X4: Foundations

X4: Foundations

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fluppi May 7, 2021 @ 7:20am
Player owned wharf inefficient?
So I set up a new S/M-Ship Fabrication Wharf, but the prices seem a bit off for ordered AI Ships. Right now I own all blueprints you can get from the protectorate (equipment plus chassis) but it feels quite too cheap to order at my wharf. A Gladius got me 369.260 Credits. The Chassis alone costs around 400k at a protectorate owned wharf. I have set the prices now up to 150% and now nobody orders at all. Something seems not right, especially because the station has lots of troubles to finance itself, most money it makes right now is with the surplus of energy cells and food and medication products for the workers

Edit: I've set the pricing to 140% and the protectorate ordered a Nimcha. I inspected the equipment and it was all buffed out with high end gear. They paid me with 1.852.210 Cr.
I looked what it would cost in their wharf to equip nimcha with that stuff and this weapons shields and engines alone would cost 3mio Cr
Last edited by fluppi; May 7, 2021 @ 7:48am
Originally posted by Bullpup:
Player shipyard income was cut to 30% in 4.0 because some thought there was such a thing as 'too much income' in a single player game after 100 hours+ of effort. Have a read of what some people recently thought on this https://steamcommunity.com/app/392160/discussions/0/3133919455871224327/
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Showing 1-15 of 61 comments
Gregorovitch May 7, 2021 @ 8:16am 
Wharfs make plenty good money so long as you manufacture all the ships parts yourself. About half what they used to but plenty none the less. It's set so that if you buy in all the materials you will make a loss on ship sales.

They were nerfed to stop players just building a wharf, buying up all the materials in the universe and printing endless easy money.
Last edited by Gregorovitch; May 7, 2021 @ 8:18am
fluppi May 7, 2021 @ 8:24am 
Originally posted by Gregorovitch:
Wharfs make plenty good money so long as you manufacture all the ships parts yourself. About half what they used to but plenty none the less. It's set so that if you buy in all the materials you will make a loss on ship sales.

They were nerfed to stop players just building a wharf, buying up all the materials in the universe and printing endless easy money.

Ok, this seems quite harsh though. I mainly produce the resources myself and make a good profit with selling them, aside from self producing ships it seems a bit useless to dump the resources, that I can sell for a good price into my wharf to sell underpriced ships. I mean, I make about the same money with selling surplus products as I do with the ship production, that feels kind wrong.
The author of this thread has indicated that this post answers the original topic.
Bullpup May 7, 2021 @ 8:33am 
Player shipyard income was cut to 30% in 4.0 because some thought there was such a thing as 'too much income' in a single player game after 100 hours+ of effort. Have a read of what some people recently thought on this https://steamcommunity.com/app/392160/discussions/0/3133919455871224327/
Last edited by Bullpup; May 7, 2021 @ 8:34am
fluppi May 7, 2021 @ 8:37am 
Originally posted by Bullpup:
Player shipyard income was cut to 30% in 4.0 because some thought there was such a thing as 'too much income' in a single player game after 100 hours+ of effort. Have a read of what some people recently thought on this https://steamcommunity.com/app/392160/discussions/0/3133919455871224327/

oh, seems like im late to the party^^ thank you
Daddy Shark May 7, 2021 @ 9:21am 
"Congratulations on reaching the pinnacle of production in our economy simulator! Here's your kick in the balls!"

My wharf has made a whopping 30 million credits in the last 6 hours. I produce everything myself completely closed loop. My substrate production facility makes the same amount in 30 minutes. I guess by the same logic, we need to nerf substrate production down to 30% now. I might start having too much fun with money flowing in.
Last edited by Daddy Shark; May 7, 2021 @ 9:24am
eMYNOCK  [developer] May 7, 2021 @ 9:26am 
Originally posted by Star Trucker:
"Congratulations on reaching the pinnacle of production in our economy simulator! Here's your kick in the balls!"

