I Don't Think It's A Bug

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MHDriver
Posts: 464
Joined: Wed, 27. Feb 19, 19:39
x4

I Don't Think It's A Bug

Post by MHDriver »

So this issue that many are having with ships assigned to protect a point in space just flying off and into Xenon space and getting whacked does not appear to be a bug to me. I just observed two totally separate wings one in Argon Sector and one in Teladi sector just leave their assigned points and fly into both the Matrix and Tharka's at the same instant. Of course there is little you can do once they do that because removing all orders, fly to, or dock orders are totally ignored and the ships are destroyed.

I suspect that this is more likely an example of a trend with game developers injecting tension because they have convinced themselves that like offering a bug filled build as a live build, that injecting tension makes a game more interesting when in fact if just frustrates the crap out of people.

I may be wrong and it may be just bush league programming but I think not.
Socratatus
Posts: 1626
Joined: Tue, 11. May 04, 15:34
x4

Re: I Don't Think It's A Bug

Post by Socratatus »

Don`t put to smarts what can be easily attributed to an error.

It`s not logical. It makes no sense. It`s a bug.

But i`m sure they`d like you to think what you think. Other game companies have used that excuse too.
1. Please do more on NPC civilian/uniform variety, and bio customisations, Devs.
2. Stations need sirens/warnings when enemy is close in numbers or Station in danger of destruction (in Sandbox).
Yes, for immersion. Thankyou ahead of time. (Edit: This is actually happening!!!)

"No problem can withstand the assault of sustained thinking."
"Before acting 'out of the box', consider why the box was there in the first place."
pref
Posts: 5625
Joined: Sat, 10. Nov 12, 17:55
x4

Re: I Don't Think It's A Bug

Post by pref »

No, there is just a generic command set attached to most scripts which runs when a ship gets attacked.
It just does not consider all the necessary conditions, and does not care about player orders at all - simply adds an attack/flee command on top of player issued ones..

Hasn't been thought through at all, just a quick and lazy implementation imo.

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