News Implementation of a dedicated mission server

Honestly I can't even remember the last time I boardflipped. I've not even cycled instances at dav's hope since material traders were added.

Hell, the other night I made 200M running missions and they didn't seem particularly special. No flipping required.
 
Greetings Commanders,

In the next chapter of Beyond (3.3), we will be implementing and migrating mission data to a new separate server. While this mainly affects the back-end of the game, you will see some changes to missions in-game.

As it currently stands, missions are on a shared server with other elements of the game. This has the risk of problems with missions causing outages and stability issues for the rest of the game if there are technical hiccups.

So, what benefits will we see by moving missions to their own separate server?

  • Any issue (generated by missions) which can cause a server outage or stability problems will no longer result in players disconnecting. Instead the missions will be unavailable for a period of time.
  • If such issues do occur, the previous servers will be able to act as a back-up, offering better opportunities to recover game content as quickly as possible.
  • We may see a slight decrease in mission board loading times.
  • Missions will now be consistent across game modes (Solo/Open/Private Group).
It's also worth noting that, as a result of a dedicated 'mission server', there will be a removal/significant reduction of the method of refreshing mission boards by logging in and out of the game ("board flipping"). While we understand that this is a practice utilised by some* players, this was never the intended use of the mission system.

Even though there is a small number of players doing this, we will increase the credit payout of missions (by 10%) across the board so all players using the mission boards as intended will see a net profit. As a result of this, some mission reward choices will see boosted influence, reputation and rank gains. As always when it comes to missions, we will continually review and balance them where needed.

Ultimately, this is a healthy step for our overall servers and game experience.

If you have any questions or would like to share your feedback with us, please post below!

*we found that only 2.8% of daily online players were using the mission system in this way.


Better than that, turn off all servers. Your problems solved like magic.
 
Experience suggests that only the very brave or the very stupid would use the word 'obviously' when making such a suggestion. :D

Indeed, still haven't got a "Sell All Button" on trade screen. Thick as a plank, Blue.

However, I too can induce a state of stupidity so opaque, it seems to fool almost everyone. You can read more about it in my Editorial, to be released this coming Friday at 17:30 UTC.

That said, in addition to the many good suggestions found in this thread, on what order things need to be done to make Mission Boards "work", a "Refresh Button" is the singular technical solution on the list, that is within FD's capability to not **** up.

Given their habit to leap at the chance to implement a quick fix, instead of thinking about things properly and putting some effort into the game design...I would have thought it's the sort of opportunity they'd grab without asking the boss first.

Probably.

If we're lucky.

Kind of.
 
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Its not the number or "variety" of missions that is of issue to me.....it is how bland and generic they all end up feeling. As a roleplayer, the text is lacking in style or context, & all the missions seem to play out exactly the same. I am left wondering if many of the limitations with how missions play out is down to where they are located on the servers. This is one reason why I definitely welcome this change. It certainly can't do any harm.

It's randomly generated flavour text, I think it could (and does) improve, but it's always going to feel a bit repetitive & impersonal if you see it a lot. The amount of missions is restricted by the size of the data burst. The only realistic way to improve your choices is with filters.
 
It's randomly generated flavour text, I think it could (and does) improve, but it's always going to feel a bit repetitive & impersonal if you see it a lot. The amount of missions is restricted by the size of the data burst. The only realistic way to improve your choices is with filters.

They could crowdsource it. They organized an event where people submitted in-game advertisements, surely they could do the same for mission descriptions. I'd be happy to write a few. A thousand Commanders times ten descriptions each is ten thousand descriptions - that should be more than enough variety.
 
They could crowdsource it. They organized an event where people submitted in-game advertisements, surely they could do the same for mission descriptions. I'd be happy to write a few. A thousand Commanders times ten descriptions each is ten thousand descriptions - that should be more than enough variety.

It would need a lot, and it would still become boring. Personally I haven't paid attention to the flavour text in years, and only looked at adverts recently because they were new. Already it feels like I've seen them all & pay them no more attention than ads in youtube videos or news pages (ie none at all).

When you play a game for hundreds or thousands of hours you are going to see repetition, just get used to it imo. It's never going to feel as personal the 23rd time you see something no matter how well written it is.

The missions themselves are regularly updated and new variants or variations are added. Tonight I took an assassination mission and for the first time in I can't even remember how long I was actually able to interdict my prey rather than do a spiral for a bit then give up & just wait for them to get behind me & interdict so I could tear them a new one.

