Some feedback having played a couple bug freeish rounds so far:
Overall I like the feature and the strategy it brings.
Minor QOL Tweaks:
1) Remove the ! from crew quarters notification. I'm not going to be equipping every crew with every available slot. So that notification will just sit there blocking out other notifications
2) When I'm on a crew looking for what to equip I'm often filtering on a skill, clicking into the item, then clicking back out to look at the next item. Right now the skill filter is removed when I go back to look at the items. The filter should remain in place until I remove it. Right now it's forcing me to refilter every time which is annoying.
3) I should be able to quick build Quipment. I shouldn't have to build the normal item first and then build the Quipment
4) If I'm missing an item, it shows me the graphic, but it neither says what it is nor what mission has it available. I'd like to click to see the name of the item, and have a jump to the mission. It would be even better if it also says which missions had the item if I refreshed the rewards. Making it easier to know I should refresh makes me more likely to spend the DIL for it.
Broader feedback:
The current mechanics have no penalties for lost nodes. That means all I need is 1 crew who can complete the final node(at the current skill check) and 1 crew who can crit the node I want. I don't need to think about secondary skills because I can always put in three crew with good primary and fail anything else. And the number of stars means I will need to run 3 times anyway, so I can likely cover all the pathing options.
If there was a penalty for failing a node, either higher skill on final node, or more exhaustion to the crew that failed, then I would need to be more thoughtful about my crew and have to think about secondary skill and how to level them up too.
1) When we've earned one of the weekly rewards (500 Merits for finishing Normal, for instance), can it please turn from Red to Green to further highlight that it's done? It does say Claimed, but it would be a nice additional visual confirmation of progress.
2) It appears that like FBB materials, Continuum Components do not count towards Inventory total (nice!). However, it does still appear to add to the hidden total and trigger our "You have 975+/1000 items, watch out!" notification.
Example, I had 964/1000 but got the notification on my Inventory menu. I also had 16 unique Continuum Components. I loaded my profile into Datacore and sure enough, it told me I had 980/1000.
Same here. Stuck and can't run the 2nd mission yet.
For me, it was the 4th mission. I guessed on some crew to use. When I went to do the mission, the graphic showed up. At least with the ones I guessed I was able to get the last node. When I went to replay, the graphic showed up then.
Some feedback having played a couple bug freeish rounds so far:
Overall I like the feature and the strategy it brings.
Minor QOL Tweaks:
1) Remove the ! from crew quarters notification. I'm not going to be equipping every crew with every available slot. So that notification will just sit there blocking out other notifications
2) When I'm on a crew looking for what to equip I'm often filtering on a skill, clicking into the item, then clicking back out to look at the next item. Right now the skill filter is removed when I go back to look at the items. The filter should remain in place until I remove it. Right now it's forcing me to refilter every time which is annoying.
3) I should be able to quick build Quipment. I shouldn't have to build the normal item first and then build the Quipment
4) If I'm missing an item, it shows me the graphic, but it neither says what it is nor what mission has it available. I'd like to click to see the name of the item, and have a jump to the mission. It would be even better if it also says which missions had the item if I refreshed the rewards. Making it easier to know I should refresh makes me more likely to spend the DIL for it.
Broader feedback:
The current mechanics have no penalties for lost nodes. That means all I need is 1 crew who can complete the final node(at the current skill check) and 1 crew who can crit the node I want. I don't need to think about secondary skills because I can always put in three crew with good primary and fail anything else. And the number of stars means I will need to run 3 times anyway, so I can likely cover all the pathing options.
If there was a penalty for failing a node, either higher skill on final node, or more exhaustion to the crew that failed, then I would need to be more thoughtful about my crew and have to think about secondary skill and how to level them up too.
