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FileNotFound
Jul 17, 2005


metasynthetic posted:

Don't preorder you fools

No. X1, X2, X3 were amazing and some of the most memorable space games I played - since Freespace.


So I'm going to throw money at Egosoft like an idiot because frankly I'm glad that they survived after making the horrible turd of Rebirth to make another X game.

Really, there is no other game in the genre they make. Even if X4 is basically X3 with a facelift, I'm happy to play it.

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FileNotFound
Jul 17, 2005


Mongolian Queef posted:

I just boarded a ship heading for who knows where. I was trying to steal an NPC ship as it landed on the pad next to me. I ran into it but the pilot never left his seat so I didn't really have anything to do in there.
Then the door closed and he undocked, headed to another system with me on board. I can only use my space suit (leave his ship in the middle of nowhere), if I press Shift-D I'm just back into the same NPC ship, not my own ship in the other system.

GOTY confirmed.

FileNotFound
Jul 17, 2005


big nipples big life posted:

would be awesome if you could figure out how to make a living as a space hobo. Are there lockers and stuff full of personal inventory items you can loot and sell on stations until you could afford a ship?

He just needs to keep hitching rides from random NPC ships till he gets a ride back to where his ship is docked.

I do not see what the problem is with this emergent gameplay.

FileNotFound
Jul 17, 2005


year199X posted:

Freighters will comply with cops by default without your input. You have to set it so they either run or fight.

I had my freighter said to 'escape' pirates - but that seems to really mean - "Casually fly away as pirates kill you."

So it seems complying maybe the way to go just the same until you can assign escort.

I had a combat ship on patrol duty in a sector and it kept looking for stuff while a trader was getting his rear end reamed a few hundred k away.

Until turrets get fixed, traders are sitting ducks against even crappy pirates as they just can't seem to defend themselves and patrol ships do not actively assist.

I am not sure there is any way to have my combat ships actively support all my traders as needed is there?

FileNotFound
Jul 17, 2005


Imaginary Friend posted:

Seems like there is a new game start after patch.

Probably what you unlocked from the story no?

FileNotFound
Jul 17, 2005


hobbesmaster posted:

Do turrets not work OOS?

Is OOS combat different from summed up weapon strength now?

(For those with less than a billion hours of X experience most AI weirdness can be resolved by teleporting out of sector)

I am not sure, but all I know for a fact is that a high fit M trader got killed by a single pirate kestrel. I do not see how this should have been normal.

FileNotFound
Jul 17, 2005


hobbesmaster posted:

Which trader, some only have 1 turret.

Whatever the Paranid one is - I'm at work so I can't check what it was - but it died on it's very first trade run - basically outside the station it bought the goods at...

While a fighter was cruising around the same sector..

FileNotFound
Jul 17, 2005


pixaal posted:

Were YOU in the sector that the fight happened in? The devs had said multiple times that turrets currently update targeting very slowly and as such miss 99% of the time. This was a last minute fix to turrets causing the game to come to a crawl.

Yes, it's dumb that they didn't throw up some red warning text in game, but it should hopefully be a quicker fix since it's currently intentional to prevent another, bigger, issue.

Nope - wasn't in sector.

FileNotFound
Jul 17, 2005


Got an awesome bug today.

If I enter a system while piloting the ship it gets teleported inside a destroyer, screen turns black and nothing works. No map, nothing. If I order it to auto pilot it flies fine until I turn it off. If I order an npc pilot to drive me around everything is fine as well as long as I do not take control... Filed it on their jira board with the save game attached, felt a lot like work...

Other than that I suppose it's fun...

Got to say that the galaxy does feel a bit dead and incredibly safe. It seems like I really have to go out of my way to find a fight.
Not that I really want to fight with the turrets totally broken...

FileNotFound
Jul 17, 2005


Drunk in Space posted:

Yeah I've decided to shelve the game for now mostly for this reason, and due to all the other unfinished or barely implemented stuff in the game.

It has however given me the impetus to reinstall AP and finally check out this Litcube mod that everyone raves about.

Same - this game is making me miss X3 more than anything. I wonder how the graphics have aged - I imagine not well.

