If X = "make sure everyone who does an attack gets some rewards," then they did ignore X, unless they did something to make sure everyone who does an attack gets rewards.
This here is the crux of it. I want to also say that while I’m one poster, I’m providing the feedback as an officer from 3 fleets of 150 people. Everyone loved the new feature, creating super excitement thinking you’d focus on fixing the problems to make it more fun and engaging. Instead everyone is frustrated that not only are our top concerns (node unlock rewards, locking battle starts) not being addressed, instead updates are making them WORSE. None of the fleet members are happy or feel like we were listened to. Instead we feel like we got a big middle finger for all the money we spend. So we are not entitled as some people said on here, we have a lot of people who have spent a lot to play and we are trying to provide feedback with our words before voting with our dollars.
If X = "make sure everyone who does an attack gets some rewards," then they did ignore X, unless they did something to make sure everyone who does an attack gets rewards.
This here is the crux of it. I want to also say that while I’m one poster, I’m providing the feedback as an officer from 3 fleets of 150 people. Everyone loved the new feature, creating super excitement thinking you’d focus on fixing the problems to make it more fun and engaging. Instead everyone is frustrated that not only are our top concerns (node unlock rewards, locking battle starts) not being addressed, instead updates are making them WORSE. None of the fleet members are happy or feel like we were listened to. Instead we feel like we got a big middle finger for all the money we spend. So we are not entitled as some people said on here, we have a lot of people who have spent a lot to play and we are trying to provide feedback with our words before voting with our dollars.
This. So much this!!!
And i really got upset at the anniuncement of these updates where they said. “Yeah we want to do x eventually, but its too much work to do right now”
Which is hard for me to believe when they were able to write code that identified and banned everyone who tapped their “buy again” button, on the same day that it happened.
So we are not entitled as some people said on here, we have a lot of people who have spent a lot to play and we are trying to provide feedback with our words before voting with our dollars.
And this is exactly why I'm so passionate to the point that I might come of as "whiny" or overly negative. I want this game to succeed and be profitable. I don't want players to get fed up with WRG not listening to their feedback, so much that they stop playing or spending money. What the "stop complaining, everything's fine" people need to realize is that nobody wins in that scenario.
If the company making this game runs out of money and has to shut it all down, they don't keep one server running for people who only had positive feedback with stuff like this.
Which is hard for me to believe when they were able to write code that identified and banned everyone who tapped their “buy again” button, on the same day that it happened.
To be fair (I'm trying to not only be negative all the time), I think they just have like transaction records for stuff like that, I don't think they needed to write any new code.
But to your overall point, I agree it's very troubling that they seem to be making an expeditious effort to "fix" the thing that's actually making it easier for players (being able to unlock nodes with multiple traits), while not being able to give us any timeline for fixing the thing that makes some nodes impossible (the correct match not being limited to crew that players actually have). That first "fix" (more like a nerf) shouldn't be happening until the second fix can happen. If the second fix is too much work for them right now, they should just delay the first one too. Not doing it in that order sure makes it seem like they don't care much about fostering a fun player experience. Don't think we don't notice.
JFC, I don't think in all my years on this planet I've ever seen such a collection of whinging, crying and complaining people as this bunch. First, you all complain about issues that you didn't like (and, I'll grant you, there are some egregious flaws in this newly-devised feature of the game), mostly because you felt entitled to something something gazpacho, and then, when the developers actually listen and make attempts at fixing them, you all keep complaining that the fixes weren't what you wanted.
I left retail management because of people like you all. Now you're seriously infringing on my enjoyment of the game, because I can't even read the forums for great stories and advice; it's all nattering nabobs of negativity, 24/7 around here now.
This is in fact a thread created to allow players to give feedback. To quote the great Shan from the very first post that started this thread, "Fleet Boss Battles is live! Use this thread to provide feedback and only feedback. Please keep it as clear and concise as possible. Thank you!"
Feedback can take multiple forms, and in the hands of an experienced communicator can even consist of multiple layers. I cannot speak for everyone but my feedback was three-fold: I was giving feedback to the players posting their feedback about how this new feature was unfair to players not in fleets/players in small fleets that this new feature was operating as intended, I was giving feedback to players without fleets and players in small fleets that membership in large, active fleets is beneficial to everyone involved, and also giving feedback to the development team that I liked that they gave us something fun for fleets to work on together.
And since an attempt was made to educate all of us about the intention of this thread, I will just leave this here as my final word on this specific matter:
What I have not done is direct a comment to anyone that Shan had to remove, left a comment in response to somebody else's feedback saying "who cares", slandered somebody with an accusation of poaching, referred to anybody as "self entitled jerks", or spent even one sentence trying to silence, manipulate, or hinder anybody from leaving feedback in this feedback thread, no matter what form that feedback took.
