Bounty Train

Bounty Train

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Kordanor Aug 8, 2017 @ 1:47pm
End Date for Quests badly timed
Heyho,

I just played a little bit and realized that the time you have for the quest is not timed with the opening time of the town hall. So lets say that it can happen that you get a job in Town A at 12:00 and you have 1 day and 14 hours to do the job. So now you arrive in Town B to turn the job in, just to find out that the town hall is closed. Because the timeframe is longer than the opening time of the town hall. Meaning that the mission must fail and the display of 1d 14h was actually incorrect. Because the real timeframe was just 1 day and 10 hours (if the Town Hall closes at 22:00).

I think it would be cool if this could be adjusted so that the "real" time is displayed there, instead of a hypothetical time if the Town Hall was open all night.

Or did I miss something and later on you have additional options?
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Showing 1-8 of 8 comments
Great Manitou  [developer] Aug 11, 2017 @ 8:02am 
Yes, it's quite difficult sometimes to calculate time before Town Hall closes. We still think how to improve this.
As for our testing, right now there is no impossible quests - sometimes just need to make the train lighter, by removing some carriages or cargo.
But sometimes it's impossible to complete quests, if you accept 2 contracts in the same time and have heavy cargo. In this case you need to upgrade locomotive power or buy a more powerful locomotive or refuse one of the quests.
Kordanor Aug 11, 2017 @ 11:19am 
Yeah, I really have more of a problem with the bad timeframes.
I'd rather have quests which are just cut, which should be quite easy to do I think.

I mean at the final step of time timeframe calculation when the quest is created there needs to be something like:

if between 21:00 and 9:00 then reduce time so that it ends at 21:00

Then you need no more calculations and can focus on the true task at hands: Will you make it to the destination before the timer runs out?

Great Manitou  [developer] Aug 14, 2017 @ 8:14am 
It will be difficult to do, because arrive time depends on what locomotive do you have, how many upgrades it has and how many carriages, goods do you have. So when quest is created, it's impossible to predict what changes in train player will do.
Maybe we should focus on better indication of estimated arrive time.
Kordanor Aug 14, 2017 @ 12:38pm 
Hrm, I am not sure if I get you here.

At some point the quest must be created, right?
So, regardless of wether or not it is created like at the start of the game, at the beginning of each day, or even just when visiting the townhall, all the program needs to do is to check if the end time falls into the dead zone. If it does, it needs to adjust it accordingly. Alternatively it could just scrap the quest and generate a new one until it fits.

I don't quite see what impact the arrival time should have in this context.
Druinthor Jun 8, 2018 @ 4:48am 
Delivery times should not expire during closing hours..... end of story.... probably my most annoying issue with this game.
"Oh i have 3 days 10 hours to finish this delivery. Lets check. ok its 3 days and 6 hours to get there. Great"
Arrives.
its midnight, and when the town hall opens the delivery has expired.... ARGH!
Hakar Jun 9, 2018 @ 3:13am 
What if timed deliveries simply didn't time out while you're at the required location?
Joots Jun 9, 2018 @ 11:10am 
Originally posted by Hakar:
What if timed deliveries simply didn't time out while you're at the required location?
This seems like a good solution but another solution would be to add a alternate drp off poit in the depot. Maybe with a small fee or something
Vercinger Jun 19, 2021 @ 6:37pm 
I can't ♥♥♥♥♥♥♥ believe this still isn't fixed 4 years later!

Is there at least some way to mod the working hours of the town hall?
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