Jump to content
Welcome to the virtual battlefield, Guest!

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.

robhood

Suggestions?

Recommended Posts

robhood

I've played the game from the beginning. After sharing an account the first 30 days (of pure hell and joy) I got my own account. After about 2-3 years of non-stop playing , the game direction did not appeal to me, so I left and drop in now and then to check out major changes.

 

Graphics mean very little to me.  The game was, and still is in some ways, amazing.  But CRS has never gotten the balance figured out.  As great as some battles can be. I play (you may not and this is a valid position) to win maps. But not winning a competitive map that is a 2 month slug-fest is almost as good.  Stats mean zero, and I long for the day when there were no stats and you never knew who you killed or who killed you.  There has been an unacceptable loss of subs for a host of reasons no doubt.  So I have a suggestion that may be worth trying. The game was pure combat, not driven by top 10 lists.

Runescape, LOTR, World of Warcraft, and a few other AAA title games re-released their games as were in the beginning, to bring back those that once played and for others that wanted to see what it was like back in the beginning (we call them "tourists:")  And many tourists stayed.  I don't expect WWIIOL to completely go back, but here's what I think and I only hope the best for the game. They really promoted the return to yesteryear.  Look how many new players jumped in with the Steam launch.  The game failed miserably to hold them.  So release the game again, as it was...or...

 

There are not enough players to do the things you need to do, that the game was designed for and required to play at full tilt. The are, in large part, attack multi AO's, defend multi AO's. Guarding and attacking FB's.  Manning ground units, (towing and shooting big guns, driving tanks, trucks, etc.., All Inf roles, capping CP's and bunkers, guarding CP's and bunkers, flying CAP and CAS, escorting bombers who are bombing...you get the picture. And yes, there is a Navy (allegedly)

When we started, we had no Mobile spawns or spawnable depots.  CRS felt COD and other FPS were the competition.  I had conversations (we all did) with CRS and a large segment of the vet's didn't like the direction of instant travel, death cams and skull icons, and HC's to name a few. Most of the things are not going away and can be lived with provided there is a compromising balance that will bring sim-centric players back and create new unique players.

 

The game needs to slow down (which is the failed intention of spawn delays) so an under popped side can react and cover the essential parts of the listed things the game requires.  Get rid of Spawnable depots completely. Players being forced into town to cap from the outside will find it generally harder.  This will eliminate, partially, the extreme necessity to guard spawnables, freeing up players to reallocate their time.  Brigade movement should go back to it's original form. While somewhat better then a year ago, attrition is not punitive enough. Tie the introduction of tier equipment to population advantage/disadvantage ratio. And purely for example... 1 week with side A underpopped by an average of x, they get 3-4 days of a head start on the next tier. Two things occur. It helps them complete while short handed and it may encourage more balance  play for at least the short term (until side B gets their newest tier). It has to be a meaningful headstart to make a difference.  Not like the old supply reduction for hours or a day due to factory bombing. Let's face it, historical accuracy left along time ago in favor of game play. (MSP's and spawnable/warp depots and many, many more.

 

That is it.  Nothing drastic, just three things. Go back in time a bit.  Let the gaming community know that retro WWIIOL is coming . The spawnable depots and Tier advantage system will make a huge impact I believe. Brigade movement/attrition would be more of an appeal to the long lost vets then a mechanic to aid the under dogs.  Anyway, that's my suggestion

 

 

  • Like 8

Share this post


Link to post
Share on other sites
gavalink
26 minutes ago, robhood said:

Go back

He said the forbidden words!!!! ;)

Share this post


Link to post
Share on other sites
Kilemall

Going back to 'simple' spawning means going back to the AB camps and precamps as per old school play.  That's NOT an improvement.  There is a reason why depot spawning exists.

 

The other one that jumps out at me is some idea that spawn delay is 'supposed to slow down the game'.  It may or may not have that effect, but the primary reason for SD and cap timers is to balance out the game when one side is significantly overpopped over the other.

Share this post


Link to post
Share on other sites
ZEBBEEE

I would have loved to try out an intermission without depot spawning to evaluate its actual impacts. Altough I don’t think their suppression would be a good thing, the fact that both attackers and defenders focused on a single area (AB) indeed offered more intense gameplay and gave sense to squad cooperation.

