20 Mission cap is a tad silly.

Hey FDev, I understand the mission cap was to prevent abusive stacking but it needs to get reviewed please.

I'm in my Cutter doing simple trading and boom delivery missions... Since there's many minor factions I'm not allied with yet most of the missions ask to deliver under 35 tons of cargo.
Basically I'm travelling my Cutter with half a hold full of cargo... Wasted space. Every station I dock at I see new missions that could allow me to chain new locations but I can't accept them.
Not because my hold's full, but because of this newly incorporated mission cap.

I'm worried how it'll be with even bigger ships in the future.

Wouldn't it be reasonable to allow bigger ships with huge cargo holds to scale their allowance to work on their reputation?

I hope you'll consider this!

Oh, and while you are at it FD, thanks for making me change ships from an Anaconda to a Python. Every time I take a delivery mission in my Anaconda I either get a deliver quick message or more annoyingly a change of destination which is usually an outpost. So a) I cant dock, and b) I get fined for not delivering and also get fined for carrying illegal cargo. I am surprised you have not come across this in your Cutter.
 
just fill your hold up with goodies that will sell for a profit at the next station(s) you will be visiting and it's no longer wasted space is it :D
 
Oh, and while you are at it FD, thanks for making me change ships from an Anaconda to a Python. Every time I take a delivery mission in my Anaconda I either get a deliver quick message or more annoyingly a change of destination which is usually an outpost. So a) I cant dock, and b) I get fined for not delivering and also get fined for carrying illegal cargo. I am surprised you have not come across this in your Cutter.

I have, but I can't say if it's been fixed or not with the 2.1.02 patch they released yesterday.
 
just fill your hold up with goodies that will sell for a profit at the next station(s) you will be visiting and it's no longer wasted space is it :D

It's been suggested earlier. The problem with this is that once you've filtered the market by export locations, you don't know whether the target station is concerned or not ( happened to me already that some station was supposed to export something yet didn't have it, and the other-way around. )
You're not sure which commodity to take because there's no indication which-ever offers better margins than the other.
And Export-import is related to proximity of systems, while some missions have you travel over 40 LY in which case there's no indication at all.

You could argue to have a look ( like I mentioned earlier ) at trading sites such as EDDB, but they've become unreliable and alt-tabbing every pit-stop really is an immersion breaker.

Smaller vessels have no requirement of the sorts.

This "nerf" is purely here to avoid abuse and stacking of missions, but it's so severe even the casual legitimate playground's negatively affected by it.

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I wouldn't be surprised that the limit has to do with the min specs on players computers, more than any in game reason.

Read the above,
Min specs shouldn't impose a thresh-hold to max-spec at any time for any reason.
The maximum amount of missions prior to 2.1 was capped at a 100.

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No, it hasn't. I had one instance of it last night.

Thanks for the feedback concerning that issue!
 
It's been suggested earlier. The problem with this is that once you've filtered the market by export locations, you don't know whether the target station is concerned or not ( happened to me already that some station was supposed to export something yet didn't have it, and the other-way around. )
You're not sure which commodity to take because there's no indication which-ever offers better margins than the other.
And Export-import is related to proximity of systems, while some missions have you travel over 40 LY in which case there's no indication at all.

You could argue to have a look ( like I mentioned earlier ) at trading sites such as EDDB, but they've become unreliable and alt-tabbing every pit-stop really is an immersion breaker.

Smaller vessels have no requirement of the sorts.

This "nerf" is purely here to avoid abuse and stacking of missions, but it's so severe even the casual legitimate playground's negatively affected by it.

i understand what you mean as far as the export and import data on the system map shows... that said, look at the target station economy type and go with that, look at the current station goods it sells and see if any are being sent to the destination... and really, if right now "you" are taking nothing extra then you are making nothing extra, but if you take something that gets exported from your current system to that system and even if it is not the best margin you should still make something after fuel costs, and something has to be better than nothing right?


Just to add with regards to the longer distance systems, as a casual trader, I can look up a system and see what kind of items "should" sell for a profit based on the type of economy, population size etc. It really is not that difficult once you get the gist of - ag > any non ag system, mining -> refinery / industrial / high tech, refinery -> high tech / industrial, high tech -> any non high tech with goods appropriate for the target market. etc
 
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This is the result of paid beta.
Insufficient testing of the over-all changes.
Minor game-breaking details which have gotten obscured by main release points.

