Shan's PSA: I will be unavailable from 08/13 until 08/22 included.
•• Be kind to each other and to all WRG Staff :) ••
While regular communications will happen in my absence please understand there might be delays.
For an issue in game please submit a ticket to support and, if you feel it is needed, post in the relevant category (Engineering Room) Thank you, take care of each other, and see you soon! ˜Shan <3
•• Be kind to each other and to all WRG Staff :) ••
While regular communications will happen in my absence please understand there might be delays.
For an issue in game please submit a ticket to support and, if you feel it is needed, post in the relevant category (Engineering Room) Thank you, take care of each other, and see you soon! ˜Shan <3
Best Of
Re: Fleet Boss Battles - Feedback thread
My fleet has largely stopped playing fleet battles. The active/higher level players are stuck at the level 7 wall and there isn't enough coordination/participation to regularly take down Brutal.
Maybe the update will rekindle some interest when it finally arrives, but for now it's really falling flat.
Maybe the update will rekindle some interest when it finally arrives, but for now it's really falling flat.

5
Re: Fleet Boss Battles - Feedback thread
I have to agree with many people. Our fleet is not big but the people we have are active. Most are ready to give up on boss battles already because we lack the people to win the bottom level "easy" battle. It is frustrating and a great way to stop people from playing. Maybe more combo attack levels so our small fleet is able to get the 20,000,000 in damage to win the lowest level. Something has to be done to level the field since only large active fleets will ever progress forward. If your fleet is under 20 very active people you will never win and just get frustrated and leave. This boss battle is hurting small fleets as people leave to be able to win.
Re: Event discussion: Skirmish - Bitter Bytes ME#2 - 2022-08-11
With my usual sledgehammer approach, most of my battles are over well before the 10 second Evil Badgey activation. However, I absolutely *love* the look of it when Evil Badgey pops up the one or two times a set he activates and causes the final blow to the enemy. He is just so excited.

Not the best shot, but it isn't easy to grab.

Not the best shot, but it isn't easy to grab.
Re: Fleet Boss Battles - Feedback thread
A lot of that feedback says the same things as well. I think a lot of us made it very clear what we like and don’t like.
Re: CAB Fleet Boss Battles Combo Node Helper (Crew Finder)
New Version: https://docs.google.com/spreadsheets/d/1kiGu8VbqI-unC1OS-HqFJ-feky5pQegTQUNMhZK65LY/edit
A few more updates than expected in this one. Starting to drill down on errors and make small adjustments to the UI based on feedback for a smoother experience.
Changes in v2.3:
- Removed gold highlighting in Eligible Crew column for crew that match multiple nodes.
- Added highlighting in Eligible Crew column based on crew rarity.
- Added green highlighting in Matches column for crew that match multiple nodes.
- Fixed bug that would give a match for crew that had a longer trait that completely included a shorter trait (e.g. Tribbled matching for Tribble).
- Altered sorting on Eligible Crew to put all attempted crew at the bottom of the list.
- Formatting changes to the top of CrewFinder tab to make the header shorter.
- Extended Attempted Crew fields to bottom of sheet, for ease of use with very long Eligible Crew choices.
- Froze rows 1-13 to keep column headers visible when scrolling.
- Added a Changelog to the Instructions tab.
- Added a fancy CAB - FBB logo to fill empty space.
Edit: To answer a question I've received a couple of times, no changes to the Eligible Crew list will happen due to the recent change in FBB that limits Trait Combinations to portal-available crew. As I understand the change, non-portal crew are still eligible to unlock nodes. The game will just not choose a trait combination unless a portal crew is able to unlock it. Nothing stops a non-portal crew from being eligible to unlock a node.
A few more updates than expected in this one. Starting to drill down on errors and make small adjustments to the UI based on feedback for a smoother experience.
Changes in v2.3:
- Removed gold highlighting in Eligible Crew column for crew that match multiple nodes.
- Added highlighting in Eligible Crew column based on crew rarity.
- Added green highlighting in Matches column for crew that match multiple nodes.
- Fixed bug that would give a match for crew that had a longer trait that completely included a shorter trait (e.g. Tribbled matching for Tribble).
- Altered sorting on Eligible Crew to put all attempted crew at the bottom of the list.
- Formatting changes to the top of CrewFinder tab to make the header shorter.
- Extended Attempted Crew fields to bottom of sheet, for ease of use with very long Eligible Crew choices.
- Froze rows 1-13 to keep column headers visible when scrolling.
- Added a Changelog to the Instructions tab.
- Added a fancy CAB - FBB logo to fill empty space.
Edit: To answer a question I've received a couple of times, no changes to the Eligible Crew list will happen due to the recent change in FBB that limits Trait Combinations to portal-available crew. As I understand the change, non-portal crew are still eligible to unlock nodes. The game will just not choose a trait combination unless a portal crew is able to unlock it. Nothing stops a non-portal crew from being eligible to unlock a node.
Re: Fleet Boss Battles - Feedback thread
guest_1391260997676032 wrote: »I have to agree with many people. Our fleet is not big but the people we have are active. Most are ready to give up on boss battles already because we lack the people to win the bottom level "easy" battle. It is frustrating and a great way to stop people from playing. Maybe more combo attack levels so our small fleet is able to get the 20,000,000 in damage to win the lowest level. Something has to be done to level the field since only large active fleets will ever progress forward. If your fleet is under 20 very active people you will never win and just get frustrated and leave. This boss battle is hurting small fleets as people leave to be able to win.
20 active people spending 4 valour each will very easily defeat Easy without executing a single combo chain.
Normal mode on the other hand is actually too difficult. WRG should’ve actually looked at the ships and crew available for this mode.
Re: Fleet Boss Battles - Feedback thread
We have the confirmation now that "admirals or officers only being able to start a battle" will be in a future build (9.2.0 most likely). That's already a big bonus.

5
Re: Fleet Boss Battles - Feedback thread
Remove the time limit on boss battles or at the least increase the time. People would still pay dilithium because they would want to end battles quicker. But with current time limits instead people will just give up.