Please for the love of god let us pick missions

I’d like to try out some of these new mission modifiers, but I can’t because the horrible RNG only ever shows me them on difficulties that are either too hard or too easy, if any show up at all. Who on earth thinks this is good game design? What purpose does putting the player at the mercy of this system even serve? We don’t need more mission slots in the terminal, we don’t need improved odds of interesting missions showing up, we need to have the ability to play the missions we want to play when we want to play them. This RNG s*** is ridiculous and it’s only getting worse as more content comes to the game.

11 Likes

Yes please. At least let us pick everything if it’s a private mission!

2 Likes

I must admit, yesterday we wanted to play and got only one mission that took our fancy. But after that it was either play the same mission or one that was worse.
It feels bad when you open the Map and there is nothing in your interest/skill range.

I would streamline the system. Keep the Mission overview with random/running missions.
But give us the ability to open a game to choose difficulty, modifiers and secondary objectives, have the maps/missions be random.

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I often just close the Game and try maybe later, because there is no mission i like to play.
Really sad but i guess with this few Players left you would end up alone in the Mission.

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For me, I would be ok with a tiered system, where depending on the option you get more XP and crafting resources (I would also add back the feature from VT2 where each level up past 30 grants a new Emperors gift).

1.) VT2 style pick any mission/map you want on any difficulty. No secondaries, No modifiers. Base crafting + XP. Can be private.

2.) The Current map selection, with bonuses from secondaries and modifiers, but difficulty is changeable. Similar to DRG. Maybe private allowed here. Increase map rotation so finishing one match you are going to see new ones. Instead of maps changing out at random times I would do DRG style every ~20 minutes the whole screen changes.

3.) Quick play and select difficulty, prioritizes filling teams missing players. ~25% more crafting materials and XP. Private not allowed at all.

Why? Because fatshark decided to do dedicated servers unfortunately. If they kept P2P this would have been easy, but the servers can only host so many instances and allowing full choice increases server resources/costs and makes matchmaking harder.

So they obviously have an interest in keep map selection low and getting as many players to want to play PUB as possible, and I think the incentivize of grinding will make players want to do quick play enough, and those wanting to experience new maps have that as a choice.

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I would play if the crafting/RNG wasn’t so bad.

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This is also what ends up happening to me, which means i usually just end up not playing at all because I work for a living and I’m not interest in structuring my life around a video game. I’ve never seen a game with such little respect for the player’s time.

2 Likes

Really they should just have the missions that pop up be quick play bonus rewards type missions and then make it so you can hit the generalized quick play button and get into any currently open difficulty mission of that same type.

The mission board feels like it was either designed by an alien or someone who exclusively worked on F2P mobile games before hand. It’s actually kind of nuts. If this was the first time something like this existed i could see it but Payday 2 had a system like this on launch but it was quickly discarded as a secondary quick play option while giving players more control via buying contracts to play.

This would be the idea solution imo. I feel like eventually they might need to just bite the bullet and do a p2p option when interest eventually dies and the cost of server upkeep doesn’t keep up with the influx of new players / cash. Then again if they can keep a quick turnaround of new money who knows.

3 Likes

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