so many mission failures...?!?

I definitely had more than 3 hour of time difference between, minus 2 hours, 1 hour at least!
And I would expect that the game uses the local time of the player to calcualte the mission time.
If not then I would call it a bad mission design and I won't play these sort of missions again, as well as many other players I guess.

You don't seem to understand the concept of UTC, that is not ED's problem. I am on UTC-7 and have no problems with the mission times.
 
I definitely had more than 3 hour of time difference between, minus 2 hours, 1 hour at least!
And I would expect that the game uses the local time of the player to calcualte the mission time.
If not then I would call it a bad mission design and I won't play these sort of missions again, as well as many other players I guess.

The game does NOT use local time, (of the player) but UTC or GMT .. just consider it Universal standard time, the time the galaxy uses to keep things on track.. that's how the game works.

When you are parked at a station or outpost the time displayed on your HUD IS the in game time .. (would have posted a picture but the rules have changed again :( )
 
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Would it be considered a bug when you are at the 3rd station of a 3 station mission and that station does not have a BB so you can give stuff to who ever gets it? If its just that I don't know how to play please enlighten me.
 
Would it be considered a bug when you are at the 3rd station of a 3 station mission and that station does not have a BB so you can give stuff to who ever gets it? If its just that I don't know how to play please enlighten me.

That sounds like a bug, but it could be due to the Unknown Artifacts (UA's) delivering these to stations or outposts can cause the station to shut down and the mission system is blissfully unaware of this problem (which is fair enough in my view :) )
 
The game does NOT use local time, (of the player) but UTC or GMT .. just consider it Universal standard time, the time the galaxy uses to keep things on track.. that's how the game works.

When you are parked at a station or outpost the time displayed on your HUD IS the in game time .. (would have posted a picture but the rules have changed again :( )

There are plenty of possibilites to sync local time with UTC time.
The game could do it automatically by reading the local time of the user's pc and transfers the UTC mission time to the lcoal time of the player to show the player the missions in his local time and NOT in UTC time.
At least if they decide to design missions that are time based then they should be dsigned in a user friendly way.
This design is not user friendly.
 
Could be that they don't work properly.

BUt don't despair! We'll get working missions in 2.1! Yes we only had to wait this long (potentially).
 
There are plenty of possibilites to sync local time with UTC time.
The game could do it automatically by reading the local time of the user's pc and transfers the UTC mission time to the lcoal time of the player to show the player the missions in his local time and NOT in UTC time.
At least if they decide to design missions that are time based then they should be dsigned in a user friendly way.
This design is not user friendly.

I disagree, the in game time right now as of this post will be 5:54 .. my time 6.54 ... it's really easy to understand ... just use the in game time

*Edit* - Let me put it this way, your playing some sort of Call of Duty game, your character looks at his watch and it says 6pm .. your told in the mission briefing that you have to complete the mission by 7pm... but in 'your' local time it's 3pm ... does that mean you have 4 hours to complete the mission?

We are also getting an in game clock for our cockpits in 2.1 when not parked at a station/outpost to make this clearer ..
 
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The most persistent bugs that I have personally witnessed with missions are these two little buggers:

1) Find Escape Pods on planet surface missions - These missions tend to fail randomly well before their timer is set to expire. This makes them impossible to predict how/when it will fail and subsequently to stack them up as the longer you take in completing them, even IF all their timers say 3 to 5 hours until expiry, the more chances are that they'll fail due to a bug. *This bug has not been addressed since the release of Horizons*

2) Recover Mission Specific Object - These missions sometimes have a bug where the "missions specific" object such as a hostage or etc never actually spawn and you end up failing the mission because you never got the "Mission Specific" item.

Obviously there is also the frustrations caused by having little to absolutely no explanation of how specific missions expect you to go about completing them or pictures of what you are looking for - like how is a player supposed to know what a ground based data port or turret power generator is supposed to look like if they haven't been shown the thing in question, most often by another player.

So there is a lot of stuff to address and fix about missions and it is long overdue. Hopefully The missions update in The Engineers 2.1 will alleviate these issues and fix the genuine mission breaking bugs.
 
I disagree, the in game time right now as of this post will be 5:54 .. my time 6.54 ... it's really easy to understand ... just use the in game time

*Edit* - Let me put it this way, your playing some sort of Call of Duty game, your character looks at his watch and it says 6pm .. your told in the mission briefing that you have to complete the mission by 7pm... but in 'your' local time it's 3pm ... does that mean you have 4 hours to complete the mission?

We are also getting an in game clock for our cockpits in 2.1 when not parked at a station/outpost to make this clearer ..

This could be a solution too.
 
Being rude doen't help anyone.

As I've written above, a clock in game showing the UTC time helps in my point of view... but it's also necessary for the gameplay.
Agreed, we need a clock in the     -pit. Top right info panel, has lots of unused space.
 
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