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Feedback - Capture


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This thread is for players who have participated in our Focus Test - Infantry Fight.

Please give feedback on the following:

Capture Mechanism

The current capture rules are as follows:

- attackers can capture by being in a flag building

- the number of attackers does not affect capture speed

- contested buildings will automatically slowly revert to uncontested when no attackers are in the flag building

- defenders can speed the liberation of the flag building by being present when there are no attackers present

- the number of defenders does not affect the speed of liberation

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This thread is for players who have participated in our Focus Test - Infantry Fight.

Please give feedback on the following:

Capture Mechanism

The current capture rules are as follows:

- attackers can capture by being in a flag building

- the number of attackers does not affect capture speed

- contested buildings will automatically slowly revert to uncontested when no attackers are in the flag building

- defenders can speed the liberation of the flag building by being present when there are no attackers present

- the number of defenders does not affect the speed of liberation

The automatic uncontest seems so slow as to be almost not happening. I also think that having more people in the CP should speed up the process.

The other night KFS1 slowed down the cap rate and it seemed to be much more realistic - granted, it seemed to take forever to cap something. But coupling that with more cappers=faster caps seems like a great idea.

It also made me think of something else when he was doing it; if, like he said, a simple change to the server script live can adjust the speeds would it not be a bad idea to tie this to server population? the lower the population, the slower the cap speed?

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Just to clarify. What happens when I am defending my own flag building and ei enters. Does he have to kill me first for the capture timer to kick in?

Other than that I think it works great.

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Just to clarify. What happens when I am defending my own flag building and ei enters. Does he have to kill me first for the capture timer to kick in?

Other than that I think it works great.

no, he doesn't have to do anything to you to start capping

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Participated in the test, and it seemed to me that the text/capture bar status was not updating correctly. It's also a bit difficult to tell exactly what is going on... I'm not sure, just from looking at the capture status bar, if the building is currently being capped, if there is EI present, if I am liberating from a previous (unsuccessful) cap attempt or what.

The invisible EI that I suspect were still around might have been making some of this hard to evaluate from a players point of view.

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I had some issues with capture while testing last night.

Specifically when I entered friendly facilities the text would show "Contested" but with a full blue bar (see picture). It would stay that way for the full time I was in the building.

wwiiolbeta131025.th.jpg

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I had some issues with capture while testing last night.

Specifically when I entered friendly facilities the text would show "Contested" but with a full blue bar (see picture). It would stay that way for the full time I was in the building.

wwiiolbeta131025.th.jpg

This is because you are in the "bunker replacement" building. The contested status means that the town you are in is under contestion and that the AB is capturable... Think of it as a "radios in bunker are up" warning...

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i was thinking of a bigger zone of 2 or 3 more buildings. Maybe for the strategic points of big cities? These old cp's are a bit boring, in my opinion

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- the number of attackers does not affect capture speed

Really? Yesterday during the test we captured depot and speed of capture increased when more inf came in it... I'm sure about that, because we did it for 2-3min and after that i captured another depot alone and it was about 8-10min...

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As the rules are now there is no delay from a town being contested until one can start to cap the AB. I am not saying I want a delay, only that it will take the players a while to learn to guard ABs even before town is contested...

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The current capture rules are as follows:

- attackers can capture by being in a flag building

------ Good system, tho the flag CP is getting old and will cause lots of benny hill action, players running after one another in the CP...

- the number of attackers does not affect capture speed

----- I like the very slow capture if attacker is alone, it promotes team play and will lesser the lonewolf caps, tho am a bit confused here, I was under impression the more attackers the faster the capture, this promotes team play and IMO is very important, of course there should be a cap to the speed it self... Am an old timer, I know why this is in game and the allies do need it, overall it will serve both sides in a way. What am saying is Axis is more often the attacker and this will slow them down, hence balancing the game... (no flaming please, just my opinion and view on this)

- contested buildings will automatically slowly revert to uncontested when no attackers are in the flag building

----- Good feature, again promotes team play, lonewolves who capture and mole will basically become a thing of the past... Again this helps the defenders, will slow map movement in off hours, even if slowly, overall this will help the community

- defenders can speed the liberation of the flag building by being present when there are no attackers present

----- Same opinion as with attacking, this is a neutral feature IMO

- the number of defenders does not affect the speed of liberation

----- Here I agree defenders should have the same rate of recap no matter how many come, this way it promotes players going to other CPs or points of interest in the current battle, players will still group up anyhow to defend the CP but can just set up perimeter as opposed to feeling obliged to be stuck in the CP box...