X games to me have always been about setting some goal and working towards it - but to me the goal was building some income foundation that allowed me to amass a "gently caress you" sized fleet - but in X4 that just seems pointless with the turrets on larger ships totally useless. My M sized ships are getting owned by the cheapest S class. It's just stupid.

My miners make 30m overnight so I could start building a bunch of M ships - but I can't think of a reason to bother.

I miss X3 and the bullshit of going into a system, getting engaged by some hostiles and then having my capital carrier jump in to the system and wreck everything. Here even if I call in my M ships to come help in a fight, not only will it likely be over by the time I get there, but worse yet they'll just be a liability.

Ship variety is also really lacking and they all feel extremely samey. With the weapons not fed from the ship reactor, there seems to be zero reason not to fly the fastest travel ships with the most guns you can fit. In short, I can't think of any reason to fly anything but Paranid ships. Why fly anything slower?

FileNotFound
Jul 17, 2005


pixaal posted:

X3 was also pretty broken at launch some people go as far as saying the expansion made it playable.

My plan is to fart around blow poo poo up and not care. Then start a new game when things are more balanced or there's a mod worth looking at.

I have confidence that given this base that the game will turn out great. The core is really solid, and most of the issues aren't design choices, well other than the UI but I have zero expectations of the UI improving.

Oh I know that X3 was a dumpster fire at release and it's had 4 years of dev polish followed by another 6 years of mods to get it where it is today.

I find it ironic that X4 is called Foundation as in many ways that's what it appears to be. I like the vast majority of things X4 added. I think given time it'll be a vastly superior game to X3.

What it comes down to is that right now, I have an X4 game where I make 10m per hour, can't think of anything interesting to do with it, and have a system that will render my game unresponsive if I enter it. So that's where the "Geez I should just play X3" feeling comes from.

Ultimately I think that the biggest mistake X4 made was separating gun energy from the ship reactor. I have no idea how they will balance Paranid ships and their superior travel speed now that they are no longer crippled by less weapon energy than other ships of the same class. Modular ships also do nothing for me - but everything else is a vast improvement.

I never thought I'd give a poo poo about being able to walk around inside the ship, but getting out of the pilot seat and having an NPC take the helm while I get a snack feels really cool. Being able to stand on the dock of an M class and watching defense drones take off in combat looks really cool. I love these things and they make the game feel way more immersive than being stuck in the cockpit.

FileNotFound
Jul 17, 2005


Communist Bear posted:

I knew buying another Egosoft game was a mistake.

Egosoft makes a unique product. There is simply nothing like their games. I wish they took time to polish their releases but ultimately I've never regretted the purchases - even if the game didn't ever finished till 2 years after release.

Fact is that Egosoft gives a poo poo about their games. The fact that they actually spent a lot of time fixing and improving Rebirth and got it to a playable state from being simply broken at release speaks volumes. Other devs would just have scrapped it and stopped investing money into fixing it. For some reason Egosoft didn't...

X4 will be a superior game to previous releases, but I can't say that it is the case today.

FileNotFound
Jul 17, 2005


Slickdrac posted:

I think a lot of people in here are recalling X3 with a bit of tinted glasses. X3 without mods was okay, but purely vanilla, trade was pretty bad (How many trading mods were there again?), the universe was mostly stagnant and peaceful with a few pockets of activity, the economy functioned mostly, but without a really solid rhyme or reason to it. Egosoft may not be great at building fleshed out games, but they've built a pretty solid base yet again that even if they can't fix up some of the lacking areas, there's the tools and capability for modders to fill in at least 90% of the issues.

Yeah unmodded X3 was a mess and even the 'final' DLC'd version needed MARS to make turrets actually useful on capital ships because vanilla they'd shoot at an M5 all day instead of larger ships.

Really X3 didn't 'click' for me until MARS got released and suddenly capital ships actually DID things besides creating a pretty light show.

My salt with X4 is that they clearly must have known that turrets were a huge issue in X3 and that MARS was basically a must have mod - and what do we get at release?

Turrets that can't loving hit anything at all...really guys? "Oh it's a known issue, we're fixing it." for fucks sake they released a game where turrets don't loving work and are the main weapon of M and larger ships...

