Can't complete any delivery missions?

I have taken on 2 delivery missions, bog-standard 30 consumer components and 60 consumer tech or something, but when i get to the relevant starport it says that I haven't collected any, and so I can't deliver them. I have quadruple checked, and all the correct cargo is in my inventory. Am I being really thick here and missing something obvious? Had a quick scan and I can't see any similar bug reports.

thanks
 
You also have to transfer the cargo to the station, there are little plus and minus buttons, before it will consider it delivered.
 
well blow me, i can't just get them from commodities market? that's a bit silly, but there is my answer. I suppose that's some rep down the drain then
thanks for your replies
 
well blow me, i can't just get them from commodities market? that's a bit silly, but there is my answer. I suppose that's some rep down the drain then
thanks for your replies
Getting them from commodities market was/ still is a highly exploitable activity, so that's why it has to be the specific cargo.

Specifically, the exploit (which is no longer doable, because mission-specific cargo) was mostly relevant to Robigo, but would still be doable anywhere today if you knew what you were doing.

Robigo offered lots of cargo haul missions 150+LY, generally all of the same cargo type (slaves), same destination. Given rewards (at that time) were based on distance in LY, these earned very large rewards... you'd think that's fine if you had a T9 with a fully laden 15LY jump range... but what people did instead was accept literal thousands of tonnes of cargo, sell it on the open market at that station, take an Asp to the destination/near the destination, load up the cargo at the destination station (before haul missions became only for cargo not available at that station) or at a much closer station, and just do a 0/1-jump haul to the destination.... where the intent of hauling missions is to take cargo at location A to Location B, as opposed to "Source" missions which is "Find cargo X, bring it to A", thus, fairly significant exploit.

But trust me, if cargo hauling was just "get any of the required cargo to destination B", I would definitely be able to exploit the bejeezus out of that.
 
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Nice game design, huh? Leave logic and common sense at the door. This really should be changed to allow any method to collect the cargo.
 
Nice game design, huh? Leave logic and common sense at the door. This really should be changed to allow any method to collect the cargo.
Well, when you take a cargo mission it normally says "mission cargo is unique to this mission and mission will fail if cargo is lost" and puts a mission bar above the missions list for the faction you're taking that mission for. when you click that mission bar it brings up a screen which then allows you to load that cargo on to your ship. with a small box on the bottom right which youi click on to do that function. It will then automatically load that cargo unique to the mission on to your cargo hold. Personally I'd much rather that than having to purchase said cargo from commodities markets since on many occasions that commodity being delivered is not in the market at the station you are in, which would require you to go to another system to find said commodity. Which coincidentally is a different but similar type of trade mission to do just that.
 
Personally I'd much rather that than having to purchase said cargo from commodities markets since on many occasions that commodity being delivered is not in the market at the station you are in, which would require you to go to another system to find said commodity. Which is coincidentally is a different but similar type of trade mission to do just that.
Pretty much this. If you want a mission where you can source the cargo from anywhere, to a station, they exist already, Source missions.

Delivery missions are meant to be deliveries, unless you expect a post-office to not send your package, rather they just buy whatever it is you're sending at the destination and give that to the recipient (?!?).
 
Pretty much this. If you want a mission where you can source the cargo from anywhere, to a station, they exist already, Source missions.

Delivery missions are meant to be deliveries, unless you expect a post-office to not send your package, rather they just buy whatever it is you're sending at the destination and give that to the recipient (?!?).

So, to your point: the source or fetch mission uses the standard commodity by/sell screen. It does not use a special source/fetch screen or new clicky mechanic. So why shouldn't the delivery mission use the standard commodity buy/sell game mechanic? This would be matching game design elements with one for delivery, the other for fetch. This would be good game design. Or maybe the fetch missions needs to change to some sort of time-wasting, mouse-click-fest panels like the updated delivery panel.

The only thing the updated delivery mission 'mini-game' click panel brings to the game is a change for change sake adding a bunch of mouse clicks to add this 'special' cargo to make it feel like you're actually doing something more or 'new' or different. But you're not. It's another time waster like so many of changes / additions that have been made to this game since release. The delivery menu change was ridiculous IMO adding nothing other than confusion as we've seen countless times ever since it was introduced.

It's bad game design. There's no excusing this. This thread wouldn't exist if this simple game mechanic was properly thought out and implemented simply left alone and the time spent on developing something actually needed in the game.
 
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snipped for spacing
-Delivery missions are missions to deliver goods already acquired by one station to deliver to another station. Hence you pick up the goods at the loading bay by clicking on the mission bar and filling the cargo hold.
-Source missions are missions which require you to acquire the commodity from another station to bring back to the station of origin, resupply them with the commodity.
they are two separate types of missions.

