New X game anti-wishlist!! write here features you dont need in next X game

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Veeshan
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Post by Veeshan » Mon, 1. May 17, 00:55

Not many things come to mind but im not a fan of the number wheel interface; especially with a common command, Cancel, bound to 6. Im not Edward Scissorhands ;)

Id also really love for the update window that displays comms and alerts to be active in all modes and menus.

Another would be sharp turns in highways; they typically are jarring and cause loading hitches.

Oh here's a big one! Rude NPCs! Man, if my kids spoke to me like that they'd be grounded so quick...

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spankahontis
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Post by spankahontis » Mon, 1. May 17, 15:36

- Lack of Facial models among Humans, Teladi and Split.
- Indestructible Stations.
- Lack of War where there is supposed to be (Heart of Albion vs PMC) Never seen fighting each other.
- Spawning Pirates out of thin air.
- Ships with Unlimited missiles.
- Lack of reason for Item Trading.
- Flying Ship without using Hands in Cockpit.

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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths » Fri, 5. May 17, 23:25

WRT the OP's anti-wish-list, I believe I know where they are coming from but disagree with their perspective on all counts.


WRT my anti-wish-list:-
  1. Gamepad oriented UI - this is a definite no-no. By all means keep/allow support for gamepads but lets get off the Xbox controller focus - it is perhaps the WORST gamepad ever designed.
  2. No multi-player - the X genre works best as a single player game IMO
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Post by kurush » Sun, 7. May 17, 02:46

Roger L.S. Griffiths wrote:[*]No multi-player - the X genre works best as a single player game IMO[/list]
At least don't make it a friggin MMO, I could live with standard universe being shareable between two players. In fact I'd start dualboxing right away :) Not that there is a slim chance of Egosoft doing it.

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Post by Assailer » Tue, 9. May 17, 05:42

Add more than one UI font (typically it's way too small for my needs), so i do not need a new set of glasses after playing 100 hours.

If you add custom fonts, make sure the UI elements scale properly for better mod support.

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mr.WHO
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Post by mr.WHO » Tue, 9. May 17, 08:55

Assailer wrote:Add more than one UI font (typically it's way too small for my needs), so i do not need a new set of glasses after playing 100 hours.

If you add custom fonts, make sure the UI elements scale properly for better mod support.
+1

Better fonts and GUI scalable to scren resolution is a must. I hate that in XR the fonts are tiny and "classic toolbar GUI" (the one not build into cokpit) takes like only 40% of my screen.

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Re: New X game anti-wishlist!! write here features you dont need in next X game

Post by Boringnick » Wed, 10. May 17, 21:56

matveich[EG] wrote:The purpose of this topic is for the members of the community to discuss features of the upcoming X games, that they do not want to be implemented
No wise-cracking girlies as introduction to the games anymore, please.

There were really a disease since X2 (Saya, Yisha, that redhead in X3 etc.)

That's not meant to be sexist by the way. I would have no problems with a grown woman as your superior officer or something, but these "girlies" were really something else...

In general, the intro and tbe beginning of X-BTF was the best one so far. It only got worse with each iteration (Terran Conflict being the notable exception, with the intro and all having that "grand space opera" feeling again, in opposite to the teen-weirdness of X3 Reunion).

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Post by Lord Crc » Fri, 19. May 17, 12:25

So I've been replaying the campaign again after a longish break, and I got some some anti-wishes for the next game:
  • - Ship collisions. It's a complete immersion-breaker that ships bounce off each other, or worse, intersect each other without anything happening. For example, highways should not be designed in a way that allows for collisions! Keep ships further away from stations by design and path finding.
    - Utterly retarded path finding! Immersion issue and major annoyance issue.
    - Utterly retarded attack/defense AI. Like Balors deciding to fire all missiles at a hostile fighter instead of the hostile capship next to it, and then move into turret range to try to pew-pew-pew the capship... Or a Heavy Sul taking on a hostile Taranis on their own, while my three Taranis' set to patrol the same zone looks at it getting blasted to bits without lifting a finger (all DO's set to attack enemies).
    - Modal NPC dialogs while world is moving along...
    - 5019201 clicks required to do the simplest of things. Got 10+ capships that needs to refuel? Have fun! Or, if I got 1+ billion credits, why would I buy an Arwan without a full compliment of turrets and shields? And station building is so tedious it ruins all the fun.
    - Escorts that don't. Capship escorts just don't (since they're always trailing too far behind), and fighter escorts are broken by design when the capship they protect moves to a new zone (though in-zone they work fairly well)
    - Station managers that don't. Like when they got a buy order out for 90k e-cells, yet send their Rahanas out to buy 391 e-cells from the station that's got 900k at min price. And good luck if you want to sell surplus intermediary goods while ensuring enough stock for your own production...
:evil:

Looking past issues like the above, I have been enjoying the campaign replay in 4.1. I also appreciate the work that's been put into improving XR, it's come a long way since launch.

