[Suggestion] "Continuous Mission" type - aka Open World Missions
Rocketwerkz Response: Merging Open World missions into this request, as this is basically the open world mission process coming in week 50, with plans for expansion in the future. ---- - Original request below - I suggest an ENDGAME! mission type (one for every 8×8km map) that has "no end". It would have the lenght of the standard "exploration" mission but it would also have "INFINITE" objecives. In short like this: - Base construction is initial mission completion and gives basic rewards. - Depoly: Contract Terminal, power it and log in. ( Can't log in before base completion.) - In every 10 - 35 min. Operation issues a new random mission (any that exists/fits) and some of it's original rewards as bonus at the CT. Accept or decline for 15min. - Player can have up to 3 active mission at any given time.
Comments: 174
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12 Oct, '21
BOU MergedDear Devs,
The player can stay in the world and only has to use the drop ship to ship the required items? When opting to just shipping the items back a new mission in the same area could be selected.
However it would not be able to use upgrades available on the orbital station.
If the ores respawn after a completed mission, when staying down, should be an option made in the settings prior to starting a game.
If a mission fails, e.g. by not delivering a bio warhead, the drop ship leaves and will not return. The player can then like, in the trailer suggested, stay down until they accept the fate that they have to abandon their character. Ores do not respawn after a mission is failed.
Loop hole idea: After collecting a nearly insane amount of exotics and building a space communication device a drop ship could be ordered for pickup or mission access in the same area. Ore respawn would again be be an optional thing.
People who like building the perfect base to stay longer down. -
14 Oct, '21
Elissa - Producer Admin Merged"BW4 - Staying on the planet to build and save drop ship fuel" (suggested by BOU on 2021-10-13), including upvotes (1) and comments (0), was merged into this suggestion.
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14 Oct, '21
Elissa - Producer Admin MergedHi there! This is what Outposts are for. This is a session based game though, so staying on the planet without being on an outpost is not planned. Thanks for your feedback!
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14 Oct, '21
BOU MergedDear Elissa,
Sorry for submitting the suggestion twice. I thought the first time was not uploaded correctly. If possible please delete the repetition.
Based on the gameplay experience from BW1 to BW4 the basic grind to get to e.g. steel tools might repetitive soon.
The outpost are portrayed to have no predators and weather, which would take a large chunk of fun out of the game. Trekking at night across the map fearing a bear will attack you is thrilling.
However as not all gameplay mechanics have been rolled out my assumptions and information maybe premature. -
14 Oct, '21
Elissa - Producer Admin MergedThat's all good! We're overloaded with suggestions and bugs so I just didn't get to your first one until today! Your suggestions are super useful and we'll keep it in mind when making Outposts! However, the whole point of the game is that it's session based, so it might not work like that!
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25 Oct, '21
Iulian MergedI like the idea of staying longer down, but the ore respawn should not happen because of realistic terms. I suggest we make some mines have deep minerals where you use the drill machine and fuel to mine what they have. In order to identify these deep drill locations, a special electronic tool should be added that scans the walls for special drill machine locations and it will tell you what minerals are in that area.
A bigger map, at least 10X or 100X times than what we have right now and multiple quests will be quite interesting.
in BW5 I have made the perfect house and now I lost it :(. -
07 Nov, '21
Johnson MergedI think this request comes from a place of user engagement. Building a base and teching up, getting in the dropship to leave, then immediately starting another mission that puts you back in the same drop zone, but with all your base and gear deleted, is really really demoralising. It comes across as artificial extending of an otherwise short gameplay loop. If keeping surface structures intact is really not possible between prospects, we should at least be dropped in very different biomes in subsequent missions, to avoid the blatant slap in the face.
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07 Nov, '21
Cipher 8 Merged"Iulian
I suggest we make some mines have deep minerals where you use the drill machine and fuel to mine what they have. In order to identify these deep drill locations, a special electronic tool should be added that scans the walls for special drill machine locations and it will tell you what minerals are in that area."
That sounds like another good use for the drill. Having exterior walls between the extended rooms of the cave that players have to drill through first in order to access the additional resources sounds like fun. -
20 Nov, '21
Shosuro Kenshin MergedNow that we have missions and can buy items on the station with the very limited currency we get from missions, can we start taking items from mission to mission? I spend hours grinding out a full set of platinum gear thinking this was the way then I get to the end and it still gets deleted...
Start next mission and its rinse, repeat. This game could get very old very fast. -
21 Nov, '21
JareeZy MergedYou take station items with up with you to use in the next mission though.
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21 Nov, '21
E-Kay Merged@Shosuro Kenshin, this is Beta, when the full game drops in December your not going to farm to the point of Platinum unless the mission timer lets you. they are talking about 10-30min missions, not your full 48hr weekend mission. I think the idea is that this is a game you come back to because a new DLC was dropped, Not for us to play it like Minecraft.
_-_! -
05 Dec, '21
Iulian MergedNecro time :D
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07 Dec, '21
Jason Terry MergedFrom Jay#2383
Currently there is no reason to settle into a prospect, and the 29 day prospects are not valuable to the majority of players who are aiming to gain currency for the workshop.
Players are speedrunning missions like Bio Material, or farming animals in the desert to speed up the XP grind.
Give players an incentive to settle in and stay in prospect.
Every real day elapsed in prospect rewards players with Yellow Currency at a rate relative to their character level.
Lower level prospectors are then forced to do missions while higher level prospectors gain more from long term stays on icarus. -
08 Dec, '21
MishaXG MergedRight now the timer is way too long in comparaison of what we have to do: 7 days missions that takes 1 to 2 hours to finish.
