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

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sd_jasper
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Post by sd_jasper » Fri, 28. Apr 17, 21:40

The only thing I want removed is the chat mini-game. And even that I think could be overhauled into something fun (but I wouldn't bank on it).

So many things just need adjustments:

Hacking: This could be a bit more involved and interesting. The same timing mini-game as conversations makes it even more dry. Would love to see different types of hacking and different/better rewards.

Trade Offers: I don't think I want to go back to deploying satellites across the galaxy, but I REALLY don't want to play through the same handful of conversations over and over to subscribe. Trying to get offers w/o subscribing never works for me, they are expired by the time I find a match.... I'm not sure what the best solution is. I'm not one that wants to automatically know all the offers everywhere, though. Maybe fly-by works a a mini-subscription for a day, but will update if the offers change?

Crafting: This has some potential, but the difference between "vender trash" and craft mats needs to be more clear. Vanity items would be nice too (paint jobs, weapon colors, cockpit items.)

Drones: TBH I only ever use the hacking one to steal ships. Never seen the need for them otherwise.

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Post by Santi » Sat, 29. Apr 17, 02:09

Highways, I am fan of launching the map, checking where the place I want to go is and engage the ship thrusters to fly to my destination. For longer distances Jump Drive will be my choice, with some added complexity and risks added to it, like possible hostile attacks, accuracy, range, fuel and cartography among factors that could affect your Jumps.
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Post by Skeeter » Sun, 30. Apr 17, 03:12

my donts list.

1. Restore system and sector maps from rebirth to x2 types for example, there easier to use and more detail and easy to navigate quickly. Imo.

2. Remove highways or rework them so that tubes are removed from sight and only show entry and exits and during travel the effects. Like only display tunnel tube if your in it if your not hide tunnel vfx from game space.

3. If you cant make landing on stations fun and interactive then remove them or let modders able to easily fill them with scripts which control npcs i.e they can walk around, have deep conversations with you that can matter and avoid bare bones chat systems with terrible voice acting and choices and dialogue. So if ypu cant put funds to make it really cool and make stattions seem alive with interior traffic i.e people leading their own lives landing and leaving on their own or hired ships that belong to other stations, put a script and mod system in so modderns can do it.

4. I didnt like space cities id rather have stations from x2 back, simple but functional as single entities.

5 Get rid of tiny ships, bring back ship classes from x2. I ,iss the split dragon m6 i think it was and the pirate bayamon iirc was a cool cockpit and ship.

6, weapons, the repeater is basically best weapon while the hammer is the 2nd best. I miss the a/b/gamma cannons from x2. They were cooler soumding and visuals were nice too. Loved working way up to them gammas and then sitting next to a station and turning seta on and letting rip, or was it against a cap ship, meh either way was fun when firing all gammas with seta on.

Bring back the gonners sectors and that cloudbase to get the jump drive again.
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SteveMill
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Post by SteveMill » Sun, 30. Apr 17, 16:59

kurush wrote:Flying a capital ship is a deal breaker for me considering that I spent 90% of my game time in X3 and X2 doing exactly that. You captial ship under AI control will mean watching helplessly how dumb AI is killing it and I am not paying for that. (may be I am, but not before the price drops under $15 as I did with Rebirth).

Weapon mods? I am not sure why would it be bad and it also is cheap to implement.
They are not bugs, they are game features and gameplay I don't want. Especially if they cannot be done properly. Either do something properly or not at all.

An interface that doesn't rely on nested menus and keystrokes isn't a radical demand. Other complex games have provided these for nearly two decades now.

Add to that 'tubes in space'.

Good luck with only getting the answers you want though. That always ends well on the Internet.

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Post by Alandauron » Sun, 30. Apr 17, 20:37

1. Highways: We don't need them, just do what mods did and increase ship speeds and add jump drives to most ships.

2. Capship Piloting: Hotly debated topic but I still feel this is very much unimportant, just more of a QoL feature for a small group that really enjoys it lol. The rest mostly just don't want to deal with terrible pathing, but from what I'm reading 4.1(in X: Rebirth) might have addressed that, when I have time I'll check it out.

3. Required Minigames: While I like having some minigames in the games that I play, I prefer when they aren't attached to something that you are required to have/do. In X: Rebirth the talking minigame gets old after about the 10th time and yet is required to get some things that are fairly important to the gameplay.

4. NPC Dialog: Unless you're gonna open up the NPC dialog to modders and allow custom lines and such then don't bother with the repetitive lines. The X Universe games are meant to be played for hours upon hours, with those dialog lines we will quickly hear all of them repeatedly and get tired of it. For quest lines sure, but random chatter...

These are in order of which I like the least (1) to ones that don't bother me quite as much (4), other things in XR don't really stick out or bother me enough to register so these 4 are really all.

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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kurush
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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.

Assailer
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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.

Boringnick
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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).

Lord Crc
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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.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.

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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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