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Posts posted by XOOM

  1. 1 hour ago, ilovegod12 said:

    Just one question, WHY NO AMERICANS IN INTERMISSION. Its not a big deal I just like the M1 Garand and BAR a lot better than any French weapon

    The M1 Garand and BAR would not be in this intermission due to the special settings we have anyway. US forces had plenty of play during the campaign as well.

  2. 23 minutes ago, Mosizlak said:
    21 minutes ago, Mosizlak said:

    It's the last thing that HC is responsible for, AOs, and half the time they refuse to do that lol. 

    Automate the entire thing, let the HCs do what they used to do before flags and AOs: Organize attacks. 

    The same people who argue that 1.36 didn't yield their desired results would demand that we actually retract further and un-do what has been done to automate the majority of their function in their absence.

    I was hopeful that with the High Command demands being substantially removed that we'd see more veteran players stepping up to HC / volunteer because you're right, the last major thing they have to do is to manage Objectives and direct players to them.

    Players determining where the battles are and the strategic objectives being is something that will be very difficult to automate, but the best thing we can do is to give it to the hands of player leaders such as we have outlined in the "Proximity based AO" concept that we were looking at. 

    Are we ready for that? Do the players no longer have faith in our High Command teams to even do that? Or could we see more players joining High Command to help with the AO management / player direction equation?

    2 people like this

    8 hours ago, tater said:


    The link says:

    What this new MSP needs is to be PERSISTENT.

    Ie: You drive the truck out, deploy the MSP, build a defensive position around it---and the MSP stays in place even with no players in the mission until it is destroyed or taken down.

    Ideally---and this could be a unique MSP, placed by a special vehicle---there would also be one exclusively for heavy AAA/ATGs.

    @XOOM, is a persistent MSP possible within the existing framework?

    Well, I mean we could beef up the parameters but PPOs are not built to be persistent. We could give the "illusion" of it though like its lifetime could be 8 hours with a significant damage threshold as an arbitrary example. We'll have to balance that carefully, and this example does not reflect any intended development outcome / plan, only as a reference point.

    5 people like this

  4. @blkfalcon You're back online/active.

    So here's what we're doing meanwhile, each morning @CHIMM is handling renewable transactions BY HAND to give them access. I asked him to start doing this a few days ago to proactively resolve things going forward. @PITTPETE meanwhile is doing a bang-up (albeit very frustrating) job of handling all of the incoming tickets. These will shore up soon with what Chimm is doing and we'll go back to normal operations.

    Then, automation going forward, we have our development team working on resolving the links that need to be established between our billing/account system and the processors API that is causing this fuss. All of these things are happening now and will get smoother.

    With the holidays officially completed, and us starting the New Year, most of our team is now back and back to a functional status. 

    1 person likes this

  5. To be fair, while our plan has been to work on VOIP for a couple of years now, actual progress in that realm has not started due to change over with our crew. That being said, it's a blessing in disguise because newer technologies have been developed that may better suit our needs and desires for WWIIOL's integrated voice comms solution that we have planned.

    I am so ready to get started on it btw! It would totally change the game. Meanwhile, we're approaching the tail end of our migration, dealing with some billing stuff (almost resolved [insert prayer here]) and gotta get that 64-bit out.

    1 person likes this

    1 hour ago, delems said:

    Merry Christmas all, but this is now day 4 with no server?

    This is the biggest logistical move we've ever undertaken. And we've run into a series of unforeseen challenges, which we're getting through but takes a bit more time. Consider for a moment that today is Christmas and that the RATS are taken a much-needed breather. On Christmas eve most of us worked until about 4:50 PM Pacific time, and several more continued to test beyond that.

    We'll get right back to it first thing tomorrow morning, this breather is necessary and we're very close to getting things online. Meanwhile, we're testing server stability and the other teams are continuing to test several scenarios on the game cluster.

    Thanks for your understanding. S!

    1 person likes this

  7. Thanks for your support guys! This is a BIG deal, and of course, there's a lot involved. We've done as much planning and prep as we could've to make this go smoothly. We're very excited to evaluate how our new router, switches, cabling, and servers are going to perform!

    3 people like this

    On 12/17/2019 at 10:48 AM, foe2 said:

    As someone who has HC experience pre and post 1.36 all I can say is that 1.36 has made the HC game boring.  There is not Strategy anymore. no challenge.  there isn't the thrill of realising that the opposition has made a mistake and you only have  a limited window to exploit that mistake and move the map forward. No thrill in capping a town and knowing that you can breakout and push the map.  There is far less thrill in cutting towns and kicking flags because flags mean so little now.  everything is basically one massive grind, since all towns have ample supply its either hit them hard and fast and cap the whole place before any defenders show up  or grind them down constantly in attrition battle. 

    Just ask players like @Silky who was always active HC  pre 1.36 who I've not seen online in game at all post it. 

    That thrill you're referring to also resulted in the worst morale conditions possible on the receiving end, which also directly impacted business.

    Let's please also remember just how badly High Command was failing on both sides to field an appropriate level of officer coverage to manage the in-game operations. The same people who are criticizing 1.36 were the ones responsible predominately for the High Command at a COMMAND level. You know what their response was for the problem? CRS didn't do enough. Well, we answered that call and 1.36 removed the total reliance on too few.

