Our most recent battle (just ended)had non-portal/retrievable crew showing as possible node matches. Also of our 16 possible modes half of them had matches running into 100s.
Is it possible that you forgot that it is not crew based but trait based? I never saw more then 5-6 possible matches.
You can still use a non portal crew to match the node. The change made was to guarantee there would be a portal crew as an option. But if a non portal crew shares the traits you can still use them too.
The node lock is very frustrating. I clicked on crew to try for nodes and picked crew and did my battle. I unlocked a node but was then locked out of the others. Then it turned out one of the other nodes needed Kukulkan and only I had him. When I selected crew to try for node unlocking I didn’t see him come up in that slot or I for sure would have picked him. He didn’t come up so I thought that the serpent trait down below clearly wasn’t going to get used. This was the start of a nightmare and we would have been in big trouble if not for one player on at that time being lucky to have 900 am and willing to retrieve Kukulkan for the fleet. That should not have been necessary.
@Shan, can you confirm whether this is the correct breakdown of bridge rewards, and also the part about it being 75 schematics short of getting the Constellation to level 10? If so, is that ever gonna be addressed, or will it just never be possible to max out the Constellation?
Had this last night, the node would not be unlocked. I tried all of the different node possibilities of this Federation + node, Camp Janeway for Nurse or Starfleet or Human, B-4 for casual, Robin Hood for thief, Science Officer Tilly for theoretical engineer, Lt. Booker for courier, Author Doctor for diplomat, the only Ikaaran is Karyn Archer who doesn’t have the Federation trait, and the only Terrellian is 5* Irina who also isn’t Federation. So what did I miss? Why didn’t this node unlock? It shows only as a 2 trait node, is it a visual bug and it’s really a 3 trait node? Are there secret traits I can’t see?
@Shan, can you confirm whether this is the correct breakdown of bridge rewards, and also the part about it being 75 schematics short of getting the Constellation to level 10? If so, is that ever gonna be addressed, or will it just never be possible to max out the Constellation?
I am short on time to verify the whole list but I did check on the schematics and at Bridge Level 16 I see 675 schematics and not 600.
Wowies, Kudos to the team that they calculated the sum of schems right and thought of adding 75 extra schems on Bridge Level 16. It would be nice to see the total requirements of each bridge level as well (not only the rewards, I mean).
"Everything about the Jem'Hadar is lethal!" - Eris (ST-DS9 Episode 2x26 "The Jem'Hadar")
Had this last night, the node would not be unlocked. I tried all of the different node possibilities of this Federation + node, Camp Janeway for Nurse or Starfleet or Human, B-4 for casual, Robin Hood for thief, Science Officer Tilly for theoretical engineer, Lt. Booker for courier, Author Doctor for diplomat, the only Ikaaran is Karyn Archer who doesn’t have the Federation trait, and the only Terrellian is 5* Irina who also isn’t Federation. So what did I miss? Why didn’t this node unlock? It shows only as a 2 trait node, is it a visual bug and it’s really a 3 trait node? Are there secret traits I can’t see?
Just because it only shows 2 Traits (1 revealed and 1 hidden) doesn't mean the crew that will unlock it only has 2 traits; they may have more.
I just had one where the revealed trait was Prodigy, and my fleet had tried many different crew, but I tried an unused trait of Villain; using Dr. Hippocrates Noah unlocked the node. But...he was also Human (which had already been used in another node) and a few other traits I can't remember.
So, the selected crew may have more traits than the node is calling for, and 1 or more of those may also be "dead" traits from other nodes.
Our most recent battle (just ended)had non-portal/retrievable crew showing as possible node matches. Also of our 16 possible modes half of them had matches running into 100s.
Is it possible that you forgot that it is not crew based but trait based? I never saw more then 5-6 possible matches.
You can still use a non portal crew to match the node. The change made was to guarantee there would be a portal crew as an option. But if a non portal crew shares the traits you can still use them too.
Had this last night, the node would not be unlocked. I tried all of the different node possibilities of this Federation + node, Camp Janeway for Nurse or Starfleet or Human, B-4 for casual, Robin Hood for thief, Science Officer Tilly for theoretical engineer, Lt. Booker for courier, Author Doctor for diplomat, the only Ikaaran is Karyn Archer who doesn’t have the Federation trait, and the only Terrellian is 5* Irina who also isn’t Federation. So what did I miss? Why didn’t this node unlock? It shows only as a 2 trait node, is it a visual bug and it’s really a 3 trait node? Are there secret traits I can’t see?
Just because it only shows 2 Traits (1 revealed and 1 hidden) doesn't mean the crew that will unlock it only has 2 traits; they may have more.
