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About wockawocka

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    Monthly Hero Builder
  • Birthday April 27

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    Stockholm, Sweden
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  1. Call me old, but hey: average age for players of this game is high: How about activating the possibility to "upload and store attachments" on this forum? I mean, current setting is set for like 1gb per user... maybe a bit crazy high. Instead maybe 100mbyte per user is enough, and this added with limitation on size per attachment (like 1mbyte) would force people to not waste space. Often 150kbyte is enough for pictures and documents, if done right. Remote linking of pictures is not that bad, and is much easier to handle for sysadmins, but those links tend to get broken with time. Besides: Something we noticed in my squad lately when disbanding our old forum, is that some guides, and "squad material" would be locked to one user having a picture account, if you "just link it in". I mean: It is kind of even more oldschool if I would have to download all pictures/guides to my drive at home, to ensure that the "victory picture" is not lost that squad member x took. So sure: Squad could have a home page, where we link stuff from... but then again we need to pay for that, and hence removing the need to close our old forum down... Or maybe (the more I think about this) there could be a possibility for squads to have an attachment area? Or (if attachments got activated per user) have an option to "share with my squad", making that material available for a squad even if the user stops playing, hence stops using the forum.
  2. If I remember my technical history right, radar was very poor, and tech was very new at that time. At most radar could see a direction, but definitely not height. But just seeing stuff across enemy lines gave crucial time for counter planes to get airborne. Still I agree that the current AWS should only be "reports of enemy air by sound". Meaning that current system where I can see yellow squares far into enemy territory should be more limited than today or even removed. Of course we could have spies, and just parking an enemy truck on enemy ground should make the AWS visible area wider for a side, but all reports on other side of front line should be less updated, and not as accurate. And maybe all AWS reports over areas that have rain, should actually be deleted completely if plane is above rain clouds. Not having AWS under some circumstances could make it harder to find action as air, but it could also mean we get more comms between ground and air. Today a report of "plane type + alt + town" is helpful for air, even if they have AWS. Although as chaoswzkd pointed out: We could have ways of giving more precise AWS reports by "owning tech". Radar tech was under development at this time. And something that could spice this up is if any side somehow could get those more precise squares of AWS, or maybe even having intel deep into enemy territory (which makes it even more worth it if removing that intel as suggesting above). And again: Any way of bringing in "intelligence" and "scouting" to the world IS a way to get us more targets (which I think the original post wanted). But the intelligence part also brings in more ways of winning the war, and more stuff to do. Win-win if you ask me.
  3. To kill an AI, that surely must be possible today, and I can bet some veterans can confirm it was possible before. Although removing AI is almost the same effect, it would be to easy to kill AI, because YOU can fire at 700m, AI can not. Although if AI can be a Player Place Object (PPO), and that AI fires up to 700m, AND is killable with rifle. THEN we have a interesting combo. Still: Not sure if all this needs a new graphical engine (which 2.0 discussions usually means), especially because engagements will be on 300-700m with these robots. Oh: And more about AI: it has to get out of ammo (although much slower than a regular machine gunner).
