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Feedback - HQ Alerts


GOPHUR
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I might be mistaken but i think it refers to players leaving because of the feeling of being in a huge world with not alot going on (from their perspective).

And I agree this can make impatient players leave but i dont see this as an answer either.

In my opinion of course I'd think it better and sticking more within the realms of war to have a new page at lobby that basically summarizes where the heavy action is based of EWS.

*Login

*Bam (a quick blast from your spice weasle) and you have a list of the action

*Click join mission

Well, Anything but, " enemy presense, light inf to your north" And something gets overlooked here, not all of us Want to play in " heavy action" areas, I play almost exclusively in small towns, fb's fights, etc. and I'm not alone because I keep seeing the same guys playing in these areas. Not the majority of players? well that depends, multiply that by several areas across the map, handful hear handful there, its adds up. An the thought of trying to surprise attack anything, ambush, fb bust, whatever, with the enemy getting some sort of magic early warning, " enemy inf near coming from east,south, north, etc. is so preposterous to me, I think my head may explode.

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Hi, I am from HQ. If you want to kill enemy sapper at FB, check 27th bush NW of vehicle spawn. He is waiting until you turn on him back.

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If this did have to come into live I think it would only be accepted on a newbie use basis and even then it should be a timer on a new account so it cant just be related to rank otherwise we get greentag radar accounts.

That way we have the best of both world disappears after recruit and only lasts a certain amount of time on a new account.

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I was in Ciney Allied FB,playing around setting FRU's.Got the HQ alert"ei your s/e position.

It was the inf spawn tent.I killed the ei.Moved outfield,set another FRU.HQ alert again...ei your n/e position,looked,scanned,found ei...killed him again.

Two guys playing at the FB.He killed the FRU twice because of the warning.Headed to the direction,found the FRU(quite visible from all sides,just seek the red flag/yellow boxes)with his sniper rifle.

Imagine a well populated server and 232's/pan's scouting for FRU's...:( based on the HQ alert.

Im sorry,but I have to admit not liking this feature for campaigns,never.

S!

Speed

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I was in Ciney Allied FB,playing around setting FRU's.Got the HQ alert"ei your s/e position.

It was the inf spawn tent.I killed the ei.Moved outfield,set another FRU.HQ alert again...ei your n/e position,looked,scanned,found ei...killed him again.

Two guys playing at the FB.He killed the FRU twice because of the warning.Headed to the direction,found the FRU(quite visible from all sides,just seek the red flag/yellow boxes)with his sniper rifle.

Imagine a well populated server and 232's/pan's scouting for FRU's...:( based on the HQ alert.

Im sorry,but I have to admit not liking this feature for campaigns,never.

S!

Speed

makes you wonder whats in the coffe maker down in Texas huh speed? S! my friend

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Well' date=' Anything but, " enemy presense, light inf to your north" And something gets overlooked here, not all of us Want to play in " heavy action" areas, I play almost exclusively in small towns, fb's fights, etc. and I'm not alone because I keep seeing the same guys playing in these areas. Not the majority of players? well that depends, multiply that by several areas across the map, handful hear handful there, its adds up. An the thought of trying to surprise attack anything, ambush, fb bust, whatever, with the enemy getting some sort of magic early warning, " enemy inf near coming from east,south, north, etc. is so preposterous to me, I think my head may explode.[/quote']

Meh. There haven't been enough people on to really validate it, When we did the focus test I watched it when it went off. It was usually telling me what I already damn well know or suspected since I'd recently seen something or it told me light infantry northeast and since I cheat I saw yeah, 2 guys a click and a half away when there are three guys all around me.

Still. I'd like it more organic.

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On 2 different scenarios,HQ alert pointed to the direction of the FRU.North Orval,enemy FRU

was in the area.EI spawned in,HQ message..enemy south your position..moved to the area,waited,more ei spawned,scanned,sighted,camped..bye,bye FRU and 5 kills.

My FRU at the FB.one ei and myself.I respawned,ei headed to FRU location.FRU was killed.

I reset the FRU.Flanked FB,ei killed.EI spawns in,HQ message...ei shot.I respawn,wait and position myself away from FRU.EI tracks FRU,sighted,kills FRU.

