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OwlFancier
Aug 22, 2013

Yeah, honestly, it's got some people modding for it and I think a fair few people do like its base mechanics, just needs those years of content iteration that X3 got, considering X3 started with reunion and only classes M1-5.

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Mokotow
Apr 16, 2012

I’ve put in something like 60 hours of good space sim fun, but as it stands, I’m out and waiting for the in-game universe to grow.

OwlFancier
Aug 22, 2013

The weirdest thing is all the people on the egosoft forums who think the interface is worse than X3's.

Which, like, have they played X3? The interface in this is great, like one of the best changes?

BMan
Oct 31, 2015

KNIIIIIIFE
EEEEEYYYYE
ATTAAAACK


OwlFancier posted:

Yeah, honestly, it's got some people modding for it and I think a fair few people do like its base mechanics, just needs those years of content iteration that X3 got, considering X3 started with reunion and only classes M1-5.

:actually: there were M6s since X2

OwlFancier
Aug 22, 2013

Wasn't there like... one or two of them around but not the whole set for each species?

BMan
Oct 31, 2015

KNIIIIIIFE
EEEEEYYYYE
ATTAAAACK


You're thinking of the paranid hyperion M7 in X3R

OwlFancier
Aug 22, 2013

I think I'm also thinking of the M6+ variants with the extra turrets.

Meme Poker Party
Sep 1, 2006

by Azathoth

OwlFancier posted:

The weirdest thing is all the people on the egosoft forums who think the interface is worse than X3's.

Which, like, have they played X3? The interface in this is great, like one of the best changes?

As someone who tried to get into X3 and eventually gave up in frustration, the X4 interface is much better.

OwlFancier
Aug 22, 2013

I mean I played and enjoyed X3 but yeah it was despite the interface, not because of it.

About the only major change I'd like for X4 is being able to set zoom levels for each hex.

the milk machine
Jul 23, 2002

lick my keys
hi space friends

so i've put (too many to admit) hundreds of hours into elite dangerous and am lately extremely in love with stellaris....

is x4 the game for me?

i have a few x3 games from steam sales but haven't played them. start there?

OwlFancier
Aug 22, 2013

It'll give you the basics but X4 is much more modern in sensibilities than X3 is, but has less content.

I'm not sure if playing X3 will spoil your enjoyment of X4 to be honest. If you've got money to blow then I'd honestly suggest X4 first, it's easier to get into and if you're hungry for more content you might enjoy X3, on the other hand you might find the interface too much of a step back at that point.

It's a quite light arcadey space shooty game but with a quite nice space business simulator bolted on. X3 is the same but has parts that are better and parts that are worse.

Also you can mod the poo poo out of X3 to add some serious long term gameplay to it, X4 hasn't been out anywhere like long enough to get that.

OwlFancier fucked around with this message at 01:39 on May 8, 2019

Ultimate Shrek Fan
May 2, 2005

by FactsAreUseless
X4 feels like a freelancer that looks a lot nicer, has richer game mechanics and crashes far more often.

Mr. Crow
May 22, 2008

Snap City mayor for life
I haven't had a single crash?


Finally started playing this and am leaning the ropes, got my first trader up and running but figured out you need to have skill 3 to auto trade? How do you find crew that isn't awful? Every random I see on stations is horrible...

It is nice that you can queue up buy and sell orders and filter them from the map, makes managing one or a couple not bad but it would still be annoying to do that with half a dozen.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

The short version is to simply order ships from shipyards until you get a decent captain. The odds arn't bad of getting a good one or anything but it is annoying.

the crew skill system is awful and its been awful in every game theyve added it.

Hav
Dec 11, 2009

Fun Shoe

TheDeadlyShoe posted:

The short version is to simply order ships from shipyards until you get a decent captain. The odds arn't bad of getting a good one or anything but it is annoying.

the crew skill system is awful and its been awful in every game theyve added it.

So, this one?

Sillybones
Aug 10, 2013

go away,
spooky skeleton,
go away

Mr. Crow posted:

I haven't had a single crash?


Finally started playing this and am leaning the ropes, got my first trader up and running but figured out you need to have skill 3 to auto trade? How do you find crew that isn't awful? Every random I see on stations is horrible...

