Missions Configuration

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Content

Introduction

In this guide you’ll learn:

  • What are Missions

  • How to configure Missions in Game Server

Table of Contents


What are Missions?

Missions are a feature that provides players daily with a set of random challenges, with the ultimate goal of making the game more engaging and challenging.

Missions are daily tasks for the player, and all counters are restarted daily, which means that the player cannot engage with an old mission. 

From Game Server you can set up different rewards (such as coins, or XP for instance), which adds up to the global amount of rewards that the user has in the base game.

Missions Description

Missions are composed of the following features:

  • Allocations: The container of Mission types of different tiers (levels of difficulty), which enables you to create different task types, assign them to specific allocations, define tiers, and add rewards

  • Mission Types: An action that a player needs to do to complete a Mission. In Mission Types, you will be able to create the global list of tasks the user can play

  • Reward Sets: Sets of rewards types to give the player

  • Reward Types: This feature determines the type of reward given to a player once they win the Mission

  • Settings: This feature allows you to configure at which time will the player receive the Mission (in UTC)

Below you’ll find a schema of each of the main features applied to a Game:

This user guide intends to cover the general implementation of the component, but some features might change depending on the game.

Setting up Missions

Before setting up a mission let us understand what are tiers.

What a Tier is

Think of a tier as a reward pool.

  • In the below image, Tier 1: Default is one such pool.

  • Whenever the game decides to give a reward from Tier 1, it looks at the list of items inside this tier and randomly selects one based on the parameters you see.

Key Elements in a Tier

  1. Reward

  2. Weight

  3. Base Value

  4. Reward Amount

image-20250827-114517.png

Creating Mission Types

In Mission Types, you will create the actions that players need to perform in order to complete a mission. These mission types will be used in later on in Allocations.

  1. In your game, navigate to Missions  > Mission Types. You will be able to see a list of the existing Missions, and in which allocation they are being used. Click [+New] to create a new Mission Type.

  2. Give your Mission a name, a unique key. Consult the Client development team to obtain the key.

  3. From the Target values type dropdown, specify the target value as an Integer or a float.

  4. Select the target values order as ascending or descending.

  5. For giving the same target that is the same level of difficulty in the game play for the consecutive tiers, check the box that says “Allow same target for consecutive tiers”.

About Target Values Order

When defining a Mission Type, you can choose how target values should scale across tiers, either in ascending or descending order based on the nature of the challenge.

This setting determines whether the target value becomes harder or easier as the player progresses to higher tiers.

Ascending Order (e.g., 10 → 20 → 30)

Use ascending order when higher tiers should require greater effort or quantity.
Example:
A mission to collect N items:

  • Tier 1: Collect 10 items

  • Tier 2: Collect 20 items

  • Tier 3: Collect 30 items

This setup reflects increasing difficulty as players move up the tiers.

Descending Order (e.g., 5 → 3 → 1)

Use descending order when higher tiers demand greater precision or limitation.
Example:
A mission to complete a game using no more than N hints:

  • Tier 1: Use max 5 hints

  • Tier 2: Use max 3 hints

  • Tier 3: Use max 1 hint

This structure challenges players to improve performance by meeting stricter conditions.

Adding Tier Parameters

When setting up Mission Types, you can optionally define additional parameters to be used in each Tier during allocation. These parameters allow for creating customised target scores for players.

  1. When creating Mission Types, click [+Add] under Tier Parameters

  2. Add a name for your parameter, and select the type of parameter (integer, float, or string)

  3. Click [Confirm] to save your parameter.
    The parameter will be available to use in Allocations, where you’ll be able to edit the data according to the parameter selected.

Tier Parameters Validations

  • String names must be unique per MissionType and Mission.

  • String names cannot have spaces. Use underscores if your parameters have one more than one word.

Real-world Example

This is an example for how parameters work from PPC.

