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Spawn delay discussion and My Take on eliminating It


fxmmauser
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This are the features that I believe would be better replacing SD and do a better job than SD is actually doing:

- Allow Spawn of all vehicles and atgs on CP's for the Underpopulated Side

- Give More AO's to the underpop side according to the ratio it faces ( Giving more AO's to the underpop Side would allow it to get cps ready to cap in multiple cities with a small group of organize players they could divert enemy forces from an unbalanced side.

- Reduce the number of AO's on the OverPop Side ( It could be reduce to one and adding another penalty incase the overpop side does a streak of capturing 2 towns there could be a 30min timer for a new AO, this could prevent the overpop side from switching to the Underpop just to lower penalties.)

- Give/increase a time penalty to recalling an AO and setting a new AO for the overpop side ( Example HC would recall an AO but only after 10mins would it be executed and to set a new one AO it would delay more 10mins)

- Allow the killing of AI Lmg towers with Rifle or take them from the game ( This thing actually hurts Financially this game, many players leave the game due to being killed while completly cover or after shooting the AI just to be killed when they approach it , AA AI would be kept ingame as well ATG because they provide content to pilots and Tanks when there is none or not signicant, but AI Tower do not even provide content for Infantry it's just there to break the fuild of combat, the immersion, the realism and it doesn't affect that much a battle only foils a well planed covert attack or kills the player when he is rushing to rejoin a handsome battle).

- Make EWS and Intel Instant to the underpop side ( Would allow a faster reaction to an incoming big attack)

- Give Double points for players on the underpop side ( this wouldn't Impact much but would give a small incetive for new players to rank faster)

- Fix free trials accounts allow them to capture cps both Over & Underpop

I don't mention changes to supply, capture timers or making AI deadlier to one side because I think that would screw too much with gameplay in a core level and in terms of supply that means that the strategic bombing game would be reduce.

I'm not sure if all this can be implemented but in theory it should work and you could also kill the AI LMG "THING" which honestly I don't think no1 likes them.

*The values I mention here are meant more like examples*

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I'll share this with motor as she is collecting these ideas. But as usual I'll open my big fat mouth and tell you what I think.

- Allow Spawn of all vehicles and atgs on CP's for the Underpopulated Side

I like this, mostly. I don;t think "all vehicles" or "unlimited supply" are the right answer. Naturally I think I have a better answer and naturally my coder said "It can;t be done". Which I don;t believe one bit.

HERO SUPPLY:

When a side is underpopulated and they run out of a weapon on a spawn list have a random chance based on the amount of population difference that they supply ticket for that vehicle will come due ion the next few minutes.

Basically if I run out of Tank A, well, give me another one because these guys are killing us out there!

- Give More AO's to the underpop side according to the ratio it faces

- Reduce the number of AO's on the OverPop Side

I don't like either of these. Spreading out players that already can't defend what they have so three lone wolves can mole around with the idea that they spread the overpop side thin is bunk. Anything supporting moleing over concentrated forces for battle is bunk.

- Give/increase a time penalty to recalling an AO and setting a new AO for the overpop side

This should happen anyway regardless of population. What should probably happen here is that AO's are dolled out not by total server population but by the lowest common denominator. That way overpop doesn;t work to spread out under pop.

To you point though, every AO should have a minimum time commitment of a few hours and should have a much longer notice time before it is removed.

- Allow the killing of AI Lmg towers with Rifle or take them from the game

Can't do it that way but I agree. I think make the underpop AI come back fast and the overpop AI come back really slow. Doesn't help much for over pop attacking but can tie up the over pop attackers if AI is a constant PIA.

- Make EWS and Intel Instant

What kind of intel? I like this. Want to explore more.

- Give Double points for players on the underpop side ( this wouldn't Impact much but would give a small incetive for new players to rank faster)

100% agree. Especially if there were added recognition like achievments or victory.

- Fix free trials accounts allow them to capture cps both Over & Underpop

I agree. Not my call on that one and I understand the flip side.

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- Make EWS and Intel Instant

What kind of intel? I like this. Want to explore more.

Basically idea of which direction enemy sre coming from - allow concentration of defence as opposed to the enemy happily slipping through the sparse defence...

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Also forgot to mention:

- Increase the time required for cps and AB on a town to be ready to capture (giving more time for defenders to organize and spawn)

- Reduce 50% on fru timer necessary to be replace.

