[Video] Board flipping & mission dedicated server

Thanks for the look into this issue. Well done.

Stabilizing how missions are delivered should be the first, and is the most dependent aspect of bringing mission pay into balance. As to combat, I can tell you that there is very little risk in PvE combat, once you get to the stage of Board Flipping in the game. The biggest threat in PvE combat is friendly-fire and an entire instance targeting you, otherwise we learn to control and dominate the situations we get into easily.
 
just remove RNG from missions!

make each mission type pay a set amount. Modify the amount for level (again, a preset amount), multiply by quantity and 80% of mission "problem" solved.

Also how about cargo and passenger missions that pay PER UNIT rather than for a set amount of stuff. That is, here's an Elite/harmlmess whatever level mission: take item X to location Y (maybe use those GALMAP TRADE ROUTES to generate missions consistent with the game universe). Pays Z credits per unit. Take as many as you can/want. That way everyone has access to the mission in any ship. Take 2 in your sidewinder or 700 cutter. Could potentially be set up as a mini CG where the faction needs say, 20k units moved. players take as much as they want to as often as they want to until the quantity runs out. Then at some later time (Daily?) the mission is refreshed based on system state.
 
just remove RNG from missions!

make each mission type pay a set amount. Modify the amount for level (again, a preset amount), multiply by quantity and 80% of mission "problem" solved.

Also how about cargo and passenger missions that pay PER UNIT rather than for a set amount of stuff. That is, here's an Elite/harmlmess whatever level mission: take item X to location Y (maybe use those GALMAP TRADE ROUTES to generate missions consistent with the game universe). Pays Z credits per unit. Take as many as you can/want. That way everyone has access to the mission in any ship. Take 2 in your sidewinder or 700 cutter. Could potentially be set up as a mini CG where the faction needs say, 20k units moved. players take as much as they want to as often as they want to until the quantity runs out. Then at some later time (Daily?) the mission is refreshed based on system state.

A logical and workable way to appease everyone?

"If you don't like it don't buy it ahuhuh"
 
wrong.

this is a game for basking in the glory of imperial space ships, any time spent ingame NOT basking = wasted time.

you're right - I take it back. Any time spent not facepalming cause a fellow player said something that requires it is....is probably spend elsewhere.

:D
 
Is it just me, or are FDev just addressing the symptom of a problem rather than the root of the problem?

To make my point another way, why do player numbers spike whenever an 'exploit' gets well known?

Just sayin' like.
 
Instead of fixing the problem that causes board flipping they simply take a tool away. Typical of cutting down the trees to see the forest.
 
Is it just me, or are FDev just addressing the symptom of a problem rather than the root of the problem?

To make my point another way, why do player numbers spike whenever an 'exploit' gets well known?

Just sayin' like.

cause without exploits some gameplay becomes so tedious it's practically unplayable so exploits allow players to enjoy parts of the game that are usually too tedious to enjoy?
 
Instead of fixing the problem that causes board flipping they simply take a tool away. Typical of cutting down the trees to see the forest.

Its not a "tool", it an unintended feature that they finally have gotten around to fixing. I have flipped in the past, but I am happy they are taking it out. I did not find it fun entering and exiting the game just to fill up on missions. I believe after this is removed they will be able to make missions work the way they intended them to be.
 
It's not even addressing a symptom, as the board-flip kill is an unintended/secondary result of moving to a dedicated server for missions.

While I am not disputing the 2.8% (as there is no point), I do think after 3.3 launches, we'll see a lot more support tickets and new forum users complaining there are no missions for them on the board, and changing the board doesnt give me more.

Missions completed metrics will nose dive, depending on what else happens in the game, and players may even decide not to play. With the new exploration, perhaps the bubble will depopulate.

My guess is, within about a month or so, the board will give double the missions they give now, as BGS grinds to a halt, and FDev realizes that board flipping was perhaps not intended, but the only way to actually get your ship full of passengers, cargo, etc.
 
Its not a "tool", it an unintended feature that they finally have gotten around to fixing. I have flipped in the past, but I am happy they are taking it out. I did not find it fun entering and exiting the game just to fill up on missions. I believe after this is removed they will be able to make missions work the way they intended them to be.


It is a tool for a broken feature that has been broken since the game was released. It will just cause more grind period. They should make missions work as they intended them to be first instead of making the game suck more first and fix it in Q4 2022
 
Its not a "tool", it an unintended feature that they finally have gotten around to fixing. I have flipped in the past, but I am happy they are taking it out. I did not find it fun entering and exiting the game just to fill up on missions. I believe after this is removed they will be able to make missions work the way they intended them to be.

yeah, and cars have an "unintended feature" in that it allows one to exceed the speed limit.
 
Robigo was actually fun! I only got away with half or so missions. Running and gunning at the police was some of the most blood pressure raising times in this game that is otherwise played while watching videos.

Yes, it was big fun. Risky, too, if you'd stocked up on a few smuggling mission by, er, board flipping. ;-)
 
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