  1. Mission Type

  2. Weight

  3. Allocation Type

  4. Parameters

  5. Rules

  6. Configuration

How it looks to the player

  • Tier 1 : Collect 1 Red Queen → Reward: 10 Coins

  • Tier 2 : Collect 3 Jacks of any suit → Reward: Powerup

  • Tier 3 : Collect 5 cards of type “ANY” → Reward: Chest

Behind the scenes:

  • Mission Type = Collect deck card

  • Parameters = [RED_CARD_QUEEN, ANY_CARD_JACK, ANY]

  • Rules = enforce which cases apply (e.g., exclude certain powerups or bet modes)

  • Weight = controls how often this mission appears.

image-20250827-121057.png

Creating Reward Types

Reward Types allow you to define which in-game items (e.g., power-ups, chests, coins) can be used as rewards across missions.

  1. Click Reward Types under the Missions menu.

  2. Click the green [+ New button] in the top-right corner of the Reward Types list view.

  3. A modal titled _ New reward type _ will appear.

  4. Choose a predefined game item from the dropdown list. This will be the base item linked to the reward type.

  5. Click Confirm to add the new reward type.

The system will automatically assign a unique ID and display the reward in the main list.

image-20250804-150856.png

Creating Reward Sets

Once your Mission Type and Reward Type has been created, the next step is creating Reward Sets. Reward Sets are included in Allocations, and their main goal is to provide specific rewards to players. 

  1. In your game, navigate to Missions > Reward Sets. You’ll be able to see the existing sets and in which allocations they’re being used. Click [+New] to create a new set.

  2. Give your set a name and add a multiplier for the rewards. This multiplier will be used in the tiers below in each Tier to boost the base values.

  3. Click each Tier to assign the reward per Tier. Each tier contains a default configuration, which will be used used for all mission types. To define an override for a specific Mission Type, click [Add Reward], and select a Mission Type.

Default Tier Configuration

  • For each tier, set:

  • The system calculates the final reward amount:

  • You must define default rewards for every reward type in every tier to save.

Mission Type-Specific Rewards (Optional)

  • For a given tier, click [Add Reward] to define overrides for specific Mission Types.

  • Set Weight and Base Value per reward type.

  • These override the default for the selected mission type.

image-20240118-151752.png

Higher weight guarantees higher reward probability during generation (e.g. if Reward #1 has weight = 2, reward #2 has weight = 4, then there’s 67% chance that Reward #2 will be generated). 

  1. Total weight = (2 (Reward #1) + 4 (Reward #2) )= 6

  2. Probability of Reward #2 = (Weight of Reward #2) ÷ (Total weight)
    = 4 ÷ 6
    = 0.666 or 66.67%

So, Reward #2 has a ~67% chance of being selected.
Likewise, Reward #1 has a 2 ÷ 6 = 33.33% chance

Reward amount = base value * reward multiplier.
Default rewards apply to all mission types unless a specific override is configured.
If you add a custom configuration for a particular mission type, that override will be used for that mission only, while the default rewards continue to apply to all others.

The number of tiers is defined at the game level and cannot be modified directly from the UI.
If you need to add or remove tiers for a game, please contact the Game Server team with the required number of tiers.

Creating Allocations

The Mission Allocations page in Game Server allows you to define how missions are distributed to players in a live game. These allocations control the logic, mission types, and reward sets for different user groups and time periods.

  1. From the left navigation, go to:
    MissionsAllocations

  2. You'll see a list of existing mission allocations with the following columns:

  3. Click the [+New] button to open the mission allocation configuration form.

Configuring a New Allocation

| Field | Description |

| --- | --- |

| Name | Enter a name for the allocation. Required. |

| Status | Set as Active or Inactive. Only active configs will be used by the server. |

| Availability | Choose Test or Live. |

| Active From / Until | Define when an allocation is valid. |

| Priority | Higher priority wins if multiple rules match. |

| Generate Missions with Unique Types | Check this box to ensure no duplicate mission types are generated. If fewer types are available, fewer missions may be generated. |

| Number of tasks to be displayed on Client | Controls how many missions will appear in the client UI. |

| Reward Set | Select a reward set previously defined. |

image-20250805-123810.png

If you’d like to create unique Mission types, enable the checkbox “ Generate Missions with unique types ”. However, if there are more missions in the allocation than unique mission types, Game Server will send less tasks based on the number of mission types.

