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.