Totally agree!!!Falcrack wrote:If you are waiting around for Star Citizen, I would be concerned, but I think this title is more likely to be released in a reasonable time frame.Scarecrow wrote:At 70 yo I'm hoping it gets released in time for me to play it
Hopefully you still have plenty of time to get it right, I'm not planning a Celestis trip any time soon.
X4 : next release ?
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X3 Reunion - X3 Terran Conflict - X3 Albion Prelude - X Rebirth - X4 CE...
X3 Reunion - X3 Terran Conflict - X3 Albion Prelude - X Rebirth - X4 CE...
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@Falcrack: At my current 35 years of age I'm already worried of not seeing SC going live
Save game editor XR and CAT/DAT Extractor
Keep in mind that it's still a work in progress although it's taking shape nicely.
If anyone is interested in a new save game editor for X4 and would like to contribute to the creation of one let me know. I do not have sufficient time to create it alone, but if there are enough people who want it and want to contribute we might be able to set something up.
Keep in mind that it's still a work in progress although it's taking shape nicely.
If anyone is interested in a new save game editor for X4 and would like to contribute to the creation of one let me know. I do not have sufficient time to create it alone, but if there are enough people who want it and want to contribute we might be able to set something up.
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@CBJ: I would like to be very clear that I meant no offense and I do understand what you're saying.
I would like to add though that a lack of communication is not expectation management. However I do understand it's not much fun being on that end of the pitch forks.
Also much of the communication could be read as being aggressive. For instance the following implies that you're offended by the statement and could be construed as a very emotional and offensive response:
"Really? We've done everything we are able to to change that this time around. I'm sorry if there isn't a non-stop flow of information, but we have given lots of information about the game already, and we will do so again when we have something new to tell people about."
Saying something in the lines of:
"I'm sorry you feel this way. We've been working hard to change the way we communicate. It's been difficult providing a consistent stream of information however we do feel we're getting better. We feel that we've already given a lot of information and cannot give much more at the moment without impacting the experience. As soon as we feel we have new information to share we will do so."
I would like to add though that a lack of communication is not expectation management. However I do understand it's not much fun being on that end of the pitch forks.
Also much of the communication could be read as being aggressive. For instance the following implies that you're offended by the statement and could be construed as a very emotional and offensive response:
"Really? We've done everything we are able to to change that this time around. I'm sorry if there isn't a non-stop flow of information, but we have given lots of information about the game already, and we will do so again when we have something new to tell people about."
Saying something in the lines of:
"I'm sorry you feel this way. We've been working hard to change the way we communicate. It's been difficult providing a consistent stream of information however we do feel we're getting better. We feel that we've already given a lot of information and cannot give much more at the moment without impacting the experience. As soon as we feel we have new information to share we will do so."
Save game editor XR and CAT/DAT Extractor
Keep in mind that it's still a work in progress although it's taking shape nicely.
If anyone is interested in a new save game editor for X4 and would like to contribute to the creation of one let me know. I do not have sufficient time to create it alone, but if there are enough people who want it and want to contribute we might be able to set something up.
Keep in mind that it's still a work in progress although it's taking shape nicely.
If anyone is interested in a new save game editor for X4 and would like to contribute to the creation of one let me know. I do not have sufficient time to create it alone, but if there are enough people who want it and want to contribute we might be able to set something up.
No offence taken. Regarding lack of communication, the point is that that isn't the case this time around. We have already communicated quite a bit, and we'll continue to communicate when we are ready to do so. Constant "updates" with no new information won't add anything to that process, but they will impact on development.
Regarding the wording of responses, I'm well aware of the difference between a a "corporate" tone and a more personal one. In informal discussions such as this one, I think the other participants appreciate that developers who choose to take part in them do of their own accord and as individuals. Occasionally that can mean that a little impatience shows through, but a gentle reminder that the developers are (mostly) human is not always a bad thing.
Regarding the wording of responses, I'm well aware of the difference between a a "corporate" tone and a more personal one. In informal discussions such as this one, I think the other participants appreciate that developers who choose to take part in them do of their own accord and as individuals. Occasionally that can mean that a little impatience shows through, but a gentle reminder that the developers are (mostly) human is not always a bad thing.
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I am sick and tired of seeing political correctness especially in most other games and then storm brews up years later.nemesis1982 wrote:@CBJ: I would like to be very clear that I meant no offense and I do understand what you're saying.
I would like to add though that a lack of communication is not expectation management. However I do understand it's not much fun being on that end of the pitch forks.
Also much of the communication could be read as being aggressive. For instance the following implies that you're offended by the statement and could be construed as a very emotional and offensive response:
"Really? We've done everything we are able to to change that this time around. I'm sorry if there isn't a non-stop flow of information, but we have given lots of information about the game already, and we will do so again when we have something new to tell people about."
Saying something in the lines of:
"I'm sorry you feel this way. We've been working hard to change the way we communicate. It's been difficult providing a consistent stream of information however we do feel we're getting better. We feel that we've already given a lot of information and cannot give much more at the moment without impacting the experience. As soon as we feel we have new information to share we will do so."
honesty is the best policy in my opinion and you can't BS around your customer's. I would rather see a passionate human working on what they love doing than what would be construed as 'a robot'.
Off topic: it's only yesterday i found out that Chris Roberts was let go from Freelancer. So I'm pretty sure ES's decision making isn't as terrible as his.If you are waiting around for Star Citizen, I would be concerned, but I think this title is more likely to be released in a reasonable time frame.
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Since we are in casual discussion, I was wondering if you (Egosoft) have ever considered to do a fully open development system like Amplitude Studio (endless games, last one being endless space 2) ?
