Frontier needs to raise dramatically the quality level of the Missions and their meaning in E.D.
The whole thing needs to be rethought and redone.
Last year when I first started doing Missions, I was all excited about the Fun I thought they would be. I was envisioning something like the mission quality, complexity level and puzzle level that I experienced with I-WAR back in 1995. I was stunned at how insipid the E.D. missions were. To get a Naval rank up, I get that for fetching 2 barrels of apple cider or delivering a message with no danger or difficulty involved?
Now, with the rank ascension mission completion levels somewhere in the infinity zone, my interest has been hammered to less than zero. The Missions have no redeeming value in any way shape or form. I am not even interested in sitting at a dock and banging charity missions with my cash for an eventual next rank up, much less completing hundreds of fetchits, etc.
I would be interested in doing hundreds of missions for a rank if they were interesting, meaningful in some way in the game and upon completion provided a real sense of accomplishment and reward.
Islata
The whole thing needs to be rethought and redone.
Last year when I first started doing Missions, I was all excited about the Fun I thought they would be. I was envisioning something like the mission quality, complexity level and puzzle level that I experienced with I-WAR back in 1995. I was stunned at how insipid the E.D. missions were. To get a Naval rank up, I get that for fetching 2 barrels of apple cider or delivering a message with no danger or difficulty involved?
Now, with the rank ascension mission completion levels somewhere in the infinity zone, my interest has been hammered to less than zero. The Missions have no redeeming value in any way shape or form. I am not even interested in sitting at a dock and banging charity missions with my cash for an eventual next rank up, much less completing hundreds of fetchits, etc.
I would be interested in doing hundreds of missions for a rank if they were interesting, meaningful in some way in the game and upon completion provided a real sense of accomplishment and reward.
Islata