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World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

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WWII Online: Current state and future

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kronik1

If game decisions are made based on the pages of suggestions from a small handful of customers, we might be doomed.  I certainly don't have the answers, but urge those who make the decisions not to act on the whims of the most vocal.

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majes99

FROM ROTSECHS!

Game needs players. Allow ftp to all, every single registered account that isn't sub'd. Allow them basic stuff in all persona. Reserve rifle/smg, basic atg, basic tank, basic fighter. Allow them to cap. Allow them to contribute. It costs nothing to do it. I did 3 months ftp, learnt the game, got hooked, got frustrated looking at the better gear. I subbed. Analogy: The car dealer that won't give potential customers a test drive won't sell any cars unless they are significantly cheaper and/or better. The one next door that does, is more likely to have people buy. Rotsechs

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gretnine
1 hour ago, majes99 said:

FROM ROTSECHS!

Game needs players. Allow ftp to all, every single registered account that isn't sub'd. Allow them basic stuff in all persona. Reserve rifle/smg, basic atg, basic tank, basic fighter. Allow them to cap. Allow them to contribute. It costs nothing to do it. I did 3 months ftp, learnt the game, got hooked, got frustrated looking at the better gear. I subbed. Analogy: The car dealer that won't give potential customers a test drive won't sell any cars unless they are significantly cheaper and/or better. The one next door that does, is more likely to have people buy. Rotsechs

+1. Removing FTP was a mistake from the beginning. Vets who have inactive account cannot use the 30 day free trial without creating a new account. That means, they can't even check the health of the game before putting money on the table. 

Edited by gretnine

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bus0
4 hours ago, majes99 said:

FROM ROTSECHS!

Game needs players. Allow ftp to all, every single registered account that isn't sub'd. Allow them basic stuff in all persona. Reserve rifle/smg, basic atg, basic tank, basic fighter. Allow them to cap. Allow them to contribute. It costs nothing to do it. I did 3 months ftp, learnt the game, got hooked, got frustrated looking at the better gear. I subbed. Analogy: The car dealer that won't give potential customers a test drive won't sell any cars unless they are significantly cheaper and/or better. The one next door that does, is more likely to have people buy. Rotsechs

already posted that one idea...

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bus0

Tweaking has been tried, failed(FMS's, weapons, bombs etc)

Historical has been tried, failed (RDP, tiers etc)

The only thing that brought in some new players was FTP, give them basic equipement, show them the possibilities if you Sub.

I'm repeating myself

Stop the tiers, put in the toys, let the WAR do its thing.

At this point I'd be willing to 'FIX' or give back the lazer LMG to the Axis, if that would bring a few back.

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pulfer

In a perfect world, we should get rid of FBs, have capture points scattered all over map in the form of houses, bridges and farms etc. Less trucks, more action. More diverse cities, diverse terrain. BF1942, Heroes and Generals type of terrain. But I know that's not possible unless the game is completely remade from the core. I just want the best for the game. 

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sgthenning
17 hours ago, delems said:

Heh, funny, but not quite :)

I'm often in CPs for 3 reasons:

1) The enemy always comes there eventually - guaranteed combat - as little as it is.

2) Few others are in CPs, so I do it.

3) I've tried guarding from outside, but when I guard N, enemy comes in S, when I guard E, enemy comes in W - only way to guard is to be in CP.

Now, with on sides MS - I could most likely guard from out CP a lot more - and be more in the game fighting.

 

I don't know how many times ive seen you sit on a cp and let people cap or call for help when cp is 90% caped because you refuse to try and clear the cp lol

 

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major0noob
1 hour ago, sgthenning said:

I don't know how many times ive seen you sit on a cp and let people cap or call for help when cp is 90% caped because you refuse to try and clear the cp lol

 

the "guard duty" game sucks. 2 years ago lancers charged ourselves with FB guarding (back at 12-hit FB's)

the participation in the missions was awful, and it carried into the AO/DO ops. the ZoC, search and destroy, killing, and CP capture missions; suffered lower participation and we were noticeably just plain worse at playing the game from loosing passion to play.

 

i don't blame him for not clearing, guarding gets to you mentally. enough of it can ruin the passion for other aspects of the game.

 

 

the truck spawn forced it onto the attackers. DO guarding is easier now, but there's nowhere to enjoy the other aspects of the game anymore. everything's guard duty.

a lot's been said about the attackers responsibilities attacking "properly": HC/ZoC/combined arms task force/recon/etc.

go in-game and observe the participation and passion for the pre-FMS & post-FMS forms of guard duty (the "proper attack"): there's none.

Edited by major0noob

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delems
18 hours ago, tater said:

This is an assertion made without evidence, so it can be dismissed without evidence. I am not seeing any obvious problem at all.

