Topic: Mission mechanics

Lets discuss several flaws in the current mission system:

  1. 6 of 10
    while this was a kind of good system when we had the choice between ~10 missions per lvl and station,
    it is now nothing else then a nuisance. Since its not displayed anywhere, its also hard to explain to a new player why i cannot grind the mission again that he did the last two hours.

  2. Mission Distribution
    -lvl0 - lvl1 Alpha1 terminal
    -lvl2 - lvl3 Alpha1 outposts
    -lvl3 in Alpha1 and Alpha2 Terminals
    -lvl4 and lvl6 in Beta1 Terminals (PvP island)
    -lvl5 and lvl6 in Beta1 Outposts (mostly locked)

    This distribution is *** for several reasons:
    - if you have never bothered with missions before,
       you have to start with lvl0 missions in beginner area, and grind your way up.
    - if you want to get any standing above 4.1, you have to go to Beta.
       (before lvl3 revamp, you could at least get 4.5)
    - what does it help if there are 50 missions added,
       if it unlocks only 1 mission for me?

  3. Standing
    IMHO the change in standing mechanics, and how standing affects facilities was one of the worst things ever done to the pve game
    I bet the noobs who demanded that change are not even playing the game anymore, but any1 who has a combat agent with repair and recycle extensions is still not happy that "he is forced to do production missions"

  4. Storyline
    I need informations from someone who has bothered recently to do them several times. Is it worth? does the "Endboss" actually drop something that makes it worth grinding INDUSTRIAL standing to do those 99% combat missions?

  5. Squad missions
    Still missing from the game that is actually based around "do things as a team". And no, the "Accept as squad" button is by far not i mean with that...

  6. Missions that need an Artifact scanner
    Is it really that hard to make NPC spawn trigger based on proximity of the player on that mission, or upon activation of a switch on a building?

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Mission mechanics

There are no missions in Perpetuum.

* First corp thief in Perpetuums history.
* Kickstarted the killmail API support.
* Jasdemi's Shoppe - Mk2 CTS, Prototype Orders

Re: Mission mechanics

I don't even bother doing beta missions.

With 4.0 rep and level 4 refinery, the additional trouble to get to 6 doesn't provide enough benefit to bother for refining. For combat, if your living on beta, the spawns are more lucrative then the missions, if your not living on beta, going there just to run combat missions is also not worth the risk/reward.

I've never done the story line missions either.

It took a t4 sheilded Termis to do lvl 2 missions solo on ASI. I suppose it could be considered a 'goal' to earn the NIC you need to buy that equipment, but it seems excessive to expect a 20-30 day player to buy that level of gear to do lvl 2 missions on Alpha I; not to mention the ROI would take another month. And the repetition value is low, I can't see anyone grinding lvl 2 missions for 'fun', it has to be for the NIC or the Reputation.

Re: Mission mechanics

I had never made any mission since release. I made up my UASD standings to 6.1 for the last combat spark in one rush (several days).  IMO its just a poorly designed time sink grind. Money/standing reward for same level missions are inconsistent to say the least... Example: missions lvl 5 on karapyth for UASD.  One of them asks you to destroy 5 arbiter mechs/ewar mechs and recover data consoles. Reward 0.05  ; then you have another one that asks you to kill 16 elite rams, 8 supreme tarantulas, 8 supreme coyotes. Reward 0.03 .....  it take around 4 more time (with good fitting/extension and ammos..) to do the later, and reward is inferior? Who the hell did design this?  Every level of green combat missions its the same.

And i dont even talk about walls and locked beta islands...  So you gamedesigner decided one player could be denied access to maximum standing if not in good alliance/corp??  All that is a bit too much, i made this expecting combat standing will have some use in the future but certainly not for a minor bonus in dmg and crit..

