After clearing a node, instead of having to wait for other fleet members to complete the chain, at least give us the option to attempt more nodes using (a small amount of) dilithium...
Bad news guys, hidden traits are back! I was only able to find it by using the game from the Windows app store, could not find it on my phone or tablet. And unlike last time, scrolling did not help, I had to maximize the app to full screen to see it.
WRG: Allow me to take you back to 2016. There’s this new game called Timelines, and it’s pretty fun. But there’s a problem: The new events feature rewards you based on rank. If you’re in the top 1K, you get the 5* crew. From 1K – 3K, you get the 4* crew. But you can’t get both. If you really want that new Captain Proton Paris on your crew, you have to tank your performance and forgo Arachnia Janeway.
That was a tough choice for a number of Captains, and I’m very thankful it was resolved by making ranked rewards cumulative.
So now it’s 2022. We’ve got this fun new feature called Fleet Boss Battles. If your Bridge Level is below 13, Nightmare is where it’s at—you want to take it down quick as you can so you can build your bridge and earn the Connie, Scotty, and McCoy. But there’s a problem: Some of your fleet mates have burned extra tickets and are at Bridge Level 13+. Nightmare doesn’t help them anymore, because they need B3 to level their bridge. That only comes from Ultra Nightmare.
No worries! DB/TPP/WRG learned from 2016 and made rewards cumulative, right?
WRG: Thanks for making the updates you have. Minimum damage of 1, boosts for combos, unfreeze from the FBB picker are all great and we appreciate them. But seriously, not throwing us a single B1 for UNM destruction is a real problem. My fleet has Captains on both sides of the Galactic Bridge Barrier and the result is a split fleet focus. If UNM gave a B1 reward, we’d be out there whaling away at it 100%.
Over time, this is going to be a bigger problem: When recruiting into the fleet we’re going to need to know the Captain’s bridge level and if they’re under 13 that might be a show stopper. We don’t want that.
It’s a simple fix. Please don’t take 9 months to make it happen like the switch to cumulative event rewards did.
I see it can take two minutes for a boss battle to start after clicking the button. This can be annoying as players might think the game has crashed. They could also look away when it starts, and miss the opportunity to do maximum damage.
I guess the >18 traits bug does not apply to all combos and difficulties.
Can anyone list which combos/difficulties have >18 traits.
You can really waste so much valor trying to unlock nodes, there's so little indication for what crew or traits other fleet members may have already tried. At the very least I feel like rejected crew should be marked in the Crew Selection screen.
It would be nice to limit possible traits to 18, and let that bug in the past for good. 24 is a huge number, and can be crippling if a couple of Federation/Starfleet/Human or even Civilian traits show up.
You can really waste so much valor trying to unlock nodes, there's so little indication for what crew or traits other fleet members may have already tried. At the very least I feel like rejected crew should be marked in the Crew Selection screen.
They should show Crew as "locked" if they have been tried. I'm not even sure why they show as "locked" now.
"The truth is like a lion; you don't have to defend it. Let it loose; it will defend itself."
I see it can take two minutes for a boss battle to start after clicking the button. This can be annoying as players might think the game has crashed. They could also look away when it starts, and miss the opportunity to do maximum damage.
I guess the >18 traits bug does not apply to all combos and difficulties.
Can anyone list which combos/difficulties have >18 traits.
I think it's Nightmare and above. Currently, we have 18 in the last combo chain of Brutal and the first combo chain of Nightmare, but I have seen more lately, so it's likely the advanced (second or third) nightmare combochains that have so many possible traits
Bad news guys, hidden traits are back! I was only able to find it by using the game from the Windows app store, could not find it on my phone or tablet. And unlike last time, scrolling did not help, I had to maximize the app to full screen to see it.
There really must be 0 QA process at WRG. They had a bug report. They made a temporary fix to address it. They put in their release announcements that the bug was fixed. Did anyone test the fix? How do they release a client claiming a bug was fixed while having the exact same bug present?
