Original Post — Direct link

From my point of view the mission timer as it is right now is a design fail for MANY reasons.

I could explain in more detail but people seem to don't like well thought texts ("wall of text") so I will try to be short. Let me just say that there also is a lot I like about this game otherwise I would not care.

Fail 1: The timer sets a time frame in real hours in your real life and ticks if you play or not. A 7 day timer can translate to 100+ hours or just 10. Depending on your real life. What is the balance there ?

Fail 2a: Because of fail 1 the time is not balanced to the mission. If you happen to have enough time to play its no way near a challenge. It does not add any pressure or feel of urgency while playing.

Fail 2b: On the other hand it adds pressure to your RL. Started a mission with 6 hours timer in an after work session? Then RL happened after 1 hour - well - you need to stay up late just to sqeeze in another gaming session to finish that mission and not loose the progress, potentially the character and items you grinded a long time for (workshop items). Just tell your whife she will sleep alone tonight - she will understand - right ?

Fail 3: It punishes solo play. 5 people get the same time frame. What is the balance there ?

Fail 4: It hinders group play. Finding time slots to play together is hard enough. But now you need to find them often enough and long enough in that timeframe the mission timer sets in your real life if you want to complete missions.

Fail 5: There are no reasons for it. It does not fit game lore (because mission timers would need to come and go and the timers would need to be ticking even before you start them). It's no PVP game and no MMO. So just why ? If it is for house keeping then just delete inactive prospects after 14 days...

TLDR: The mission timer as is is a burdon to real life only. Tries to encourage you to arrange your real life around this game by not only rewarding you for doing so but punishing you for not doing it (which is why I would never let childrens play it) and fails to provide any challenge or value IN the game while playing it (because its too long for that for all missions - that's if you have time to play).

Who on earth can defend that approach ? What are the reasons? There seem to be people that feel like something would be taken away from them if the timer was pausing while people are not playing (and then better adjusted to the actual play time required for missions). I've yet so see one valid reason why it would hurt anyone...

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over 2 years ago - /u/thedeanhall - Direct link

As another commenter noted, the entire games systems were built around finite time limits. Both from a design as well as systems perspective.

For instance, the state of a prospect is held on our server infrastructure, so that any member of that prospect can resume it. It would be a non trivial change for us to retain that forever.

We adapted to provide options for what became outposts before the game released, and we are continuing to adapt and explore. But as with many things in game development, what may seem like it would be trivial to change can actually be very complex and difficult.

over 2 years ago - /u/thedeanhall - Direct link

Originally posted by BigKid1973

Thank you very much for your answer.

House keeping could be done by whiping inactive prospects after 14 days or even 30 days. Or prospects could be moved to a kind of backup storage after a certain time of inactivity. So this can't be the real reason - or if it is - it's a lame one... sorry to say that...

And no - the timer is NO finite time limit IN GAME - it's in your real life only. You set a 7 days reallife time limit. Some people can afford to play 100 hours in that time (no way that's finite). Others not even 10 hours. Probably 5 hours. That's too finite. And not fair. And not balanced (how could it - 100 vs 5 ?)

If you consider it a key game mechanic its both unbalanceable and badly balanced for 99% of humanity.

Again: (Almost) No one is asking for NO timer. People are asking for it to PAUSE when you are not playing - and then adjusted to be actually finite and matching the mission.

I'm no streamer or influencer so you will most probably not care but: I can't advise friends to play this game and I will warn them about letting their children play it... A game should take 2nd seat when it comes to real life. Icarus tries to get in the driving seat. That's a shame because I can see all the work and love that went into this game.

There’s a lot to unpick but I think you might have missed what I’m explaining. I’m not saying the options that you propose are bad or good. I’m just pointing out why it’s not straightforward to make changes like this.

While people meme a bit “why don’t they test”. We test things extensively at enormous cost. System changes have to be designed, built, tested, modelled, and then released. All our cost modelling and everything was based on a very different way of working.

Does this mean what you are suggesting is impossible? Not at all. And we absolutely have been making changes to how all this works, such as splitting out the difficulties etc… and we will be continuing to do so.

But these things take time, often much more than you might expect from the outside. I totally understand the passion and frustration, I’m just trying to provide some context as to why what might seem trivial (or even stupid!) can actually be not straightforward at all.