About Intel I'm thinking more about this(It does not say what direction the enemy is coming from but the progress they are doing on the terrain this would help other players on other objectives to know the situation on the terrain and be like $#$# I must hurry to that town see if I can hold it)

- Replace INTEL and Capture CP/AB information with red CAPS that keep flashing (Somethings EWS,Intel and information about CPs can't get my attention when I'm on combat or with lot of chat)

- Add 4 new Intel chat messages "

INTEL: ENEMY TROOPS HAVE BEEN DETECTED ON THE OUTSKIRTS OF "City/village Name". (The underpop would get this when enemies are 500 away from town)

INTEL: ENEMY FORCES ARE ESTABLISH INSIDE "City/village Name" AND CAN NOW BEGIN THEIR FINAL ASSAULT (All underpop players would get this when AB radios are hot)

INTEL: ENEMY TROOPS HAVE BREAKTHROUGH THE "City/village Name" DEFENSES AND ARE NOW PROCEEDING TO CAPTURING "City/village Name" (This would appear to all players when enemy troops are already inside city near cps or capturing them already)

INTEL: ENEMY TROOPS HAVE BEEN PUSHED BACK FROM TO THE OUTSKIRTS OF "City/village Name (This would tell to all players that the situation on that city is coming undercontrol and that some of them could now switch rushing to another city under attack)

- I also think what INTEL says on chat has a delay take it off to Underpop.

This Intel would help alot trust me I'm one of those players that uses caps on side chat when I see that our forces are not enough to hold an attack and in a fairly good number of occasions there is a spike of players spawning to come help and when the players correspond to my request we easily stop the attack, the problem is that there aren't many players doing this on side chat sometimes I ask for a situation on a town and nothing and then we loose AB , spawnable... and is too late to help.

There also needs to be something done about large fronts being lost in low Population even when they are balanced sometimes during the day, towns are hold which much sweat, blood and tears and when you go to sleep the town that you hold for hours was lost in a couple of mins to a small group of organize players there needs to be a safeguard system that most progress on the map has to be done with balanced population.

Edited by fxmmauser
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HERO SUPPLY:

When a side is underpopulated and they run out of a weapon on a spawn list have a random chance based on the amount of population difference that they supply ticket for that vehicle will come due ion the next few minutes.

Basically if I run out of Tank A, well, give me another one because these guys are killing us out there!

Our Oliver said, "Would you like that with fries too, boss!!?"

(I'd get all technical ... but I'm sure Oliver already has ;))

... every AO should have a minimum time commitment of a few hours and should have a much longer notice time before it is removed.

Sshhh ... Is that the sound of a horde of HC Officers crying into their beer? I believe it is ... (Bait & switch AOs. If these remain a tactic a lot of Weasels will be back to wondering where all the fighting really is)

Also, because HC does spend most of its time on the p**s, a badly chosen AO would see much bordom/logoff from the general player base, if it cannot be recalled for X hours (maybe the other side drafted in 4 new brigades, for example). Some meatgrinders are fun ... some are meh.

... but can tie up the over pop attackers if AI is a constant PIA.

AI? ... yuck!

- Make EWS and Intel Instant

What kind of intel? I like this. Want to explore more.

EWS is instant ... well, almost instant, it triggers not far from the nme FB. What MIGHT be worth tweaking - for UP - is the level at which EWS triggers. So light EWS is set off by 1 lone inf.

Give Double points ...

A steam style "Achievements" system/interface (your own record, at personna screen, plus ability to see recent achievements of others etc) ... That may well make quite a few players go all gooey.

Points - Meh ... If you're a Weasel (or switched branches) I can see the point. If you're not, then ... meh

Fix free trials accounts allow them to capture cps both Over & Underpop

I agree. Not my call on that one and I understand the flip side.

Yeah. Give them a bone. They need to be a larger part of the team than the current F2P system allows.

... It would be interesting if you could do it just for UP side ... Sshhhh; is that Oliver I hear?? ... Oliver, Oliver; put that razor down!!

Sure, it might be a convertion factor, but it is at least worth testing. Take trucks away as a balancer? (And maybe offer CHEAP trucking accounts to everyone ;))

FRU Timer change for Underpop Side aswell please

This is actually the most effective balancer you have available.

  • Bin Daisy-Chains.

