Build: 1.5.1 Mode: Survival Mode: Single Player SERVER NAME: SEED-ID: If applicable: MODIFIED PLAYFIELDS: Reproducibility: Always Severity: Major Type: Quests Summary: Player can disassemble story items Description: Steps to Reproduce: Land on the starter planet with story missons Dismantle the console required to do the first quest Start the first quest You are directed to find the console You get close and the mission progresses to access the console but since the console is no longer there you cannot proceed. Anything related to story should have an admin core on it Screenshots, Crash Logs, any other Relevant Information or Download links:
Legit concern, but difficult to change that ( I cannot make it an admin station as it is required for the tutorial as well). Open to ideas.
Bury the console so that the player needs to use their survival tool to dig down to access it? IDA could give an "I am getting a low-level energy reading about ten to fifteen meters below the northwest corner of the structure" clue. Another option would be to change the flow- include a token as something you can find in a cargo box (IDA: "It looks like a modified data storage device with the label "Sanctuary" on it ... ") that you can "HasItem('Token',etc) into a GIN terminal?
Reminds me of a Newspaper Article I read yesterday... My Suggestion to solve this: Add Back the 'Large Wreckage' to the Crash Site Biom and start the Base-Building Mission there. Without an Admin core to secure the Console from being scraped ... I see no other long term solution...
In single player I was able to make a separate base next to my main base, the part I have attached was in immediate vicinity. Maybe this will work: make a separate compound with the console with an admin core and undestructible; the remaining parts would be another base also used in the tutorial. Optically the player would not see the difference, he would see only 1 POI. But somehow I have the bad feeling that this isn't possible...
I like this discussion so I'll add my 2 cents... and of course you may perfectly ignore that So my opinion is that... we're looking at the issue not from a vantage point of view: in an open world game whatever the solution you may find it'll be broken even randomly by someone in some location in the world. Hence to me the best thing is to accept that it may definitely happen and act accordingly to that. So let's suppose some players destroy the mandatory object for a quest: I'm on the line of imlarry so the best thing is to track the quest data into the GIN network but not with a token or something else. To me in a game where you can destroy almost everything it's too risky to link something to an object: you may even lose it after all. Best thing, to me, is to put in place an in game tracking method to check the quest object presence: then the console is missing? Fine: IDA will say to the player -> unfortunately the POI has been damaged and the logs cannot be retrieved, please check at a GIN terminal. That for any possible broken quest. Of course accessing the GIN network before having done the quest will not show the option. From a game world logic point of view it would be fine: the wreckage on planets are there at least from 1 year so it's very likely that factions tried to crack codes and retrieve logs on their own. Thank you.