1) Not being able to use voyage and shuttle crew in these really hurts the usability. We have a limited number of boosts and it take many uses of a crew to be able to use the boosts. So if we can't actually USE the crew that we are putting the boosts on, whats the point?? This is far and away the number one detriment to usability. Only boosted crew can clear elite and higher nodes, so the only way to use the feature is just to boost crew for the feature, but not use it on events or voyages. so a circular catch 22
2) Every crew should have at least 1 available slot auto unlocked. Away missions are fun because it gives you reason to use rarely used crew. Well if I go and unfreeze a crew for a mission, i cant use it, because I need to use it 4 times first in order to put a boost on it. The leveling up limitation just adds tons of complexity for no value and kills the fun part of the feature. Is anything impacted by just having 4 slots available for all crew ? Once again a circular catch 22 I want to try using lesser used crew, but I can't because I have to use them in order to boost them, around and around we go. Either that or the Tiers should have lower limits so I can clear elite missions without boosting.
3) There aren't enough components to build the gear needed to clear epic, so you have to spend dilithium to re-set nodes to get enough components by careful grinding in order to get a prize of....less dilithium than you spent to get the gear to clear the nodes. I see no value in pushing to clear epic at all. Either gear costs are too high, or the crit threshholds on epic are too high, or the rewards are too weak. (again, especially if I can't actually use the crew that I am putting the boosts on in events or voyages). MAYBE if we could grind for permanent quipment (even lower level) that would be something worth spending and grinding for. But as constructed, I don't understand the point.
And this is from someone who loves the puzzles of away missions, I loved expeditions, I just don't know how to justify spending chrons, time or effort on this feature with these issues.
Another ui issue. As you start quiping crew and boosting their stats the wrap becomes a problem. Especially when you're trying to see if the crew in question can crit a node.
Here's an example.
What's kira's proficiency? The numbers are on three rows. SEC is covering some of the numbers. And that's the only view you get from the continuum mission to see if she can hit the crit value. Otherwise you need to quit out, go to the crew quarters, see the stats there, do the mental math, and remember the number when you go back into the continuum mission.
1) Not being able to use voyage and shuttle crew in these really hurts the usability. We have a limited number of boosts and it take many uses of a crew to be able to use the boosts. So if we can't actually USE the crew that we are putting the boosts on, whats the point?? This is far and away the number one detriment to usability. Only boosted crew can clear elite and higher nodes, so the only way to use the feature is just to boost crew for the feature, but not use it on events or voyages. so a circular catch 22
Totally agree on the first part. I plan on boosting Valeo La'an this evening. As it stands, I will have to run her on 4 missions as soon as she is immortal. I cannot do that at the same time she is on shuttles. It adds to the complexity.
For the second part, I am at 9/12 stars on Elite, without using any Quipment.
I guess this depends on how mature your roster is, and what collection and starbase bonuses you have.
3) There aren't enough components to build the gear needed to clear epic, so you have to spend dilithium to re-set nodes to get enough components by careful grinding in order to get a prize of....less dilithium than you spent to get the gear to clear the nodes. I see no value in pushing to clear epic at all. Either gear costs are too high, or the crit threshholds on epic are too high, or the rewards are too weak. (again, especially if I can't actually use the crew that I am putting the boosts on in events or voyages). MAYBE if we could grind for permanent quipment (even lower level) that would be something worth spending and grinding for. But as constructed, I don't understand the point.
I think this is playing the long game. It will take months to unlock slots on a reasonable amount of crew, and build up a decent supply of Quipment. I think this problem will reduce after a while.
I also think playing on a two week schedule. would work.
First five days clear as much as possible, using minimal boosts.
Last two days, boost crew to finish off.
Reset.
First five days, use boosted crew to clear the nodes.
Boost additional crew if needed.
Last two days, repeat normal with new crew to gain QP experience.
Then the remaining boosts can be accumulated for events/voyages/gauntlet.
One thing I have noticed, is that if you fail a node, it does not make the final node harder.
This is good, especially on higher difficulties, it allows us to aim to pass three nodes, and ignore any others, then go back and clear the others.
It also allows for training of crew, put in one crew that will pass the final node, and two dummy crew who need QP training.
I would also suggest ship battle Quipment.
e.g. adds to Equipment bonuses, or the crews main battle stats.
A Quipment that added a bit of crit rating and +1 to attack would be fantastic for Demo Man Scotty.
I'm still so confused by this. I'm having trouble getting all the nodes even on elite. I can't imagine how impossible epic will be. I keep reading people saying they're boosting their crew. How? I don't see that option at all. Are you using the Quipment to do it? I have no idea what those items are good for.
