News Implementation of a dedicated mission server

I do wing missions solo tho!

I do wing missions solo in Open ;)

The concept of differentiating wing missions from regular ones is unnecessary though, and with the most recent change to delivery missions I think FDev have acknowledged this and are working towards eliminating any difference except the difficulty of the mission. Any Delivery mission could be a (small) wing mission for example, there is no need for the non-wing template to continue to be offered once the templates are migrated.
 
I do wing missions solo tho!

Same. They've actually fixed some of them so they're not insane compared to solo missions any more. ie. a wing massacre mission now pays roughly the same per kill as a solo massacre mission.
Which I'm sure someone will whine about being unfair to solo players without considering that four people winged up can have the same kill count towards their four individual missions too.
 
No, not to me either, or a combination of smart mission system that tries to fill your hold / mission stack based on the ship you're in and current galmap parameters, PLUS a filterable list allowing you to select the rewards you want, or any other mission parameter for that matter.

It all adds up to giving agency back to the player so they can create their own narrative and not waste "PLAY" time.

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I had another thought about mission wrinkles too:

Say I'm in a passenger vessel and I have two seats left but I've given up on trying to fill them because, frustration and I've just closed the passenger board. I hit LAUNCH and I get:

***LAUNCH ABORTED - INCOMING MISSION CRITICAL MESSAGE***

"CMDR, we've just had a last minute booking for two to your current destination, would you be so kind as to consider taking them as well?"

This could even incorporate, as Red pointed out earlier, the ability for factions to communicate with other people in stations they control in a local, or remote system...

"Unfortunately they're not in this station. We're offering a bonus if you can postpone departure for a few minutes for them to get here from the planet we're orbiting, or you're welcome to go pick them up on your way instead? To sweeten the deal our operatives on the surface have advised they also have several urgent data missions going the same way to make the extra stop even more worth your while."

You can still say no if you're in a hurry to finish up for the day and go to bed.

This is a great idea.

Another one might be the ability to advertise your ship as to be in a certain port at a certain time available to load passengers for the following stations.

This advertisement in itself generates more passengers, but also a penalty if you don't turn up, or turn up late.

Also if you can't load all the passengers available for travel, you must return and take them, otherwise another penalty.
 
Go buy a Beluga, the only passenger missions you'll find except for Sirius Atmospheric trips that let you utilize the ship to go to one destination for decent credits are 20k LR + VIP tours, there and back, and over long distances the VIP's want you to side step along the way on their whims or you lose them, the rep, the credits, the missions, everything.

Or, you can take 8 different groups to 8 different systems for enough credits to buy generic dog food and let your dogs slowly starve to death.

For you in your teenie little Cobra's, you have never had an issue filling up your two small casrgo holds, or passenger cabins, this move without a total over haul of the boards also, makes the large ships obsolete except for wing missions, or being city busses taking passengers for coins.

I have felt for some time that FD went for quantity and not quality, rushed things, and now have to back away from promises in updates because they would have to build ED from the ground up to get it it right, these patches and updates only break and bug things, I have lost all faith in them.

I hope they prove me wrong and come up with some brilliant stuff, but I doubt it.
 
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yes, but a third on the mission board is aimed at wing missions in "solo" in each job category? so all the game, modes will have the same missions that may have one or two mission an hour of what you're after, that's four or more board refreshes in an hour, and it said missions boards may refresh slower than now lol
the only way it would work would be to request a job mission type list like so ;)

1/ mining jobs, the mission board (filtered for job type brings up a mission board of 20 mining missions, offered between each faction (same for below too)
2/ Trade delivery mission boards
3/ 20, combat missions board. N.B. if you like all the missions you should be able to keep the board until refreshed
4 / planetary missions (as above)
5/ Xeno alien missions board
6/ passenger missions

and for those who want to wing up
in open
8/ wing missions with higher payouts due to the risk and reward of playing on open.
9/combat or any type of career in open, mode 20% across the board profit from playing in open
lastly to give correct missions to solo mode

Wing and multi-crew missions will only be listed in the open and private game modes. That way solo will be less cluttered and have a better chance of getting ideal missions instead of multiplayer type missions that they are not interested in at all ..... o7
 
I got very simple question.
How do I load full buss of passengers to one place after this improvement?

Example, I fly with 10 missions an hour to one place for 100 000 because Ive full buss with re-logs
Now I'll have for example only 2 missions for the same distance 20 000 plus 10% which is 22 000.
That sux, earning money will be longer.
Fun is when as I new player I can earn fast for PvP which is fun part, all the other part of this game is DAMN BORING, and now you extend for me plaing time in DMAN BORING part of this game.

That's just avesome.
 
