ED gameplay it's all about -> logoff/logon

Because the galaxy is the same for every mode. Mission stacking a la Sothis wouldn't have worked as it did. This is the evidence mission board can't be the same
to all at a specific point in thime, sadly which leads to conclusion it must be created on the client by radomizing a given range.

Regards,
Miklos

If you refresh the board long enough you will see exactly the same boards come up, same missions in the same order. What is random is the boards that are presented to you in that instance, two players in the same instance same board. But there is a limited set of boards to be presented with, until the server freshes creating another set.
 
ED gameplay is what you make it to be. If you grind and exploit, please don't complain game allows you to do that - and not complain when devs do balance pass and nerf missions/payouts and such.

And no, you don't need Engineers. I can stand on my own against NPCs, which frankly don't cheat as much. If anything they don't combat log, abuse metas or do anything else what players have no hesitation to do so.
 

Brett C

Frontier
If you want to have a good progress in this universe you just have to logoff and logon again and repeat till you got it.

This gameplay is so ridiculous...

It doesn't matter what you need just logoff/logon and repeat.

- need the right missions for special engineers commodities -> logoff/logon
- need missions for fast ranking up empire/federation -> logoff/logon
- need missions for making fast money -> logoff/logon
- need valuable NPCs for good bounty -> logoff/logon
- need a lot of mats for RNGineering like chemical manipulators, fly into a seeking weapons point and what else as -> logoff/logon
- need UA mats for palin, fly to a tip off mission and surprise surprise -> logoff/logon

I don't know what sandy is thinking about his dumb mechanics but it kills a lot of immersion! He should change this to a normal and good gameplay and increase the chance to get all of the stuff in a good progress without -> login off and login on...

It's time to wake up FD!

So i've been mulling over this for the past hour now.

If you aren't willing to learn or adapt to how the game functions in a normal way... why are you blaming the mechanics of the game? Logging off and on again to refresh missions and so forth, wasn't how our game was designed.

Also, blaming one sole person at our office solely on conjecture isn't tolerated - this borderlines employee harassment.
 
If you want to have a good progress in this universe you just have to logoff and logon again and repeat till you got it.

This gameplay is so ridiculous...

It doesn't matter what you need just logoff/logon and repeat.

- need the right missions for special engineers commodities -> logoff/logon
- need missions for fast ranking up empire/federation -> logoff/logon
- need missions for making fast money -> logoff/logon
- need valuable NPCs for good bounty -> logoff/logon
- need a lot of mats for RNGineering like chemical manipulators, fly into a seeking weapons point and what else as -> logoff/logon
- need UA mats for palin, fly to a tip off mission and surprise surprise -> logoff/logon

I don't know what sandy is thinking about his dumb mechanics but it kills a lot of immersion! He should change this to a normal and good gameplay and increase the chance to get all of the stuff in a good progress without -> login off and login on...

It's time to wake up FD!

Nah, that's just you because you seem to be in a hurry
 
Logging off and on again to refresh missions and so forth, wasn't how our game was designed.
Hi Brett,

I have been wondering about this, maybe you have the answer. Are there technical reasons that the mission boards aren't persistent across the modes, or is this done for gameplay reasons to vary the available missions?

Also, blaming one sole person at our office solely on conjecture isn't tolerated - this borderlines employee harassment.
Give him a hug for me. To add to the employee harassment.
 
So i've been mulling over this for the past hour now.
If you aren't willing to learn or adapt to how the game functions in a normal way... why are you blaming the mechanics of the game? Logging off and on again to refresh missions and so forth, wasn't how our game was designed.
Also, blaming one sole person at our office solely on conjecture isn't tolerated - this borderlines employee harassment.

When there are options in game to increase your reward by doing actions you did not envision, then players do them. If you are unwilling to acknowledge fail of this design feature (I do not know who is responsible, so let's blame entire game design team), you are in denial about whose fault is it.

Game should not allow easy shortcuts. Also, Robigo etc. All design errors.
Telling players not to press "win button" in MMO sounds like you know nothing. You certainly do know and are actually great as far as fdev standard goes, but still.
 
When there are options in game to increase your reward by doing actions you did not envision, then players do them. If you are unwilling to acknowledge fail of this design feature (I do not know who is responsible, so let's blame entire game design team), you are in denial about whose fault is it.

Game should not allow easy shortcuts. Also, Robigo etc. All design errors.
Telling players not to press "win button" in MMO sounds like you know nothing. You certainly do know and are actually great as far as fdev standard goes, but still.

It is a bit exploity to be relogging to refresh the menus for gain. It shouldn't really be possible but thats something for FD to consider. Whilst its definitely exploity to stack long range smuggling this way I wonder if other cases are a result of players trying to avoid some frustration. For example, if folks are trying to find modular terminals or other engineer mats are they to blame for not wanting to travel about endlessly to aquire them? In such a case I can understand why people would log/relog..
 
If you refresh the board long enough you will see exactly the same boards come up, same missions in the same order. What is random is the boards that are presented to you in that instance, two players in the same instance same board. But there is a limited set of boards to be presented with, until the server freshes creating another set.
So basicly the Log On/Off is just a way to get all the missions created for a moment. I see no problem with that since it's just a way to do all the missions available at the mission.
 
