The BIG technical problem of X4. Orders queued automatically. Egosoft please listen.

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-=SiR KiLLaLoT=-
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The BIG technical problem of X4. Orders queued automatically. Egosoft please listen.

Post by -=SiR KiLLaLoT=- »

Dear Egosoft

after my 600 hours spent on X4 and after playing with some friends completely unrelated to the genre (say newbie), I understood what the fundamental error of X4 is and why many people criticized it in the management of the UI.

"THE QUEUED ORDERS"

Could you explain technically why you have implemented this function so? Many people absolutely don't understand what happens to their ships.
After 600 hours of play, I got used to this function, but I don't hide the fact that it is one of the most mangy things to manage.

Why don't you make it possible for orders to be added OPTIONALLY just by pressing an additional key like the "SHIFT" ???
Stellaris for example, is the perfect example of what I mean. If you give a command to do something, that ship MUST do that thing, it is not permissible to add a command in an invisible queue.
You must make the order queue an optional operation that the user uses ONLY when necessary (deploy 20 satellites, make a combined attack during battles, trade, etc), but in the remaining cases the command should be executed IMMEDIATELY, as is it had been designed on X3.

This is what, I hope it will be evaluated in the future because "from the rumors around" I can assure you that a good 50% of X4 users do not play it ONLY for this reason.

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Axeface
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Re: The BIG technical problem of X4. Orders queued automatically. Egosoft please listen.

Post by Axeface »

Ive always thought that queued should be shift and immediate issued as normal, to me it just makes sense like that, its more intuitive to use a modifier to add an order to the end of the queue.
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radcapricorn
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Re: The BIG technical problem of X4. Orders queued automatically. Egosoft please listen.

Post by radcapricorn »

Shift queuing was a thing in strategy games since, what, at least Warcraft 2? And holding shift for running in first-person games, even before that. Now newcomers get tricked by the automatic queue, because their ship flies in an unexpected direction to dock somewhere, instead of following a fresh order; and by shift+d, because they want to run and strafe. And the rest of us are stuck with "Remove all orders" all the time. Wanting to be different is always commendable, even going against the grain - sometimes. But this is neither, it's just plain wrong.

Granted, shift queuing wouldn't have been friendly to controllers. But now, at this point in time, controller support is such a huge mess anyway that it hardly matters anymore.
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Juggernaut93
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Re: The BIG technical problem of X4. Orders queued automatically. Egosoft please listen.

Post by Juggernaut93 »

Axeface wrote: Tue, 7. Apr 20, 23:19 Ive always thought that queued should be shift and immediate issued as normal, to me it just makes sense like that, its more intuitive to use a modifier to add an order to the end of the queue.
Yeah, that makes sense. Honestly at this point they could introduce it as an option, to avoid disrupting the experience of the players that are already used to it.
The implementation shouldn't be so hard, choosing a new order this way is just equivalent to deleting the current queue + adding a new single order to it.

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