You guys are trying to have your cake and eat it too. You chose the suboptimal path and are now suddenly upset that the suboptimal path has suboptimal outcomes and instead of just choosing the optimal path are doing whatever this is.
If X = "make sure everyone who does an attack gets some rewards," then they did ignore X, unless they did something to make sure everyone who does an attack gets rewards.
This here is the crux of it. I want to also say that while I’m one poster, I’m providing the feedback as an officer from 3 fleets of 150 people. Everyone loved the new feature, creating super excitement thinking you’d focus on fixing the problems to make it more fun and engaging. Instead everyone is frustrated that not only are our top concerns (node unlock rewards, locking battle starts) not being addressed, instead updates are making them WORSE. None of the fleet members are happy or feel like we were listened to. Instead we feel like we got a big middle finger for all the money we spend. So we are not entitled as some people said on here, we have a lot of people who have spent a lot to play and we are trying to provide feedback with our words before voting with our dollars.
Since when have they ever listened to us? On occasion, their agenda has coincided with our desires, but it has almost never been intentional. We asked for the ability to "lock" star base rooms what, 4 years ago? No reason to believe they will give us the ability to "lock" fights now. I hope they do, but I doubt it will happen.
Founding ADM - PoF family of fleets (POF, POF2 & POF3) - Dear TP: Non sequitur. Your facts are uncoordinated.
Working on skirmish immortalizing super rares but now I can’t freeze them for space because I need them for combos. Very frustrating. I have to keep freezing legendaries I might need in events to make room. In another week I will run out of merits and crew slots. Sigh.
This was released as a beta test. Usually, beta tests are a very limited test for a subset of players, who also are sort of playing from test accounts, i stead of their own personal account.
What we got, was a half baked, partially complete new feature, that has this far significantly drained all of the players resources who have attempted to test it.
This was not a beta test at all. Your studio clearly did not have the time or manpower to sufficiently qa/qc it, so you just called it a beta test to obscure that its not adequately tested. And then you tapped our in game resources hard, and gleaned from our comments and feedback that the first logical thing to fix has nothing to do with what the players actually want fixed.
When the premium campaign track was beta tested, it was FREE, because what you got in return was our feedback of how it worked, bugs, etc.
Now, you get our feedback for free and you ripped off our merrits and dilithium while we chased impossible to complete combos. And you are going to toss a measely 10 valor and 2000 merits at us as a thank you. What a joke.
Does anyone know what happens if you join a fight and then are offline for over 24 hours so it ends and one or more start (and end)? Do you still get the rewards from the one you weren't around to collect for?
This will be regular issue for me as I do not play on the Jewish Sabbath, so I'd like to know what to expect so I can plan properly.
I'm sure there are plenty of other people who will also be off for travel or internet down or really fast cycles through battles who would also be interested in the answer.
For anyone curious about this -- I did get the rewards for both the battles I was in despite other battles happening at the same difficulty that concluded while I was out.
So that seems to be working well, thank you devs for that.
Based on communications with newer/lower level members of my fleet and follow up conversations over the last week I would like to report that there seems to be a significant gap between the Normal and Hard FBs. The Normal boss has a lot of hit points relative to the ships/crew available and even when myself and a few officers buy extra Valor to help out we struggle to get the Normal FB low enough on a consistent basis to really give those folks useful rewards, but a lot of them also do not have strong enough ships/crew to do enough damage to the Hard boss to get any rewards there either.
Frankly, I'm just basking in the fact we've gotten coordination to the point we MAY do 75% damage on Normal.
My Fleet is multinational (truthfully, I suspect a couple don't speak English. I wish I knew for sure, so we could coordinate better. I'm functional in a couple languages and passable in a couple, so I'd certainly be willing to try.)
My officers have gotten it so someone is around most of the time to coordinate and keep things going. So freaking proud and happy.
W.W. CarlislePlayed since January 20, 2019Captain Level- 99 (May 9, 2022)VIP 14Crew Quarters: 485/485Most recent/Lowest- Anbo-jyutsu Kyle Riker (1/5* Lvl 30) 5/29/23Immortalized x-866 5* x184, 4* x 490, 3* x91, 2* x62, and 1* x27Most recent Immortal - Tearful Janeway 4* 5/25/23Current non-event project- Improving my Science base skill. Retrieval Project- Mestral 1/5*
Based on communications with newer/lower level members of my fleet and follow up conversations over the last week I would like to report that there seems to be a significant gap between the Normal and Hard FBs. The Normal boss has a lot of hit points relative to the ships/crew available and even when myself and a few officers buy extra Valor to help out we struggle to get the Normal FB low enough on a consistent basis to really give those folks useful rewards, but a lot of them also do not have strong enough ships/crew to do enough damage to the Hard boss to get any rewards there either.
I can get 1million damage per a valor on the average.
But I am doing a manual start.
