We're still stuck at Bridge L7 with no hope of moving forward. We have unlocked nightmare (we beat Brutal once but we had 20 extra valour gifted to us), so we're just using nightmare as an honour farm now.
Some of us just have given up on it.
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
We're still stuck at Bridge L7 with no hope of moving forward. We have unlocked nightmare (we beat Brutal once but we had 20 extra valour gifted to us), so we're just using nightmare as an honour farm now.
Some of us just have given up on it.
Nowhere was it said that every fleet was going to be able to beat every difficulty: this is a Fleet stretch goal, something that the Admiral and the rest of the members should be discussing what they need to do to advance to the next difficulty.
Just like the Away Missions were designed to test the strength of a player's crew quarters, it took considerable strategy (and a hefty dose of RNG luck sometimes) to use the right crew to score 3* on each mission, thus unlocking the Warp feature. Some players probably still have a mission or 3 that they haven't been able to finish, requiring them to research the best crew to clear the nodes and use various methods to acquire them.
So here we have a feature that isn't just one player scheming how to win that 3rd star, but 20+ fleetmates needing to work together to achieve the goal of defeating a particular Boss; and working together to not only acquire boosts (by completing combo nodes) but to help fleetmates determine the best ship/crew combo and how/where to get them.
We're still stuck at Bridge L7 with no hope of moving forward. We have unlocked nightmare (we beat Brutal once but we had 20 extra valour gifted to us), so we're just using nightmare as an honour farm now.
Some of us just have given up on it.
Nowhere was it said that every fleet was going to be able to beat every difficulty: this is a Fleet stretch goal, something that the Admiral and the rest of the members should be discussing what they need to do to advance to the next difficulty.
Just like the Away Missions were designed to test the strength of a player's crew quarters, it took considerable strategy (and a hefty dose of RNG luck sometimes) to use the right crew to score 3* on each mission, thus unlocking the Warp feature. Some players probably still have a mission or 3 that they haven't been able to finish, requiring them to research the best crew to clear the nodes and use various methods to acquire them.
So here we have a feature that isn't just one player scheming how to win that 3rd star, but 20+ fleetmates needing to work together to achieve the goal of defeating a particular Boss; and working together to not only acquire boosts (by completing combo nodes) but to help fleetmates determine the best ship/crew combo and how/where to get them.
TP has done some things to help smaller fleets (the revamped rewards structure for one had a positive impact) but there are still a few things that need attention. The crew select screen for one:
Why does it need to hide 1/2 the crew? Shrink it, move it over to the left, something.
Communication/chat - messages getting lost, never getting through etc
Admiral Message - Need more room/characters to help with communication about boss fights
and of course this:
Founding ADM - PoF family of fleets (POF, POF2 & POF3) - Dear TP: Non sequitur. Your facts are uncoordinated.
Or how about locking out crew that have already been tried on nodes? You know, to save the wasted valor.
I'd settle for taking crew that had their traits taken by a completed node off the suggestions list. That's a big deal for us. That could easily reduce at list of twenty to one.
With that glitch where the right crew doesn't always work the first time, I wouldn't lock them after one try.
I don't see how this could work because you can get duplicate traits
But one copy on the trait would NOT be greyed out. If it took possibles from the ungreyed traits and not the entire pool, it would help considerably. Since the list covers the end of the pool, it is very easy to forget what traits under it are used or unused.
The same crew can unlock different nodes in the same combo. There gave been cases where 2 crew
have unlocked a combo
Or how about locking out crew that have already been tried on nodes? You know, to save the wasted valor.
I'd settle for taking crew that had their traits taken by a completed node off the suggestions list. That's a big deal for us. That could easily reduce at list of twenty to one.
With that glitch where the right crew doesn't always work the first time, I wouldn't lock them after one try.
I don't see how this could work because you can get duplicate traits
But one copy on the trait would NOT be greyed out. If it took possibles from the ungreyed traits and not the entire pool, it would help considerably. Since the list covers the end of the pool, it is very easy to forget what traits under it are used or unused.