Personally I think source missions should work much like delivery missions in that the commodity I am to get is waiting for me at a different location designated by the station I am in. Much like real world trucking companies, delivery companies do. A delivery service does not typically buy a product and deliver it to another place. A truck driver picks up goods from one warehouse and brings them to another. Which would mean that when I arrive at the designated pick up station that commodity I am meant to get is waiting on the loading dock and I would click a mission bar much like the standard delivery mission type, load my cargo bay, then fly back to the station of origin for completion.
the current source mission requires you to buy a commodity and bring it back, from any station you can find that commodity in. While effective I find it odd to do that from my perspective as a logical concept of 'space trucking'. I'm not sure what is confusing about it though, of all the elements of the game I have found over the time I've played that confused me, left me feeling lost and clueless, the trading was and is the simplest.

The act of buying the product in one market and selling that commodity to another market is a separate type of game play I think. That would make me a commodities broker. which would be an interesting addition to the trade mission options and would more fit the idea of 'source and return'.
 
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Nice game design, huh? Leave logic and common sense at the door. This really should be changed to allow any method to collect the cargo.

................
It's bad game design. .......

Actually no it is not - the mission giver is asking you to take something from them to somewhere else. These days you have to physically select and load it FROM THEM (this allows you to take missions that you don't have enough space for and do it in multiples or swap ships) - previously, accepting the mission automatically loaded their goods into your hold - so limited you to which missions could be accepted.

Fetch missions are simple - go get me stuff - so a different method applies but you can still so it in stages now.
 
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It's bad game design. There's no excusing this. This thread wouldn't exist if this simple game mechanic was properly thought out and implemented simply left alone and the time spent on developing something actually needed in the game.
Nope. This change was ABSOLUTELY needed, and works very well. You are being asked to specifically deliver something for someone, and you need to pick it up from the mission giver, and deliver to station X. Previously these missions existed but you couldnt accept them unless you had a ship that had enough space, as the cargo was auto loaded. Now you can spot a tasty delivery mission while in your sidewinder, accept it, then go and pick up your T9 and come back and load the cargo. Or use your Cobra and load part of the cargo.

It's good.
 
So, to your point: the source or fetch mission uses the standard commodity by/sell screen. It does not use a special source/fetch screen or new clicky mechanic. So why shouldn't the delivery mission use the standard commodity buy/sell game mechanic? This would be matching game design elements with one for delivery, the other for fetch. This would be good game design. Or maybe the fetch missions needs to change to some sort of time-wasting, mouse-click-fest panels like the updated delivery panel.

Sorry, I don't understand what you're trying to say?

Fetch/Source missions work as follows:
  • Go to anywhere you can source the cargo
  • Go back to where you took the mission, go to the boards, hand in the cargo using the missionboard delivery interface.
So, yes... It does use the "special screen clicky mechanic" ? (I guess, since I don't understand the point you're trying to make there?)

The only thing the updated delivery mission 'mini-game' click panel brings to the game is a change for change sake adding a bunch of mouse clicks to add this 'special' cargo to make it feel like you're actually doing something more or 'new' or different. But you're not. It's another time waster like so many of changes / additions that have been made to this game since release. The delivery menu change was ridiculous IMO adding nothing other than confusion as we've seen countless times ever since it was introduced.

It's bad game design. There's no excusing this. This thread wouldn't exist if this simple game mechanic was properly thought out and implemented simply left alone and the time spent on developing something actually needed in the game.

I'm not sure why you're so focused on this new UI aspect in your response to me, since I'm not discussing that at all. The OP's problem seemed to be with having to take the mission-specific cargo to a destination, rather than just any generic cargo sourced from anywhere. You do seem to think that not allowing that in a mission specifically billed as a delivery mission "Bad game design" though, and I entirely disagree. Like the postal analogy I mentioned, if I did something like contracted a shipping company to ship 400t of iron to a customer in a different country, and after the delivery was made I found out they didn't ship my 400t of iron... instead they just sold it to some other rando company, bought 400t of iron from somewhere closer and gave that to them, I'd have that company in court faster than you can blink for a variety of reasons. It's totally non-sensical.

Let's look at this from a grass-roots perspective though. I want to introduce two mission types.
  • One type where someone is looking to buy goods, and so you accept their contract, find the goods anywhere you can, and bring them to them; and
  • Another type where your goal is to ship goods from A to B.
Clearly, the gameplay hook in the first type revolves around finding a source of the requested goods, and bringing it to the requestor. Simple enough.
In the second, the gameplay hook in my opinion clearly revolves around delivering some goods from A to B. And if that's what the gameplay hook is meant to be, then being able to just dump the goods and source them from anywhere blatantly circumvents that intended gameplay mechanic.

This actually used to be the case in EVE Online. They fixed it by changing all hauling missions to require the delivery of cargo which could not be obtained anywhere else in the game; the only source of the cargo was the mission provider. The problem with this implementation was that when you did leg it with the cargo, you had a bunch of useless junk which you couldn't sell or use. FD had to make the same fix, and their choice was either going to be that, or use normal cargo types and make them mission specific.

