<?xml version="1.0"?>
<rss version="2.0"><channel><title>Chokepoint Feedback / Suggestions Latest Topics</title><link>https://forums.wwiionline.com/forum/228-chokepoint-feedback-suggestions/</link><description>Chokepoint Feedback / Suggestions Latest Topics</description><language>en</language><item><title><![CDATA[In-depth discussion of teamwork characteristics & aids: squads, coordination, capture/spawn, and situational awareness]]></title><link>https://forums.wwiionline.com/topic/435665-in-depth-discussion-of-teamwork-characteristics-aids-squads-coordination-capturespawn-and-situational-awareness/</link><description><![CDATA[
<p style="margin-left:40px;">
	I miss an In-depth discussion of teamwork features and aids with positive impact on gameplay, in this forum.
</p>

<p style="margin-left:40px;">
	Fortunately, today there are already some games exploring these areas, whose implementation can serve as a test of what works and what doesn't.
</p>

<p style="margin-left:40px;">
	How many of you have experimented with some of them?.
</p>

<p style="margin-left:40px;">
	What mechanics do you consider interesting in the long term to have an immersive experience that favors the fact of enjoying game mechanics that favor the cohesion of the group of players in a squad?.<br />
	<br />
	To put the focus on the features to be discussed, I enumerate some in a list:
</p>

<p style="margin-left:80px;">
	* Spawn methods as a group, and cohesion mechanisms for the squad.
</p>

<p style="margin-left:80px;">
	* Spawn points built by the squad leader, vs. pre-set locations.
</p>

<p style="margin-left:80px;">
	* Terrain capture and owning mechanisms, to facilitate the experience of concentrated and fluid combat in the progression of a front line.
</p>

<p style="margin-left:80px;">
	* Tools and effects to provide situational awareness of the direction of incoming suppressive fire received.
</p>

<p style="margin-left:80px;">
	* Aids to provide situational awareness of the position of the squad leader and/or other members of the squad.
</p>

<p style="margin-left:80px;">
	* Visual aids to provide information from the squad leader to the squad members and vice versa.
</p>

<p style="margin-left:80px;">
	* Types of roles within a squad, and tasks associated with team play, for each one of them.
</p>

<p style="margin-left:80px;">
	* Types of squads other than regular infantry, reconnaissance, heavy fire support, etc...
</p>

<p style="margin-left:80px;">
	* Role of commander above of squad leaders, for coordination between squads.
</p>
]]></description><guid isPermaLink="false">435665</guid><pubDate>Thu, 22 Dec 2022 09:05:54 +0000</pubDate></item><item><title>Avatar Customization to Incentivize Subscriptions</title><link>https://forums.wwiionline.com/topic/430994-avatar-customization-to-incentivize-subscriptions/</link><description><![CDATA[
<p style="text-align:center;">
	<strong>Preface</strong>
</p>

<p>
	When avatar customization is mentioned or suggested, a person automatically thinks of the worst possible examples and implementations of such a feature.<span>  </span>They think of Call of Duty or Battlefield, or they think of Hell Let Loose where an American soldier in a wool great coat with a white helmet cover is storming Omaha Beach.<span>  </span>The customization that I am suggesting is nowhere near that extreme and, in fact, is not severely anachronistic.<span>  </span>The customization I am suggesting will hopefully induce solo F2P users to purchase the premium subscription and incentivize clan/unit/squad members to purchase the premium subscription.<span>  </span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>The Customization Mechanic</strong>
</p>

<p>
	The general idea is to allow premium and above subscribers to customization their avatar’s in-game rank (arm sleeve rank) within the realistic confines that would be expected from a US paratrooper or Wehrmacht soldier in Normandy.<span>  </span>I am more familiar with American ranks and unit structure; however, it can easily be laid out and converted to German forces by someone more knowledgeable.<span>  </span>
</p>

<p>
	In Normandy, the American squad leader was a sergeant, the assistant squad leader was a corporal and the other members of the American rifle squad were a mix of privates and private first classes.<span>  </span>After Normandy, American high command recognized the value of small unit leadership, so the squad leader was eligible to be promoted to staff sergeant and the assistant squad leader was eligible to be promoted to sergeant.<span>  </span>
</p>

<p>
	For F2P users, the squad leader class will be a three-stripe sergeant.<span>  </span>The fireteam leader class will be a corporal.<span>  </span>Finally, all other classes will be an insignia-less private.<span>  </span>The barebones of an American rifle squad in Normandy, with exception of the insignia-less private—there would be some private first classes in the rifle squad.
</p>

