
![FA] Adrenaline | RockNRollGeek
it was like a 20 or 30 minute window to complete the whole thing. My critique on that being while I get the 'rp' reasoning for it, I was so focused on remembering where things were, how to do things I haven't done in ages (ie: trades), among other things, that I was left flustered trying to just complete objectives from a mechanics perspective instead of any RP related one, which also lead to me not really consuming anything npc's were trying to relay to me lore/story/mission wise because I felt like I wasn't gonna complete things in time :/
(not that I didn't still appreciate the mission over all and what went into it, it was cool to have something new, and I think it's just a system that is still new and people are finding their flows and optimizations, etc for, and I'm glad any time I've been able to assist with this whether in terms of flow, or technical issues/bugs etc)
It is a 35 minute time limit I put on a 25 minute mission to light a fire under slow players. Many players did the mission in 24 to 28 minutes (one player took about 43 minutes, but had a slow start). Also, no matter how much time is left on the clock at the end, I tell everyone they had seconds to spare.
As I pointed out earlier, this particular mission has little to no RP, story, or plot; nor it is important for the advancement of this mission's progress. Other missions that I'm putting together have more RP or plot as part of the mission, but still not a main focus. I'm not trying to tell or create a story; they're just simple missions for the fun of it. Run around a little, find a contact, trade, and have a nice day. Just for fun.
And, thank you very much for the input, comments, and viewpoint. I do appreciate it greatly. And you'll probably be happy to know that those time limits, or any kind of time pressure, is not a part of the other 8 missions I am working on.