So many things wrong with the ToA design...

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oddible
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So many things wrong with the ToA design...

Post by oddible » Tue, 17. May 22, 02:49

I loved the concept of a pirate DLC, a lot of people were talking about it and we got it! But then Egosoft botched the design pretty hard. The core concept in the DLC is the wreck / scrap mining system - that works ok but that isn't really what any of us had in mind with "pirate DLC". But cool concept so sure. The problems occur in the Avarice sector and the storyline.

First, another new concept of the Tides in the Avarice sector - literally the name of the DLC. Again, nothing "pirate" here just a weird mechanic. The problem with this mechanic however is that the design causes you to lose a continuous attrition of manticores to the tides. So you can't effectively use thisnew scrap mining mechanic in the new sectors. You have to set them up in Silent Witness or combat zones where there are a lot of wrecks.

Second, the storyline has an option that chases you out of new sectors for a VERY LONG TIME. At least until you can build up a sizeable fleet to deal with that mission.

So ToA releases a "pirate DLC" which has no pirate features, just a new production line. Builds a mechanic that regularly destroys the ships making that production possible in the new sectors so you can't use it in the new sectors. Then chases you out of the new sectors for hundreds of hours with a storyline option that you can do when you're still flying around in a heavy fighter with zero other infrastructure.

I've got a thousand hours into this game but ultimately my first run of ToA went just like every other game - I can't use the new sectors for the above mentioned reasons so I'm building my empire elsewhere and pretenting to be a pirate with zero actually mechanics or story from the "pirate" DLC. The only real feature in ToA that I would call a pirate feature is the introduction off the Barbarossa - a ship that was build for boarding ops. Problematic design choices here I gotta say.

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Axeface
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Re: So many things wrong with the ToA design...

Post by Axeface » Tue, 17. May 22, 02:58

I have to say that I was quite shocked that the pirate dlc didnt update piracy at all, which is to put it lightly, barebones. Ive also said many times that factions like VIG are cartels/organised-crime and dont even fit the moniker of 'pirate' in my eyes.
As for salvaging, I wish the mechanic was much more integrated into the base game - locking L and XL wrecks behind the Teuta, and making the arbitrary sunpower (which is such a MASSIVE anomaly in the game as a whole) in the ToA sectors such a big deal when using the mechanic... doesnt sit right with me.

geckoproductions
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Re: So many things wrong with the ToA design...

Post by geckoproductions » Tue, 17. May 22, 09:30

Actually, I think they did do something interesting with it. Im not one for big pirate mechanics so I dont care too much that they didnt really change much there, but a civilian sector (RIP) thats being held hostage by pirates as their police force? Id definitely call that a good pirate content type of thing. Also love the cobbled together ships and stations. Cant say too much about the salvaging mechanics yet but all in all, it makes my game more colourful and less predictable to a certain point. Did also like the story bits, and the game does warn you if you go that route, you may piss off some people.

All in all, I am very happy with my DLC purchase and I am looking forward to the next one. If only I could separate the RIP from the VIG without killing both..

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Re: So many things wrong with the ToA design...

Post by Socratatus » Tue, 17. May 22, 10:12

That must be the place I found with a giant casino station where no casino games actually work....Nothing sexy about those casinos either, only very slightly less boring than the standard bars. All rather 'safe' for pirates.

Looked around a bit and thought, "For pirates, it really doesn't have that rebellious pirate vibe at all... everyone also dresses the same." It's like a 'safe' version of pirates, which is also another word for bor........ring.
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Diroc
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Re: So many things wrong with the ToA design...

Post by Diroc » Tue, 17. May 22, 11:48

I wouldn't really call it a Pirate DLC. There aren't any new piracy mechanics. Only more criminals. As such, it fails pretty hard in the definition.
7 zones were added and a small handful of ships.
A few new modules, a new build method, a new type of freight (Condensate) and no new equipment.
The story is decent however, early game access to the final stages of the story can cause serious problems for the unprepared player.

