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Everything posted by XOOM

  1. Join it here: https://zoom.us/j/431358684
  2. Train has already left the station so we're going for it. We've been in an open beta / soft-release cycle now for a few weeks and I'd say it has proven to be very successful in providing you guys time to learn what's all in it, and for us to make some important refinements for the best experience. So thanks for all of that and we hope you and the rest of the community can direct energy towards getting people ready to come back and participate so we can have a really outstanding month.
  3. Yeah that's the bug I specifically marked down above that would be getting resolved. I see it has a very large issue as well so our guys have been on it.
  4. Our guys are on this, as well as the FB flipping bug. Deployment scheduled for Monday if all goes well. They're testing and verifying things this weekend. YOUR REPORTS ARE BEING PAID ATTENTION TO - AND CRS IS PROVIDING RAPID SOLUTIONS.
  5. Complete reliance being the key two words here. I think that has been done effectively and in speaking with players in-game last night, there is an overwhelmingly much larger happiness that they can access supply as they need without trying to rustle up HC officers to do that for them. I am very much looking forward to our Welcome Back Soldier, and we should all be setting our sights on rallying up for this and getting more troops back into battle. We'll see how supply and attrition goes once we get substantially more people coming back to the game and checking things out. At this time, we're not messing with the numbers because I'd rather have a little extra than not enough. https://www.wwiionline.com/community-notes/community-events/16626-welcome-back-soldier-starting-may-1st
  6. Forward Base flipping is going to be fixed in the next release, in testing now. Regarding supplies, we do not want to have to little, and we do not want the move-able divisions to dominate the game world. This is what the game is currently used to because it was around for so long, but it will have a negative effect with massive cut offs and things like that - which we're intentionally trying to make more difficult. Back to testimonials please! There are many other threads available to provide this sort of feedback.
  7. I hope our 1.36 Hybrid Supply release and Roadmap are good enough. If it is not... I really don't have great answers on what more we could do within our current resource limitation(s) to move the game forward and fix some long standing issues. In-game numbers should be bolstered by May 1st as I mentioned in the article today where we will deploy a full scale Welcome Back Soldier program for both organic and steam users. https://www.wwiionline.com/community-notes/reports/rat-chat-wbs-inbound-community-notes
  8. I hope you all have an excellent Easter. Thanks for continuing to play and support WWII Online,
  9. I just added it here, let me know if you see it please: https://account.wwiionline.com/plan/195 Should look like this:
  10. At the moment, you'll need to send in a support ticket to do that btw.
  11. @aismov The $49.99/mo Hero Builder + (Plus) plan is purely intended for those who wish and are capable of providing more resources. It's an optional plan as the e-mails indicated. It will also count towards +2 the Hero Builder goal that we have set. So yes there will continue to be the following Hero Builder plans: $29.99/mo Hero $49.99/mo Hero Plus $359.99/yr Hero Yearly In the future I'll see what I can do to bolster the Hero Plus to make it more advantageous. At present it's more for supporting the dev roadmap in lieu of the standard yearly indiegogo thing at present. (That may come at another time, but this takes precedence).
  12. Yes the more AB’s, the more supply there is. 1AB = 1:1 2AB = 1AB x 1.5 3AB = 1AB x 2 4AB = 1AB x 2.5
  13. Today marks my 9th year as a member of CRS. I'd like to thank you all for supporting me. During this time it has meant a tremendous amount, and it has given me great fulfillment. It has been an extraordinary opportunity to learn so much about what WWII Online is from within the core of the engine and our entire community. This year I learned how to implement completed art work, whether it be Infantry weapons, or vehicles, into the data structure. I also wrote my first bit of code, and got a little help on that one (thanks - you know who you are). I am proud of our team at CRS and how far they've grown. You can see the evidence of that growth when you look at the releases that were published this year, and the roadmap for the upcoming year. They're constantly sharing information and are gladly picking up each other when it gets tough. Being a RAT, while immensely fulfilling as a former community member, can be very challenging in the face of adversity. Anyone who wears the tag is a target for all the woes. I'd ask for the sake of our contributors at CRS that the community propels them forward. And finally, the part that I have to say because I see all of the moving parts... I would implore those of you who can, to subscribe, and maintain that subscription. If this is done, we will stand the test of time and add another almost 20 years to the possibilities of WWII Online. This is the most important thing that you can do, single handedly, to have a direct and sincere impact. Please don't mistake this as just another message to discard. Thank you, thank you, THANK YOU for this great blessing and faith.
  14. All time favorite? Vlissingen, back in the old days when the forests had solid walls. Best infantry fights I have ever been apart of.
  15. You may want to connect with our support team so they can evaluate your settings, ISP, network card, etc. Make sure you jiggle net code 3 either on or off in your preferences. http://support.wwiionline.com
  16. Having spawn delay maxed at 30 seconds didn't really provide an improved result. It was thought more effective than my numbers show them to be. Since we've toned down spawn delay there has been less player frustration, more people staying for longer, and more sorties overall. These are healthy and encouraging signs. The balancing capture mechanism seems to be doing its job pretty effectively. At the end of the day, those who are side loyal will not switch. Their ability to cap pre-balancing capture era isn't possible to that degree. You say "it explains ______" as if it's absolutely certain but I am not so sure based on what I've seen. Spawn delay... has been part of all my time here over the last 9 years at CRS and it is one of the highest customer complained about topics. At one point it reached a terrible 4-5 minutes, an unbelievable number. Spawn delay works to frustrate and discourage players from staying online to play. It is left on primarily as a way to let people know that one side is imbalanced as it is the best tool we have to make that clear. If we reviewed the concurrent population logs, and analyzed for imbalance, most of the time you would see it balanced give or take 5 extra bodies - not enough to tilt the whole campaign. That's not to say, when there's a major strategic breakthrough there won't be a greater tilt. That just happens, for both sides, and interfering with their game play in such an intrusive manner isn't something I want to entertain further. We had years of data to review with spawn delay, and before the balanced capturing mechanism, it was the only one we had to work with. That is no longer the case and there shouldn't be an assumption of a major improvement if we upped spawn delay.
  17. When we do an update you'll know that we've checked in some code to support it. Our dev has indicated that she thinks she knows what's causing it but it's not a 100% bullet proof certainty as it is a bit hard to replicate it. But reviewing the logs gave her a lot of understanding of what was happening. That's all I can say for now that is accurate.
  18. It's the same mechanism (logic) that considers spawn delay. So that means it'd factor number of players spawned in to the game world. That one however is global.
  19. Saw several today and pointed it out to our team. They’ve got some good leads and a potential fix coming. Apologies for the inconveniences it is causing, to you and others.
  20. Pretty sure it factors all players spawned in locally for balanced capture timers. Spawn delay max is 10 seconds now so it’s really negligible and not a concern.
  21. I think 5 minutes or so. There’s not too many variables in between that worth making the server check faster. More routines running can slow things down.
  22. Should all be based on those spawned into the game playing IIRC.