<p>
	For premium subscribers who are not a part of a clan/unit/squad, the squad leader class can be any rank from sergeant to captain.<span>  </span>The fire team leader class can be a corporal, sergeant or staff sergeant.<span>  </span>The machine gunner and engineer classes can be an insignia-less private, a private first class or a technician, fifth grade.<span>  </span>The rifleman, support gunner (automatic rifleman) and ammo bearer can either be an insignia-less private or private first class.<span>  </span>
</p>

<p>
	Players who are premium subscribers and members of a clan/unit/squad will have access to the same customization as the solo premium subscribers; however, there will be one difference when that clan/unit/squad member is playing on his clan/unit/squad’s server.<span>  </span>In that case, whatever rank that is assigned to the clan/unit/squad member on the official clan/unit/squad page (assuming that this will be the “clan support” that was vaguely mentioned in one of the video presentations—actually, it would incentivize clan/unit/squad leaders to be premium subscribers to create and administer the official page) that player’s avatar will automatically have his assigned rank regardless of the class selected.<span>  </span>
</p>

<p>
	 
</p>

<p style="text-align:center;">
	<strong>Conclusion</strong>
</p>

<p>
	This customization is not outside the realm of authenticity and realism, and it incentivizes players who are only interested in Chokepoint now to subscribe to assist in development of both Chokepoint and WW2OL 2.0.<span>  </span>The carrot, which is WW2OL 2.0, is probably 4 years away (my optimistic and conservative guess), so a stick is needed to fund its development and to keep players attracted to Chokepoint.<span>  </span>I think that this is a simple (and cheap) way to attract subscribers who would want to roleplay in Chokepoint as a certain rank to fund future development of both Chokepoint and WW2OL 2.0.<span>  </span>
</p>

<p>
	 
</p>

<p>
	<span>-Pfc. Smith [504th PIR] from Discord</span>
</p>
]]></description><guid isPermaLink="false">430994</guid><pubDate>Wed, 07 Jul 2021 18:30:31 +0000</pubDate></item><item><title>Test the game</title><link>https://forums.wwiionline.com/topic/439340-test-the-game/</link><description><![CDATA[
<p>
	Hello,
</p>

<p>
	I just take a premium account to test Chokepoint but there are nobody on the server.
</p>

<p>
	What s happend?
</p>

<p>
	 
</p>

<p>
	Regards
</p>
]]></description><guid isPermaLink="false">439340</guid><pubDate>Thu, 19 Sep 2024 18:20:57 +0000</pubDate></item><item><title>Unreal engine 5.1</title><link>https://forums.wwiionline.com/topic/436171-unreal-engine-51/</link><description><![CDATA[
<p>
	Hey everyone,
</p>

<p>
	Saw this video on the latest update for unreal engine 5
</p>

<p>
	The video talking about the LOD "(Level of details) and how unreal engine 5.1 solved the drawback of LOD with a new idea called Nanite
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/FUGqzE6Je5c?feature=oembed" title="Why Unreal Engine 5.1 is a Huge Deal" width="200"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	 
</p>

<p>
	Also the dev might want to consider this for WW2 Online 2.0, which i believe would have huge positive impact on the performance issues considering the chare size of the map
</p>

<p>
	 
</p>

<p>
	<img alt="S!" data-emoticon="" src="https://forums.wwiionline.com/uploads/emoticons/salute.gif" title="S!" />
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">436171</guid><pubDate>Wed, 22 Feb 2023 00:40:52 +0000</pubDate></item><item><title>Feedback: Weapon Recoil</title><link>https://forums.wwiionline.com/topic/434641-feedback-weapon-recoil/</link><description><![CDATA[
<p>
	weapon recoil is so high, it takes away the fun to play.
</p>