The same crew can unlock different nodes in the same combo. There gave been cases where 2 crew
have unlocked a combo
Yes, we had one that did THREE last week. I'm not really sure how this came up. I mean, if a trait is eliminated from the pool by a solved node and greyed out, it should be eliminated from the suggested crew. Go by the ungreyed traits, not the entire pool. It's "suggesting" crew that can no longer work and, sometimes, covers them the the crew pane. I was suggesting a tweak of the system that would assist some players, like younger kids or the mentally delayed that may blindly trust the computer, both of which I know play.
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*
We're still stuck at Bridge L7 with no hope of moving forward. We have unlocked nightmare (we beat Brutal once but we had 20 extra valour gifted to us), so we're just using nightmare as an honour farm now.
Some of us just have given up on it.
Nowhere was it said that every fleet was going to be able to beat every difficulty: this is a Fleet stretch goal, something that the Admiral and the rest of the members should be discussing what they need to do to advance to the next difficulty.
Just like the Away Missions were designed to test the strength of a player's crew quarters, it took considerable strategy (and a hefty dose of RNG luck sometimes) to use the right crew to score 3* on each mission, thus unlocking the Warp feature. Some players probably still have a mission or 3 that they haven't been able to finish, requiring them to research the best crew to clear the nodes and use various methods to acquire them.
So here we have a feature that isn't just one player scheming how to win that 3rd star, but 20+ fleetmates needing to work together to achieve the goal of defeating a particular Boss; and working together to not only acquire boosts (by completing combo nodes) but to help fleetmates determine the best ship/crew combo and how/where to get them.
you are correct, but it is really starting to cause a loss of players and I don't think thats the desired outcome either. I don't mind a challenge, but they really need this to SCALE for the fleet size not be LIMITED by the fleet size.
We're still stuck at Bridge L7 with no hope of moving forward. We have unlocked nightmare (we beat Brutal once but we had 20 extra valour gifted to us), so we're just using nightmare as an honour farm now.
Some of us just have given up on it.
Nowhere was it said that every fleet was going to be able to beat every difficulty: this is a Fleet stretch goal, something that the Admiral and the rest of the members should be discussing what they need to do to advance to the next difficulty.
Just like the Away Missions were designed to test the strength of a player's crew quarters, it took considerable strategy (and a hefty dose of RNG luck sometimes) to use the right crew to score 3* on each mission, thus unlocking the Warp feature. Some players probably still have a mission or 3 that they haven't been able to finish, requiring them to research the best crew to clear the nodes and use various methods to acquire them.
So here we have a feature that isn't just one player scheming how to win that 3rd star, but 20+ fleetmates needing to work together to achieve the goal of defeating a particular Boss; and working together to not only acquire boosts (by completing combo nodes) but to help fleetmates determine the best ship/crew combo and how/where to get them.
you are correct, but it is really starting to cause a loss of players and I don't think thats the desired outcome either. I don't mind a challenge, but they really need this to SCALE for the fleet size not be LIMITED by the fleet size.
We're still stuck at Bridge L7 with no hope of moving forward. We have unlocked nightmare (we beat Brutal once but we had 20 extra valour gifted to us), so we're just using nightmare as an honour farm now.
Some of us just have given up on it.
Nowhere was it said that every fleet was going to be able to beat every difficulty: this is a Fleet stretch goal, something that the Admiral and the rest of the members should be discussing what they need to do to advance to the next difficulty.
Just like the Away Missions were designed to test the strength of a player's crew quarters, it took considerable strategy (and a hefty dose of RNG luck sometimes) to use the right crew to score 3* on each mission, thus unlocking the Warp feature. Some players probably still have a mission or 3 that they haven't been able to finish, requiring them to research the best crew to clear the nodes and use various methods to acquire them.