There are less assets available to the player compared to other DLCs.
I wouldn't say there is a lot wrong with ToA design.
Many people have been asking for a salvage mechanic for quite some time.
The Salvage mechanic was developed in parallel with the DLC. (Potentially funded by the DLC)
I think it makes more sense to call it the salvage DLC with the caveat the majority of the salvage mechanics added were not put behind the DLC paywall (Teuta being the exception).
The trailers and new build method would also, to some extent support this conclusion.
Besides participating in the open betas and documenting bugs, buying DLCs is the only way to really support development. That's how the lights stay on at Egosoft.
oddible wrote:
Tue, 17. May 22, 02:49
First, another new concept of the Tides in the Avarice sector - literally the name of the DLC. Again, nothing "pirate" here just a weird mechanic. The problem with this mechanic however is that the design causes you to lose a continuous attrition of manticores to the tides. So you can't effectively use thisnew scrap mining mechanic in the new sectors. You have to set them up in Silent Witness or combat zones where there are a lot of wrecks.
Or you could upgrade the Manticores and Teuta against Radiation damage.
oddible wrote:
Tue, 17. May 22, 02:49
Second, the storyline has an option that chases you out of new sectors for a VERY LONG TIME. At least until you can build up a sizeable fleet to deal with that mission.
Or you could hold off on proceeding with the quest until you are better prepared for the mission.
oddible wrote:
Tue, 17. May 22, 02:49
So ToA releases a "pirate DLC" which has no pirate features, just a new production line. Builds a mechanic that regularly destroys the ships making that production possible in the new sectors so you can't use it in the new sectors. Then chases you out of the new sectors for hundreds of hours with a storyline option that you can do when you're still flying around in a heavy fighter with zero other infrastructure.
  • Perhaps not a Pirate DLC. I would argue a Salvage DLC.
  • Destroys Unmodified ships (That's a potential monopoly on the market if you harden your ships against radiation. The zones are pretty safe otherwise.)
  • Chases you out at a time of YOUR choosing. You can stop the quest and wait until you are better prepared to avoid the hundreds of hours of which you speak.
oddible wrote:
Tue, 17. May 22, 02:49
I've got a thousand hours into this game but ultimately my first run of ToA went just like every other game - I can't use the new sectors for the above mentioned reasons so I'm building my empire elsewhere and pretenting to be a pirate with zero actually mechanics or story from the "pirate" DLC. The only real feature in ToA that I would call a pirate feature is the introduction off the Barbarossa - a ship that was build for boarding ops. Problematic design choices here I gotta say.
Salvage DLC offering you an endless stream of ships via a new mechanic (Tide) in an area where you can have a monopoly with properly upgraded ships for precisely the reason you state.
I'm glad the Barbarossa works well for your boarding ops. I love to steal ships as well. Pirates could definitely use some TLC from Egosoft. :pirat:
A lot of us would have liked more pirate content. When the working title Ahoy! was leaked before release, I was expecting more pirate themed content out of ToA at launch.
Piracy has made me a patient opportunist. I was hoping this would be a Pirate DLC. It didn't turn out that way. It didn't check any of the boxes.
If I were designing a Pirate DLC, I would hit a lot of them.

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Re: So many things wrong with the ToA design...

Post by jlehtone » Tue, 17. May 22, 18:06

Diroc wrote:
Tue, 17. May 22, 11:48
I wouldn't really call it a Pirate DLC. There aren't any new piracy mechanics. Only more criminals.
I quickly browsed ToA's description. It writes: "encounter lawless pirates and scavengers". Not "be a pirate" nor "Pirate DLC".
Whether organized criminals are "lawless pirates" is a matter of viewpoint. Probably yes by Argon Federation.

Do you remember how X2 made it possible for players to own Equipment Docks? A feature requested by players.
Quickly after celebrations many felt that what was given did not actually check any of the boxes that the requestors had in mind.
"Equipment Docks" were requested and "Equipment Docks" were received, but one was not the other.

Now, "piracy" was requested and "pirates" were given, and again they are two entirely different things.


You expected oranges and were given apples. Yes, apples are poorly designed oranges. However, are the apples poorly designed apples? I like 'em apples. Then again, I had no expectations -- can't say that Egosoft didn't do what I did expect.
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oddible
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Re: So many things wrong with the ToA design...

Post by oddible » Tue, 17. May 22, 19:49

Yeah don't get overly caught up on the "pirate" thing, the design issues are irregardless of the concept of piracy.

The Manticore / Tides issue is weird, sure, you can research the mod to withstand sector damage. The storyline quest can also be "delayed" but unlike every other DLC, you can accidentally step into this one before you're ready. There is no... delivery hundreds of millions of dollars in ships step. So yeah, here I am with one module on my PHQ and an army of red VIG.

Don't get me wrong, I'll buy everything ES releases, knowing that their engineers are dramatically more capable than their game designers. Honestly though, without dumbing this game down at all, Egosoft could be rolling in money if they had hired some game designers to help onboard players better and to improve the consistency of story and progression in these DLC. I want them to be wildly successful but they shoot themselves in the foot a lot.

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