So give use to combat standings please  thx

Re: Mission mechanics

yep, my only goal for higher combat agent standing would be the better spark. im locked out from the lvl3 laser spark just because i would need to run missions on hokko for that.

my industrial agent is even more f**ed atm - any fail mission does reduce the standing, but i cannot raise it back, because Alpha2 missions got change to have 4.0 as absolute max (where 4.5 was it before)

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

6 (edited by Hunter 2012-02-28 03:15:09)

Re: Mission mechanics

Annihilator wrote:

yep, my only goal for higher combat agent standing would be the better spark. im locked out from the lvl3 laser spark just because i would need to run missions on hokko for that.

my industrial agent is even more f**ed atm - any fail mission does reduce the standing, but i cannot raise it back, because Alpha2 missions got change to have 4.0 as absolute max (where 4.5 was it before)

who should care about hamsters problems? I have industrial reputation 6,4 and i raised it easy. If hands growsup out from *** - DeV's can't help with it... tldr welcome to beta.

The theory of mutual interests
Why the crybabies wins?
Где Ханя - там победа (с)
DEV Zoom: No need to speculate...

Re: Mission mechanics

anni wrote:

Storyline
I need informations from someone who has bothered recently to do them several times. Is it worth? does the "Endboss" actually drop something that makes it worth grinding INDUSTRIAL standing to do those 99% combat missions?

I ran the ICS one twice with my indy alt and used an Mk2 Artimis as the killing bot... was a bit overkill but soloing it with an Mk1 artimis would have taken a seasoned PVE pilot as they would be -1 head slot due to the geoscanner and could be out of accu to fast.... and their was no "End Boss" and the relations I gained could have been grinded up faster in other ways. The big point minus to the whole thing was it made me go to shinj from tellesis in a plated mech this was a night mare.... the second run I packed all my stuff in a sequer and relocated it there.

TL;DR the relations gain on the storyline is marginal when relations vs time spent on mission is considered... That said a single pilot with good skills could solo it.

Participate, Congratulate cause everything else will be seen as HATE.
Max yellow max all skills lvl 10 min max for the win

Re: Mission mechanics

Khader, thanks for you response to that. The thing about the storyline mission that i would like to know, is the NIC, Item and Token "reward".  Standing rewards are in no relation to the effort for about 99% of the missions anyway.

The Storyline missions ask you to travel between all three alpha2 islands. I guess there is way more loot that you can carry anyway. At least one of the mission lines asks you to kill a Pelistal Officer at the so-called Missile Depot. I consider that one as a "Mini-Boss", since its a named NPC.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Mission mechanics

FIX this ALL, I dont have any issue because I dont do missions expect cant reach my 6 relations sparks:S But I would like to see PVE guys ingame or much better more PVE guys ingame.

Also that is really bad you need to repeat 10 times the same mission? what?? O.o

Energy to Earth!

18.01.2014. [12:57:58] <BeastmodeGuNs> after that i remembered all those warning about 1v1 you lol, and i found out why xD

Re: Mission mechanics

Annihilator wrote:

Khader, thanks for you response to that. The thing about the storyline mission that i would like to know, is the NIC, Item and Token "reward".  Standing rewards are in no relation to the effort for about 99% of the missions anyway.

The Storyline missions ask you to travel between all three alpha2 islands. I guess there is way more loot that you can carry anyway. At least one of the mission lines asks you to kill a Pelistal Officer at the so-called Missile Depot. I consider that one as a "Mini-Boss", since its a named NPC.


The "officer" is just a 3rd/4th star mech unless they updated the missions to include Elites as bosses.
Will run it again when I get time in a few days & update you then.

Going to try a Autocannon Artimis and Mk2 Troiar (mission taker) to kick the mission off.

Participate, Congratulate cause everything else will be seen as HATE.
Max yellow max all skills lvl 10 min max for the win

Re: Mission mechanics

I also suspect, that certain welcomer's to beta did all their rep gain before the new mission system.

Re: Mission mechanics

There is a big mission revamp in the pipeline, so I guess it is the usual 'wait and see what we did' since they specifically asked for the details to be kept secret, and so they are.

There is so much scope for the missions, especially high end PvE ones using groups of mechs to do stuff (escorts, assaults, defences etc etc) or even pvp ones (do blabla, watch the game announce that you are doing it and if successful gain stability) that I am interested to see what they come up with.

The current system is there more or less by accident and did not survive the transition to intrusion controlled outposts at all well. I have managed to get 4 or 5 relations to the 4.2 ~ 4.6 mark, but that was difficult and with the corps responsible for the higher level missions generally too scared to open their outposts to anyone there is no possibility for going higher, other than obviously taking on some of the most powerful alliances in game and evicting them...