X4 Wishlist 4.0/DLC2 Edition

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

adeine
Posts: 1110
Joined: Thu, 31. Aug 17, 17:34
x4

X4 Wishlist 4.0/DLC2 Edition

Post by adeine » Wed, 9. Sep 20, 17:18

First of all, congrats on 3.30 - very big improvement over 2.x, and addressed quite a few entries in the previous list people have been asking for :) Here is a very hopeful list for 4.0+

Terraforming and planetary resource sinks
  • Xenon absolutely must 'terraform' worlds in their controlled space. Not only is it an excellent opportunity to tie lore into gameplay but it also gives players a reason to halt the Xenon advance/try to avoid them holding space for too long if it's that costly and time intensive to reverse the damage. It would make the new system actually feel meaningful. (Maybe you're already planning something like this, but in the feature announcement, you mentioned the AI will not make use of the terraforming features, which would be such a waste)
  • Another thing mentioned in the streams was making workforce/bonuses more important. A good way of doing this would be to make station production actually depend on workforce (no workforce -> no production for nonbasic/tier 2+ wares). Fudge the workforce numbers for nonplayer stations if the economy can't handle this.
  • Have all workforce originate from TP shuttles spawning from planets/transported to orbital stations, and implement some workforce churn (workforce is lost over time and continuously replenished this way). How much workforce a planet produces depends on habitability/population and resource availability. Supply or terraform a planet well and stations will thrive, blockade it or starve it out and it will have far-reaching implications for the stations it supplies. This would tie in extremely well with the new terraforming system and add significantly to the immersion/simulating a living universe. (Build in the proximity of a big habitable planet with readily available workforce? Better be ready to pay high prices for plot and face stiff competition for your wares. Build in a far-off uninhabitable sector with great market opportunities? Better make sure you can protect the TP shuttles coming your way or you will be unable to make any use of your stations. It'd also add more indirect threats to the player and open up more opportunities for strategic warfare - if Xenon siege or take out planets this could dramatically impact player supply chains as workforce collapses, giving you reason to care about protecting planets/orbital stations.)
Improvements to game feedback
  • Have Betty say the faction of the selected target (when spoken targets is enabled, obviously). The ship class is a good start, but you kind of want to know who it belongs to when quickly cycling through targets while focusing on something else. If selecting a renamed/player ship, do what X3 did and still have her give the information as opposed to remaining silent.
  • Add a ticker-style bar at the bottom of the management and map screens that shows messages (like this). Considering how much time we spend playing from the management screens, it's an issue how blind we are in them. We can hear the incoming message/notification sound, but can't actually see what's happening unless we close out the map/build screen/etc and lose all panels/location/zoom, etc.
UI/UX quality of life
  • Improve the display of the currently executed command with destination in the 'property owned' tab. X3 allowed you to quickly check at the press of a button where all your assets are, their status, and their current command and destination and it was very helpful. In X4, you have to click the ship and then search for the destination icons on the map, or open the info menu.
  • The logical overview of stations is not very useful once your factories get bigger/more complex. I can only see a fraction of the information at a time and while I can scroll up/down via mouse wheel the same isn't true for left/right. My advice would be to make it similar to the map interface, where you can click drag the overview and mouse wheel zooms in and out to make it easier to see.
  • Please consider bringing back a text/list overview of product consumption/production for factory complexes, preferably also available in the build planner. With something like the commercial agent menu in X3, it was possible to design stations efficiently just by looking at the raw overall numbers, whereas right now in X4 there is no easy way of doing so.
  • Better graphs have been mentioned in some of the DLC2 streams. Yes please! Bring back some of the more advanced graphs from X3 - station overview is missing basic information like profitability, it's impossible to select more than a couple items at a time (why?) and player graphs are absent altogether.
  • Make better use of tooltips/contextual information. The module equipment tooltip in the build planner is a good example of what the game could use more of across the board - it's very useful and stops you from having to click into a different screen every single time or expanding the section. Particularly the station/ship information could benefit a lot from helpful tooltips - right now you have to navigate through two separate menus with their own nested sections (information/behaviour) to know what's going on with a ship where most of this could be in a neat little popup when hovering over it on the map or in the nested list (current cargo/command/destination; or for stations, trade offers perhaps?). This could also save on some clutter, as right now additional information is contingent on zooming in past a certain point, at which point it can render the map unreadable with overlapping text over overlapping text.