It is nice that you can queue up buy and sell orders and filter them from the map, makes managing one or a couple not bad but it would still be annoying to do that with half a dozen.

If they haven't patched this out yet, buy ships with the highest fitting preset and remove all the equipment on it to make it cost less. This puts better pilots in them.

The crew system is dumb and bad.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Hav posted:

So, this one?

XR had a crew skill system which they eventually patched out anything that mattered in it because it was stupid and now its just stupid because you just need to wait a bit for your ships to be good at things.

X3-(?) had a marine skill system which involved carefully babying your marines for infinite boardings and ragequit when you lost one.

Gorelab
Dec 26, 2006

There was also the trader skills in x3 which was basically trade in sector till you can trade galaxy wide.

Hav
Dec 11, 2009

Fun Shoe

TheDeadlyShoe posted:

XR had a crew skill system which they eventually patched out anything that mattered in it because it was stupid and now its just stupid because you just need to wait a bit for your ships to be good at things.

X3-(?) had a marine skill system which involved carefully babying your marines for infinite boardings and ragequit when you lost one.

Good point, I forgot about the marines.

Oh dear me
Aug 14, 2012

I have burned numerous saucepans, sometimes right through the metal
I like having crew to nurture though. It's one of the ways X games make you feel like you're progressing, and it gives you 'human beings' to care about in a game that's otherwise rather low on friendly relationships. That's not to say it couldn't be done much better, I just don't want it ripped right out.

Gorelab
Dec 26, 2006

Oh dear me posted:

I like having crew to nurture though. It's one of the ways X games make you feel like you're progressing, and it gives you 'human beings' to care about in a game that's otherwise rather low on friendly relationships. That's not to say it couldn't be done much better, I just don't want it ripped right out.

Honestly it just needs to be easier to get decent ones for a premium, and easier to focus certain ones growth.

Mr. Crow
May 22, 2008

Snap City mayor for life
I think the idea of a skill system is fine and gating off better behaviors behind it there just needs to be a trade off and better way to handle it. E.g have all skill levels available but orders of magnitude more expensive to hire, make skill progression actually noticeably progress etc.

Got a few mods that do just that will see how effective it annoying they are...

Wrr
Aug 8, 2010


Is any functionality gated behind the skill level? Like do you have to get them to level 3 or whatever before they're even considered usable? If so seems like tedious bullshit. But if it is matter of bonuses and maluses on top of being fully capable from the get go it would be bareable I think.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Some automatic functions (trading, mining) and most formations are gated behind skill minimums. In practice, it just involves a small amount of tedium, money, and micro to get around.

Saul Kain
Dec 5, 2018

Lately it occurs to me,

what a long, strange trip it's been.


So, is game good now? I read the April edit of the OP and am curious about the current state of the game.

pixaal
Jan 8, 2004

All ice cream is now for all beings, no matter how many legs.


TheDeadlyShoe posted:

Some automatic functions (trading, mining) and most formations are gated behind skill minimums. In practice, it just involves a small amount of tedium, money, and micro to get around.

There are tons of mods to speed up or change how skills progress. So if it ruins the game just grab one.

OwlFancier
Aug 22, 2013

Saul Kain posted:

So, is game good now? I read the April edit of the OP and am curious about the current state of the game.

Stiiil hasn't changed much since april alas. Still working on that 2.5 patch.

I think it's a good fun game but it's not X3, and probably won't be until 202X

Taerkar
Dec 7, 2002

kind of into it, really

2.5 just dropped.

Egosoft posted:

