My preference would be to chose how-to sort, by field, job type, or $$aklein wrote: ↑Fri Aug 03, 2018 2:58 pmThe mission text says you have to harvest the field AND cart the grain to the mill. thuss you need the harvester and header and a tractor and trailer to transport the grain.
My question is how are these missions sorted in the menu. They appear to just be hap hazard not sorted by money earned, field number or mission type. My preference would be to sort by field number.
[Dev-Blog] New Mission System
Re: [Dev-Blog] New Mission System
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Re: [Dev-Blog] New Mission System
I just watched the SilverNews YouTube coverage on this, and uhh wow, Giants have taking it to the next level, making bales, using our equipment and/or their stuff, i love the new HUD, and is it me or does the contractor job list look like the Job Board on Fs15? It has that feel to it, and i want to give Giants a big thanks and a pat on the back for bringing back the Great Demands System from fs15, that gives me more things to do and making money, but i have a question, will our owned fields be on pause while were doing contractor jobs? My only question i have.
Re: [Dev-Blog] New Mission System
I've used it in 17, this is 19, you seriously don't think you're going to be able to drop FS17 mods in to 19, too many changes, never going to work. Why have a mod for FS19 when they are still in the development, and it could just be built-in to 19.Drmattymd wrote: ↑Fri Aug 03, 2018 3:05 pmtry the better mini map modHC1Gunner wrote: ↑Fri Aug 03, 2018 2:33 pm 1. Please tell me a change has been made from FS17, when you're doing a mission your "own" crops continue to grow! ! !
2. We'd like to see a "Live" mini-map that follows what the PDA is displaying as far a fields current condition showing growth, harvested, fertilizer state. And be able to set the time limit on the refresh rate.
3. The mission system looks to be much improved, and will add a lot more play-ability to 19, especially carrying over to the MP, well done!
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Re: [Dev-Blog] New Mission System
I don't think we are buying single fields anymore, I thought we were just going to be to buy parcels of unused land, and develop as we see fit.bigcrazewolf wrote: ↑Fri Aug 03, 2018 3:41 pm Is there still a reputation scale with the AI Farmers? I love getting those field prices down
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Re: [Dev-Blog] New Mission System
According to Rahkiin:
Yes, everything except the contract field keeps growing
KnowhutImean?
PC|XB1
PC|XB1
Re: [Dev-Blog] New Mission System
You're right, you should be able to used hired help help for missions, and should not be charged an arm and leg to do so, a lot of custom work is done by hired help. Hired help, vehicle maintenance, is all way out of proportion in 17.
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Re: [Dev-Blog] New Mission System
Not getting much more than than FS17 with limitations of console GPU's.Scuba steve wrote: ↑Fri Aug 03, 2018 6:02 pm Im also hoping for better crop and ground textures as them screen shots do look identical to fs17, I understand the game is still months away from being released but to be honest, I was hoping for more of a dynamic ground, not anything near spintires of course but something more than we have now, it's just too darn plain when driving around, it rains and you drive through a field at top speed ugh, also just if things like physics of the game will be improved, like when I grab a log with a log fork, is it still going to shake and throw my tractor around? Other than that, I'm very excited for fs19
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Re: [Dev-Blog] New Mission System
While most of this seems amazing, (West coast will be awesome in multiplayer as each farmer can build up their farms with missions"
I actually liked driving to different fields to do missions, in my old truck, instead of just warping to a field.
Some people like driving to the missions.
But the rest seems great.
I actually liked driving to different fields to do missions, in my old truck, instead of just warping to a field.
Some people like driving to the missions.
But the rest seems great.
Re: [Dev-Blog] New Mission System
Ok awesome, thanks. Thats the problem i have with fs17, i expect the fields to continue growing while doing contractor jobs.Earnest Pea wrote: ↑Sat Aug 04, 2018 3:31 amAccording to Rahkiin:
Yes, everything except the contract field keeps growing
Re: [Dev-Blog] New Mission System
I love driving to fields, thats how i memorize maps.
Re: [Dev-Blog] New Mission System
The mission system looks amazing
But what I liked more is the new hud
But what I liked more is the new hud
PS5 / FS22
Re: [Dev-Blog] New Mission System
Yeah it looks almost like a real dashboard like on you car, agreed there my friend, its transparent but you can still see what's going on.
Re: [Dev-Blog] New Mission System
I am wonder as was said before, whether the mini map has become dynamic and changes as we create new fields or adjust/remove them. When we place down objects. That would be great, I miss that in the current version, as I joined multiple fields together in a modded map. I also love the fact that we now also have to empty a harvester and transport it to a destination. But I wonder if you can set a hired helper on the harvester, while you cart the crops. I know having the other job done by the AI is difficult, I don't expect that from you directly. As long as field work can be done by AI. Even if it costs me a percentage of the total income. Keep up the good work. And I hope what you are showing in the upcoming devblogs are super. Hope graphics aren't final and it's just to show off the other new things. Surprise us with beauty.
Re: [Dev-Blog] New Mission System
I think they upped the graphics a tiny tad, not much just a tiny tad.
Re: [Dev-Blog] New Mission System
I don't understand who on the internet says "The graphics are the same as 17".
The lighting, the materials (now it does not seem all plastic), the sky, in my opinion is beautiful.
The lighting, the materials (now it does not seem all plastic), the sky, in my opinion is beautiful.