Antimatter draining faster in Voyages?
General McDuck
✭✭✭✭
in The Bridge
Over the past few days (since the latest update) it looks like antimatter is draining faster than it used to. I've barely been able to make it the 6 hour mark. Is anyone else noticing this, or is just my perception? Either something changed, or I've had a run over very bad luck.
Thoughts from the Collective?
Thoughts from the Collective?
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-Lord Wizzlestix I
Yup, I always restart before sending out another voyage.
(Though with medical as my silver and running an event even half assed as I am..)
I have noticed 4*s are a bit slower, but that could be bad kick.
Had a good week on them..
Dropping regularly at the 3rd dilemma and randomly after. A Typical 1 refile 8:30:00 voyage would on average bring in 2.5 4* characters..
I'm 1 in my last 3 I believe.
(I haven't seen anyone off the list myself btw since they were added to standard premium)
Could all be standard variances..
It just seems weird many of us have these variances at the same time.
I noticed it today. Down well over 1000 Anti-Matter in just three hours.
Scott
Scott
Scott
Lol everyone would need to be capping like every 5-10 minutes to see when this would happen and demonstrate to Db
Which they thought they had fixed. But, maybe not so much. {I'm not complaining or being mean. Stuff goes wrong. I'm sure if they get enough Feedback on it, it will be quickly addressed.}
Scott
Or someone will tell me: "Yeah, once you fill back up with dilithium, then you better get back to base on a recall." Well, then sure...ok then. I guess if you fill AM back up with actual human cash money then that's it...you are done or you just keep spending more and more. I thought there was some formula that talks about how AM declines over time on failed checks. I'm telling you this is not functioning at all within my game. I guess I need to spend another $2000 or so on this game to have it function?
Could you please continue the petty bickering? I find it most intriguing.
~ Data, ST:TNG "Haven"
When Voyages first came out I was getting 3-400 chronitons for a ~6 hour voyage, getting 8-10 hour voyages wasn't uncommon, and they almost ALWAYS surpassed 6 hours. I don't have the time to babysit these things for 2 solid hours after the 4 hour dilemma to make sure it doesn't fail so I've just stopped doing them. Meanwhile I've vaulted probably a dozen 4* crew in that timespan, so my voyages should be getting BETTER as I get more crew, not getting far, far worse. Oh, and I've had over 10k in the gold skill several times.
Well, 10k in the primary skill is probably your problem. You're simply stacking too much of the primary skill.
The skill check at the 6 hour mark is 7200. If your goal is to get to 6:00, you should stack primary as high as you can, but no higher than 7200. Then, stack secondary as high as you can, but no higher than 7200.
FWIW, the 4 hr "cap" is 4800 and the 8 hr "cap" is 9600.
If you want a "general" estimate of how much time you have left on your voyage, divide your remaining Anti Matter total by 22. That result is the number of minutes you'll last (approximately) assuming every single hazard is a failure. Obviously, if some pass, it'll last longer.
That's awful. Sorry to hear that. However, if you're capable of getting 10k in the gold skill, it really should be possible for you to hit that 6-hour mark every time. I would suggest you don't focus so much on getting the 2 featured skills so high, but instead try to balance out the skills as much as you can. See if you can get all of them to at least 4000, and then put anything you've got left towards the gold and silver skills. With that, I would think it'd be hard not to make it to the 3rd Dilemma.
Could you please continue the petty bickering? I find it most intriguing.
~ Data, ST:TNG "Haven"
Join the eXo|plosion today!
https://docs.google.com/spreadsheets/d/1Xtrtkq6mWt1NjoL_cvEsACPiWfluVLupmEl21EBKzXY/edit?usp=sharing
All of my missions are 6h 40m or longer unless something gets screwed up such as skill swap or I make a mistake. Since the forced recall/update on 11/1 I've had 6 Voyages, 2 seemed suspicious:
- I once I thought something was wrong with AM drain, but it turned out to be I stacked the wrong skill (rushed before heading into work).
- A second mission again seemed like AM drain was faster, but after looking at the stats, primary and secondary skill hazards were down by 10% (51% instead of 61%) which caused more failures in other lower skills.
Everything remains pretty much unchanged. Chron variations are due to which Dilemmas and rewards I get - I had one mission will two 50 chron and 2 75 chron Dilemmas which gave me the highest chrons in a 10½ hour mission of 881, but most of the time I get the 30 chron rewards.
Also, since 11/1 the 6 Voyages have rewarded 18 4* Crew, 10 of which have been new crew or fused to add a *. My only issue still is credits, or limited/lack thereof to build end equip all the items for these new crew, which is another thread...
Scott
So this is what I did when my voyage got stuck on a dilemma:
Mostly discussion in this thread:
https://forum.disruptorbeam.com/stt/discussion/175/tool-voyage-estimator-help-us-gather-data#latest
It appears that skill checks go up by 20 every minute. This assumption has served my models well enough.
You're absolutely right. I should do that much since I'm A)upset about it B)dumb enough to keep playing this game (obviously I love it, so maybe A is a little disingenuous) and C)to support the enormous investment I've already made in one game.
I'm a PC gamer. I really expect a game to be purchased for a reasonable sum of money and to work, with a reasonable number of updates. It is an unacceptably ludicrous idea that I have to screen capture and report these kind of beta-level bugs at going on year 2+ of playing the game (I'm guessing...I don't know when I started...feels like 2 years ago).
But, you're right. If I want to get my hundreds of dollars worth, I better spend my precious time bug reporting this junk.
Game will be two years old early next year.