New Feature: Resupply ships are now available and carriers can also resupply their fighters.
New Feature: Sector blacklist settings to prevent ships entering certain areas.
New Feature: Inventory management with lockboxes in space and inventory storage at player HQ.
New Feature: Tobii eye-tracking support (Windows only).
Added information about missing licence for buying blueprints.
Added basic set of blueprints to Hatikvah and Scaleplate faction representatives.
Added wanted ware amounts to trade context menu.
Added images and background information relating to star systems and planets in encyclopedia.
Added logbook entries for NPC ships being built, restocked or repaired at player shipyards.
Added note/hint while mouse direct steering mode is active.
Added more variations for Build Station, Rescue Ship and Scan missions.
Added new global orders section in player information menu.
Added options for ware transfer and trade with build storage to docked menu.
Added inventory information to player-owned ships.
Added categories to object list and property owned in the map.
Added options to sort the object list and property owned menus by name, size or hull.
Added warning in trade menu if a ship cannot transport a ware.
Added possibility to cancel builder ship assignments before ship deploys at station.
Added current build progress information to the module type summary lines of station entries in the map.
Added option to configure autosave interval (and prevented autosave immediately after a manual save).
Added information about hacked research module to research menu.
Added information about hacked production modules to info menu and Logical Station Overview.
Added ability to configure Logical Station Overview graph data for each station individually.
Added wreck filter option to map.
Added interior sounds to rooms, shops and ship bridges.
Added mining and resupply tutorials.
Improved cockpit glass transparency.
Improved fight-or-flight decision-making to only call for help if help is to be expected.
Improved behaviour of ships docking at busy locations.
Improved guidance for the find crate missions.
Improved station mining subordinate behaviour when station resource requirements increase.
Improved storage capacity of carriers to help them fulfil their supply function.
Improved faction logic to attempt to rebuild shipyards after their destruction.
Improved information menu presentation of cargo storage on ships.
Improved collision avoidance in specific situations.
Improved CollectLockbox order behaviour.
Improved selection of multiple wares for behaviours and map filters.
Improved out-of-sector firepower calculations.
Improved resource preview in the ship build/upgrade menu.
Improved satellite deployment tutorial.
Improved performance of loading and saving.
Improved interface for dropping player inventory.
Improved map object list performance when looking at many player stations.
Improved faction behaviour when dealing with ware shortages.
Improved ship formation behaviour when flying in travel mode.
Improved controller support for initial ship type selection in ship build menu.
Improved ship docking and undocking movement in certain cases.
Improved behaviour of free-flying police.
Improved defence drone handling by capital ships in combat.
Improved mission reward text for paint mods.
Improved updating of wares to be traded or harvested by station-based trading ships and mining ships.
Improved Logical Station Overview graph data selection.
Improved AI station generation logic to make selection of large habitation modules more likely where appropriate.
Updated external links to wiki and manual.
Changed faction representative menu to still show owned blueprints.
Removed Fly To objective from Build Station missions.
Removed ability to load construction plans that contain more venture modules than the player has available.
Removed ability to move an empty station plot after paying a cheap licence to a location with an expensive licence without repercussions.
Fixed mouse-over text not being updated in certain cases when scrolling a table.
Fixed resource display showing amounts up to 100x too high when removing station modules.
Fixed moving of station plots potentially resulting in incorrectly placed build storage.
Fixed faction representatives selling ship blueprints of other factions of the same race.
Fixed ware exchange between capital ships getting stuck.
Fixed shield generator obscuring space suit docking bay on Behemoth for existing ships (was fixed for new ships in 2.20).
Fixed deployables launching from ship getting stuck when boarding operation against that ship succeeds.
Fixed doors on docked ships sometimes not opening when the player is nearby.
Fixed getting stuck in elevators that are going up.