Maybe a HQ alert linked to a radius around your avatar,no position alert;like enemy infantry

present,or enemy armour present,or enemy gum present.

Default could be 50 meters as a warning.Having the option in the settings tab,to extend it to 100 and 200 meters,depending on where you spawn.Mission leaders or town OIC would exend the range,to receive warnings and setup proper defensive measures

S!

Speed

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Meh. There haven't been enough people on to really validate it, When we did the focus test I watched it when it went off. It was usually telling me what I already damn well know or suspected since I'd recently seen something or it told me light infantry northeast and since I cheat I saw yeah, 2 guys a click and a half away when there are three guys all around me.

Still. I'd like it more organic.

Ok, its your game, you guys will put it in if you want, even if its just because you can, but let the record show IMHO " for what its worth to you" It is a bad idea with no up side.

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It would be cool if the AI spots anything it would give us a message. Put unarmed AI in the towers on look out. They would most likely be the first targets in a fight. I am not into the current delivery, it seems strange. Non shooting recon AI replacing shooting Ai would probably be a welcomed addition.

Edited by snailtrail
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I think the best way to "pass that info on" to others would be if it was enabled by close proximity to the enemy from a member of your team, ie: like he could pass that information on to you via radio.

So, you get the HQ message if there is a friendly close enough (range to be determined) to the enemy to radio HQ that "there's something over here" and thus the whole "why are we getting this intel" (as vague as it is) question is better dealt with.

I wonder if that's what Gophur meant by "more organic" ? That's what I assumed he meant.

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It would be cool if the AI spots anything it would give us a message. Put unarmed AI in the towers on look out. They would most likely be the first targets in a fight. I am not into the current delivery' date=' it seems strange. Non shooting recon AI replacing shooting Ai would probably be a welcomed addition.[/quote']

That's one of the ideas that's been bounced around for implementation. Even talked about having players build a tower that acted in that function.

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That's one of the ideas that's been bounced around for implementation. Even talked about having players build a tower that acted in that function.

Perfect! player placed ai, what next enemy gps locater? why mess around? lets have aim bots too, then the dumbing down of the game will be complete.

*sigh*

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That's one of the ideas that's been bounced around for implementation. Even talked about having players build a tower that acted in that function.

Don't get us wrong Gophur, it is a great feature but not for a game like this. Since you're concern is for the new player how do you feel about my previous suggestion; Giving the newbie a certain amount of gametime with this enabled?

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Don't get us wrong Gophur' date=' it is a great feature but not for a game like this. Since you're concern is for the new player how do you feel about my previous suggestion; Giving the newbie a certain amount of gametime with this enabled?[/quote']

Rather than real time intel, queue the message and then give the recruit the message after death only. Cures the problem of "wtf did i just die from" and encourages the recruit to examine the area better before rushing in.

Real time intel would encourage the recruit to beeline towards the message, and not really teach them correctly.

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Perfect! player placed ai, what next enemy gps locater? why mess around? lets have aim bots too, then the dumbing down of the game will be complete.

*sigh*

Nobody said anything about AI. Well you did but...

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Don't get us wrong Gophur' date=' it is a great feature but not for a game like this. Since you're concern is for the new player how do you feel about my previous suggestion; Giving the newbie a certain amount of gametime with this enabled?[/quote']

Dunno. Probably for China we'll do something like that. i'm not really keen on helper functions that turn off with experience but it is one way to address the eating of the young.

In a pure PvP game without gated content, such as ours, you can literally kill the game over time because of the discrepancy of competency. It gets agrivated, as you can see from the posts here, by the need for the most competent to be challenged while often working aggressively to avoid challenge.

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There is also the issue of newbie vs vet ... on a different level than a vet at this game may be seeing. A feature you learn to rely on, that was there from your beginning as a newbie, is difficult or next to impossible to take away just because you aren't a newbie anymore, those that experience this will find that unacceptable in most cases.

Vets who never had it from the outset won't generally see it the same way, they can live without it and invariably will choose not to have it at all, because they "managed just fine" and prefer to rely on their knowledge and experience.

It might be a gross generalization but it is never wise to consider features that make the game easier to play, as something you can give then take away just because you've paid for the game for a while. That almost never works.

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Nobody said anything about AI. Well you did but...