  • Once the encyclopaedia is more filled in, implement info boxes when planning or equipping ships or looking at wares. The way X3 read out/showed weapon, ship and ware descriptions while in the menus actually relevant to gameplay really brought the world building into the game itself, making you learn about what you're actually dealing with. I think part of why X4 feels more drab in this regard (wares and ships don't feel very distinct except for slightly different numbers) is because this bit of personality is missing, or hidden behind a very awkwardly accessible encyclopaedia entry.
Keyboard shortcuts
  • Make existing keyboard shortcuts obvious from menu items/titles (e.g. "Information [ i ]", or X3's blue menu indicators) and introduce them across the board.
  • Too much of X4 is spent clicking around interfaces where a simple keypress would do fine in prior games.
  • The right-hand info panel needs a dedicated key binding to open and close. Shift-I perhaps?
  • Ideally bring back X3's system of key that opens menu -> key that closes menu. Much easier than having to worry about going back vs. closing the menu, etc.
  • Common commands should also be possible via keyboard (e.g. select player asset on map or maybe even from HUD, press 'shift-D' and click on station -> ship will dock at station; same for follow/attack/etc.)
  • Make the map navigable with keyboard: A good change in that direction would be to make the ship ID always visible in sector and property listings (maybe in its own column like in X3) and being able to type it into the filter search bar to select a specific ship. Right now a ship's unique ID is basically useless and you can't even see it most of the time as it clips with longer names. Along with a key to press to enter the filter search text box (say, ctrl-F, then type, then press enter) it certainly would help in selecting an individual ship from the list, as by the time you mouse over it the list may grow or shrink, making you have to chase the one you actually want to select with your cursor. Especially a problem with the right click menu options or double click to centre. Then have a key to bring up the right click menu, which you'd be able to navigate with cursor keys.
  • Confirm/Cancel need a dedicated key across all menus.
Ship balance, personality, class & identity
  • Remove gravity well/drag for hostile ships.
  • Make subsystems on smaller ships destructible as well, and/or have systems fail as ships take damage. Right now it's easy to disable large ships, while medium and small ships are invulnerable to any issues or disarmament until they blow up.
  • Reintroduce ship reactors with a fixed MW capacity and constant regeneration rate. I know this is a big ask with a lot of underlying changes, but it would solve so many issues immediately. You could have specialised ships/weapons for sustained fire or burst damage; similar for boosting (which would drain off the same energy, so boosting too much would mean lack of sustained fire from weapons due to low energy). If you really want to keep shield regen nerfed, you could even have shield regeneration tied into the ship reactor, so your shields might regenerate slower or not at all if you max out your boosting/weapons.
  • The Terran DLC is a great opportunity to implement more choice in weaponry and take a page from X3/XRM by making possible loadout choices highly ship specific, where lot of the pros and cons for ships in specific situations came down to what armament it could bring – expanding on the base Mx classification. A mining ship should not be able to mount the same calibre of weapons as a destroyer. This gives ships back their distinct roles and personality: Say a frigate capable of mounting a good number of flak/anti-fighter weapons, vs. a similarly sized vessel designed to take on capital ships with its extra heavy weapon slots. Or a ship that doesn't excel at anything, stats wise, but stands out by offering more choices in loadouts (X3 pirates). At the moment it's basically just a case of who has the most hardpoints wins, since with such a limited selection, any ship can use pretty much anything.
Economy
  • Substantially increase the difference in pricing between different ship classes and stations. X4 suffers from little to no early game, rendering lower tier ships and equipment irrelevant and exacerbating its comparative dearth of content. In X2, there was an entire stage of gameplay where upgrading your ship and software mattered, which would then transition into being able to afford better and better ships, and eventually get into station building etc. If you wanted to skip "the grind", you could always pick an advanced game start, and presto. Right now in X4, you can basically start with M ships. This is a big part of why it feels there is less variety in gameplay, since all the stages of early game and progression have been removed, and you're immediately thrown into fleet, empire and station building (e.g. it never feels satisfying or like an achievement to install the docking computer, or put better guns on a starting fighter).
  • With the introduction of sector policing and finer control over territory you control, it feels like a massive oversight that you can't sell AI factions plot licences in your territories. In fact, if they like you they'll avoid your space like the plague. Individually being asked about every plot could be a pain, but how about having a menu where you have checkboxes to select from a list of different types of station for each faction (similar to the blacklist interface, with a default setting and a per sector override if you so choose) so you can allow certain parts of the production chain or factions to prosper in sectors controlled by you. Then you'd just have to do the usual licence fee calculation, and whenever said faction starts a new plot, the money is wired directly into the player account.
AI improvements
