What's the status?

General discussions about X Rebirth.

Moderator: Moderators for English X Forum

WarChicken
Posts: 136
Joined: Mon, 20. Mar 06, 20:19
x3tc

What's the status?

Post by WarChicken »

Hello Community!

I was one of the guys that bought X Rebirth directly when it was released.
And like most of those people I was horrified. Tons of Bugs and another ton of bad design descisions.
But while most people just raged, I said: Well Egosoft has a history of releasing games with tons of bugs. I know both X3 Reunion and X3 Terran Conflict were a mess when released. It took 'em half a year and then they were great. Now they'll probably take a little longer on this one, because it has a new engine and lots of things that are severely wrong, but in the end, I trust in Egosoft to make it right after all.

That was over a year ago.

So here's my question:
Was my trust placed correctly? Has this trainwreck of a game evolved into something that deserves being a sequel to the X-Series, or is it still lacking?

Please let me know, because I am too afraid to go and look myself without getting a heads up from you guys first.
w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans »

Hey WarChicken,

I avoided the game at launch, partly because of all the feedback about how horrible it was, mostly because I simply couldn't afford a time-sink on the scale that the X games inevitably are. Jumped in at 2.50, and it's fun. They worked on it a lot since then, releasing updates weekly until 3.53 was released about a month ago. Won't lie to you, some things still aren't very intuitive, and there are still bugs, but nothing I find game-breaking, and you get kinda used to the idiosyncrasies. And it's fun! Kinda sucks that I've been so busy lately and haven't been able to find the time to play.

Mods go a long way to tailoring the game to how you want to play it. There's a pretty well-maintained list of up-to-date mods here:

http://forum.egosoft.com/viewtopic.php?t=370788
User avatar
DiArmada
Posts: 569
Joined: Fri, 7. Feb 03, 11:02
x4

Post by DiArmada »

things have changed quite a bit since launch.
when Rebirth was released I was still in the middle of X3AP, but couldn't resist to start anyway.
like yourself, I had good hope that things would be fixed and improved.
after finishing X3AP, Rebirth 2.5 was released and so far it's a lot of fun.
I've spent about 100 hours in a free mode game.
finding out how things work and exploring new locations are partly why I like X games so much.
the community on this forum is very helpfull if I can't figure things out myself.
my suggestion is to just start a new game and have fun.
pref
Posts: 5625
Joined: Sat, 10. Nov 12, 17:55
x4

Post by pref »

It now does what it intended to do at release, and a little more. Still lacks the late game X3 had - you more or less beat the game once you have a couple of stations running. The part of the game that starts at that point in X3 is nonexistent in rebirth.
Asset control is the same still, with some more commands but the system hasn't changed.
ES will release more patches and DLCs, but there won't be fundamental changes.

They are working on changes to the engine now based on XR experiences and user feedback, and will release a new expansion based on that (something in the direction of X4 according to CEO).
Hopefully without rush this time - and they have a huge amount of requests/ideas on the forums, with the majority pointing in similar directions. Think this time everything is set for them to release something X.
User avatar
DiArmada
Posts: 569
Joined: Fri, 7. Feb 03, 11:02
x4

Post by DiArmada »

pref wrote:Still lacks the late game X3 had.
comparing it to XBTF (X1) works best for me.
Rebirth has much more similarities with XBTF then X3 in my opinion.
Ezarkal
Posts: 1610
Joined: Wed, 22. Apr 15, 02:27
x4

Post by Ezarkal »

I avoided it at launch, both for the time sink and the reviews, but I bought it at 3.50 or something, about 2 months ago, and it's good. There's loads of differences with X3, but I'm fine with most of those, and I simply use mods to bypass a few issues I find irritating. I'm at 100+ hours in game, and I have fun.

Besides, as you said, Egosoft is still working on it (or so I heard), and up to now they have taken loads of advices/requests from the community. I think it'll keep getting better.
User avatar
BigBANGtheory
Posts: 3180
Joined: Sun, 23. Oct 05, 12:13
x4

Re: What's the status?

Post by BigBANGtheory »

WarChicken wrote: Was my trust placed correctly? Has this trainwreck of a game evolved into something that deserves being a sequel to the X-Series, or is it still lacking?
I'll give you a straight answer to a straight question.

Many, many bugs have been fixed and performance has noticable improvement. Egosoft have introduced many new features BUT they are on the small to medium scale.