I use the Klingon 3* ship with Kang, EV Tuvok (or Commando Crusher), I have gone to Commander Scott for last seat.
Suggest testing this out arena. To get use to the mechanics. Of course you will have to use a 3* Klingon so you will be at a disadvantage in arena. (Not sure what rank the middle battle is)
Start , activate cloak (the second ship ability), then click Kang , and the first ship ability, at this point I wait until I see 5 (5 seconds left) on Kang, now you can click auto. You will get another set done in auto, then, that is, it usually destroyed before another activation occurs.
Jim Berlin has given me some info. The thought is Ben could have been wrong on telling us Evasion does not work, he could have meant Accuracy.
I am checking different setups to see if more damage can be gotten, basically, seeing if evasion could help get some more damage once in a while.
Based on communications with newer/lower level members of my fleet and follow up conversations over the last week I would like to report that there seems to be a significant gap between the Normal and Hard FBs. The Normal boss has a lot of hit points relative to the ships/crew available and even when myself and a few officers buy extra Valor to help out we struggle to get the Normal FB low enough on a consistent basis to really give those folks useful rewards, but a lot of them also do not have strong enough ships/crew to do enough damage to the Hard boss to get any rewards there either.
That's one thing this new mode has highlighted is you can have a wide variety of options but few are suitable.
In Normal there's no real substitute for Kang. Which forces you to use only two ships and one of those ships is bunk (15s Activation on Cloak).
The problem flips in Hard. I remember back in the day the D'deridex was a very good ship. No one really noticed its flaws because its not like you had a lot of options. You didn't notice that the ship had weak synergies with existing crew. Then the Sphere came along with its extra chair and it became the defacto ship. Unlike the D'deridex, they actually added crew that synergized well with the Sphere.
STT is a game where re-balancing old crew and ships is a rarity but it may be time to do just that. Many 4* Ships have Boarding and crew that work well with Boarding, yet this sustained damage feature is very underwhelming.
Suggest testing this out arena. To get use to the mechanics. Of course you will have to use a 3* Klingon so you will be at a disadvantage in arena. (Not sure what rank the middle battle is)
Jim Berlin has given me some info. The thought is Ben could have been wrong on telling us Evasion does not work, he could have meant Accuracy.
I use mission 6-2 to test out a ships openers. It lasts long enough against a 4* ship to observe your early triggers. You'll likely win with even a 3* ship. And its mission reward is useful as well.
The Boss has very high Accuracy and zero Evasion. You won't be able to stack enough Evasion to beat the bosses Accuracy but the occasional miss doesn't hurt. Your Accuracy is pointless because you'll always have much more Accuracy. Ardra is still bananas for other reasons.
Based on communications with newer/lower level members of my fleet and follow up conversations over the last week I would like to report that there seems to be a significant gap between the Normal and Hard FBs. The Normal boss has a lot of hit points relative to the ships/crew available and even when myself and a few officers buy extra Valor to help out we struggle to get the Normal FB low enough on a consistent basis to really give those folks useful rewards, but a lot of them also do not have strong enough ships/crew to do enough damage to the Hard boss to get any rewards there either.
That's one thing this new mode has highlighted is you can have a wide variety of options but few are suitable.
In Normal there's no real substitute for Kang. Which forces you to use only two ships and one of those ships is bunk (15s Activation on Cloak).
The problem flips in Hard. I remember back in the day the D'deridex was a very good ship. No one really noticed its flaws because its not like you had a lot of options. You didn't notice that the ship had weak synergies with existing crew. Then the Sphere came along with its extra chair and it became the defacto ship. Unlike the D'deridex, they actually added crew that synergized well with the Sphere.
STT is a game where re-balancing old crew and ships is a rarity but it may be time to do just that. Many 4* Ships have Boarding and crew that work well with Boarding, yet this sustained damage feature is very underwhelming.
Suggest testing this out arena. To get use to the mechanics. Of course you will have to use a 3* Klingon so you will be at a disadvantage in arena. (Not sure what rank the middle battle is)
Jim Berlin has given me some info. The thought is Ben could have been wrong on telling us Evasion does not work, he could have meant Accuracy.
I use mission 6-2 to test out a ships openers. It lasts long enough against a 4* ship to observe your early triggers. You'll likely win with even a 3* ship. And its mission reward is useful as well.
The Boss has very high Accuracy and zero Evasion. You won't be able to stack enough Evasion to beat the bosses Accuracy but the occasional miss doesn't hurt. Your Accuracy is pointless because you'll always have much more Accuracy. Ardra is still bananas for other reasons.
🙄totally forgot about normal ship battles. Great point
Edit: ya I have never seen anything less than 100% in hitting the Boss.
But, I closed my mind to evasion because of Ben's comment in the video that you cannot evade the boss damage. I assumed the evasions that people were posting was a bug.
I watched the video again at about 37:37. Ben does make the mistake he says the Boss does not miss his attack is very very big and he does not miss.