  • Large ships need a better way to get around. While piloting L and XL ships yourself, the travel drive mostly works to navigate in a reasonable time, but for AI ships, the constant stopping and restarting will slow movement to a crawl. This is made worse by the fact that AI large ships approach gates and accelerators(?) from the back. I assume this is to try and limit collisions, but this needs some sort of better solution, as right now it leads to traffic jams with large ships/fleets piled up behind the gate trying, and failing, to manoeuvre.
  • Small ships need to be able to dock and launch efficiently. For stations, ships glitching through modules and bouncing all over the place is jarring, but not really a big problem; however when it comes to large ships supposed to be carrying a complement of escort ships, this renders them practically useless. Getting smaller ships launched and docked on pads is a major undertaking and takes minutes, making emergency launches or withdrawal not viable. This problem was solved in X3 via the magic of the docking computer snapping ships into their docked position. X4's docking computer can work similarly when used by the player (aim at dock, boost in, and the docking computer will generally take over), but AI ships do not seem to take advantage of this even under the best circumstances. If AI needs to cheat a little to replicate this, make it so.
Universe
  • Implement an XRM style bounty system that applies both for the player and AI ships. If a player is able to rack up a bounty on their head, acts of aggression or piracy would have more realistic, tangible effects beyond generalised reputation. Similar rules as XRM should apply - police licence or equivalent gives you access to a faction's bounty listings (and rewards) with vague 'last seen' locations of said vessels in their space; ideally with a list of their crimes/victims and number of kills. Add to this something like the fabulous LIFE mod's NPC-ships-levelling-through-kills system and the universe suddenly becomes a lot more immersive as high tier bounty targets will be more viable and write their own little stories.
  • Mines and sector hazards not working OOS needs to be addressed somehow. It's a cool thing to have sectors like Tharka's Cascade, but totally throws immersion when hazards turn off the second you're not around in person (with a thriving economy and traffic in the very same system!).
  • Have a list of faction themed alternate names for every sector in the game, so factions can rename enemy sectors they take over. Admittedly it's a decent number of extra voice lines, but it would be a very cool bit of immersion to see Xenon turn the universe into a sea of Matrices, or Argon Prime being renamed after the Split who conquered it. To avoid confusion, the sector's original name could still be displayed in some form e.g. "Previously: Argon Prime" in the info menu.
  • Make a sort of Hub plot 2.0 where by completing a quest you reconnect/activate some jump gate that leads to a number of previously disconnected Xenon sectors with high production output. This way you can have an optional and meaningful late-game goal/challenge which is guaranteed to be available (since the disconnected sectors can't be wiped out beforehand), with a decent infrastructure requirement (like providing millions of microchips :P) to deter people from accidentally stumbling into it early game and complaining that Xenon are too strong. (Though probably should have some logic built in that only spawns the Xenon in those sectors upon completing the quest, as otherwise they'll slow down a game they might never appear in and clog up resources)
Ambiance & Immersion
  • When docking at a station, make the welcome and generic announcements more faction specific. This added a lot of character/life to X3 whereas in X4 it's generally a monosyllabic "welcome", making all stations feel alike and making it hard to tell what faction you're dealing with at times. Have us be welcomed in the name of the Kingdom of Boron, the High Priest, or the Chairman, etc. With how immersive X4 tries to make everything, this bit of character is sorely missing.
  • When redesigning a station, instead of the generic background image, use the skybox of the system you're building in as a backdrop. When upgrading a ship use the skybox of the current system and (if applicable) the ship docked to the current station. For extra effect, you could even have some of the little constructor drones hovering around it (like for stations under construction). This way, the ship equip/upgrade screens would be less monotonous and detached from the game, and lend themselves to a more credible 'ship being worked on in hangar' scenario reminiscent of how Freelancer and others do it to great effect. More seamless experience in the early game, and visual variety in the late game.
  • Implement horizontal 'observation' corridor modules that act like the current horizontal connects, except you can take the lift to them and walk their length/look out the windows (similar to the venture module).This way you can design your stations with interesting views and observation platforms to hang out in. More connected walkways across modules in general would also be a good idea. Right now you can connect several docks if they're next to each other, but other than that there's no way to build a station that feels less fragmented.
Misc
  • Improve the collision logic so ships don't "catch"/stick to each other when entangled in geometry. This wasn't a problem in earlier games because ships just exploded when this happened, but with collision damage turned off, this makes close encounters or manoeuvring around stations or obstacles feel pretty janky/awkward, especially in larger ships. There's no real indication you're colliding or stuck with anything, other than suddenly not being able to turn your ship properly or use your engines until you've slowly floated out of whatever geometry you're stuck on.

