All mission generation problems consolidation thread...

EDIT 13/10/2017: I've decided to categorise these into bugs that need sorting out, things that would be desirable, and things that we think have changed and maybe FD didn't realise... So here we go...

Technical bugs or 'surely not intended!?':

1) Too many to Colonia (already acknowledged by devs) Fixed in patch 11/10/2017
2) No midrange delivery missions (unverified), more than 20ly but less than 20k, where have all the 60 to 2kly delivery missions gone? Fixed in patch 11/10/2017
3) In long distance data and transport (passenger) missions, the payout weighting has shifted MORE toward LS from main star, than the more important value of 'LY to target system', causing low payouts for long trips.
4) Several engineer material mission rewards seem to have disappeared from the bubble (but are still apparent in Colonia, maybe this will help indicate what the issue is?), particularly high end (CIF, Mod Terms, MEF, EFC, etc.)
5) Navy missions and permit missions seem to have taken a probability hit, I have also observed this, it took me several board swaps to get one. Fixed in patch 11/10/2017
6) Assassination and wetwork missions frequently send you to a very distant body (20kls plus). The payouts are not relative.
7) Only one side seems to get conflict-state missions when in War or a foreign Election (civil war and elections between two domestic factions seem ok?)
8) The vast majority of missoins seem to have the now defunct cargo rewards (or other cargo), causing me to be able to only accept 1 or 2 missions out of 18 in a system that I am allied with. This applies less to passenger missoins, more to regular missions.

Things that were changed that maybe shouldn't have been.:

1) Planetary scan missions to the same system require you to SC out to orbit and then approach again after each scan (this was to stop multiple missions completing in one scan, but unfortunately has caused the opposite extreme problem of now not having enough nodes to scan for missions you have)
2) Mission rewards that include engineer 'cargo' rewards are weighted for low credit payment (sometimes ZERO!) due to the useless commodities, not a problem on its own, but people will inherently not take these missions due to 'perceived' low payout. Confirmed working as intended.
3) Smuggling missions 'Sneak/Snake in X item' seem to have all but disappeared Allegedly, only certain faction govt types (criminal) will spawn these now. TBC, but crossed off for now.
4) Massacre missions should not have been subjected to the '1 kill affects 1 mission' rebalance (my opinion), OR they need a SERIOUS payout hike, in line with sightseeing missions.

Things that would be desirable:

1) Defunct cargo rewards (legacy from engineers) have still not been removed from the game, and I still can't accept MANY combat missions because my combat ship has no cargo capacity.
2) Navy and permit missions should NEVER spawn a cargo reward, and never to an outpost, so they can be done in any ship and won't be hidden in 'missions you can't take'.
3) Follow on missions should not have acceptance requirements (e.g faction standing friendly or allied), or cargo rewards.
4) While I like that I can choose easy and difficult combat missions, there is a definite weighting toward 'easy', or rather 'harmless' level missions, regardless of combat rank.
5) System states seem to affect the variety of available missions TOO heavily. In a Boom system for example, 60% of missions will be boom data, etc. This should be toned down to increase variety.
6) Allow us to choose whether or not we accept the cargo reward, with or without offering an alternative, I just don't want that to stop me taking the already rare combat missions that exist, and there is NO WAY I'm fitting a cargo rack to my FAS. NO WAY!

Last category "Not sure if serious?':

1) Passenger mission payouts have approximately halved since 2.4.0.2
2) Not big enough payouts for Colonia missions Acknowledged as working as intended at the moment, may be revisited in future
 
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A chain mission given however it requires a higher level of faction than you currently have so you cannot accept it even if you wanted to. It gets better as they don't seem to get removed either so my first chain mission is still sitting there from 2.4. I did put in a bug report for this one.
 
A chain mission given however it requires a higher level of faction than you currently have so you cannot accept it even if you wanted to. It gets better as they don't seem to get removed either so my first chain mission is still sitting there from 2.4. I did put in a bug report for this one.

I'll put that in as 'follow on missions should not have acceptance requirements (e.g faction standing friendly or allied), or cargo rewards'.

