Honved wrote: ↑Wed, 7. Nov 18, 16:57
I clearly remember the Sudoku puzzle for the CPU ship. There WERE complaints. I had to look up a solution on the forum the next morning, then read up on Sudoku puzzles, figure out how to solve one, and then go back into the game to finish the stupid thing. It was necessary to complete the plotline, and halted my night's playing session until I could figure out what was needed. There was absolutely no way that I'd have figured out how to solve the puzzle on the spot without knowing what a Sudoku puzzle was. To me, that's an unnecessary obstruction in the way of the player, not a fun or optional addition to the game.
Then they were a minority of complaints cause I never encountered complaints when I looked for walkthroughs, but then I've played Soduku Puzzles before in the past and they've never bamboozled me to that extent where frustration and hate sinked in?
X Games are the most complex games in terms of understanding the User Interface and overall gameplay itself, I've never spent so much time in my life playing a game while trying to understand how it worked quite like an X Game.. Not even Frontier Elite 2 was as complex or even Rimworld.
So to find people frustrated and spewing rage over a soduku puzzle in one of the most complex games out there makes me giggle, what did they think they signed up for? Starfox? lol
Casino gambling added into the game, fine as long as it's entirely optional, although I personally have no use for it, and feel that the resources would be better spent somewhere else. Having a station casino that LOOKS like a gambling haven, THAT is immersive to me, whether or not you can actually play the games or even go into the room. I want the universe to appear real and lived-in, not to spend or waste time on unwanted distractions inside of a game which is a more welcome distraction.
I agree that how and where they've been implemented is the biggest gripe.
A Casino Ship IMHO would be how to do mini-games the right way! And yes, I agree 100% it shouldn't effect the main mechanics of the game, but i'd go further.. Casino Ships would attract those that aren't fond of Mini-Games, so there should be games that are simple and as little like the mini-games (As we know them in X Games) As possible, let's find a mixture of the 2 so everyone can enjoy a Casino Ship experience.
Small Talk was the wrong way to implement it, even the hacking felt out of place.
But in the end.. What's a Game based on a dynamic Economy without a Gambling Sector?
So I can understand the nervousness felt about mini-games being implemented in X4.. But can't let it get in the way of seeing the bigger picture that I'm hoping Egosoft get right this time?
Vandragorax wrote: ↑Thu, 8. Nov 18, 22:15
Veeshan wrote: ↑Thu, 8. Nov 18, 21:37
One easy fix would be to drastically slow the Skunk's acceleration and perhaps lower the speed of npcs in the highway. This would lenghten the time spent needing to dodge around traffic.
Id be happy if these minigames were copied directly into X4, although the "finding good employees" needs to be a wee bit faster.
Oh god no please no lol... that highway traffic is literally the most frustrating idea ever. It should be removed and all highway users just travel at the same speed so i can get in and not have to worry about playing dodgems or potentially being bounced outside the highway all together.
I'm very much hoping it's not the same as it was in Rebirth!
Only thing that I hated about it was the Dodgem cars were entirely spawned in the first place, it wouldn't of annoyed me so much if they were actual vehicles that were manufactured/purchased from a Civilian Car dealership Facility.
A Station that makes XXS Vehicles, entirely separate from Shipyards and Boatyards.. How Workers get to their jobs etc.
Maybe the Highway is for them? Maybe even make the Highways smaller so only XXS Vehicles that are too small to have Travel Drives/Jump Drives etc. and require something to help them accelerate to a distant station destination.
Maybe make Highways for them? but for Scout Ships and Bigger, they have their Travel Drives/boosters to get them from point A to B fast.
We need a general population, tax paying citizens with normal lives that need highways like you would a road to get to work.. Those that own Scout Ships or bigger would be the equivalent of us owning Helicopters and Jets, we don't need to use the roads/highways.
So I feel we need Highways, but I think we shouldn't need to use them, maybe only for Aesthetic purposes, to show Core Sectors are teaming with life.. The New York City of Space as opposed to the Wild West Borderlands where there are no to few Highways, some lightly populated Factories in space, like the Belters in the Expanse.
There Should be 3 types of Sector in X4..
- Core Sectors, your Argon Prime Etc. The New York City of densely populated Sectors with Highway systems and a multitude of densely populated stations and high numbers of patrols already in place.
- Border Sectors, more Wild West towns with few to no highways, factories with low (but growing) populations, lightly policed by the Faction that owns the Territory.
- Uncharted Sectors, Columbus discovering the New World, no cities or highways other than alien inhabitants (Kha'ak/Pirate/Xenon or nothing at all) here.
A balance of the 3 types, enough fun for all types of X Player.