Fixed ships getting stuck during flight in certain circumstances.
Fixed Kha'ak stations offering missions.
Fixed Hatikvah and Scaleplate ships being unavailable from their shipyards.
Fixed Xenon being unable to repair or build certain station modules.
Fixed supply information in Logical Station Overview not updating.
Fixed research menu not showing completed research if it finished while menu was not displayed.
Fixed capital ships undocking from each other potentially failing without recovery.
Fixed being able to Board abandoned ships.
Fixed being able to Claim ships that are currently being boarded.
Fixed lasertowers being allowed to receive orders that they cannot complete.
Fixed station drone removal when target amount is zero.
Fixed wrong interact menu options for lasertowers.
Fixed inability to Comm carriers and resupply ships from map.
Fixed interactions on docking bays of capital ships that are themselves docked.
Fixed certain research activities being cancelled when loading a savegame.
Fixed missing resources for station module loadouts sometimes not being listed in menus.
Fixed build storage not correctly taking future module and loadout resources into account while a module is being recycled.
Fixed incorrect requirement to own at least one ship blueprint of a certain ship size before this ship size can be upgraded at player-owned shipyards.
Fixed ships not upgrading/repairing if piloted by player with unrelated orders on order queue.
Fixed trade/equip orders being ignored if assuming direct control of a ship with such orders.
Fixed sending ship to repair multiple components only repairing the first queued component.
Fixed planned loadout changes on station modules marking all following modules as changed.
Fixed repair menu showing completely wrecked surface elements on ships as having no damage.
Fixed stations with workforce of multiple races not ordering all resources to feed them.
Fixed trade context menu not working if no player ship is available.
Fixed ship being teleported when disabling Flight Assist from the quick menu while near a station.
Fixed traders that are subordinates of stations sometimes purchasing wares that are not required by their commander.
Fixed newly constructed shipyards and defence stations not being named correctly.
Fixed ammo/units not being added to Encyclopedia when included in loadout on player-owned ship.
Fixed wrong text displayed for police faction in encyclopedia.
Fixed station modules sometimes being constructed and recycled in a loop.
Fixed stations potentially building turrets and shields on modules being recycled.
Fixed station modules which were destroyed appearing as operational while recycling.
Fixed Teladi Trading Station not being able to repair its modules.
Fixed XS deployables launched from some capital ships getting spawned away from ship that launched them.
Fixed some capital ships having too much S ship storage.
Fixed some capital ships being unable to store docked M ships in internal storage.
Fixed player being stuck in wrong position when getting up while external view is active.
Fixed bullets not hitting when viewing a remote battle in external view.
Fixed ships launched from launch tubes not immediately folding up their landing gear.
Fixed ships sometimes getting stuck while docking.
Fixed several cases of formation wingmen going through geometry.
Fixed ware exchange failing in some cases when involving one ship docked at another.
Fixed free traders preferring low-volume wares.
Fixed rare case of free traders choosing a now-disadvantageous trade over a trade that had improved over time.
Fixed station module search not being localized.
Fixed freeze when there is a police ship belonging to a faction that no longer controls any space.
Fixed non-factory stations gifted to other factions not updating their name correctly.
Fixed laser towers displaying a ship icon as their target element in the HUD.
Fixed weapon aim indicators being displayed when a menu is open.
Fixed interact menu not working in certain situations.
Fixed issues with moving station plots during Build Station missions.
Fixed Rescue Ship mission potentially creating unowned ships which don't get cleaned up.
Fixed Rescue Ship mission reward calculation in the variant where the ship must be delivered.
Fixed warping to a different sector when getting up during specific stage of HQ mission.
Fixed missile range calculation for dumbfire missiles.
Fixed very slow mission offer display if many offers are known.
Fixed menu errors when opening information menu for ship under construction.
Fixed huge player-owned stations not displaying all stored wares in information menu.
Fixed encyclopedia links to ships not working correctly.
Fixed NPC buy/sell orders not honouring minimum amounts.