Fdev, don't get me wrong I'm absolutely thankful for your work. You've put heart and soul to it, it's a question of fleshing out crucial details to make it work now.
 
This is the result of paid beta.
Insufficient testing of the over-all changes.
Minor game-breaking details which have gotten obscured by main release points.

Fdev, don't get me wrong I'm absolutely thankful for your work. You've put heart and soul to it, it's a question of fleshing out crucial details to make it work now.

My eyes just rolled straight out of my head....
 
My eyes just rolled straight out of my head....

So did mine. Speak your mind and support it with arguments. You're wasting space right now.
If all you bring is ad hominem then I'll kindly and respectfully ask you to *fly away* .
 
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i understand what you mean as far as the export and import data on the system map shows... that said, look at the target station economy type and go with that, look at the current station goods it sells and see if any are being sent to the destination... and really, if right now "you" are taking nothing extra then you are making nothing extra, but if you take something that gets exported from your current system to that system and even if it is not the best margin you should still make something after fuel costs, and something has to be better than nothing right?


Just to add with regards to the longer distance systems, as a casual trader, I can look up a system and see what kind of items "should" sell for a profit based on the type of economy, population size etc. It really is not that difficult once you get the gist of - ag > any non ag system, refinery -> high tech / industrial, high tech -> any non high tech with goods appropriate for the target market. etc

Still doesn't fix the fact I can't take a donation/assasination/salvage/fetch mission on account of having 20 missions already, which is beyond daft.

Again, and again, and again. Missions are about more than just credits per hour. Putting a cap of 20 missions was a knee-jerk reaction to an edge case which was all about credits, with everything else taking a hit for that.
 
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This is the result of paid beta.
Insufficient testing of the over-all changes.
Minor game-breaking details which have gotten obscured by main release points.

Fdev, don't get me wrong I'm absolutely thankful for your work. You've put heart and soul to it, it's a question of fleshing out crucial details to make it work now.

It has nothing to do with 'paid beta' or insufficient testing, if they have put in a mission cap that limits us to 20 missions, well so be it, maybe it has something to do with your ships computer not having enough space to hold more than 20 missions (I know I know... tongue in cheek)

Perhaps people should take the issue up with those who went overboard with certain edge case missions, those edge cases being such that many pilots took advantage of and have now been dialed back and the cap put in place...

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Still doesn't fix the fact I can't take a donation/assasination/salvage/fetch mission on account of having 20 missions already, which is beyond daft.

Again, and again, and again. Missions are about more than just credits per hour. Putting a cap of 20 missions was a knee-jerk reaction to an edge case which was all about credits, with everything else taking a hit for that.

perhaps you should finish some of the missions you already have and then you can take more donation missions :D


In all seriousness though, there could also be an infrastructure / server side change reason why we now have the cap
 
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perhaps you should finish some of the missions you already have and then you can take more donation missions :D

Way to show how little you understand the problem here...

Tell me this much: What logical reason is there to deny me accepting a mission to donate credits, when I have 20 delivery missions waiting with 7 days left on the clock for all of them?

In all seriousness though, there could also be an infrastructure / server side change reason why we now have the cap

Never been an issue in the last 18 months, so it'd be absolutely ridiculous if it were now.
 
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Way to show how little you understand the problem here...

please don't tell me I don't understand something that I do actually understand quite easily... I am a mission runner usually (not right now as I am on the way back from DWE) and so can appreciate your 'problem', is there something stopping you completing the missions you already have? is there a bug in them that stops you completing them and so therefore you cannot hope to be able to accept more missions? Have you asked FDev why the cap was put in? have you investigated it further than just this thread?
 
It has nothing to do with 'paid beta' or insufficient testing

I'll further back this argument up by adding the mention of Mission location changes to outposts when in a large vessel. Bonus timers spawning at 0 minutes, Bonus timers spawning at 1 minute, Target NPC's dying in one instance and respawn in the next, target NPC's not dropping materials and so on.
There's a lot of things which I've come up with since the release that I would've mentioned in the Beta exactly because they are beta-issues.