I just had one where the revealed trait was Prodigy, and my fleet had tried many different crew, but I tried an unused trait of Villain; using Dr. Hippocrates Noah unlocked the node. But...he was also Human (which had already been used in another node) and a few other traits I can't remember.
So, the selected crew may have more traits than the node is calling for, and 1 or more of those may also be "dead" traits from other nodes.
Apollo is right, he should have unlocked it. It might be that he encountered the bug by picking crew in the node selection but it did not appear on his slots to attack.
Is anyone else seeing a decrease in their average damage per run? It's come up in our Fleet, still on Normal, so I'm throwing about 500-550k on average and I was doing more like 600k.
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*
Is anyone else seeing a decrease in their average damage per run? It's come up in our Fleet, still on Normal, so I'm throwing about 500-550k on average and I was doing more like 600k.
Your crew for the Klingon K't'inga Battlecruiser, should be Kang, Commando Crusher, and Smiley O'Brien.
As someone suggested run a ship battle say at 'On Their Heels' to get use to battling in manual. If you win to quickly , try on next level difficulty.
You need to use the 2nd ship ability first (cloak), followed by Kang, then Crusher and the 1st ship ability, then maybe after two seconds O'Brien. Then repeat it again. If you get an evasion in, repeat again . You should be able to average 1 million damage. If an evasion gets in 1.5 million (might be lower might not get the immediate damage from ship ability in)
Edit: I have noted in the past a reduction in damage that does not seem to be explained as of yet.i thought it might be the "Reduce damage taken from Boss" but Shan I think said it was not the case. So I do not have any idea why damage was reduced. Actually, what I really noticed was not lasting as long in battle. And, if you do not last as long, you will do less damage when the ship and crew are the same.
So we waited a bit for the Nightmare FB timer to expire, I sent out another in game message updating everyone on the new timetable (I pushed back the plan several hours so that our international members had time to coordinate) and asked IN ALL CAPS that nobody attack the Nightmare FB until we were ready.
Care to guess what happened?
Several of us spent real USD dollars (Davie504 fans will get the reference) and moved around real life obligations to prepare for a planned fleet event/operation, and for a second straight day somebody ruined it all by starting our countdown 4 hours early. WE NEED THE ABILITY TO CONTROL WHAT FBS OUR FLEETS ARE ATTACKING!
I cannot even get upset at the people doing it because for all I know they thought they were starting a different difficulty but got confused when the order of the battles switched on them. I know I've fallen for that once myself, as have countless others based on the previous feedback in this thread. But motive is irrelevant, fleet leadership needs to matter when you call something a Fleet Boss, fleets fall apart without a chain of command and currently there is none because leadership has no authority to control which FB the fleet is fighting.
This has happened to us as well. The best proposal we have is a lockdown with a count down timer any officer can set. Max 24hrs, and only one battle level can be locked by any single officer. Solves problem of lockout in inactive fleets, and would get everyone on the same time zone so to speak.
Also consider adding a fleet tool similar to event rank, dailies, etc so the progress of members can be followed allowing for the best decisions to be made regarding what battle level to hammer away at.
While I'm on my horse, can "the hey I just spent dil, didn't notice the free valor was 20 min away and bamm the free valor clock goes back to 3hrs issue....
To prevent the free valor from going away like that, the maximum valor could be incresed to 5 or 6 instead of 4, that would be a good start.
Also, once again I can't stress nuff how impurrtant it is for fleets to be able to manually control when a boss battle starts and which one may not be touched at all. This will have to happen soon, as some of our players are already at Bridge Level 12 (that's the furthest level I've seen the requirements of).
"Everything about the Jem'Hadar is lethal!" - Eris (ST-DS9 Episode 2x26 "The Jem'Hadar")
I also have come across a node that seemingly was unlockable. It was only a two trait node (Hero+1).
I listed all the options, and there were a lot that weren't possible (e.g. Hero+Kzinti).
This left me with trait combinations that could be covered by one of 3 crew.
However, I tried all three (I even tried the first one twice because I started to doubt myself that I had tried it) but the node wouldn't unlock.
So I think there is still a bug floating around somewhere!
Fleet Admiral of NCC UK Midlands."Leave any bigotry in your quarters. There's no room for it on the bridge." - J.T. Kirk, 2266
I also have come across a node that seemingly was unlockable. It was only a two trait node (Hero+1).
I listed all the options, and there were a lot that weren't possible (e.g. Hero+Kzinti).
This left me with trait combinations that could be covered by one of 3 crew.