Another mission tonight was a simple (non-wing) fetch cargo. Naturally I got four condas after me, three of which spawned one after the other on the way out, but this time the last one didn't spawn until I was on my way back to complete the mission. Still pretty predictable but an iterative improvement. I don't see the topic of this thread changing this ongoing iteration.

I do think there are an awful lot of really cool old mission templates that could be re-introduced with this change though, now that they won't be so easily exploited with mission stacking. I had enormous fun in 1.4 with 20min data deliveries in my Cobra.
 
The mission boards, like instancing, have been a nightmare since launch.

It must be pure heck to make changes, without smashing the system.

It's more important that they actually *put out* an number, than how accurate it is. That's how bad the damage control party is getting.

Yes the actual missions are bad, for all the reasons mentioned in the thread.

Just separating the missions onto a separate server means they had to wake the captain up.

That's a *good* thing. :)
 
And you're not finding them....you're flipping a board til it pops up....no search necessary in that method....as I said...lazy and cheating on my book
 
So you don't want to play the BGS. Cool. I have no problem with that.

But don't go around telling some of the most active players in the game, who play daily, and do much to make this galaxy alive, are playing wrong, and should have their toys taken away, or leave the game.

By the way, how the statistics about 2.8% was taken? Nearly everybody knows, that statistics is the last in incremental row, containg various types of growing lies. It's 2.8% of all accounts? I may beleive in this, because it seems to me, that 3.2% of men are continuing to fly. 2.8 from 3.2 is not 2.8 from 100 indeed. Or 10+ relogs were counted? If FD wants to destroy nearly everything - selected way is the best indeed.

Will, if you want to improve missions - begin from your log! It does not contain real influence for missions with 4-5 influence points. This continues from 3.0. Imagine the situation in banking or other financial stuff - after 4 (or, maybe 5) patches users are reporting, that logfile remains wrong - developers&testers have a large risk to be beaten for such log not only by e-mails and forum messages, but physically.


And it seems to me, that this server will be just a handle of BGS control by FD... No mission 4 faction - no expansions (or retreats) etc...
 
Here's another idea. Get in your ship and FLY somewhere to FIND what you want. Put some effort forth.

Playing a game should be FUN. Hopping constantly from station to station trying to find a suitable mission is a terrible suggestion. Or is this one of the “we respect the player’s time” type of suggestion?
Not to mention BGS would be basically impossible to do.

ED already does SO MANY things the tedious way that we really don’t need another one.
I don’t want to spend my already very limited free time by looking for missions in different stations and systems and basically just TRYING to play.
And NO, no one here asked for ALL CREDITS AND ALL SHIPS HURR DURR. Try to read, most of us want to have the mission number increases. Get it?

IF the devs also increase the number (and much more importantly) the variety of missions then it could be OK.
However, there is no information about it, the only thing they told us is that board flipping will be eliminated.
 
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Prefer? Meh, I take what's on offer... and I accept my insignificance, within a galactic system with trillions upon trillions of people. No matter how you dress it up, we're all left with the scraps that multi-system corporations overlooked, don't care about, or left for small organisation/independent. I do agree that as a (nearly) elite trader with allies in multiple systems, my scraps are better than the early career dregs I started with, but in the grand scheme... still scraps.

In the real world yes, you take what's on offer, as it becomes available. As an organisation providing supply to daily demands you will, obviously have a preferred list of third party carriers you already trust to deliver on time and in excellent condition and you may even have your own fleet of dedicated shipping vessels to supply that one customer who typically props up 70-80% of your business because, efficiency. At the point where you run out of known quantities because they're all busy delivering other stuff, and more orders are coming in where the customer is willing to accept premium service charges due to their urgency and impatience, you start calling the express couriers. I'm guessing this is what the random deliveries offered while in space are trying to simulate but they rarely suit the ship I'm in, due to overly large quantities when really, these types of urgent jobs are often single cargo items, small envelopes, large pieces of artwork that cannot be folded, etc.

The point being, these jobs are highly urgent, unanticipated in the typical daily workflow and often an opportunity for the sales team to secure a new client. Something they would desperately like to ensure, because it makes their KPI figures look good and helps them on the road to promotion. They're not going to risk that on an unknown quantity. And this is the first thing missing from the mission board - a financially motivated sales team with a sense of urgency and pride, or at least greed, fighting over the available ships to get their urgent jobs delivered and thereby impress their clients into spending more money with them.