Sound OK?
 
You should split them out into "stuff that they acknowledge is broken", "stuff I think is broken but no feedback yet" and "stuff that isn't broken but I don't like it".
 
3) No delivery missions, or almost none, and certainly none to Colonia
Plenty of both cargo delivery and data delivery missions around Colonia itself in both short-range and medium-range varieties. The cargo delivery missions pay out up to 10 million each (for 180t of Palladium) and are not at all rare (though the ones paying over 3 million each are somewhat dependent on state and economy).

Similarly the smuggling missions (point 8) are being offered as normal by the region's few criminally-inclined factions.

Some of the Colonia stations also sometimes (but not always) have cargo missions back to systems in the bubble. Generally payout for these is around 10 million each regardless of cargo type. They don't that I've seen have data delivery missions back to the Sol bubble, however - just internal ones.

Within the limits of Colonia's assets all mission types seem to be generating correctly.

(Why is mission generation only apparently working in Colonia? I have no idea. Too many variables...)


On the point of massacre mission payouts, I think "reduce number of targets" would be better than "increase payment" for each mission. Then if you want to fight more targets, do more missions. At the moment the small "kill 1-10" missions that used to be there in earlier versions aren't there.
 
You should split them out into "stuff that they acknowledge is broken", "stuff I think is broken but no feedback yet" and "stuff that isn't broken but I don't like it".

Yes indeed there is a mix of 'technical' and 'perceived' issues, I agree, but more is better than less in a consolidation thread, I Really can't be bothered to categorize them, FD will skip over the ones they don't care about anyway, I would! :)

Plenty of both cargo delivery and data delivery missions around Colonia itself in both short-range and medium-range varieties. The cargo delivery missions pay out up to 10 million each (for 180t of Palladium) and are not at all rare (though the ones paying over 3 million each are somewhat dependent on state and economy).

Similarly the smuggling missions (point 8) are being offered as normal by the region's few criminally-inclined factions.

Some of the Colonia stations also sometimes (but not always) have cargo missions back to systems in the bubble. Generally payout for these is around 10 million each regardless of cargo type. They don't that I've seen have data delivery missions back to the Sol bubble, however - just internal ones.

Within the limits of Colonia's assets all mission types seem to be generating correctly.

(Why is mission generation only apparently working in Colonia? I have no idea. Too many variables...)


On the point of massacre mission payouts, I think "reduce number of targets" would be better than "increase payment" for each mission. Then if you want to fight more targets, do more missions. At the moment the small "kill 1-10" missions that used to be there in earlier versions aren't there.

Interesting, I hope this detail helps the devs work out what the issue is. This makes me think that circumstances resulting to the state of a system or other combination of variables causes large numbers of certain types of missions, pushing the less probable types to obscurity.
 
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Anything changed after the update? I can't get any engeneering material for long range mods like at all! I only spawn to colonia



Also a major gripe of mine: I'm triple elite and allied in all factions in my main system and still I get pedant mostly harness level missions

Can we get a filter to mission system for rank?
 
5) Several engineer material rewards seem to have disappeared according to reports

I'll expand on it. I've been generating a bunch of boards, For Science, for a total of about 500 missions. My findings:

1) The vast majority of missions dont offer any non-credit rewars.
2) The few that do, will offer either specialised legacy firmware, atypical disrupted wake echoes or exceptional scrambled emission data in +-80% of the cases.
3) In those +-500 missions I have found one material that is not complete garbage, and it was for a mission to colonia.

As I have enough money, missions were how I got all mats/data in a varied and interesting way. From what I am seeing now, my tentative conclusion is that missions are back to being pointless. Again. Which is getting annoying, because 1) I sincerely cant remember how often FD has had to fix mission rewards, and 2) fixes tend to take months rather than days.

[edit]
Just checked passenger missions. 51 generated, 9 offer materials: specialised legacy firmware, atypical disrupted wake echoes or exceptional scrambled emission data, grid resistors and mechanical scrap.
Total garbage.
 
