horrible idea (according to some people ). Perhaps im missing something here ????
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
Graaf
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Post by Graaf »

AFAIK its because of the single storage room on the station for both resources and products. You run the risk of 1 product filling the entire storage so production cannot finish. And this is what I believe is the biggest issue with station management. If like X3 every resource and every product has its own storage room, the management issues might be solved instantly.

But hey, they didn't want to listen a year ago, why should they now?
GCU Grey Area
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Post by GCU Grey Area »

Graaf wrote:AFAIK its because of the single storage room on the station for both resources and products. You run the risk of 1 product filling the entire storage so production cannot finish. And this is what I believe is the biggest issue with station management. If like X3 every resource and every product has its own storage room, the management issues might be solved instantly.

But hey, they didn't want to listen a year ago, why should they now?
That is incorrect. Early versions of XR did have a problem with stations filling with unsold products but that has not been the case for a very long time. They did listen & resolved the issue many patches ago.

The manager assigns limits to how much of the storage capacity each resource or product will occupy. Think those limits may be proportional to the amount of each ware which is consumed or produced in each production cycle & the availability of storage for each ware type (bulk, container, liquid, etc). Once that limit is reached the manager will stop buying or mining resources & will halt one or more production lines if the product limit is reached.

It is possible to exceed those limits (if desired) by manually ordering a ship to transfer wares to a station - handy for oversupplying a new station with resources, since initially a station won't require storage capacity for products & space for products will appear later as resources are consumed.

There is simply no need for a return to X3 style specific storage for each ware, the current system works well & is far more flexible - you can even store things which have nothing at all to do with production on the station if, for example, you want to empty the hold of a captured freighter (so it can be put to work) but don't currently have a use or a buyer for it's cargo.
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Santi
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Post by Santi »

Graaf wrote:AFAIK its because of the single storage room on the station for both resources and products. You run the risk of 1 product filling the entire storage so production cannot finish. And this is what I believe is the biggest issue with station management. If like X3 every resource and every product has its own storage room, the management issues might be solved instantly.

But hey, they didn't want to listen a year ago, why should they now?
That was fixed long time ago, now storage have quotas for each product and once is full it will stop producing that ware, say you reach the limit with construction drones, the other drones will keep being produced on the other production lines. Doing manual transfers is the only way I know of filling a station with a single ware.

Ninjaed by GCU Grey Area

Just to clarify a bit what managers do and do not here is an excellent post by Unitrader.
Unitrader wrote:I just peeked into the related scripts and noticed the manager himself does far less than you all anticipated:

Basically he gives the Ships their default Orders (mine the Wares in this list, or trade with the wares in the other list, defend the Station or do nothing if the Ship has no useful purpose - exactly as specific as stated here), then he starts his own Trade Script in an endless loop which looks for Trade Offers in the Zone using the local Masstraffic. and maybe pesters the Player about his Budget - thats all, the logic of looking for the best offers or where to look for Ressources is handled by the Captains of the Ships themselves based on the List passed by the Manager

or in the established format:
1) look what my subordinates are capable of and give them the respective task (skip CVs for that)
2 loop:
3) look for sitable Trade Offers in the Zone every 5 to 6 minutes and if found execute trade
4) goto 2)

although i think assigning additional Ships causes a goto 1)
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Nikola515
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Post by Nikola515 »

Actually this part is still buggy in some cases .... When you build new module whole cargo gets messed up. I reported this sometime ago but i still haven't seen fix. It fixes it self after some time though.

Edit: Also when station place order that other stations cargo is moved to temporary cargo (it disappear from main cargo)..... That was a problem with that URV (plot) disappearing items bug that i repoted too... My refined metals wore disappearing and i didnt get any money because ships didn't come to get them..... Anyway that's how i find out from devs how this whole thing works ;)
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
GCU Grey Area
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Post by GCU Grey Area »

Nikola515 wrote:Actually this part is still buggy in some cases .... When you build new module whole cargo gets messed up. I reported this sometime ago but i still haven't seen fix. It fixes it self after some time though.
Not convinced it's bugged, think it's just a readjustment of stock limits to take into account a change in the relative consumption & production rates after building a new production module.

For example, recently built a 2nd Cube Plant for my Crystal Refinery (conveniently had save points shortly before ordering the build & soon after construction was complete). This shifted production from 67% Cut Crystal/33% Nividium Cubes to 50%/50%. The new module didn't include any additional storage capacity so existing storage was reallocated to match the new consumption/production rates for the station. Biggest changes were that Crystal storage dropped from about 131k to 92k (& immediately got yellow flagged because it was already damn close to the stock limit before the new module was built), while at the same time the Nividium stock limit was raised from around 65k to 92k.

Fairly sure those stock limit changes were intentional (& entirely necessary) rather than bugs. As you say they do sort themselves out over time, since the manager stops sending out ships to buy more of the overstocked resources until the excess has been consumed.
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Nikola515
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Post by Nikola515 »

Actually what i have seen was with my plasma cells that it was loaded over capacity that it should fit. For example capacity is 50k but it is over capacity like 90k.... It is already using other module storage even though it is not finished. So it is bug.... It is not a problem but it is bug nevertheless....
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
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yoyolll
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Post by yoyolll »

Ketraar wrote:
Graaf wrote:And yet that simple buy low/sell high gives us more trade options then Rebirth, since Rebirth only has management. And from the reports very poor management.
No it does not, no matter how much you repeat it, it wont make it true.

MFG

Ketraar
I don't know why you think this. The X3 trade options would be a welcome addition to XR.
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Santi
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Post by Santi »

yoyolll wrote:I don't know why you think this. The X3 trade options would be a welcome addition to XR.
Depends what your definition of trade is and what you game iteration you refer to and if you are using mods or not, using more than 2 ships to manually trade is impossible in X2, X3 Reunion and X3 TC, while in Rebirth it is a breeze, the reverse is true too, automatic trade is a breeze in a modded X3 TC or AP while impossible in vanilla Rebirth, vanilla X2 and vanilla X3 Reunion.

In previous X games you couldn't go bankrupt building a station, you just needed to set the price 1 credit below the average for buyers to swamp your station, in Rebirth if you do not take into account supply and demand you may get hit by a 25 million credit loss.

But the more important point is that you need to say what Trade options in X3 you are talking about to have any meaningful discussion about the subject, because so far the only thing I read is the equivalent to my grandfather saying that in my time we have proper summers, and winters were a lot more colder, and the grass was greener.
A por ellos que son pocos y cobardes

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