What Egosoft haven't done is tackle the BIG issues so it comes down to which areas of the game effect you. They are generally split into 4 key areas:
1. Many more pilotable ships
2. Proper fleet management and strategic gameplay in the late game
3. AI improvements and awareness across the board including those that effect the economy
4. Making the first person experience work i.e. less repitition in the environments and a real purpose for fp gameplay

If you can live with the BIG topics being unresolved then yes go for it XR is ready and waiting for you.
Karmaticdamage
Posts: 718
Joined: Fri, 16. Sep 11, 00:15
x4

Post by Karmaticdamage »

Modding out the tediousness makes the game less painful and more enjoyable. Mods like mission computer, trade agents forever, show skills, and 100% repair engineers can cut hours of needless tedious work. I highly recommend the faster ships mod as waiting for capitals to get into range is pretty boring imo. Theirs too much waiting in the vanilla game for my liking. Also the shut up ren mod because "show me your wares please" is a line I can do without hearing ever again.
Assailer
Posts: 478
Joined: Sun, 25. May 14, 17:45
x4

Post by Assailer »

Karmaticdamage wrote:....because "show me your wares please" is a line I can do without hearing ever again.
Just how hard would it be to add an UI option to turn off the meaningless chatter?
WarChicken
Posts: 136
Joined: Mon, 20. Mar 06, 20:19
x3tc

Post by WarChicken »

Thanks a lot guys for the answers.

While it still doesn't sound perfect, it at least seems to be a lot better than in the beginning.
I'll have a look at it tonight and see how it is now.

And if it's still not to my likes, I'll continue with the wait.
SPzzz
Posts: 85
Joined: Sun, 19. Jan 14, 14:44
x4

Post by SPzzz »

Assailer wrote:
Karmaticdamage wrote:....because "show me your wares please" is a line I can do without hearing ever again.
Just how hard would it be to add an UI option to turn off the meaningless chatter?
it might be quite hard to be done properly and considering they were making progress on the other stuff my guess is that this is more about priorities at this point (although in one week we will "celebrate" a year since the last post at "X Rebirth Progress report" thread :D ).
Luanda
Posts: 429
Joined: Thu, 13. Mar 14, 22:42

Post by Luanda »

SPzzz wrote:
Assailer wrote:
Karmaticdamage wrote:....because "show me your wares please" is a line I can do without hearing ever again.
Just how hard would it be to add an UI option to turn off the meaningless chatter?
it might be quite hard to be done properly and considering they were making progress on the other stuff my guess is that this is more about priorities at this point (although in one week we will "celebrate" a year since the last post at "X Rebirth Progress report" thread :D ).
i can tell you from here without knowing their code it would cost 2 lines of code to do it (and 1 line of declaring a variable). seriously. 1 line in the function which plays all the chatter voices to check a boolean, if its true, return if its false play the sound, and one line for the menu where you set the boolean based on a checkbox.... thats it.
Nanook
Moderator (English)
Moderator (English)
Posts: 28245
Joined: Thu, 15. May 03, 20:57
x4

Post by Nanook »

The 'chatter' isn't the problem. It's the inability to interrupt it that causes all the grief. If they want to keep talking while I pilot my ship, arrange trades, or whatever else, that's ok. But freezing my controls during that meaningless chatter is completely unacceptable. Hopefully they're working on a 'fix' for this.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.
Luanda
Posts: 429
Joined: Thu, 13. Mar 14, 22:42

Post by Luanda »

Nanook wrote:The 'chatter' isn't the problem. It's the inability to interrupt it that causes all the grief. If they want to keep talking while I pilot my ship, arrange trades, or whatever else, that's ok. But freezing my controls during that meaningless chatter is completely unacceptable. Hopefully they're working on a 'fix' for this.
i mostly agree with this but in my views a hi! leave my squad. ok, bye! would be more than enough for chatting. but when you start assigning a fleet of fighters (lets say 20) to a capship and you always have to listen the 5 lines dialog of lets see how to chose the superior what ship do you have for me yes we are putting you through kinda discussion with its broken english and on the top uninterruptable... after the 3rd its more than annoying :) at least for me (luckily there is a bug that after a short part of the dialog the hud icons are getting activated, then if you doubleclick on an other ship they stop talking :) though if you were in the property menu you have to enter it again)
SPzzz
Posts: 85
Joined: Sun, 19. Jan 14, 14:44
x4

Post by SPzzz »