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Post by RodentofDoom » Thu, 25. May 17, 19:31

- Mini-games
- Walking in stations
- Explorable capital ships
- Carriers without hanger decks
- Drones that die in 0.00005 seconds of combat being iniated with a small group of s/m fighters
- Static faction relations between NPC's

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Baddieus
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Post by Baddieus » Wed, 31. May 17, 03:00

I don't need ... sirens with red & blue flashing lights.

There are obviously no speed limits, and the main reasons for any type of patrol in space are smugglers and pirates. Consider using silvery clean reflective(ish) ships that can be seen from a distance with the eye and/or show up with a special symbol on the radar to represent security patrols. Also, consider that they should fly by 2's like current military air patrol's do in our modern age, side-by-side with one on point and the other a wingman. They could have the ability to "hail" the player, and burst in on comm's if not responded to accordingly. Orders to stop your ship & prepare to be scanned instead of a fly-by would be legit in my opinion, and would add a touch of immersion having to actually stop & wait for this action to take place. The player could gain rank with the security in different sectors from someling like agitator, to cooperator, to known abider that on the higher levels would allow a dialog option when hailed to get out of being scanned. Mission options could require joining up and flying one of their patrol ships instead of your personal ship when accepted in main sectors, but using personal in the more sparse sectors.

I don't need ... to be easily identified in any ship.

Obviously ships I own are registered, however the option to get in an unregistered, unlicensed, unidentified pirate ship and attack a target until they drop cargo, then jump away without being known or losing rank would add some immersion for me, as well as a type of mission that could be for pirates or a governing body. Also the option to attack & return in a different ship to offer aid, or maybe destroy a ship & then return in my personal ship to offer a ride to the ejected pilot for a fee, all the while hearing them bad mouth the pirate they do not know was me would just make me smile :-).

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Post by UniTrader » Wed, 31. May 17, 06:58

Baddieus wrote:There are obviously no speed limits, and the main reasons for any type of patrol in space are smugglers and pirates. Consider using silvery clean reflective(ish) ships that can be seen from a distance with the eye and/or show up with a special symbol on the radar to represent security patrols. Also, consider that they should fly by 2's like current military air patrol's do in our modern age, side-by-side with one on point and the other a wingman. They could have the ability to "hail" the player, and burst in on comm's if not responded to accordingly. Orders to stop your ship & prepare to be scanned instead of a fly-by would be legit in my opinion, and would add a touch of immersion having to actually stop & wait for this action to take place. The player could gain rank with the security in different sectors from someling like agitator, to cooperator, to known abider that on the higher levels would allow a dialog option when hailed to get out of being scanned. Mission options could require joining up and flying one of their patrol ships instead of your personal ship when accepted in main sectors, but using personal in the more sparse sectors..
Having to stop and interact each time the Police wants to Scan you would get annoying pretty quickly imo. Interaction requirement should stay as is where you only have to do something if you really have to act (like when catched with Illegal Goods)
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Post by Nanook » Wed, 31. May 17, 18:54

UniTrader wrote:...
Having to stop and interact each time the Police wants to Scan you would get annoying pretty quickly imo....
Not if they didn't do it so damned often! Right now, it gets "annoying pretty quickly" with all the cops running around, sirens blaring, IMO. Decrease by an order of magnitude the number of cops and the amount of scanning and you have a much more believable atmosphere. Baddieus's suggestion would then be a positive addition to the immersion of the game, again IMO.
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Post by UniTrader » Wed, 31. May 17, 19:17

Nanook wrote:
UniTrader wrote:...
Having to stop and interact each time the Police wants to Scan you would get annoying pretty quickly imo....
Not if they didn't do it so damned often! Right now, it gets "annoying pretty quickly" with all the cops running around, sirens blaring, IMO. Decrease by an order of magnitude the number of cops and the amount of scanning and you have a much more believable atmosphere. Baddieus's suggestion would then be a positive addition to the immersion of the game, again IMO.
as far as i know you can easily avoid Scans altogether by staying away about 5km from any masstraffic lane. but putting this aside for now:
so how often should Scans with Interaction requirement on average happen that it doesnt get annoying? every 10 minutes? probably still annoying. every hour or more rarely? why put it in in the first place?
What should happen if the Player currently manages his Empire and has something of intrest selected (meaning he is currently in some kind of Menu)? Force-Close the Menu for the Police Interaction? really annoying. Delay the Interaction until the Player is finished? un-immersive and has abuse potential (wait till police is gone when smuggling)
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Post by Nanook » Wed, 31. May 17, 19:57

UniTrader wrote:....
so how often should Scans with Interaction requirement on average happen that it doesnt get annoying? every 10 minutes? probably still annoying. every hour or more rarely? why put it in in the first place?...
Stop trying to schedule it. :P It should be random and infrequent, and probably based on your current rep with the locals. Right now, if a cop comes near you, you're almost certain to be scanned. And there are lot's of cops. And they're not all in mass traffic areas. Just getting close enough to scan those little 'i' icons can be a real pain!
What should happen if the Player currently manages his Empire and has something of intrest selected (meaning he is currently in some kind of Menu)? Force-Close the Menu for the Police Interaction? really annoying. Delay the Interaction until the Player is finished? un-immersive and has abuse potential (wait till police is gone when smuggling)
This is all stuff that can be worked out with a little thought. Shouldn't be an excuse for not trying to figure it out.