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I'll expand on it. I've been generating a bunch of boards, For Science, for a total of about 500 missions. My findings:

1) The vast majority of missions dont offer any non-credit rewars.
2) The few that do, will offer either specialised legacy firmware, atypical disrupted wake echoes or exceptional scrambled emission data in +-80% of the cases.
3) In those +-500 missions I have found one material that is not complete garbage, and it was for a mission to colonia.

As I have enough money, missions were how I got all mats/data in a varied and interesting way. From what I am seeing now, my tentative conclusion is that missions are back to being pointless. Again. Which is getting annoying, because 1) I sincerely cant remember how often FD has had to fix mission rewards, and 2) fixes tend to take months rather than days.

[edit]
Just checked passenger missions. 51 generated, 9 offer materials: specialised legacy firmware, atypical disrupted wake echoes or exceptional scrambled emission data, grid resistors and mechanical scrap.
Total garbage.

So, probably not fixed today after all.

Additionally, naturally, I will remove issues that have been addressed today, and while I will be playing the game myself later, I need you guys to let me know about some of them, when to cross them out.

The ones I assume have been addressed today are numbers 1 and 7 because they were acknowledged prior to patch.
 
Anything changed after the update? I can't get any engeneering material for long range mods like at all! I only spawn to colonia



Also a major gripe of mine: I'm triple elite and allied in all factions in my main system and still I get pedant mostly harness level missions

Can we get a filter to mission system for rank?

I agree, I'll add it, I'm not elite yet, but I too am sick of being sent after a lone Cobra/Vulture in a fully engineered gunship with fighter. Talk about removing an ingrowing toenail with a chainsaw, lol. You send me the bad boys, send the flipping cadets against the riff raff!
 
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I'd like to weigh in, some of these points have been mentioned before:

- As an Elite, I'm still getting harmless and mostly harmless missions with relative payouts

- Economy and state don't seem to be influencing mission selection

- High grade engineering materials (Bio-tech Conductors/Cracked Insdutrial Firmware) exist but are excessively rare and some of them send out to Colonia
 
So, probably not fixed today after all.

Additionally, naturally, I will remove issues that have been addressed today, and while I will be playing the game myself later, I need you guys to let me know about some of them, when to cross them out.

The ones I assume have been addressed today are numbers 1 and 7 because they were acknowledged prior to patch.

Missions to colonia seem slightly reduced, now only a handfull per board. Not sure if this is new, but I now keep finding missions with no financial reward beyond garbage mats/data and literally useless cargo.

Cool. Note how this is even in a Boom state. Maybe we'll need to start paying for the privilege to do missions soon?

Yytci0C.jpg
 
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I agree, I'll add it, I'm not elite yet, but I too am sick of being sent after a lone Cobra/Vulture in a fully engineered gunship with fighter. Talk about removing an ingrowing toenail with a chainsaw, lol.

*sigh*

Yes. Here is how any sane company would develop it:

1) Generate missions based on rank.
2) Create a base level of variety (there is always someone that needs killed, and something that needs transported).
3) Fill the rest based on BGS state and economy type.

But no. That would be too sensible I guess. :p Its much better to generate missions that offer no challenge and reward nothing. And what better way to use the increase in number of generated missions than generating twenty identical missions and denying stacking them? I used to have a choice between a few missions I mostly didnt care for but occassionally offered good stuff I need. Now I get the choice between tons of identical stuff I dont care for and offer nothing. Amazeballs.

Ah well, its great for those who want credits I guess, that part works better than before.
 
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Missions to colonia seem slightly reduced, now only a handfull per board. Not sure if this is new, but I now keep finding missions with no financial reward beyond garbage mats/data and literally useless cargo.

Cool.

This was acknowledged long before today's update (cargo rewards rendering mission value of 60 credits for example), and Adam had said this was considered ok, because the value of the cargo rewards was 60 grand, bringing the specific mission in line with others of its type. Many of us suggested this was silly, but obviously change management didn't agree (I don't blame Adam, he has an approval process like anyone else and time spent on a problem needs to be justified). I was hoping this would have been corrected (I was hoping engineer cargo would be gone with 2.4 to be honest), but hey, it's not a huge deal.
 
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