Frontier stop nerfing missions wildy, Try this instead.

Frontier, Alot of us have been patient, waiting for you to try and get missions "right"

I know you are trying to keep missions in check so new players arent instantly running around in big ships in the turn of a day.
But that mentality is hurting seasoned players.

You need to return some resemblance of pilot rank locking of missions to the game so you can keep new pilots in check without hurting old pilots. And I'll give you a few reasons why;
1. when I first started playing the game, missions were locked primarily by pilot's rank and secondarily by system reputation. It took me 3 months to get the ranks to find good money making methods, and then another month after that to actually a fully outfitted anaconda. During that time i worked hard for the ship and I learned more about the game while I was doing it. I didnt instantly get the ship in a day I had worked for it prior to getting it.
2. If I am an employer Im not going to give you a job you dont have the certifications for, however I could be convinced to give you the job if you have most of the qualifications I'm looking for.
3. If I am an employer I could also be convinced to give you missions based on jobs you've done for me in the past. (which is sort of how missions work now)

What I suggest is that you partially return Pilot rank mission locking in this way;
1. Employers will not be able to be convinced to give you a mission if you are more than 2 ranks bellow the rank they are looking for for the mission.
2. Employers that don't know you will have to be convinced to give you missions that out-rank your pilot rank by building reputation with them doing smaller missions, after which they will give you missions that out-rank your pilot-rank so long as they aren't rated more than 2 ranks above your personal pilot rank.
3. Employers will give somewhat better payouts based on your reputation with them, and marginally better payouts based on the mission's pilot rank rating.

This way you don't completely reverse what you set out for pilot ranks but you can better balance out the game to prevent the "instant gratification" from new pilots without hurting old pilots. Pioneer/deadly/tycoon/Elite should still have big payouts because they earned their rank.

Also I would like to say it doesnt seem like 30 million to take something to Colonia is enough when there are missions out there that make you travel 400LY for 2-4 million. The payouts for Colonia trip missions are so small that they really arent a consideration for anyone that isnt planning on going to Colonia, If i was a new pilot, 30 million would seem great since no one else wants to give me the big bucks, I'm new, i haven't made a name for myself. But if I'm an old pilot, I expect to be treated with more respect than that, I have elite status, you should be paying me by the lightyear based on the galactic average of what other employers pay per lightyear for delivery/passenger missions.
 
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an easy fix for this is to make the pay transparent and universal... you get x creds per ly traveled, plus x bonus per ls to destination... period... this is scale able based on rank and status but transparent. Then actually listen to your player base for feedback on what is a good balanced amount instead of dropping it to the point of idiocy. this works for any mission really... x amount per rank of target, x amount per tonne of cargo, fill in the blank... semi static numbers that hold everywhere (regional modifiers like famine or the like not withstanding) would stop a lot of the angst over the mission system.
 
Agreed I always thought this was the law of the land, I have mention to Frontier before about rep balance with vet players that have taking alot of hours to get where they are taking me a year to get a condanot playing every day of course :) but the better rep you have working out of one system the more your trusted and repped. the constant re balance is hurting yes perhaps frontier need a balance and rep team?.
 