I think that very very big is the hint he really meant that we cannot miss the boss. Edit: so he did not mean our evasion.
Crew needed for combos should not be crew not in portal. We had one the other day that required a Tuesday Pack Keyla Terrana for her Tandaran trait. Only one person in fleet had her and we were lucky that person hadn’t unlocked a node already in the combo or we would have been screwed.
Based on communications with newer/lower level members of my fleet and follow up conversations over the last week I would like to report that there seems to be a significant gap between the Normal and Hard FBs. The Normal boss has a lot of hit points relative to the ships/crew available and even when myself and a few officers buy extra Valor to help out we struggle to get the Normal FB low enough on a consistent basis to really give those folks useful rewards, but a lot of them also do not have strong enough ships/crew to do enough damage to the Hard boss to get any rewards there either.
I can get 1million damage per a valor on the average.
But I am doing a manual start.
I use the Klingon 3* ship with Kang, EV Tuvok (or Commando Crusher), I have gone to Commander Scott for last seat.
Suggest testing this out arena. To get use to the mechanics. Of course you will have to use a 3* Klingon so you will be at a disadvantage in arena. (Not sure what rank the middle battle is)
Start , activate cloak (the second ship ability), then click Kang , and the first ship ability, at this point I wait until I see 5 (5 seconds left) on Kang, now you can click auto. You will get another set done in auto, then, that is, it usually destroyed before another activation occurs.
Jim Berlin has given me some info. The thought is Ben could have been wrong on telling us Evasion does not work, he could have meant Accuracy.
I am checking different setups to see if more damage can be gotten, basically, seeing if evasion could help get some more damage once in a while.
Thank you for the detailed reply. I can assure you that Jim has been a huge help in whipping us into shape
What I was trying to say is that the Normal FB requires much more effort than the Hard FB, and this has created a barrier for the newer players in our fleet. Allow me to use numbers to explain.
It is hard for me to see the numbers without commas so I apologize if I mess this up but the Normal FB seems to have 160,000,000 hit points, and a really good Normal FB run can do around 1,000,000 damage. Subtracting 40% for the combo nodes that leaves 120,000,000, divided by 1,000,000 equals 120 runs to defeat.
The Hard FB appears to have 220,000,000 hit points but because players can attack it with 4* ships and crew, 5,000,000 damage runs are common. Following the same path as before it only takes 33 runs to defeat the Hard FB.
So what are players who cannot survive against the Hard FB long enough to register enough damage to qualify for the rewards supposed to do? The answer is that they should probably drop down to the Normal FB, but then how can the rest of us help them? We can have 10 people buy 4 extra Valor and run 40 battles (which is a huge investment) and still only make a 33% dent.
This is what I am describing here, there is a wall for newer folks between Normal and Hard. I hope I explained that correctly, if I messed up the math let me know.
Upon reflection, I find it amusing that my fleet which has yet to defeat the easy boss would have a much better chance at the Hard level given the above figures as we have all of the ships and crew people are mentioning in the strategy thread for the hard level
Based on communications with newer/lower level members of my fleet and follow up conversations over the last week I would like to report that there seems to be a significant gap between the Normal and Hard FBs. The Normal boss has a lot of hit points relative to the ships/crew available and even when myself and a few officers buy extra Valor to help out we struggle to get the Normal FB low enough on a consistent basis to really give those folks useful rewards, but a lot of them also do not have strong enough ships/crew to do enough damage to the Hard boss to get any rewards there either.
I can get 1million damage per a valor on the average.
But I am doing a manual start.
I use the Klingon 3* ship with Kang, EV Tuvok (or Commando Crusher), I have gone to Commander Scott for last seat.
Suggest testing this out arena. To get use to the mechanics. Of course you will have to use a 3* Klingon so you will be at a disadvantage in arena. (Not sure what rank the middle battle is)
Start , activate cloak (the second ship ability), then click Kang , and the first ship ability, at this point I wait until I see 5 (5 seconds left) on Kang, now you can click auto. You will get another set done in auto, then, that is, it usually destroyed before another activation occurs.
Jim Berlin has given me some info. The thought is Ben could have been wrong on telling us Evasion does not work, he could have meant Accuracy.
I am checking different setups to see if more damage can be gotten, basically, seeing if evasion could help get some more damage once in a while.
Thank you for the detailed reply. I can assure you that Jim has been a huge help in whipping us into shape
What I was trying to say is that the Normal FB requires much more effort than the Hard FB, and this has created a barrier for the newer players in our fleet. Allow me to use numbers to explain.
It is hard for me to see the numbers without commas so I apologize if I mess this up but the Normal FB seems to have 160,000,000 hit points, and a really good Normal FB run can do around 1,000,000 damage. Subtracting 40% for the combo nodes that leaves 120,000,000, divided by 1,000,000 equals 120 runs to defeat.