Configuring Mission Types

After selecting a reward set, you can configure missions within the allocation.

| Field | Description |

| --- | --- |

| Mission Type | Dropdown of mission types available in the game. |

| Weight | Determines the probability of this mission being selected. Higher = more likely. |

| Allocation Type | Options: Range, Exact Value, or Exact Range. |

| Parameters | Define additional conditions if needed. |

| Localisation Key | Optional: Define text key for localised mission names. |

image-20250805-123854.png

About Parameters

You can specify the same mission types with different parameters. All specified parameters will be sent to the Client (not only one of the parameters)

About Localisation in Missions

  • For Live Allocations, only live localisation keys are allowed.

  • In Translations (Live/Test), you can find which keys are being used in Allocations.

Target Value per Tier

In the Mission Allocations setup, each Mission Type can have different target values defined for each Tier. These values control how challenging a mission will be for the player depending on their current tier. There are three types of Allocation types that determine how the target values are defined: Range, Exact Value, and Exact Range.

  1. Range
  • Only the From field is configured per tier.

  • The value is randomly generated between the value of the current tier and the next tier.

Example:

  • Tier 1: From 1

  • Tier 2: From 5

  • Tier 3: From 10
    In this example, a Tier 1 user may get a target between 1 and 4, Tier 2 between 5 and 9, etc.

This setup is ideal when you want variability within each tier.

image-20250805-124028.png

  1. Exact Value
  • Only a single Value is entered per tier.

  • The exact number will be used as the mission target for users in that tier.

Example:

  • Tier 1: 20

  • Tier 2: 17

  • Tier 3: 15
    Each user will receive the mission with the exact value set for their tier.

  1. Exact Range
  • Both From and To fields are used.

  • A random number will be selected within the defined range, but strictly within the given tier.

Example:

  • Tier 1: From 1 to 2

  • Tier 2: From 3 to 4

  • Tier 3: From 5 to 6
    Each player in a given tier will receive a mission with a target randomly selected within the specified range.

  • From the dropdown, select the mission type you want to add to the configuration.

  • Click the [Add Mission Type] button to add additional mission types.

  • You can add multiple mission types per configuration by repeating this step.

  • Click the expand arrow next to each mission to configure per-tier values.

image-20250805-124358.png

Assigning Missions and Rewards per Tier

In the Mission section, you can assign specific missions and their rewards to each tier using a structured interface.

Adding Missions

  1. Click [Add new Mission] to insert a new mission.

  2. Select the Tier this mission applies to.

  3. Choose the Type:
    One Of: System will randomly pick one from the list of assigned mission types.
    Random Allocation: if you want the system to pick from a mission type.

  4. In the dropdown, select one or more Mission Types from the list.

Configuring Rewards

  1. Under the Rewards dropdown:

  2. In the dropdown, select one or more rewards from the list.

  3. Click Add another reward if multiple reward are needed for the mission.

Other Available Actions

  • Duplicate Mission: Quickly replicate a mission block (including assigned missions and rewards).

  • Remove Mission: Delete the mission block entirely.

  • Up and Down arrows: Use the arrows on the left to reorder missions within the configuration.

Saving the Allocation

  1. Fill out all mandatory fields.

  2. Ensure all target values are correctly set.

  3. As a last step, you can assign and create rules to assign Allocations to players.

  4. Save (top-right).

  5. The new allocation appears in the main list.

What Missions are we sending to players every day?

  • To see which mission Game Server sends to players every day, click the [Calendar button](blue star). This button will show you a JSON of the daily Mission. The starts_at/ends_at dates in the JSON are the actual dates for the Mission.

  • Missions are served until the time of the next generation, even if the Active Until date is changed to a date from the past. If you'd like to stop sending the Mission for the day, you can change the status of the Allocation to Inactive.