  4. Ok, hope this post won't be a cultural clash, being a Swede, and we "nag" about everything I write to much so will try to brake it down into a list: Start time was communicated incorrectly, GMT does not exist during summer for example. Did not affect all, but some did get it wrong. Solution: Use services like https://www.timeanddate.com/worldclock/converter.html Channels to be used during operation: No info at all. At my discord channel we all heard different channels to tune in. -"it is channel 3". -"no! channel 6" etc... confusion. Solution: Don't solve it. This was immersion deluxe. As in war I had to tune several channels to get intel. EVERYONE, and I mean EVERYONE, that took part in my group (Brigade Knight, tank grp1) had the impression that Allied Gelb forces would meet Axis Gelb forces. That was not the setup. Our tank column were mostly driving around, trying to find a targets with some kind of resistance. But we never met any enemy with force. Instead we ended up attacking an Airfield AB, where 1) We had no truck to re-supply (we called for it a couple of times, no showup) 2) AB was never captured, not enough push by inf. (remember inf cap, tanks don't) 3) While waiting for a new target at airfield Antwerpen, at least my squad could not just see how map was rolled in Bruxelles, Haybes etc... With over 20online (we haven't had those numbers for a long time) there was work to do. And no central info coming in, we just left operation after 1hour. AAR for me: I fired one shot into a Tiger with a tank destroyer, max caliber at 300m. No kill. This in a server with 6 AO:s and massive battles going on. Everywhere else than where I was. Again: Immersion deluxe. But maybe a bit to much immersion. Lucky for you, I do not play fast paced games. Game showed itself at its best. Really. I have never seen a map where 3 big towns getting fully hammered, with both paras, and tank columns, making the action go so wide (due to destroyers, so that suddenly fights occurred randomly at rail bridge crossings etc. But I also know that only us veterans probably understand this. This is not visible for a normal player. Solution: A community officer need to setup some kind of commentator booth, live at youtube, or just a realtime chat/blog etc, that can show for a player what is going on (with some delay, for example not saying: Axis/Allied is soon going to attack x..) I think both sides reported the anxiety that "squads that are online now could just take any target on map where Gelb operation is not in progress, and hence just roll...". Good for the game, because it shows really cool aspects of game, where one side has a slight advantage of being organized for one target. Bad for the game: It totally messes up a campaign map. Hard fought advances could be wiped in hours. Chain of command - Lets face it: We have not had this kind of operations in years. It needs a good chain of command all the way from top down. A group leader need to be able to answer questions from the group members what is going on, and why we are taking a target or not, and give intel on expected resistance. Is there a time factor? Is our taking of target important to other groups? etc... And the summary of this operation is: Please re-make these kind of operations as often as possible! On a last note it is obvious that lot of resources are needed to set this up. Maybe this forum just is not enough in the long run (if doing this more often). An automated system for administering all groups would be nice. Like when signing up, then the system gives player an automated answer: "You are now in armoured group 1, your grp channel is 3, and your battalion overwatch channel is 2. Please report in at X coordinate with a tank model Y at time xx:xx (ZULU time zone), logged in on discord on channel Z" These operations are needed until all squads numbers and organisation gets stabilized. For example my squad had 25 online, but many still recruits, not responding, and we have [censored]load of work still to get the responsive ones organized, like "when are you online next time", does not exist yet. These new players are still to confused to even understand what we are suggesting when saying "big operation gelb on sunday". They think the game offers this every day, meaning they will not sign up, in hope they can only show up.
  5. Just to give perspective of HOW many are joining at the moment, and a practical problem that occures with these numbers, and probably why we need 15min timers to get "insta armies": Squad Recruit1: -"What's the plan?" Vet1: -"We are attacking S:t Truiden" Vet2 starts explaining how to get there, and which mission. Two other recruits are autojoined at last AO squad was working on (autorecruit on, and often people click that pop-up because they do not see action) Recruit 3: -"Hi all, you guys know how to deploy an ATG?" Vet2: -"... and then you highlight the squad player named..." Recruit 2: -"Can't find the mission!" Vet1: -"Don't worry recruit2, just listen to Vet2.. he will explain again" Recruit1: -"So what are we attacking? Should I cross this bridge?" At this point some 2-3 minutes have passed, and the AO:e town that squad is attacking already has two friendly spawnables up. Myself have created the squad mission which above try to spawn into, it is one of those spawnables, and the few recruits getting there are joyful, they love it. But still lot of the instructions given on Discord is still on how to get there, or what to do WHEN they spawn in. That spawnable depot was out of supply in 8min, and that was from a town with 2 or 3 full flags in. At least the recruits accepted squad leaving the attack after 15min, but much to the fact that we all vets constantly on radio said: "Target is X, because supply is out in about 5min". (Many recruits wanted to stay longer to attack other depots , but I tried to explain that other squads are already doing that, even if I had no clue. This was a big massive attack that just started with a 50player para drop. Just focusing one(my) squad on one depot was hard enough)
  6. or letus create subchannels where vets can hide... *grin* No, but ok: Could you list something that will make the coordination easier than have to bring up discord window, and mute people? Personally I think push to talk is good to have, because then players reaction stay back home, and with bigger chance that what comes through on channel is useful Best solution is of course to have open mike on all players when in-game, that is only heard as far as local chat (with positioning), and then after that have a "send button" that is push-to-talk on the active channel you are on. Or wait: Maybe there is an option to give new players push-to-talk, but then a CO could bump members up to be allowed to have mike audio detection on.