The Hard FB appears to have 220,000,000 hit points but because players can attack it with 4* ships and crew, 5,000,000 damage runs are common. Following the same path as before it only takes 33 runs to defeat the Hard FB.
So what are players who cannot survive against the Hard FB long enough to register enough damage to qualify for the rewards supposed to do? The answer is that they should probably drop down to the Normal FB, but then how can the rest of us help them? We can have 10 people buy 4 extra Valor and run 40 battles (which is a huge investment) and still only make a 33% dent.
This is what I am describing here, there is a wall for newer folks between Normal and Hard. I hope I explained that correctly, if I messed up the math let me know.
The best option, wait until they have four valor. Target hard with all 4. They now need only 2m to qualify for rewards. So even if they're only earning 500k per attack that should be enough. A couple burst crew with any complete ship should be able to handle that.
If they are that new that they don't have that, then like a lot of this game, they'll need to improve their crew first.
Well, that was interesting. I triggered the combo AND unlocked a node on the second chain. I NEVER saw the possible traits, so I won't be help unless someone lists them for me.
W.W. CarlislePlayed since January 20, 2019Captain Level- 99 (May 9, 2022)VIP 14Crew Quarters: 485/485Most recent/Lowest- Anbo-jyutsu Kyle Riker (1/5* Lvl 30) 5/29/23Immortalized x-866 5* x184, 4* x 490, 3* x91, 2* x62, and 1* x27Most recent Immortal - Tearful Janeway 4* 5/25/23Current non-event project- Improving my Science base skill. Retrieval Project- Mestral 1/5*
Just a clarification question... I thought someone could only unlock 1 node per chain, but multiple times now I've seen the same person as having unlocked 2 in a chain.
My assumption is that you can unlock during 1 Valor ticket and then are locked out from the chain, but that with the right combination of crew in that ticket you can take out multiple nodes?
Just a clarification question... I thought someone could only unlock 1 node per chain, but multiple times now I've seen the same person as having unlocked 2 in a chain.
My assumption is that you can unlock during 1 Valor ticket and then are locked out from the chain, but that with the right combination of crew in that ticket you can take out multiple nodes?
It's possible that you can unlock more then 1 node during one combat/valor.
You can equip several crew in your ship and each one of them has the possibility to unlock nodes.
I have managed to unlock 4 nodes with one 1 valor/combat. Credit goes to the fleet to find the four crew, I just executed.
Just a clarification question... I thought someone could only unlock 1 node per chain, but multiple times now I've seen the same person as having unlocked 2 in a chain.
My assumption is that you can unlock during 1 Valor ticket and then are locked out from the chain, but that with the right combination of crew in that ticket you can take out multiple nodes?
When you have not yet unlocked a node, its possible to unlock multiple nodes simultaneously if your crew covers the needed traits.
This will be incredibly rare with the “fix” they are planning.
Based on communications with newer/lower level members of my fleet and follow up conversations over the last week I would like to report that there seems to be a significant gap between the Normal and Hard FBs. The Normal boss has a lot of hit points relative to the ships/crew available and even when myself and a few officers buy extra Valor to help out we struggle to get the Normal FB low enough on a consistent basis to really give those folks useful rewards, but a lot of them also do not have strong enough ships/crew to do enough damage to the Hard boss to get any rewards there either.
I can get 1million damage per a valor on the average.
But I am doing a manual start.
I use the Klingon 3* ship with Kang, EV Tuvok (or Commando Crusher), I have gone to Commander Scott for last seat.
Suggest testing this out arena. To get use to the mechanics. Of course you will have to use a 3* Klingon so you will be at a disadvantage in arena. (Not sure what rank the middle battle is)
Start , activate cloak (the second ship ability), then click Kang , and the first ship ability, at this point I wait until I see 5 (5 seconds left) on Kang, now you can click auto. You will get another set done in auto, then, that is, it usually destroyed before another activation occurs.
Jim Berlin has given me some info. The thought is Ben could have been wrong on telling us Evasion does not work, he could have meant Accuracy.
I am checking different setups to see if more damage can be gotten, basically, seeing if evasion could help get some more damage once in a while.
Thank you for the detailed reply. I can assure you that Jim has been a huge help in whipping us into shape
What I was trying to say is that the Normal FB requires much more effort than the Hard FB, and this has created a barrier for the newer players in our fleet. Allow me to use numbers to explain.
It is hard for me to see the numbers without commas so I apologize if I mess this up but the Normal FB seems to have 160,000,000 hit points, and a really good Normal FB run can do around 1,000,000 damage. Subtracting 40% for the combo nodes that leaves 120,000,000, divided by 1,000,000 equals 120 runs to defeat.
The Hard FB appears to have 220,000,000 hit points but because players can attack it with 4* ships and crew, 5,000,000 damage runs are common. Following the same path as before it only takes 33 runs to defeat the Hard FB.