Idea being every design/mechanics choices is detailed and given publically and the community do vote, give ideas of improvment and for the part who have access to alphas give feedback (I guess the last part is similar to DevNet, so already have. Difference being almost everything is public).
It worked for them, and Sega accepted to edit them despite having this unusual organization..
They did got a few months of early-access on Steam with limited access to the contents but was in the last stage of development. Ideas is not crowfunding or years of Early access.
Idea being every design/mechanics choices is detailed and given publically and the community do vote, give ideas of improvment and for the part who have access to alphas give feedback (I guess the last part is similar to DevNet, so already have. Difference being almost everything is public).
It worked for them, and Sega accepted to edit them despite having this unusual organization..
They did got a few months of early-access on Steam with limited access to the contents but was in the last stage of development. Ideas is not crowfunding or years of Early access.
AMD R7 2700X 3.7GHz - GTX 1070 Ti 8Go Asus cerberus - 16Go RAM 3200MHz - Asus Prime X470-Pro - LG 32" 4K 60Hz - SSD Samsung Evo850 512 GB - HDD Toshiba 2 To 7200 Tr/min - Onkyo HTS-7800 Dolby Atmos 5.1.2
- Experiumix
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I agree with CBJ
Hear me guys, I am working in the italian branch of a big German/International software house compared to EGOSOFT (around the world we're about 1200 people) and when our product was still in development it took more that 3 years to have the first release ready with about 190 men years of total development. So let them do their job as quietly as possible and we will get a superb new game. They are a really great programmers and they want to realise the best game they are able to do !CBJ wrote:No offence taken. Regarding lack of communication, the point is that that isn't the case this time around. We have already communicated quite a bit, and we'll continue to communicate when we are ready to do so. Constant "updates" with no new information won't add anything to that process, but they will impact on development.
Regarding the wording of responses, I'm well aware of the difference between a a "corporate" tone and a more personal one. In informal discussions such as this one, I think the other participants appreciate that developers who choose to take part in them do of their own accord and as individuals. Occasionally that can mean that a little impatience shows through, but a gentle reminder that the developers are (mostly) human is not always a bad thing.
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You all are probably working really hard right now.
And day by day video card prices are falling...
And day by day video card prices are falling...
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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
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じしf_, )ノ
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- Vandragorax
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I've also followed Amplitude Studio's games, and they are mostly very good, although I do feel that Endless Space is very 'sparse' in terms of actual gameplay. It certainly feels like a mish-mash of features that people voted for and were stuck together without really any idea of how they should fit in with the other gameplay mechanics.Cabrelbeuk wrote:Since we are in casual discussion, I was wondering if you (Egosoft) have ever considered to do a fully open development system like Amplitude Studio (endless games, last one being endless space 2) ?
Idea being every design/mechanics choices is detailed and given publically and the community do vote, give ideas of improvment and for the part who have access to alphas give feedback (I guess the last part is similar to DevNet, so already have. Difference being almost everything is public).
It worked for them, and Sega accepted to edit them despite having this unusual organization..
They did got a few months of early-access on Steam with limited access to the contents but was in the last stage of development. Ideas is not crowfunding or years of Early access.
Not to mention that their turnaround time for patches and updates was excruciatingly slow for even the smallest of features.
There are negatives to this method that obviously CBJ and the team have considered and wouldn't work for them, in the same vein that 'early access' wouldn't help them much either (too much resource needed to essentially project manage the feedback and corralling users into accepting the direction the devs sometimes need to go in).
Admiral of the Fleet.
I haven't found that Amplitude's turn around time for patches is that bad honestly. Endless Space 1 was their first game and as such may well have been short on gameplay, but Endless Legend was pretty brilliant.Vandragorax wrote:I've also followed Amplitude Studio's games, and they are mostly very good, although I do feel that Endless Space is very 'sparse' in terms of actual gameplay. It certainly feels like a mish-mash of features that people voted for and were stuck together without really any idea of how they should fit in with the other gameplay mechanics.
Not to mention that their turnaround time for patches and updates was excruciatingly slow for even the smallest of features.
There are negatives to this method that obviously CBJ and the team have considered and wouldn't work for them, in the same vein that 'early access' wouldn't help them much either (too much resource needed to essentially project manage the feedback and corralling users into accepting the direction the devs sometimes need to go in).
I think patching for Endless LEgend was slow because they built the game in such a way that everything they touched affected everything else when it came to the AI. They had to do a lot of work to make the AI playable because they used a system of weighted voting based on artificial "departments" for every AI faction. This turned out to be extremely problematic and took a long time to correct to the point where the AI was decent.
Endless Space 2 has been a completely different beast with not only frequent patches but the modding system being used to test balance changes etc for the main game. They are currently hard at work on an expansion so it may seem like a lull but I suspect there will be an announcement for the new content soon.
If you want a different perspective, stand on your head.
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Apologies for the side track.
In terms of an open development system for Egosoft, it may or may not be right for them. It certainly takes some initial work to setup because traditionally, this is not how games have usually been developed.
The tricky bit is knowing when to draw the line in terms of accepting user input versus having to say no to a particular feature or mechanic because of resource or time limitations. Or simply because it doesn't balance out with the rest of the game from a dev perspective..
In terms of an open development system for Egosoft, it may or may not be right for them. It certainly takes some initial work to setup because traditionally, this is not how games have usually been developed.
The tricky bit is knowing when to draw the line in terms of accepting user input versus having to say no to a particular feature or mechanic because of resource or time limitations. Or simply because it doesn't balance out with the rest of the game from a dev perspective..
If you want a different perspective, stand on your head.