I want to be clear here: NOT ALL MISSIONS should be like that!
Still having more "threat" to lose your character would be a good thing!
Ideas:
- Having to repair pod or stop a storm before take off
- Random events durng all missions so repeating a mission isn't allways the same thing
- Longer mission with multiple task + random events: scan this area > find caves > collect things in those cave > fight hard mobs > a crash happened explore > break a wall to access an area where pod crash > kill hard monster > repair your pods with specific item to find arround the map > stop the storm > take off
- Random drops cause of storms (when you play in multiplayer people have to find each other first)
In general those missions shouldn't be mandatory and not for everyone, but for people wanting to play a 1 IRL week mission and not few hours.
Made a more de -
08 Dec, '21
James MergedShould have a main place (a island) for ppl to build a base like the outpost (at this time there is no point building in a mission as only need a 1x1 for storms, workbench and oxygen) where we all meet up, build up the base and build up items to head in to a mission, you can only take a few items into the mission from your base, then what ever you take you cant bring back, ofc you can still build in missions as would still need to gather food, oxygen, water and to weather out storms etc, would be good to see mission with active NPC running around as currently like bears are to easy to avoid there attacks and sneak pass.
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08 Dec, '21
Kir44n MergedIdea adapted from idea seen on Reddit.
We should have large, long term multi-objective Missions. Right now all the missions are very basic, and can be completed in a fairly short period of time.
We should have missions that combine several existing sort of missions :
Drop into a zone. Scan the area for objectives. Clear out any hostile/aggressive creatures. Research unique flora/fauna. Prospect for exotic materials. Open up a path to the next area. Then once the zone has been completed of all objectives, extract and move to the next area. This can all happen in a single prospect and doesn't require you to extract over and over.
Then we can have a payout that matches the number of objectives completed. If we did the equivalent of 5 current missions, this large combo mission should pay like this, in the 400-600 range. To keep it variable, you could have the objectives change each playthrough of the missions pulling from a larger pool of objectives (5 goals, but a pool of 20 or -
09 Dec, '21
Conna MergedAbsolutely. This would make the core loop far more enjoyable.
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09 Dec, '21
Kalizaar MergedRandom, optional events or objectives would definitely add to the fun factor. Watching various streams I've seen many people comment that missions are kind of boring or disappointing and boil down to land, run, do simple thing, run back.
Random events and objectives would give a reason for players to explore and smell the roses. -
09 Dec, '21
Radza MergedIt can cost fuel or other materials to bring back looted/crafted items from mission
Drop pod have limited space for it.
Abilities or upgrades to increase the slots in drop pod. -
09 Dec, '21
James Pollard MergedAt the moment we have to drop into a biome, complete the mission, leave for the station and repeat. In my opinion this makes the game a little grindy forcing players to adopt a commando style gameplay limiting use of the tech tree.
I suggest a hub and spoke biome strategy:
1. Drop into a "hub" mission to unlock the spokes
2. Stay in the biome to complete all missions then leave for the station
3. If the hub is too tough you can leave for the station
4. If you complete the hub cannot return until the spokes are complete or you receive a cash penalty
Doing this would:
1. Make the prospect timer more relevant
2. Reduce the grind frequency at the start of each mission
3. Open up new game styles and longer survival mechanics
4. Make it worth progressively developing tools and tech
5. The player would experience more scenarios in that Biome
6. Result in a larger station spend making each return more significant. -
09 Dec, '21
munt MergedTbh, while I don't mind having to redo the grind of each mission (though I may do when I have more hours lol) as it is essentially the meat of the game and I'm in no rush to finish all the missions. I would like the timer to be more relevant, though, I think this could also be awful for players with limited spare time.
It would be cool if you could craft a kinda 'mission-uplink' at t4 or something and send required information or items to stay in the level perhaps and download a new mission? Maybe impossible to balance but an interesting thought at least. -
09 Dec, '21
Snoochy42 Mergedthis could be implemented to my suggestion on the "VERY HARD" randomly assigned 30 day mission. perhaps the missions are just really hard and you'd generally want to be level 40+ and/or with friends. then you could interact with your Drop Ships Radio Transmission System to complete/acquire quests. that way you don't have to leave? perhaps also have this mission setting have a slight increase in EM Generation rates in caves?
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10 Dec, '21
Radu P MergedThis is one of the better ideas posted here. A mission as described above would actually give meaning to creating a base of operations from where all of the objectives could be done. Please consider this.
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10 Dec, '21
Stormfury MergedI completely agree with this. It feels like we drop, go back to the station, then drop to the same location to do 4 missions. It'd be more realistic/fun to drop, do mission a, b, c, and d then leave. Sometimes random optional/side missions could also be spawned in to give us a dynamic play experience as well as my recommendation for some dynamic content:
https://icarus.featureupvote.com/suggestions/259505/suggestion-bring-more-life-to-drops -
11 Dec, '21
sux0rzz MergedSome of the missions feel like you prepped a lot to get gear to do the one thing, then its just OVER. I'd like the missions to get more interesting and complex. For example we completed the arctic construction mission yesterday and (spoilers): I'd really like there to have been more, we built all the stuff for the first barracks, and then it was like, OK done!, I kind of expected to have to get the building to weather a storm, or add more things to the structure, or.... something. The mission just felt like, ok that's it. I'd love for these missions to have a bit more complexity and be multi-objective, or have progressive objectives. You really need to be able to reap the "Adventure" benefits of the preparation phase over a a longer / more complex (but fun, not just grinding) multi-faceted mission.