  • If the mission setting in the Allocation configuration has changed, it will only be displayed to the user when the daily mission is generated. You can force this process by clicking the yellow [Regenerate button](blue star). By doing this, Game Server will fully recalculate the list of instances, and will send to players the latest updated version.

  • For testing purposes, you can manually generate allocations instead of editing the set time. To do so, navigate to Missions > Settings , and click the yellow [Generate Allocations] button.

 JSON example of a Daily Mission

{
  "id": 847,
  "starts_at": "2023-08-02 08:00:00 UTC",
  "ends_at": "2023-08-03 07:59:59 UTC",
  "missions": [
    {
      "tier": 1,
      "uuid": "a82b6bb3-04f8-4bb4-af89-21da3e0b7685",
      "target_value": 2,
      "mission_type": "win_games_number_limit",
      "parameters": [],
      "rewards": [
        {
          "name": "XP_",
          "amount": 25,
          "details": {
            "id": 20111,
            "reward_type": "xp",
            "attributes": {},
            "type": "xp"
          }
        }
      ]
    },
    {
      "tier": 2,
      "uuid": "289ecb7a-dd1d-4b0d-8777-ad26bc66658f",
      "target_value": 26,
      "mission_type": "reveal_cards_number_limit",
      "parameters": [],
      "rewards": [
        {
          "name": "XP_",
          "amount": 75,
          "details": {
            "id": 20111,
            "reward_type": "xp",
            "attributes": {},
            "type": "xp"
          }
        }
      ]
    },
    {
      "tier": 3,
      "uuid": "ce09bba2-5ac3-4e48-b4ea-f1bb4a625d4d",
      "target_value": 22,
      "mission_type": "complete_stacks_number_limit",
      "parameters": [],
      "rewards": [
        {
          "name": "XP_",
          "amount": 100,
          "details": {
            "id": 20111,
            "reward_type": "xp",
            "attributes": {},
            "type": "xp"
          }
        }
      ]
    }
  ]
}

🔍 Frequently Asked Questions

  • When are allocations sent to players?

Please note that allocations are sent from Game Server on UTC time, and they are generated 1 hour before the set time. Client Team can convert that time to the player’s device local time.

For testing purposes, you can manually generate allocations instead of editing the set time. To do so, navigate to Missions > Settings , and click the yellow [Generate Allocations] button. This feature is only available in Staging.

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**Introduction** In this guide you’ll learn: - What are Missions - How to configure Missions ...
Vectorized

**Introduction**

In this guide you’ll learn:

- What are Missions

- How to configure Missions in Game Server

**Table of Contents**

* * *

## What are Missions?

Missions are a feature that provides players daily with a set of random challenges, with the ultimate goal of making the game more engaging and challenging.

Missions are daily tasks for the player, and all counters are restarted daily, which means that the player cannot engage with an old mission. 

From Game Server you can set up different rewards (such as coins, or XP for instance), which adds up to the global amount of rewards that the user has in the base game.

![](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2994405511/image-20230801-141007.png?version=1&modificationDate=1690899015730&cacheVersion=1&api=v2&width=442&height=957)

![](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2994405511/image-20230801-143234.png?version=1&modificationDate=1690900357992&cacheVersion=1&api=v2&width=442&height=957)

![](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2994405511/image-20230801-143855.png?version=1&modificationDate=1690900739112&cacheVersion=1&api=v2&width=442&height=957)

![](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2994405511/Daily%20Tasks%20Mockups%20(3).png?version=2&modificationDate=1689928756280&cacheVersion=1&api=v2&width=680&height=1202)

![](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2994405511/Daily%20Tasks%20Mockups%20(2).png?version=2&modificationDate=1689928689715&cacheVersion=1&api=v2&width=755&height=1335)

![](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2994405511/Daily%20Tasks%20Mockups%20(5).png?version=2&modificationDate=1689928605823&cacheVersion=1&api=v2&width=680&height=1202)

## Missions Description

Missions are composed of the following features:

- **Allocations:** The container of Mission types of different tiers (levels of difficulty), which enables you to create different task types, assign them to specific allocations, define tiers, and add rewards

