Sorry if this has been asked already. But how many chains are there in nightmere. We just finally smashed up brutal and I’m running numbers and planning for a run at nightmere. And the dog woke me up and I can’t get back to sleep 🙄
Sorry if this has been asked already. But how many chains are there in nightmere. We just finally smashed up brutal and I’m running numbers and planning for a run at nightmere. And the dog woke me up and I can’t get back to sleep 🙄
The BOSS-Battle is a great thing, especially since the whole fleet has to work together.
But that's exactly why not everyone in the fleet should be allowed to open a BOSS-Battle.
This should be reserved for admirals and officers and no one else.
Please pass this request/idea on to your development department.
The BOSS-Battle is a great thing, especially since the whole fleet has to work together.
But that's exactly why not everyone in the fleet should be allowed to open a BOSS-Battle.
This should be reserved for admirals and officers and no one else.
Please pass this request/idea on to your development department.
Greets [GoG] Matze
I know Ben said they intentionally didn't want to do this. But I have seen dozens of requests to lock boss bottles, and not a SINGLE person saying they want it to stay as is.
I can see why they wouldn't want to lock battles, and risk that everyone gets locked while said admirals and officers aren't available...
But, AT LEAST, can we get the timer of the boss to start running once an attack is dealt (damage being done), We have a lot (A LOT) of people just starting bosses either by mistake, or curiosity to see the rewards, or whatever, and not attacking.
It would be nice if we could organically lock people out of difficulties, like captain level, ship or crew required, but I can't think of any alternatives.
Maybe put a fee to start a FBB? Like 100 magnesite, so captains that log once a week and don't read fleet messages can't start a boss, or at least feel that they might be doing something that they shouldn't? (The 100 magnesite is a number I think higher bridge level captains would have no problem spending, but casual players might think twice to spend)
The BOSS-Battle is a great thing, especially since the whole fleet has to work together.
But that's exactly why not everyone in the fleet should be allowed to open a BOSS-Battle.
This should be reserved for admirals and officers and no one else.
Please pass this request/idea on to your development department.
Greets [GoG] Matze
I know Ben said they intentionally didn't want to do this. But I have seen dozens of requests to lock boss bottles, and not a SINGLE person saying they want it to stay as is.
Or anyone from TP giving us 1 reason why it has to stay. Well, they can't because I already defeated the "we want everyone to participate" nonsense. Fleets just start booting people who start fights, and guess what, they aren't participating are they? And of course, if they aren't a certain level, then they are precluded from joining a lot of fleets. Then they lose fleet bonuses as well, but we don't care about any of that.
And as we have also seen, people are leaving fleets to join others for various reasons: they want better cooperation, they want less hassle and pressure, they want fight higher level, they don't want to fight at all. But let's not give the fleet leaders any control on boss fights, because that might, wait for it.....impact the revenue (spending $ on dil)....
Founding ADM - PoF family of fleets (POF, POF2 & POF3) - Dear TP: Non sequitur. Your facts are uncoordinated.
@Shan
With the influx of LD 2* crew, we will start seeing the Vedala problem at all difficulties, as they are in the Vault eight days before they are available. Starfleet and Orion (Tendi) is unique and it's possible the other three would have a unique combo as well. I need to look at Rutherford better and we haven't seen Boimler and Mariner yet. Yesterday was busy.
I've been prefixing every CS ticket involving the new feature with "FBB", so they know it involves the Fleet Boss right off. "FBB- Lost Valor" or "FBB- Lost Valor x2" for example, so they know what the main issue is. Inside are the details. I hope it helps. I try to prefix Event problems with "Event-" so they know it's a time issue there.
Since there is a backlog, is there something specific that CS would like us to use in our ticket header when dealing with "premature" traits, so they know it's something holding up a whole fleet? I figured since we know it will be an issue like Vedala was, we can try to get ahead of it. Make it easier for everyone. I wouldn't complain if they came up with a list of certain things they would like us to include it the header/body for certain issues to make it easier on everyone. Can you check with them and get back to us?
My Fleet is sticking with Normal, so we will probably see it happen. I already warned it could happen and told them I would ask about procedure, beforehand. Thanks.
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*
I know Ben said they intentionally didn't want to do this. But I have seen dozens of requests to lock boss bottles, and not a SINGLE person saying they want it to stay as is.