Ideally we could benefit from a multiple-steps capture: one flag at a time. Or at least at the early stage of an AO.

 

Share this post


Link to post
Share on other sites
robhood
6 hours ago, Kilemall said:

Going back to 'simple' spawning means going back to the AB camps and precamps as per old school play.  That's NOT an improvement.  There is a reason why depot spawning exists.

 

The other one that jumps out at me is some idea that spawn delay is 'supposed to slow down the game'.  It may or may not have that effect, but the primary reason for SD and cap timers is to balance out the game when one side is significantly overpopped over the other.

 

 

Something needs to be done.  And regarding depot spawning.  Your concern over AB camping is valid.  I was not as clear as I should have been.  The town owners can spawn from a depot in their town, but the invading army cannot (should not) take a linked depot  and magically spawn.  

 

Regarding "slow down the game"...Not slow the entire game down, but the ability to react, respawn and fight in the moment.

Share this post


Link to post
Share on other sites
captron

What? no stats, we had that for a while because of the move, I could not deal with it, they found Mata in an alley trembling. LOL!

Share this post


Link to post
Share on other sites
tater
11 hours ago, Kilemall said:

Going back to 'simple' spawning means going back to the AB camps and precamps as per old school play.  That's NOT an improvement.  There is a reason why depot spawning exists.

 

The other one that jumps out at me is some idea that spawn delay is 'supposed to slow down the game'.  It may or may not have that effect, but the primary reason for SD and cap timers is to balance out the game when one side is significantly overpopped over the other.

He didn't say no depot spawning, he said no spawnable depots.

Ie: town owner can use depots, attacker cannot (maybe warps possible, dunno).

My preferred spawning solution would be:

1. Depots for town owner only (poor representation of defensive troops spread out).

2. MSPs all have a max range from spawning facility of the unit that places them to create a sort of "on sides" paradigm. This range might in fact be larger than the average FB to town distance, hence #3...

3. Assuming the max MSP distance exceeds FB/town distance, then there is a substantial "no go" zone around all enemy facilities. Cap those facilities, and MSPs can be placed closer (or even inside) town.

4. Ideally, there would be a sort of MSP that was persistent over X hours (goes away if owning town/facility falls). This would allow proactive defenses to be a thing (combined with the new PPOs this could be very cool). It would also allow offensive jump off points to be a thing. The deploy rules would have a shorter max range than the suggestion in #2, however.

  • Like 1

Share this post


Link to post
Share on other sites
Kilemall

Whew.  No I don't like no attack spawning, while I am big on the defense having time and ability to defend particularly underpop, there is also an equal problem with attack being too difficult once any kind of defense gets populated.  It's often a race between the few hardcore defenders to stem the tide and play for time vs. the attackers getting a foothold both in and out of town, and then based on that initial phase it becomes a fast overrun, total brickwall defense or hours of Towngrad grinding action.

 

The trick is to not tilt the game too far in the direction of attack or defense so both are incentivized to show up and create battle content not just 'punch up a capture/deny', and allow for a variety of problem solving so boredom and rote play does not become the norm.  Any such spawning fiddling should have that objective.

Share this post


Link to post
Share on other sites
dre21

Skulls , death cam ( at least the way it is now the rotating one ) needs to go I agree totally. 

If death cam u get a look from above directly above and that's it , but not a let's spin it and have a look see where the enemy might have been just so you can come back and know exactly where he was. 

I did enjoy the secret of not knowing which player killed you or you killed , I think it actually caused a rift among players knowing who killed who and the call of this player and that player is a hack has increased with the fact we now know who killed who. 

If we want a who killed who with names make it a few hour delay maybe , that way one can't really recall what was what situation, and the accusations might tone down and CRS won't have to chase reports. 

With the depot spawning maybe one can only spawn in CPS that have a attached town linked to it. By that I mean if Allied only the linked CPS are spawnable along with the AB , if Axis have 3 towns against it those linked CPS ( that would normally be spawnable CPs for axis and Allies would have to defend ) now fall  kinda away ( but not really )from having to be really defended cause once capped they are not spawnables for Axis , but they are also not Spawnables for Allies , that gives the game a kinda buffer zone where action still happens .

  • Like 1

Share this post


Link to post
Share on other sites
B2K
57 minutes ago, dre21 said:

If we want a who killed who with names make it a few hour delay maybe , that way one can't really recall what was what situation, and the accusations might tone down and CRS won't have to chase reports. 

