![]() ![]() I got about two sectors out in all directions, and not finding it, simply gave up. With every sector possessing jump gates that branch off in four different directions, the chances of me picking the right combo from my current location was slim to none. There were no instructions whatsoever accompanying this mission as to where or what Farnham's Legend was, so theorectically a player might have to fly through 50+ sectors before stumbling onto the right one. Is it a ship? A station? A sector? My in-game universe map only lists the sector that I have visited, which up to this point was a whopping 3. My problem is that I had no idea what Farnham's Legend is. For an experienced 'X' player that might have been simple. For instance, on the second mission I'm asked to go to "Farnham's Legend" to do something. The first time was right after I bought it, and the following details are why I shelved it - One thing I notice that the game suffers from (or shines in - depending on how you look at it) is the lack of guidance. Incedentally I have started playing this game twice. Now you can't beat that with a stick, I don't care who you are!! If I have a ship targeted and press 'u', my ship will follow the other. If I have a jump gate targeted and press 'u', my ship will auto-guide itself through the gate. That means that if I have a station targeted and press 'u', my ship will auto-dock with the station. The auto pilot button is context sensitive. I have learned what some buttons do and use them often, such as the handy-dandy auto pilot. I'm nowhere close to memorizing them yet. The functions are activated depending on what menu you are currently in. The thing that's hanging me up with the controls is that just about every single button on the keyboard has 2 or 3 different functions. I feel that once I get a hang of the interface, it will be more rewarding than the simple arcade game that Freelancer was. This is not a game for a casual gamer, and for what it's worth, I think they intended it to be that way. The menus are definitely more accessible, although I will say they are still quite a bit more complicated than most games. It would appear this gamble has paid off! X3 has definitely been improved over its predecessor. And hey, I figured at a $20 price tag, I could afford to gamble. So despite great reservation I went ahead and purchased X3, mostly because there hasn't been anything out there in the genre that I could play OTHER than X3 in a while. the end result was that I returned the game for a refund, and had to do some fancing talking to do that. It's one thing to challenge a player with his flying skills, but I cry "Not fair!" when you don't even properly show him how to fly. ![]() But X2 just seemed ridiculous! It was mostly the interface layout that I couldn't handle. Now I think Freelancer is a bit too simple, mind you, and I loved Independence War and it's ridiculously hard sequel, so I'm not stranger to punishing Space sims. About a year or two ago I tried out X2 shortly after playing Freelancer. finally? Because it's the first X game that is actually designed logically enough for me to have the patience to play. Okay this thread is pretty much for dte, since I know he's an X universe fan. ![]()
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