Although I cannot directly fix your problem, I can suggest some possible compromises. First, the devs like threads whose titles follow their format, so if you changed the title to something like ZOMG: mission count glitch, or something similar, It might get noticed. As for what you personally can do, If you really want to play the game that badly, you could always make a mule/alt so that you can start anew on zomg, since you prettymuch encountered a game stopping glitch, and hope you don't encounter the same glitch again. Same goes for the one who started the game and didn't get a ring at the start (I'm kind of curious on how the heck this happened, because I can't imagine what could have caused this, other than the game closing/crashing before getting it at the beginning, and then starting without when the game restarted) I know this isn't really a good solution, especially if you had an integrity ring on your main (by just fighting random animated to level, since the mission chain was broken), but there isn't much else I could suggest on your end. As for the devs, they do have their hands full, but there is, just from what I've come across today, there are at least 10 people with broken mission chains, and I'm sure there are many more than that. Since the main problem causing this is some sort of lag glitch (from what I've gathered) causing the kill counter to unexpectedly jump past the maximum, there are two solutions to fix this retroactively, and to prevent it from happening more. Option 1: This is the easier of the two since it requires much less digging in code, although I would suggest using option 1 only as a temporary fix to help those whos' missions are glitched. Set up a bit of code that resets all kill quota missions total kills back to 0 after 24-48 hours after starting the mission, or any length of time greater than that ( I assume there is timestamps on when you start missions, god I hope there are timestamps at the start of missions) that way glitched missions get fixed 24-48 hours after implementation of the "patch", and it does not inadvertently reset newly started missions before their completion. Option 2: Go into the code of each kill quota mission, (quick, arbitrary defining of variables I'm going to use for an example: X is max kills to complete, Y is total kills so far, (i) is incomplete, and C is complete, =/= is not equal, == is equal, < is less than, >= is greater than or equal to) and change the instances of "if Y=/=X, then (i) ; if Y==X, then C" to "if Y<X, then (i) ; if Y>=X, then C" . That would prettymuch fix what I assume is the problem with the over the limit kills problem, and after that is implemented, it should immediately fix the the overkill glitch, or as soon as they kill one more, probably the latter since I think the game checks when you kill the type of creature the mission requires.