FileNotFound
Jul 17, 2005


pixaal posted:

The reason they don't hit is because they failed to notice how many resources updating every single turret every frame was using. They should work perfectly fine if you increase the refresh-rate on turrets and have the CPU to handle that. I'm guessing the minimum requirements were hilariously high. They are already pretty drat high. I see why the did that, but I probably would have delayed the game until I found a fix. At least it seems like something that is solvable, even if that means on low settings using a set percentage rate of hits and on high settings actually using the turrets.

Dude - for real - turrets could hit things fine with MARS back in 2008 in combat with more ships that I have ever seen in a single X4 system. Really they could hit things fine without MARS - but MARS added target prioritization and ability to have a capital ship with different turrets for different target types - also something that is missing in X4.

For fucks sake - Freespace 2 was released in 1999 and had working turrets - which ALSO had specific targets

I seriously cannot wrap my head around what hosed up code they are using that is causing excessive CPU utilization if turrets are meant to actually 'hit' things. Really games being programmed to have the AI be able to lead to hit target is a thing that's been mastered for oh I dunno 40 years now?

It's absolutely inexcusable that they "failed to notice" that their turret logic would be broken at release. It doesn't matter if breaking turrets allowed the game to run on min spec hardware. The game is not playable with M or better ships being useless in combat.

I don't know how you can even try to defend this.

FileNotFound
Jul 17, 2005


Popete posted:

So I just got the PHQ and I blew up my starter ship and took over the Kestrel I bought from a Wharf.

But now i have the AI pilot hanging out in my Kestrel and taking over whenever I get up. Can I assign him to chill at my PHQ or not take over flying? Or assign him to a different roll on my ship?

You can fire them - but you really shouldn't.

For whatever weird reason, NPC pilots fly your ship much better than autopilot does and can accept complex orders.

It's very handy to have a pilot on your ship as you can get up, tell your pilot to fly you to wherever and dock while you are AFK.

It also makes later stages of the game easier as you can just get a different ship and tell the pilot you already have to either follow you or fly somewhere or defend one of your traders in a system that they keep being hassled in.

FileNotFound
Jul 17, 2005


Slickdrac posted:

There is a thread on the ES forums where the guy who wrote the MARS script had a supernerd breakdown of the calculations to do the aiming and how completely expensive they can be if done "right". Basically, he had a calculation originally likely similar to what ES made for this, but the problem was it either devoured CPU cycles, or didn't update quickly enough to be useful (which is basically what ES has right now). He had to cheat and shortcut math calculations to get the functional mod he has. ES likely didn't test their actually good turret calculations in the full universe and just in smaller tests where it worked fine, and didn't have the time after finding out how intensive it was to completely rebuild the calculations, so instead, they just reduced the refresh/recalc rate.

Yeah, it's ridiculous that they are as poor as they are. But you're specifically calling out an example when the person who made that example is also defending ES.

I'd love to see a link because I legitimately cannot wrap my head around how in the world of mutitheading and muliticore PCs we can have issues with the game slowing down due to CPU utilization that could be easily offloaded to one of my 8 cores. I can literally have a core dedicated to each of my loving turrets...

FileNotFound
Jul 17, 2005


Taerkar posted:

There's more ships active in any given sector in X4 than I think the entire Freespace 2 campaign had.

The game has a *lot* of turrets. Almost every station module can have a few turrets on them. And then there's also the economy calculations and the various ships going around that need calculations as well. There are almost certainly code inefficiencies but comparing it to a far simpler game decades old is laughable.

If you have an X4 universe where there is actual combat happening in populated sectors that are not me in west bumble gently caress fighting a lone pirate - I'd love to see it.

Only place I've had 'real' combat has been diving into Xenon sectors and even those were light by X3 standards of getting absolutely mobbed by xenos.

As laughable as you may thing it is to compare it to F2, it's not as laughable as releasing a space sim with turrets that don't loving work.

Name me a space sim other than X series where turrets were complete trash at release. What is this magic code that other developers have that makes their turrets work. For fucks sake - even starcitizen has working turrets - even if nothing else works in that scam of a game they somehow managed to make turrets hit poo poo. What wizardry...

FileNotFound fucked around with this message at 19:12 on Dec 4, 2018

FileNotFound
Jul 17, 2005



Meh he has like 4 vague responses saying "Well it's not that easy...."