- **Mission Types:** An action that a player needs to do to complete a Mission. In Mission Types, you will be able to create the global list of tasks the user can play

- **Reward Sets:** Sets of rewards types to give the player

- **Reward Types:** This feature determines the type of reward given to a player once they win the Mission

- **Settings:** This feature allows you to configure at which time will the player receive the Mission (in UTC)

Below you’ll find a schema of each of the main features applied to a Game:

![](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2994405511/image-20230802-104846.png?version=1&modificationDate=1690973332295&cacheVersion=1&api=v2&width=922&height=505)

This user guide intends to cover the general implementation of the component, but some features might change depending on the game.

Vector dimensions: 1536
2
Setting up Missions Before setting up a mission let us understand what are tiers. ### What a **...
Vectorized

Setting up Missions

Before setting up a mission let us understand what are tiers.

### What a **Tier** is

Think of a tier as a reward pool.

- In the below image, Tier 1: Default is one such pool.

- Whenever the game decides to give a reward from Tier 1, it looks at the list of items inside this tier and randomly selects one based on the parameters you see.

**Key Elements in a Tier**

1. Reward

2. Weight

3. Base Value

4. Reward Amount

![image-20250827-114517.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2994405511/image-20250827-114517.png?version=1&modificationDate=1756295119410&cacheVersion=1&api=v2&width=808&height=419)
### Creating Mission Types

In Mission Types, you will create the actions that players need to perform in order to complete a mission. These mission types will be used in later on in Allocations.

1. In your game, navigate to **Missions  \> Mission Types**. You will be able to see a list of the existing Missions, and in which allocation they are being used. Click **[+New]** to create a new Mission Type.

2. Give your Mission a name, a unique key. Consult the Client development team to obtain the key.

3. From the Target values type dropdown, specify the target value as an Integer or a float.

4. Select the target values order as ascending or descending.

5. For giving the same target that is the same level of difficulty in the game play for the consecutive tiers, check the box that says “Allow same target for consecutive tiers”.

**About Target Values Order**

When defining a Mission Type, you can choose how target values should scale across tiers, either in **ascending** or **descending** order based on the nature of the challenge.

This setting determines whether the target value becomes harder or easier as the player progresses to higher tiers.

**Ascending Order (e.g., 10 → 20 → 30)**

Use ascending order when higher tiers should require greater effort or quantity.
Example:
A mission to collect N items:

- Tier 1: Collect 10 items

- Tier 2: Collect 20 items

- Tier 3: Collect 30 items

This setup reflects increasing difficulty as players move up the tiers.

**Descending Order (e.g., 5 → 3 → 1)**

Use descending order when higher tiers demand greater precision or limitation.
**Example:**
A mission to complete a game using no more than N hints:

- Tier 1: Use max 5 hints

- Tier 2: Use max 3 hints

- Tier 3: Use max 1 hint

This structure challenges players to improve performance by meeting stricter conditions.

### Adding Tier Parameters

When setting up Mission Types, you can optionally define additional parameters to be used in each Tier during allocation. These parameters allow for creating customised target scores for players.

1. When creating Mission Types, click **[+Add]** under Tier Parameters

2. Add a name for your parameter, and select the type of parameter (integer, float, or string)

3. Click **[Confirm]** to save your parameter.
The parameter will be available to use in Allocations, where you’ll be able to edit the data according to the parameter selected.

**Tier Parameters Validations**

- String names must be unique per MissionType and Mission.

- String names cannot have spaces. Use underscores if your parameters have one more than one word.

### Real-world Example

This is an example for how parameters work from PPC.

1. **Mission Type**

2. **Weight**

3. **Allocation Type**

4. **Parameters**

5. **Rules**

6. **Configuration**

**How it looks to the player**

- **Tier 1** : Collect 1 Red Queen → Reward: 10 Coins

- **Tier 2** : Collect 3 Jacks of any suit → Reward: Powerup

- **Tier 3** : Collect 5 cards of type “ANY” → Reward: Chest

Behind the scenes:

- **Mission Type** = Collect deck card

- **Parameters** = [RED\_CARD\_QUEEN, ANY\_CARD\_JACK, ANY]

- **Rules** = enforce which cases apply (e.g., exclude certain powerups or bet modes)

- **Weight** = controls how often this mission appears.

