Mission Rewards in 3.0.3 are Borked!

Isn't this a tad unfair?

I really don't see what the fuss is about, 3.0.3 is one of the most fun patches I can recall. If you want to play that game, that is...

Yes, I won't go that far. This has been a fun patch that has added a lot - better engineering, more inventory space (no more dumping micromanaging which ones to keep!), the Chieftain, and the new C&P system (for the most part).

That being said, the mission system is really, really borked. I like being given a choice of rewards. I don't like one of those choices being a total waste. Even worse, I don't like that critical rewards we need NOW (but not prior to 3.0, since commodities were removed from engineering) have suddenly disappeared! Most of the Tech broker stuff is currently off limits until they fix this.
 
Stations reward you with cargo that the station supplies (that's the fix for missions which were offering mining-only rewards creating infinite mining mission chains). You can take it to a different station still.

This is exactly what I think has caused the problem, but do you have a citation from Frontier stating this is the case? If so, they need to do another fix - not just to bring back missing items like neofabric insulation, but also to give meaningful rewards. A reward of a commodity choice should be something (ore, engineering commodity, something in that new long list of pirate stuff like "Antique Jewelry") that is worthwhile, not crap we can buy from the station.

I mean, the one problem with this theory is that you can still get Modular Terminals and Bromellite as rewards, yet they are not sold anywhere. I think I've even still seen Platinum available as a reward.

Anyway, they need to fix this so that we get something special as a choice, not junk we can buy on our own.

Edit: I'm guessing you were basing this on Adam's response about limpets in the Wing's thread. I've responded to that in the thread about Wing Missions and linked it back to this one.
 
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Yes, I won't go that far. This has been a fun patch that has added a lot - better engineering, more inventory space (no more dumping micromanaging which ones to keep!), the Chieftain, and the new C&P system (for the most part).

That being said, the mission system is really, really borked. I like being given a choice of rewards. I don't like one of those choices being a total waste. Even worse, I don't like that critical rewards we need NOW (but not prior to 3.0, since commodities were removed from engineering) have suddenly disappeared! Most of the Tech broker stuff is currently off limits until they fix this.

A choice being unappetising for you, where you didn't have a choice before is far from a "totally borked" situation, just a sub-optimal one.

The critical rewards were ridiculously easy on 3.0.0 - to the point of almost instant repetitive boredom. They are still there, just a little harder to find - a little more gameplay involving. And combined with the material trader are still arguably easy, compared to all previous releases since 2.1. Again - yes worse than 3.0, but far from "totally borked".
 
A choice being unappetising for you, where you didn't have a choice before is far from a "totally borked" situation, just a sub-optimal one.

The critical rewards were ridiculously easy on 3.0.0 - to the point of almost instant repetitive boredom. They are still there, just a little harder to find - a little more gameplay involving. And combined with the material trader are still arguably easy, compared to all previous releases since 2.1. Again - yes worse than 3.0, but far from "totally borked".

Uh, no - Neofabric insulation and Articulation Motors aren't appearing at all. These are required to unlock stuff from the new Tech brokers. Modular Terminals and Bromellite, needed to unlock engineers, are still available in BULK in lots of places. Seriously, one mission complete and you've got more items than you need to unlock Marco Qwent or Bill Turner.

The junk commodities should be removed and either replaced with the specials OR a choice of Rep +++ or Influence +++ - something that I saw a lot more of in 3.0, but not so much in 3.0.3.
 
So if FD "fixed" the mining mission exploit by having stations only give rewards that they normally sell as commodities, and no station sells neofabric insulation as a commodity...

I think this is false. Neofabric Insulators are literally impossible to find right now. I would love to be contradicted though so if anyone finds one please let us know!

I've definitely seen Modular Terminals on the missionboard as rewards... from just now:

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I also saw Bromellite and Osmium offered from Delivery missions (not mining missions, so there's no infinite loop). But specifically Neofabric Insulators? No joy at least on this board.

Having seen the Osmium and Bromellite, it at least seems that much of my comment (about market-available commodities) is not accurate.
 
Micro-weave cooling hoses as well. There are no missions rewarding them. Guardian technology is no longer available until they fix this.

I don't really care whether or not limpets and biowaste are options, I just want to be able to aqcuire the items needed to unlock guardian modules, and in the game's current state, that is not possible.
 
I really don't see what the fuss is about, 3.0.3 is one of the most fun patches I can recall. If you want to play that game, that is...

I agree 3.03 is one of the best and most fun patches so far. But, with no Neofabric Insulation available, the Ram Tah mission #2 is broken for players who do not have a 16ton corrosion proof Cargo bay.
My personal game play has been severely affected and is now at a stand still because I do not want to give up the Meta alloys I spent hours collecting at a Thargoid structure.
I've also spent around 24 hrs searching for these apparently non existent game rewards and spent the best part of 500million credits on a ship I did not want as part of my normal game play.
I am ANGRY!
 
So you see some odd rewards and you throw tantrum?