Be happy that the income was just dumbed down... initially there was something way more punishing on the Table.
Daddy Shark May 7, 2021 @ 9:34am 
Originally posted by eMYNOCK:
Originally posted by Star Trucker:
"Congratulations on reaching the pinnacle of production in our economy simulator! Here's your kick in the balls!"

Be happy that the income was just dumbed down... initially there was something way more punishing on the Table.

I don't understand this mentality. Why is the player finally having fun once reaching the endgame such a "problem" that you're trying to "solve"? Once you can build your own ships, that's the endgame. There's nothing left to do but print out a fleet of ships and take over the galaxy. Why do you insist on denying us the last fun part of the game?
fluppi May 7, 2021 @ 9:39am 
Originally posted by eMYNOCK:
Originally posted by Star Trucker:
"Congratulations on reaching the pinnacle of production in our economy simulator! Here's your kick in the balls!"

Be happy that the income was just dumbed down... initially there was something way more punishing on the Table.


Well, I read some comments on the linked post. To be honest, the nerf might be a logical step to slow down the progress of the game, but it doesn't really feel thought through. There is a line from a game journalist coming into my mind, who was paraphrasing about inventory weight limits in rpgs "if the feature is just there to make things tedious and it doesn't give the player anything more than feeling annoyed by repetetive things, than this feature is useless and you better kick it out of the game" This applies quite well to this nerf, as it would probably had with your other ideas you discussed internally. Right now, because I have no other Idea in mind that is better, I'd say: let the player embrace the power fantasy of his successfully built economy, even if it meant to suck the factions dry of resources, its the decision of the player. Go on and let him have his fun, because thats why we are all here, for the fun part.
My suggestion might be to rather add options to adjust the numbers for players themselves. I know, that it will be way harder to playtest, if everbody has different presets, but to be honest this seems like the better option to give those, who really look for challenges their option to make it as hard as they want
Last edited by fluppi; May 7, 2021 @ 9:40am
Gregorovitch May 7, 2021 @ 10:09am 
Originally posted by fluppi:
who was paraphrasing about inventory weight limits in rpgs "if the feature is just there to make things tedious and it doesn't give the player anything more than feeling annoyed by repetetive things, than this feature is useless and you better kick it out of the game"

This is exactly it. All the best cRPG's have inventory weight limits, usually based on STR. They are an intrinsic part of a serious cRPG. They force difficult choices, they slow down travel, they slow down speed in combat, they force loot selection compromises etc and so they deepen the game play and make it more interesting.

cRPGs that don't implement inventory weight limits are more casual. Some like that, each to their own I guess.

Originally posted by Star Trucker:
Originally posted by eMYNOCK:

Be happy that the income was just dumbed down... initially there was something way more punishing on the Table.

I don't understand this mentality. Why is the player finally having fun once reaching the endgame such a "problem" that you're trying to "solve"? Once you can build your own ships, that's the endgame. There's nothing left to do but print out a fleet of ships and take over the galaxy. Why do you insist on denying us the last fun part of the game?

Who denying you any fun? Once you have a shipyard you can still print out as many ships as you like providing you've built the supply chain to resource them. It still costs exactly the same amount to buy the BPs and build a shipyard and the same amount of resources to build your ships. What have you lost?

The change was introduced simply to stop people rushing a wharf and shipyard on the advice of some stupid video guide and ruining their game without realising it. It's the "without knowing it" bit that's important. Shipyards as they were were an exploit, and any dev has got to deal with game breaking exploits, right?

Even for those that knew what the effect of shipyards were there is a problem which I call the "Quill18 Motorsport Manager trap". There is a wrinkle in Motorsport Manager where if you put say 8.1 laps worth of fuel in your car it will round that up and give you 9 laps. Quill wrestled with this exploit for several episodes on an LP of this game. As a red blooded gamer and inveterate min-maxer Quill found it almost impossible not to use this exploit even though he knew perfectly well he was essentially cheating. It was quite funny to watch.