Thats my 2 cents... :P

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The current capture rules are as follows:

- attackers can capture by being in a flag building

- the number of attackers does not affect capture speed

- contested buildings will automatically slowly revert to uncontested when no attackers are in the flag building

- defenders can speed the liberation of the flag building by being present when there are no attackers present

- the number of defenders does not affect the speed of liberation

Works good. good visual ques. This really will be a game changer for sure.

I sure would like to see what would happen if: the more you have in the capture building the faster capture speed. Whether defender or attacker.

I think it would help on group play/ squad. But I am sure you guys checked the game play feature out.

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I like the new capture system, but I definitely think the timer should be proportional to the number of players.

What I would like to see - and actually, what I assumed we were getting - would be something like this.

Capture time = 10 minutes divided by (a - d)

where a = attackers and d = defenders

So for example if the attackers have 4 people in the capture area and the defenders have 2, the attackers will capture in 10 / (4-2) = 5 minutes.

(or just check how they do it in WoW.... oops! did I really say that?)

Also, I agree that the capture areas could be extended - even if it just covered the cap building plus an area 5m wide around it. If we are going to get away from ninja caps and table humping, we need a bit more space to fight in.

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During a capture, the bar would progress, but I kept recieving a notice that said something about capturing at 0.0%

I don't know what this is suppose to mean, and 0.0% is not much of a capture percentage. Is this message not calculating correctly?

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  • 2 weeks later...

I like the idea of extending cap zone out a bit beyond the actual building (possible even i dunno ?) That with some regularly attatched landscaping sort of, say a bush or 2 on the corners by default, and you've moved much of the fight outside.

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Phase 1 of a new feature like this replacing an existing feature (radios) is to achieve previous basic functionality first, and when that works (so the new system is validated) THEN we can do things like alter or adjust it.

We're still beta testing phase 1 at the present time. Don't assume what we test now is forever how it will be. Naturally everyone does, but it's still a mistake to do so. ;)

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I think it would make for better gameplay if it was impossible or highly inconvenient for a single player capture(ie. 2 hours to cap). Even 3 people in a building should take a long time(15 minutes). With 5 you hold for 10 minutes, with 10 inf you hold for 5 min.

Edited by snailtrail
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I like the idea of extending cap zone out a bit beyond the actual building (possible even i dunno ?) That with some regularly attatched landscaping sort of' date=' say a bush or 2 on the corners by default, and you've moved much of the fight outside.[/quote']

I wonder if they could make a huge building around the CP but this big building is invisible with no polys or collider but would contain the proximity code? If this were possible they could have sectors in the city that you need to hold instead of a small building.

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I like the system. It could be used to address the ninjacaps as well. How about making the radio capture speed have a very high modifier when there is low EWS?

Say, if it take 1 minute now, make low inf ews take 5 minutes.

its quite annoying to see the AO timers bypassed by simply leaving the AO up and not attacking until after radios (timer) is up.

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I would like "Begin of Capture" to require more attackers than defenders. Also, the number of players should affect the rate.

It doesn't make sense that one attacker sneaking in a building with enemy soldiers in it should qualify as the beginning of a capture event. I understand that the defenders have an indicator that says there is a guy in there, but still. Does the concept makes sense that he is "capturing" that building in the context of a PvP Combat Simulator? I say "no".

The capture indicator bar should *always* be moving in the direction of the side with the most players in there. The speed with which it moves should be based on the size of the difference in number between the two sides.

_____________

wwiiolsig.jpg

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Does the concept makes sense that he is "capturing" that building in the context of a PvP Combat Simulator? I say "no".

Especially if there's nothing that tells the owners that it's being captured: A message similar to the one received when the building is actually captured would really help and make "bunker duty" a little less necessary/painful. (I worry about it being a bit spammy though -- the timer could start/stop repeatedly in a short time -- so there would be some things to work out if that approach is taken.)

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I was not able to check the system out much, but looks good.

The one item I wonder is the colors.

Do the cappers always show blue and owner red?

I am used to seeing Blue and Allied and Red as Axis in the progress bar.

Regardless, I prefer the area capture over the table hump.

S!

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The one item I wonder is the colors.

Do the cappers always show blue and owner red?

I am used to seeing Blue and Allied and Red as Axis in the progress bar.

I concur. The progress bar colours when capturing seemed the wrong way around was confusing (I was Red as Allied and the Axis were Blue).

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