To unlock a Quipment slot to need to use a crew in at least four continuum missions.
Then go to your crew quarters. Order your crew via QP. Your unlocked crew will be at the top with 1-4 slots unlocked.
Equip them like you would normal crew.
Be aware that Quark comes along within.a week to aquire the Quipment from your crew.
I'm sorry that's just more confusing. Where is this explained in the game?
Worf with some Quipment. His XP bar is at the top. I’ve only unlocked 1 slot. You’ll probably have to rerun lower Continuum missions to get XP for particular characters.
So if I understand right, those who were able to re-play a few continuum mission over the past four days are gonna keep their farmed components and unlocked quipment slots as an extra compensation beyond the compensation package.
And those who could not play continuum missons at all receive no extra compensation at all...
So if I understand right, those who were able to re-play a few continuum mission over the past four days are gonna keep their farmed components and unlocked quipment slots as an extra compensation beyond the compensation package.
And those who could not play continuum missons at all receive no extra compensation at all...
Brilliant move.
No. I think they mean that all the rare one-time rewards we get for the joy of re-running a bunch of galaxy map missions will be considered additional compensation… saying nothing about the waste of chrons, time, and effort to do so to offset their glitch and inability to correct it.
The fix is slowly getting rolled out, I can do missions again. With a supply kit, it will take about 400 chrons to unlock all the nodes again.
Mine isn't working yet. I hit "travel" and it just goes back to the main screen, nothing happens. In addition, the in game message said 8 missions affected, but I counted 10 that I'm locked out from.
Fleet Admiral - Dazed & Confused 🤸🤸🙃 We are still waiting for Enterprise B, the Delta Flyer, and a Runabout! We should also have a TNG season 1 red shirt LT JG Worf, and a "Far Beyond The Stars" DS9 episode crew collection!
The fix is slowly getting rolled out, I can do missions again. With a supply kit, it will take about 400 chrons to unlock all the nodes again.
Mine isn't working yet. I hit "travel" and it just goes back to the main screen, nothing happens. In addition, the in game message said 8 missions affected, but I counted 10 that I'm locked out from.
Slowly rolling out. not working…yet. Just logged in to game FYI. So “restart” accomplished. I Cant run them. Bigger issue is Ditto: more than 8 missions. I have 12 to run.
So if I understand right, those who were able to re-play a few continuum mission over the past four days are gonna keep their farmed components and unlocked quipment slots as an extra compensation beyond the compensation package.
And those who could not play continuum missons at all receive no extra compensation at all...
Brilliant move.
No. I think they mean that all the rare one-time rewards we get for the joy of re-running a bunch of galaxy map missions will be considered additional compensation… saying nothing about the waste of chrons, time, and effort to do so to offset their glitch and inability to correct it.
I don't think you understand. I did not have to joy of re-running a bunch of galaxy map missions. Players had different experiences over the past 4 days. Those who had the joy could accumulate components, and even more important, quipment slots, while those who didn't have the joy were just dead in the water.
Spending chrons/dil is an entirely different can of worms. I wonder how that's gonna be compensated. They should refund all that's been spent on continuum missions.
So if I understand right, those who were able to re-play a few continuum mission over the past four days are gonna keep their farmed components and unlocked quipment slots as an extra compensation beyond the compensation package.
And those who could not play continuum missons at all receive no extra compensation at all...
Brilliant move.
No. I think they mean that all the rare one-time rewards we get for the joy of re-running a bunch of galaxy map missions will be considered additional compensation… saying nothing about the waste of chrons, time, and effort to do so to offset their glitch and inability to correct it.
That's my interpretation too - might be wrong, but it was unclear, so we have to interpret it - I don't care how good those one-time rewards are, I've been unable to play the game as normal for several days and what I really want is to get back to playing the game as normal as soon as possible, I do NOT appreciate having to run those missions again, no matter what the rewards are.
Counting how many I'm locked out from:
Episode 1: 4x3
Episode 2: 2x3
Episode 10: 1x3
Distress Calls: Infinity: 1x3
so, if I haven't missed any, I'm on just the '8' they mentioned, but that's eight that I have to run multiple times to get all three stars on each of the three difficulties.
