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Posts posted by XOOM

  1. 8 hours ago, Jsilec said:

    multiple connection kicks today first time this has happened to me other squaddies reporting same so whats the change and has this been common?...lose unit as well so doesn't return to supply

    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.

    1 person likes this

  2. 3 hours ago, Sparre said:

    I don't know the internal discussions and the reason for 15 hour cycle to change country on a Garrison (is it kind of hard coded maybe?). I guess there is a good reason for it. But maybe 4 hours to change country is a tad better… more reasonable? 15 hours will make the sector of the frontline where AHC wants to change country on a town will create a very weak soft spot for the Axis to exploit.

    As it looks now without any experience from the new rules do I see this taking place like this (if it would take 4 hours). First AHC moves in a Brigade or two to defend the town they want to chance country at. Then AHC can chose to either change country for the Rear-town first and then change the Front line town. Or if there's no enemy Division close by that threatens the sector AHC can change the country for both front line and rear-town at the same time.

    But I still argue that 4 hours (Maybe even 3 hours) for a Garrison to reach full strenght at the moment seems reasonable. Consider the 15 hours rule. After 5 hours is the spawn list only 1/3 of its strenght.

    If we provided the Allies with this ability, that means they could, after an attack, change their town from French to British, and get 100% British supply in 4 hours. Meanwhile what ever German supply was expended would continue to follow that 15 hour resupply rate.

    Let me make sure I am saying this properly... you can QUICKLY (5-10 minutes) replace a Country Owner of a Garrison at anytime, as long as it isn't linked to an AO'd town. It just takes 15 hours for that supply to come back together overall. That makes resupply consistent with what we have to work with on roll out between Allied and Axis forces.

    If you change a country after it's already established, you should really have a solid reason for it and understand the risks involved. If we can reduce those risks in the future cleverly, we will. I understand why the Allies are concerned with this as it is currently designed but it's really important to have this as an option because without an option, it'd be a lot worse.

  3. 3 hours ago, Capco said:

    I can't think of a situation where it would be advantageous for the Allies to self impose a penalty lol.  Any time we change ownership, that gives the Axis a 15 hour window to focus that area and break through.  Seriously though, I'm trying to think how this might be useful and it's not.  It's just a liability unless the Axis decide to ignore a huge potential advantage.  

    It's an option for you guys as Allies to modify your lines. If we didn't include that, you wouldn't have one and it'd be North vs South all over again. This was key to the design and while it's rudimentary now can be built upon later.

    3 hours ago, Capco said:

    Also, why are garrisons for newly captured towns not subject to the same 15 hours?  Why do those garrisons only take one hour to equip themselves if they too are popping out of thin air?  Surely the factories would take just as long to equip this new unit as it would to equip any other garrison that manually changes country ownership.  

    It's seems that once again the Allies being made up of multiple countries will hamper their potential success.  The Axis will be able to overstock anywhere at any time without any type of country-based restriction.  The North-South split will be returning and we will have more problems than solutions, which is exactly what we were trying to avoid and exactly the problem that movable supply fixed in its entirety.  

    We've said all along that in our design plans the Allies having three different countries to consider by default will increase its difficulty in management. It doesn't take 15 hours to get some supply, that's just the total rebuild of 0% to 100% supply.

    Flipping Garrisons around willy-nilly is not advisable for sure.

    We've tried to help mitigate that by having no penalty for newly captured towns because both Allied and Axis forces have the same initial trickle in timer which will keep the war progressing and supply available for players.

    Until we can implement something more robust for manually changing of supply, which we have a couple of options that have been discussed internally, this is what we have to give you the option to do what is needed.

    We have also determined that we'll have THREE (3) move-able ground divisions on the start of 1.36 so this should help with move-able supply and variety. Might be able to have French move-able units around British Garrisons, vice versa to help offset things a bit in that regard.

    We're almost to the point where the demand on HC should be dropping dramatically to manage and maneuver supply and players will have more supply to play and work with across the whole game world. Should be really great.

