Prevent mission stacking by mode switching before balancing mission payout

Please don't do this.

The only people doing this are the people who want to have this. The people who don't want this are not doing it. There's no one harmed by leaving it.
 
I love the way that this keeps being branded as an exploit.

It does not give an unfair advantage, it does not use a broken mechanism in the game, the player is not taking advantage of behavior that is unavailable to other players.

In short, you are demanding that someone else's game play be inhibited because you don't LIKE the method they are using.

This is on par with me demanding a kill switch so that I can just destroy another player when they attack out of the black "for lulz".
 
"The only people doing this are the people who want to have this. The people who don't want this are not doing it."
This is the most thinking I have ever see. Using your logic, those who doesn't want to play won't play.
How could the FDev balance the mission payout if everyone is getting the different number of missions?
Fixing mode switching and nerfing the mission payout are two totally different things

The problem is, mission stacking using mode switching adds one more factor for FDev needs to consider when they are balancing the payout.
 
How could the FDev balance the mission payout if everyone is getting the different number of missions?
Fixing mode switching and nerfing the mission payout are two totally different things

The problem is, mission stacking using mode switching adds one more factor for FDev needs to consider when they are balancing the payout.

I agree entirely, I think they should also limit the amount of time people are allowed to play per day to a max of 3 hours, that way the payouts they get will be the same as mine, it's an exploit that people can play 10 or 12 hours day and get four or five times the daily pay I can get!
 
This is the most thinking I have ever see. Using your logic, those who doesn't want to play won't play.
That is a fine example. If someone said "don't make Elite: Dangerous because I don't like space games", I would point out that they could not purchase it thus solving the problem.

How could the FDev balance the mission payout if everyone is getting the different number of missions?
That's an argument against your case. Without instance-changing (or waiting, which does the same thing), the number of missions you get is up to the RNG gods.

Through waiting (or instance switching to save time), the number of missions you get is 20.

So, if control of mission count is important; we must support instance switching as a way to save time.

Fixing mode switching and nerfing the mission payout are two totally different things
Ok. Then this is definately a bad thread as it argues to deal with them together ("fix stacking before balancing")

The problem is, mission stacking using mode switching adds one more factor for FDev needs to consider when they are balancing the payout.
No it doesn't They are totally different things.

Indeed: let me make the exact opposite suggestion

FD: If you are going to break our work-arounds for your balance errors; for Pete's sake make sure you fix the balance errors first

Better still: don't take away time shortcuts; or as I sit multi-tasking to some other game while I wait for the market to refresh... I may not task back.
 
A mission requires player to kill 3 npc for 1 million credits

You stack it 20 times, kill 3 npc only and get 20 million?
And you say it is not an exploit?

You can argue killing 3 npc should pay out 20 million instead of 1 million
Once FDev thinks it is too much, they nerf it HARD to 50k credit.

Do you think it is fair to the player not stacking?

What I want FDev to do is disable mission stacking using relog. And then how much the mission should pay is another story
 
A mission requires player to kill 3 npc for 1 million credits

You stack it 20 times, kill 3 npc only and get 20 million?
And you say it is not an exploit?
The important part is "by switching instances".

Stacking in general is not an exploit as it's "working as intended".

You could argue it creates the wrong money flow if you like. But it doesn't require even instance hopping to stack missions so that's how it's supposed to work.

It would be like calling "using engineered modules" an exploit.

You can argue killing 3 npc should pay out 20 million instead of 1 million
Once FDev thinks it is too much, they nerf it HARD to 50k credit.

Do you think it is fair to the player not stacking?
It's neither fair nor unfair. If you don't like FD nerfing; then complain about FD nerfing

What I want FDev to do is disable mission stacking using relog. And then how much the mission should pay is another story
So we stack without logging.

You are saying "my nose hurts: please cut off my hand".

If you don't like stacking, the oppose stacking. The method of stacking isn't the issue.

I say "unstacked missions are too unprofitable to make worth doing". They were before the nerf, and they are useless now.
 
Then you think FDev should balance the mission based on the fact that ALL player should stack 20 mission at the same time?

And it is player's fault for those who doesn't relog and stack?
 
You are basing your argument on one segment of the game, specifically combat.

I will go so far as to agree that stacking kill count missions is questionable, although I would point out that it only seems "wrong" if the same faction is paying you for kill counts more than once in an iteration.

I normally prefer to stack missions by getting as much haulage in the same galactic neighborhood as possible, but your shotgun approach to problem resolution would impact that as well.
 
Then you think FDev should balance the mission based on the fact that ALL player should stack 20 mission at the same time?

And it is player's fault for those who doesn't relog and stack?

Let me say this slowly because you keep ignoring it.

Mission stacking is separate from re logging to refresh is separate from events effecting multiple missions.

Firstly: You are complaining about what other people do in their own games... so perhaps you should consider why that is. It's none of your business.

But beyond that.

If you don't want single kills to count to multiple missions: then complain about that and push to have kills applied to only one mission.
If you don't want people to take multiple missions with the same target, then complain about that and push to deny mission stacking.
If you don't want people to have more than one mission at a time, then complain about that and push to set the mission limit to 1.

But you don't want kills to count for multiple mission and so you are complaining about one of the several ways that mission boards refresh?

That makes zero sense.

Again: in case you missed it.

Relogging isn't stacking and stacking isn't single-kills counting to multiple missions.

You could remove relogging today and people would still be stacking missions and still getting credit on multiple missions for each kill. At the same time: you would remove the ability of people who just docked and found an empty mission list from mode-switching to get a new list of missions.

You would not fix your actual complaint, and at the same time would break several other things.

Also, again, how about you worry about things that actually affect *your* experience rather than what other people do?
 
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as the title said,

Please fix the exploit first to have one less issue before balancing the mission payout.

Switching modes is basically now the only way I can pick up *A* worthwhile mission now, without this it's not even worth logging in anymore most times....
 
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