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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.

The invisible players bug - always there but now really problematic. Can it be fixed?


denizzz
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I was just pondering, the past days I regullary got to endure the invisible players bug. Sometimes I used it to my advantage, like with killing 16 EIs in a depot, who were obviously not seeing me as they litteraly ran through me without firing their guns. It gets less fun however when an AB is under air attack, and the planes who are bombing you just pop in at the very last moment, preventing you from effectivly firing back with your AA gun.

Why is the visible player limit so low, even on high? Can't it be fixed to a higher level now since we have better hardware than we did back then... or is there something else keeping the visible player limit from being raised?

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My favorite is the dead EI killing you or the guy shooting you around the corner because he hasnt rendered yet

Great stuff, a WW2OL exclusive feature

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You win some you lose some. At the end of the day if you play the game enough things "balance".

It has been discussed before. Technology barrier.

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It's what the tech can handle m8, 64 players max in 1 area at a time. This is why we're having problems. It's not so bad in some of the larger towns but at prime time in smaller towns it's obvious. Nothing can be done apart from spreading the PB around. :)

Xspiers.

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If the engine can't sustain the density of player contact, then why don't they change the game play parameters to take advantage of this huge battlefield we use?

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Question.

Granted 64 is a number cannot expanded a bit.

Is it possible to make it "smart"?

Let's say client side a routine rechecking enemy units every X seconds (10, 20, 30?) and making visible the nearest 64, moving on till leaving invisible the most afar?

It could make some weird disappearance in distance, but still better than being knifed to death by inv.EI inside a bunker (happened to me: this should be hit by account suspension: in any MMORPG, exploiting bugs is against TOS).

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But why is the limit on 64? What part of tech is preventing it, and how difficult would it be to change that? I find it quite 1998... ;)

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If you know you have it and use ot to your adv, you get ZERO respct from me.

Cheats ruin the game,

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WWIIonline had the max (visible) playerlimits at 128...low settting = 64, medium setting 96, max 128, first your own side players disappeared or blinked in and out, and if you see the enemy, he could see you too...

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They should prioritize what you see

AAA should see EA as priority 1

EI P2

ET's P3

Planes should have EA P1

AAA P2

Guns and Armor P3

Armor should see ET's as P1

Guns as P2

Infantry P3

Air P4

Infantry should get EI P1

Guns P2

ET's P3

Etc etc etc

Edited by petie
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They should prioritize what you see

AAA should see EA as priority 1

EI P2

ET's P3

Planes should have EA P1

AAA P2

Guns and Armor P3

Armor should see ET's as P1

Guns as P2

Infantry P3

Air P4

Infantry should get EI P1

Guns P2

ET's P3

Etc etc etc

Uh, no

Here comes mister shrek and you cant see him

What about bombers looking for ETs?

As an INF, i am more worried about ETs with sniper MGs

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Uh, no

Here comes mister shrek and you cant see him

What about bombers looking for ETs?

As an INF, i am more worried about ETs with sniper MGs

That was just an example

Shreks could be a higher priority to armor

Basically the units with the role of killing said unit is higher on the priority list

As for bombers????, you think theres ever 64 EA, Guns and tanks in 1 short area??

Like i said im not stating the priorities just was using examples

Proper testing/priorities applied by using stats/other data to determine what is seen

But if your AAA, EA should be biggest priority for you to see as that is your purpose for being what you are, EA showing up a split second before dropping a bomb on you and not giving you a chance to shoot back is crap

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That was just an example

Shreks could be a higher priority to armor

Basically the units with the role of killing said unit is higher on the priority list

As for bombers????, you think theres ever 64 EA, Guns and tanks in 1 short area??

Like i said im not stating the priorities just was using examples

Proper testing/priorities applied by using stats/other data to determine what is seen

But if your AAA, EA should be biggest priority for you to see as that is your purpose for being what you are, EA showing up a split second before dropping a bomb on you and not giving you a chance to shoot back is crap

Ok i like the "ei that cant harm you" idea

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Funny thing is that when this game was 10 years older we NEVER had this problem ...yet 10 years later we have an increase in invisible players killing our First person shooter pvp experiance

*shakes head @ the steps backwards !

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That was just an example

Shreks could be a higher priority to armor

Basically the units with the role of killing said unit is higher on the priority list

As for bombers????, you think theres ever 64 EA, Guns and tanks in 1 short area??

Like i said im not stating the priorities just was using examples

Proper testing/priorities applied by using stats/other data to determine what is seen

But if your AAA, EA should be biggest priority for you to see as that is your purpose for being what you are, EA showing up a split second before dropping a bomb on you and not giving you a chance to shoot back is crap

Shrecks we only get 10 of them per infantry brigade to kill what 40 plus tanks

*** (not to mention most get wasted by Enemy AIR random AB bombs (that have ZERO friendly fire effects AND by other infantry as HIGH p1 targets and that ALL spawing @ the AB have little chance of being effective in any role in ww2online)

Enemy AIR have it way too easy and so do the people that tank

Enemy Air behaves nothing like their real life counterpart @ all (its kinda like intoducing sheep into a lake to balance an HIGH gator population)

Getting only 10 shrecks vs 40 plus tanks is also retarted (most shrecks get killed far BEFORE they face what they are charged to kill) spawn one at an ab and kill a tank ...I dare you (you will be killed long before you ever see a tank most cases

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Funny thing is that when this game was 10 years older we NEVER had this problem ...yet 10 years later we have an increase in invisible players killing our First person shooter pvp experiance

*shakes head @ the steps backwards !

I fully agree.

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Funny thing is that when this game was 10 years older we NEVER had this problem ...yet 10 years later we have an increase in invisible players killing our First person shooter pvp experiance

*shakes head @ the steps backwards !

i notice now invisible ei isnt the big problem it's the server tracking that is the worst it's ever been...

at first i thought it was invisible people but after numerous encounters at close combat i realize it's the server tracking, catching bullets when you run for cover when you knew there was no way you should of been shot getting out run in depos while both of you were at a perfect angle to evade the shot, it's really bad and make inf play just not what it use to be.

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If the engine can't sustain the density of player contact' date=' then why don't they change the game play parameters to take advantage of this huge battlefield we use?[/quote']

You'll have to speak to the insta-action boys about this.

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