  4. 9 hours ago, delems said:

    *** Once an airfield becomes frontline, the Air garrison will become inactive.

    So they will stay, but can't use them ?

    Their supply will be unusable, that's the definition of deactivated. Once you buffer the Air Field, that supply will become available again.

    Paratroopers are an exception however, you will still be able to use Paratroopers at an unbuffered Air Field to promote more usage of them.

    1 person likes this

  5. 4 hours ago, Capco said:

    Will a newly captured town also take 15 hours to fully resupply?


    For any side.  Not talking about the Allied ownership mechanic. 

    A newly captured town, will have a 10 minute delay before it becomes active. During that 10 minute period, Allied Officers can change the Garrison to the country ownership of their choosing, without penalty.

    From there, a trickle rate from 0% to 100% supply will take 60 minutes, or 1 hour. German supply acts the same in every respect, except they will only have one Garrison country owner.

    The 15 hour resupply penalty is for when Allied forces manually try to change an already determined owner and they decide to change it later. The reason it is set up this way is because it's the best option we could implement at the earliest opportunity to give you guys options without making it something gamed in a way that would provide an unfair supply replenish advantage. It is intentionally something you don't want to do without consideration. You will have the option to VETO a change within the first 5 minutes as it is in a proposal state, like AO and brigade movements today.

    This 15 hour resupply matches the global setting of when a unit is expended to the time the factories rebuild and deploy that unit to the frontline... or what people refer to as RDP today.

    Allied forces will be unable to change the ownership of a Garrison to a town which is connected to an active attack objective.

    1 person likes this

  6. 8 hours ago, delems said:

    Will or will not their be navy and air infantry personnel at ports and AFs ?

    If not, how come?  (ports and airfields didn't have any troops assigned to them?)

    And I will be very disappointed if not.  Where can one spawn navy infantry then?

    Every Airfield, Docks and Deep Water Port will have an Army Persona Garrison.

  7. 2 hours ago, mundagurri said:

    The game's not launching for me after downloading those last 3 patches. Anyone else getting this problem?


    2 hours ago, noparty said:

    Just got  "login aborted" message when I tried to launch game.  Tried to launch three times....same message after i hit play button. 


    Guys please do a full reinstall of the game,


  8. 33 minutes ago, SCKING said:

    Once an airfield becomes frontline, the Air garrison will become inactive. The Army, Naval and Airborne Garrisons will remain

    This is correct @dandare9, and there's no difference in how LW or Allied Air Force Garrisons work, exactly the same with the rules and frontlines vs not.

  9. Hope you all had a blast, I know all of us RATS did! We had the highest numbers online since our Steam debut - friggin awesome! Thanks to all of you who could make it.

    AAR Questions

    1. What did you enjoy the most?
    2. What could have been better?
    3. What was the best battle?
    4. Was there enough leadership on your side?
    5. What did you play as the most?

    If you have any screen shots please provide them as we'll be happy to feature them on social media.

  10. I'll place a comment here that infantry reload times are dependent on animations as well. This has been a major crutch we've been experiencing (infantry animations) for our team and finding the right talent to work on it has also proven difficult.

    Set expectations accordingly that we probably will not entertain too much, if any of it, for the foreseeable future. That's not by desire necessarily, but by roadblock.

    I'd also like to say a lot of these "audits" have come from the intention of making our vehicle and equipment set function as historically intended. The impression that we're arbitrarily messing with things, just because, I think is a dangerous assumption.

    There are growing pains and adjusting involved with this, but we have been trying to correct things that should've never been. Thank you guys for being as rational and patient as you can be about it.

    1 person likes this

  11. 57 minutes ago, blggles said:

    Xoom said soon!

    Means two weeks I hear.

    Whoa, hey... whoa, hey... take'r easy there now partner :D. We're getting very close to publishing our 2019 roadmap and have already determined what's going into it. I think this is worth some side investigation though and I'll leave it at that. S! 