![image-20250827-121057.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2994405511/image-20250827-121057.png?version=1&modificationDate=1756296659960&cacheVersion=1&api=v2&width=808&height=547)
### Creating Reward Types

Reward Types allow you to define which in-game items (e.g., power-ups, chests, coins) can be used as rewards across missions.

1. Click Reward Types under the Missions menu.

2. Click the green [**+ New button**] in the top-right corner of the Reward Types list view.

3. A modal titled _ **New reward type** _ will appear.

4. Choose a predefined game item from the dropdown list. This will be the base item linked to the reward type.

5. Click **Confirm** to add the new reward type.

The system will automatically assign a unique ID and display the reward in the main list.

![image-20250804-150856.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2994405511/image-20250804-150856.png?version=1&modificationDate=1754320139803&cacheVersion=1&api=v2&width=1265&height=542)
### Creating Reward Sets

Once your Mission Type and Reward Type has been created, the next step is creating Reward Sets. Reward Sets are included in Allocations, and their main goal is to provide specific rewards to players. 

1. In your game, navigate to **Missions \> Reward Sets**. You’ll be able to see the existing sets and in which allocations they’re being used. Click **[+New]** to create a new set.

2. Give your set a name and add a multiplier for the rewards. This multiplier will be used in the tiers below in each Tier to boost the base values.

3. Click each Tier to assign the reward per Tier. Each tier contains a default configuration, which will be used used for all mission types. To define an override for a specific Mission Type, click **[Add Reward]**, and select a Mission Type.

**Default Tier Configuration**

- For each tier, set:

- The system calculates the final reward amount:

- You must define default rewards for every reward type in every tier to save.

**Mission Type-Specific Rewards (Optional)**

- For a given tier, click **[Add Reward]** to define overrides for specific Mission Types.

- Set Weight and Base Value per reward type.

- These override the default for the selected mission type.

![image-20240118-151752.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2994405511/image-20240118-151752.png?version=1&modificationDate=1705591075721&cacheVersion=1&api=v2&width=572&height=541)

Higher weight guarantees higher reward probability during generation (e.g. if Reward #1 has weight = 2, reward #2 has weight = 4, then there’s 67% chance that Reward #2 will be generated). 

1. Total weight = (2 (Reward #1) + 4 (Reward #2) )= 6

2. Probability of Reward #2 = (Weight of Reward #2) ÷ (Total weight)
= 4 ÷ 6
= 0.666 or 66.67%

So, Reward #2 has a ~67% chance of being selected.
Likewise, Reward #1 has a 2 ÷ 6 = 33.33% chance

_Reward amount = base value \* reward multiplier._
Default rewards apply to all mission types unless a specific override is configured.
If you add a custom configuration for a particular mission type, that override will be used for that mission only, while the default rewards continue to apply to all others.

The number of tiers is defined at the game level and cannot be modified directly from the UI.
If you need to add or remove tiers for a game, please contact the Game Server team with the required number of tiers.

Vector dimensions: 1536
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Creating Allocations The Mission Allocations page in Game Server allows you to define how missio...
Vectorized

Creating Allocations

The Mission Allocations page in Game Server allows you to define how missions are distributed to players in a live game. These allocations control the logic, mission types, and reward sets for different user groups and time periods.