    Not too long ago the game was crippled with no HC online. While it may have been fun for some veteran High Commander's, the game's operation was dependent on a pure volunteer force who always felt they did not have sufficient manpower or tools to succeed. Put any new guy into that scenario and it was a doomsday scenario, I saw people gain their officer rank and within a week be gone because it was too much pressure.

    What is High Command now? HC is a leadership organization which is now driven towards supporting the gameplay, specifically by rallying troops, moving supplemental supply, establishing attack objectives. Now the players don't have to beg for an HC officer to be online to spawn into the game world, and we're seeing new officers joining because they're learning it's not a big spooky set of responsibilities like it was.

    You know what they were? A select few officers moving flags in the background answering to themselves mostly, ripping AO's out from under players without saying a word, and complaining about how hard it was to find a Map OIC. Yes, this stuff actually happened, a lot. Fortunately not by everyone, but there's a clear history of repetition of that behavior.

    So let's please not pretend like these changes were without consideration or years of clear evidence that High Command was overtaxed with their responsibilities and with the game's operation being on their shoulders almost exclusively, was a game design failure. How do I know this? Because I spent the first half of my time at CRS working with High Command's via our Community Management  / Game Management team(s) trying to solve these problems.

    So we had to get surgical guys, I'm sorry you may not like it as much, but we had to make the right call to stabilize the campaign. And I believe that we have done so.

  9. 5 hours ago, ian77 said:

    OK, same stale AO up now for almost 17 hours - no HC or RATs to move it..... guys log in, no ews in game, and log out.... IF we have to keep HC can a RAT at least drop in every 3 hours to see if the AO is dead? 17 hours, what a waste of a day off.

    Do you (and other veterans who understand WWIIOL well) want to join High Command to help manage the AO's, and maintain a player-driven game, or do you want CRS to program a way to automatically remove stale AO's / find alternatives to HC managing AO's, because AO's are really all they have left to handle other than rallying troops / comms.

    I strongly recommend players join High Command to help manage AOs. HC is no longer burdened with crazy amounts of responsibility as it used to be, that's what 1.36 Hybrid Supply solved, and that in fact, has been solved - ask any HC officer who is currently there now, who has had pre-1.36 HC experience.

    2 people like this

  10. 3 hours ago, sk3tchi said:

    Still buggered. I’m not submitting a support ticket. The problem is not on my end. I’ve made an amazon purchase and bought lunch today with the same card. My profile info is accurate. I’ll check back next month

    Make sure you're not using Microsoft Edge, or Internet Explorer. You can even try to use your phone. Those two browsers mentioned are NOT supported for this new billing method management module. So you could have a perfectly fine card but you have to use a compatible browser.

  11. 9 hours ago, jwrona said:

    Just today... had a green tag who wouldn't communicate. But marking "R1" and telling him "go cap R1, you'll get points" and he did. Then two more after! Woot!

    Wait until this ML Waypoint thing goes live, I really hope people who are mission leaders take advantage of this as it will be the single greatest direction tool in the hands of our player-driven component we've created on the HUD.

  12. 3 hours ago, potthead said:

    I think this is great, especially as it can be turned off by those who don’t need it.

    would it at all be possible to have some (even limited) for OIC of attack or Defense, one person that can place ones that either all mission leaders, or all players in the attack or Defense can see... we use shipmarks often to communicate locations between missions..


    Hmm worth discussing, I like the idea but we gotta be careful not to clutter the HUD up too much.

    Join the discussion here --> http://forums.wwiionline.com/forums/topic/424515-mission-leader-tools/


  13. 3 hours ago, jwilly said:

    The coming waypoint technology, providing recommended destinations and reference locations for human players, is a good development.

    Could a similar technology be used to provide required sequential destinations for NPO objects?

    For instance, a series of waypoints could provide a course for an AI freighter that would deliver coal from the River Tyne mouth to a port near Greater London, or deliver iron ore from the map edge nearest Narvik, Norway to Bremerhaven or some other port in northwest Germany. Modified towing code could turn that course-guided freighter into a convoy, with other freighters and escorts following.

    We'll cross that road when it's time that we have AI columns to work with. As I said in the Rat Chat, we are HUGE fans of AI columns for shipping as an example to simulate lend-lease/resupply / RDP efforts from USA to England. I think that would greatly promote naval warfare by having a real incentive.

    1 person likes this

    5 hours ago, Miked said:

    I’ll just wait until the system works properly. 

    p.s. sorry about all the threads, I had a meltdown when my payment wasn’t accepted and the forums were freezing combined with a [censored] mouse button.

    The system is working properly to update your billing method now, we fixed it this morning. Was a hoop with our processor that we had to jump through.

  15. At today's RAT chat we unveiled the current progress of one of our Roadmap items, the "Mission Leader Waypoint" update. The objective here is to provide users of all skill level better guidance and direction of where the critical objectives / rally points are. This is in keeping with CRS's intent to improve the game experience for everyone.

    What other Mission Leader Tools can we develop?

    Do note: Radical ideas sound cool but may be too difficult to accomplish. So post with the thought of minimum viable product to the best of your ability. I realize it's our job to help you discern that difference, so post away and any sort of sketches or concepts will definitely help us better understand your idea.

    Here are the pictures from today's work in progress, Mission Leader Waypoints.