• Announcements

    • GVONPAUL

      New Community Volunteer Opportunity   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.

carlz

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  1. If I remember correctly, maintenance issues were a lot more prevalent during day 1. I love the idea of adding additional role play to the game for greater immersion and team play.
  2. By the look of the pic, only half the soldier needs to be modeled.
  3. 20,000 man battles are a little overblown as a goal of the game. Bigger isn't always better. Big battles destroy much of the intimacy and impact players enjoyment. Now, if AI platoons could replicate the opposing sides manpower balance and be introduced on a limited basis to level the playing field during peak periods of imbalance it might be worth all the huge amount of development time it would take to work the bugs out. Bingo! This adds a whole new level of game play and has been needed for a long time.
  4. Great Post! This kind of play offers a very needed aspect to the game that would help bond players to squads and offer some context that the other million FPS games don't have. But all this is mute until players have a way to organize before spawning. We need a UI with a Ready Room that allows squad leaders to organize team members, assign load-outs, tasks, transportation, etc.. - because doing it in the field is like herding cats.
  5. I have been away for a while and there seem to be a lot of positive developments taking place. Seems as if the developers are trying to roll back systems to reintroduce less FPS and more team oriented game play. Kudos! One of the biggest loses for the game was when CRS became adversarial with squads to accomplish the brigade system in order to place higher dependence on HC. Now that supply will be changing back to towns, it seems as if player organized missions and squad play will be more important than ever. We could really use some tools that will allow for more organization. These include a "Ready Room" style User Interface where Mission Leaders can pre-plan and communicate tactical sequencing, team member roles, ordinance load-outs, transportation logistics, rally points, comms, and many other tactical and logistical aspects that make game play successful and fun before spawning and being immersed in battle. This also includes better Mapping and Visual Communication Tools both during mission briefings and in the field. Do we have anything planned for this?
  6. I agree. It should take some coordination with multiple trucks which add to team play...
  7. LOL- Why would someone spawn a medic to draw fire when they can spawn an infantry as a free account and actually shoot back? There currently isn't any penalty for killing anyone in game. Killing a medic would be no worse than shooting a para and we have no penalty for that?
  8. QFT- It's really not about the impact that a medic class itself would have on the battle, but the global reality that expanding roles outside of warriors would be good for the game. In RL only a small percentage of soldiers actually see combat. Expanding roles within WWIIOL lends itself to creating more immersion and authenticity. This holds true for many of the logistics functions that could be programed into game play. If we are looking for authentic representation of a WWII experience, medics are a good first step. What's good for the game is expanding the player base so that we can afford more developers to make the toys we know are missing. Be honest - How many times have players significant others commented on "Your always playing that dumb game and we never have any time together"? Adding additional roles for non-combat personnel could have a proportionate effect on 2nd accounts. Same could be said for individuals who may be too young or elderly to contribute to a effective combat role. The additional roles don't have to be as nurturing as a medic but need some sense of purpose that contributes to the war efforts such as engineers do in combat. If there is any doubt that subscribers would be drawn to these activities take a look at the success of the SIMS games which have virtually no goal other than to sustain their character.
  9. No reason a text channel with map icon coordination couldn't be set up to simulate this same feature using player based observations much more authentically. Now that we have destroyable PPO's, the widespread use of radar to stimulate air activity can be channeled to produce ground targets that better reflect the actual use of WWII airpower.
  10. Great Ideas! Here are some oldies but goodies-
  11. Dropping Acurate Bombs from 5-6 K isn't child's play. In Real Life a hitting a moving Bomber at this altitude with Anti-aircraft was a calculated uncertainty. Rather than reinventing the wheel with coding or adding more AI, why not add some player based high altitude AA guns based on the German 88 and British QF 3.7-inch AA with player adjustable mechanical timed fuses and wider diffusion patterned ballistics. This would add a new dynamic to the game by modeling existing technology. https://en.wikipedia.org/wiki/Anti-aircraft_warfare
  12. Dropping Acurate Bombs from 5-6 K isn't child's play. In Real Life hitting a moving Bomber at this altitude with Anti-aircraft was a calculated uncertainty. Rather than reinventing the wheel with coding or adding more AI, why not add some player based high altitude AA guns based on the German 88 and British QF 3.7-inch AA with player adjustable mechanical timed fuses and wider diffusion patterned ballistics. This would add a new dynamic to the game by modeling existing technology. https://en.wikipedia.org/wiki/Anti-aircraft_warfare