I find this a little tricky. It looks like all the chains are completed but there is another chain you only see if you scroll down. Would be good if they could all be seen without scrolling.
Even after the update, There remains a big wall you came across, for bilitrium you need to be able to beat the brutal boss. W'eve done so once, expection under nightmare it to be availble at the 50% damage mark, but there it's also under 100% damage... Brutal was allready a challenge to beat. Those extra 10 valor we definitely needed. But now we're kind of stuck trying to even beat brutal.
Unless the tricky part Apollo mentions about the new combo chains not showing is also part of other boss dificulties? And there are always more than 4 combo puzzles? Except we didn't notice it before?
Don't know if it has been mentioned, but worth repeating. If that pop of the Crewmember's Ship Battle info could NOT block the view of the Crew List when you are changing Assigned Crew that would be nice. Makes it rather inconvenient after trying to fill the Nodes when you are trying to assign your normal useful Crew.
EDIT: Starts with the second Crew Slot. if it were possible to have them all pop up where the first one does, would totally alleviate the issue.
"The truth is like a lion; you don't have to defend it. Let it loose; it will defend itself."
Don't know if it has been mentioned, but worth repeating. If that pop of the Crewmember's Ship Battle info could NOT block the view of the Crew List when you are changing Assigned Crew that would be nice. Makes it rather inconvenient after trying to fill the Nodes when you are trying to assign your normal useful Crew.
EDIT: Starts with the second Crew Slot. if it were possible to have them all pop up where the first one does, would totally alleviate the issue.
If it didn't almost always pop up out of nowhere at the beginning of a battle and then cover the only useful part of the screen for the entire run of it (the one where you see if the boss is about to attack) that would be great too
Don't know if it has been mentioned, but worth repeating. If that pop of the Crewmember's Ship Battle info could NOT block the view of the Crew List when you are changing Assigned Crew that would be nice. Makes it rather inconvenient after trying to fill the Nodes when you are trying to assign your normal useful Crew.
EDIT: Starts with the second Crew Slot. if it were possible to have them all pop up where the first one does, would totally alleviate the issue.
If it didn't almost always pop up out of nowhere at the beginning of a battle and then cover the only useful part of the screen for the entire run of it (the one where you see if the boss is about to attack) that would be great too
And that has been a problem for much longer!
"The truth is like a lion; you don't have to defend it. Let it loose; it will defend itself."
I am enjoying the chain unlock bonuses and the ability to thaw out crew directly from the combo interfaces. I didn't really mind jumping in and out of the vault all the time but this is undeniably much more convenient.
However, the changes to crew selection seem to have caused an unintended change in behaviour. Before 9.1.0, I could choose any character from that menu, but now the ones currently out on voyages or shuttles are locked in the way that they would be for galaxy crafting etc. I'm pretty sure that's not as intended since I can still pick those same characters directly from the ship interface just before going into the battle (which fits with the fact that crew are not locked for skirmishing, arena or main map ship battles by being on a voyage/shuttle). It's not a big deal because I can still use them, but it's not quite as convenient.
Clarification please. If the 50% mark isn't met, do you get personal rewards? I can't remember.
Yes, you do. My Nightmare alt is in a solo fleet (part of my attempt to make it even more difficult for myself) and has reached bridge Level 2 successfully despite getting 4% or less each time. (I'm clearly never getting past Level 2, though I have hoarded all the free Valor - currently on 34. Who knows in a couple of years I might be able to knock out a single solo run at Easy mode.)
Has anyone else also had this issue? One fleet member tries to unlock a node with the only possible crew, but it doesn‘t work, hours (and many useless attempts to try other crew) later another player using the same crew has suddenly success. We had this issue with Beowulf EMH, Qowat Milat Burnham, Temporal Agent Seven.
Of course we can‘t verify if the right crew was really used, but I do believe it was.