Luanda wrote:
SPzzz wrote:
Assailer wrote:
Karmaticdamage wrote:....because "show me your wares please" is a line I can do without hearing ever again.
Just how hard would it be to add an UI option to turn off the meaningless chatter?
it might be quite hard to be done properly and considering they were making progress on the other stuff my guess is that this is more about priorities at this point (although in one week we will "celebrate" a year since the last post at "X Rebirth Progress report" thread :D ).
i can tell you from here without knowing their code it would cost 2 lines of code to do it (and 1 line of declaring a variable). seriously. 1 line in the function which plays all the chatter voices to check a boolean, if its true, return if its false play the sound, and one line for the menu where you set the boolean based on a checkbox.... thats it.
and I can tell you that as a developer you've just failed hard. the voice messages would overlap, there will be a possibility of many kinds of glitches since right now you can only see and hear one incoming directed message. you will also want to be able to queue both voice and visual notifications as opposed to presenting them on demand as well as make sure there's a way to assign high priority to some messages not to let the most essential ones to be interrupted - as a player you might want or not to get messages from your tiny trader while an admiral of a whole faction is on your comm. that's just the most basic issues from top of my head and I haven't even seen the code they are using or the results of testing of the changes fastest to implement, which I believe you want to have done too - the testing part, eh ? so yeah, there's a difference between doing doing it fast and do it properly.
Luanda
Posts: 429
Joined: Thu, 13. Mar 14, 22:42

Post by Luanda »

SPzzz wrote:
Luanda wrote:i can tell you from here without knowing their code it would cost 2 lines of code to do it (and 1 line of declaring a variable). seriously. 1 line in the function which plays all the chatter voices to check a boolean, if its true, return if its false play the sound, and one line for the menu where you set the boolean based on a checkbox.... thats it.
and I can tell you that as a developer you've just failed hard. the voice messages would overlap, there will be a possibility of many kinds of glitches since right now you can only see and hear one incoming directed message. you will also want to be able to queue both voice and visual notifications as opposed to presenting them on demand as well as make sure there's a way to assign high priority to some messages not to let the most essential ones to be interrupted - as a player you might want or not to get messages from your tiny trader while an admiral of a whole faction is on your comm. that's just the most basic issues from top of my head and I haven't even seen the code they are using or the results of testing of the changes fastest to implement, which I believe you want to have done too - the testing part, eh ? so yeah, there's a difference between doing doing it fast and do it properly.
it was about turning off chatters not about making priorities. the queuing is already done so there is nothing to do with it. i dont care how it works when it is turned on, with my solution it will work as it works now so even discussing that side is pointless and giving the chance to turn it off would perfectly work so where did i exactly failed hard? (and why im the point of a post again?) ohh, and how long since turned off messages can overlap? bruhaha.
Nanook
Moderator (English)
Moderator (English)
Posts: 28245
Joined: Thu, 15. May 03, 20:57
x4

Post by Nanook »

Luanda wrote:
Nanook wrote:The 'chatter' isn't the problem. It's the inability to interrupt it that causes all the grief. If they want to keep talking while I pilot my ship, arrange trades, or whatever else, that's ok. But freezing my controls during that meaningless chatter is completely unacceptable. Hopefully they're working on a 'fix' for this.
i mostly agree with this but in my views a hi! leave my squad. ok, bye! would be more than enough for chatting. but when you start assigning a fleet of fighters (lets say 20) to a capship and you always have to listen the 5 lines dialog of lets see how to chose the superior what ship do you have for me yes we are putting you through kinda discussion with its broken english and on the top uninterruptable... ...
My point is that you won't have to listen to those "5 lines dialog" if you can interrupt it. I do it all the time in the previous X games (for example, when selling a bunch of different wares at a station) and things move right along, skipping virtually all the repetitive dialog. So, in my opinion, being able to interrupt the dialog is the more important thing.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.
Karmaticdamage
Posts: 718
Joined: Fri, 16. Sep 11, 00:15
x4

Post by Karmaticdamage »

The next game is the primary focus now it seems. Maybe they will call it "XR2: the greater threat" and we can fly all the ships again. Personally I might just hold out for XR3:AP as the sandbox is always best in the final installment.
TDQuasar
Posts: 413
Joined: Fri, 28. Nov 08, 10:39
x4

Post by TDQuasar »

Karmaticdamage wrote:The next game is the primary focus now it seems. Maybe they will call it "XR2: the greater threat" and we can fly all the ships again. Personally I might just hold out for XR3:AP as the sandbox is always best in the final installment.
Are they working on a new game? Could you give me a source, please?
X4 Foundations videos ***NOT MODIFIED***
X Rebirth Vanilla Plot videos
X Rebirth videos
I also have a lot of older ***NOT MODIFIED*** X3 videos.
Karmaticdamage
Posts: 718
Joined: Fri, 16. Sep 11, 00:15
x4

Post by Karmaticdamage »

TDQuasar wrote:
Karmaticdamage wrote:The next game is the primary focus now it seems. Maybe they will call it "XR2: the greater threat" and we can fly all the ships again. Personally I might just hold out for XR3:AP as the sandbox is always best in the final installment.
Are they working on a new game? Could you give me a source, please?
http://forum.egosoft.com/viewtopic.php? ... 6&start=10

Return to “X Rebirth Universe”