Fixed ships stuck waiting for upgrades.
Fixed error messages when attempting to unlock EMP-induced data leaks on ships.
Fixed dock speed limits being applied when travel mode is active.
Fixed ships docking at moving objects appearing to strafe very quickly at certain times.
Fixed police ships remaining in space where they no longer have police authority.
Fixed some factions' police ships not being named as police.
Fixed defence drones belonging to Teladi Trading Stations not docking after completing their tasks.
Fixed stations potentially trying to trade with other stations when they no longer have any available cargo drones.
Fixed ships built for invasions sometimes not performing their intended orders.
Fixed subordinates not responding to attacks in some cases.
Fixed ships attacking targets outside their engagement area when on their way to their engagement area.
Fixed squadron subordinates getting distracted by hostile targets encountered while on their way to join their commander.
Fixed subordinates of carriers waiting for the player's permission before undocking to attack if player is on board the carrier.
Fixed station-based miners and traders not updating their range when they or their manager improve in skill.
Fixed construction vessels not always being unassigned when a station is destroyed.
Fixed NPC ships not firing their weapons when attacking under certain circumstances.
Fixed turrets set to Fire on my current target only firing sporadically when current target is a station.
Fixed turrets set to Attack my current target periodically stopping firing.
Fixed player-flown ships with turrets set to mining mode only acquiring asteroids 3km away regardless of mining turret range.
Fixed mass traffic sometimes using the wrong ships directly after loading a savegame.
Fixed asteroids in certain regions sometimes ending up with negative mineral yields.
Fixed incorrectly-scaled rendering of paint mods when redesigning certain ships.
Fixed promotion of crew to pilots removing existing pilot from ship.
Fixed object selection failing in the map when switching between tabs.
Fixed cases where map continued panning/rotating even after having released all mouse buttons.
Fixed station building menu asking to confirm loss of changes if nothing was changed.
Fixed station building menu not updating when a module build finishes.
Fixed returning venture ships sometimes being displayed in an incorrect location on the map.
Fixed map object list not showing the correct player logo for player-owned sectors.
Fixed supply settings for Drones and Missiles in Logical Station Overview.
Fixed workforce information in Logical Station Overview being greyed-out
Fixed player map icon being very large in certain situations.
Fixed external view on surface elements.
Fixed targeting while in spacesuit.
Fixed loot-magnet sound stuck after auto-save.
Fixed tooltip text getting stuck in the station build menu when using the controller mouse emulation.
Fixed various NPC pathing issues on platforms.
Fixed NPC rubber-banding when talked to while walking.
Fixed detached habitation modules during AI station construction (existing station layouts are not affected).
Fixed factions building more defence stations than they should.
Fixed situation where ships could appear stuck in internal storage.
Fixed missing localisation of several texts in menus.
Fixed several localisation issues in mission texts.
Fixed being able to fly into planets.
Fixed NPCs walking in front of pilot in Demeter and Hermes.
Fixed Pulsar's right weapon being visually disconnected from hull.
Fixed Nodan lights not turning on.
Fixed missing mode visualisation in Nodan cockpit.
Fixed Xenon capital ship engines not having animated exhaust flames.
Fixed duplicate display on panel in Kestrel cockpit.
Fixed missing geometry on side of Discoverer Vanguard.
Fixed missing external geometry when standing on Incarcatura bridge.
Fixed Incarcatura bridge location.
Fixed missing ID code panel on Odysseus.
Fixed being able to walk through desks in engineering section.
Fixed menu crash when opening the map legend in certain cases.
Fixed menu crash when upgrading a damaged ship and then trying to select a different ship.
Fixed Empire Menu breaking if menu attempts to display other menus.
Fixed game freeze in certain situations.
Fixed case of player falling through floor of flying ships.
Fixed not being able to use the joystick POV for cockpit camera movement.
Fixed some Teladi NPCs not moving their mouths when speaking.
Fixed Split female eye blink animation.
Fixed inability to remap some camera controls.
Fixed incorrect carriage return in version number in start/options menu (Linux only).
Fixed possible system memory leak when low on graphics memory.
Fixed several causes of crashes.

