• Announcements

    • GVONPAUL

      Need help for incoming players.   04/29/2017

      With the looming Steam release, we are anticipating many new players to the game. This is great for all of us, and it's important that we retain as many as we can. With that in mind, we'd like to enlist players to help with the inevitable questions asked in the forums. Ideally, gameplay questions are asked and answered in-game, but it's not always easy or convenient to answer questions while playing. A Gameplay Support Forum would be a good place for those who want to help. We are now accepting volunteers for the Rat Patrol, who will provide correct and consistent info to new players in the Forums. The more new players we retain, the better it is for the game and the biggest hurdle in player retention is grasping the complexities of this game. If you are interested, send me a PM.  
    • Dodger

      Squad Leaders Contact GVONPAUL OR Dodger for Squad Forums   05/18/2017

      Soldiers!

      We are seeking Squad Leaders to volunteer their squads to help us test the upcoming Squad Forums system. This system will integrate squads who wish to participate into a self-sustained "forum within a forum." You will be able to add members to your squad, assign permissions, and create forums/calendar events on your own. The idea behind this system is part of our commitment to support squads as a integral part of our community. This service will be offered free of charge to all squads of World War II Online upon launch. Our goal is to offer all of the services a squad off-site forum can offer but free of charge and tied in to our existing forum service. So what do you need tested? We need willing volunteers to test the whole system - make forums, post threads, assign permissions, etc. The idea is to have several squads giving it a test run to point out any flaws before we launch it publicly. What are the requirements? We are ideally looking for medium to large squads - Ideally ten people or so plus, but smaller squads feel free to apply - and a willingness to use our platform. It's important to note (as of now - these may be included at a later date) we are unable to convert posts from a private forum if your squad previously used one, and you (or your XO's and recruiters) will need to assign individual members permissions. It is entirely possible that in the future this system will be automatically linked to the game's squad roster, but as of now developer priorities are elsewhere (1.37 and steam, w00t!) How do I sign up? PM me ( @Dodger ) on the forums, or email me at dodger@playnet.com - Please indicate your squad name and how many members you have. I will get back to you with more instructions.

stankyus

Registered Users
  • Content count

    14,428
  • Joined

  • Last visited

  • Days Won

    3

stankyus last won the day on May 26

stankyus had the most liked content!

Community Reputation

79 Vet

About stankyus

  • Rank
    Member
  • Birthday 10/25/1971
  1. You know the simply solution to the squad mission would have been not to hide them but to have changed the mission color and labelled as a squad mission. That would not have prevented the LW from spawning on it but it might have put up a social barrier that told people that the missions function was under squad control. It JUST might have also brought the LW who chose the squad mission to feel a little more inclined (because they where intruding) to participate in the squads goal. Getting rid of the squad mission was a big mistake and the compromise should have been considered. This is one of the things that grabs me by the nut sack about the choices that have been made. The choices tend to overlook how to satisfy the most of the player types that takes away from one type to satisfy the other and ultimately started killing the game numbers. The same thing happened with TO&E and town supply where a solution could have been a combination of both. The swing between choices tend to be extreme. Attention to change must look as some sort of satisfaction who have things taken away. That being said I think the FMS was a great idea and a great compromise that satisfies the tankers and infantry - certainly mb not satisfy everyone completely but that's not the goal, but it did not completely take anything away and even added content. That was a great execution.
  2. I remember you Obear71, good to have you back.
  3. IMHO what the game lost that kept large squads together was a sense of ownership while working together. There were leaders, not because someone said they were or appointed, they were leaders because people wanted to follow. Often the great ones were also great followers and listened to ideas of the squad. They had plans and thought about what needed done and what was next. They did not micromanage but expected the squad knew what needed to be done. I say say all that to say this, overstock and town supply was key to this ownership. I also believe having a more open front with more AOs available, plus cutting ews range down another 500m would help. Overstock should only have limits on RPATS, and t3 afvs. The ability to overstock should be simple stupid. I should be able to bring up supply from three towns behind the lines to a front line town and it is added to supply. As for the up and coming Italian and the allied forces the towns ownership and supply is determined by HC, but we should have mixed supply available if we manually supply it. You either log in axis or allied, the country is of no consequence. You click town, make mission select supply. MB mixed supply of another country origin is only available through the AB. ANYTHING, that brings back player ownership will bring back the large squads, and keep them.
  4. Ok played last night, turning off netcode3 stopped the spawn delay.
  5. Yes I'm 10.12.4. I should be able to jump in tonight for a little bit. Ill drop Netcode3 and see what happens.
  6. Yes its 6-8 seconds for me. I got to play for the first time Saturday after getting my log in issues fixed. I however did not turn OFF netcode3 to see if that fixed the issue but just prior to launch the chat window says "Netcode 3 enabled." then I spawn in. Have you noticed that part?
  7. Ok I was able to log in but.. Im not finished. This was my procedure to get back into the game with the socket connection. I used Disk Utility to partition my HD. I had done a repair permission etc through first aid prior to see if that was the problem but nope. I did a fresh instal of 10.12.4 Sierra in that partition. I downloaded a fresh client full install from the "getting started" page. Dragged the client over to the apps folder and launched. Put in log in info and the game launched without a hitch. WHAT I will do ASAP, I will reboot on my other partition - it was Sierra but I had migrated documents etc. I will drag this client .dmg file over and load up on the other partition and see if it loads.... but right now I got to go get dinner going.. all the kids are whining about how hungry they are. I told them they ate yesterday.
  8. 2 week ago mb?
  9. Email sent.. can you tell me if you received them when you do. Thanks.
  10. I don't have AV... I look and see if there is a wirewall for this router. I have had the router for 3 years or so with no issues. I even played IIRC 1 or 2 days prior to patch. Soon as I loaded patch I could not log in.
  11. Firewall not on. Netcode 3 turned off. I did that in offline mode so I assume it stays that way when trying to log into campaign. I updated my OS to 10.12.4. I partitioned my HD and loaded OS to it. I think I will erase partition and do reset the whole system back up instead of migrating my settings. Have not been able to log in for a month now.
  12. This is great news.... now mb it will allow me to log in :0. I'm about needing to reinstall my OS to see if that fixes the issue.
  13. Having the same issue since patch.