  12. 37 minutes ago, hondo said:

    It would be nice if you guys ( Rats) could get the multi channel typing working again.  It was very helpful for the HC guys and also people posting missions to be able to do 2 or 3 channels at once.

    Should be a high priority imho

    I think it's important for everyone to note, that CRS has a lot of stuff that we want to do - that we all agree with you on. In this case Hondo, we totally agree with you. So this work being done, is very minimalistic, in fact I personally changed a couple of variables in the code and we're doing some database work that does not impact the work flow that we have currently being applied to 1.36.

    I need to find a way, and I've been struggling to do so, that makes it known that we have a variety of resources that do things around here. I get the impression that although we're doing lots of stuff, players are assuming that means we're intentionally ignoring other important matters and redirecting valuable time of our development team while forgetting the big important stuff.

    I'd like to say, that's not the case, particularly in this regard and in many others.

    Genuine question here: How do we make resource distribution more clear? Does it matter to you as players? Does it just come across as making excuses for not doing things ( even though it's not )? I don't mean to be critical in saying that, I just truly want to find a way to effectively convey this because I think, far exceeding this particular topic, it's important for players to know who's doing what and that we're not ignoring things. Perhaps only the solution in a timely manner matters and no explanation is acceptable. If that's the case, do our words matter? 

    Let me know, I don't want to create subconscious or direct irritation and this sort of feedback can be very beneficial. To anyone wishing to respond to this question, please be constructive on this one.

  13. 2 minutes ago, xanthus said:

    XOOM, please put a trigger warning in....also model a safe space and put it in Area 51. Let players spawn in with adult coloring books and have a special channel where they can talk about their feelings.



    LOL! Kudos, that was a good one :D. That is called side channel! Hehe.

    1 person likes this

  14. 10 minutes ago, david06 said:

    it's also probably not a good idea to have the primary chat channel have a big scary warning message telling anyone that posts there to only use it for serious business

    that is sure to work against facilitating communication with new players, I'm still not sure why the help channel still has a warning message

    Scary warning? It’s an informational message on the purpose of the channel. Wouldn’t call that a warning or scary.

    1 person likes this

  15. At this time these changes do not open up an additional channel selection. Those are a bit more heavy duty than we're ready to tackle at the moment.

    I can appreciate some hesitation expressed about it and I understand that for years the Side channel has turned into a defacto dump-all comms into it. That's largely part of the reason we're stepping back to emphasize OPS usage and localized chat.

    If you want to tune side chat and stay on it, that's up to you and that choice can be made at any time.

    @Kilemall asking CRS to increase moderation will result into further backlash from players. I of course encourage peer correction (self policing) where ever possible as you see fit and appropriate. These changes at this time are necessary and will go forward.

  16. In the near future we'll be updating our default chat channels to include the following:

    • F1: Mission
    • F2: Target
    • F3: Origin
    • F4: Squad
    • F5: Operations
    • F6: Help

    The big change comes from resetting F3 from side to origin. We want users who spawn from the same town to work together, hence "origin" chat. 

    Operations will therefore become the Global "Operations / Organization" channel. It will be very focused and High Command officers and veterans should have it tuned to work together and share mission invitations, battle planning and other operationally important information.  CRS will be working hard to make sure the new users understand what this channel is and how it is valuable to them. It will therefore become the new staple of operational organization for your side globally.

    What will happen to Side channel?

    Side channel, will still be available for you to tune should you choose. But do note, that upon deployment of this update, everyone's default channel listing will look like the above. It will override your current selection to make sure we properly reset the standard globally. Again, you can easily modify your channel selection as you see fit.

    Side channel will continue to be somewhat of an undefined "General Discussion" channel where users discuss a variety of topics. 

    This is part of an effort to keep comms centralized and focused on the best game play and community support experience we have to offer. We want new users to receive guidance and for veteran players in their local area to help them out. New users joining our game should feel comfortable and optimistic about their new experience learning about WWII Online as we all have over the years.

    This channel selection puts them in the best position to be exposed to helpful targeted information that gets them into the organized game experience faster.

    1 person likes this