aurelcourt
Posts: 267
Joined: Fri, 20. Oct 17, 09:20
x4

Re: X4 Wishlist 4.0/DLC2 Edition

Post by aurelcourt » Wed, 9. Sep 20, 17:46

Wow lots of good stuff here :-)


About this :
adeine wrote:
Wed, 9. Sep 20, 17:18
Terraforming and planetary resource sinks
  • Have all workforce originate from TP shuttles spawning from planets/transported to orbital stations, and implement some workforce churn (workforce is lost over time and continuously replenished this way). How much workforce a planet produces depends on habitability/population and resource availability. Supply or terraform a planet well and stations will thrive, blockade it or starve it out and it will have far-reaching implications for the stations it supplies. This would tie in extremely well with the new terraforming system and add significantly to the immersion/simulating a living universe. (Build in the proximity of a big habitable planet with readily available workforce? Better be ready to pay high prices for plot and face stiff competition for your wares. Build in a far-off uninhabitable sector with great market opportunities? Better make sure you can protect the TP shuttles coming your way or you will be unable to make any use of your stations. It'd also add more indirect threats to the player and open up more opportunities for strategic warfare - if Xenon siege or take out planets this could dramatically impact player supply chains as workforce collapses, giving you reason to care about protecting planets/orbital stations.)
Definitely +1 in the general idea that we should not be able to build 1000 stations (or say production modules) in the same sector without penalty, hence this sector workforce system, which should be the limiting factor indeed! I love that we could indeed terraform planets to make that workforce limit change :-)

----------

I'd add this to the wishlist :

Fleet management and reinforcement : Fleet Templates
  • Currently, once we start building a lot of ships/stations/fleets and getting involved in different fields of operation, it gets really tedious and difficult to follow which ship was destroyed, in which sector, from which fleet, and how to reinforce that fleet efficiently
  • Along with the discussion about Missile Resupply, I'd love to see a proper Fleet Management Tool, or Fleet Templates
  • Build a fleet : 1 Carrier ( template A), 6 Destroyers (3 templates B and 3 templates C), frigates, corvettes, fighters etc... whatever you like, all from a custom ship template. Once this fleet is assembled (with all the fleet roles and formation and turret config etc...), it'd be great to SAVE this fleet setup into a Fleet Template
  • This would allow, once you have your own ship production facilities, to automate, or at least really help in reinforcing fleets : Via the fleet leader, assign a Fleet Template and a Reinforcement Shipyard (or several if needed for S/M/XL...). If a fleet ship is destroyed, the fleet leader will automatically order the desired ship from the shipyard, and that ship will join the fleet when built, in the assigned role of the previous destroyed ship
  • Of course that would come with a configurable level of automation : automatically reinforce? only S ? /S+M? /L ? etc... Also reports from fleet commander about what was ordered.
  • Could be a check every 30min to see whether the fleet is missing a ship (compared to the fleet template assigned), and if so, order the required ships to be built and reinforce.
  • Also that'd be cool for stations. Once you have a lot of them, it's a pain to find which trader was destroyed and have it replaced...
I guess the AI uses somehow this kind of feature already, so it should not be something to code from scratch ? :-)


  • Also being able to save the Turret Config (attack all ennemies/defend/attack capitals etc...) into the ship template, because it also gets tedious if you build several M/L/XL ships to manually set up all the turrets... (unless there is a way already?)