Sitting there for 20 minutes in the hope another urgent job will appear isn't really a viable option, just take what you've got and come back for more, but wait. There are several other factions here that might also have urgent deliveries, and they're more than likely going to the same high population systems nearby. This is the second thing, the mission board doesn't refresh often enough to simulate the rate at which new jobs become available due to the demands generated by the system population. In a system where there are only three factions and less than 10,000 population sure, make the board refresh every 30 minutes, or more. But, in a system containing billions of people and multiple stations they should generate significantly faster and address the third problem - INTRA-system deliveries to other LOCAL stations and planetary bases with variable timers from the get-go, not the standard default 24 hours with a wrinkle that pops up as you enter supercruise demanding you get there in 0:00 minutes.

Why can we not get URGENT data deliveries that need to be on a planet 30LS away within the next 30 minutes? It's a high paying job that actually rewards you to go deliver it now instead of board flipping because 24 hours, who cares I got buckets of time and the wrinkle won't spawn until I get there. Such missions might be ideal for a brand new player in a Sidewinder with the default jump range and limited cargo space to jet about the local system, make a few quid and practice docking. In the absence of a dedicated story line mission system to introduce new players to the game, something they can actually do in the first place they often look, the mission boards, might be incredibly handy to get them earning right away. And, with a separate mission server, FD might actually be able to address this, the fourth problem as well - The absence of an introductory story line. "Here's a shopping trolley on loan, go find your own bags, and cats..." is NOT immersive game play FDev. Please consider adding content that spawns automatically based on achievement triggers like, your first million credits, buying your own ship and giving back the loan-winder, handing in your first bounty... "Hey CMDR, did anyone mention you can make more cash per kill if you use a Kill Warrant Scanner?" NO! FDev never bothered to tell me that! [When do PC players get achievements, and a list of tourist beacons to work through?]

Based on my earlier posts, where only a couple of each mission type are being offered due to limited board space, lets say you take the best one you can find, a data delivery going 10LY worth 300KCR. You take that one, the board dynamically refreshes and another mission of the same type pops up to the top of the urgency stack. It's only paying 250KCR but it's going to the exact same place. Less cash but much better time efficiency so you take that one too and the board refreshes. The next one in the stack to the same place could pay even less or, based on a secondary timer regenerating new jobs on top of the idle ones lower in the stack it might pay more, or give material options you might like instead of purely cash rewards that can be used to fine tune what the mission system is offering to you. "Oh hey, do you want more CIF? If you do I have these two missions going somewhere else that you might like?" The point here, is that the mission server is watching how you interact with it and offering you more of what you've chosen, instead of a static like it or lump it attitude that doesn't care what you choose.

So, you now have two high speed runs to the same place, you check the other factions and the dynamic mission server has hidden the jobs you didn't want on the last pass underneath some that match the destination you've indicated you're willing to go to. They're not urgent, and only pay 50KCR but hey, efficiency and I still have 16 mission slots. Ok, so now all the other mission brokers can see where I'm going, they didn't think anyone would want the jobs they had that weren't urgent but still need to go to the same place so they didn't bother offering them in the limited space on the job board. That doesn't mean they don't have some, they just didn't know who to offer them to until you showed up and started taking runs to that exact destination, or the same system, or at the very least on your way there in the case of longer range missions.

You might have been focused on cargo missions in the beginning, but now your hold is full, and you still have several mission slots free, so you start looking at the data missions that are now getting priority listing on the board because the brokers know your hold is full. A dynamic system could recognise this, and the greedy little brokers could use their own financial motivations to try and fill you up with stuff they still desperately need delivered, but didn't know who to give it to. In essence, they pull lower priority jobs up from the bottom of the stack that match what the player has indicated they're willing to do by their actions. The secondary "new job" spawn timer could also be linked to the system state, more cargo and data missions while in boom for example. Or, strategic data that needs to be taken to a conflict zone because of the war, and this could be used to more intelligently generate follow on chains. You might even be able to get tips from any given faction trying to encourage you to go to their home system where they have control and the current state is more relevant to them specifically, as you increase your reputation with them.