There are people who don't want it to be locked. (See STT youtube, for example)
So, I would prefer the option to lock it.
Again the only reason to start other difficulties is the rewards. If lower difficulties rewards are included at low thresholds based on which difficulty they are from, battles could be locked.
If battles are locked.
Previous rewards could have very low thresholds. The rewards could also be subtracted from the current rewards so that no extra are being rewarded.
(Of course, there will be resources, that may not be given now, that will be included, so these will be extra)
But, again the solution to only allowing one battle at a time, is changing the reward structure. The only reward structure that does not need changing is Easy.
One of my captains asked how spending dilithium reset. They understand 150, 150, 300, 500 for spending, but how does the purchasing get set back to 150? Midnight? 12 hours?
Thank you.
P.S. We are having a lot of fun in our fleets learning how to mess up the bosses. Thank you for this aspect of the game and revitalizing it.
So, we as a fleet decided to save up valor and start a boss fight at a specific time to gives us the best chance at sucess. Posted in MOD, posted in officer chat, posted in fleet chat, posted in LINE. Of course, we know those messages always get through, never been any issues with message being lost or anything.
But apparently, we have 1...someone started the fight, did not attack, just started it and ruined our plans. If you are not going to give us the ability to lock fights, and I have still seen no logical reason why you won't, at least let us see WHO starts the fight. That way we can address the issues with communication. That would be a small step in the right direction.
Founding ADM - PoF family of fleets (POF, POF2 & POF3) - Dear TP: Non sequitur. Your facts are uncoordinated.
So, we as a fleet decided to save up valor and start a boss fight at a specific time to gives us the best chance at sucess. Posted in MOD, posted in officer chat, posted in fleet chat, posted in LINE. Of course, we know those messages always get through, never been any issues with message being lost or anything.
But apparently, we have 1...someone started the fight, did not attack, just started it and ruined our plans. If you are not going to give us the ability to lock fights, and I have still seen no logical reason why you won't, at least let us see WHO starts the fight. That way we can address the issues with communication. That would be a small step in the right direction.
So, we as a fleet decided to save up valor and start a boss fight at a specific time to gives us the best chance at sucess. Posted in MOD, posted in officer chat, posted in fleet chat, posted in LINE. Of course, we know those messages always get through, never been any issues with message being lost or anything.
But apparently, we have 1...someone started the fight, did not attack, just started it and ruined our plans. If you are not going to give us the ability to lock fights, and I have still seen no logical reason why you won't, at least let us see WHO starts the fight. That way we can address the issues with communication. That would be a small step in the right direction.
Another (similar) solution would be to not start the battle unless an attack is completed. That way at least you will see the captain in the damage list.
My suggestion was originally done with the timer in mind, we are having that problem with people opening battles by mistake or curiosity to check the rewards, and the countdown starts with no one attacking.
Is anyone here who updates the Wiki planning to create a Boss Battle page with the rewards?
Or can someone from WRG please post the rewards? @Shan ? Please?
That might help with curtailing the erroneous battle starts.
As alternate, to manual control I wouldn’t mind seeing some form of schedule.
Either someone from the fleet could set a time when the next battle starts.
Or the boss restarts at a fixed time every day (only if there’s no current battle for that difficulty running).
Or the boss will start a fixed duration after the last one ends.
I think my Fleet can beat brutal but it would help a lot if we didn’t start for 6-9 hours after the last one so a couple valour can get banked.
Is anyone here who updates the Wiki planning to create a Boss Battle page with the rewards?
Or can someone from WRG please post the rewards? @Shan ? Please?
That might help with curtailing the erroneous battle starts.
I cross-posted this to the Wiki edits thread at the link below. 🖖
Ben addressed this in the Discord Q&A. He said, "we thought about locking but we felt like it could cause certain members of the fleet to be blocked if the admiral locked a lower difficulty and some members needed to play that difficulty to get bridge components."
For the third straight day our fleet made plans for a specific boss. This time we were essentially running a test of the Emergency Broadcast System, effectively practicing our ability to coordinate and test out new crew sorting methods. I have the screenshots to prove this (I will provide them if asked but to save time/space I will not include them) but at the time our operation began four things were true.
1. All SIX of our FBs were being attacked by various fleet members. All SIX.
2. The one we were using for testing yesterday was the Brutal FB. Somebody (not sure who) "start"ed it 8 hours earlier so we began our attack with only 16 hours instead of 24.