User avatar
mr.WHO
Posts: 8577
Joined: Thu, 12. Oct 06, 17:19
x4

Re: X4 Wishlist 4.0/DLC2 Edition

Post by mr.WHO » Wed, 9. Sep 20, 18:04

Terraforming and planetary resource sinks
- Xenon "backward" terraforming


Improvements to game feedback
- make proper pirate factions and economy (loot based economy) and pirate bases/shipyards
- make pirates board stuff
- basic diplomacy (e.g. throw a lot of money into faction to improve relations)
- XL version of most frequently used modules (e.g. Smartchip or Hull Plating), so my stations could have 10 XL modules instead of 100 of normal ones - contrary to populat belive, gargantual stations are not so fun.
- automatic personel training similar to X3 marine training barracks
- HQ relocation


UI/UX quality of life
- add in icon in station logical overview if item stock is rising or decreasing (production vs consumption = positive or negative)
- make check an warning when you employ NPC Construction Vechicle and that CV is low on construction drones (which dramatically elongate construction time)
- make possible to employ several CV in statino construction to build several modules in the same time.
- make possible to buy/ferry workforce to your stations.
- make possible to assing traders to carrier.
- make that Aux/Carrier traders dock to them when idle.
- mark reputation gain/loss with green/red color in logbook for better visibility.

Keyboard shortcuts
- wingman commands (so I don't have to go to map in the middle of dogfight)


Ship balance, personality, class & identity
- "racialize" Medium turret bullets stats and FX (currently only turret rotation and hull is racialized)
- use Split S/M weapons for Split medium turrets
- rebalance Mass Driver, Boson Lance and Plasma cannon to actualy be able to shoot more than two shots before overheat.
- make more pirate "raider variants" of existing ships
- get rid of generic copy/paste stats for S/M hangar, drone storage, missile storage, flare storage and deployable storages
- differentiate Argon, Paranid and Teladi Medium and Large freighters - currently each on them have two very similar sets of both Medium and Large freighers
- Add missing 4-gun heavy fighter for Teladi
- make Xenon fighter drone (they are using exacly the same fighter drone like other races!)
- make more Xenon Ships (Frigate, Large Size capship, proper Carrier, very heavy fighter like LX from previous game)
- torpedo turrets.
- make that large missile turrets actually shoot salvo of several missile vs single missile of medium missile turret
- Make Quasar more distinct, useful vs Eclipse/Pulsar
- Use split medium miner, to make Split Gunboat - that is something typical Split would do, like FRF faction that is low tech comparing to ZYA.
- Make that Split Large Miner can mount Large turrets in place of large mining lasers, so it could act like makeshift Light Destroyer - that is definerlt soemthing that Split would do, especially FRF faction.
- Make Paranid and Teladi unique turret weapon (e.g. Argons/Split have Flak).


Economy
- make "token" consumption of missiles in OOS combat, so that there would be demand for missile parts.
- more sinks for Energy Cells.
- more sinks for illegal wares.


AI improvements
- make that missile defence vs non-missile turret commands work like in X3 - currently player has to constantly babysit ships an manually switch between attack and missile defense.
- proper, player configurable and consistent "short range vs long range" attack so I could tell my destroyers or torpedo bombers to actually try to fight at long range - having properly working bombers, would actually make "interceptor" wings useful.
- make that destroyer captain be more decisive - currently they wobble too much, like they can't decide if they want to go for frontal or broadside attack and try to change between them every 5-10 seconds.

Universe
- more "pirate alleys"
- more "Xenon alleys" (Split Vendetta did a good job adding them, but also bad job making that you can easily bypass Xenon alleys).
- make one "deep" (like several sectors deep) and heavily infested Xenon territory that won't fall to AI factions unless player help them.


Ambiance & Immersion
- make that music start to play also if you station walk
- remix of some X1/X2/X3 OST tracks for nostalgia points


Misc
- Argon/ANT unification plot.
- Teladi plot.
- practical interiors on HQ - e.g. office with pilot chair whre you can sit and trigger SETA WITHOUT the need to teleport to flying ship, or embassy where you could access to all friendly faction representatives.
- customizable player NPC dress code (e.g. faction color and stripe color, faction emblem) - no more hobo in hoodie as my flagship captain!
Last edited by mr.WHO on Wed, 9. Sep 20, 18:17, edited 1 time in total.

Shehriazad
Posts: 784
Joined: Wed, 5. Dec 18, 00:56
x4

Re: X4 Wishlist 4.0/DLC2 Edition

Post by Shehriazad » Wed, 9. Sep 20, 18:10

-New ships other than Terran ships
-Nice storyline
-More AI Improvements
-Visual Improvements
-MOAR piracy.
-MOAR stuff


Quite a few of these are automatically checked off already since we kiiind of know what's in 4.0/DLC....well I hope 4.0 or DLC bring some new non-Terran ships.

Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: X4 Wishlist 4.0/DLC2 Edition

Post by Max Bain » Wed, 9. Sep 20, 18:13

Great suggestions!

Add
  • Shield effects
  • Vertical launching missile launcher turrets (just some kind of hole in a short ramp)
to the list.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

User avatar
Nort The Fragrent
Posts: 954
Joined: Fri, 5. Jan 18, 21:00
x4

Re: X4 Wishlist 4.0/DLC2 Edition

Post by Nort The Fragrent » Wed, 9. Sep 20, 19:28

Introduce a non combative way to gain reputation with minus faction’s.
By having at least one of their stations allowing you to trade.
That way you can very slowly gain rep.

I play a non aggressive game, and the only way to advance is by killing something.
This I find abhorrent.

I would like a Non aggressive option to advance, Not all ways killing things.

Please please please, allow a peaceful side door to advancement.

:)

tomchk
Posts: 1294
Joined: Mon, 26. Jan 15, 19:55
x4

Re: X4 Wishlist 4.0/DLC2 Edition

Post by tomchk » Wed, 9. Sep 20, 19:56

I don't agree on every point, but these would be a huge deal to me:

"When docking at a station, make the welcome and generic announcements more faction specific. This added a lot of character/life to X3 whereas in X4 it's generally a monosyllabic "welcome", making all stations feel alike and making it hard to tell what faction you're dealing with at times. Have us be welcomed in the name of the Kingdom of Boron, the High Priest, or the Chairman, etc. With how immersive X4 tries to make everything, this bit of character is sorely missing.
When redesigning a station, instead of the generic background image, use the skybox of the system you're building in as a backdrop. When upgrading a ship use the skybox of the current system and (if applicable) the ship docked to the current station. ...
Implement horizontal 'observation' corridor modules that act like the current horizontal connects, except you can take the lift to them and walk their length/look out the windows (similar to the venture module).This way you can design your stations with interesting views and observation platforms to hang out in. More connected walkways across modules in general would also be a good idea. Right now you can connect several docks if they're next to each other, but other than that there's no way to build a station that feels less fragmented."
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

Marco Nero
Posts: 238
Joined: Tue, 19. May 09, 09:25
x3

Re: X4 Wishlist 4.0/DLC2 Edition

Post by Marco Nero » Wed, 9. Sep 20, 20:13

+1

letherial
Posts: 13
Joined: Thu, 22. Feb 07, 20:32
x4

Re: X4 Wishlist 4.0/DLC2 Edition

Post by letherial » Wed, 9. Sep 20, 20:16

I feel like the problems with excessive clicking on the UI and fleet management has been a issue since launch and what they have done is minor changes and none of it has made it any better. I dont have my hopes up for any of this, i dont feel like ego soft has a imagination anymore, but **** the imagination, ill settle with just improving the overall experience with the game. Right now, I expect more extra clicking, mechanics that dont make any sense and are overly complex, a even worse exp system, a couple of plain ships, all this paired with a gigantic hype to get more sales. They have made hardly any real progress on this game since launch, I am still experiencing the same frustrations as i was then, and they have had plenty of time. I think ill skip out on the next expansion.

I hope they prove me wrong.

adeine
Posts: 1110
Joined: Thu, 31. Aug 17, 17:34
x4

Re: X4 Wishlist 4.0/DLC2 Edition

Post by adeine » Wed, 9. Sep 20, 20:21

letherial wrote:
Wed, 9. Sep 20, 20:16
I feel like the problems with excessive clicking on the UI and fleet management has been a issue since launch and what they have done is minor changes and none of it has made it any better. I dont have my hopes up for any of this, i dont feel like ego soft has a imagination anymore, but **** the imagination, ill settle with just improving the overall experience with the game. Right now, I expect more extra clicking, mechanics that dont make any sense and are overly complex, a even worse exp system, a couple of plain ships, all this paired with a gigantic hype to get more sales. They have made hardly any real progress on this game since launch, I am still experiencing the same frustrations as i was then, and they have had plenty of time. I think ill skip out on the next expansion.

I hope they prove me wrong.
Apparently they redid a lot if not most of the UI for Rebirth post launch, so there is hope as priorities free up.