Theoretically FDev could even modify the way the code works to help and encourage BGS players to use their time more efficiently, which also considers the actions of other CMDR's in the same player faction and prioritises more of the same outcome in terms of influence, spread across a variety of mission types to suit the varied ships the players are turning up in. I can see why limited server availability has hindered the functionality of the mission boards in the past, but it was still playable and fun. I can also see why those limitations have caused some CMDR's to feel that board flipping was the only option to fill their ships to capacity before taking off.

With the new mission server it would be awesome to see the limitations of the current system addressed in a much more dynamic way, even if that means reducing the mission stack from 20 to 15, 12, or even less. Yes, LESS mission slots, for those players with OCD's that insist on filling ALL of them, the extreme psychological drive to board flip is reduced somewhat, and if the system itself is more able to fill what's left without the "NEED" to fill as many slots the board flipping issue could be resolved completely. The board itself doesn't need to be stacked with hundreds of missions that you're forced to laboriously scroll through to find the gems. Just present TWO of each type, modified by the capabilities of the ship the CMDR is currently in and let them pick which ONE they want then regenerate the board based on their CHOICE OF PLAY. It might become important to provide some instructions on how the board actually works (within the game, not by watching youtube please FDev) to anticipate CMDR preferences and explain why missions they might want seem to vanish each time they accept something unrelated but the process could also be augmented with a set of filter options to eliminate illegal or purely combat based work if they know they're not interested in that, and this selection should also be considered when generating chain missions. If I'm in a T7 running biowaste, why on Earth am I being offered a mission wrinkle to assassinate someone? All that's going to do is annoy people.

Most importantly, and I think this is the real crux of the problem, agency is returned to the player. They get what they want in sufficient quantity to enjoy their game without feeling obliged to flip the board out of frustration because they can't find what they want. In a remote system it might be a case of "Bad luck CMDR, we're just not busy enough right now." and that's fine. I'm sure people will cope with that if it's made somewhat obvious by the NPC dialogue, but in a system where you're being told your hold better be full, we're in boom, the onus really should be on those factions to make some effort to actually put their money where their mouth is and take some responsibility for filling your hold, wouldn't you think?

Again, TL;DR...

FDev - Dedicated mission server, good!
Opportunity knocking! Please take FULL, dynamic advantage.
 
Excellent ideas. Most excellent. My only question is how complicated would this be to implement. It would also need a complete overhaul of the mission board UI as well. Sounds like a lot of work, worthy work i might add, but work I'm afraid fdev would not put in....they're already unable or unwilling to do the work needed to fix already present technical issues. But I must say again, I love your ideas.
 
They could make the mission board refresh automatically in the background.

Which already happens every 15 minute. I just dont want a button for it which would be rubbish.

Hopefully with this dedicated server, they will be able to push out more missions. I also hope they implement missions from different contacts too. Like bounty hunting contracts from the security contact. Smuggling missions from the black market contact. These contacts could all have rep that needs to be improved too. The higher the rep, the better the mission.

I would also like to see a new UI element. When we dock we get the station services/launch/the other one. There should be another section called anonymous access which is where you get the dodgy contacts, like the black market, fence, contracts for assassinations etc. These should not be a part of the station services and would be available if you have a fine or bounty or notoriety.
 
Excellent ideas. Most excellent. My only question is how complicated would this be to implement. It would also need a complete overhaul of the mission board UI as well. Sounds like a lot of work, worthy work i might add, but work I'm afraid fdev would not put in....they're already unable or unwilling to do the work needed to fix already present technical issues. But I must say again, I love your ideas.

Thanks! I've lost count of the number of times I've refreshed the local mission board and I'm still not finding any high paying FDev faction missions to provide help with their mission system.

Guess I'll keep board flipping in the naive hope one might eventually show up...

Yes, there would be some complexity involved but that's going to be mitigated by the relatively easy method by which FDev could populate the variable fields - By looking at the ship you're in and where you're already going.

That doesn't seem to be considered at all in the current system.

[Edit: I'm not endorsing a "refresh" button either, the mission system already fails to update in real time, such that you cannot accept a mission requiring a higher reputation even though you can clearly see your rep should be high enough. No, the board should refresh every time you accept a mission and offer you something approriate to what you've already selected whenever possible. The refresh timer working independently in the background should also be tied to the population and state, so it's able to simulate a busier economy.]
 
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