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Go buy a Beluga, the only passenger missions you'll find except for Sirius Atmospheric trips that let you utilize the ship to go to one destination for decent credits are 20k LR + VIP tours, there and back, and over long distances the VIP's want you to side step along the way on their whims or you lose them, the rep, the credits, the missions, everything.
Or, you can take 8 different groups to 8 different systems for enough credits to buy generic dog food and let your dogs slowly starve to death.

For you in your teenie little Cobra's, you have never had an issue filling up your two small casrgo holds, or passenger cabins, this move without a total over haul of the boards also, makes the large ships obsolete except for wing missions, or being city busses taking passengers for coins.

I have felt for some time that FD went for quantity and not quality, rushed things, and now have to back away from promises in updates because they would have to build ED from the ground up to get it it right, these patches and updates only break and bug things, I have lost all faith in them.

I hope they prove me wrong and come up with some brilliant stuff, but I doubt it.


Maybe Belugas are intended to be vanity ships and not a daily driver workhorse and the passenger mission system was made to get you into a Beluga so you can show off, not to sustain a Beluga pilot to become a fake space billionaire?
 
Exactly, they basically just told us that we cannot fully load our Belugas, Cutters, and Anacondas with passengers, but we can take the single mission to wherever we want that we can find on one board for 1/8th the amount we're used to making and we should be happy about it.

If you take passengers in a sidewinder or cobra this will not affect you.

What I have always said is they should have at least 5 pages of missions, or if they are going to keep just one page per board, they should allow you to pick what specific types you are looking for.
 


Maybe Belugas are intended to be vanity ships and not a daily driver workhorse and the passenger mission system was made to get you into a Beluga so you can show off, not to sustain a Beluga pilot to become a fake space billionaire?

Who are you going to show off to?

LOL, this is not _ _ with amazing ships, lol.

This is ED with bland cartoonish ships and nothing to see but the cockpit, and exterior views to see gaps in panels and roughed in kits, lol.

The term basking, and pimping your ship is absurd in ED.
 
Maybe Belugas are intended to be vanity ships and not a daily driver workhorse and the passenger mission system was made to get you into a Beluga so you can show off, not to sustain a Beluga pilot to become a fake space billionaire?

I don't think many people would want to use a Beluga/Cutter/Conda (which all have a pretty substatntial rebuy cost) to ferry just a few passengers.
 
Hi Will

In my experience, players don't refresh the mission board to get higher paying missions. They do it to get the mission type that they want (e.g. I want to deliver cargo, but all you've given me are wetwork and planetary scan missions).

You could replace the refresh function with sub categories in the mission board. 'Delivery', 'Mining', 'Massacre' etc. It would mean players can find the mission type they want, and the mission server wouldn't have to generate a load of missions of a type the player is not interested in. (subject to that mission type not being blocked by some game mechanic).

This. Pay attention FDev.
 
But I make no apologies for the opinion that the line "wait 15 minutes for missions to refresh if you don't fancy anything" is just an absurd notion for a video game. These things need to be designed in holistically, in order to enhance the gaming experience, not just excused at the door. That's what got many aspects and features of the game, into the state they are in to begin with.

Oh, I agree with you. This is one place where gameplay needs to trump realism.

There are some things I'm a bit wary of: simply scaling up the numbers and making missions themselves into a commodity (instead of picking up 5 missions at a station, you pick up 50. Or 500. It's not really adding any enjoyment to the game), I'd much rather see better, harder mission templates with higher rewards.

I'm also wary of simply adding all missions to every board, or having a refresh so you can spam the button until you get what you want. There wouldn't be much point in travelling the galaxy if you can get everything, everywhere.

But there are some easy(ish) improvements:
- Always have a large selection of low-level missions. If not much juicy is available, there's always something to do.
- Reputation and/or credit rewards scale more with faction reputation.
- Certain mission types scale more with system state.
- Once you're Allied with a faction, you can "Request Work" via your Inbox. If it doesn't require cargo you don't even have to visit the station to pick up.
- Galnet could advertise stations which are (for a short period) offering juicy contracts. (Doesn't help if you're trying to just boost your faction, but great if you're a journeyman looking for work).
 
There will obviously be a "Refresh Board" button added to the UI, anything less than that would be idiocy.

Just make a button for it, like an actual Commander would have in a massive Orbital Station, with tens if not hundreds of agents vying for our attentions.

One of the stated aims of the move to a dedicated server is to improve reliability. Adding a 'create server load' F5 button in the client contradicts this goal, in addition to all the other reasons a refresh button would be a terrible idea.

I don't think there will be, look at the bullet points in the OP.

This does not seem to be much of a change, missions are not being revamped (at this time).

Primary reason seems to be to push mission generation into a dedicated service, to make everything a bit more resilient (and hopefully quicker).

Secondary reason being to unify solo/open mission boards.