Socratatus
Posts: 1502
Joined: Tue, 11. May 04, 15:34
x4

Re: X4 Wishlist 4.0/DLC2 Edition

Post by Socratatus » Wed, 9. Sep 20, 21:11

To be honest I was hoping for more personal customisations and even the ability to make your own character, not choose a premade. But it looks like that`s going right out the window. I had hoped for so much more when I made the whole order near 2 years ago.
"If you`re looking for that one person who can change your life, take a look in the mirror."
"No problem can withstand the assault of sustained thinking."
"Don`t raise your voice. improve your argument."
"Some men are morally opposed to violence. They are protected by men who are not."

letherial
Posts: 13
Joined: Thu, 22. Feb 07, 20:32
x4

Re: X4 Wishlist 4.0/DLC2 Edition

Post by letherial » Thu, 10. Sep 20, 01:56

[/quote]

Apparently they redid a lot if not most of the UI for Rebirth post launch, so there is hope as priorities free up.
[/quote]

They made a lot of changes, a lot of good changes, but not the most vital ones. The UI is just clunky, it always switches targets on me so i ended up telling my scout to go buy whatever instead of my trader. In the factory you can choose some to make a buy/sell offer, others it just does it for you, its hard to drag the map around with my mouse because i always end up telling a ship to go to a random place. A bunch of other things as well, its just clunky and half-assed. I swear this is the only game on the planet that has a minute long save. As far as the AI, a rat would fly a ship better, though i think some of it is just low pilot skill as well, which is cool honestly, but even a 5 star pilot wont dock correctly. and fleet management, my god, its like someone smoked a bunch of meth, came up with this great way to manage the fleet, then came down and forgot to implement most of it. . I mean, its almost its weird and i dont get the logic. I am not trying to be picky, but its been 2 years These problems take away from the game, they are not just frustrating, they make the game not worth playing. I am not asking for grand changes, just a little bit of attention to detail.....i feel like none of them realy play the game because these problems are glaring and not to hard to fix, except for the AI, thats a different story and id be more willing to look past it if the game wasnt so clunky. But what realy pisses me off the most is they came out with a DLC before this shit was fixed. First fix shit, then you can sell more shit that you can then fix, i am fine with that.

I feel manipulated, like they hyped this shit up, but then they are more interested in DLC then living up to their hype. It could be one of the best games i have ever played, but i get so frustrated with just trying to deal with the game, i should be getting mad at losing or something, not getting mad because something that should happen doesnt, or is unnecessarily difficult to do.

ok, rant over, and my point is, i dont think they are listening all that much. Just enough to figure out how to sell another DLC.

adeine
Posts: 1110
Joined: Thu, 31. Aug 17, 17:34
x4

Re: X4 Wishlist 4.0/DLC2 Edition

Post by adeine » Thu, 10. Sep 20, 02:36

letherial wrote:
Thu, 10. Sep 20, 01:56

Apparently they redid a lot if not most of the UI for Rebirth post launch, so there is hope as priorities free up.
They made a lot of changes, a lot of good changes, but not the most vital ones. The UI is just clunky, it always switches targets on me so i ended up telling my scout to go buy whatever instead of my trader. In the factory you can choose some to make a buy/sell offer, others it just does it for you, its hard to drag the map around with my mouse because i always end up telling a ship to go to a random place. A bunch of other things as well, its just clunky and half-assed. I swear this is the only game on the planet that has a minute long save. As far as the AI, a rat would fly a ship better, though i think some of it is just low pilot skill as well, which is cool honestly, but even a 5 star pilot wont dock correctly. and fleet management, my god, its like someone smoked a bunch of meth, came up with this great way to manage the fleet, then came down and forgot to implement most of it. . I mean, its almost its weird and i dont get the logic. I am not trying to be picky, but its been 2 years These problems take away from the game, they are not just frustrating, they make the game not worth playing. I am not asking for grand changes, just a little bit of attention to detail.....i feel like none of them realy play the game because these problems are glaring and not to hard to fix, except for the AI, thats a different story and id be more willing to look past it if the game wasnt so clunky. But what realy pisses me off the most is they came out with a DLC before this shit was fixed. First fix shit, then you can sell more shit that you can then fix, i am fine with that.

I feel manipulated, like they hyped this shit up, but then they are more interested in DLC then living up to their hype. It could be one of the best games i have ever played, but i get so frustrated with just trying to deal with the game, i should be getting mad at losing or something, not getting mad because something that should happen doesnt, or is unnecessarily difficult to do.

ok, rant over, and my point is, i dont think they are listening all that much. Just enough to figure out how to sell another DLC.
While your frustration is understandable, this is not that kind of thread.