However, I tried all three (I even tried the first one twice because I started to doubt myself that I had tried it) but the node wouldn't unlock.
So I think there is still a bug floating around somewhere!
There is one that I haven't seen mentioned a lot yet, similar to the one that leaves both copies of the same trait greyed out, after it's been used only once.
If a trait (say Crafty) is the known trait for a node and the hidden trait for another, then it will obviously appear only once in the trait list. If the node where Crafty is the known trait gets unlocked first, for some reason that trait will be greyed out in the list, as if it had been already used, but it hasn't, because known traits aren't in the list.
That happened to my fleet yesterday and it was confusing, because we were left with an impossible node, until we figured out that the trait that we needed had been greyed out by this bug even if it had not been used yet.
When a new combo chain starts, check if any of the known traits also appears in the trait list for the hidden ones. If they do, you might run into this bug.
When a new combo chain starts, check if any of the known traits also appears in the trait list for the hidden ones. If they do, you might run into this bug.
Founding ADM - PoF family of fleets (POF, POF2 & POF3) - Dear TP: Non sequitur. Your facts are uncoordinated.
So true, except that the initial "bug" was just something that made the game more fun for plenty of players, and didn't ever need to be fixed at all. Their greed made the product worse, when simply doing nothing would've made it better than they had originally intended.
duplicate traits
in random traits, example: 2x Starfleet, human or federation
in fixed + random traits, example: desperate as fixed trait but also as random trait
with dupe traits and one character found with one of them both traits are marked as done,
same with fixed + random trait - if fixed desperate is found the random one is marked as done too
in the combo chain menu if you click on one empty slot to show possibly matching characters it even shows character with traits already found and marked as done
had one slot with fixed caregiver with +Diplomat (Promoted Sisko) or +Betazoid (Bridge Officer Troi) it showed Caregiver + Starfleet for both
in the combo chain menu if you click on one empty slot to show possibly matching characters it even shows character with traits already found and marked as done
had one slot with fixed caregiver with +Diplomat (Promoted Sisko) or +Betazoid (Bridge Officer Troi) it showed Caregiver + Starfleet for both
That one is annoying. It might not even be a bug and just an intentional design to make things as difficult as possible, but it means that all the players who don't want or have the time to use external tools or search things manually with crew retrieval will probably make a lot of useless attempts with impossible crew recommended by the game, if they don't pay attention. So casual players that might unlock nodes for the fleet won't, because they'll assume that the crew recommended by the game are actual options and waste their valor trying them out.
Ok this has to be a glitch right? This is for brutal. We can only use up to super rare crew, but literally the only crew that matches anything are 5 star crew
Ok this has to be a glitch right? This is for brutal. We can only use up to super rare crew, but literally the only crew that matches anything are 5 star crew
@Sisko's Self-Sealing Stembolaya [FF] It's the bug that I mentioned: it greyed out the Romantic trait because it was the known/fixed trait on a node you unlocked. You're looking for Exobiology+Romantic.
EDIT: the Romantic or Telepath trait, not sure which one was the known one on the first node.
Comments
You can still use a non portal crew to match the node. The change made was to guarantee there would be a portal crew as an option. But if a non portal crew shares the traits you can still use them too.
Had this last night, the node would not be unlocked. I tried all of the different node possibilities of this Federation + node, Camp Janeway for Nurse or Starfleet or Human, B-4 for casual, Robin Hood for thief, Science Officer Tilly for theoretical engineer, Lt. Booker for courier, Author Doctor for diplomat, the only Ikaaran is Karyn Archer who doesn’t have the Federation trait, and the only Terrellian is 5* Irina who also isn’t Federation. So what did I miss? Why didn’t this node unlock? It shows only as a 2 trait node, is it a visual bug and it’s really a 3 trait node? Are there secret traits I can’t see?
I am short on time to verify the whole list but I did check on the schematics and at Bridge Level 16 I see 675 schematics and not 600.
Oh, that's great news!
For example, if the visible trait is Federation and the hidden trait is Jury Rigger, does it mean that:
1) Every crew that has Federation + Jury Rigger and the correct rarity will be able to unlock it
or
2) Only one specific crew among those with Federation + Jury Rigger and the correct rarity will be able to unlock it?
Everyone with federation +jury rigger and an eligible rarity can unlock it.
Then why didn’t mine above?
Thank you both for your answer!
I had read comments from players saying the opposite, so I wanted to be sure
I do not know.
Without being able to look at the battle itself and what the hidden trait was, it's impossible to say.
Just because it only shows 2 Traits (1 revealed and 1 hidden) doesn't mean the crew that will unlock it only has 2 traits; they may have more.