N1ckB1C.jpg

Assume the Allies control Profondville (or vice versa) (snapshot of current map, but wanted 2 close towns to show facilities in 1). The attacker from Prof can place an MSP inside that circle (minus whatever the enemy facility limit is now X hundred meters).

So limiting. Note that nothing prevents driving a truck full of men to anyplace you like, or driving armor anyplace you like, or having ATGs have to take a tow---anyplace they like. This ONLY limits where armies of men can spring forth.

I thought about this last night as I went to bed.  Thinking of how to implement in game code wise.

Tat is right!  This circle from prof to anhee is tthe answer.

Currently, the FMS has 2 range restrictions, no further than 3k for target, no closer than 400m to target.

(there are other restricts, terrain, links, etc - but that doesn't concern us)

Adding an 'on sides' or 'frontline' abstraction is trivial!

Simply add one more range restriction check on the FMS.

Let's say anhee is 4k from prof; then just add the check the FMS must be within 4k of origin town.

Wala, instant, simple frontline mechanism, easy to code (town distances are known) and easy for players to visualize/use.

Might be even really easy to test during an intermission?

 

Edited by delems

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OLDZEKE
1 hour ago, delems said:

I thought about this last night as I went to bed.  Thinking of how to implement in game code wise.

Tat is right!  This circle from prof to anhee is tthe answer.

Currently, the FMS has 2 range restrictions, no further than 3k for target, no closer than 400m to target.

(there are other restricts, terrain, links, etc - but that doesn't concern us)

Adding an 'on sides' or 'frontline' abstraction is trivial!

Simply add one more range restriction check on the FMS.

Let's say anhee is 4k from prof; then just add the check the FMS must be within 4k of origin town.

Wala, instant, simple frontline mechanism, easy to code (town distances are known) and easy for players to visualize/use.

Might be even really easy to test during an intermission?

 

 

FMS has restriction as to terrain type/nearby object type/distance from orgin/distance from target/distance from enemy held flag

If you mean a special case logic that says your distance to orgin must be same or less than origin to target distance then that may be a option (it has been suggested)

Now if you mean code every FB to town distance or every town to town distance then you are talking something like 2000 lines of new code and testing every town from every direction.

And while on FMS'... A FMS target has to be something that has a ownership, has to flagged and able to change owners. This is why a bridge target will not work for a FMS, it has no ownership.

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dre21
7 hours ago, majes99 said:

FROM ROTSECHS!

Game needs players. Allow ftp to all, every single registered account that isn't sub'd. Allow them basic stuff in all persona. Reserve rifle/smg, basic atg, basic tank, basic fighter. Allow them to cap. Allow them to contribute. It costs nothing to do it. I did 3 months ftp, learnt the game, got hooked, got frustrated looking at the better gear. I subbed. Analogy: The car dealer that won't give potential customers a test drive won't sell any cars unless they are significantly cheaper and/or better. The one next door that does, is more likely to have people buy. Rotsechs

At least I would be in game till CRS got their new billing thing going. After all I have read now with people being charged twice , or only get 2 weeks of game time before being asked again to pay , cause of the billing cycle  , just to have Pete reimburse then a double charge ( I think his time is more needed getting the new system up and running then running and checking after double charges) 

Also I think CRS would /should know what cost them players.

Let's look at it quick .

The introduction of Garrisons , see how many players let their subscription laps.

The LMG fix see howany players you lost there.

The taking outhe of the branches like Delems beloved KM , apparently his Squad pretty much said ADIOS , just because there us no more KM as a unit on the map . 

Taking out the Allied Brit Grenadier is another one , just give them a few but cut back on Sappers cause as most can recall these Britgrenadier are deadly to Axis tanks also give them a advantage of hiding in buildings and take panzers out without them having to expose themselves. 

Just a few that come to my mind , I bet there are more.

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bmw

At this point fixing or changing game mechanics and gameplay only affect those who already sub.  While maybe needed.....it certainly is NOT a priority now.  The priority is to get new and old players back.  Only way to do that is LOWER the sub price for NEW accounts and OLD accounts that have not subbed in over say 1-2 years.

Come Nov 2 my sub is up.  At the current state I am not resubbing.  Lack of players and battles are just not there for me.  Ill login and sometimes its just dead.  I dont want 10 vs 10 small firefights and searching for ei.....I can do that elsewhere for $0

SUBS NEED TO BE LOWERED FOR NEW & OLD PLAYERS.

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XOOM

As I mentioned a couple days ago, today I’d be closing the thread to review what feedback you found to be most valuable for us to take in. Thank you for your contributions everyone. I’ll be spending some time personally to comb over this stuff and figure out what we can do to make things a bit improved.

In the interim, I would ask for you to have some faith that WWII Online development continues, we understand player numbers need to go up, and we have some changes coming to this next campaign (announced soon) to get you access to more equipment and remove an item currently impacting game play.

I’ll get back to you soon with a more thorough write up after I’ve been able to absorb this feedback.

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