<p>
	Look at all the other games like PS or HLL, recoil isn't even close.
</p>

<p>
	edit: title
</p>

<p>
	2 edit: title
</p>
]]></description><guid isPermaLink="false">434641</guid><pubDate>Thu, 11 Aug 2022 19:40:40 +0000</pubDate></item><item><title>Suggestion: Ability to change monitor</title><link>https://forums.wwiionline.com/topic/432763-suggestion-ability-to-change-monitor/</link><description><![CDATA[
<p>
	Multiple Monitors are becoming more common. Looking for an option to be added in settings to choose which monitor the game uses. Right now it seems to only use the primary monitor. (Unless I’m missing a setting somewhere)
</p>
]]></description><guid isPermaLink="false">432763</guid><pubDate>Wed, 02 Feb 2022 15:10:16 +0000</pubDate></item><item><title>Grenade Throwing Distance.</title><link>https://forums.wwiionline.com/topic/430971-grenade-throwing-distance/</link><description><![CDATA[
<p>
	Logged in a while ago and was playing around. One thing I immediately noticed is grenade throwing distance. Most of the Americans at least grew up playing baseball. During my time in the army I could throw a grenade at least double or triple what I saw the troop in game able to throw. I also did not see the grenade roll or bounce. Maybe I am doing it wrong in game. Also the BAR don't have a deployed position yet? 
</p>
]]></description><guid isPermaLink="false">430971</guid><pubDate>Sun, 04 Jul 2021 10:10:17 +0000</pubDate></item><item><title>Key Mapping Issues</title><link>https://forums.wwiionline.com/topic/431442-key-mapping-issues/</link><description><![CDATA[
<p>
	If you change the key maps, it will not 'save'. The game does seem to recognize the changes, but if you enter options again, everything is back to the default mapping on screen. If you do not change these back, it 'loses' the custom changes entirely.
</p>

<p>
	There is no key map setting for the in game map, please add one.
</p>

<p>
	Noted stuttering that began after entering a large building with multiple doors (i.e. old folks home) and it started increasing slowly as game play continued. After about 5 minutes or so,  the game become unplayable.
</p>

<p>
	Hope this helps.<br />
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">431442</guid><pubDate>Sun, 29 Aug 2021 19:36:40 +0000</pubDate></item><item><title>Hedges</title><link>https://forums.wwiionline.com/topic/431375-hedges/</link><description><![CDATA[
<p>
	Is it possible to make some of the hedges thicker/look more formidable? First time playing this evening and no idea what map (had piles of hay, mostly rural), but I was surprised I couldn't push through some of the hedgerows between fields that looked pretty wispy. Chuck in some stonework, brambles, make thicker and taller and they will be more obviously impassable.
</p>
]]></description><guid isPermaLink="false">431375</guid><pubDate>Sun, 22 Aug 2021 19:23:44 +0000</pubDate></item><item><title>AO placement</title><link>https://forums.wwiionline.com/topic/431339-ao-placement/</link><description><![CDATA[
<p>
	Was a day 1 player.  Been gone for a decade but back to see how the game has evolved.
</p>

<p>
	Love the evolution to a more infantry dominant model.  Cover is much better.  Architecture - especially rural buildings is better.  Some of the bunkers are maddening/confusing but I guess that might be realistic.  Focusing battles via AO's is great - I think this was in game when I left - not sure.
</p>

<p>
	Seems to me that when an AO is placed, the attacking side should also risk losing their base of attack.  Both ends of the AO could go hot and be allowed capture.  When the original attacking side decides to pull the AO, they must wait until they have repelled any counter attack that may have formed on their base of attack town, uncontested and/or ews clear.  Might make for a more interesting attack/counter attack dynamic.  Might make FB ownership more critical.  If you lose the primary fb you cant just rely on the other(s) to continue the attack.  Of course you would have to put some guardrails on an AO being pulled during a counter attack that hasn't contested yet.  Maybe a minimum time window once a fb has been lost?  Not so different from the timers before capping during the initial stages of an attack.
</p>
]]></description><guid isPermaLink="false">431339</guid><pubDate>Fri, 20 Aug 2021 06:53:36 +0000</pubDate></item><item><title>Thank you</title><link>https://forums.wwiionline.com/topic/431052-thank-you/</link><description><![CDATA[
<p>
	Thanks for the help this weekend getting discord, forum access etc set uyp for me. Not sure if anyone else has the issue of games not populating on the chokepoint find games screen. Alienware laptop, most current windows NOT 11 yet, plays everythign else great. Firewall shows public and private access for the game enabled. Will keep trying.
</p>

<p>
	 
</p>

<p>
	Btimber
</p>
]]></description><guid isPermaLink="false">431052</guid><pubDate>Mon, 12 Jul 2021 15:34:57 +0000</pubDate></item><item><title>hostage rescue maps with sheep as hostages</title><link>https://forums.wwiionline.com/topic/430752-hostage-rescue-maps-with-sheep-as-hostages/</link><description><![CDATA[
<p>
	I had a dream about it. I want to see it in the game. Probably a dawn map at a nice little cottage with fierce barn fighting would be best.
</p>
]]></description><guid isPermaLink="false">430752</guid><pubDate>Thu, 10 Jun 2021 14:19:22 +0000</pubDate></item></channel></rss>