Quite. Perhaps FDEV are expecting an influx of new players and the mission server was identified as a bottleneck in the game server, so having it on its own 'box' will allow that part of the service to scale independently along with mission demand.

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.

I started a 'crowdsource NPC dialog' thread here on these forums a few years ago, but FD never showed any interest in it. I guess it would have required an NPC dialog system rich enough to hang random community brain farts into. I think that for the serious ED player, the flavour text just gets in the way and the raw numbers should be in the foreground.

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.

There's a lot of good ideas in your posts, but I would warn you away from suggesting a 'smart mission director', as players never grasp the logic behind such a system's automagic output, and feel alienated by the discrepancy between how they think things should work and how they are actually working. Such systems work best on the fringes of the player experience where people aren't invested in them, not in the main interface to primary interaction loops.
 
As I recall they talked about a databurst, a lump of info generated & downloaded to your game when you click on the mission board (or passenger board). If the connection is slow or otherwise poor you get a reduced set, if the connection is really bad you may get no missions.

Far shorter illustration - in a system with an 8 billion population (which was the example my comment was made in relation to) even if the mission board included 10,000 missions, that would only equate to one delivery for every 800,000 people. These are not corner shops we're talking about, in the larger systems they are the equivalent of today's multinational multi-million/billion pound companies.

Sitting here wondering why missions can't be continually procedurally generated client side in great volume and variety, not just linked to the 6 to 8 minor factions in the system, using a query interface to limit the view to only the criteria interesting the commander, then accepted missions are validated on the server for plausibility, to prevent local hacks from generating unfair payouts. A 'Share' button would likewise bump any mission up to the server, turning it into a Wing mission. Likewise, a 'Fill Me Up' button would form a set of similar missions from the pool to be accepted all together, subject to preselected query criteria.

This would work independently of the quality of the client connection.

Ultimately, this would make missions a primary commodity, bought up in bundles like stock market and credit market derivatives are today. This would reduce the current commodity market to secondary importance, used to obtain goods for fetch missions, engineers and to fill every last tonne of your Panther Clipper. We can assume that most commodity trading is carried out by Lynx Bulk Carriers owned by corporations, moving an entire system-month's worth of Coffee and Tea at a time, and the 'small quantity' commodity market would be the left-overs, trading at higher prices to mom and pop Commanders.
 
Sitting here wondering why missions can't be continually procedurally generated client side in great volume and variety, not just linked to the 6 to 8 minor factions in the system, using a query interface to limit the view to only the criteria interesting the commander, then accepted missions are validated on the server for plausibility, to prevent local hacks from generating unfair payouts. A 'Share' button would likewise bump any mission up to the server, turning it into a Wing mission. Likewise, a 'Fill Me Up' button would form a set of similar missions from the pool to be accepted all together, subject to preselected query criteria.

This would work independently of the quality of the client connection.

Ultimately, this would make missions a primary commodity, bought up in bundles like stock market and credit market derivatives are today. This would reduce the current commodity market to secondary importance, used to obtain goods for fetch missions, engineers and to fill every last tonne of your Panther Clipper. We can assume that most commodity trading is carried out by Lynx Bulk Carriers owned by corporations, moving an entire system-month's worth of Coffee and Tea at a time, and the 'small quantity' commodity market would be the left-overs, trading at higher prices to mom and pop Commanders.

Some good ideas that go in the direction of improving the user experience. This would need to be weighed up against the expected server load (particularly for running a custom query per user rather than downloading the whole table or using a standard query & locally filtering the results).

It would be good to see some Fdev feedback on how feasible this kind of idea would be. Generally improving the delivery can be part of the ongoing iterative process.
 
/snip
There's a lot of good ideas in your posts, but I would warn you away from suggesting a 'smart mission director', as players never grasp the logic behind such a system's automagic output, and feel alienated by the discrepancy between how they think things should work and how they are actually working. Such systems work best on the fringes of the player experience where people aren't invested in them, not in the main interface to primary interaction loops.

I'd still like to see a system that considers the capabilities of the vessel I'm sitting in. If that's the only SMART variable pre-populating the query table as you open the board there won't be any need to upset players who can't figure out why some missions disappear if you accept others, or change target in the nav panel. (tutorials? youtube?) It would also save a considerable amount of the player's time as everything automagically changes when they decide to change ship, and they can't see the mission board(s). Manually re-selecting every variable at each station is going to get monotonous, very quickly.

Sitting here wondering why missions can't be continually procedurally generated client side in great volume and variety, not just linked to the 6 to 8 minor factions in the system, using a query interface to limit the view to only the criteria interesting the commander, then accepted missions are validated on the server for plausibility, to prevent local hacks from generating unfair payouts. A 'Share' button would likewise bump any mission up to the server, turning it into a Wing mission. Likewise, a 'Fill Me Up' button would form a set of similar missions from the pool to be accepted all together, subject to preselected query criteria.