So what are players who cannot survive against the Hard FB long enough to register enough damage to qualify for the rewards supposed to do? The answer is that they should probably drop down to the Normal FB, but then how can the rest of us help them? We can have 10 people buy 4 extra Valor and run 40 battles (which is a huge investment) and still only make a 33% dent.
This is what I am describing here, there is a wall for newer folks between Normal and Hard. I hope I explained that correctly, if I messed up the math let me know.
My mind has been closed to Evasion , because of Ben's comment in video (I think he just got things confused).
But I finally evaded an attack with O'Brien (because his better chance to evade). I believe not positive yet, that you have to do the battle in manual throughout.
I got an attack of 1.5 million damage. Also I was using Commando Crusher.
I am going to look for an immediate damage crew(200%) that has evasion, and has the right timing to be used with Kang.
One point , it seems mandatory for max damage, to at least manual the start of the battle with Kang and the Klingon ship. The reason the ship's immediate damage will activate first.
Based on communications with newer/lower level members of my fleet and follow up conversations over the last week I would like to report that there seems to be a significant gap between the Normal and Hard FBs. The Normal boss has a lot of hit points relative to the ships/crew available and even when myself and a few officers buy extra Valor to help out we struggle to get the Normal FB low enough on a consistent basis to really give those folks useful rewards, but a lot of them also do not have strong enough ships/crew to do enough damage to the Hard boss to get any rewards there either.
I can get 1million damage per a valor on the average.
But I am doing a manual start.
I use the Klingon 3* ship with Kang, EV Tuvok (or Commando Crusher), I have gone to Commander Scott for last seat.
Suggest testing this out arena. To get use to the mechanics. Of course you will have to use a 3* Klingon so you will be at a disadvantage in arena. (Not sure what rank the middle battle is)
Start , activate cloak (the second ship ability), then click Kang , and the first ship ability, at this point I wait until I see 5 (5 seconds left) on Kang, now you can click auto. You will get another set done in auto, then, that is, it usually destroyed before another activation occurs.
Jim Berlin has given me some info. The thought is Ben could have been wrong on telling us Evasion does not work, he could have meant Accuracy.
I am checking different setups to see if more damage can be gotten, basically, seeing if evasion could help get some more damage once in a while.
Thank you for the detailed reply. I can assure you that Jim has been a huge help in whipping us into shape
What I was trying to say is that the Normal FB requires much more effort than the Hard FB, and this has created a barrier for the newer players in our fleet. Allow me to use numbers to explain.
It is hard for me to see the numbers without commas so I apologize if I mess this up but the Normal FB seems to have 160,000,000 hit points, and a really good Normal FB run can do around 1,000,000 damage. Subtracting 40% for the combo nodes that leaves 120,000,000, divided by 1,000,000 equals 120 runs to defeat.
The Hard FB appears to have 220,000,000 hit points but because players can attack it with 4* ships and crew, 5,000,000 damage runs are common. Following the same path as before it only takes 33 runs to defeat the Hard FB.
So what are players who cannot survive against the Hard FB long enough to register enough damage to qualify for the rewards supposed to do? The answer is that they should probably drop down to the Normal FB, but then how can the rest of us help them? We can have 10 people buy 4 extra Valor and run 40 battles (which is a huge investment) and still only make a 33% dent.
This is what I am describing here, there is a wall for newer folks between Normal and Hard. I hope I explained that correctly, if I messed up the math let me know.
The best option, wait until they have four valor. Target hard with all 4. They now need only 2m to qualify for rewards. So even if they're only earning 500k per attack that should be enough. A couple burst crew with any complete ship should be able to handle that.
If they are that new that they don't have that, then like a lot of this game, they'll need to improve their crew first.
Ya, for me because I have full control of my fleet (my 3 accounts) I can wait until they have all 4 valor before starting.
Fo a large fleet, unless all the members live nearby. It is probably impossible to coordinate with different time zones . The problem is that everyone needs to be able to start the attack within 3 hrs of each other with 4 valor. So, I would say that maybe the ones needing to do the most damage start the attack. And those, not needing the resources do the combos when they can. Of course, this Tuesday , I think, there will be some buffs for those who unlock combos. So new strategies will need to be thought of.
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This here is the crux of it. I want to also say that while I’m one poster, I’m providing the feedback as an officer from 3 fleets of 150 people. Everyone loved the new feature, creating super excitement thinking you’d focus on fixing the problems to make it more fun and engaging. Instead everyone is frustrated that not only are our top concerns (node unlock rewards, locking battle starts) not being addressed, instead updates are making them WORSE. None of the fleet members are happy or feel like we were listened to. Instead we feel like we got a big middle finger for all the money we spend. So we are not entitled as some people said on here, we have a lot of people who have spent a lot to play and we are trying to provide feedback with our words before voting with our dollars.