And for cripes sake, shut off those blasted sirens!! They should only be blaring when they're actually after you or someone else. Real cops don't drive around everywhere with their sirens on announcing their presence to everyone. IMO, the previous games did scanning right. You'd get a hail from a cop (military ship) and a notice that you're being scanned. They could and often did sneak up on you and attempt to scan you with menus open. We dealt with it then and we can deal with it here.
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Post by UniTrader » Wed, 31. May 17, 21:05

Nanook wrote:
UniTrader wrote:....
so how often should Scans with Interaction requirement on average happen that it doesnt get annoying? every 10 minutes? probably still annoying. every hour or more rarely? why put it in in the first place?...
Stop trying to schedule it. :P It should be random and infrequent, and probably based on your current rep with the locals. Right now, if a cop comes near you, you're almost certain to be scanned. And there are lot's of cops. And they're not all in mass traffic areas. Just getting close enough to scan those little 'i' icons can be a real pain!
What other metric than Average time between Scans (NOT exact timing/sheduling :roll: i never said it this way :roll: ) could be used to discuss Scan frequency? less than currently is a very vague expression... :roll:

Also the Police are all part of the Masstraffic. they originate there and they will return to it. ok, they stray away from it to Scan other Ships, but if you stay away from the mass traffic they wont go after you. And i just re-checked the Scripts - they search for Scan Targets in a 500m radius roughly in front of them, and with a line of sight. if these conditions dont apply they wont approach for Scan..

Nanook wrote:
What should happen if the Player currently manages his Empire and has something of intrest selected (meaning he is currently in some kind of Menu)? Force-Close the Menu for the Police Interaction? really annoying. Delay the Interaction until the Player is finished? un-immersive and has abuse potential (wait till police is gone when smuggling)
This is all stuff that can be worked out with a little thought. Shouldn't be an excuse for not trying to figure it out.
yeah, let the devs figure it out - what could happen.. (hint: worst case is not that it doesnt get added, but that it gets added exactly as described without putting any further thought into it - in this case for example we woundnt have annoying scans every few seconds anymore, but even more annoying interactive events which close all open menus every few seconds) - so discussing the details and consequences of an idea is a good thing imo ;) (this includes pointing out even obvious flaws) - not only does it prevent more or less obvious failure modes, it also increases chances of getting actually added because its discussed (and therefore demanded#) but also it may already be pretty fleshed out when read by the Devs and practically ready to be directly added without need for further thought ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Post by Santi » Wed, 31. May 17, 22:59

Something I noticed and was reported in the Public beta was an unusual amount of police being spammed by Stations, we are talking about lines of police small craft.

I am fine with the current system, and if you hear the sirens close up, then it is time to boost and leg it up if you are carrying something not kosher, otherwise you do not need to bother with it. But for things like hacking the huge amount of police makes it very difficult.
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Post by UniTrader » Wed, 31. May 17, 23:18

Santi wrote:Something I noticed and was reported in the Public beta was an unusual amount of police being spammed by Stations, we are talking about lines of police small craft
I had this once, too - when i built my very first Masstraffic Network. the related Station had no specific Masstraffic quotas defined, the only quota which applied to it was the cluster-wide Police Watchdog quota, amounting to 40 possible Ships. So the bug is actuallly probably not that the Police Ships appeared, but that there were no other Ships to fill the MTN...
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Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Post by Snafu_X3 » Thu, 1. Jun 17, 02:14

I can't remember (haven't played for a few months), but I don't remember a colour (ie warning) flag WRT illegal goods /pickup/ being implemented: the only way this is visible atm is thru the personal stocks screen - maybe this could be changed (for both internal & external pickup)?

This would allow new starters to prioritise risk/reward, & allow them to more easily dump contraband if scanned (unless they boost away ofc)
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Post by Assailer » Thu, 1. Jun 17, 05:57

Tiny zones packed with factories... try to be more like Elite:D, add some dimension.

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Post by Ketraar » Thu, 1. Jun 17, 21:17

Assailer wrote:Tiny zones packed with factories... try to be more like Elite:D, add some dimension.
You mean being boring and dull? No thanks, Space Trucker is fine and dandy, but I'd like my economy sim please.

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