Is this a known or new bug maybe?
Make sure you scroll down with your mouse wheel to see the 4th treat row down there! That crew might not be the only possible one if you have more treats there.
"Everything about the Jem'Hadar is lethal!" - Eris (ST-DS9 Episode 2x26 "The Jem'Hadar")
Has anyone else also had this issue? One fleet member tries to unlock a node with the only possible crew, but it doesn‘t work, hours (and many useless attempts to try other crew) later another player using the same crew has suddenly success. We had this issue with Beowulf EMH, Qowat Milat Burnham, Temporal Agent Seven.
Of course we can‘t verify if the right crew was really used, but I do believe it was.
Is this a known or new bug maybe?
I've had something similar, but there were similar enough crew that I assumed it was just the person being confused. Especially when it's variants of the same crew, some of them look very similar in the small headshot we get in crew selection.
If it didn't almost always pop up out of nowhere at the beginning of a battle and then cover the only useful part of the screen for the entire run of it (the one where you see if the boss is about to attack) that would be great too
Sometimes, a similar "pop-up window" covering my screen happens when I start a battle in the Arena.
I found out that a "long-tap" on any inactive ship ability or inactive crew can hide the "pop up window" and clear the view.
That is, hold your finger for some time on any inactive icon representing the ship ability or equipped crew. The annoying pop-up window should disappear.
If it didn't almost always pop up out of nowhere at the beginning of a battle and then cover the only useful part of the screen for the entire run of it (the one where you see if the boss is about to attack) that would be great too
Sometimes, a similar "pop-up window" covering my screen happens when I start a battle in the Arena.
I found out that a "long-tap" on any inactive ship ability or inactive crew can hide the "pop up window" and clear the view.
That is, hold your finger for some time on any inactive icon representing the ship ability or equipped crew. The annoying pop-up window should disappear.
My feedback to the feature is that it is too timeconsuming (if you contribute to the nodes) and too hard for medium-sized and small fleets.
If not for my fleeties I would skip this one entirely. It adds the sense of duty to a game which should be fun. I am considering to quit STT altogether.
We managed Brutal several times thanks to the 10 valor packs but now again we don't. Hard provides no bridge progress any more though.
What would help? All sorts of resources should be obtainable in each enemy-tier but of course in increasing quantities. This way each fleet could build the whole bridge at their own pace like they could with the star base, even if it were super-slow.
The rarer resources would have to be rescaled to make it feasible, but this has been done with the common resources in the other direction before, so it should be easy.
Wir, die Mirror Tribbles [MiT] haben freie Plätze zu vergeben. Kein Zwang und kein Stress, dafür aber Spaß, Discord und eine nette, hilfsbereite Gemeinschaft, incl. voll ausgebauter Starbase und täglich 700 ISM.
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Captain Zombie's Combo chain calculator
That was a tough choice for a number of Captains, and I’m very thankful it was resolved by making ranked rewards cumulative.
So now it’s 2022. We’ve got this fun new feature called Fleet Boss Battles. If your Bridge Level is below 13, Nightmare is where it’s at—you want to take it down quick as you can so you can build your bridge and earn the Connie, Scotty, and McCoy. But there’s a problem: Some of your fleet mates have burned extra tickets and are at Bridge Level 13+. Nightmare doesn’t help them anymore, because they need B3 to level their bridge. That only comes from Ultra Nightmare.
No worries! DB/TPP/WRG learned from 2016 and made rewards cumulative, right?
WRG: Thanks for making the updates you have. Minimum damage of 1, boosts for combos, unfreeze from the FBB picker are all great and we appreciate them. But seriously, not throwing us a single B1 for UNM destruction is a real problem. My fleet has Captains on both sides of the Galactic Bridge Barrier and the result is a split fleet focus. If UNM gave a B1 reward, we’d be out there whaling away at it 100%.
