Just remove mission failure upon death for FPS missions, it's too much "real" time consuming

Frankly, I'd be happy if they just tuned it down. Failing the mission and getting slapped with a fine is "punishment" enough. Wasting 30+ minutes of your actual time on the other hand? Thats just insult to injury and exists for literally no other reason than to waste people's time.

Except credits are irrelevant to most players.

I think it should stay. I've been to jail, so am much more thoughtful about how I go about FPS now!
 
What, why...

Should be the same penalty as dying in your space ship, I suppose.
Except it isn't. Zero rebuy. The only penalty right now is a failed mission.

I disagree that the "30+ minutes is wasted" is any form of penalty, as others are suggesting. I don't know where that figure is coming from; it takes me 5 minutes to get to a target settlement[1], if that, then upwards of 20 minutes doing a mission. If I die, that's not wasted; I was playing (and enjoying) the game. Dying, or "oops I lost that fight!" on this occasion is hardly a negative[2]; some of the best gameplay I've had so far in Odyssey has been when I've died. I think people need to get some introspection and realise that if playing a game for 30 minutes and potentially dying is "a waste of time", then maybe video games aren't for them.

[1] Only time 30+m might apply is 200-400k ls distance to settlements. So... read the mission statement and don't take those ones 🤷‍♀️
[2] If your death is a result of a bug or bad game design, like the whole "inadvertently evaded a scan, now I'm being shot at", which i can totally get behind, focus on that, not on the fact you failed a mission.
 
On one hand, that would mean no death penalty on ground, which isn't good.
On the other hand, you die a lot more on ground than in space and you can hardly "escape" (supercruise is hard from spaceleg, trust me, I tried with a geyser).

Also, I'd like to point out that it push people into a "coward" mentality. I died a few time when first playing Odyssey, and it was very frustrating. So, I now use the SRV/ship. Why take the risk when I have another option ?
 
Last edited:
It should be harsh! You should be trying not to die, retreat and escape should be higher priority than trying to win a battle against odds. There are countless missions available, losing one doesnt actually have much impact and you dont need to "travel back" to where you lost your mission, so its nonsensical to moan abou it.
Harsh is fine, boring is not. The ratio gameplay:snorefest is problematic. Sending an assassin after me for failing a mission is harsh. Making me stare at a SC timer is boring.
 
Harsh is fine, boring is not. The ratio gameplay:snorefest is problematic. Sending an assassin after me for failing a mission is harsh. Making me stare at a SC timer is boring.
But none of that is a byproduct of failing a mission (i.e failing a mission doesn't cause you to stare at an SC timer), which goes back to what the OP suggests; death shouldn't cause mission failure? I disagree that it shouldn't cause mission failure.

There's plenty of arguments to:
  • Respawn back in your ship, if you landed nearby
  • Respawn back in the last station you were in
  • Respawn in detention with your last ship regardless of how you got there
  • Minimising supercruise times
  • Who knows what else.

All these are suggestions which could be entertained in consideration of their own benefits/drawbacks which are happily debatable.

But failing the current mission on-death is pretty reasonable as a punishment mechanic. In Alpha for a while it was "fail every mission" which, frankly, was majorly exploitable, but also pretty unreasonable. Failing the current activity makes sense.
 
Missions can fail for several reasons... and it's fine.
For example if you have to steal something without being spotted, it's ok that the mission fails when someone scans you or you trigger an alarm.
But missions fail upon death and this is frustrating for the waste of time that it takes to go back in the action, it takes an average of 20 minutes to go back to the gameplay because you respawn in your ship, fly to a starport to get another mission and go back to the target location.
So it's not that the price to pay in the game is too high... it is the price to pay in the real life that is unfair.
This is not even logical for some type of missions, for example in a mission where I have to restore the power, why the mission should fail if I get killed in combat? I should just retry it. It's not that the outpost is automatically doomed.

So this is not a fair penalty because death in the game affects the time in my real life. Instead the penalty is something that should remain in the game only.

FDEV should introduce a mechanics upon death that affect the gameplay only. For example reduce the reward or the reputation with the faction everytime you get killed. So that when I die 3 times the reward goes to 0 cr and then the mission fails.
Then restore all the dead enemies of course (dropped again in a drop ship), you lose all materials collected and all mission progress is reset of course... Things don't need to be over complicated.
Im on the same boat, it's ok that there is some penalty, but should be in-par with the same missions in ship.

When you got a mission of "kill 30 pirates" and you die when having killed 15 you lose the creds for the kills not redeemed, but he mission still continues.

Also there are some missions with some "Bonus reward for avoid being killed", that maybe be good for FPS missions as it could have a base mission payment (maybe kinda low) and a great bonus for doing mission flawless, maybe the concept of "3 tries or failed" could be interesting as well.

Maybe guards not so GTA style that shoot when you don't stop for scanning could be good as well, also 3 warnings until guns come to play, something like "Stop for scan... Hey you seriosly I have to scan you.... FREEZEE NOW... (peim peim)". Think of this also on spaceships, I have been stopped for scan but never been shot so often as on foot, and I could escape them easily if it comes the situation, maybe ship scans should be a bit more dangerous too?

If title of thread can be change I suggest for OP change "remove mission failure upon death" for "REWORK mission failure upon death" or "upon certain circumstances"
 
It’s just a failed mission no biggie, just move on and learn from the mistakes, hopefully the minor faction will learn from their mistake as well and hire me to get the job done :)
 
Im on the same boat, it's ok that there is some penalty, but should be in-par with the same missions in ship.

When you got a mission of "kill 30 pirates" and you die when having killed 15 you lose the creds for the kills not redeemed, but he mission still continues.
See, I'd argue that any such ship- based mission like that should fail if you die. Ship based missions could be made that way if they more strictly adhered to the need to go to space based USS. Foot based missions have failure gated by arrival at the settlement, and only allow you to take one mission targeting one settlement at a time for this specific reason. Entering USS would be a similar trigger.

In that vein I'd also argue massacre missions like "kill 30 pirates" should be completely reworked to only count kills at the uss, for the mission that uss is generated from, and failing that, removed entirely.
 
Consequences are still there. Just the mission failure is removed and if you die 3 times there's no reward anymore so it's like failing the mission.
But it only fails the mission you are on. In my example, I did three successful missions prior but hadn't handed them in, I still had those missions after appearing in the penal ship, and when getting apex back to the station (and calling my ship back after it being left on a planet surface), I could hand in those three missions.

The experience was fun.

Seems perfectly reasonable to me.

But I don't like how C&P works in ED in general, though. That really needs to be looked at, having what looks like two completely separate systems for on foot and ship play seems counter productive and confusing.
 
This is just some thoughts, but I'm sure that a bit tweaking in "time penalties" could be worked, just that. Do it for my Family points.

I think lots of you have this currency, only you dont know, there are also "Girlfriend points" and "Wife/Husband points"

Family points: Gained through family activites, expended to gain play time
 
So this is not a fair penalty because death in the game affects the time in my real life. Instead the penalty is something that should remain in the game only.

Everything related to gameplay has and unavoidable real-world time component. One can argue that certain occurrences shouldn't take so much time, or should be more enjoyable uses of one's time, but the idea that time spent on the game can be somehow separated from time in general, is nonsensical.
 
Back
Top Bottom