This. So much this!!!
And i really got upset at the anniuncement of these updates where they said. “Yeah we want to do x eventually, but its too much work to do right now”
Which is hard for me to believe when they were able to write code that identified and banned everyone who tapped their “buy again” button, on the same day that it happened.
And this is exactly why I'm so passionate to the point that I might come of as "whiny" or overly negative. I want this game to succeed and be profitable. I don't want players to get fed up with WRG not listening to their feedback, so much that they stop playing or spending money. What the "stop complaining, everything's fine" people need to realize is that nobody wins in that scenario.
If the company making this game runs out of money and has to shut it all down, they don't keep one server running for people who only had positive feedback with stuff like this.
To be fair (I'm trying to not only be negative all the time), I think they just have like transaction records for stuff like that, I don't think they needed to write any new code.
But to your overall point, I agree it's very troubling that they seem to be making an expeditious effort to "fix" the thing that's actually making it easier for players (being able to unlock nodes with multiple traits), while not being able to give us any timeline for fixing the thing that makes some nodes impossible (the correct match not being limited to crew that players actually have). That first "fix" (more like a nerf) shouldn't be happening until the second fix can happen. If the second fix is too much work for them right now, they should just delay the first one too. Not doing it in that order sure makes it seem like they don't care much about fostering a fun player experience. Don't think we don't notice.
A complaint about complaints😉
Feedback can take multiple forms, and in the hands of an experienced communicator can even consist of multiple layers. I cannot speak for everyone but my feedback was three-fold: I was giving feedback to the players posting their feedback about how this new feature was unfair to players not in fleets/players in small fleets that this new feature was operating as intended, I was giving feedback to players without fleets and players in small fleets that membership in large, active fleets is beneficial to everyone involved, and also giving feedback to the development team that I liked that they gave us something fun for fleets to work on together.
And since an attempt was made to educate all of us about the intention of this thread, I will just leave this here as my final word on this specific matter:
What I have not done is direct a comment to anyone that Shan had to remove, left a comment in response to somebody else's feedback saying "who cares", slandered somebody with an accusation of poaching, referred to anybody as "self entitled jerks", or spent even one sentence trying to silence, manipulate, or hinder anybody from leaving feedback in this feedback thread, no matter what form that feedback took.
Since when have they ever listened to us? On occasion, their agenda has coincided with our desires, but it has almost never been intentional. We asked for the ability to "lock" star base rooms what, 4 years ago? No reason to believe they will give us the ability to "lock" fights now. I hope they do, but I doubt it will happen.
Proud member of Patterns of Force
Captain Level 99
Played since January 2017
TP: Do better!!!
This was released as a beta test. Usually, beta tests are a very limited test for a subset of players, who also are sort of playing from test accounts, i stead of their own personal account.
What we got, was a half baked, partially complete new feature, that has this far significantly drained all of the players resources who have attempted to test it.
This was not a beta test at all. Your studio clearly did not have the time or manpower to sufficiently qa/qc it, so you just called it a beta test to obscure that its not adequately tested. And then you tapped our in game resources hard, and gleaned from our comments and feedback that the first logical thing to fix has nothing to do with what the players actually want fixed.
When the premium campaign track was beta tested, it was FREE, because what you got in return was our feedback of how it worked, bugs, etc.
Now, you get our feedback for free and you ripped off our merrits and dilithium while we chased impossible to complete combos. And you are going to toss a measely 10 valor and 2000 merits at us as a thank you. What a joke.
For anyone curious about this -- I did get the rewards for both the battles I was in despite other battles happening at the same difficulty that concluded while I was out.
So that seems to be working well, thank you devs for that.
My Fleet is multinational (truthfully, I suspect a couple don't speak English. I wish I knew for sure, so we could coordinate better. I'm functional in a couple languages and passable in a couple, so I'd certainly be willing to try.)
My officers have gotten it so someone is around most of the time to coordinate and keep things going. So freaking proud and happy.
I can get 1million damage per a valor on the average.
But I am doing a manual start.
I use the Klingon 3* ship with Kang, EV Tuvok (or Commando Crusher), I have gone to Commander Scott for last seat.
Suggest testing this out arena. To get use to the mechanics. Of course you will have to use a 3* Klingon so you will be at a disadvantage in arena. (Not sure what rank the middle battle is)
Start , activate cloak (the second ship ability), then click Kang , and the first ship ability, at this point I wait until I see 5 (5 seconds left) on Kang, now you can click auto. You will get another set done in auto, then, that is, it usually destroyed before another activation occurs.
Jim Berlin has given me some info. The thought is Ben could have been wrong on telling us Evasion does not work, he could have meant Accuracy.
I am checking different setups to see if more damage can be gotten, basically, seeing if evasion could help get some more damage once in a while.
That's one thing this new mode has highlighted is you can have a wide variety of options but few are suitable.
