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Mission limits daily


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Ok I get the reason for the the no more mission cancellation for both combat orders, Fleet combat orders and hostility after you do three.  But the problem is they are all tied together and don't reset after server down time.  What I would suggest is that the missions reset every time the server rests.  IF I was out doing stuff with the boys one night and head to bed, but still have missions.  If the next day I want to go some where else and do something I have to use all my missions cancellations to reset to new missions.  They shouldn't roll over the next day.  The easy fix for this is make missions reset/whip empty at server down time so when you log back in you can pick new missions and not have to use your three daily missions cancellations.

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I get wanting to get people out of the reinforcement zones but so far I haven't had a single mission spawn outside the reinforcement zone so far. On the exact opposite side of Martinique? yes, but outside the zone? no. Very rarely do I get grand anse or any other out of zone mission, so whats the point?

Still no risk, just a 25 minute sail (through protected waters) if I want to use my LOWO floating battery santi on a 1st rate fleet order.

Lame, and no additional risk. Just a 50 minute time sink that makes me wander around looking for AI ships to hit and then have to deal with tons of friendlies jumping in the mission to "help" and actually get in the way often.

Still have yet to see anyone try to gank my tank santisima when I go after AI ships because if they can't dictate where they enter relative to me and end up downwind or far away a 1st rate will eat their fir fir gankllonas and scumdymions alive. This means that the intended target (rear admiral level player grinding gold and slot xp) of this change is unaffected from a safety viewpoint while the new guy on a small frigate will be hurting more when the endymion/bellonas start harassing him.

I think this was a well meant idea but it just hasn't had the desired effect. 
Other economic based incentives to leave the zone will work better than limit and block based punishments for staying in the zone.

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Dear all,

What a genius invented mission reset limits with this mission random picking? Mission shall stack to the port area they have been pick up. If 'd like to have a mission in Port Ann I'd sail over there. Why I getting missions to !@#!@ Saint Ann from KPR? Fix it this issue and then mission reset will not be a problem.

The real problem in this game are developers. They try to push players so hard for pvp that they do absolute everything to get to their goal. That's why every new patch the game is losing players. Developers do not understand it rules that  successful MMO's are working.

In all respect I have to say again, developers seems to be a brilliant programmers but very bad developers. 

At the moment when they start to sell a product, it is not their anymore. Product belongs to customers so it has to be somehow adapted to customers expectation. Unfortunately our developers are too arogant to understand it. That lead game to leak players and slowly disappear. The success of any product are measure by it's popularity and players reactions. We can see popularity by number of active players and game rating on steam.

Way to Go developers !!!

Edited by Testosteron
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7 minutes ago, rediii said:

GBs problem is that they dont do RvR so every nation has and holds ports next to KPR ...

did you consider that not every player is interesting to make 24/7 pvp?

Maybe they would like to enjoy sailing and have a fun with pve stuff from time ti time?

did you think a bit why game population is dropping? Maybe a behavior of hard pvp push them away from the game?

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3 minutes ago, rediii said:

to be fair if this game is aimed to be a pvp game thats how it is and people that want to choose when to pve and when to pvp are on the wrong server when they want to play pve

True, but it also means that game will end in a corner with ~400 players only and never grow up again into thousands. Look at statistics, they don't lie just describing truth.

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Let's drop the "population" card in the debates to make a personal point or use as reasoning leverage. Please.

Plus let's keep it to the point, no chasms between PvE / PvP. Caribbean server is a server that has all mechanics.

Question:

- Why do missions need to be always safe on a PvP server?

Question 2:

- Is there a issue with sailing to a mission ? What is the issue ?

 

 Twisting reasons to fit own individual idea of a game does not represent the entire community. Think about Pros and Cons.

 

 

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4 minutes ago, rediii said:

to be fair if this game is aimed to be a pvp game thats how it is and people that want to choose when to pve and when to pvp are on the wrong server when they want to play pve

I don't believe that is a fair statement at all.  When someone purchases this game they are allowed to play the way they choose and they have an equal voice in this forum. 

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4 minutes ago, Hethwill said:

Let's drop the "population" card in the debates to make a point.

Question:

- Why do missions need to be always safe on a PvP server?

 

they don't need to be, but:

If the mission is pulled from safe zone port it shall be in a safe zone. Just reduce rewards. if the mission is pulled in non safe zone port mission could be in non safe area. increase reward for a risk to be ganked.