I think this was a very well organized post and I completely agree with it. At the end of the day, there are many money making exploits that people know about that quickly hit the reddit forums that attract far more attention than the CG's do. As a result, players are getting into ships much faster, but because they have little experience in the game, they quickly get destroyed by more seasoned players who have come up the more difficult way. This obviously hurts both the casual new player, and the seasoned veteran based on what Azmuth described. Also to expand on this post, the CG's do not pay out enough money. They take up to a week to have them completed, with the top payouts around 25 million. Utilizing the internet to do a basic search on how to farm credits, players can quickly come to find out that they can make over a billion credits in that time. This hurts the overall turnout for CG's which is a limiting factor in the health of the community and overall player base. The galaxy is a large place, and players who crave interaction and a multiplayer experience are being short changed both literally and figuratively when the majority of the player base is elsewhere making credits more readily. What the CG's do promote, is for exceptionally uneducated and uningineered players to come for a week to get constantly destroyed by grief wings. This in turn hurts the perception of the game from the perspective of the new player who had no prior knowledge of better forms of credit earning, and provides a constant hobby for players who want nothing more than to ruin the experience for new players. I used to patrol the CG systems in an effort to protect these newbie traders, but given the fact that griefers travel in wings for the most part, it is unrealistic to expect than any singular player can effectively protect anyone. This also nullifies my purpose in the game as well as many others who have good intentions at the CG's. Due to the fact that we have to spend precious minutes trying to drop on a low wake, there is no time to save anyone. This is all besides the point, back to the post, missions are also not offering desirable materials to players, regardless of the credit payout, seasoned players need materials like CIF. As a result of their elite status, the CIF drop rate of missions is exceptionally low, leading much of the player base to participate in the so called "crack trains" This further diminishes the active player base at CG's and the otherwise more satisfactory experience of getting CIF in a more stimulating manner. Much needs to change in the elite dangerous universe, but starting with the missions and CG payouts would be a way to revitalize the community which is quickly growing tired of using exploit after exploit to farm resources for engineering and credits for rebuys when it could be done in a much more exciting and stimulating manner that effectively united the player base in the fashion that the CG's were hopefully intended to do. Thank's for reading. o7
 
I think this was a very well organized post and I completely agree with it. At the end of the day, there are many money making exploits that people know about that quickly hit the reddit forums that attract far more attention than the CG's do. As a result, players are getting into ships much faster, but because they have little experience in the game, they quickly get destroyed by more seasoned players who have come up the more difficult way. This obviously hurts both the casual new player, and the seasoned veteran based on what Azmuth described. Also to expand on this post, the CG's do not pay out enough money. They take up to a week to have them completed, with the top payouts around 25 million. Utilizing the internet to do a basic search on how to farm credits, players can quickly come to find out that they can make over a billion credits in that time. This hurts the overall turnout for CG's which is a limiting factor in the health of the community and overall player base. The galaxy is a large place, and players who crave interaction and a multiplayer experience are being short changed both literally and figuratively when the majority of the player base is elsewhere making credits more readily. What the CG's do promote, is for exceptionally uneducated and uningineered players to come for a week to get constantly destroyed by grief wings. This in turn hurts the perception of the game from the perspective of the new player who had no prior knowledge of better forms of credit earning, and provides a constant hobby for players who want nothing more than to ruin the experience for new players. I used to patrol the CG systems in an effort to protect these newbie traders, but given the fact that griefers travel in wings for the most part, it is unrealistic to expect than any singular player can effectively protect anyone. This also nullifies my purpose in the game as well as many others who have good intentions at the CG's. Due to the fact that we have to spend precious minutes trying to drop on a low wake, there is no time to save anyone. This is all besides the point, back to the post, missions are also not offering desirable materials to players, regardless of the credit payout, seasoned players need materials like CIF. As a result of their elite status, the CIF drop rate of missions is exceptionally low, leading much of the player base to participate in the so called "crack trains" This further diminishes the active player base at CG's and the otherwise more satisfactory experience of getting CIF in a more stimulating manner. Much needs to change in the elite dangerous universe, but starting with the missions and CG payouts would be a way to revitalize the community which is quickly growing tired of using exploit after exploit to farm resources for engineering and credits for rebuys when it could be done in a much more exciting and stimulating manner that effectively united the player base in the fashion that the CG's were hopefully intended to do. Thank's for reading. o7
punctuation ... paragraphs ...

Before that hotfix patch I was in high spirits about the game, I had hope things would get better ... then the patch came and now I'm torn between ranting and rage quitting.

Also there is a way more severe problem with new players: the game has a learning curve so steep, it's like a wall. And the initial Sidewinder is an incredible difficulty spike. One of my friends got completely stuck because they couldn't even jump out of the system, he quit the game and reset his save a couple times.
Open Play is also currently the worst way to play the game...