  7. I would also love the ability to "change target as mission leader", while member still spawned in. Game is so much easier for newcomers if they do not have to despawn, and find out HOW to spawn in on next squad mission Although, we have some logical problems (hope I do not mess this up, being really tired): When changing mission target, what happens to stats? Does all get a RTB? If I would have a guess, stat database do probably not support multiple values in the field TARGET in database. Suggesting solution: Lock mission for 15 seconds (to let members spawn out that are in the midst of doing so), and do not allow despawn after 5 sec of those 15 seconds have passed. Reason is that each member on mission needs to get a RTB on old origin and target, and be reset to same ORIGIN, but new TARGET. Also we need probably 10 seconds to let server move all members (could be easy be 25 mission members). And even if the database IS faster: Not wrong to be nice to the database. Last thing we need is database lock when a super mission of 250 members are spawned in, and mission leader suddenly is changing twice every second (due to de-spawning mission leaders) and suddenly a mission leader gives the command for changing target... while despawning... -> hard to test, better to use locks (if possible) Multiple cell hosts. So what if some on mission are on one cell host, and some on another? Even if having a total interested in cell hosts, and how you can move players dynamically.. this is out of range of my knowledge of how it is implemented in this game. Now when having multiple cells online again... "recreating a mission while spawned in" needs a operation "transfer", to be able to move some/all players to new cell host. Squad missions: IF implemented with a limit of maximum of 1 mission per squad, then we need to be careful with the handover, because I have a feeling we could end up with a change in target could get registered as a duplicate, locking that squad out from having their mission Solution: Allow 2 missions, but only on same origin. In general though it should not be hard to implement as long as the mission system is stable, and no "fix" is hard coded anywhere that could spoil this "obvious" functionality.
  8. Think all has been said, just repeating the number here, which speak for themselves: A flag today has some 300 infantry, even if two flags attack a town (about 500 in reality, supply is not always 100%) then consider the average lifespan of a player today. I would guess 3minutes. Meaning, fight could be over in 10min, even if stacking up flags. IF and only if, a side chooses to spawn 500 players to storm a town. There would be no time to even stack those players into a depot. Someone now thinks: Hot drop with truck -> Nah, I say, even if only 50 players guard town, that truck will be shot down, and some lucky [censored] will get a ratio of 1:500 OK, so what if 3 towns bring down 6 flags to attack one town? Well, I actually love the idea, please try it. This would NOT go unnoticed if both sides has the amount of personnel I think they will have. I mean of the 2000 on your side, and with a front-line of average 22 towns, if only 1% of YOUR side chooses to patrol, you still have 20 players free to roam the woods of 20 of those 22 towns. With eyes on 100+ units moving between towns, that would attract ANY player to meet them out there. Nah, I say: Bring the steamers on! The map size is probably perfect, and if supply stays around current numbers the battles should be fun. Or at least more realistic. If you die the origin you used could be out of supply. You know, like in real war. You won't spawn in again, looking for that EI that killed you somewhere around that bush NW... You will start fresh in another town basically Only thing that worries me is AA-guns and tanks... their viz-list must keep infantry rendering to its lowest. I rather see tankers whining over invisible EI (that will not give them any points if killed), than tankers whining over a tank in sight they want to shoot (that do give points), suddenly vanishing because of client hitting a render-limit. And to get back to captcrayon's hopes of "seeing" 1000+ players (which could also mean new record in "Guinness World Records"): It is up to the client "filming" the action. Current client won't be able to show it all. Although something we should ask ourselves is: What is the rendering limit on the "CRS eagle" that can monitor the arena?
  9. I would like these kind of scenarios behind enemy lines. Still grumpy that I never saw that scenario that would mimic Pearl Harbour, and have a huge squadron of air trying to sink ships. I even got a placement in the scenario. A number that allowed me to sit in a transport ship. The AA-guns of those are amazing. Off-topic, but this thread reminded me of the possibilities this game has to make scenarios, so that we for a short while could get screenshots similar to the marketing departmen, but live. I mean today: We could even send the event live, have some newspapers commenting with experts from the era... etc...