In Normal there's no real substitute for Kang. Which forces you to use only two ships and one of those ships is bunk (15s Activation on Cloak).
The problem flips in Hard. I remember back in the day the D'deridex was a very good ship. No one really noticed its flaws because its not like you had a lot of options. You didn't notice that the ship had weak synergies with existing crew. Then the Sphere came along with its extra chair and it became the defacto ship. Unlike the D'deridex, they actually added crew that synergized well with the Sphere.
STT is a game where re-balancing old crew and ships is a rarity but it may be time to do just that. Many 4* Ships have Boarding and crew that work well with Boarding, yet this sustained damage feature is very underwhelming.
I use mission 6-2 to test out a ships openers. It lasts long enough against a 4* ship to observe your early triggers. You'll likely win with even a 3* ship. And its mission reward is useful as well.
The Boss has very high Accuracy and zero Evasion. You won't be able to stack enough Evasion to beat the bosses Accuracy but the occasional miss doesn't hurt. Your Accuracy is pointless because you'll always have much more Accuracy. Ardra is still bananas for other reasons.
🙄totally forgot about normal ship battles. Great point
Edit: ya I have never seen anything less than 100% in hitting the Boss.
But, I closed my mind to evasion because of Ben's comment in the video that you cannot evade the boss damage. I assumed the evasions that people were posting was a bug.
I think that very very big is the hint he really meant that we cannot miss the boss. Edit: so he did not mean our evasion.
Thank you for the detailed reply. I can assure you that Jim has been a huge help in whipping us into shape
What I was trying to say is that the Normal FB requires much more effort than the Hard FB, and this has created a barrier for the newer players in our fleet. Allow me to use numbers to explain.
It is hard for me to see the numbers without commas so I apologize if I mess this up but the Normal FB seems to have 160,000,000 hit points, and a really good Normal FB run can do around 1,000,000 damage. Subtracting 40% for the combo nodes that leaves 120,000,000, divided by 1,000,000 equals 120 runs to defeat.
The Hard FB appears to have 220,000,000 hit points but because players can attack it with 4* ships and crew, 5,000,000 damage runs are common. Following the same path as before it only takes 33 runs to defeat the Hard FB.
So what are players who cannot survive against the Hard FB long enough to register enough damage to qualify for the rewards supposed to do? The answer is that they should probably drop down to the Normal FB, but then how can the rest of us help them? We can have 10 people buy 4 extra Valor and run 40 battles (which is a huge investment) and still only make a 33% dent.
This is what I am describing here, there is a wall for newer folks between Normal and Hard. I hope I explained that correctly, if I messed up the math let me know.
40% of 160M is 64M so leaving 96M or 96 runs of 1M each
40% of 220M is 88M so leaving 132M or 27 runs of 5M each
So hard is actually easier than normal (provided you have the appropriate ships and crew) in terms of the valor required for 100% destruction
Obviously, this would also be true regardless of the number of combos applied
The best option, wait until they have four valor. Target hard with all 4. They now need only 2m to qualify for rewards. So even if they're only earning 500k per attack that should be enough. A couple burst crew with any complete ship should be able to handle that.
If they are that new that they don't have that, then like a lot of this game, they'll need to improve their crew first.
My assumption is that you can unlock during 1 Valor ticket and then are locked out from the chain, but that with the right combination of crew in that ticket you can take out multiple nodes?
It's possible that you can unlock more then 1 node during one combat/valor.
You can equip several crew in your ship and each one of them has the possibility to unlock nodes.
I have managed to unlock 4 nodes with one 1 valor/combat. Credit goes to the fleet to find the four crew, I just executed.
When you have not yet unlocked a node, its possible to unlock multiple nodes simultaneously if your crew covers the needed traits.
This will be incredibly rare with the “fix” they are planning.
My mind has been closed to Evasion , because of Ben's comment in video (I think he just got things confused).
But I finally evaded an attack with O'Brien (because his better chance to evade). I believe not positive yet, that you have to do the battle in manual throughout.
I got an attack of 1.5 million damage. Also I was using Commando Crusher.
I am going to look for an immediate damage crew(200%) that has evasion, and has the right timing to be used with Kang.
One point , it seems mandatory for max damage, to at least manual the start of the battle with Kang and the Klingon ship. The reason the ship's immediate damage will activate first.
Ya, for me because I have full control of my fleet (my 3 accounts) I can wait until they have all 4 valor before starting.
Fo a large fleet, unless all the members live nearby. It is probably impossible to coordinate with different time zones . The problem is that everyone needs to be able to start the attack within 3 hrs of each other with 4 valor. So, I would say that maybe the ones needing to do the most damage start the attack. And those, not needing the resources do the combos when they can. Of course, this Tuesday , I think, there will be some buffs for those who unlock combos. So new strategies will need to be thought of.