![]() For example in X3:TC a ship could only have 6 turrets (with 3 gun batteries or something) and that was hardcoded. Which makes me wonder if they've improved the turret mechanics. Rolling got only useful if you were piloting a capital ship, because it would allow you to roll into a sweet spot, were 3 turrets could fire on the same target, but that was very situational and pretty much only helpful in long range fights against capital ships. While rolling can be 'useful', it was never necessary to play the older X games, well other than leveling yourself with the sector map to avoid disorientation, but strafing is much more effective in combat and rolling doesn't help much there (so it was perfectly fine to use the keyboard for rolling out of combat). You're not flying airplanes, you don't need to roll to go into certain directions and you don't need to turn in a specific orientation to avoid nasty g-forces. But when things are implemented poorly it will outright ruin the game for a lot of gamers, not because they are shallow, but because they have priorities that are different from yours. If a game has a large amount of content and a steep learning curve, that's fine. They supposedly have the rights back for the Gothic IP, so we'll see if they can, at the least, match the controls of The Witcher. from Gothic to Risen II, Piranha Bytes have not made a game with controls that go beyond adequate. 'Enormously' popular or not, the point still stands that a lot of people didn't play through the Gothic series because of the controls. I know full well that the controls of Gothic and the entire UI of the X series are big negatives to both series from my own experience. I own the entire X series and have played through both Gothic and Gothic II. It also doesn't make a game better or more enjoyable. ![]() Some people might not mind bad controls and terribly laid out menus and overall obtuse UI, but it's not the best way to sell a game. Shallow? Do you really have to insult me?
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