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11 Dec, '21
Vex MergedI wouldn't mind some puzzle elements in some missions as well.
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11 Dec, '21
sux0rzz MergedAnother good one -- could be merged:
https://icarus.featureupvote.com/suggestions/257484/suggestion-harder-missions-random-events-needed -
11 Dec, '21
turvarya MergedI think just merging missions, would be an easy solution. I mean, you break through to a new biome, than run all the way back to your rocket to start a new mission, where you start near the entrance you made in the previous mission with all your equipment gone.
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11 Dec, '21
Shadow MergedSo great game concept. Been playing since the beta weekends. Now after logging some time into this game It's starting to get very repetitive, very quickly. Drop, build, do mission leave. Same thing over and over and over again with Very little reward given based on the time spent on a mission. Now I have a suggestion.
I think the entire mission system should be reworked in a way where
1) the prospector drops
2) Does their mining /building
3) Receives mission pods DOWN from the station that contain different missions
4) prospector does said mission and reports back/sends back the sample
5) Pod goes back to station
The dropped missions can Take you ALL OVER the map. This way the prospector can choose maintain what they've built, have to travel everywhere on the map and with Decay, no base stays in the same place for too long. -
11 Dec, '21
Shadow MergedAlso I think an ore node can re-spawn every 5 game days and for every 2-3 ores a higher level one will spawn. Can also make a Tree go through stages into a full tree within 5 in game days as well.
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11 Dec, '21
Joohong MergedMaybe this could be tested with a separate mission branch? I think this would be nice personally
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11 Dec, '21
Panerdar MergedLove the game so far but a bit silly to keep dropping to the exact location every time but each time you start from scratch. What exactly happened to my stone structure from the last drop? It makes it through every storm during the current drop but just poofs when I go back up? The start grind is getting old fast for me.
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11 Dec, '21
sux0rzz MergedAnother good one - could be Merge / but slightly different idea:
https://icarus.featureupvote.com/suggestions/260045/missions-rework-suggestion -
11 Dec, '21
Shadow MergedExcellent points! Check this out as a way to solve some of this! https://icarus.featureupvote.com/suggestions/260045/missions-rework-suggestion
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12 Dec, '21
Jason MergedShould merge with https://icarus.featureupvote.com/suggestions/257228/reward-players-for-staying-in-prospect-longer
Very on par with that request. -
12 Dec, '21
Cipher 8 MergedThe new Stockpile mission kinda works this way with the drop pods that you send up in mission once you fill them with requested materials.
I just hope for instead of the same requested materials each time you load this mission it were random on a table of available options for that biome, so you could do the mission on repeat but have some variance. Not plan ahead knowing what's requested every time after doing the mission one time.
Also for your idea, which I love, there should just be like 10 optional objectives for Exploration missions. So if you complete 0/10 and leave in dropship you get 0 R reward still. As it is now. But if you complete 1/10... 3/10... 5/10...7/10... the reward amount keeps going up. So you an choose to complete as many as you wanna attempt staying down on Icarus for as long as you want and the timer allows for (most are 30 days). If you do manage to do all 10/10 you should get some Workshop item unlocked similar to how certain techs are locked behind talent. -
12 Dec, '21
Cipher 8 MergedAnd for the second part of that idea and the optional 10 objectives they too should be on a semi-random table of options so that it's not the same 10 objectives every time you do that Exploration mission.
But really like the flavor of how your idea works with additional drop pods coming down and landing to give you additional mission objectives (as long as they are optional and you can leave at any time) because it's so cool when the dropships enter and leave in game as it. We need more of that! -
12 Dec, '21
Rex MergedI really like the idea of a permanent base that I can continuously improve, though I'm not super interested in doing this for cosmetic reasons only; I would love if it could be useful in some way.
To that end, I'm imaging a game mode very similar to Outposts, except:
- the whole map is open
- resources respawn
- regular (daily?/weekly?/monthly?) missions are available
I know there are 30 day missions that sort of allow this, though that still feels very ephemeral and I wouldn't expect that to change as long as there's a time limit. -
12 Dec, '21
Cipher 8 MergedNice idea! I do hope they do something with outposts eventually whatever that is... cuz in their current state I will NEVER be touching them. No incentive to.
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12 Dec, '21
Rex MergedGreat suggestion! I just put in a very similar one, though perhaps it can be merged into this one as I believe the goal is the same: persistence and useful builds.
https://icarus.featureupvote.com/suggestions/260483/oustpost-improvementnew-game-mode -
12 Dec, '21
Cipher 8 MergedIf the meta is going to be farming Deep Veins:Extraction — one mission — on repeat then the game is broken. This needs to be addressed promptly. Just like how Strange Harvest:Bio-Research was swiftly and in-kind.
If the playerbase is incentivized to remain running one or two meta missions on repeat because the rewards for all the other missions are literally lacking to the point it's not worth choosing well then that needs some rebalancing and the only way to do that in my eyes is to put a mission cooldown timer on those specific missions so that players, can still do them again yes, but cannot repeat them rapidly simply to farm them for rewards too often.
Players should be incentivized to do better reward paying missions and not repeating small less paying missions because they are fast to complete.
Devs need to better balance Missions in terms of time/reward and highest rewarded mission payouts should require teching up and longevity in player effort on planet.