3. We had no reasonable chance to defeat the Brutal FB due to the timer. We had people coordinating from literally all over the world and we still managed to get it down to half, but it was pointless to push beyond that because we just didn't have enough time.
4. Nobody else in the fleet had a reasonable chance to get rewards either because with all of their attacks spread out over all 6 FBs there was no reasonable expectation that any of them would be defeated.
And that is the core of the issue, without the ability for Admirals/officers to control what FBs the fleet are attacking, the entire Fleet Boss feature is pointless. You designed a feature that intentionally requires the entire fleet to work together, and you do not give us any methodology to accomplish that. This current system is complete anarchy in a feature that is supposed to promote unity and the most obvious solution (giving Admirals/officers the ability to lock FBs) was not implemented through a combination of fear and lack of trust.
So since the developers do not trust Admirals/officers to run their fleets, here is the solution I would suggest. Leave the FBs as they are, the default for every fleet is every FB the fleet has unlocked is the current free-for-all, anarchistic, uncoordinated feeding frenzy it already is, but you put in place an active locking system that permits Admirals/officer to manually lock FBs. This way, if people are in a fleet with absent leadership all the FBs will still be open, fleets with oppressive leadership will become clear and people unhappy will know they should find a different fleet, and the fleets with competent leadership will actually be able to lead effectively.
Ben addressed this in the Discord Q&A. He said, "we thought about locking but we felt like it could cause certain members of the fleet to be blocked if the admiral locked a lower difficulty and some members needed to play that difficulty to get bridge components."
For the third straight day our fleet made plans for a specific boss. This time we were essentially running a test of the Emergency Broadcast System, effectively practicing our ability to coordinate and test out new crew sorting methods. I have the screenshots to prove this (I will provide them if asked but to save time/space I will not include them) but at the time our operation began four things were true.
1. All SIX of our FBs were being attacked by various fleet members. All SIX.
2. The one we were using for testing yesterday was the Brutal FB. Somebody (not sure who) "start"ed it 8 hours earlier so we began our attack with only 16 hours instead of 24.
3. We had no reasonable chance to defeat the Brutal FB due to the timer. We had people coordinating from literally all over the world and we still managed to get it down to half, but it was pointless to push beyond that because we just didn't have enough time.
4. Nobody else in the fleet had a reasonable chance to get rewards either because with all of their attacks spread out over all 6 FBs there was no reasonable expectation that any of them would be defeated.
And that is the core of the issue, without the ability for Admirals/officers to control what FBs the fleet are attacking, the entire Fleet Boss feature is pointless. You designed a feature that intentionally requires the entire fleet to work together, and you do not give us any methodology to accomplish that. This current system is complete anarchy in a feature that is supposed to promote unity and the most obvious solution (giving Admirals/officers the ability to lock FBs) was not implemented through a combination of fear and lack of trust.
So since the developers do not trust Admirals/officers to run their fleets, here is the solution I would suggest. Leave the FBs as they are, the default for every fleet is every FB the fleet has unlocked is the current free-for-all, anarchistic, uncoordinated feeding frenzy it already is, but you put in place an active locking system that permits Admirals/officer to manually lock FBs. This way, if people are in a fleet with absent leadership all the FBs will still be open, fleets with oppressive leadership will become clear and people unhappy will know they should find a different fleet, and the fleets with competent leadership will actually be able to lead effectively.
The more we talk, they less they listen. They will not admit they made a mistake, they will not give in, instead they will double down on not giving us this feature. Newer fleets are still having issues with people not putting parts in the "recommended rooms" and 5 years later admirals/officers still can't lock out rooms. I see this ending up the same way.
Founding ADM - PoF family of fleets (POF, POF2 & POF3) - Dear TP: Non sequitur. Your facts are uncoordinated.
/\ Somebody keeps "recommending" a replicator ration module. I keep unreccing it and I'm not the only one. All our rooms are 8, 9, or maxed. I'm looking forward to finishing, just so this quits happening. The buffs are just gravy.
So far only Normal is active. I think someone triggered it, but, as long as no one attacks, I'll take it.