So here we have a feature that isn't just one player scheming how to win that 3rd star, but 20+ fleetmates needing to work together to achieve the goal of defeating a particular Boss; and working together to not only acquire boosts (by completing combo nodes) but to help fleetmates determine the best ship/crew combo and how/where to get them.
you are correct, but it is really starting to cause a loss of players and I don't think thats the desired outcome either. I don't mind a challenge, but they really need this to SCALE for the fleet size not be LIMITED by the fleet size.
We're still stuck at Bridge L7 with no hope of moving forward. We have unlocked nightmare (we beat Brutal once but we had 20 extra valour gifted to us), so we're just using nightmare as an honour farm now.
Some of us just have given up on it.
Nowhere was it said that every fleet was going to be able to beat every difficulty: this is a Fleet stretch goal, something that the Admiral and the rest of the members should be discussing what they need to do to advance to the next difficulty.
Just like the Away Missions were designed to test the strength of a player's crew quarters, it took considerable strategy (and a hefty dose of RNG luck sometimes) to use the right crew to score 3* on each mission, thus unlocking the Warp feature. Some players probably still have a mission or 3 that they haven't been able to finish, requiring them to research the best crew to clear the nodes and use various methods to acquire them.
So here we have a feature that isn't just one player scheming how to win that 3rd star, but 20+ fleetmates needing to work together to achieve the goal of defeating a particular Boss; and working together to not only acquire boosts (by completing combo nodes) but to help fleetmates determine the best ship/crew combo and how/where to get them.
you are correct, but it is really starting to cause a loss of players and I don't think thats the desired outcome either. I don't mind a challenge, but they really need this to SCALE for the fleet size not be LIMITED by the fleet size.
Yes, the player base is declining.
Is there proof of this?
Decline of threshold to get into top 1500 and the amount of players in the Arena Admiral Division which I log weekly (event) and daily (arena).
I have read many times that both are a key factor to determine the population of the game.
Both were very stable for a long time time until around mid-september then I started seeing a decline for both which is still on-going.
We were hoping to be able to release 9.2.0 before the end of the year, that will unfortunately not be possible. That update will also contain an engine update, and these things always take longer than originally planned.
You could not have done those separately and given us the lock battles 2 months ago? For this "upgrade" to take 6 months is ridiculous.
To say this is beyond disappointing is an understatement, to say it is not unexpected is right on time. At LEAST another 6 weeks of 95% of your fleets plan being disrupted by one or 2 idiots that we have no way of knowing who and you refuse to help just shows TP does not give a damn about us, it's all about the money. Period.
Founding ADM - PoF family of fleets (POF, POF2 & POF3) - Dear TP: Non sequitur. Your facts are uncoordinated.
We were hoping to be able to release 9.2.0 before the end of the year, that will unfortunately not be possible. That update will also contain an engine update, and these things always take longer than originally planned.
You could not have done those separately and given us the lock battles 2 months ago? For this "upgrade" to take 6 months is ridiculous.
To say this is beyond disappointing is an understatement, to say it is not unexpected is right on time. At LEAST another 6 weeks of 95% of your fleets plan being disrupted by one or 2 idiots that we have no way of knowing who and you refuse to help just shows TP does not give a damn about us, it's all about the money. Period.
We completely understand the disappointment and if there had been a possibility to deliver that change in a separate client update, we would have done it. It was not.
You can of course choose to not believe me, there is nothing I can do about that.
We're still stuck at Bridge L7 with no hope of moving forward. We have unlocked nightmare (we beat Brutal once but we had 20 extra valour gifted to us), so we're just using nightmare as an honour farm now.
Some of us just have given up on it.
Nowhere was it said that every fleet was going to be able to beat every difficulty: this is a Fleet stretch goal, something that the Admiral and the rest of the members should be discussing what they need to do to advance to the next difficulty.
Just like the Away Missions were designed to test the strength of a player's crew quarters, it took considerable strategy (and a hefty dose of RNG luck sometimes) to use the right crew to score 3* on each mission, thus unlocking the Warp feature. Some players probably still have a mission or 3 that they haven't been able to finish, requiring them to research the best crew to clear the nodes and use various methods to acquire them.