  • Increase replace timer on FRU - whether moved or killed - by a factor of the OP %

  • Stop the OP side spawning at depots in non-friendly towns

I have to note: It will take a massive amount of tweak and retweak to come up with a proper balance. And there will be sooooooooooooooooo much whining while you do that it's not true.

I also have to note: However much tweaking you do ... The minimum time is VERY important. So lowering all FRU timer (to say 2 mins) and then nerfing OP is not going to fly.

What this does is force the OP side to keep driving up new trucks from new missions. It wrecks comms and co-ordination and gives the UP side a break while the nme gets into spawn position.

Because the UP side can keep doing this ... eventually the OP side howls in frustration and hits the BIG logoff button.

(While this is the best balancer, it will be viewed in a worse light by the playerbase than SD ... It's that bad/badass).

Edited by branko
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Basically idea of which direction enemy sre coming from - allow concentration of defence as opposed to the enemy happily slipping through the sparse defence...

Like the "light enemy forces northwest of your position" messages we have in beta?

That'd be a good use for them.

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Do only one thing: Let everyone play the side they want to play but offer the people who are not side bound by loyalty a significant carrot to join the underpop side. Something substantial, like earning credits towards monthly subscription fee reduction. Not permanent, this would have to be repeated. This could be adjusted based on the number of people taking the offer.

And don't kid yourself that you will brainstorm the perfect solution on the forums (or indeed in your office) and you will have to program (or rather KFS1 will) only this one solution. Be prepared to test more ideas in real world scenario.

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Like the "light enemy forces northwest of your position" messages we have in beta?

That'd be a good use for them.

I don't want to see this on the campaign this will end all surprise attacks (well planed operations).

The minute this warning goes up there will be a swarm of scout cars to kill that inf and efru.

One of the most fun and rewarding things I came across on this game was participating on surprise attacks and foiling surprise attacks just by scaning the horizon alone when double ews was off but no inf.

It's easier to kill efru just spawn a scout car do a 360º around town to find ant trail and you got it.

Edited by fxmmauser
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Like the "light enemy forces northwest of your position" messages we have in beta?

That'd be a good use for them.

Yes!

Sorry - I'd seen it but forgotten about that. :)

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GOPHUR, please explain why you almost always reply to "bug" reports by a 6 month trial player who has no idea of what he is doing and whose only purpose appears to be filing bug reports that are not usually bugs, while CRS has ignored bug reports from paying players for years?

This must stop.

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GOPHUR, please explain why you almost always reply to "bug" reports by a 6 month trial player who has no idea of what he is doing and whose only purpose appears to be filing bug reports that are not usually bugs, while CRS has ignored bug reports from paying players for years?

This must stop.

trial players bring up the obvious; sometimes obvious things have been put aside and need a new look. Usually though, it allows any producer to give a quick answer and give/feel satisfaction, i.e. human nature.

long-term players bring up quixotic, code-spaghetti'd, non-monetary concerned thoughts about the Xanadu of online games... and it is either unknown why it's broken (no reply), known but un-friggin-fixable (even by a producer), or producer wants it but knows its a money sink and CEO and shareholders have said 'no!', 'non!', and 'nyet!' (all 3 shareholders). :D

sorry - but thems the deal.

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GOPHUR, please explain why you almost always reply to "bug" reports by a 6 month trial player who has no idea of what he is doing and whose only purpose appears to be filing bug reports that are not usually bugs, while CRS has ignored bug reports from paying players for years?

This must stop.

I don't judge players by their time on mission or their post count.

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trial players bring up the obvious; sometimes obvious things have been put aside and need a new look. Usually though, it allows any producer to give a quick answer and give/feel satisfaction, i.e. human nature.

See less than 40 posts and got it in one.

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GOPHUR, please explain why you almost always reply to "bug" reports by a 6 month trial player who has no idea of what he is doing and whose only purpose appears to be filing bug reports that are not usually bugs, while CRS has ignored bug reports from paying players for years?

This must stop.

I'm not actually a free trial, I play this game since it was launch on europe this is my alt that I only made to check 1.33, my premium account is deactive waiting for the game to get in a more smooth state so I can really subscribe for the price they are asking.

Since CRS allow trial players to participated on the testing forums I try to contribute since the years I have been on this game were actually spent playing the game(my premium account has not a single post :P ) I don't consider staying inside a cp or in a bunker playing the game and less for players spending more time on the forums than the game itself.

And I know your name myself having saved your a$$ on some instances.

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