This would work independently of the quality of the client connection.

Ultimately, this would make missions a primary commodity, bought up in bundles like stock market and credit market derivatives are today. This would reduce the current commodity market to secondary importance, used to obtain goods for fetch missions, engineers and to fill every last tonne of your Panther Clipper. We can assume that most commodity trading is carried out by Lynx Bulk Carriers owned by corporations, moving an entire system-month's worth of Coffee and Tea at a time, and the 'small quantity' commodity market would be the left-overs, trading at higher prices to mom and pop Commanders.

Well said.

We're in a tug-o-war here, between not enough variety and limited space to display them in, if FD is reluctant to redesign the interface completely. They did add one drop down selector for rewards but it just changes the colour of the missions you don't want instead of removing them and filling those slots with a bunch that match what you just 'filtered' for. Who's idea was that? Like, seriously guys. And why do we have to be teased with missions we can't do because, wrong something but we can't leave the board to resolve that and come back to find the same mission?

I appreciate the mission services are only moving to their own hardware and may not be changed in any other way...

It also seems sensible that an official announcement like this is probably being monitored for bad behaviour, if nothing else, and might be a window of opportunity to cast out baby, bathwater, kitchen sink, half a dozen ideas and a partridge in a pear tree...

And some dodgy humour, so they'll remember the post ;)

First (biggest) space saving opportunity:

If we cannot complete the mission in the ship we're currently in, *for whatever reason*, don't be a tease.

We really don't need to see it and the real estate could be used for something else.

[Edit: *Should add a big caveat to this one, quick :p Logical reasons please, like no refinery, no guns (at all), no cargo racks... (No pax cabins works ok, just fyi;)]

[Edit: Bring in the previous post for context / what I was responding to]
 
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Sitting here wondering why missions can't be continually procedurally generated client side in great volume and variety, not just linked to the 6 to 8 minor factions in the system, using a query interface to limit the view to only the criteria interesting the commander, then accepted missions are validated on the server for plausibility, to prevent local hacks from generating unfair payouts. A 'Share' button would likewise bump any mission up to the server, turning it into a Wing mission. Likewise, a 'Fill Me Up' button would form a set of similar missions from the pool to be accepted all together, subject to preselected query criteria.

This would work independently of the quality of the client connection.

Ultimately, this would make missions a primary commodity, bought up in bundles like stock market and credit market derivatives are today. This would reduce the current commodity market to secondary importance, used to obtain goods for fetch missions, engineers and to fill every last tonne of your Panther Clipper. We can assume that most commodity trading is carried out by Lynx Bulk Carriers owned by corporations, moving an entire system-month's worth of Coffee and Tea at a time, and the 'small quantity' commodity market would be the left-overs, trading at higher prices to mom and pop Commanders.

As I've said elsewhere. I want a mission system where you can pick up missions from passing NPC's, or from salvaging certain items, or from scanning stuff (like NPC ships or settlements)......along with the pre-existing method of picking them up at random if you're in a system for long enough......though even these need to be better weighted towards what the player is currently doing and/or the area they are highest ranked in and/or their current level of notoriety.

I mean, on that last point, imagine a high-notoriety commander flying through a system & getting a comm message from a ship affiliated to the local criminal faction.......offering you cash to smuggle some illegal cargo for them to a neighbouring system....just to name one example.
 
IMO the reason people board flop, log in and out, is not so much because of the reward as much as the missions available. IE if I’m running transport missions and I only want transport missions and nothing but combat spawn I’m most likely going to board flip a few times. Same thing with passenger missions, if I’m running bulk passenger missions and nothing but long range missions spawn again I’m going to flip a few times. I hope when you have this dedicated server and sort the missions board it will be full of the missions I desire to run. If I sort the missions board say legal, each missions giver at a station should give me say 10 options, if I switch it to illegal I should get 10 more option, sort to transport and bam 10 more from each missions giver. That would be 70 in total from each station that has a full line up of missions givers per type of missions. So there is no confusion. Legal 70, illegal 70, transport 70, combat 70 and the list goes on. In closing I’m saying I should never log on and have to wonder what I’m going to do and where I’m going to do it. If I desire to run missions out of my “home system”.
 
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Another example might be driving along in your SRV & running across a crashed ship. You scan the Data Core, & get a message telling you a quick "story" about how the ship ended up crashed, which can result in a mission weighted towards your commanders current strengths. If you're high rated in combat, then you might be offered a job to massacre the pirates who did this. If you are more trade focused, then it might be a mission to find the cargo that the ship's pilot ejected before crashing. If you are more exploration focused, then the mission might be to find & recover the pilot and/or passengers from that ship, located somewhere else on the planet.
 
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