Is there a particular reason for them to tick down whilst you are off-line?
Yes. See above.
Is there a particular reason for them to tick down whilst you are off-line?
This one winds me up.
There is pretty much no reason for mission timers to tick down while you are offline - you still have the same in game time to complete the mission and you still take the hit in game if you fail.
Timers continuing while offline only hurts players who have less time to play and/or suffer from a higher likelihood of interruption.
In situations where the mission can become invalid due to changing background simulation I suggest the mission fails safe. You don't take a reputation hit but you also can't complete for the reward. If you are hauling cargo then I guess either mark it as stolen or simply remove it. These situations should be pretty rare, stations aren't exactly changing hands every five minutes so trying to benefit from this (if possible at all) would take a very long time and require a significant degree of planning or luck.
For situations where a mission is contingent on other players directly then, fine, yes, having a timer that ticks down offline makes sense. But _currently_ we don't really have anything like that and I really don't think it would prove a problem to manage...
Anyway, as I say, this winds me up.
I find I very seldom have time to play in large contiguous chunks of time so simply miss out on many missions - great.
I'm still enjoying a spot of bounty hunting (non mission based) and some light trading but, you know, this has reduced the game for me which is a tad depressing.
I'll now grit my teeth and try not to get in to an argument about it.. Again..![]()
Is there a particular reason for them to tick down whilst you are off-line?
The non existent background simulation.
It was a dumb reason then, it's an even dumber reason now that we understand how meaningless the simulation is. It's a simulation of a simulation lol, it just looks the part.
Even if it was dynamic, unless a system was changing factions during your quest (which is rare), it wouldn't matter. So missions that could be finished 99% of the time fail. How don't they only fail when needed? Bad game design.
There is no good reason what so ever to have the timer. It's a leftover from a time when they thought the universe was going to be more dynamic than it really is. People still defend it because they are biased or not smart, that's it really.
And clearly they have too much time available to play. Sometimes factors outside of the game mean I accept a mission and subsequently have to log-off.
Are there any ramifications to missions expiring (rep. loss)?
So you're in control of FD's random generator now ? You know that in 3h you'll have 8 toxic waste canisters in your cargo hold instead of seen wedding barges and mineral magpie 300 times ? Please ...Totally understand. I tend to never pick up a mission I can't finish in the time I set myself to play. Creates some very rushed docking experiences and some "Oh, no you don't interdict me noooowwww!!!!" moments.
Missions are generated according to the current state of the faction. You can check this state on the system factions tab by selecting and clicking on them. This actually works, the background simulation might not be perfect or fully fleshed out yet, but it works. If you accept a mission to help with economic boom for example, and you come back in 2 months, the mission doesn't make sense anymore.
This. A minor faction doesn't need you to hunt pirates in three or four months time when you get around to coming online / being bothered. It needs it fairly immediately. Despite comments from some other forum members, the background sim is real and works in approximate real time.
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There is an argument that certain missions should have longer timers associated with them (because they aren't urgent) - but that's not quite the topic at hand.
This. A minor faction doesn't need you to hunt pirates in three or four months time when you get around to coming online / being bothered. It needs it fairly immediately. Despite comments from some other forum members, the background sim is real and works in approximate real time.
.
There is an argument that certain missions should have longer timers associated with them (because they aren't urgent) - but that's not quite the topic at hand.
That's a really, really weak argument. Let's count how many players will take a mission, log off, stay offline for a month (or even a week), then come back online. Yeah - that won't happen much, when you stop to think about it does it?
Since timers still run when online you will literally have to not play the game at all for this to happen - rare and NOT a problem. Maybe slightly immersion breaking for the player that does go on a month vacation abroad and come back to find the mission still there, but - I repeat - NOT a problem for the game, the "background simulation" or other players.
I refer you to a thread on the topic.
I have.I've personally NEVER seen a mission in the bulletin board disappear before my eyes
That's regarding factions, not missions or anything else. Don't you know yourself then?
This. A minor faction doesn't need you to hunt pirates in three or four months time when you get around to coming online / being bothered. It needs it fairly immediately. Despite comments from some other forum members, the background sim is real and works in approximate real time.
.
There is an argument that certain missions should have longer timers associated with them (because they aren't urgent) - but that's not quite the topic at hand.
Has anyone stating that there would be no background simulation even looked at the minor faction sub panel I mentioned earlier? You can see it all there, current state, pending state and type of faction. The missions and their influence are based on that, you can see that in the statistics after completing them.