Originally Posted by snailtrail viewpost.gif

It would be cool if the AI spots  anything it would give us a message

. Put unarmed AI in the towers on look out. They would most likely be the first targets in a fight. I am not into the current delivery, it seems strange. Non shooting recon AI replacing shooting Ai would probably be a welcomed addition.

That's one of the ideas that's been bounced around for implementation

. Even talked about having players  build a tower that acted in that function.

what is this?

Nobody even mentioned it?

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It might be a gross generalization but it is never wise to consider features that make the game easier to play, as something you can give then take away just because you've paid for the game for a while. That almost never works.

Very true but is it better to explain this crutch and give it to a newbie, than for them to not have it and give up straight away. Since by the time it wears off they will be more familar with the setup, sound, and general signals of where the enemy are.

I'd have to guess but be quite certain that alot of the playerbase tends to be older than the general COD FPS xbox live dribbler (only kidding... or am i, i dont know), so their patience is much better. I'd think more people from that background would have more of a problem with the realistic damage model than everything else.

I've also suggested that this system could work purely off contacts since that is the best of both worlds, it reports where the action is and is also more organic because it is based of player reports.

Edited by gtanner
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You mean like this perhaps?

I think the best way to "pass that info on" to others would be if it was enabled by close proximity to the enemy from a member of your team, ie: like he could pass that information on to you via radio.

So, you get the HQ message if there is a friendly close enough (range to be determined) to the enemy to radio HQ that "there's something over here" and thus the whole "why are we getting this intel" (as vague as it is) question is better dealt with.

:D

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Very true but is it better to explain this crutch 

and give it to a newbie, than for them to not have it and give up straight away. Since by the time it wears off they will be more familar with the setup, sound, and general signals of where the enemy are.

I'd have to guess but be quite certain that alot of the playerbase tends to be older than the general COD FPS xbox live dribbler (only kidding... or am i, i dont know), so their patience is much better. I'd think more people from that background would have more of a problem with the realistic damage model than everything else.

I've also suggested that this system could work purely off contacts since that is the best of both worlds, it reports where the action is and is also more organic because it is based of player reports.

And that's exactly what it would be, a "crutch" This game is addicting not because it's easy, but because it's hard. It took me two weeks in the beginning just to figure out who and what was killing me, by that time I was completely hooked. I just don't want the game I have grown to love be ruined by dumbing it down.

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You mean like this perhaps?

Originally Posted by DOC

I think the best way to "pass that info on" to others would be if it was enabled by close proximity to the enemy from a member of your team, ie: like he could pass that information on to you via radio.

So, you get the HQ message if there is a friendly close enough (range to be determined) to the enemy to radio HQ that "there's something over here" and thus the whole "why are we getting this intel" (as vague as it is) question is better dealt with.

:D

Haha yeah perhaps, maybe in the form of very very poor auto marking on your map then linking the direction to the little inf marked north etc..

Then its reporting what you can manually see but makes it more accessible. The lack of accuracy and the whole experiencing of crapping yourself when you first play this game is a deal maker.

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I think the best way to "pass that info on" to others would be if it was enabled by close proximity to the enemy from a member of your team, ie: like he could pass that information on to you via radio.

So, you get the HQ message if there is a friendly close enough (range to be determined) to the enemy to radio HQ that "there's something over here" and thus the whole "why are we getting this intel"

 as vague as it is)

( question is better dealt with.

I wonder if that's what Gophur meant by "more organic" ? That's what I assumed he meant.

Ok, but enemy inf ne- nw- se- sw- is not all that "vague"

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That's one of the ideas that's been bounced around for implementation. Even talked about having players build a tower that acted in that function.

As long as the AI watch towers are not armed. Having ai doing some of the mundane jobs is a good move, imo. Having AI that is non intrusive(non-shooting) but is an aid for intel would be a good thing. Also make it so they can be killed with a couple rifle shots instead of the current robocop.

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Actually one of our "need to do sometime" tickets is revisiting AI to make them less "takes 300 rounds to kill" than they are now. They will never be a single shot job but clearly the original thresholds are too high.

The only reason it hasn't been done yet is we have had too much far more urgent stuff to do lately. We're meeting a helacious deadline with v1.32 dev., I'm just telling you this so you know.

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