But if you look at past patch notes from 1.x -> 2.x -> 3.x it's actually pretty impressive what they have been able to get done considering it's a pretty small team and somewhere in there the world has gone to shit.

Falcrack
Posts: 4998
Joined: Wed, 29. Jul 09, 00:46
x4

Re: X4 Wishlist 4.0/DLC2 Edition

Post by Falcrack » Thu, 10. Sep 20, 03:06

I hope the devs look at the suggestions regarding terraforming and workforce in this thread. This needs to be more than a merely cosmetic feature. It absolutely has to have significant gameplay impacts.

User avatar
PreSpawn
Posts: 197
Joined: Fri, 19. Mar 04, 20:09
x4

Re: X4 Wishlist 4.0/DLC2 Edition

Post by PreSpawn » Thu, 10. Sep 20, 08:16

1. Hotkey for jumping into pilots seat from anywhere in the cockpit
2. Hotkey for teleporting back to ship while in Spacesuit
3. Shortcut to ongoing Boarding Operation, e.g. little window/Stickie/popup like the camera windows in X2/X3
4. Target individual Modules on Xenon/Enemy Stations. It is very tedious to destroy them with a Turret only ship, you have to constandly switch your turrets from "attack all enemies" to "attack my target", because they stop firing.
5. Make the build-storage from stations targetable
6. Own wharf/shipyard produktion queue, rename "unknown ship" to "not enough resources" or "blueprint missing"
7. Cancel boarding operation/send reinforcements to ongoing operation
8. Make turrets prioritise enemy turrets, when in range (extra turret mode: the S.M.A.R.T mode, prio: missiles->turrets->fighters->capitals->station modules->drones ... when nothing that fits list to shoot, shot ANYTHING red remaining...)
X2: Ace of Aces 2nd - Advanced Mogul
X3: Overlord - Master Industrialist
XTM: Battlemaster - Manufacturer
X3TC: Hero - Capitalist
X3AP: Battlemaster - Manufacturer (146 Stunden)
XR: (108 Stunden)
X4: (224 Stunden) (https://www.twitch.tv/andimech)

spasov33
Posts: 10
Joined: Thu, 7. Jun 18, 08:28
x4

Re: X4 Wishlist 4.0/DLC2 Edition

Post by spasov33 » Fri, 11. Sep 20, 09:41

Please add a command "hold position" and/or "maintain distance". I want to be able to tell to my pilots "hold this position, while still firing at the enemy" or "maintain distance 5 km of that capital ship and fire at it". I read that more experienced pilots tend to keep their distance. But it is so hard to have pilots at 5 stars or 4 stars. My pilots are not getting a lot of experience even after destroying hundreds of ships. And it is such a simple solution and a simple command (or at least I believe it is :).

Altimis
Posts: 44
Joined: Sun, 28. Dec 14, 11:54
x4

Re: X4 Wishlist 4.0/DLC2 Edition

Post by Altimis » Fri, 11. Sep 20, 11:23

Here my only wish. Just one wish.

Please complete in game encyclopedia.

Just please. I read AMA and bla bla wishlist, I am surprised no one mention incomplete of encyclopedia in the game... why!?

Witzzard
Posts: 170
Joined: Wed, 3. Aug 05, 15:17
x4

Re: X4 Wishlist 4.0/DLC2 Edition

Post by Witzzard » Sat, 12. Sep 20, 19:11

Better (more hints what things do) encyclopedia especially in regards towards weapons would be nice.
What i'd also like to see is a 'static' low-interest grouping for your ships, to drop off universe traders into and being able to minimize said group in your ship list. Though i guess you can do that with a wing or something as a workaround.

Felicitus Bigbeaver
Posts: 59
Joined: Tue, 27. Nov 18, 17:47
x4

3rd dlc suggestionS

Post by Felicitus Bigbeaver » Sat, 12. Sep 20, 19:42

what are peoples ideas on the dlc after this one?
I'd like to a return of a mutated superstrong xenon kicking as s. Or the khaak. They're a little too quiet

User avatar
Matthew94
Posts: 834
Joined: Tue, 4. Jan 11, 01:59
xr

Re: 3rd dlc suggestionS

Post by Matthew94 » Sat, 12. Sep 20, 19:55

Space Truck Simulator 2021

Post Reply

Return to “X4: Foundations”