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About dunny

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  1. I listened to the long Rat Chat. Unlike others it included slides and talk by over half dozen leaders. there is still a problem with the technology and it was ragged, but informative. I concluded the main purpose was to pass on Bad news: 1.36 is delayed until AFTER Steam. Reading between the lines the development is slow. I am not upset, any business should keep its cash flow items as top priority. The rest of the presentation was to show how hard they are working and all of the items in the pipeline. these are all well known and aren't happening fast, unsurprisingly with a volunteer work force. The new info to me: When you see people flying through the air and zipping all over it is because of THEIR internet connection, not the game. They do not see it, just the observers. Reminds me of the General Theory of Relativity. Netcode 3 uses UDP which does not have error correction that the former system had. So, it is faster but not tolerant of dirty internet signals. So, there are two performance issues on your ISP: Speed and Quality of transmission. the new mobile AA guns, Italians, Armor and ballistics are all independent of 1.36 and will be implemented as they are ready. The existing HC structure will be with us until after Steam The in game communications system seems to have a focus on the total attack without regard to squad. Junior, you may wish to inquire as to how squads will be handled. Seems like the trend is to base comms on everyone on a particular attack and not a squad. Wiki is being updated as is the training, which will no longer be optional. Overall, most of the info was a retread with lots of old info deflecting attention from the slow development of 1.36. But, overall the game is much healthier, so I am not disappointed. Unreal Engine 4 will be used going forward. This is major. It means the graphics will ultimately meet modern standards. All current development is going to be compatible for the full implementation.
  2. If the lag and offset are addressed in 1.35 that moves armor/gun performance to the fore for me and a lot of my fellow players. The current belief, that is widespread on the dedicated AXIS side, is that some game equipment substantially either outperforms or underperforms compared to historical and available online calculators. The Rats have committed to an "audit". Missing from that is whether the results will be made public and what basis corrective action, if any, will be based on. Are the Rats prepared to make a commitment to model vehicles to historical performance? Balance can be achieved by varying the numbers and mix of the historically accurate armor/guns.
  3. First, I hope the selected solution is simple and does not mess with fundamental game rule changes that will have unintended consequences and provide at best an indirect solution. The best idea I have seen comes from Saronin. That is: only allow Free To Play players to spawn the low pop side. That is a direct solution to the numbers problem. Some issues around that are: Do you lose potential long term customers by doing this? Perhaps you sell it by calling it a "conscription" process and providing sweeteners. If these draftees do not have their hearts in playing for the dark side will they just spawn and purposely die to get back to their preferred side? The unintended consequences and gaming of rules must be considered. The limited equipment available to FTP would not completely balance the effectiveness since the over pop side will likely have regular players with better equipment. Perhaps the draftees should get a modest bump up in equipment as compensation and to better balance capability.