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    • XOOM Released (August 18th - 2017)   08/18/2017 is our pre-release game update. It is currently being released to our organic (current) player base only to verify everything is working as intended. Please review all normal game play elements and conduct basic testing. Above all, we need your feed back. If there are any issues that are NEW and broken, please use the .bug report with details. In depth issues, including how to reproduce the problem, should go to our Testing & Bug Reporting forums with screenshots and text based procedure / expected out comes. If you have the latest version you can patch automatically, or go to the downloads page and download the full update if you have an old version or need a full new install.


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XOOM last won the day on May 28

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About XOOM

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  1. @gavalink We just updated your account, please try again. We are working on a proper fix for everyone. MEANWHILE... Anyone having this issue, should submit a support ticket: http://support.wwiionline.com
  2. Another vet gone. Damn it, this needs to stop. RIP
  3. Hey Te5la, Our guys have pretty much summed up what it's all about. We're preparing to launch on Steam, and I fully encourage you to get involved when that happens. Hop on Discord, join a squad, and you will understand the true nature of the awesomeness we do here. Heroes and Generals is a very different game than ours, for many reasons. They are certainly more flashy and have a very defined Free to Play monetization scheme, they really appeal to a different demographic than we do almost entirely. A lot of these things that you're showing us are actually quite similar to not only our original design goals, but implementations. Remember, we came out in 2001, H&G somewhere around 2011'ish. Our game was no doubt a strong use case for what they wanted to achieve, but they likely wanted to make it a little less complex and more understandable. I think they probably went into that direction of appealing to the broader market, quite a bit more. What we do here is substantially different. We have a pretty mature group of players and sometimes refer to it as "Not a kiddie game." Which basically means hardcore is our default setting, this is not a game you can pick up and instantly start kicking ass, it's going to take a lot of work to get good and understand it. So, why should YOU play the game? If you want these things, this is what makes us different: It's entirely player driven, both in terms of strategy and the fighting/capture of ownership (NO SCRIPTS!) Raw realism (as defined earlier and on our Steam page) Challenging game play (you're going to get owned for a bit until you learn how to survive and fight) Combined arms, done legitimately on an impressive scale Real operations led by player leaders with battle planning A Campaign game that immerses the whole community, this isn't just a battle, this is a WAR! A Squad that will become your family. This isn't a 4-6-8 man group thing, this is 20-50 all working together A community that is helpful, mature and wants to prop you up to be part of their family Developers that go the extra mile to communicate, play with and receive feedback directly from players No mission will be the same Extreme replay-ability Multiple personas (toons / characters) that can be developed Every town you take matters and immediately switches hands, (there is no algorithm at the end of the day to determine who owns it) Bottom line is our game requires skill, discipline, patience, strategy and a strong sense of teamwork. And while it's not impossible to get instant gratification, the game is designed to be a bit more methodical actually representing the entirety of what makes a real battle would feel like. And the feeling you get from being successful after all this energy is applied, is the final hook that will keep you coming back. I've been here since 2002 and was a player first, many of our community members have been here the same amount or longer. The question for you to find out is... why? And to do that, you'll need to experience it for yourself. I hope this helps and thanks for asking about our game.
  4. Our visual limits are 128 characters (friendly or foe, prioritizing foe) within a certain proximity (your immediate view). As you move around the town, this 128 vis limit will again shift who you can see. We have tested and verified this to be working on our tests with our Steam release candidate. So technically yes, Antwerp can have 250 vs 250, if you have them spread out on each corner of that very big town. In other news, we have successfully expanded our cell hosts from 1 (which is currently running) to 4 simultaneous cell hosts which will help us load balance the servers and remove some oddities currently experienced, perhaps not all, but quite a bit. Concurrent user capacity and stability is something we have been prioritizing for awhile, and no doubt we will get hit (and hard) by Steam so we're taking this extra time to prepare for how we're going to handle all of that. The player numbers are picking up already and the game play is improving immediately and substantially. This is a good sign of things to come, and I am deeply proud of what our Rat Staff is doing behind the scenes. Thank you for all of your support (EVERYONE) and patience as we're about to create the single largest and most recent defining time for our game, WWII Online.
  5. The 64-bit version of WWII Online 1.0 is on hold pending further consideration. Our first priority is to achieve Steam, then we'll continue developing WWII Online as it is while evaluating closely options to progress our technologies further. If we find that doing a 2.0 is viable (that being our resource pool has gone up quite substantially) we figure the work involved with bringing 1.0 to 64-bit might be quite a substantial investment of time and resources, that could've been applied to 2.0. So that is the strategy at a high level. Ultimately if this was a pre-requisite for Steam as we had originally desired (but then realized the massive work load involved), it would put us back many months and we would lose out on things like improving player numbers and resources to do a better job at 2.0. I hope that adds some context, we must not only be working on the now and keeping things vibrant here but we must consider our future carefully and begin modernizing some things.
  6. There appears to be an outage, check with your ISP. We'll continue to monitor but it's a localized problem at the moment.
  7. I hope some folks do consider stepping up to join our Marketing team. If you've ever wanted to help bring on more players in a big way, this is the ticket. You don't have to be a magical marketing guru to inform people about the game and help them aggregate here. Each ounce of effort contributes to the success of WWII Online, contact our guys to get started.
  8. I am confident that is the case at the current rate of things.
  9. Very proud of what we've been able to accomplish, more to be done. Thanks for your encouragement Marti,
  10. @bmw Your new community manager
  11. I can neither confirm nor deny this statement.
  12. We'll take that into consideration and see what the team thinks about it.
  13. Part 1: Yes, that's a pretty accurate assessment. Part 2: There are many considerations we're thinking of, the more suggestions we receive, the more options we have to work with.
  14. As demonstrated in our recent Campaign adjustments, we are extending an open and actionable ear to ideas and concepts being proposed. In other words, I have seen Saronin's post and other ideas and am considering future alterations as needed, while monitoring the recent changes we have made, very carefully.