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*
You know, it would also be nice if instead of having the most elite fleets alpha test this, which it sounds like is may have happened given some of the leaks we saw, you give a chance to smaller or mid-range fleets. I'm sure the elites blew through the first four or five levels in no time at all. We've got about a dozen dailies in our fleet and even normal is nearly impossible. Still not sure we're going to finish within the time limit despite most of us blowing our 10 free valor.
One of my captains asked how spending dilithium reset. They understand 150, 150, 300, 500 for spending, but how does the purchasing get set back to 150? Midnight? 12 hours?.
/\ Somebody keeps "recommending" a replicator ration module. I keep unreccing it and I'm not the only one. All our rooms are 8, 9, or maxed. I'm looking forward to finishing, just so this quits happening. The buffs are just gravy.
So far only Normal is active. I think someone triggered it, but, as long as no one attacks, I'll take it.
I think only officers/admiral can recommend rooms. Start demoting officers until you figure out who's doing it.
Ben addressed this in the Discord Q&A. He said, "we thought about locking but we felt like it could cause certain members of the fleet to be blocked if the admiral locked a lower difficulty and some members needed to play that difficulty to get bridge components."
For the third straight day our fleet made plans for a specific boss. This time we were essentially running a test of the Emergency Broadcast System, effectively practicing our ability to coordinate and test out new crew sorting methods. I have the screenshots to prove this (I will provide them if asked but to save time/space I will not include them) but at the time our operation began four things were true.
1. All SIX of our FBs were being attacked by various fleet members. All SIX.
2. The one we were using for testing yesterday was the Brutal FB. Somebody (not sure who) "start"ed it 8 hours earlier so we began our attack with only 16 hours instead of 24.
3. We had no reasonable chance to defeat the Brutal FB due to the timer. We had people coordinating from literally all over the world and we still managed to get it down to half, but it was pointless to push beyond that because we just didn't have enough time.
4. Nobody else in the fleet had a reasonable chance to get rewards either because with all of their attacks spread out over all 6 FBs there was no reasonable expectation that any of them would be defeated.
And that is the core of the issue, without the ability for Admirals/officers to control what FBs the fleet are attacking, the entire Fleet Boss feature is pointless. You designed a feature that intentionally requires the entire fleet to work together, and you do not give us any methodology to accomplish that. This current system is complete anarchy in a feature that is supposed to promote unity and the most obvious solution (giving Admirals/officers the ability to lock FBs) was not implemented through a combination of fear and lack of trust.
So since the developers do not trust Admirals/officers to run their fleets, here is the solution I would suggest. Leave the FBs as they are, the default for every fleet is every FB the fleet has unlocked is the current free-for-all, anarchistic, uncoordinated feeding frenzy it already is, but you put in place an active locking system that permits Admirals/officer to manually lock FBs. This way, if people are in a fleet with absent leadership all the FBs will still be open, fleets with oppressive leadership will become clear and people unhappy will know they should find a different fleet, and the fleets with competent leadership will actually be able to lead effectively.
One other option(but less than ideal). Show who started the battle. Make it abundantly clear in the screen who it was. Then Admirals can talk to the person. If the person still refuses to listen, the Admiral can kick the person out of the fleet. Like Daily Missions, now that fleets know who is not completing their daily missions they can talk to the people and take action as necessary. But as long as the data was hidden there was no way for a fleet to manage their members.
Everyone who hits a boss needs to get rewards when it is defeated or escapes. The newer players in my fleet don’t have maxed ships and good boom crew to get the damage necessary to meet these arbitrary minimum damage thresholds. They are getting very frustrated and left behind. This Boss feature is detrimental to new players enjoyment of the game and long term sustainability of this game if they are being left behind as they currently are.
Everyone who hits a boss needs to get rewards when it is defeated or escapes. The newer players in my fleet don’t have maxed ships and good boom crew to get the damage necessary to meet these arbitrary minimum damage thresholds. They are getting very frustrated and left behind. This Boss feature is detrimental to new players enjoyment of the game and long term sustainability of this game if they are being left behind as they currently are.
Agreed. I've seen a couple of players in my fleet who don't appear to possess maxed out ships or big hammer cards repeatedly miss out on the lowest threshold and therefore get absolutely nothing. It's also partly to do with them selflessly working on nodes (they show up on the scoreboards as having unlocked chains) instead of trying to maximise their damage dealt. There should be some personal credit towards achieving the rewards for people who sacrifice damage dealt to unlock nodes. Separate to this, there should be a rewards threshold starting at 1. Sure make the rewards in that bracket low, but give them something. I can't speak for them, but if it were me, I'd lose interest in the feature, and the game, rapidly if I were in their shoes.