I know I'm having a fit here - but do you guys not have M class ships? It's a HUGE issue. The game is fundamentally broken if M ships have turrets that can't hit anything. You can no longer target missiles yourself either, they do not despawn, and they WILL hit your M ship eventually while it's futilely shooting at where the enemy was 5 seconds ago. I'm not even touching on the fact that many times the turrets will simply not fire at enemies that the are easily able to hit - they just don't feel like shooting today.

This applies to NPCs as well. You're not the best space pilot in the world because you can take on M's in your starter S ship and win. They can't loving hit you even if you just hold W down to keep moving while your speed is at 0. I found a xeno miner and his 1 turret was a joke to watch as it shot in my general direction as if he was repeatedly warning me to back off.

I'm less upset about the actual game breaking bug that my game has where entering a system causes the game to crash if I'm piloting the ship than I am about the turrets. I can avoid the system - but the turret issue renders everything above S pointless. Oh and before someone says "Use the beam turrets!" - they also refuse to shoot much of the time and when they DO choose to shoot, the damage they do is not noticeable. It takes me much longer to kill a S in a beam fitted M than in even the starter ship.

FileNotFound
Jul 17, 2005


hobbesmaster posted:

Seriously get the paranid corvette with 5 forward guns. Throw in 5 medium chainguns or whatever. Xenon Ps last like 3 bursts.

I have one, but it doesn't have a docking bay which makes me very sad. It is the best M ship by far though which means the Paranid get the best M ships as well as S ships....

FileNotFound
Jul 17, 2005


Hav posted:


I believe you can snap up a starter pack for a hundred bucks if that's your particular hurdle.



I shall have you know that I still have Concierge access.....

.....because Sandi is incompetent and when she processed my refund she didn't close my account and just gave me my money back.

FileNotFound
Jul 17, 2005


mp5 posted:

Are you seriously comparing Star Citizen positively to another space game

Yeah I know. It's unfortunate to see a egosoft gently caress something up that CIG managed to get working.

FileNotFound
Jul 17, 2005


Pylons posted:

Yeah, I did the same. X4 needs some fixes for some of its automation features and imo, an endgame threat like Litcube.

Tell me about Litcube. Is it just a harder X3?

FileNotFound
Jul 17, 2005


Looks like a beta patch is up:
https://steamcommunity.com/app/392160/discussions/0/1743353164098554541/

I'll see if that fixes my broken system - but no news on turrets....

FileNotFound
Jul 17, 2005


Well my game is hosed. I still have the sector that basically crashes my game if I try to fly in it. The Xenon are dead. Their sector has argon ships flying around. The market is stagnant and I have 80m with no idea what I could do with it. I built destroyers and sent to see if they could blow up some of the stations and they just stare at them.

I installed X3:AP with LU and Mayhem - we will see how that goes - but I got to say X3 graphics really have not aged well.

FileNotFound
Jul 17, 2005


Jesustheastronaut! posted:

Based on how fast they're addressing the major complaints about the game I think it's realistic to see all the main systems (auto-pilot, trading, wars, turrets, station building) polished up by the end of the year. The game is already very fun to play. I can't wait to see what an expansion and some mods can turn it into though, so it all depends on what you want your first playthrough to be like.

I expect that the crippling bugs will be fixed early Q1 2019.

But there are still quite a few balance issues...like the fact that carriers are totally useless due to it being much faster to just fly the ships than to dock them to a carrier. Or the fact that guns not drawing energy from the hull makes the faster ship with the same number of guns inherently best in its class.

Given carries jump drives and ship hulls special bonuses will probably fix all these but it's not exactly just a bug fix.

Ship, weapon and equipment variety is also very much lacking but that may end up having to wait for a DLC as there are enough issues with the current offerings for them to iron out first.

FileNotFound
Jul 17, 2005


big nipples big life posted:

Just load up a scout ship with satellites and order it to drop them wherever you want them while you go do fun stuff.

It's still 'work'. In X3 you could assign a ship to build a sat network and it just did it.

So yeah I've used that mod for X4 and it has been great.

You still need to find all the stations, but once you do, they are updated with just 1 adv sat per sector.

Once they actually add automation for building those out I'll be happy to go back to stock.

FileNotFound
Jul 17, 2005


Popete posted:

Occasionally they drop decent loot to sell as well.