Drifting off-topic ~~

As for the reason why this was changed; IIRC it was mentioned in one of the streams. That they didn't like the idea you could stack a 100 missions of the same type and complete them all at once and the obvious robigo 1 ton 1 mil stacking.
I couldn't point you towards which exactly it was though.
 
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I'll further back this argument up by adding the mention of Mission location changes to outposts when in a large vessel. Bonus timers spawning at 0 minutes, Bonus timers spawning at 1 minute, Target NPC's dying in one instance and respawn in the next, target NPC's not dropping materials and so on.
There's a lot of things which I've come up with since the release that I would've mentioned in the Beta exactly because they are beta-issues.

Drifting off-topic ~~

As for the reason why this was changed; IIRC it was mentioned in one of the streams. That they didn't like the idea you could stack a 100 missions of the same type and complete them all at once and the obvious robigo 1 ton 1 mil stacking.
I couldn't point you towards which exactly it was though.

There were bugs noted in the beta - specifically the zero and 1 minute timers on the bonus missions as well as killed NPC's respawning in a different instance etc... so the testing was indeed done and those bugs mentioned, the priority Fdev placed on fixing those bugs however is a different story and that has nothing to do with paid beta testing etc... so again I ask what aspect of the beta testing was a failure?... Yes most of the attentiion on the forums was with regards to the AI, but I do know that a number of mission bugs where identified and some where fixed during the beta, the 0 and 1 minute time for getting paid a bonus delivery did not get fixed - as it was not game breaking would be my guess...

As for the mission stacking, well there you go, if you are recalling correctly, then they have stated why they have capped it and so essentially if they re-designed to be capped at 20 missions then it is working as intended then...

I can appreciate that people got used to being able to stack vastly many more missions and am guilty of it myself with regards to combat zone and kill X missions as I used to stack them across a couple of star systems then I would go and 'complete' them all concurrently...
 
As for the mission stacking, well there you go, if you are recalling correctly, then they have stated why they have capped it and so essentially if they re-designed to be capped at 20 missions then it is working as intended then...

Except they fixed it already by making cargo amounts proportional to the reward offered....

It's a dumb, arbitrary "magic number" fix devoid of any real thought other than wanting to fix a tiny subset of gameplay, and negatively affecting other areas.
 
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Way to show how little you understand the problem here...

Tell me this much: What logical reason is there to deny me accepting a mission to donate credits, when I have 20 delivery missions waiting with 7 days left on the clock for all of them?

Never been an issue in the last 18 months, so it'd be absolutely ridiculous if it were now.

The logical reason is that they have changed the amount of maximum missions you can accept to a cap of 20, that would by definition tell me that if you want to also have the possibility of accepting donation missions then you must remove one of the current missions in your list, either through abandoning or completing the mission.

The logical choice would be to complete the mission and leave the 1 spot in the list free for accepting donation missions.

Choices eh?


Well it seems the cap is a re-design choice... They did say a new mission system was coming with Engineers didn't they? so I guess this is part of the new mission system, the only conclusion that is not rediculous is accpeting the new mission system and working within its constraints. Any other course of action would be rather futile I feel... What if the cap was 100 missions? would you still be complaining that you had accepted 100 missions and still cannot accept credit donation missions? The cap is not the problem IMHO...
 
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The logical reason is that they have changed the amount of maximum missions you can accept to a cap of 20, that would by definition tell me that if you want to also have the possibility of accepting donation missions then you must remove one of the current missions in your list, either through abandoning or completing the mission.

The logical choice would be to complete the mission and leave the 1 spot in the list free for accepting donation missions.

Choices eh?


Well it seems the cap is a re-design choice... They did say a new mission system was coming with Engineers didn't they? so I guess this is part of the new mission system, the only conclusion that is not rediculous is accpeting the new mission system and working within its constraints. Any other course of action would be rather futile I feel... What if the cap was 100 missions? would you still be complaining that you had accepted 100 missions and still cannot accept credit donation missions? The cap is not the problem IMHO...