Meme Poker Party
Sep 1, 2006

by Azathoth
Time to give this another go I think.

PoopinClumpin
Jul 4, 2006

OwlFancier posted:

The weirdest thing is all the people on the egosoft forums who think the interface is worse than X3's.

Which, like, have they played X3? The interface in this is great, like one of the best changes?

I get what you mean, but I can also see where dudes might come from, there's a few things that were a lot easier to do on X3. But I think It might be a matter of preference. Some of it is also about game features that didn't exist before and people apply old UI ideas about how they think it should just do this why don't it just do what I want like it used to


edit: Fixed duplicate display on panel in Kestrel cockpit (ahhhthis makes me feel a lot better)

PoopinClumpin fucked around with this message at 02:36 on May 29, 2019

PoopinClumpin
Jul 4, 2006

Rakeris posted:

I think it's been a while but I don't recall those sorts of problems in x3, but it has been a while since I played it, saw this came out and it brought out some serious nastalgia, but it seems like it might be a better idea to wait for some more fixes to come out?

This is always a good idea when egosoft is involved. They release a game, then a couple years later we see massive improvements and player mods. That's just how it is for X-games

madfury
Dec 21, 2005
rõve loom
But no content. I'd make an argument, that bugs fixes aside, there is no reason to return to the game. I believe they have confirmed that content drops will come this year and also the split DLC, but there is no date attached?

staberind
Feb 20, 2008

but i dont wanna be a spaceship
Fun Shoe
At the moment I have about 2000 hours in X4, I'm taking a break to do some eurotravel and rl stuff.
Like all the Xgames, the salvation is in the mods, however, they have made gui mods kinda hard to do, & putting new models and poo poo is still early days, although plenty of people are doing that, up to and including gag mods like a maus tank.
some must have mods *imo* are Deadairs extra map & ROR for that, its not quite litcubes for X4 but its a healthy nod towards it, ROR gives you some bozo's who are well equipped and -30 with you to chew through, plus some extra XL ships to break the game with, DeadAirs MAP also takes away highways and makes "Modded Ventures" require a patch, (poke me to give one for the op), essentially, you can't go on ventures with a modded game, more because you sending offf assets that might not be in others universe might affect their and your game, fair enough, so, someone basically made an otherwise unenterable "Venture" sector thats added to your map, and simulates ventures. its amusing, and better than nothing, if you have played X4 for a few hundred hours and cannot be bothered restarting to do the same crap again, "learnallthethings & seeallthethings" makes crew learn poo poo quicker, and starts you out knowing all the map, (but the fog of war is there until you or your controlled ships actually go someplace)
"Devstarts" is also good at that point as well, although some have been neutured so ya can't start with a large fleet of 50+ ships anymore, although, the one with some L mining ships started me out with 100 mil, so this way I get to choose what race of fleet I want...

I have played with 2.50 beta a while, and have a pretty fresh stat in the main game at 2.50, and stuff seems stable enough.
Oh, and the devstarts have the bonus of teleportation & scanning down blueprints from the start, however, you still need the hq to research ship modding, so its still got its uses.

Cobbsprite
May 6, 2012

Threatening stuffed animals for fun and profit.
If I like Freelancer, Everspace, Space Pirates and Zombies, and the like, is this game worth getting? I'm considering it, but fifty bucks is a lot for something that might not come out well.

spiritual bypass
Feb 19, 2008

Grimey Drawer
It'll probably get a steep discount within a year. Put it on the wishlist and see how it's improved when the winter sale hits.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Cobbsprite posted:

If I like Freelancer, Everspace, Space Pirates and Zombies, and the like, is this game worth getting? I'm considering it, but fifty bucks is a lot for something that might not come out well.

X4 isn't as good a space shooter as those games, but its got a fairly deep empire building mechanic and economy simulation. Get it if you like space shooters and also like strategy/empire building games.

Note: you need some tolerance for jank.

BlankSystemDaemon
Mar 13, 2009



Cobbsprite posted:

If I like Freelancer, Everspace, Space Pirates and Zombies, and the like, is this game worth getting? I'm considering it, but fifty bucks is a lot for something that might not come out well.
I really hope your omission of the FreeSpace series was through simply forgetting about it.
If not, then you need to make use of the summer sale on GOG to grab FreeSpace 1+2, then use the automated installer that can install FS2Open and use some of the game files from the original games to make both games and the Silent Threat expansion pack all run in the same engine with much-updated graphics.

PoopinClumpin
Jul 4, 2006

It's just another iteration of the same ongoing problem where we all have CPU's and GFX cards capable of doing "decent" ideas of what we should enjoy or learn to expect. We have enjoyed Elite:Dangerous, but suffered that the game map is 10^1000th boring. Everyone knows that this is the holy grail.

The real question is how long is it going to take for someone (else that we've been promised) to create a fun 6DOF fighter with some basic dogfight-for -your-territory mechanics that allows players to feel like the industry they create and protect is worth protecting. I think the rest comes from there.

I love the X series and I'm happy that it is continuing, but I feel like it could be so much more.

Mokotow
Apr 16, 2012

Stick X mechanics into E:D, and we’d be golden.

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pixaal
Jan 8, 2004

All ice cream is now for all beings, no matter how many legs.


Part of what makes x so great is the amount of mods and how you can tailor the game experience to exactly as you want it. You can't do that with online play.

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