There hasn't really been an increase or decrease of .reports since the change. Those that are convinced that the only way they died was due to a 'hack' (and not the fact they were flanked, or alternatively, their shooter was in a 3rd floor window (watching them spawn in to their mobile spawn, then sniping them)) are still convinced that the only way they could have died was due to a hack. 

  • Like 1

Share this post


Link to post
Share on other sites
B2K
1 hour ago, dre21 said:

Skulls , death cam ( at least the way it is now the rotating one ) needs to go I agree totally. 

If death cam u get a look from above directly above and that's it , but not a let's spin it and have a look see where the enemy might have been just so you can come back and know exactly where he was. 

I did enjoy the secret of not knowing which player killed you or you killed , I think it actually caused a rift among players knowing who killed who and the call of this player and that player is a hack has increased with the fact we now know who killed who. 

If we want a who killed who with names make it a few hour delay maybe , that way one can't really recall what was what situation, and the accusations might tone down and CRS won't have to chase reports. 

With the depot spawning maybe one can only spawn in CPS that have a attached town linked to it. By that I mean if Allied only the linked CPS are spawnable along with the AB , if Axis have 3 towns against it those linked CPS ( that would normally be spawnable CPs for axis and Allies would have to defend ) now fall  kinda away ( but not really )from having to be really defended cause once capped they are not spawnables for Axis , but they are also not Spawnables for Allies , that gives the game a kinda buffer zone where action still happens .

I like the skulls as there is nothing, currently in game, that'd match the RL equivalent of being able to report contact.  While the game does report your exact death location (skull) - it doesn't give the direction/distance/type of shooter, so it's a fairly good stand in for 'enemy contact XX direction'

Share this post


Link to post
Share on other sites
tater
4 hours ago, B2K said:

I like the skulls as there is nothing, currently in game, that'd match the RL equivalent of being able to report contact.  While the game does report your exact death location (skull) - it doesn't give the direction/distance/type of shooter, so it's a fairly good stand in for 'enemy contact XX direction'

There's an easy way to get the report, you have to be close enough to watch or hear the guy get killed. No one farther away than that should know.

The skulls (map, and in game) should go away. Increase the time bodies stay visible if it's a problem for anyone.

Part of the problem is that we all have too much information, IMO.

We see bright muzzle flashes in broad daylight, for example, which is nonsense.

 

 

Those 2 mirror all my experience. Sure, at dusk I've seen decent muzzle flash, and every once in a while one seems bright, but in general, it's not much of a thing. This is a huge factor in game. Set up a LMG for a base of fire, and you shoot a few rounds, and every rifle within 500m throws a round at the bush you are in/near because of the flash.

We need less info, not more. The Rats can't control comms, but they CAN control icons and map stuff.

I would like to see/try:

1. No inter service icons (or map icons) at all. (later all inf could be given one colored smoke to mark targets (different for each country)).

2. No skulls at all, no death cam, either.

3. Kill daytime muzzle flash almost entirely. Unless you are maybe looking right at it with binos when they shoot, you should be SOL. (maybe flash is a function of time, close to sunset flash appears, and ends after sunrise a little)

Now having turned all this off, the Rats can add some back on as a side balancing feature. One side OP? The UP side gets skulls added for a short duration (longer as the imbalance increases, or maybe slowly increases the longer one side is OP). Muzzle flash? Maybe being OP slides flash farther into daylight for the OP side. UP side might get air/ground icons at some level, etc. Use the things that can be controlled as levers for balance, since no one wants SD, side forcing, etc.

Share this post


Link to post
Share on other sites
Poker

Have to say that I’m not adverse to prevent depot spawning for the attacking side.

  • Like 1

Share this post


Link to post
Share on other sites
Silky
1 hour ago, Poker said:

Have to say that I’m not adverse to prevent depot spawning for the attacking side.

I agree. 

I've always sought a vision of how the game would ideally play, and for all development to be in pursuit of that vision. And to me, the vision of attacking a town should be almost entirely about setting a Zone of Control and establishing that ZoC, within which there are offensive spawn points. Lose the ZoC, the attack falters. The idea of spawnable depots in town shifts focus away from the ZoC game, inherenty meaning a shift away from all the mini-games and systems that support the ZoC game - CAS, ATG, armour etc - the game simply becomes grab the spawn, inf zerg.