See com -
12 Dec, '21
Cipher 8 MergedHonestly I don't think you should be able to even repeat Payday:Extraction or Payday:Deep Veins for rewards when the whole point of those missions are to unlock the Elanthium ⬢ nodes in ALL the other missions to be able to get them by playing the game as intended.
I get that players will look for and want a fast way to get stuff but in the end they really don't want that for the sake of the game. Once most have unlocked everything through farming the currency and exotics from THIS ONE MISSION on repeat they will leave and stop playing the game. Rocket Werkz for the sake of the game's continued longevity please put a cooldown timer on being able to repeat the Extraction missions or simply remove the rewards on repeat all together once you've completed them once there is no reason to keep doing them on repeat. -
12 Dec, '21
Cipher 8 MergedAlso you have got to take the limit off the amount of Elanthium nodes that spawn in a mission for the 30 day Exploration mission types specifically.
Apparently, in these 30 day timer missions there are only 2 veins and 1 ore node of Elanthium exotic matter for a total of 216'ish ore.
Deep Vein being far more profitable and quicker so why would anyone be incentivized to play anything but repeat this one mission?
Also 2 people can bring back more than can fit in the ship just having exotics in character inventory. I don't think dropship cargo limits matter if it works from hotbar/inventory. If your inventory will count then a solo player max is 900 exotics and a group is 1200 per mission. Is this intended? What's the point of dropship cargo slots then and the whole upgrades to the amount of cargo a dropship can hold? -
12 Dec, '21
Syndacyt MergedWhile I agree there needs to be a separate game mode for those who want a persistent world they can work on and come back to, we already have this. I know many hate outposts in their current state. But with further development (really just adding back in hostile mobs and weather with settings for the user to set difficulties etc) they can actually be a bit more fun.
As for the map size of the current outposts, I don't think they need to be changed. The main map is 8km/8km and I've yet to bother explore the whole map as I haven't needed to.
Another work around for this can include the current exploration missions we already have, and just remove the 30-day timer on it entirely. These missions don't give rewards to begin with and is a terrible middle ground for a persistent world. -
12 Dec, '21
Cipher 8 MergedAnd in before someone says, and how does someone else playing affect you?
Whether someone else's experiences and how they choose to play doesn't affect me directly *currently with no competitive mission types* it does indirectly affect everyone! And that doesn't change the fact that the onus is still on the devs for a need to keep their game progression and rewards system's balanced for the betterment sake of the game less they will risk losing an engaged and active player base.
Yes I'm aware there's far worse cheaters running trainers and other cheats to get max level and all talents blueprints unlocked. There are quite a few holes in the game as far as that goes but this here, needs addressing too. This affects everybody playing the game wide not just those actively choosing to cheat. -
12 Dec, '21
Cipher 8 MergedJason I don't like how the merged mashes the formatting to one paragraph though but thanks for linking that suggestion too. I upvoted.
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12 Dec, '21
Cipher 8 MergedI think everybody's all got the same idea here, no matter how they deem is the right way to do it they need to do a mission type that directly addresses these concerns and rewards the player(s) for not choosing to do an already completed mission on repeat just because it's the quicker to complete and ends up in getting more currency/exotics to them.
https://icarus.featureupvote.com/suggestions/260542/metagaming-extraction-mission-type-fixes-and-mission-cooldown-timers#comment344731
https://icarus.featureupvote.com/suggestions/260045/missions-rework-suggestion#comment344594
https://icarus.featureupvote.com/suggestions/259830/missions-need-more-depth-you-prep-to-gear-up-then-do-one-objective-then-its-over -
12 Dec, '21
Cipher 8 MergedAnd to further go down this thought process I made yet another suggestion
https://icarus.featureupvote.com/suggestions/260542/metagaming-extraction-mission-type-fixes-and-mission-cooldown-timers#comment344731 -
12 Dec, '21
sux0rzz MergedI'm not sure I agree with the specific suggestion about real day accrual of Yellow Currency, but generally like the suggestions of incentivizing spending more time invested in a prospect, and being able to feel like getting to T3 and T4 gear and bases is worth it on the adventure payoff.
Upvoting based on this comment and the general theme, rather than the specific Yellow Currency daily accrual suggestion. -
12 Dec, '21
Cipher 8 MergedI realize there is more than one suggestion with similar ideas. And there's more than a few ways to do it.
One of my favorite suggestions I've seen in regards to this.
Check it out and upvote it.
https://icarus.featureupvote.com/suggestions/260045/missions-rework-suggestion#comment344594
is one of my favorites https://icarus.featureupvote.com/suggestions/260045/missions-rework-suggestion#comment344741
I like his idea on drop pods and the game sending down more and more optional objectives in the form of these drop pods as you complete them.
You can leave at any time but if you complete them you keep getting more and more as well as increasingly more currency rewards for doing more of them.
Only limited by your remaining timer or maybe doing a cap 10/10 if you think there needs to be one.
This could all be done on existing exploration mission types as these objectives are completely optional and 30 day exploration mission right now have no mission objectives.
[Part1/3] -
12 Dec, '21
Cipher 8 MergedThere should just be like 10 optional objectives for Exploration missions.
So if you complete 0/10 and leave in dropship you get 0 R reward which is how they work now.
But if you complete 1/10... you get 150 R currency reward.
3/10... you get 500 R currency reward.
5/10... you get 750 R currency reward.
7/10... you get the gist of it.
So you an choose to complete as many as you wanna attempt staying down on Icarus for as long as you want and the timer allows for (most are 30 days).