So, re. the "single unique card to unlock vs. multiple possibilities to unlock" issue. I acknowledge the statements that the earlier functionality was not intended and the stated reasoning that it is best "fixed" sooner rather than later to avoid people getting too used to it. I also accept that as a player, my experience of this feature is still evolving and I haven't seen the "full picture" view the developers may have and how with subsequent upgrades unlocking combos may become more worthwhile for fleets (and HOPEFULLY individual players who work on the nodes) even despite the "fix". I just want to point out that, even with good intentions, after being able to read pages and pages of detailed feedback on particular pain points associated with unlocking nodes, the optics of making this fix ahead of (instead of at the same time as) other changes that could ameliorate those well documented pain points just wasn't great.
To have a chance at defeating the higher difficulty levels, good fleet coordination and communication is necessary. The in-game chat is not fit for purpose. I know it, you know it, we all know it. My fleet is currently on a node where the known trait is Federation, and one of the possible traits listed below is Human. There are literally dozens of possible cards to eliminate, even taking the other possible traits into account. Trying to coordinate so that valour is not wasted retrying a card a fleet-mate was previously unsuccessful with is problematic. Sure one could try Discord or a shared spreadsheet, but is this what the game has come to, that out of game tools are becoming so crucial to function? This may be a bit of a "too complex pie in the sky" suggestion, but could it be possible to make it so that cards a fleet has already tried which failed to match and unlock a particular node are no longer selectable when choosing crew for subsequent attempts at that node?
Speaking of fleet coordination and communication, strong +1 to giving fleet admirals +/- officers the OPTION to lock certain difficulties. Please.
Some people mentioned unexpected loss of valor points. Maybe it is only a synchronization issue... (or something like that)
I have the following experience. Chronologically:
1. Yesterday: The game displayed that full replenish of my valors should happen few minutes before the boss battle end. That is, today around 9:00 AM UTC.
2. I stopped spending valors in order to reach maximum valors for next battle.
3. Today, around 5:00 AM UTC: I started the game and I saw 4 valors. That was wrong because maximum of 4 valors should be reached around 9:00 AM UTC when the battle ends.
4. Today, around 7:00 AM UTC: I started the game again and only 3 valors were displayed, which is correct. I think that game restart fixed the wrong number of valors.
I think that some reported lost valor points could be caused by this behavior.
People could see wrong higher number of valors that was fixed later and they could think that they lost valors because of game error.
Just an impression... Maybe the game client shows 4 valors by default if it cannot read current number of valors from server at the moment (because of network issues, for example).
Comments
Five. I wish I knew that before hand.
But that's exactly why not everyone in the fleet should be allowed to open a BOSS-Battle.
This should be reserved for admirals and officers and no one else.
Please pass this request/idea on to your development department.
Greets [GoG] Matze
I know Ben said they intentionally didn't want to do this. But I have seen dozens of requests to lock boss bottles, and not a SINGLE person saying they want it to stay as is.
But, AT LEAST, can we get the timer of the boss to start running once an attack is dealt (damage being done), We have a lot (A LOT) of people just starting bosses either by mistake, or curiosity to see the rewards, or whatever, and not attacking.
It would be nice if we could organically lock people out of difficulties, like captain level, ship or crew required, but I can't think of any alternatives.
Maybe put a fee to start a FBB? Like 100 magnesite, so captains that log once a week and don't read fleet messages can't start a boss, or at least feel that they might be doing something that they shouldn't? (The 100 magnesite is a number I think higher bridge level captains would have no problem spending, but casual players might think twice to spend)
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Captain Zombie's Combo chain calculator
Or anyone from TP giving us 1 reason why it has to stay. Well, they can't because I already defeated the "we want everyone to participate" nonsense. Fleets just start booting people who start fights, and guess what, they aren't participating are they? And of course, if they aren't a certain level, then they are precluded from joining a lot of fleets. Then they lose fleet bonuses as well, but we don't care about any of that.