Remove spawnables for the attacking side.

  • Like 1

Share this post


Link to post
Share on other sites
dre21
12 hours ago, B2K said:

I like the skulls as there is nothing, currently in game, that'd match the RL equivalent of being able to report contact.  While the game does report your exact death location (skull) - it doesn't give the direction/distance/type of shooter, so it's a fairly good stand in for 'enemy contact XX direction'

Hmmm, never have I ever seen a dead guy report anything.

In this game the tank or INF can be out of audio range and he dies and the rest of the troops get a report via a skull , or via a icon report if the player respawns and marks it .

With that everyone knows there is something overthere. In real live it be hey has Charlie checked in yet or where is Panzer 529 ? And they be MIA till found. With all the icons and skulls be it blue or white it has deminished the interdiction game or ambush game .

Before all those added gimmicks, we got something killed me on the road from this town to that town and if someone was willing to find out they used a INF and did a search . Now we just mark and the chance that the player gets found is in the upper 90% .

The fog of war has kinda disappeared,  but that's just my opinion.

Share this post


Link to post
Share on other sites
TR6AL

I don't like enemy being able to use random depots to spawn from either . too gamey. Would slow down attacking side a bit .

Not sure if it would have much of an an effect with pop balance being so dominant though .

Share this post


Link to post
Share on other sites
delems

Well, if attackers can't use their spawnable in a town they are attacking - then no way should defenders be able to use their backline spawnables either when AB is kicked.

I'd be willing to try that - turn off all intra town spawning via CPs, you could still spawn at CPs in your own town, like at a DO.

 

  • Like 1

Share this post


Link to post
Share on other sites
ZEBBEEE

If attackers have no fixed spawn in towns and must hold their ZOC, they should probably get more alternative spawn options such as bringing back manned truck spawning (with Closer deployment distances) or feet-placed spawns with limitations.

Trenches might also help with that ZOC and make the spawnable less useful in future attacks, but at the condition that attackers get the chance to set these up, which I personally wouldn’t expect because of the current deployment- and coold down timers of PPOs, and because of the lack of cover terrain currently provides. 

Share this post


Link to post
Share on other sites
dre21
58 minutes ago, ZEBBEEE said:

If attackers have no fixed spawn in towns and must hold their ZOC, they should probably get more alternative spawn options such as bringing back manned truck spawning (with Closer deployment distances) or feet-placed spawns with limitations.

Trenches might also help with that ZOC and make the spawnable less useful in future attacks, but at the condition that attackers get the chance to set these up, which I personally wouldn’t expect because of the current deployment- and coold down timers of PPOs, and because of the lack of cover terrain currently provides. 

I think it be worth a try , that only linked CPs are spawnable for the defenders, and there be no spawnables for the attackers, but also then make the MS be able to set up closer to town.

 

Maybe have the Light MS ( box type) Rifle and SMG only, be able to set up the closest to town , followed by the bunker type , and introduce the heavy FMS where one can only spawn the heavier ATG and AAA. The idea of the heavy FMS would maybe cut down on the spawncamping of the LFMS and FMS.

But also open up the CP buildings for Armor ( after all they do have big barn doors) it would then cut down on the all out let's lock the AB down and just camp . Once the AB is lost the CPS loose the Armor spawn capabilities but retain the default spawn ability we have now.

Of course stuff like FMS and Tanks can still be brought in from the FBs that opened up by one side loosing the AB . 

I think this would open up out of town battles just as much as in town battles. Even more so then what we have now ingame.

Share this post


Link to post
Share on other sites
tater

MSPs need to have a "no go" zone that is quite large around any enemy facility. I just logged in disgust as an opel or two drive around in a city we own, making an FMS here and there, capping stuff in the middle of town (hot drops). Just stupid gameplay, whack-a-mole at the speed of a car. Because that feels like "warfare". The only wa attack should ever happen in the middle of town, or from rear areas should be paras. This is the stuff that makes me not want to play, I just can't stand it.