Feature Request:
Developers that know what they're doing.
 
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I agree with OP but i agree even more if i have used my time and effort to get yourself to high rank with specific faction/station/rank we really should be rewarded accordingly.

(Being elite and maxed out reputation/rank and being offered mission for 2k credits is insulting at best. For 2k credits i will let you look my ship from the Hangar window for minute)
 
Completely disagree with OP.

You declare bounty on pirate lord. Do you care who accepts this mission? No, you couldn't care less about his rank or faction affinity, because if that person fails you don't have to pay. It's not like you have to pay 50% in front! You only pay when the deed is done.

You need goods or resources. Do you care who delivers them? No! It's completely irrelevant. You get the goods and pay for them.

And so on.

In fact the _only_ type of missions where you _do_ care about affinity and rank are when you need something of yours to be delivered, be that goods, info or yourself as passenger. Anything else should not have any type of requirement.
 
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Sounds like a good interim measure to help with the balancing.

I have to say though what is really needed is for some realistic simulation of how players will stack missions with an output in cr/hour. Then each tweak to the PG can be tested for excessive rewards. I'm assuming they don't have this with all the mission rewards issues we've had over the releases.
 
Nice try but to be honest the ranking and rep systems are so dead by now that FD should avoid trying to hook anything into them yet. Realistically they should stay as inconsequential as they are now until they pull their big boy pants up and make them mean just about anything.

Luckily they acknowledged the shortfalls a while back, and my hope is that it's addressed in the "core game improvements" of season 3. An engaging rep system will, personally, be one of the big cruxes as to whether ED develops or crashes and burns.
 
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I think this was a very well organized post and I completely agree with it. At the end of the day, there are many money making exploits that people know about that quickly hit the reddit forums that attract far more attention than the CG's do. As a result, players are getting into ships much faster, but because they have little experience in the game, they quickly get destroyed by more seasoned players who have come up the more difficult way. This obviously hurts both the casual new player, and the seasoned veteran based on what Azmuth described. Also to expand on this post, the CG's do not pay out enough money. They take up to a week to have them completed, with the top payouts around 25 million. Utilizing the internet to do a basic search on how to farm credits, players can quickly come to find out that they can make over a billion credits in that time. This hurts the overall turnout for CG's which is a limiting factor in the health of the community and overall player base. The galaxy is a large place, and players who crave interaction and a multiplayer experience are being short changed both literally and figuratively when the majority of the player base is elsewhere making credits more readily. What the CG's do promote, is for exceptionally uneducated and uningineered players to come for a week to get constantly destroyed by grief wings. This in turn hurts the perception of the game from the perspective of the new player who had no prior knowledge of better forms of credit earning, and provides a constant hobby for players who want nothing more than to ruin the experience for new players. I used to patrol the CG systems in an effort to protect these newbie traders, but given the fact that griefers travel in wings for the most part, it is unrealistic to expect than any singular player can effectively protect anyone. This also nullifies my purpose in the game as well as many others who have good intentions at the CG's. Due to the fact that we have to spend precious minutes trying to drop on a low wake, there is no time to save anyone. This is all besides the point, back to the post, missions are also not offering desirable materials to players, regardless of the credit payout, seasoned players need materials like CIF. As a result of their elite status, the CIF drop rate of missions is exceptionally low, leading much of the player base to participate in the so called "crack trains" This further diminishes the active player base at CG's and the otherwise more satisfactory experience of getting CIF in a more stimulating manner. Much needs to change in the elite dangerous universe, but starting with the missions and CG payouts would be a way to revitalize the community which is quickly growing tired of using exploit after exploit to farm resources for engineering and credits for rebuys when it could be done in a much more exciting and stimulating manner that effectively united the player base in the fashion that the CG's were hopefully intended to do. Thank's for reading. o7

You make some excelent points that I hadn't considered.
 
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