[Part 2/3] -
12 Dec, '21
Cipher 8 MergedHere's where it gets interesting though;
If you do manage to do all 10/10 you should get some special Workshop item unlocked as a reward for completely doing all 10 in one of these Exploration missions.
This is similar progression design as to how certain techs in the blueprint tech tree are locked behind needing to have a specific talent first.
By locking let's say a Meta Workshop 'named' Sniper Rifle weapon behind a hidden talent like the Extractor/Scanner is locked before completing Payday:Extraction mission you can require players at least fully do these 10/10 once in order to be able to research and craft them for a currency/exotic cost.
And the amount these higher meta weapons cost in the workshop should be a lot more than 1,000.
And for this idea the optional 10 objectives they too should be on a semi-random table of options so that it's not the same 10 objectives every time you do that Exploration mission. There's some variance in what it'll request of you.
[Part 3/3] -
12 Dec, '21
Cipher 8 MergedBut really like the flavor of how your idea works with additional drop pods coming down and landing to give you additional mission objectives (as long as they are optional and you can leave at any time) because it's so cool when the dropships enter and leave in game as it. We need more of that!
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12 Dec, '21
Cipher 8 MergedThe new Stockpile mission kinda works this way with the drop pods that you send up in mission once you fill them with requested materials.
I just hope for those Stockpile missions I request that the materials each time are randomized. So you load this mission up you don't know what they request until you go to the spot. And each time it's random (on a table of available options for that biome) so you could do the mission on repeat but still have some variance.
Not plan ahead knowing what's requested at each location every time after you've done the mission one time.
That's literally the same problem again and again we're complaining about. No variance! -
13 Dec, '21
Elissa - Producer Admin Merged"Reward players for staying in prospect longer." (suggested by Jason Terry on 2021-12-07), including upvotes (13) and comments (0), was merged into this suggestion.
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13 Dec, '21
Elissa - Producer Admin Merged"Missions Rework suggestion" (suggested by Shadow on 2021-12-11), including upvotes (136) and comments (5), was merged into this suggestion.
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13 Dec, '21
Elissa - Producer Admin Merged"Oustpost Improvement/New Game Mode?" (suggested by Rex on 2021-12-12), including upvotes (10) and comments (2), was merged into this suggestion.
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13 Dec, '21
Elissa - Producer Admin Merged"Metagaming - Extraction Mission Type Fixes and Mission Cooldown Timers" (suggested by Cipher 8 on 2021-12-12), including upvotes (5) and comments (3), was merged into this suggestion.
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13 Dec, '21
Elissa - Producer Admin Merged"[Suggestion] Harder missions & Random events needed" (suggested by MishaXG on 2021-12-08), including upvotes (3) and comments (1), was merged into this suggestion.
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13 Dec, '21
Lyzrac MergedActual multi-objective missions with each objective having separate rewards, or high-stake all-or-nothing missions with multiple objectives would be nice, and would possibly justify long timers on missions.
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13 Dec, '21
Syndacyt MergedI can definitely relate to this. During my initial 50 hours, I would spend approximately 2 - 4 hrs. (if I want to spend the extra time for firearms etc.) just farming up gear, to finish the actual mission side of things over the next 30mins - 1hr. Rinse and repeat. There are no incentives for players to actually spend more time than the 10-30 mins required on a mission. This feels like it completely guts the "survival" aspect of the game. The few missions that are appealing for longer stays (30-day timers) don't even reward anything. The mode that was supposed to alleviate some of these issues was completely gutted and not worth touching aside from literally just building.
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13 Dec, '21
Libertus MergedYep missions are too short we spend several hours collecting resources and building a base and then we complete the mission in less than an hour! Missions that are given more than three days to complete should be MUCH longer and the tasks are too easy to complete. The game should force you to evolve for more powerful weapons. For example, why can't you perform reconnaissance, scanning and drilling in one mission at once? The first 5-7 missions are still okay, but on subsequent missions it becomes very boring to rebuild the base exactly according to this missions should force players to build them, missions should be much longer and more difficult.
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14 Dec, '21
Cipher 8 MergedThanks Lyzrac I hope they get something like this in eventually — even if it's just for the Exploration mission types — because then we can just choose to play those 30 day mission types more often and gradually over the course of days, weeks, complete the optional objectives as we see fit (ofc leaving some time for exotic Elanthium extractions in there too.)
I don't mind putting the time in for a prospect if it's rewarding. The missions and reward structure has a huge instant gratification problem and we need more delayed gratification. More rewards for those who stay on Icarus and do tech up and build and put in the effort to gather/explore/etc. I'de like to make gradual progression over days of playing in a prospect. Not run a prospect (Deep Veins:Extraction) that I can complete from start to finish in a mere matter of minutes/hour and then do them on repeat for the same amount of rewards (none less). That's bad design and won't offer sustainability for a playerbase over time. -
14 Dec, '21
Fala MergedI get tired of starting from scratch with every mission.
Furthermore, if the mission becomes impossible to proceed due to a bug, it will start from the beginning again.
The mission design should be reviewed.
Why don't you link buildings, tech trees, map openings and missions?
Mob's AI is too monotonous and I get tired of it.
Even if an additional DLC is released, the excitement will soon get bored just at the beginning.
I thought it was a game in which my play results would give evolution to the terraformed land, but I was mistaken. -
15 Dec, '21
T-1000 MergedWhen doing misions extending from the same map area wouldn't it be much better just to come back to your built base from previous mission? Then continue exploring into new biomes for new missions completion?