  • Like 2

Share this post


Link to post
Share on other sites
Kilemall
On 2/29/2020 at 11:27 AM, tater said:

MSPs need to have a "no go" zone that is quite large around any enemy facility. I just logged in disgust as an opel or two drive around in a city we own, making an FMS here and there, capping stuff in the middle of town (hot drops). Just stupid gameplay, whack-a-mole at the speed of a car. Because that feels like "warfare". The only wa attack should ever happen in the middle of town, or from rear areas should be paras. This is the stuff that makes me not want to play, I just can't stand it.

Yah?  How do tankers feel getting sapped by gazelles in uniform or RPATs hunting them like safari trophies?  Or paras pounced on 15s outside of their AF AA envelope?  Anybody's happiness is at the expense of someone else's happiness.  The trick is to make happy possible without it being a sure thing, and we have to do it with the knowledge that we won't have the density of players to organically recreate battle as it was done.

While I am highly sympathetic to your quest for a frontline, the game also has to allow for attacks to proceed.  So if you yank measures like setting FMS past a line or spawning/warping into town, you've got to make town attacks easier in some ways too, while not putting defenders on a 5 minute respond or lose footing.

 

 

Share this post


Link to post
Share on other sites
shagher

1 AO only per side regardless of Population..... Want bigger more populated battles... Focus on 2 towns, 1 AO and 1 DO... We could try that for a campaign.

Just an idea...

  • Like 2

Share this post


Link to post
Share on other sites
stankyus

Not opposed to no attack spawn. However the game is not ready for that imho. First there is a ton of fun trying to recapture or hold a spawn. First and foremost you have to weigh that factor and make damn sure what we have will be equally as fun and challenging. Second, we only have a few high pop hours that can sustain the possibility of having a area control attacking a town. Otherwise one side has to have not just a higher pop but more vets who can hold captured flags. The whole game dynamic would have to be fundamentally changed. Closer FMS, no ews, mb a recap timer count down similar to AB capture, not sure. What the game boiled down then would be simple interdiction and FMS hunting/camping. The ability to hold what you cap becomes very difficult.

Share this post


Link to post
Share on other sites
tater
1 hour ago, Kilemall said:

While I am highly sympathetic to your quest for a frontline, the game also has to allow for attacks to proceed.  So if you yank measures like setting FMS past a line or spawning/warping into town, you've got to make town attacks easier in some ways too, while not putting defenders on a 5 minute respond or lose footing.

The trucks driving around is just annoying and stupid. Set FMS, then drive in a 360 around town. Troops try to run to a point to shoot, maybe hit it, it keeps going, nothing to lose, might as well drive around and make noise and mask attack, since nearly 100% of attacks can come from all directions.

Defense is almost always reactive, when in fact defenses should already be in place unless the unit literally just drove into town.

Attacks are already easy. The sort where there is a fight are fine I guess (if you like SMG deathmatch at close quarters), but in my experience the sort of rolling wins I have been a part of (on either side of the action) have one side taking the town as a fait accompli. No defense forms until it is too late, loads of spawn camping, then take town.

Both directions could be helped via persistent MSPs.

1. Set the sort of on-sides rules I want.

2. Allow some number of persistent MSPs (PMSP)—perhaps most simply via making them a new PPO since many new PPOs are being worked on, but making those very limited in some fashion. The unit that places them could be removed upon placement, and doesn't come back for a while (about as long as the PPO lasts).

The defenders can place them in the usual defensive places they might want them , but so can the attackers. Attackers can place PMSPs as well. They need not spam trucks right before an attack (though the PMSP deploy range might be shorter from their spawn point (where the unit placing the FMS spawned from) than trucks (say trucks can set FMS 2.5-3km from the FB, then PMSPs might be 1.5-2km from their spawn point). PSMPs could be harder to kill than FMS? More charges than FMS, fewer than an FB inf? PMSPs might be able to spawn all ATG? Note this works for both offensive, and defensive use.

Share this post


Link to post
Share on other sites
Kilemall
Posted (edited)

Trucks don't and can't drive around town if just 1-2 vehicles, armor cars and light tanks good enough or DFMS with any kind of gun, are out.  The only thing that is making that initial placement possible is the low low EWS for truck only range.  Apply that front line limit to initial FMS placement with no AO and maybe you have something palatable so trucks can't sneak around back before the defense has a chance, but can get into a workable attack position.

If an AO is on and you aren't out flanking with a bare minimum of two DFMS/armor against trucks with their noise and their soft soft skins, you deserve what happens to you.

Edited by Kilemall

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...