I just had one where the revealed trait was Prodigy, and my fleet had tried many different crew, but I tried an unused trait of Villain; using Dr. Hippocrates Noah unlocked the node. But...he was also Human (which had already been used in another node) and a few other traits I can't remember.
So, the selected crew may have more traits than the node is calling for, and 1 or more of those may also be "dead" traits from other nodes.
Yeah, I thin
Apollo is right, he should have unlocked it. It might be that he encountered the bug by picking crew in the node selection but it did not appear on his slots to attack.
Your crew for the Klingon K't'inga Battlecruiser, should be Kang, Commando Crusher, and Smiley O'Brien.
As someone suggested run a ship battle say at 'On Their Heels' to get use to battling in manual. If you win to quickly , try on next level difficulty.
You need to use the 2nd ship ability first (cloak), followed by Kang, then Crusher and the 1st ship ability, then maybe after two seconds O'Brien. Then repeat it again. If you get an evasion in, repeat again . You should be able to average 1 million damage. If an evasion gets in 1.5 million (might be lower might not get the immediate damage from ship ability in)
Edit: I have noted in the past a reduction in damage that does not seem to be explained as of yet.i thought it might be the "Reduce damage taken from Boss" but Shan I think said it was not the case. So I do not have any idea why damage was reduced. Actually, what I really noticed was not lasting as long in battle. And, if you do not last as long, you will do less damage when the ship and crew are the same.
This has happened to us as well. The best proposal we have is a lockdown with a count down timer any officer can set. Max 24hrs, and only one battle level can be locked by any single officer. Solves problem of lockout in inactive fleets, and would get everyone on the same time zone so to speak.
Also consider adding a fleet tool similar to event rank, dailies, etc so the progress of members can be followed allowing for the best decisions to be made regarding what battle level to hammer away at.
While I'm on my horse, can "the hey I just spent dil, didn't notice the free valor was 20 min away and bamm the free valor clock goes back to 3hrs issue....
Also, once again I can't stress nuff how impurrtant it is for fleets to be able to manually control when a boss battle starts and which one may not be touched at all. This will have to happen soon, as some of our players are already at Bridge Level 12 (that's the furthest level I've seen the requirements of).
I listed all the options, and there were a lot that weren't possible (e.g. Hero+Kzinti).
This left me with trait combinations that could be covered by one of 3 crew.
However, I tried all three (I even tried the first one twice because I started to doubt myself that I had tried it) but the node wouldn't unlock.
So I think there is still a bug floating around somewhere!
There is one that I haven't seen mentioned a lot yet, similar to the one that leaves both copies of the same trait greyed out, after it's been used only once.
If a trait (say Crafty) is the known trait for a node and the hidden trait for another, then it will obviously appear only once in the trait list. If the node where Crafty is the known trait gets unlocked first, for some reason that trait will be greyed out in the list, as if it had been already used, but it hasn't, because known traits aren't in the list.
That happened to my fleet yesterday and it was confusing, because we were left with an impossible node, until we figured out that the trait that we needed had been greyed out by this bug even if it had not been used yet.
So true, except that the initial "bug" was just something that made the game more fun for plenty of players, and didn't ever need to be fixed at all. Their greed made the product worse, when simply doing nothing would've made it better than they had originally intended.
in random traits, example: 2x Starfleet, human or federation
in fixed + random traits, example: desperate as fixed trait but also as random trait
with dupe traits and one character found with one of them both traits are marked as done,
same with fixed + random trait - if fixed desperate is found the random one is marked as done too
in the combo chain menu if you click on one empty slot to show possibly matching characters it even shows character with traits already found and marked as done
had one slot with fixed caregiver with +Diplomat (Promoted Sisko) or +Betazoid (Bridge Officer Troi) it showed Caregiver + Starfleet for both
That one is annoying. It might not even be a bug and just an intentional design to make things as difficult as possible, but it means that all the players who don't want or have the time to use external tools or search things manually with crew retrieval will probably make a lot of useless attempts with impossible crew recommended by the game, if they don't pay attention. So casual players that might unlock nodes for the fleet won't, because they'll assume that the crew recommended by the game are actual options and waste their valor trying them out.
Yes but they can't be used. This is for brutal. You can only use up to super rare crew.
@Sisko's Self-Sealing Stembolaya [FF] It's the bug that I mentioned: it greyed out the Romantic trait because it was the known/fixed trait on a node you unlocked. You're looking for Exobiology+Romantic.
EDIT: the Romantic or Telepath trait, not sure which one was the known one on the first node.