It would need rework on how maps are loaded but there are plenty of games which allow seemless transition over whole game world.
The coming back to same map on bare foot is not the best way to play the game in campaign mode.
Also the real world timers are really bad idea since we do not live in game and have real life things to happen in background. Please change to gameplay hours time if you still want to have limit for the stay on planet. Or change completely to something more meaningful. -
16 Dec, '21
Hebeach89 MergedSo my thoughts on improving missions.
First it doesn't make sense to repeatedly drop into the same area for successive missions. Give us a marathon mode, where you preselect a bunch of missions to complete that make the rewards better, but at the cost of needing to complete all of the missions to get any rewards, or each failed mission coming with a penalty. This would let you drop into a mission with a bunch of friends, and could break the current extraction meta....also you could queue up every mission and get a pseudo campaign. -
16 Dec, '21
Arlo MergedCheck out "Stop destroying my base"
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17 Dec, '21
Ken MergedOn the prospect map there's usually a central node prospect that you have to complete before you can do the spiderweb prospects around it. Perhaps if they allowed you to build a main base in the central node of each web that carried over between missions of the web only.
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18 Dec, '21
Stormfury MergedMissions were never supposed to be the core gameplay, but if the direction has changed missions need to as well. Each real world day missions should get some new objectives or challenge that if completed increases reward. At the moment we basically have 6 missions with reskinned versions changing distance, location and bear difficulty.
The numbers show that this is wearing on players. We need more variety and fast. More of the same reskinned is going to drive players away. Maybe rocket should get with members of the community to figure out what would be fun game play? -
18 Dec, '21
AnonyMoose MergedJason Terry's comment at the top is 100% spot on. I'd love for there to be more incentive to stay longer in missions, but it needs to be a competitive, equivalent reward for the time involved if you want to stop players from speedrunning the easier ones.
And this is just intuitive to most players. When I unlocked Icestorm: Expedition (rewards 125 currency), I compared it to Strange Harvest: Bio-Research (rewards 50).
Not only did I need to bring a friend for Icestorm, it took a horrendously long time as we had to sneak by polar bears, kept having to build shelter, repair it and endure storms, take it down and move on step by step until another rapid storm... and finally doing that last part (and the game didn't tell us you have to craft the device in the Crafting menu, had to google that one). It's not something I would consider doing again for the 125 reward. Meanwhile... comparatively, I could do 2 of the Bioresearch missions. Respect our time, reward appropriately. -
18 Dec, '21
Steve MergedA slight variation of this concept. Offer the biome hub and a mission list with a drop timer of 7 days. It's up to the player(s) to be efficient about completing as many missions as possible before the drop expires.
So, it's less about completing 'all missions' but completing as many as possible with the mission list being significant enough to make that test the efficiency of the building and resource allocation to getting them all done. This rewards smart usage of higher tier build elements, and depending on the biome hub should contribute to different build plan strategies depending on what's available to build with. -
19 Dec, '21
Peter Ward MergedCurrently doing the "Payday: Extraction" mission. While this wasn't well described, I expected the radar and extractor to be provided for this one as it has been in previous missions...
Grinding out to even make the radar means I've emptied all the mines adjacent to the starting grid-square, Drop is in L10, setup north of the L11/M11 lake, between it and the rock outcropping. Something like 8 mines are completely empty, and I still haven't finished enough electronics to make the radar (because I had to side-trip into the electric furnace for another 80 electronics), just to get the composites.
12-16 hours, if not more, invested in this drop so far; and I don't even know where I'm going to be headed to use the radar and extractor. Never mind that I've also prepped the biofuel "still", and plan on making a generator and the wiring tool. All in all I've spent 9 blueprint points, just to be able to make the radar and it's parts. And I've no idea how much exotics I might earn. -
19 Dec, '21
Cipher 8 MergedAny persistence on the full map will wreak havoc on their server system. This is why they only offer the Outpost as a 1km x 1km map aside from the full map because the dev's said how their servers are set up it wouldn't work with the full map and keeping stuff persistent.
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19 Dec, '21
Cipher 8 Merged30 days is long enough honestly if they just gave a series of optional objectives and increasing rewards for completing each of them in Exploration missions and maybe the ability to choose your dropship landing spot among a few choices so you don't have to always start in F2 or wherever it is in Spirit Walk then it would be fine.
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19 Dec, '21
meStevo MergedAgree with Steve, I'd prefer a mission of varying lengths allowing you to enjoy a long term base build and deep dive into the tech tree and continue to offer objectives as they are completed.
A 30 day prospect feeding us objectives would be something my small group would be happy to jump on. It would justify building multiple large bases, lots of cave diving, etc. Would be awesome. Some form of this, be it what Steve suggested or the original suggestion as drawn up by James would be something I'd welcome in this game. -
20 Dec, '21
Koliham MergedA certain number of (lets say 10) of consecutive quests on the same map would be really beneficial. Otherwise you feel like you are wasting your time building a nice shelter, preparing your stuff just for a mission that is over after 2 hours.
So you would have the benefit of feeling, that your time invested in the shelter is not completely wasted and on the other hand, with the limitation on the number of quests you have the chance to start all over again with sticks and stones and experience the early survival stuff. -
21 Dec, '21
Kris MergedI don't understand the reason behind devs building dozens of singular-objectified missions on the tree just to fill it up. The idea of prospectors landing on Icarus for a mission that can be done in a couple of hours only to take off, re-land and do it all again seems a little laborious and I would have thought, contrary to the central theme of prospecting.