Over time, this is going to be a bigger problem: When recruiting into the fleet we’re going to need to know the Captain’s bridge level and if they’re under 13 that might be a show stopper. We don’t want that.
It’s a simple fix. Please don’t take 9 months to make it happen like the switch to cumulative event rewards did.
Fleet Discord | Fleet Wiki
I guess the >18 traits bug does not apply to all combos and difficulties.
Can anyone list which combos/difficulties have >18 traits.
Public profile
Captain Zombie's Combo chain calculator
They should show Crew as "locked" if they have been tried. I'm not even sure why they show as "locked" now.
Public profile
Captain Zombie's Combo chain calculator
There really must be 0 QA process at WRG. They had a bug report. They made a temporary fix to address it. They put in their release announcements that the bug was fixed. Did anyone test the fix? How do they release a client claiming a bug was fixed while having the exact same bug present?
I find this a little tricky. It looks like all the chains are completed but there is another chain you only see if you scroll down. Would be good if they could all be seen without scrolling.
Unless the tricky part Apollo mentions about the new combo chains not showing is also part of other boss dificulties? And there are always more than 4 combo puzzles? Except we didn't notice it before?
The game has mistakes, no doubt - but guys now you are lifting up the whining to a new level, respect....
EDIT: Starts with the second Crew Slot. if it were possible to have them all pop up where the first one does, would totally alleviate the issue.
If it didn't almost always pop up out of nowhere at the beginning of a battle and then cover the only useful part of the screen for the entire run of it (the one where you see if the boss is about to attack) that would be great too
And that has been a problem for much longer!
However, the changes to crew selection seem to have caused an unintended change in behaviour. Before 9.1.0, I could choose any character from that menu, but now the ones currently out on voyages or shuttles are locked in the way that they would be for galaxy crafting etc. I'm pretty sure that's not as intended since I can still pick those same characters directly from the ship interface just before going into the battle (which fits with the fact that crew are not locked for skirmishing, arena or main map ship battles by being on a voyage/shuttle). It's not a big deal because I can still use them, but it's not quite as convenient.
Yes, you do. My Nightmare alt is in a solo fleet (part of my attempt to make it even more difficult for myself) and has reached bridge Level 2 successfully despite getting 4% or less each time. (I'm clearly never getting past Level 2, though I have hoarded all the free Valor - currently on 34. Who knows in a couple of years I might be able to knock out a single solo run at Easy mode.)
No worries, in 9 months all players will have painfully maxed their bridges even without the fix.
Of course we can‘t verify if the right crew was really used, but I do believe it was.
Is this a known or new bug maybe?
I read that crew selection by tapping on the nodes doesn't always work, so in some cases you need to select them manually before entering the battle.
I'm not sure if that's what happened or how it looks when it does, because we haven't experienced it yet in our fleet.
I've had something similar, but there were similar enough crew that I assumed it was just the person being confused. Especially when it's variants of the same crew, some of them look very similar in the small headshot we get in crew selection.
Sometimes, a similar "pop-up window" covering my screen happens when I start a battle in the Arena.
I found out that a "long-tap" on any inactive ship ability or inactive crew can hide the "pop up window" and clear the view.
That is, hold your finger for some time on any inactive icon representing the ship ability or equipped crew. The annoying pop-up window should disappear.
It works 100% on Android.
Thank you for that tip!
Not everyone. Only the big fleets.
If not for my fleeties I would skip this one entirely. It adds the sense of duty to a game which should be fun. I am considering to quit STT altogether.
We managed Brutal several times thanks to the 10 valor packs but now again we don't. Hard provides no bridge progress any more though.
What would help? All sorts of resources should be obtainable in each enemy-tier but of course in increasing quantities. This way each fleet could build the whole bridge at their own pace like they could with the star base, even if it were super-slow.
The rarer resources would have to be rescaled to make it feasible, but this has been done with the common resources in the other direction before, so it should be easy.