Are there technical reasons that the mission boards aren't persistent across the modes, or is this done for gameplay reasons to vary the available missions.

I think it's not possible because there can be an infinite (or large at least) number of instances in open/group and if 1000 players looking at 20 Missions... how would you distribute the information of already taken mission over multiple instances? And if we assume this were possible, it makes no sense because you wouldn't have time to read the mission text until it was claimed by another player.
 
I think it's not possible because there can be an infinite (or large at least) number of instances in open/group and if 1000 players looking at 20 Missions... how would you distribute the information of already taken mission over multiple instances? And if we assume this were possible, it makes no sense because you wouldn't have time to read the mission text until it was claimed by another player.

Multiple players can take the same missions as it is at the moment.
 
I think what mission someone gets is based onthe server, its not mode-switching per se but rather a change of the server that shows you other missions. Something like that or so, could be wrong and no expert here.
 
I think it's not possible because there can be an infinite (or large at least) number of instances in open/group and if 1000 players looking at 20 Missions... how would you distribute the information of already taken mission over multiple instances? And if we assume this were possible, it makes no sense because you wouldn't have time to read the mission text until it was claimed by another player.
Well, they're not unique missions, so many players could claim the same mission.

I think that has to be the case already if there are sets of missions.

edit: Or I could have read on for 1 post and see this sentiment has already been posted :)
 
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So i've been mulling over this for the past hour now.

If you aren't willing to learn or adapt to how the game functions in a normal way... why are you blaming the mechanics of the game? Logging off and on again to refresh missions and so forth, wasn't how our game was designed.

Also, blaming one sole person at our office solely on conjecture isn't tolerated - this borderlines employee harassment.

Well said!
 
Mission boards should be persistent for a while, the same for RES and etc.

At the same time, the number of available missions shoudl be increased. More available jobs at the boards, but persistent boards.

Of course, everything its easier said than done, and there might be technical limitations. But hoping is free. :)
 
Mission boards should be persistent for a while, the same for RES and etc.

At the same time, the number of available missions shoudl be increased. More available jobs at the boards, but persistent boards.

Of course, everything its easier said than done, and there might be technical limitations. But hoping is free. :)

This would kill so much ugly exploits. The thing is, in a way they are persistent (in a specific server instance), but you arent logged on to the same server, when reconnecting. The devs at Frontier are aware of this and i guess, they will address such problems, when there is time.
 
If you aren't willing to learn or adapt to how the game functions in a normal way... why are you blaming the mechanics of the game? Logging off and on again to refresh missions and so forth, wasn't how our game was designed.

But it was. Otherwise persistence would have been properly accounted for from the start. This is how your game works: you logon, you get an instance, that instance spawns non-persistent 'stuff' that disappears the moment you log-off. If users feel they can obtain meaningful gameplay quicker by resetting the instance, I'd say the problem is with how the game is designed.
 
But you have no way of knowing if someone is trying to raise that faction in opposition to you or not. Or if they are also cheating by logging.

So, your defence of cheating/exploiting/emergent gameplay via the logging mechanism is an empty justification. If you think about it you are saying:

"I am cheating because someone else *might* be doing something in opposition to me, and I think that they *must* be cheating, so I have to cheat as well otherwise I am hamstringing myself"

What if there is a guy in opposition to you and he is NOT logging and stacking things? Then you are the one who is exploiting and gaining unfair advantage by it and you're the bad guy; you are the person you are complaining about.
What if there is no opposition? Then your justification is invalid and you're still the guy exploiting the game, and trying to blame someone else for your behaviour.

Firstly, it's not cheating.

Secondly, if the other guy is not doing it and I am then that's not fair on him is it? You've made my point for me, in that I have the ability to disadvantage another player.

They could solve the issue simply either by making sure there are enough missions on the board so you don't need to refresh or reducing the amount of missions you can take at one time. Then it's a level playing field for everyone, regardless of how they choose to play the game. That must surely be better than the current situation?
 
I really wish i could hear what Brett will say, once he quits FDev and starts to talk candidly about the office after a pint or two.
At the moment, he has to defend the company line, which severely limits what he can say. All games have goods and bads, only Brett is forbidden to acknowledge or name or describe the second it in any useful manner.
Saying: "Yeah, we know. It is a stupid design feature, Robigo should be gone, but group of devs that want it gone and have the fix ready is always outvoted for this and that reason and Sandro thinks it should be fixed in grand redesign of mission system. Haha, that would be a 4th redesign so far, each grander and grander." would be an example.
 
Well he might just say - nought to do with me, I'm just a player now, rather than elaborate a conspiracy theory with names that could get him in hot water.

I did not know he was going!

Simon



I really wish i could hear what Brett will say, once he quits FDev and starts to talk candidly about the office after a pint or two.
At the moment, he has to defend the company line, which severely limits what he can say. All games have goods and bads, only Brett is forbidden to acknowledge or name or describe the second it in any useful manner.
Saying: "Yeah, we know. It is a stupid design feature, Robigo should be gone, but group of devs that want it gone and have the fix ready is always outvoted for this and that reason and Sandro thinks it should be fixed in grand redesign of mission system. Haha, that would be a 4th redesign so far, each grander and grander." would be an example.
 
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