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Everything posted by XOOM

  1. Read the home page article here: https://www.wwiionline.com/community-notes/reports/squads-wanted-for-hc-new-program Allied Squads: Axis Squads:
  2. Maybe I need more coffee, but I'm not sure what you mean?
  3. Coming up in this next release, I've nearly doubled all PPO lifetimes. This should solve the issues quite a bit.
  4. Couldn't agree with this more. It is understood that there is some impatience, in pretty much all that we do... because people want things done quicker than things can actually be delivered on. It's not that we don't want to or intend to bring solutions quicker, it's just a REALLY complicated thing. Think of all of the different things going on in our game, it's complexity as a player... now think of the complexity involved with the development or production team making changes to how things work. That's part of the niche enjoyment with all of this, but it's not a simple thing. That said we're dedicated to getting things done, and thus far, we have delivered on all that we said we would. In some cases we're still working on delivering on those things, but it's something we intend fully to follow through on.
  5. Making improvements sometimes come at the cost of discomfort, sometimes we have to put it against live testing in order to get the true outcome. From there we'll make modifications and tweaks to get it right. I'd like to thank you all for remaining patient and giving my team the opportunity to refine WWII Online's spawn lists.
  6. This is one of the coolest visual shots I have seen of the game in awhile. Thanks for sharing.
  7. All infantry are capable of capturing. We have that as a standard in WWII Online. I don't agree this would be the right approach, particularly for the underpopulated side. We have some plans for setting up the Lightmachine Gun class to function more in its support oriented role, across the board. You're going to have to hang tight a little longer gents. I know it's a hot button for you and we're not intentionally trying to cause you frustration. We just want to provide a proper solution.
  8. Yes - of course we can.
  9. I'd like to thank @imbrutus and @coila for rising to the occasion to help provide a consistent training program for both AHC and OKW. These are some of our best people and their joint knowledge and support of the game is extraordinary. This went in effect officially over this weekend, and they're ready for business. With that said, Applicants seeking to become Officers will not be lost in some dark abyss. HC Officers are still very much needed, now, and post 1.36. If you are a previous Officer, the JTC will expedite you to get into the ranks without much trouble. If you don't have tons of time and want to help when you're online, you can apply and let them know you want to be a "Reserve HC Officer." If you are a new Officer we'll get you quality training and you can help support your side and players to succeed. We cannot code leadership. Leadership is the deciding factor to any organization. We need leaders to step up and join the HC programs. ALLIED: http://www.alliedhq.wwiionline.com AXIS: http://www.axishq.wwiionline.com ___________________________________ Please join me in congratulating both Imbrutus and Coila, let's give them the best support we can to succeed on both sides.
  10. Most new players will not know that they'll get access to more equipment if they go to the underpopulated side. At this time we have no mechanism that would offer additional access in this form, as in subject to certain conditions. Reviewing the new player experience is a continued priority for me and the business team because we need to get our concurrent user population up. That alone would make WWII Online substantially healthier and more vibrant. Our development and production efforts are intended to help assist in this regard of course.
  11. Yup, it's an issue. I know it, and so does all of CRS. Gotta fix it, I agree. We got a lot of irons in the fire and are making progress in several ways. This is one of them that we intend to hit hard as soon as 1.36 is delivered and/or likely in conjunction with integrated voice comms development. Not sure what more to say here at this stage other than nod - I get it.
  12. I can appreciate this. Our integrated voice comms plan definitely gets people to work together for sure, and it's role based / multi-layer driven. There is a new UI plan that did start to get some work but due to the Holidays had to get a back seat to see 1.36 be completed.
  13. Like I said, I am not comfortable with it either. But we have a plan to try some new product offerings. We gotta keep trying until we get it to work.
  14. Some commentary I understand the thought process and desire of wanting to give away more stuff. Fact is, it reduced our conversion rate to a paid anything and did not contribute to a massive increase in players being online. We will not be giving away all infantryman for free. We do have a plan for new products (subscriptions) that we'll be sharing with you soon. Watch closely for it. Reserve access was very much intended to ensure free players got to use automatic weapons without it being siphoned by subscribers. The reason for this was those players had highly requested access to an automatic, and it would likely improve their experience and conversion. If they didn't convert, at least they kept playing and enjoying themselves enough to populate the server. This whole forcing free players to the underpopulated side was mentioned by Lipton several times and is not a new concept. I think integrated voice communications and promoting squad incentives will do wonders to help with new player retention and improving existing customer experiences. I know we need to do more work here and I am not content with how things are currently - there is work going on behind the scenes.
  15. This is pretty cool btw, I think story telling like this is unique to our community and is a joy for others to read. Was a lot of fun, hard fought good Campaign for sure.
  16. The complexity stems from the UI, not the underlying layer per-se. We know this and have a design plan that we hope to start implementing after we complete some major things currently in the pipeline. Meanwhile, you can type .j gamename someone and see the active battles tab to try and mitigate the things that we're currently facing UI wise. We won't sit here and try to convince you that our UI is in tip top shape, but rather the opposite. It's what we inherited, it's been here for awhile, and it needs to change, quickly to salvage new customers coming in who are getting lost and frustrated.
  17. Arbitrary as in the timer. I'm not downing the idea just stating that the timer is a variable not yet determined. That's my way of not adding fuel onto the fire to debate something specific in a design that hasn't been approved or fully defined . Also known as... experience.
  18. Yes it has been discussed in the past that there was an option that the mission leader could set a MISSION SPAWN/LAUNCH timer that would halt spawning until the timer clicked over and your spawn button would activate. That would allow some time to rally up. I see value in that, as long as it's optional. The trouble with the other suggestion is that you have arbitrary rolling spawn in times. I've seen that done pretty well in Star Wars Battlefront.
  19. Well yeah if they're permanently disabled, there's no reason to use them. I've been able to successfully use them in almost every time that I've logged in. If you mean you don't get points, yeah you're right no incentive. But if you want to be a mission leader that directs users on your mission, this is the most effective way to do it, until we get integrated voice comms that is. And THAT, is going to be awesome-sauce. I've seen several good field leaders using .orders, I'd suggest reconsidering. It does work, but it has to be actively updated and managed. Start mission Setup mobile spawn Place objective waypoint Have orders supporting your goal Update 4&5 as they evolve
  20. Getting mission leaders to exercise that tool of directing users is also another issue. The lack of mission leaders using waypoints and directing their combatants with that .orders is pretty obvious, and unfortunate because although it takes a little time to get setup, is very very valuable. Avoiding the hijack? Good on ya . Also, let's see those pink toes, PROVE IT.
  21. That's essentially a full time spawn delay on everyone. 10 seconds is pretty negligible and I get the objective of getting people to group up together... but how would the rest of the community respond to this?
  22. Our database logs all points achieved by players and many other statistics, most of which can be found in the combat statistics and reporting pages.
  23. .net redirects to the wwiionline.com URL. Don't use the .net anymore