Exactly why?

If you'd bothered to read the whole thread you'd have seen that Noefabric Insulation is not dropping.
This is a critical commodity for unlocking a 16T Corrosion proof cargo bay that is necessary to complete the new Ram Tah mission that arrived with patch 3.00.
 
I said this tons in the past, but I really don't understand why commodity rewards are still in the game.

In my opinion, rewards should have looked like this:

- money, inf/rep++
- inf/rep+++ less money
- inf/rep++, engineering mats, less money

and I would have been perfectly happy.
 
Isn't this a tad unfair?

I really don't see what the fuss is about, 3.0.3 is one of the most fun patches I can recall. If you want to play that game, that is...

True. Still, it wouldnt hurt if FD would allocate an intern for an afternoon or so to list the really, really reaaaaaaaally obviously nonsensical stuff. Sidewinders should not suicide against my FdL, you shouldn't be offered limpets as mission rewards, after a fight is over at a RES mining ships with < x% hull should high-wake etc. A lot of this stuff really cant be hard or take a lot of time to fix, and it simply is jarring to see a lot of weird and needless nonsense.

I said this tons in the past, but I really don't understand why commodity rewards are still in the game.

In my opinion, rewards should have looked like this:

- money, inf/rep++
- inf/rep+++ less money
- inf/rep++, engineering mats, less money

and I would have been perfectly happy.

Engineer unlocks and tech brokers, basically.
 
I said this tons in the past, but I really don't understand why commodity rewards are still in the game.

In my opinion, rewards should have looked like this:

- money, inf/rep++
- inf/rep+++ less money
- inf/rep++, engineering mats, less money

and I would have been perfectly happy.

Yes, exactly.

The current junk commodity rewards, in and of themselves, are just a minor annoyance/waste. However, the accidental removal of articulation motors, neofabric insulation, and microweave cooling hoses is far more critical. And when those missing rewards return, will they still be as prominent as Modular Terminals are now, even with all the junk commodities, or will they get lost in the shuffle forcing you to roam around endlessly/board flip "looking for the Holy Grail" of rewards?
 
Yeah. They aren't even a commodity. So might even have had to been added specifically.

There are a heap of commodities that would make perfect mission rewards, such as bootleg liquor, precious gems, or even rare goods. These would be worthwhile as mission rewards. Not limpets or biowaste.

Which then begs the question, is whoever choosing this as a reward someone that has zero clue and should be nowhere near the FD coding terminal or....is FD using bots as coders?
 
Which then begs the question, is whoever choosing this as a reward someone that has zero clue and should be nowhere near the FD coding terminal or....is FD using bots as coders?
Or it is maybe used as players who grind for credits to show there's something that they can use and haven't discovered yet.

But of course, it doesn't make sense for me, so why devs should add it.

/sarcasm
 
Which then begs the question, is whoever choosing this as a reward someone that has zero clue and should be nowhere near the FD coding terminal or....is FD using bots as coders?

I think this is an unintended consequence of the fix for the exploit that lead to the temporary removal of mining missions: some mining missions were offering rewards - say 38 units of Osmium + credits - which you could then turn into for another mining mission that wanted 20 units of Osmium, and then gave another ore type + credits as a reward. Then you could take that ore, turn it in for another mision, and repeat ad infinitum. Someone even posted a video highlight them doing this. They just sat in the station and kept taking and turn in mining missions without ever leaving - earning money for doing nothing.

It looks like the Devs fixed this by changing the rewards to only be items the station sells as a commodity. Why they fixed it this way, I don't know as it's a total waste of a reward choice. Worse, commodities needed for the Tech brokers - Neofabric Insulation, Microweave Cooling Hoses, and Articulation Motors - disappeared since they aren't sold anywhere. How Modular Terminals and (I think) Bromellite are still appearing (both needed for engineer unlocks, but not Tech broker) I don't know. Apparently, they got a special pass while these critical commodities didn't.

The result would be a funny coding mistake that I would want them to fix (just because it's a waste), save for the fact that it has also kept critical items from us we need for progression.

I'm not going to berate the coder. I merely want him/her to fix this mistake.
 
Engineer unlocks and tech brokers, basically.

Tech brokers require commodities? Oh boy. Didn't know that. Guess somebody at Fdev go their way.

Re: Unlocking engineer: They should change that. Unlocking an engineer takes like 2h of game time (with the exception of maybe Palin). There is no reason to annoy players during hundreds of hours of play time by giving out useless commodity mission rewards.
 
Tech brokers require commodities? Oh boy. Didn't know that. Guess somebody at Fdev go their way.

Re: Unlocking engineer: They should change that. Unlocking an engineer takes like 2h of game time (with the exception of maybe Palin). There is no reason to annoy players during hundreds of hours of play time by giving out useless commodity mission rewards.

They are brokers which sell sidegrades. Expecting it to be sold for credits is a bit...strange. But I guess there's lot of cake to go around so why no berate devs about that.

Also you can choose your reward.
 
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