And as we have also seen, people are leaving fleets to join others for various reasons: they want better cooperation, they want less hassle and pressure, they want fight higher level, they don't want to fight at all. But let's not give the fleet leaders any control on boss fights, because that might, wait for it.....impact the revenue (spending $ on dil)....
With the influx of LD 2* crew, we will start seeing the Vedala problem at all difficulties, as they are in the Vault eight days before they are available. Starfleet and Orion (Tendi) is unique and it's possible the other three would have a unique combo as well. I need to look at Rutherford better and we haven't seen Boimler and Mariner yet. Yesterday was busy.
I've been prefixing every CS ticket involving the new feature with "FBB", so they know it involves the Fleet Boss right off. "FBB- Lost Valor" or "FBB- Lost Valor x2" for example, so they know what the main issue is. Inside are the details. I hope it helps. I try to prefix Event problems with "Event-" so they know it's a time issue there.
Since there is a backlog, is there something specific that CS would like us to use in our ticket header when dealing with "premature" traits, so they know it's something holding up a whole fleet? I figured since we know it will be an issue like Vedala was, we can try to get ahead of it. Make it easier for everyone. I wouldn't complain if they came up with a list of certain things they would like us to include it the header/body for certain issues to make it easier on everyone. Can you check with them and get back to us?
My Fleet is sticking with Normal, so we will probably see it happen. I already warned it could happen and told them I would ask about procedure, beforehand. Thanks.
There are people who don't want it to be locked. (See STT youtube, for example)
So, I would prefer the option to lock it.
If battles are locked.
Previous rewards could have very low thresholds. The rewards could also be subtracted from the current rewards so that no extra are being rewarded.
(Of course, there will be resources, that may not be given now, that will be included, so these will be extra)
But, again the solution to only allowing one battle at a time, is changing the reward structure. The only reward structure that does not need changing is Easy.
Thank you.
P.S. We are having a lot of fun in our fleets learning how to mess up the bosses. Thank you for this aspect of the game and revitalizing it.
But apparently, we have 1...someone started the fight, did not attack, just started it and ruined our plans. If you are not going to give us the ability to lock fights, and I have still seen no logical reason why you won't, at least let us see WHO starts the fight. That way we can address the issues with communication. That would be a small step in the right direction.
*THIS!*
My suggestion was originally done with the timer in mind, we are having that problem with people opening battles by mistake or curiosity to check the rewards, and the countdown starts with no one attacking.
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Captain Zombie's Combo chain calculator
Or can someone from WRG please post the rewards? @Shan ? Please?
That might help with curtailing the erroneous battle starts.
Either someone from the fleet could set a time when the next battle starts.
Or the boss restarts at a fixed time every day (only if there’s no current battle for that difficulty running).
Or the boss will start a fixed duration after the last one ends.
I think my Fleet can beat brutal but it would help a lot if we didn’t start for 6-9 hours after the last one so a couple valour can get banked.
https://forum.wickedrealmgames.com/stt/discussion/694/wiki-edits-that-need-to-be-added#latest
For the third straight day our fleet made plans for a specific boss. This time we were essentially running a test of the Emergency Broadcast System, effectively practicing our ability to coordinate and test out new crew sorting methods. I have the screenshots to prove this (I will provide them if asked but to save time/space I will not include them) but at the time our operation began four things were true.
1. All SIX of our FBs were being attacked by various fleet members. All SIX.
2. The one we were using for testing yesterday was the Brutal FB. Somebody (not sure who) "start"ed it 8 hours earlier so we began our attack with only 16 hours instead of 24.
3. We had no reasonable chance to defeat the Brutal FB due to the timer. We had people coordinating from literally all over the world and we still managed to get it down to half, but it was pointless to push beyond that because we just didn't have enough time.
4. Nobody else in the fleet had a reasonable chance to get rewards either because with all of their attacks spread out over all 6 FBs there was no reasonable expectation that any of them would be defeated.
And that is the core of the issue, without the ability for Admirals/officers to control what FBs the fleet are attacking, the entire Fleet Boss feature is pointless. You designed a feature that intentionally requires the entire fleet to work together, and you do not give us any methodology to accomplish that. This current system is complete anarchy in a feature that is supposed to promote unity and the most obvious solution (giving Admirals/officers the ability to lock FBs) was not implemented through a combination of fear and lack of trust.