1. From the left navigation, go to:
**Missions** → **Allocations**

2. You'll see a list of existing mission allocations with the following columns:

3. Click the **[+New]** button to open the mission allocation configuration form.

#### Configuring a New Allocation

| **Field** | **Description** |

| --- | --- |

| **Name** | Enter a name for the allocation. Required. |

| **Status** | Set as Active or Inactive. Only active configs will be used by the server. |

| **Availability** | Choose Test or Live. |

| **Active From / Until** | Define when an allocation is valid. |

| **Priority** | Higher priority wins if multiple rules match. |

| **Generate Missions with Unique Types** | Check this box to ensure no duplicate mission types are generated. If fewer types are available, fewer missions may be generated. |

| **Number of tasks to be displayed on Client** | Controls how many missions will appear in the client UI. |

| **Reward Set** | Select a reward set previously defined. |

![image-20250805-123810.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2994405511/image-20250805-123810.png?version=1&modificationDate=1754397492719&cacheVersion=1&api=v2&width=1265&height=505)

If you’d like to create unique Mission types, enable the checkbox “ **Generate Missions with unique types** ”. However, if there are more missions in the allocation than unique mission types, Game Server will send less tasks based on the number of mission types.

#### Configuring Mission Types

After selecting a reward set, you can configure missions within the allocation.

| **Field** | **Description** |

| --- | --- |

| **Mission Type** | Dropdown of mission types available in the game. |

| **Weight** | Determines the probability of this mission being selected. Higher = more likely. |

| **Allocation Type** | Options: Range, Exact Value, or Exact Range. |

| **Parameters** | Define additional conditions if needed. |

| **Localisation Key** | Optional: Define text key for localised mission names. |

![image-20250805-123854.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2994405511/image-20250805-123854.png?version=1&modificationDate=1754397536241&cacheVersion=1&api=v2&width=1265&height=211)

**About Parameters**

You can specify the same mission types with different parameters. **All** specified parameters will be sent to the Client (not only one of the parameters)

**About Localisation in Missions**

- For Live Allocations, only live localisation keys are allowed.

- In Translations (Live/Test), you can find which keys are being used in Allocations.

#### Target Value per Tier

In the Mission Allocations setup, each Mission Type can have different target values defined for each Tier. These values control how challenging a mission will be for the player depending on their current tier. There are three types of Allocation types that determine how the target values are defined: Range, Exact Value, and Exact Range.

1. **Range**

- Only the From field is configured per tier.

- The value is randomly generated between the value of the current tier and the next tier.

**Example:**

- Tier 1: From 1

- Tier 2: From 5

- Tier 3: From 10
In this example, a Tier 1 user may get a target between 1 and 4, Tier 2 between 5 and 9, etc.

This setup is ideal when you want variability within each tier.

![image-20250805-124028.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2994405511/image-20250805-124028.png?version=1&modificationDate=1754397630477&cacheVersion=1&api=v2&width=1265&height=315)

2. **Exact Value**

- Only a single Value is entered per tier.

- The exact number will be used as the mission target for users in that tier.

**Example:**

- Tier 1: 20

- Tier 2: 17

- Tier 3: 15
Each user will receive the mission with the exact value set for their tier.

3. **Exact Range**

- Both **From** and **To** fields are used.

- A random number will be selected within the defined range, but strictly within the given tier.

**Example:**

- Tier 1: From 1 to 2

- Tier 2: From 3 to 4

- Tier 3: From 5 to 6
Each player in a given tier will receive a mission with a target randomly selected within the specified range.

-

- From the dropdown, select the mission type you want to add to the configuration.

- Click the **[Add Mission Type]** button to add additional mission types.

- You can add multiple mission types per configuration by repeating this step.

- Click the expand arrow next to each mission to configure per-tier values.

![image-20250805-124358.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/2994405511/image-20250805-124358.png?version=1&modificationDate=1754397840570&cacheVersion=1&api=v2&width=1265&height=156)
### Assigning Missions and Rewards per Tier

In the Mission section, you can assign specific missions and their rewards to each tier using a structured interface.

#### Adding Missions

1. Click **[Add new Mission]** to insert a new mission.

2. Select the Tier this mission applies to.

3. Choose the Type:
One Of: System will randomly pick one from the list of assigned mission types.
Random Allocation: if you want the system to pick from a mission type.