It did not take too long to re-run those 8 missions. I could use the same crew to solve all nodes, so there was no need to exchange crew between runs. Also - IIRC - there were only 2 missions that had to be run 3x to receive all stars.
Overall not a big deal and some fun to remeber those expedition events back then. I loved them at the time, but would hat to have them reappear.
Comments
Overall I like the feature and the strategy it brings.
Minor QOL Tweaks:
1) Remove the ! from crew quarters notification. I'm not going to be equipping every crew with every available slot. So that notification will just sit there blocking out other notifications
2) When I'm on a crew looking for what to equip I'm often filtering on a skill, clicking into the item, then clicking back out to look at the next item. Right now the skill filter is removed when I go back to look at the items. The filter should remain in place until I remove it. Right now it's forcing me to refilter every time which is annoying.
3) I should be able to quick build Quipment. I shouldn't have to build the normal item first and then build the Quipment
4) If I'm missing an item, it shows me the graphic, but it neither says what it is nor what mission has it available. I'd like to click to see the name of the item, and have a jump to the mission. It would be even better if it also says which missions had the item if I refreshed the rewards. Making it easier to know I should refresh makes me more likely to spend the DIL for it.
Broader feedback:
The current mechanics have no penalties for lost nodes. That means all I need is 1 crew who can complete the final node(at the current skill check) and 1 crew who can crit the node I want. I don't need to think about secondary skills because I can always put in three crew with good primary and fail anything else. And the number of stars means I will need to run 3 times anyway, so I can likely cover all the pathing options.
If there was a penalty for failing a node, either higher skill on final node, or more exhaustion to the crew that failed, then I would need to be more thoughtful about my crew and have to think about secondary skill and how to level them up too.
Same here. Stuck and can't run the 2nd mission yet.
1) When we've earned one of the weekly rewards (500 Merits for finishing Normal, for instance), can it please turn from Red to Green to further highlight that it's done? It does say Claimed, but it would be a nice additional visual confirmation of progress.
2) It appears that like FBB materials, Continuum Components do not count towards Inventory total (nice!). However, it does still appear to add to the hidden total and trigger our "You have 975+/1000 items, watch out!" notification.
Example, I had 964/1000 but got the notification on my Inventory menu. I also had 16 unique Continuum Components. I loaded my profile into Datacore and sure enough, it told me I had 980/1000.
Thanks for all the hard work!
For me, it was the 4th mission. I guessed on some crew to use. When I went to do the mission, the graphic showed up. At least with the ones I guessed I was able to get the last node. When I went to replay, the graphic showed up then.
Great feedback
1) Not being able to use voyage and shuttle crew in these really hurts the usability. We have a limited number of boosts and it take many uses of a crew to be able to use the boosts. So if we can't actually USE the crew that we are putting the boosts on, whats the point?? This is far and away the number one detriment to usability. Only boosted crew can clear elite and higher nodes, so the only way to use the feature is just to boost crew for the feature, but not use it on events or voyages. so a circular catch 22
2) Every crew should have at least 1 available slot auto unlocked. Away missions are fun because it gives you reason to use rarely used crew. Well if I go and unfreeze a crew for a mission, i cant use it, because I need to use it 4 times first in order to put a boost on it. The leveling up limitation just adds tons of complexity for no value and kills the fun part of the feature. Is anything impacted by just having 4 slots available for all crew ? Once again a circular catch 22 I want to try using lesser used crew, but I can't because I have to use them in order to boost them, around and around we go. Either that or the Tiers should have lower limits so I can clear elite missions without boosting.
3) There aren't enough components to build the gear needed to clear epic, so you have to spend dilithium to re-set nodes to get enough components by careful grinding in order to get a prize of....less dilithium than you spent to get the gear to clear the nodes. I see no value in pushing to clear epic at all. Either gear costs are too high, or the crit threshholds on epic are too high, or the rewards are too weak. (again, especially if I can't actually use the crew that I am putting the boosts on in events or voyages). MAYBE if we could grind for permanent quipment (even lower level) that would be something worth spending and grinding for. But as constructed, I don't understand the point.