The stupid part is that this won't fix "minmaxing" missions, it'll actually promote it. I'm not incapable of "adapting" to a change, but that doesn't mean I have to accept it as a sensible and well-thought-out design choice. 18 months has passed and the quantity of missions you can accept has never, ever been an issue. Only the (apparent) exploitation of an edge-case, which again, was already fixed with the proportional cargo-rewards.

And yes. 100, 1000, a million missions cap, is still and always will be a dumb design choice.
 
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I'll further back this argument up by adding the mention of Mission location changes to outposts when in a large vessel. Bonus timers spawning at 0 minutes, Bonus timers spawning at 1 minute, Target NPC's dying in one instance and respawn in the next, target NPC's not dropping materials and so on.
There's a lot of things which I've come up with since the release that I would've mentioned in the Beta exactly because they are beta-issues.

Drifting off-topic ~~

As for the reason why this was changed; IIRC it was mentioned in one of the streams. That they didn't like the idea you could stack a 100 missions of the same type and complete them all at once and the obvious robigo 1 ton 1 mil stacking.
I couldn't point you towards which exactly it was though.

Before you spout nonsense, actually check the 2.1 beta archives to see what was reported, and what Frontier decided to roll out live anyway.

Also keep in mind Frontier rolled out a new update between the last Beta build and what actually went live.

Plus they've rolled out 2 client side updates (2 revisions rolled into one update) and who knows how many server side updates since 2.1 went live.
 
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There were bugs noted in the beta - specifically the zero and 1 minute timers on the bonus missions as well as killed NPC's respawning in a different instance etc... so the testing was indeed done and those bugs mentioned, the priority Fdev placed on fixing those bugs however is a different story and that has nothing to do with paid beta testing etc... so again I ask what aspect of the beta testing was a failure?... Yes most of the attentiion on the forums was with regards to the AI, but I do know that a number of mission bugs where identified and some where fixed during the beta, the 0 and 1 minute time for getting paid a bonus delivery did not get fixed - as it was not game breaking would be my guess...

As for the mission stacking, well there you go, if you are recalling correctly, then they have stated why they have capped it and so essentially if they re-designed to be capped at 20 missions then it is working as intended then...

I can appreciate that people got used to being able to stack vastly many more missions and am guilty of it myself with regards to combat zone and kill X missions as I used to stack them across a couple of star systems then I would go and 'complete' them all concurrently...

As for the issues you've mentioned as being stated as bugs, fair play. I see and understand how they could've gone by because they were not regarded as game-breaking. I understand from a development point of view that some issues can and have to be put on hold.
As for the one that prohibits a large vessel from completing it's mission because the location changed to an outpost with in some cases over 140 tons of cargo ( making switching to another ship quite inconvenient ), that is still a game-breaker.
If it's been mentioned then I'm wrong in my previous statement, and this indicates some miscommunication within the team.
Another which I've recently experienced is carrying over 200 tons of cargo to a station which doesn't have a bulletin board for me to hand them in. Resulting in failure, a fine for failing to complete it, and a full hold of illicit cargo ( which I happen to get fined for as-well ).
I wouldn't regard the beta as a failure, but hindsight tells me that some things have been left un-checked. Which can either be a non-reported bug or omitted by the team. Neither are positive.

For the 20' cap, I do fully agree with their decision that it needed some tweaking to change how some were exploiting these mechanics. What I've been trying to voice is that it was done in such a way that it omits, neglects and negatively impacts a legitimate play.
So what I'm asking is if they would kindly review this and give it another go as to keep their intended idea, but tweak it so that it doesn't equally impact legitimate game-play.

In addition to this, I expressed my concerns towards future tiers such as the Panther Clipper; being able to carry even more cargo and how they would be impacted even further.

Right now a full hold of 700 tons can only be filled by 20 missions with an average of 35 tons of cargo. Which is far above what spawns when having a neutral/cordial reputation. Doubling the allowance would reduce the minimum cargo/mission to fill the hold to 18~ tons/mission, which again... is still slightly optimistic.

I really like the idea Tikigod mentioned on page 2 as it solves the issue completely.

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Some of the broken missions issues have been reported as still there by Whiterose on page 2. So yes, I'm fully aware of the revisions and I've taken them into account. As for checking the beta archives I'll kindly redirect you to my post above.
 
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