4. In the dropdown, select one or more Mission Types from the list.

#### Configuring Rewards

1. Under the Rewards dropdown:

2. In the dropdown, select one or more rewards from the list.

3. Click Add another reward if multiple reward are needed for the mission.

**Other Available Actions**

- Duplicate Mission: Quickly replicate a mission block (including assigned missions and rewards).

- Remove Mission: Delete the mission block entirely.

- Up and Down arrows: Use the arrows on the left to reorder missions within the configuration.

#### Saving the Allocation

1. Fill out all mandatory fields.

2. Ensure all target values are correctly set.

3. As a last step, you can assign and create [rules](/wiki/spaces/KB/pages/2668494860/Rules+in+Game+Server) to assign Allocations to players.

4. **Save** (top-right).

5. The new allocation appears in the main list.

**What Missions are we sending to players every day?**

- To see which mission Game Server sends to players every day, click the **[Calendar button]**![(blue star)](/wiki/s/1531367987/6452/1cc5da61c751f60a4fe1a8d36b307dac58e244ea/_/images/icons/emoticons/star_blue.png). This button will show you a JSON of the daily Mission. The starts\_at/ends\_at dates in the JSON are the actual dates for the Mission.

- Missions are served until the time of the next generation, even if the Active Until date is changed to a date from the past. If you'd like to stop sending the Mission for the day, you can change the status of the Allocation to Inactive.

- If the mission setting in the Allocation configuration has changed, it will **only be displayed to the user when the daily mission is generated**. You can force this process by clicking the yellow **[Regenerate button]**![(blue star)](/wiki/s/1531367987/6452/1cc5da61c751f60a4fe1a8d36b307dac58e244ea/_/images/icons/emoticons/star_blue.png). By doing this, Game Server will fully recalculate the list of instances, and will send to players the latest updated version.

- For testing purposes, you can manually generate allocations instead of editing the set time. To do so, navigate to **Missions \> Settings** , and click the yellow **[Generate Allocations]** button.

 JSON example of a Daily Mission

{
"id": 847,
"starts_at": "2023-08-02 08:00:00 UTC",
"ends_at": "2023-08-03 07:59:59 UTC",
"missions": [
{
"tier": 1,
"uuid": "a82b6bb3-04f8-4bb4-af89-21da3e0b7685",
"target_value": 2,
"mission_type": "win_games_number_limit",
"parameters": [],
"rewards": [
{
"name": "XP_",
"amount": 25,
"details": {
"id": 20111,
"reward_type": "xp",
"attributes": {},
"type": "xp"
}
}
]
},
{
"tier": 2,
"uuid": "289ecb7a-dd1d-4b0d-8777-ad26bc66658f",
"target_value": 26,
"mission_type": "reveal_cards_number_limit",
"parameters": [],
"rewards": [
{
"name": "XP_",
"amount": 75,
"details": {
"id": 20111,
"reward_type": "xp",
"attributes": {},
"type": "xp"
}
}
]
},
{
"tier": 3,
"uuid": "ce09bba2-5ac3-4e48-b4ea-f1bb4a625d4d",
"target_value": 22,
"mission_type": "complete_stacks_number_limit",
"parameters": [],
"rewards": [
{
"name": "XP_",
"amount": 100,
"details": {
"id": 20111,
"reward_type": "xp",
"attributes": {},
"type": "xp"
}
}
]
}
]
}

* * *

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🔍 Frequently Asked Questions - **When are allocations sent to players?** Please note that alloc...
Vectorized

🔍 Frequently Asked Questions

- **When are allocations sent to players?**

Please note that allocations are sent from Game Server on UTC time, and **they are generated 1 hour before** the set time. Client Team can convert that time to the player’s device local time.

For testing purposes, you can manually generate allocations instead of editing the set time. To do so, navigate to **Missions \> Settings** , and click the yellow **[Generate Allocations]** button. This feature is only available in Staging.

Vector dimensions: 1536

Details

Confluence ID
2994405511
Space Key
Version
39
Created
November 06, 2025 at 11:34 AM
Last Updated
November 06, 2025 at 11:34 AM
Last Modified (Confluence)
August 27, 2025 at 03:36 PM
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