What if a player has not yet finished a mission chain that rewards item, they just shit outta luck. So why in the world would any player risk that.
This is kind of a huge problem with missions in general, or at least missions in the ballpark of the way we've implemented them. They're a thin layer of fluff floating atop Entropia's core systems and features like oil atop water. There's not much an Entropian can
do with a mission other than exactly what's printed on the tin. The action the Entropian is supposed to take is rigidly prescribed. The reward (or a small set of reward choices) is rigidly prescribed. They're marketed as "bonuses" or "free rewards" (which may be true in a superficial accounting sense, but of course MindArk will
ultimately choose their most profitable point along the spectrum trading off between lower all-things-considered-returns to generate more profit per PED cycled, and higher all-things-considered-returns to incentivize more PED cycling, so any such "bonuses" are
absolutely opportunity costs on returns via
some more substantial present or future system, feature, or loot computation, even if MindArk doesn't
literally write on paper that mission rewards are being deducted from loot). They aren't well-aligned at all with a sandbox ethos. By all accounts, missions belong to the periphery of Entropia, about as far from its essential core as possible, and should therefore be among the elements of Entropia
most subject to change or removal as Entropia evolves to better suit the core.
But then we find that our missions have been designed, implemented, and tethered to player attention (largely by competitive forces on planet partners to prioritize immediate gratification over the long-term Entropian experience) in such a way that changing or removing them is, in practice,
massively disruptive to Entropians. It was massively disruptive when attribute rewards were changed to token rewards, massively disruptive when iron missions gave way to codex, and it will be massively disruptive again if and when mission chains disappear with planets (though perhaps minor in comparison to the total disruption of a lost planet). I don't even think the narrative of the player losing a mission half-way through completion does justice to the level of disruption. There is a clear sense, for example, in which an Entropian who mined for three years before the attribute rewards were changed then switched to hunting made a profoundly
wrong profession sequence decision relative one who hunted for the same three years then switched to mining. And a wrong decision not in the sense of using a Level 100 weapon at Level 1; that's the kind of wrong decision one can apply a growth mindset toward and find joy in discovering a way to greatly improve his or her future outcomes relative to prior expectation. Rather, a wrong decision in the nihilistic sense of one's goals and optimization decisions being rendered inefficacious retroactively by the external forces of development.
So missions and "shit outta luck" kind of go hand in hand. My own opinion is that we're going to have to either eliminate or put serious limitations on missions and mission-like systems in the future, before we can even
start building anything substantial and well-aligned with Entropia fundamental value proposition, partially for the very reasons mentioned above, but there are
many other serious reasons as well. But such a move will constitute major and
genuine disruption in and of itself, also as mentioned above. It's like a company finding logic bombs written by current employees embedded onto their computers. What are they to do? Retaining the kinds of employees who would embed logic bombs onto your computers is plainly unsustainable, yet firing them will be disastrous as well.