  10. Well, I am overqualified probably. Hand picked ISP... no wireless anywhere... no modems between computer and internet.. close to Swedish backbone.. etc... but 200ms? That doesn't sound like Europe. But ok, maybe a bit off topic... you don't have to answer. Rhetorical question, hehe. Although what I wanted to comment on 200ms: If we get the netcode up to par, I think ping up to 350ms could be ok in this game, as long there is no packet loss. Ok, maybe not CP-clear-duty with 350ms, but shooting anything not cutting corners should work ok. Remember, now in-game there is much MUCH longer lag sometimes. Especially with old netcode. And the more I think about the piggy-back-idea: Why not only piggy-back the important packets, like client reporting firing a bullet, server sending a hit to client etc... Maybe just piggy-back the movement data, just to make the world at least not have warping players due to packet loss. This thread got me thinking again, and for anyone interested in what is possible with netcode programming, this page is a good start: http://gafferongames.com/2016/08/10/new-article-reliable-ordered-messages/
  11. Freezing could be caused by many things, not only network. For instance I confirmed that computers with less than 4gb of free RAM is cause freezing. Usually in situations when a "sound" has not been heard before, and game needs to ask the hard drive to read that sound up into memory... Next time that sound comes, the freeze does not happen. Also graphical drivers need to be updated, even if you all haven't seen that much graphic changes last 2 years, the team IS using some new graphic tech. So get your drivers to latest version, and you could experience better frame-rate, and less "freezing". With netcode3 (UDP) this game will work better. This game has players from many different parts of the world, so we need the fastest way possible to get packets between server and clients. To resend packets like before sounds nice, but do not work well on long distances. Also people with wifi at home (sigh) will only make lag worse if trying to resend packets when someone in the family is congesting the wifi-network, watching video streams (like youtube)... There is so much network related to dig into here, and I am not a developer of this game. But my guess is that netcode3 is just to get into the same ballpark as other games (which all use UDP nowadays), and my personal experience is that even this early version of netcode3 is working very well. Myself connecting Sweden<->Texas (game server) is already seeing improvements of using UDP. The bigger network lag you have, the better your experience will be with netcode3. So each time I see the text (when spawning in) saying "netcode 3 enabled" then I rush for those CP caps, because I know I will have a chance even with my 145ms ping. I die a lot easier, but it is more realistic. There is also room for improvement in this netcode3, and I am hoping the the team is already looking into trying to "piggy-back-last-XX-packets" in EACH paket. Would raise the bandwidth used a bit, but if you loose packet 3, then packet 4 will have the information about what was said in packet 3, etc... And for the human EYE you won't notice anything if one package gets delayed to the next one (thats about 33ms delay). So "piggy-back" in UDP is one way of stabilizing traffic, and hoping that we will see new revisions of netcode that improves the experience even further.
  12. Nice little movie, the nervous moves, and keeping heading on "target" (even if it is not always feasible to even get there, because we vets are sloppy choosing targets). Had a good laugh when you just got into the town, and an enemy truck was setting up a mobile spawn point, right in front of your eyes. Not sure what went through your head, but you were very lucky the truck driver didn't see you, or you would have been hunted for sure It also sheds light on the fact that mobile spawns are new to this game, and that a player will not get any points for nading a spawn point (even though the tactical advantage is huge).
  13. This could actually be the one important thing to look at. So in a way, while we try to improve HC-mechanism, we could try stuff like: Let all enemies have a visible tag for one campaign, and try that with the steamers. But for it to be effective (and cool) we probably need a bigger population when active... *thoughts wanding off in what it could mean*
  14. Like this screenshot I just made. Tried even to rename my link that starts wwiionline, with the exact name (World War II Online), and that means the screenshot gets that tag, still no screenshots on the new Steam page for this game. http://steamcommunity.com/sharedfiles/filedetails/?id=954251497
  15. I just played around with the Steam community function for uploading screenshots. And realized that players with the old client will not be able to paste screenshots on the new Steam page (http://steamcommunity.com/app/251950/screenshots/). When you do screenshots in Steam you press F12, and they show up in a library where you choose images to put online (public). Those pictures then get tagged as belonging to that game. But if using "non-steam" games, that tagging doesnt work. The new steam page for our steameras won't see my screenshots whatever I do. So someone need to ask how to name the non-steam game so that tagging gets correct, and hence being able to post screenshots.