Random mission: You have GOT to be kidding me!?

Was flying around, minding my own business, when I get one of those random job-offers.

"We have lost some stuff, blah, blah, blah. Go and get it for us. Cr400k"
Meh, Cr400k isn't too bad. Sign me up.

Mission-critical Degraded Emissions USS spawns. 100kLs away, but off I go.
Arrive at USS, drop out of SC and...
There's a couple of containers of Water and a container of Conductive Fabrics.
So, what am I supposed to be collecting for these folks?
Check my Transactions HUD.
I'm supposed to be collecting Conductive Fabrics.
78t of the stuff.
At one per USS?
Seriously?

Scoop it, jump back into SC and new mission-critical USS spawns. This time 400kLs away.
At this point, I just want to see if this IS really what I'm going to have to do, so off I go, again.
400kLs to the next USS, drop out and...
Yep. One more container of Conductive Fabrics.
Two down, 76 more to go.
For Cr400k.

Left HUD.
Transactions tab.
Abandon mission.
 
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All random missions are (and always were) ludicrous. What they offer isn't even enough for me to read them.

What we really need at this point is an auto-deny option.

I used to like the original "tip offs" cos they were usually a bit of an "adventure".
You'd only get them after you'd been in-system for a while so taking one was a bit of a "holiday" from whatever you were doing in a system.

Now, though, yeah. We need some kind of interstellar call-blocking.
 
That's pretty bad. Kudos for checking one of these out and seeing what's involved. Also thanks for confirming they are still garbage.
 
I got one for 22mil the other day, while out mining !!

Sadly it was kill civilians, so it got binned with all the rest :(
 
I wonder what generates those missions? For they are NOT hand crafted. Per recent Void Opal price explanation (the part about few factors stacking up) I suspect those random missions work the same: roll a dice for a system, faction, state, type, reputation and what not and you get that biowaste. In that case you got bad roll results.

Sadly, it's the majority of results. Wouldn;t it be nice if we had hand crafted mission in here instead of those random rolls... Currently no one is doing them so their only purpose is to skip on them. Failed mechanic is a wasted resource.
 
I wonder what generates those missions? For they are NOT hand crafted. Per recent Void Opal price explanation (the part about few factors stacking up) I suspect those random missions work the same: roll a dice for a system, faction, state, type, reputation and what not and you get that biowaste. In that case you got bad roll results.

Sadly, it's the majority of results. Wouldn;t it be nice if we had hand crafted mission in here instead of those random rolls... Currently no one is doing them so their only purpose is to skip on them. Failed mechanic is a wasted resource.

If you're in local, populated space for a while (e.g fighting in a CZ or mining), you get a randomly generated mission offer. That's the mechanic.
 
These have been a waste of time as far back as I can remember. When I get the messages, they are deleted with prejudice.
 
That's probably a bug. Maybe they mixed two mission types, the 78t are from a trading mission while the rest is from a retrieve (black box, art, etc.) mission. You should've checked if you can simply buy them at the next station.
 
That's probably a bug. Maybe they mixed two mission types, the 78t are from a trading mission while the rest is from a retrieve (black box, art, etc.) mission. You should've checked if you can simply buy them at the next station.

These missions are never fun or rewarding, and whomever makes them never plays them himself. There is no point in reporting this, the entire thing needs to be overhauled be a game designer.
 
These missions are never fun or rewarding, and whomever makes them never plays them himself. There is no point in reporting this, the entire thing needs to be overhauled be a game designer.

I hope they have stats decks showing what types of mission are being taken / aborted, how long they take etc. Then they can balance the missions. Missions should, in theory, given the amount of feedback FDev can get automatically from them, be the easiest thing to balance. They could use best practice, do A/B experiments on new setups, keep the winners, cull the losers. Do that automatically so the game is constantly evolving.

It must be said from how many missions are effectively worthless - and the way that missions often leap forward every few months - that they don't seem to even be trying to do this at all...
 
I checked them out in beta and the same old sorry stuff.

So much has been made about the issues with missions since forever and we still can't get them resolved.
 
These missions are never fun or rewarding, and whomever makes them never plays them himself. There is no point in reporting this, the entire thing needs to be overhauled be a game designer.

The best way to show them it's broken is by submitting bug reports.
 
You could have bought the 78 units in a Commodity Market. Though I must admit I don't know if those units would be accepted by the mission giver.
 
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