Just FWIW, since you seemed so focused on it, the mission UI change was well needed and fixed some "Bad game design". In actual fact, it was something I requested indirectly back in 2015. It fixed the situation you'd see very often which is getting to an outpost (where your max capacity is going to be 250t-odd) and seeing a half-dozen 180t delivery missions with a 24 hour timeframe for delivery, and only being able to accept one of them. Or what happens more often, you see a delivery mission you want to do (but couldn't accept it), switch to your hauling ship which is literally in that same station, come back, and the mission is gone no more than 30 seconds later.

Ostensibly, FD need to stick to what they said they'd do and apply the cargo depot UI to all missions which use cargo. That is:
  • Donation missions
  • Non-wing mining missions (Wing missions use it?!?)
  • Salvage missions
  • Hijack Missions
Maybe there are some fixes here though. Maybe we can introduce a button next to "Accept" which is "Accept and load cargo" which moves the whole load to your ship, but it's only available if there's enough space. But nonetheless, the requisite to deliver that cargo and not just any randomly-bought cargo is fine, for a mission whose express gameplay intent is for the player to deliver cargo from one station to another.
 
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I'm not sure why you're so focused on this new UI aspect in your response to me, since I'm not discussing that at all. The OP's problem seemed to be with having to take the mission-specific cargo to a destination, rather than just any generic cargo sourced from anywhere. You do seem to think that not allowing that is in a mission specifically billed as a delivery mission "Bad game design" though, and I entirely disagree. Like the postal analogy I mentioned, if I did something like contracted a shipping company to ship 400t of iron to a customer in a different country, and after the delivery was made I found out they didn't ship my 400t of iron... instead they just sold it to some other rando company, bought 400t of iron from somewhere closer and gave that to them, I'd have that company in court faster than you can blink for a variety of reasons. It's totally non-sensical.


Wonderful analogy. I'm having trouble wrapping my head around how anyone would expect it to work any differently. (And baffling indeed that it actually used to work in a way that allowed that.)
 
........ baffling indeed that it actually used to work in a way that allowed that..........

It didn't though. You always had to take the mission-giver's specific cargo - the difference was that it was transferred automatically into your hold - thus you had to have the complete cargo space immediately available for the mission to be available. (Navy supply missions still work exactly like that.)
 
It didn't though. You always had to take the mission-giver's specific cargo.

Not true.

Around the time Robigo first became "a thing" cargoes were (and prior to then) not tagged mission-specific. Because Robigo missions were to =~ 150LY away, it didn't take long for someone to realise you could just dump the cargo at the Robigo market, fly a 45LY Asp to a system close to (the usually-single) destination system and load up a waiting T9 there with the requisite cargo and take it the one-jump to the destination, turning it into a 3-4 jump journey, rather than a 15-jump journey.

EDIT: Here's an old (reddit) thread describing the process: Source: https://www.reddit.com/r/EliteDangerous/comments/465npj/psa_smuggling_robigo_slave_runs_dont_require_you/

EDIT2: For me, bottom line is the ability to accept cargo delivery missions without capacity to deliver all the goods in one hit is a much better situation than like the "Navy Supply" missions you mention, especially when a faction can offer up to a dozen 180t delivery missions from an outpost (where your max capacity is only =~250t). I'm all ears for a suggestion for a button or something that optionally loads the cargo on acceptance of the mission though.

Thing is, OP's problem still seems to be that the destination doesn't accept "any sort of market-bought cargo of the correct type" rather than the mission-specific cargo, which is a whole other thing.
 
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Not true.

Around the time Robigo first became "a thing" cargoes were (and prior to then) not tagged mission-specific. Because Robigo missions were to =~ 150LY away, it didn't take long for someone to realise you could just dump the cargo at the Robigo market, fly a 45LY Asp to a system close to (the usually-single) destination system and load up a waiting T9 there with the requisite cargo and take it the one-jump to the destination, turning it into a 3-4 jump journey, rather than a 15-jump journey.
........
Thing is, OP's problem still seems to be that the destination doesn't accept "any sort of market-bought cargo of the correct type" rather than the mission-specific cargo, which is a whole other thing.

Ah an exploit... Well I am sure they had changed that to mission-specific cargo (i.e. it was tagged - like mined stuff is). That link is over 3 years old.

That is not a "whole other thing" - it is the subject of the thread - they have to take the mission-specific cargo.
 
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Ah an exploit... Well I am sure they had changed that to mission-specific cargo (i.e. it was tagged - like mined stuff is). That link is over 3 years old.

Yep... just showing that there was a time when mission-specific cargo for deliveries wasn't required.

That is not a "whole other thing" - it is the subject of the thread - they have to take the mission-specific cargo.
Just to clarify, I meant "whole other thing" to whether the mission automatically loaded the cargo (like in the old system) compared to now when you have to manually load it.
 
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