If the focus were geared toward consolidating multiple missions, making them multi-facetted, multiple objectives, it would be far more interesting. Then it would make more sense to spend a few days or weeks on the planet. It would create incentive to build amazing bases. Tiering the amount of possible points you can get from a mission would be a sensible approach. It's never a set reward, but it's based on what you achieve while on the surface for that mission. -
23 Dec, '21
vans Mergedtotally needs somthing like this .
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27 Dec, '21
Fizban MergedWe certainly need more mission objectives. For most missions I like to craft hunting rifle before doing objectives, but then you just run to 3 locations and the prospect is over. So there really wasn't much point, or payoff for the time invested.
Developing complex multi layered missions seems like such a fun and easy endeavor, I can't think of any good reason why the missions aren't this way already.
Example: You track the predator at 3 different locations, find it's den and kill it. After the fight your radio comes on and says something like 'good job, but it seems we're not done here. Something nearby is interfering with our sensors, take a look around and locate the source.'
You find something in the den.
'What is that thing? Our lead scientist wants you to regroup and find out where it came from. You have been authorized to explore the desert biome. You're gonna need a drill and some biofuel to get in, and make sure to upgrade your weapons and armor, your gonna need it... -
28 Dec, '21
Tanathos MergedMy 2 cents on making the quest more challenging after reading all the valid and interesting options provided here in this topic and without implementing any particular change from the actual quest system:
Quests are separated into branches. Therefore:
1. Only the central node of the Branch starts with the set timer (e.g. 30 days)
2. As long as you want to complete just the main goal of the branch you proceed as usual...
3. Through a device (provided/built/bought on the orbital station) you may call for other objectives (the ones connected to the main quest in the current branch), eventually with a limit of 3 per time (?!).
4. The newly acquired objective keep the actual time limit shown in the orbital station quest branch (bear in mind: Quests can also be completed separately, following the current system) and the main timer changes according to the selected quest (in this case an in-game quest selection option would need to be implemented)
That's all :-) -
28 Dec, '21
Trent MergedHaving additional *randomized* objectives after completing the primaries would add an element of replayability and excitement. "Oh hey now that you've scanned this, we also need to to optionally complete this structure for a landing party here, for bonus pay. You don't have to, but if you do, you'll get some extra space cash"
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31 Dec, '21
Insaneguru MergedThe fact that this thread gets so much passion/grass roots ideas behind it should tell the devs everything they need to know. The current mission architecture is broken and not fun or is exploited. Please read these ideas, make base building and investment into the higher tiers worth it. (Also, reduce T4 costs a bit, lol) I like the idea of a node containing all the connected missions to it and you spend 30 days having fun completing multiple missions on a single drop. makes the pain of leaving everything behind a bit more palpable. if the timer for a planet drop is 30 days, give us 30 days of missions to complete. so simple... making the missions faster and more dangerous the closer you get to the mission timer end... oh and make the mission timer in game and not real life. We all have day jobs. there, all your major problems that are causing your player base to quit are all solved now.
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02 Jan, '22
Yanuar Iqbal Mergedyeah I agree multiple mission on single drop is great, what the point tech level tree so high, since with tier 3 is enough. I barely not investing on tier 4, since you need rebuild again on next mission, so not worth of time to grind more materials
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02 Jan, '22
DBM MergedHoly crap, T4 missions are a grind and then suddenly you are done. The objective of the mission shouldn't be a grind... This is frustrating an unsatisfying. If I'm going to grind every cave on a map for copper and gold, then please let me use the T4 items for fun by having more extensive experiences after T4 items are crafted.
For instance, if mission requires that I establish a forward base with T4 equipment, then you could also add some bosses that also need to be cleared. This would be gratifying to use the hunting rifle to also kill tough bosses rather than grind out some T4 stuff just for the purpose of grinding T4 stuff. -
05 Jan, '22
IO MergedHaving the option to take multiple prospects simultaneously for combined rewards would be quite nice, though that also seems like it would be a lot more difficult to program at this point
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06 Jan, '22
stb155 MergedYES
Make missions, that contain several sub-mission goals.
Sub mission goals are same or some variation of mission we already have.
Sub goals are optional and each have own reward, so that you don't loose all because of one bug or misake.
That seems a fast and easy fix for multiple problems in current state of game. -
16 Jan, '22
Cipher 8 MergedUpvoted and my thoughts from Discord on the need for a system like this.
https://discord.com/channels/715761957667602502/715761957667602505/932324634437746709
this is basically more or less what I was trying to suggest on featureupvote for the Exploration mission types.
Giving them optional objectives one could choose to do or not do but instead of being from other missions they just would be pulled from a semi-random list each time you load a Exploration session up. The list of available objectives could vary from stockpile, to construct, to whatever other mission types so that what it's requesting isn't the same every time or at least same order. Players would quickly figure out all the different objectives one could get in these missions but if say it's capped at like 10/10 objectives per Exploration mission then once you have completed up to 10 of them, being able to stop and leave at any time for increasing rewards depending on how many of the 10 you completed. If the 10 are -
16 Jan, '22
Cipher 8 Mergedpulled from a larger list of say 30 though it would feel random each time. I also suggested having workshop items locked behind needing to complete a 10/10 optional objectives inside at least one Exploration mission.