They also beg you to stop killing them - but do not drop loot or anything if you stop shooting. So I keep killing them while they beg for mercy which ultimately is highly satisfying.

FileNotFound
Jul 17, 2005


Hav posted:

Given the prices of the ships and some roughly fictional calculations, it seems to be 1%ers doing the executing too.

I hired a guy, told him to buy antimatter cells, then blew them up. Nobody cared.

Future is fine.

FileNotFound
Jul 17, 2005


Section Z posted:

That's was kind of the point. Basic industry in a space industry game (run from the view of your cockpit) should not have any elements you feel the need to look up a chart for :v:


So like. X is Factorio in space.

FileNotFound
Jul 17, 2005


Section Z posted:


When "Would a single additional sentence kill you, X?" becomes a point of contention.

Given that the EgoSoft team is - what 20 people?

I think they do not have the resources to invest in documentation and keeping it updated. This does mean even that one sentence.

FileNotFound
Jul 17, 2005


Koorisch posted:

So how is this game anyways?

Was thinking of maybe buying it since I felt i needed a space-sim/empire builder in my life but I don't know yet what the goon general verdict on it is.

I don't think it's as good as X3 is today, but at this point it's functional and you can get your money's worth out of it - but it's still in need of some tweaks. If you wait till their '2.0' release in early 2019, you'll get a version that probably actually works right.

FileNotFound
Jul 17, 2005


The Noodle Incident posted:

So with all this talk of x4 still being a work in progress, I kinda want to take another stab at X3. I own the base game, Terran Conflict, and Albion Prelude. Is one of those accepted as the one to play over the other two, or is it just a different story with the same mechanics otherwise?

AP with Litcube universe is really cool - I'm playing it with Mayhem for Litcube on top of it and it's been a really interesting change of pace - really on the challenging side as well. You start with your own faction who is escaping from a Xenon style - but much worse - threat. You start with 1 system full of hungry people and the early game is you desperately trying to make enough profit to buy food to keep them fed. Eventually you are able to get past that stage and actually start to wage war with other factions and expanding your holdings. As you grow, the nasties you escaped from will start to show up to raid your worlds and any factions you took space from will not be too happy with you either.

Staying alive and progressing is really hard as you are not just able to buy ships - you have to scan/buy the designs and then build them yourself. In other words credits are not nearly as useful as a strong independent economy. So if your thing is basically a strategy game in space - it's a very unique offering.

It's also really tough if you aren't familiar with X3 and also very management intensive as you will find yourself spending a great deal of time setting up routes for your haulers to keep your stations supplied. If you're into that - it's really satisfying and rewarding. If you're not totally into that, it's a frustrating fight with the X3 interface just to build some loving missiles for your loving ship. So that's the downside.

Finally, if you've played X4, stepping back into X3 does make you realize how much the graphics have aged and how much the X4 cockpits add to the ships and their sense of scale.

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FileNotFound
Jul 17, 2005


Gorelab posted:

One thing I don't get about X4 though is why they didn't do X3:TC style miniplots. I get not doing big main plot like X:R with their resources but I feel like X3:TC style of it would have been a good compromise.

Probably because they likely didn't do well with Rebirth which they had worked on since 2007. I suspect they sunk a fortune into the game trying to broaden the audience for the series - and ultimately failed.

Then instead of just walking away from it they continued to support it and actually make it a decent game - now that it's 5 years later and it's version 4.3....it actually is well...OK. This is called throwing good money after bad by the way....

In short - what I'm saying is that Egosoft was probably running on fumes to make X4 and I think the rather limited scope and barebones feel of the game is a directly result of them urgently needing to release something to get cashflow.

So that's probably why there is a lack of quests, tiny map, blank encycopedia etc.

I don't really get how Egosoft works, I really feel that they aren't making a serious effort to tap all the nerd money that is available to them today. They could have kickstarted X4, they could have added some idiotic $150 edition with a bunch of premium ship skins, gently caress they could have flat out sold skins and microtransactions like Elite Dangerous does - but they don't. They just keep making niche games and supporting them long after it makes sense to do so financially - they have released patches for X3 as late as 2017. If you know of any other devs who continue to patch their single player games NINE years after release - I haven't heard of em....

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