So here we have a feature that isn't just one player scheming how to win that 3rd star, but 20+ fleetmates needing to work together to achieve the goal of defeating a particular Boss; and working together to not only acquire boosts (by completing combo nodes) but to help fleetmates determine the best ship/crew combo and how/where to get them.
you are correct, but it is really starting to cause a loss of players and I don't think thats the desired outcome either. I don't mind a challenge, but they really need this to SCALE for the fleet size not be LIMITED by the fleet size.
Yes, the player base is declining.
Is there proof of this?
Decline of threshold to get into top 1500 and the amount of players in the Arena Admiral Division which I log weekly (event) and daily (arena).
I have read many times that both are a key factor to determine the population of the game.
Both were very stable for a long time time until around mid-september then I started seeing a decline for both which is still on-going.
Would you be willing to share your numbers? Im really curious what this decline looks like
We were hoping to be able to release 9.2.0 before the end of the year, that will unfortunately not be possible. That update will also contain an engine update, and these things always take longer than originally planned.
You could not have done those separately and given us the lock battles 2 months ago? For this "upgrade" to take 6 months is ridiculous.
To say this is beyond disappointing is an understatement, to say it is not unexpected is right on time. At LEAST another 6 weeks of 95% of your fleets plan being disrupted by one or 2 idiots that we have no way of knowing who and you refuse to help just shows TP does not give a damn about us, it's all about the money. Period.
Maybe since they are taking longer they will include some of the other requested changes as well?
Ive been trying to be more positive but i really dislike this “update” that basically says “there is no update. No timeframe for the update.”
We were hoping to be able to release 9.2.0 before the end of the year, that will unfortunately not be possible. That update will also contain an engine update, and these things always take longer than originally planned.
You could not have done those separately and given us the lock battles 2 months ago? For this "upgrade" to take 6 months is ridiculous.
To say this is beyond disappointing is an understatement, to say it is not unexpected is right on time. At LEAST another 6 weeks of 95% of your fleets plan being disrupted by one or 2 idiots that we have no way of knowing who and you refuse to help just shows TP does not give a damn about us, it's all about the money. Period.
Maybe since they are taking longer they will include some of the other requested changes as well?
Ive been trying to be more positive but i really dislike this “update” that basically says “there is no update. No timeframe for the update.”
I agree, I'm trying to upbeat as well, but this is like a kick in the teeth. Pointless to comment on this issue any longer.
Founding ADM - PoF family of fleets (POF, POF2 & POF3) - Dear TP: Non sequitur. Your facts are uncoordinated.
We were hoping to be able to release 9.2.0 before the end of the year, that will unfortunately not be possible. That update will also contain an engine update, and these things always take longer than originally planned.
You could not have done those separately and given us the lock battles 2 months ago? For this "upgrade" to take 6 months is ridiculous.
To say this is beyond disappointing is an understatement, to say it is not unexpected is right on time. At LEAST another 6 weeks of 95% of your fleets plan being disrupted by one or 2 idiots that we have no way of knowing who and you refuse to help just shows TP does not give a damn about us, it's all about the money. Period.
Maybe since they are taking longer they will include some of the other requested changes as well?
Ive been trying to be more positive but i really dislike this “update” that basically says “there is no update. No timeframe for the update.”
I agree, I'm trying to upbeat as well, but this is like a kick in the teeth. Pointless to comment on this issue any longer.
43 pages of “feedback”, with a decent amount of consensus on some of the bigger issues. And it gets ZERO priority.
Tanking would not have effected the number of players in Arena overall. It only dictates the standings of individual players. They would still count as being in the Arena, just not as high in the rankings. Tanking would be irrelevant. Only a reduction in players playing that Arena class would do that. Which class is that? Admiral? I hover at the bottom of Arena except for event needs or if I want the schematics.
When did we get our last client update that eliminated older operating systems?