Therefore, giving players incentive to do these at least once to unlock the specific new workshop item. Giving players a little side goal like that to unlock is akin to the dopamine hit Rocket likes to design his games around. More of less what all games are designed to do. Anyways, lots of objectives but the key here is optional. You choose to do one you get one reward amount. You choose to do a second one now you get that 2nd reward amount. Stopping at any time you want. Where most missions only have 1 objective or some like stockpile missions having 2-3+ this would go a long way to making Exploration types (especially full map Spirit Walk) more fun to play and repeat. Do your 10 objectives, extract the Exotics from veins (which hopefully don't remain static per -
16 Jan, '22
Cipher 8 Mergedmission forever), and then exit. But it gives us all more incentive to stay down and play for longer and tech up and build actual bases. Might even stay for full 30 days.
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21 Jan, '22
Cipher 8 MergedHad some nice discussions on this idea on their discord
I'll link to some comments
https://discord.com/channels/715761957667602502/715761957667602505/932324634437746709
https://discord.com/channels/715761957667602502/715761957667602505/932332485507973222 -
31 Jan, '22
stb155 MergedYES.
80% of current missions are made in a way that there is zero motivation to ever build anything above T1/2,and 2x2 woodbox, unless it is absolutely needed for mission.
(And if that is the case it often feels like you are beinng trolled, need spending hours to grind for something, that you just had to pick up in previous missions)
Making longer missions, that combine multiple of current mission into one mission with sub-goals, would be a nice way to solve that.
(And also soften the weird feeling you currently get when dropping 3 times in same area, doing mission that are kinda linked by story/lore, but you have zero persistance between them)
If there where longer/combined missions, where i know i stay 8h or more in total, i would enjoy building a nicer more advanced base, even if i don't absolutely need it for mission.
For me this is one of the most important things, after bug fixing and T3/4 rebalance. -
31 Jan, '22
stb155 MergedIt does not really make sense.
Fuel use and how often you drop/ascend does not matter at all.
You drop/go up for row of stupid short missions, instead of doing multiple ones in one drop.
But on the other hand, the Corp. seems so poor, they drop you with zero tools, or just some crappy 3d printed ones you have to buy.
So poor they not even fill your O2 bottle and water canteen.
But i don't want to say too much, as i'm afraid they make us grind for 5 more hours each missions to make the fuel to go back up.
But wasting tons of rocket fuel and oxidizer is no problem. -
04 Feb, '22
Sam MergedA good idea to make the game seem like less of a grind also is being able to establish a base on Icarus that's there every time you drop in, at least the frame of it so you don't spend hours setting up only to run to the mission, complete it and leave it all behind to just do it again the next time you drop. Makes a real pain out of the shorter missions with stormy weather.
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14 Feb, '22
Scawa MergedI do enjoy knowing certain missions can be knocked out quickly. Yes, though I'd love a longer or changing objective type mission. Say similar the collect materials for the new space station, but the objective change or are random.. One time it's a certain food.. next time its a surplus of a certain ore. Or a mission that starts out building, but something goes wrong and the objective needs to be updated. Or a chain of missions that keep instanced items from the first go, say buildings etc but the goal changes to the next mission. I'd even love a daily/weekly goal where you get extra payout for bringing a certain item up in the drop pod.
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27 Feb, '22
Currently MergedInstilling the risk of losing your character with a shorter prospect duration has eliminated players like myself from being able to play those missions at all. I understand a couple, but this is too many. My game keeps getting smaller! I don't have one day or 6 hours to spend at a time; I can only spend one or two hours and will get back to the mission in a couple or few days. On the flip-side, players who are able to spend more hours at one time are able to play all the prospects.
I love the goals and the rewards of the missions, which is why I don't play the outposts or explorations. The real game is great, just need more time to settle in - homesteading, ya know? -
27 Feb, '22
Ryder McRitchie MergedAdding a Part 1, Part 2, Part 3 etc.... to a mission tree that allows you to go back down to an existing base would make the long builds associated with some projects more satisfying
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04 Mar, '22
Kingovbattle MergedThis. I think there should be missions that involve underwater areas. We found out first underwater cave (didn’t know it was a thing). We decided to build generator and omnidirectional lights to see if it helped see underwater. I did. We pathed out cave and it was awesome searching through underwater area. You guys did water so good it feels like a shame that there isn’t more involving it. Maybe explore underwater cave system/find device and extract type missions. Or just more secrets involving hidden underwater caves.
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05 Mar, '22
SuperT MergedThis is a great idea for a 30 day multi-mission where you can build a central home base to operate from and get to build up T4 items that mainly go left unused in normal missions.
Great Idea! -
06 Mar, '22
Sara Bush MergedI don't know if anyone has suggested it but along with this post what if a mission like these long ones have several steps that have you waiting a few days until you get your next step. That way setting up a whole camp is worth the time and it could have several parts in different binomes, thereby creating the need to make a true homebase.
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07 Mar, '22
Leigh MergedSimplest and easiest solution is always the best so why not just combine several missions that are already available into 1 long mission. You have to build a barracks mostly T1,T2, but now thats complete they need a medical centre moving towards T2,T3. A forge then allows for effortless production of ore T3,T4. These are already individual missions so why not just carry it through so each stage unlocks the next. Atleast all that effort to get everything to T4 to complete 1 simple mission will seem more worthwhile.As for workshop items i really dont see the need for 90% of it with such short gameplay and where is the incentive from the original story line ? Its just dissapeared. The whole point of coming to Icarus was to earn obscene amounts of currency to take back home in the form of Exotics, To better your life back on Earth. I`m now a prisoner of Icarus with no way of getting home and no money. Sorry for the rant but i really want to see this game become as great as intended.