Let players then decide if they do mission for rewards or they level up character or whatever reason they have.

 

As straight answer to your question: do you want to have more players playing the game like before? 

Stop using the same argument all of the time "PVP". That was is missing in this game and by devs: it is not a solution to split game into 2 server called pvp and pve. The solution is to make a SANBOX where pvp and pve coexist together on one server (look EVE online)..

Edited by Testosteron
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1 minute ago, Hethwill said:

Let's drop the "population" card in the debates to make a personal point or use as reasoning leverage. Please.

Question:

- Why do missions need to be always safe on a PvP server?

 

New players need safety.  I'm no longer new and have read plenty.  Now doing missions away from the green and sometimes I see an attractive AI worth snapping up.  I have heard the complaints of the big ship guyus though.  They say that in order to grind up slots In a 1st rate, they need safe missions....I can understand that as I have bought my first 3rd rate and feel very vulnerable when I go out alone.  Don't want to ask for escort because that is boring for others.

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22 minutes ago, Testosteron said:

did you consider that not every player is interesting to make 24/7 pvp?

Maybe they would like to enjoy sailing and have a fun with pve stuff from time ti time?

did you think a bit why game population is dropping? Maybe a behavior of hard pvp push them away from the game?

If pvp push them away why pve server doesn't have 1000+ players?

Edited by z4ys
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3 minutes ago, z4ys said:

If pvp push them away why pve server doesn't have 1000+ players?

".. That was is missing in this game and by devs: it is not a solution to split game into 2 server called pvp and pve. The solution is to make a SANBOX where pvp and pve coexist together on one server (look EVE online)..."

Because I would like to play game both pvp and pve style like most players. I dont want ot be trapped on one style only. Look at Mrgoldstein post

Edited by Testosteron
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5 minutes ago, Mrgoldstein said:

cons- if i get a 1th rate mission on the other side of jamaica it will take me 30-mins to get there with bad wind..thats 30mins of wasted time..not included the enourmous chance of getting ganked ..

sometime i pvp, sometimes i just wanna try some stuff or ship build against an AI in a safe area..sometime  i play 1th rate sometimes i like to play 6 rate missions...getting 3 missions in a shit place witouth the ability to cancel them makes me just quit the game if i only feel like playing a simple ai mission at that time

That's not a mechanic Con, but a personal con versus the mechanic :)

 

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8 minutes ago, Hethwill said:

That's not a mechanic Con, but a personal con versus the mechanic :)

 

I would argue that it is a mechanic con.  Having a mission spawn 30 mins sailing time away is something that should be fixed.  I can see the argument that 1st rate missions may not spawn in the green zone....fair enough.  But a 30 minute drive in a 1st rate for a mission is harsh. 

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3 minutes ago, Hethwill said:

Could someone in PvE server do a test ?

Grab a 1st rate and sail with good wind for 30 minutes.

Please record your end position. Thank you.

I don't think you want that distance.  30 mins with a good wind means an hour with a bad wind.  He complained about time, not distance.  If the Devs want higher level missions outside of the green zone, that's fine with me.  But why cant they be 10 minutes outside the green zone (with a good wind).

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4 minutes ago, Oberon74 said:

why cant they be 10 minutes outside the green zone (with a good wind).

That's cool :)  From what've seen they are mostly under 15 minutes sail, but i might just been lucky, but furthest i tested was taken in KPR and mission was in St. Ann. was something like 12 minutes sail give the wind rotation. If it was a straight bee line it would be something like 5.

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I agree with you completely on the issue of wanting to run a quick mission for just the fun of it.  But I also listened to good advice that running missions near capitols is suicide.  Especially outside a capitol green zone.  The game has a mechanic for you to tow a 1st rate to a more out of the way point.  There, you can run your missions in relative safety and even find a place that is not an island an therefore, no having to sail around it.  Yes, you might have to open an outpost and run some repairs down (at some danger to yourself, but that's the game.

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Is this whole thing such a big deal?   If your doing first rate missions and they spawn miles away whats stopping you from jumping into a small fast ship and entering all those missions and running away inside thus closing them all down? There is no lower limit on ship size and missions just an upper limit. I could close a first rate mission in a cutter in theory or not?

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