News Implementation of a dedicated mission server

2.8% of daily online players were using the mission system in this way.

Thanks for the update, Will. I hope the transition goes well.

Questions:
  1. Since there is no offline mode, does "online" include all modes - Open, Solo and Private Group - or is this qualifier intentionally coy?
  2. If someone doesn't log in just 1 day then they're not included in that 2.8% figure, even if they board flip every time they do log in?
  3. Can you tell us how many are in the pool of daily online players?
 

Deleted member 38366

D
@FDev

Sounds to me like an excellent idea - but with potentially bad outcome (concept vs. implementation) due to the existing limiting factors.

The underlying reason for Mode-hopping (i.e. fill the Ship with suitable Missions for BGS purposes or simply to fully utilize the Ship's capacity) remains potentially unaddressed, which effectively would degrade the already extremely limited Mission System even further.

The current Mission System

1) from the looks of it, produces way too much network traffic for the little information it has to deliver
Hints :
a) if network-transmitted, cache seeds for Faction Avatar generation locally with basic CRC (Client images cache refreshes only if Avatars are changed)
b) use modular and extendable Binary encoding (oldschool!) for Mission parameters where feasible
=> chances are you have now cut 90% or more off the net traffic for Clients utilizing the Mission Server

2) is still able to persistently display zero (0) Missions for one or multiple Factions
Solution :
a) ensure a minimum amount of Missions is generated for every single Faction at all times; mandatory sanity-check in order for large & expensive Ships to be brought into effect

3) is still able to persistently display zero (0) Faction State-aware Missions for one or multiple Factions
Solution :
b) this frequently produces the proverbial "BGS nightmare" and requires its own mandatory sanity check
Option 1 : amend BGS rules of Mission effectiveness to permit i.e. Combat Activities during Election and non-Combat Activities during Conflicts; instead of negating +Inf effects entirely simply enable and redistribute +Inf weighting for all Activity Types
(Example : during War/Civil War, all non-Combat actions yield only 50% of their usual +Inf effect and during Elections, all Combat actions only yield 50% of their usual +Inf effect)

Option 2 : full sanity check to ensure 50% of all Missions generated for any Faction to guarantee valid +Inf effect for execution during its active Faction State

btw. if a Faction is War/Civil War anywhere - currently its entire (otherwise quite reliable) Passenger Board is rendered useless for Influence purposes in all Systems for that Faction.
Option 1 IMHO sounds like the easiest and sexiest solution with that in mind, when compared to thinking about something like "Combat Passengers" just so a PAX Mission could have a +Inf effect during a Conflict State.
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Unless those issues are addressed, the proposed changes might backfire badly, despite being created with the best of intentions.

PS.
The listed caveats mostly ever affect BGS workers and additionally depend on location - but especially there one simply does not have the luxury of choosing the location.
Have to live with whatever the Mission Board on location turns up. And if that fails, which it sometimes just loves doing, things get very ugly very quickly.
Especially if the Faction is under active duress, repeated failure of the Mission System for a specific Faction is a 100% nightmare.
 
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So long as the number of missions increases.
If I can make a tidy profit hauling or bounty hunting or whatever I'm good.
At a station under repair: is it just me or are the missions really low paid? Even at max rep, elite in trade I only get missions for max 9 of the item they need. It seems to cost more to buy the commodity than the mission pays...?
 

hs0003

Banned
With a dedicated mission server in place, is there any chance for missions/jobs that scales according to player choice? Like instead of "Kill 'this' many pirates from x faction for 'this' reward." We see something like "Kill pirates from x faction, how many do you want to hunt? Get 'this' reward per target".
Because I rarely feel like killing 90 something targets for a reward that often isn't worth the time invested.
 
that's blatent Bull**** .. FDev is famous for having either no or a completely incompetent QA department... bugs that have been around since the alpha still haven't been addressed and they add huge swaths of them every patch. the game should be renamed to Elite Buggy.

Pretty sure you are getting backing from FDev somewhere.. I have never seen someone shill so hard without some kind of incentive.

The important thing is to keep a cool head and a sense of reality
 
*looks at posts asking for clarification of the 2.8%*

Yup, seems legit.
If you don't want to acknowledge that fairness of questions about the percentage of players actually using the mission system as compared to the number provided that's your prerogative. Doesn't make the questions less valid for giving context to that stat even if the answer would confirm your suspicions.
 
[*]Missions will now be consistent across game modes (Solo/Open/Private Group).

This is fantastic news, thank you. The board flipping stat is interesting too, and much lower than I expected based on anecdotal evidence. I guess the few that do this would have a greater impact.

This change should allow missions & other factors influenced by & influencing currency, faction reputation and influence to be better balanced. It may allow other BGS transactions to be more optimally tuned too.

Well done to all involved in solving this long standing issue.
 
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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"). …

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. …

Please reconsider the increase of credit payout and instead add more missions offering a bigger variation of possible missions and rewards. The financial reward would be the result of being able pick up an enjoyable mission without having to wait (or board flip).

Ideally a player would be able to select type of mission, required cargo space (if delivery/fetch) and reward. This would allow players to do what they want, how they want.

For example a player might want to do small cargo missions and at the same time low passenger count missions. Or the player might just want cargo missions with a high INF reward or…

Obviously this requires robust balancing to prevent exploits, but it would allow players to do the missions they want to do and overall increase their enjoyment of the game.



(And please offer followup missions that are not planetary scan missions. Maybe missions of the same type as the one triggering the followup mission.)
 
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