So since the developers do not trust Admirals/officers to run their fleets, here is the solution I would suggest. Leave the FBs as they are, the default for every fleet is every FB the fleet has unlocked is the current free-for-all, anarchistic, uncoordinated feeding frenzy it already is, but you put in place an active locking system that permits Admirals/officer to manually lock FBs. This way, if people are in a fleet with absent leadership all the FBs will still be open, fleets with oppressive leadership will become clear and people unhappy will know they should find a different fleet, and the fleets with competent leadership will actually be able to lead effectively.
The more we talk, they less they listen. They will not admit they made a mistake, they will not give in, instead they will double down on not giving us this feature. Newer fleets are still having issues with people not putting parts in the "recommended rooms" and 5 years later admirals/officers still can't lock out rooms. I see this ending up the same way.
So far only Normal is active. I think someone triggered it, but, as long as no one attacks, I'll take it.
Did you ever figure this out?
I think only officers/admiral can recommend rooms. Start demoting officers until you figure out who's doing it.
One other option(but less than ideal). Show who started the battle. Make it abundantly clear in the screen who it was. Then Admirals can talk to the person. If the person still refuses to listen, the Admiral can kick the person out of the fleet. Like Daily Missions, now that fleets know who is not completing their daily missions they can talk to the people and take action as necessary. But as long as the data was hidden there was no way for a fleet to manage their members.
Agreed. I've seen a couple of players in my fleet who don't appear to possess maxed out ships or big hammer cards repeatedly miss out on the lowest threshold and therefore get absolutely nothing. It's also partly to do with them selflessly working on nodes (they show up on the scoreboards as having unlocked chains) instead of trying to maximise their damage dealt. There should be some personal credit towards achieving the rewards for people who sacrifice damage dealt to unlock nodes. Separate to this, there should be a rewards threshold starting at 1. Sure make the rewards in that bracket low, but give them something. I can't speak for them, but if it were me, I'd lose interest in the feature, and the game, rapidly if I were in their shoes.
So, re. the "single unique card to unlock vs. multiple possibilities to unlock" issue. I acknowledge the statements that the earlier functionality was not intended and the stated reasoning that it is best "fixed" sooner rather than later to avoid people getting too used to it. I also accept that as a player, my experience of this feature is still evolving and I haven't seen the "full picture" view the developers may have and how with subsequent upgrades unlocking combos may become more worthwhile for fleets (and HOPEFULLY individual players who work on the nodes) even despite the "fix". I just want to point out that, even with good intentions, after being able to read pages and pages of detailed feedback on particular pain points associated with unlocking nodes, the optics of making this fix ahead of (instead of at the same time as) other changes that could ameliorate those well documented pain points just wasn't great.
To have a chance at defeating the higher difficulty levels, good fleet coordination and communication is necessary. The in-game chat is not fit for purpose. I know it, you know it, we all know it. My fleet is currently on a node where the known trait is Federation, and one of the possible traits listed below is Human. There are literally dozens of possible cards to eliminate, even taking the other possible traits into account. Trying to coordinate so that valour is not wasted retrying a card a fleet-mate was previously unsuccessful with is problematic. Sure one could try Discord or a shared spreadsheet, but is this what the game has come to, that out of game tools are becoming so crucial to function? This may be a bit of a "too complex pie in the sky" suggestion, but could it be possible to make it so that cards a fleet has already tried which failed to match and unlock a particular node are no longer selectable when choosing crew for subsequent attempts at that node?
Speaking of fleet coordination and communication, strong +1 to giving fleet admirals +/- officers the OPTION to lock certain difficulties. Please.
I have the following experience. Chronologically:
1. Yesterday: The game displayed that full replenish of my valors should happen few minutes before the boss battle end. That is, today around 9:00 AM UTC.
2. I stopped spending valors in order to reach maximum valors for next battle.
3. Today, around 5:00 AM UTC: I started the game and I saw 4 valors. That was wrong because maximum of 4 valors should be reached around 9:00 AM UTC when the battle ends.
4. Today, around 7:00 AM UTC: I started the game again and only 3 valors were displayed, which is correct. I think that game restart fixed the wrong number of valors.
I think that some reported lost valor points could be caused by this behavior.
People could see wrong higher number of valors that was fixed later and they could think that they lost valors because of game error.
Just an impression... Maybe the game client shows 4 valors by default if it cannot read current number of valors from server at the moment (because of network issues, for example).