I think some inactive players were purged recently though. We had several players in my fleet that hadn't played in close to a year and they disappeared from our roster back in the summer. I'm curious as to how long inactive accounts remain before removal.
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*
Third day on the trot someone has opened a battle when they have been asked not to. I've sent in a ticket asking for the identity of the player who opened it today. Hopefully this is something you can assist with until the 'lock' update arrives.
Third day on the trot someone has opened a battle when they have been asked not to. I've sent in a ticket asking for the identity of the player who opened it today. Hopefully this is something you can assist with until the 'lock' update arrives.
That's not something PS can assist with unfortunately.
Regarding 9.2.0, the goal is to release in January.
I am working on a more detailed communication with details about its content, I should have it ready before the end of next week.
Regarding 9.2.0, the goal is to release in January.
I am working on a more detailed communication with details about its content, I should have it ready before the end of next week.
Yes, this is nice. But it does not address how to handle new fleetmates with significantly lower bridges. We have to do Nightmare all the time to get Bilitrium I for them while most people would need Bilitrium II III by now. Why is there no Bil I in Ultra still? Will this ever be adressed? Are we supposed to never accept new players as it would take months for the whole fleet to get them up and running?
/edit: Before anyone asks: We are unable to handle both Ultra + anything else that is helpful in parallel.
/edit2: Sorry, my bad! Most people need Bil 3, not Bil 2. Bil 2 would be fine anyway with Nightmare.
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.
Yes, this is nice. But it does not address how to handle new fleetmates with significantly lower bridges. We have to do Nightmare all the time to get Bilitrium I for them while most people would need Bilitrium II by now. Why is there no Bil I in Ultra still? Will this ever be adressed? Are we supposed to never accept new players as it would take months for the whole fleet to get them up and running?
/edit: Before anyone asks: We are unable to handle both Ultra + anything else that is helpful in parallel.
Work together to help your new fleetmates to advance higher so they can better assist your fleet in co-ordinated attacks. Or is that concept foreign to you? If you are just expecting all your fleetmates to gain levels and boosts on their own, with no help from the higher level members, then you don't really understand the role of the Fleet.
Comments
NEVER MIND
Some of us just have given up on it.
Nowhere was it said that every fleet was going to be able to beat every difficulty: this is a Fleet stretch goal, something that the Admiral and the rest of the members should be discussing what they need to do to advance to the next difficulty.
Just like the Away Missions were designed to test the strength of a player's crew quarters, it took considerable strategy (and a hefty dose of RNG luck sometimes) to use the right crew to score 3* on each mission, thus unlocking the Warp feature. Some players probably still have a mission or 3 that they haven't been able to finish, requiring them to research the best crew to clear the nodes and use various methods to acquire them.
So here we have a feature that isn't just one player scheming how to win that 3rd star, but 20+ fleetmates needing to work together to achieve the goal of defeating a particular Boss; and working together to not only acquire boosts (by completing combo nodes) but to help fleetmates determine the best ship/crew combo and how/where to get them.
TP has done some things to help smaller fleets (the revamped rewards structure for one had a positive impact) but there are still a few things that need attention. The crew select screen for one:
Why does it need to hide 1/2 the crew? Shrink it, move it over to the left, something.
Communication/chat - messages getting lost, never getting through etc
Admiral Message - Need more room/characters to help with communication about boss fights
and of course this:
This! I thought we'd got on top of it but no, last couple of days a random has opened them but taken no hit.
The same crew can unlock different nodes in the same combo. There gave been cases where 2 crew
have unlocked a combo
Yes, we had one that did THREE last week. I'm not really sure how this came up. I mean, if a trait is eliminated from the pool by a solved node and greyed out, it should be eliminated from the suggested crew. Go by the ungreyed traits, not the entire pool. It's "suggesting" crew that can no longer work and, sometimes, covers them the the crew pane. I was suggesting a tweak of the system that would assist some players, like younger kids or the mentally delayed that may blindly trust the computer, both of which I know play.
you are correct, but it is really starting to cause a loss of players and I don't think thats the desired outcome either. I don't mind a challenge, but they really need this to SCALE for the fleet size not be LIMITED by the fleet size.