And this is from someone who loves the puzzles of away missions, I loved expeditions, I just don't know how to justify spending chrons, time or effort on this feature with these issues.
Here's an example.
What's kira's proficiency? The numbers are on three rows. SEC is covering some of the numbers. And that's the only view you get from the continuum mission to see if she can hit the crit value. Otherwise you need to quit out, go to the crew quarters, see the stats there, do the mental math, and remember the number when you go back into the continuum mission.
Totally agree on the first part. I plan on boosting Valeo La'an this evening. As it stands, I will have to run her on 4 missions as soon as she is immortal. I cannot do that at the same time she is on shuttles. It adds to the complexity.
For the second part, I am at 9/12 stars on Elite, without using any Quipment.
I guess this depends on how mature your roster is, and what collection and starbase bonuses you have.
I think this is playing the long game. It will take months to unlock slots on a reasonable amount of crew, and build up a decent supply of Quipment. I think this problem will reduce after a while.
I also think playing on a two week schedule. would work.
First five days clear as much as possible, using minimal boosts.
Last two days, boost crew to finish off.
Reset.
First five days, use boosted crew to clear the nodes.
Boost additional crew if needed.
Last two days, repeat normal with new crew to gain QP experience.
Then the remaining boosts can be accumulated for events/voyages/gauntlet.
This is good, especially on higher difficulties, it allows us to aim to pass three nodes, and ignore any others, then go back and clear the others.
It also allows for training of crew, put in one crew that will pass the final node, and two dummy crew who need QP training.
I would also suggest ship battle Quipment.
e.g. adds to Equipment bonuses, or the crews main battle stats.
A Quipment that added a bit of crit rating and +1 to attack would be fantastic for Demo Man Scotty.
To unlock a Quipment slot to need to use a crew in at least four continuum missions.
Then go to your crew quarters. Order your crew via QP. Your unlocked crew will be at the top with 1-4 slots unlocked.
Equip them like you would normal crew.
Be aware that Quark comes along within.a week to aquire the Quipment from your crew.
I'm sorry that's just more confusing. Where is this explained in the game?
Worf with some Quipment. His XP bar is at the top. I’ve only unlocked 1 slot. You’ll probably have to rerun lower Continuum missions to get XP for particular characters.
I know I can't go further because I need command Quipment and I can't build any more.
Maybe next week!
And those who could not play continuum missons at all receive no extra compensation at all...
Brilliant move.
No. I think they mean that all the rare one-time rewards we get for the joy of re-running a bunch of galaxy map missions will be considered additional compensation… saying nothing about the waste of chrons, time, and effort to do so to offset their glitch and inability to correct it.
Mine isn't working yet. I hit "travel" and it just goes back to the main screen, nothing happens. In addition, the in game message said 8 missions affected, but I counted 10 that I'm locked out from.
Slowly rolling out. not working…yet. Just logged in to game FYI. So “restart” accomplished. I Cant run them. Bigger issue is Ditto: more than 8 missions. I have 12 to run.
I don't think you understand. I did not have to joy of re-running a bunch of galaxy map missions. Players had different experiences over the past 4 days. Those who had the joy could accumulate components, and even more important, quipment slots, while those who didn't have the joy were just dead in the water.
Spending chrons/dil is an entirely different can of worms. I wonder how that's gonna be compensated. They should refund all that's been spent on continuum missions.
That's my interpretation too - might be wrong, but it was unclear, so we have to interpret it - I don't care how good those one-time rewards are, I've been unable to play the game as normal for several days and what I really want is to get back to playing the game as normal as soon as possible, I do NOT appreciate having to run those missions again, no matter what the rewards are.
Episode 1: 4x3
Episode 2: 2x3
Episode 10: 1x3
Distress Calls: Infinity: 1x3
so, if I haven't missed any, I'm on just the '8' they mentioned, but that's eight that I have to run multiple times to get all three stars on each of the three difficulties.
I'm pretty sure they would have rolled back if they didn't think that would have caused more problems
Overall not a big deal and some fun to remeber those expedition events back then. I loved them at the time, but would hat to have them reappear.