I know the argument, this is an SP game I should be able to play it how I want blah blah, but that is only true if what you want the game to let you do doesn't affect other players negatively. If it does then no, you can't do what you want, sorry.

Those two examples I've just given applied in analogue to shipyards in X4.
Last edited by Gregorovitch; May 7, 2021 @ 10:23am
eMYNOCK  [developer] May 7, 2021 @ 10:24am 
If one wants the Shipyards behave like they did before there is nobody who stops one from using Mods that make the Shipyards more fun for them.

The old behavior how ever is not the intended vanilla behavior anymore.

*sigh*

What i have to say is this...

The 4.0 Public Beta ran long enough for everyone to share their thoughts, share their opinions and influence the path of all of the changes.

The major Part of Feedback during the Beta is what lead into the Mining and Shipyard changes.

It is not that i personally like the changes either... but majority has spoken... and unlike some, few very loud Players here on Steam the change was surprigingly well accepted.

As said, i personally don't like it either... but who am i to decide what you like?

I'm just the Guy who brings Patchnotes to Steam.
Bullpup May 7, 2021 @ 10:32am 
This type of discussion has been going on with Xenon difficulty and the Great Silicon Nerf for the last month or so.

I get that some people crave a hardcore brutal dark souls:spreadsheet experience, but right now for me x4 is one nerf away from being 'one of my classics for the ages' to 'turn all the hexes green in the current game and then move on' whereas pre nerf(s) I was looking forward to many endless restarts and replays.

To my mind if there's no difficulty setting modding should make things harder not the other way around. Modding a title easier makes you feel bad about yourself, modding to it harder makes you feel good about yourself.
Daddy Shark May 7, 2021 @ 10:36am 
Well I just started playing a few weeks ago. I wasn't here for the beta.

Can someone please put a mod on the workshop to undo this stupidity, please?
Gregorovitch May 7, 2021 @ 10:58am 
Originally posted by Bullpup:
but right now for me x4 is one nerf away from being 'one of my classics for the ages' to 'turn all the hexes green in the current game and then move on' whereas pre nerf(s) I was looking forward to many endless restarts and replays.

If what you mean by that is having to start again from scratch and grind back up to somewhere like you were before is off putting for starting a new save then that is a reasonable point. I think everybody experiences that feeling when they start a new save, finding a mining probe expensive etc.

Bernd was talking about it in his interview with Space Game Junkie. Said they were looking at a ways you might carry over some of your assets from a previous save into a new game to alleviate this problem.
Last edited by Gregorovitch; May 7, 2021 @ 11:00am
fluppi May 7, 2021 @ 11:35am 
Originally posted by Star Trucker:
Well I just started playing a few weeks ago. I wasn't here for the beta.

Can someone please put a mod on the workshop to undo this stupidity, please?

Agree, I wasn't playing the beta too, its a semi good argument. But I can understand, their decision, or at least the thought process behind it, I just dont agree with it because it feels tedious to me, especially when I could just sell the parts to other factions for better prices than the "final refined product" in the supply chain.
As of now, and thanks to modders, I can get a workaround for this element, because well, I can't mod and would've probably just left the game.

I'm not sure if its allowed to link to the nexus mods website, but I'll post you the link for this mod, in the hopes, it'll not be punished: https://www.nexusmods.com/x4foundations/mods/675
eMYNOCK  [developer] May 7, 2021 @ 1:20pm 
I'm not sure if its allowed to link to the nexus mods website, but I'll post you the link for this mod, in the hopes, it'll not be punished:

in fact, you were faster than i was with finding this Mod...
i would have posted the very same link.

still, usage of mods is at the users very own risk and the Mod Author is responsible to keep them up 2 date.
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Date Posted: May 7, 2021 @ 7:20am
Posts: 61