Yes, the player base is declining.
Is there proof of this?
Decline of threshold to get into top 1500 and the amount of players in the Arena Admiral Division which I log weekly (event) and daily (arena).
I have read many times that both are a key factor to determine the population of the game.
Both were very stable for a long time time until around mid-september then I started seeing a decline for both which is still on-going.
You could not have done those separately and given us the lock battles 2 months ago? For this "upgrade" to take 6 months is ridiculous.
To say this is beyond disappointing is an understatement, to say it is not unexpected is right on time. At LEAST another 6 weeks of 95% of your fleets plan being disrupted by one or 2 idiots that we have no way of knowing who and you refuse to help just shows TP does not give a damn about us, it's all about the money. Period.
We completely understand the disappointment and if there had been a possibility to deliver that change in a separate client update, we would have done it. It was not.
You can of course choose to not believe me, there is nothing I can do about that.
Would you be willing to share your numbers? Im really curious what this decline looks like
2/06/2022 38.638
3/06/2022 38.590
4/06/2022 38.622
5/06/2022 38.652
6/06/2022 38.662
7/06/2022 38.697
8/06/2022 38.755
9/06/2022 38.805
10/06/2022 38.882
11/06/2022 38.827
12/06/2022 38.877
13/06/2022 38.916
14/06/2022 39.003
15/06/2022 38.935
16/06/2022 38.963
17/06/2022 38.988
18/06/2022 39.045
19/06/2022 39.109
20/06/2022 39.072
21/06/2022 39.184
22/06/2022 39.241
23/06/2022 38.830
24/06/2022 38.831
25/06/2022 38.812
26/06/2022 38.847
27/06/2022 38.847
28/06/2022 38.828
29/06/2022 38.797
30/06/2022 38.720
1/07/2022 38.710
2/07/2022 38.739
3/07/2022 38.743
4/07/2022 38.788
5/07/2022 38.864
6/07/2022 38.830
7/07/2022 38.834
8/07/2022 38.774
9/07/2022 38.886
10/07/2022 38.795
11/07/2022 38.788
12/07/2022 38.793
13/07/2022 38.825
14/07/2022 38.897
15/07/2022 38.689
16/07/2022 38.723
17/07/2022 38.754
18/07/2022 38.883
19/07/2022 38.759
20/07/2022 38.651
21/07/2022 38.586
22/07/2022 38.588
23/07/2022 38.585
24/07/2022 38.579
25/07/2022 38.596
26/07/2022 38.615
27/07/2022 38.564
28/07/2022 38.707
29/07/2022 38.635
30/07/2022 38.528
31/07/2022 38.513
1/08/2022 38.521
2/08/2022 38.662
3/08/2022 38.778
4/08/2022 38.732
5/08/2022 38.563
6/08/2022 38.585
10/08/2022 38.627
11/08/2022 38.574
12/08/2022 38.580
13/08/2022 38.562
14/08/2022 38.580
20/08/2022 38.436
21/08/2022 38.432
22/08/2022 38.439
23/08/2022 38.484
24/08/2022 38.590
25/08/2022 38.313
26/08/2022 38.306
27/08/2022 38.322
28/08/2022 38.327
29/08/2022 38.451
30/08/2022 38.441
31/08/2022 38.516
1/09/2022 38.449
2/09/2022 38.333
3/09/2022 38.194
4/09/2022 38.205
5/09/2022 38.193
6/09/2022 38.217
7/09/2022 38.175
8/09/2022 38.327
9/09/2022 38.087
10/09/2022 38.133
11/09/2022 38.188
12/09/2022 38.213
13/09/2022 38.347
14/09/2022 38.093
15/09/2022 37.908
16/09/2022 37.850
19/09/2022 37.842
20/09/2022 37.775
21/09/2022 37.930
22/09/2022 37.570
23/09/2022 37.165
24/09/2022 36.857
25/09/2022 36.777
26/09/2022 36.726
27/09/2022 36.808
28/09/2022 36.568
29/09/2022 36.598
30/09/2022 36.543
1/10/2022 36.491
2/10/2022 36.494
3/10/2022 36.622
4/10/2022 36.393
5/10/2022 36.383
6/10/2022 36.522
7/10/2022 36.521
8/10/2022 36.317
9/10/2022 36.305
10/10/2022 36.275
11/10/2022 36.423
12/10/2022 36.183
13/10/2022 36.065
14/10/2022 36.188
15/10/2022 36.066
16/10/2022 36.061
17/10/2022 36.089
18/10/2022 36.005
19/10/2022 35.993
20/10/2022 35.963
21/10/2022 35.933
22/10/2022 35.939
23/10/2022 35.964
24/10/2022 36.086
25/10/2022 35.856
26/10/2022 35.490
27/10/2022 34.986
28/10/2022 34.849
29/10/2022 34.754
30/10/2022 34.653
31/10/2022 34.543
1/11/2022 34.473
2/11/2022 34.588
3/11/2022 34.611
4/11/2022 34.591
5/11/2022 34.626
6/11/2022 34.635
7/11/2022 34.619
8/11/2022 34.646
9/11/2022 34.636
10/11/2022 34.651
11/11/2022 34.620
12/11/2022 34.607
13/11/2022 34.608
14/11/2022 34.589
15/11/2022 34.694
16/11/2022 34.493
17/11/2022 34.306
18/11/2022 34.241
19/11/2022 34.256
20/11/2022 34.291
21/11/2022 34.232
22/11/2022 34.204
Maybe since they are taking longer they will include some of the other requested changes as well?
Ive been trying to be more positive but i really dislike this “update” that basically says “there is no update. No timeframe for the update.”
WOW.
WOW.
From the peak of 6/22/2022 with 39,241, weve dropped to 34,204.
Thats a drop of 12.836% over 5 months.
Or, a loss of 2.567% of the playerbase every month.
WOW.
If this trend continues, that projects to a 25% decrease in playerbase between 06/2022 and 06/2023.
I agree, I'm trying to upbeat as well, but this is like a kick in the teeth. Pointless to comment on this issue any longer.
43 pages of “feedback”, with a decent amount of consensus on some of the bigger issues. And it gets ZERO priority.
Happy thanksgiving.
When did the Objective Event cause people to start Tanking? That data point is not included.
Thats a good point. But i feel like that was before june.
Edit: it was in march
https://forum.wickedrealmgames.com/stt/discussion/19089/midweek-event-unleashed-feedback-thread/p1
Tanking would not have effected the number of players in Arena overall. It only dictates the standings of individual players. They would still count as being in the Arena, just not as high in the rankings. Tanking would be irrelevant. Only a reduction in players playing that Arena class would do that. Which class is that? Admiral? I hover at the bottom of Arena except for event needs or if I want the schematics.
When did we get our last client update that eliminated older operating systems?
I think some inactive players were purged recently though. We had several players in my fleet that hadn't played in close to a year and they disappeared from our roster back in the summer. I'm curious as to how long inactive accounts remain before removal.
That's not something PS can assist with unfortunately.
I am working on a more detailed communication with details about its content, I should have it ready before the end of next week.
Thanks shan, have a good thanksgiving
Yes this is a very welcome, and very mich needed update.
/edit: Before anyone asks: We are unable to handle both Ultra + anything else that is helpful in parallel.
/edit2: Sorry, my bad! Most people need Bil 3, not Bil 2. Bil 2 would be fine anyway with Nightmare.
Work together to help your new fleetmates to advance higher so they can better assist your fleet in co-ordinated attacks. Or is that concept foreign to you? If you are just expecting all your fleetmates to gain levels and boosts on their own, with no help from the higher level members, then you don't really understand the role of the Fleet.