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WWII Online: Battleground Europe

World War II Online 

General Discussion  » LETS GET BACK TO HARDCORE

11 posts found

Novice Member

Joined: 6/30/05
Posts: 108

OP  5/11/12 6:37:37 PM#1

"Now its in your hands and the hands of thousands of former players who will vote with a subscription.

The development plan for WWII Online needs the support of the WWII Online community in order to keep fueling the dev engine."


It is really that bad that Im getting an email to resub so they can keep up developing the game?  I've received welcome back soldier emails but nothing like this for lack of a better word........desperate.


Novice Member

Joined: 8/23/05
Posts: 400

5/14/12 7:11:04 AM#2

2 Options


Yes its everyones wildest dreams and WWIIOL us suffering OR they can actually be proactive and plan for the future with knowledge they CAN do stuff.


PR/Brand Manager BitBox Ltd.

Joined: 10/15/10
Posts: 844

5/14/12 7:19:59 AM#3

Sorry but they have just ridden the sub train until it ran out.

17.99 for this? lol

No real development to speak of for the last 11 years.

I say kill it and start from scratch with new engine and actually fund the project properly and not run it out of your basement.

Once it launches don't just sit on your ass for a decade doing nothing and wonder why Rome is burning.

Sorry but 9.99 isn't going to save your ass now.


Novice Member

Joined: 8/23/05
Posts: 400

5/14/12 3:07:28 PM#4
Originally posted by Saxx0n

Once it launches don't just sit on your ass for a decade doing nothing and wonder why Rome is burning.

Doing nothing..riiggghht.





Novice Member

Joined: 5/11/12
Posts: 26

5/15/12 10:40:49 PM#5

Get rid of Doc.


Advanced Member

Joined: 6/05/08
Posts: 559

5/16/12 10:57:40 AM#6
Originally posted by Maxipad

Get rid of Doc.

I said this oh... 9 years ago. 


I got permabanned in 2008 for pointing out that DOC knows NOTHING about anti-tank weapons or really tanks, rifles, or war in general, let alone coding. 



So much crap, so little quality.


Novice Member

Joined: 1/02/10
Posts: 60

5/16/12 1:59:44 PM#7

Really wondering about that "9.99 a month for former players"

What does CRS think about former players - does they will return when one month is reduced (well propably some will risk another look at the game) - but i doubt it was a question of subscribing fee, rather than a question of fun in return of the subscriptions.


But something in that mail was speaking for itself:

They are trying going back to the roots (which is without doubt very honorable - at the first look) and they will listen more to their customers (seems they didn´t listening to the players in the past) - which makes me LOL, because all the follow-up discussions of that roadmap and future patches (which putting their focus for the next two dev.cycles pimery on Inf-game - wich got developers attention for the past couple years already) goes contrary to what the tenor in the games forum are.

People asking for improved gameplay (air, naval and tank and some was asking for improved Inf-play too):

Ground game - players would like to see tank battles outside far from towns instead of having tanks rushing near spawns for camping and ruining Inf-fights.

With the implemention of RPIATs tanking game almost died (referring to player comments, because I stopped playing after Rambo-shreks all over terrain which makes tanking outside from towns just silly)

RDP-war almost died too, Bombers asking for more targets and improvements of air game

Naval warfare - well, naval players are the most "betrayed" players in game - patch 1.28 was supposed to be the naval patch, then it was sacrifised (and delayed to a future time) to the "China-deal".

Besides "Eye-candies" and focussing on Inf-game since couple of years, nothing new was coming.

Half hearted implemention of TOEs with uprising Brigade-warping has caused many players left.

With dwindling player numbers, the balancing become more and more "mission impossible" and Spawn-delay annoyed the remaining players too. Its a lot easier to keep balancing when overall population is some hundreds players, but when numbers was dropping below a "critical mass", then naturally balancing is much more difficult.

Instead of sitting down and doing some homework, the next step towards the road is the fact that for almost a year now the focus of CRS switched to a different game called RapidAction. Well, there was still some developer time left for their main game, which was "wasted" with such very important things like new backbags or new helmets for Inf.

Shure, it has to be mentioned, that Americans will come into the game with TIER 2 - but as i said, Inf is going to be modeled first.

Maybe they aren´t able to do some "serious stuff" anymore or they are not willing to do other stuff than Rapid action or focussing on Inf.

The best of all is - almost every posting which don´t agree with CRS-roadmap is remaining unanswered.

So it seems, they are listening to "good friends" and all other players aren´t welcome in their game - so don´t expect magical improvements or a to their customers listening company.

They just need your money, thats all.


Novice Member

Joined: 1/02/10
Posts: 60

5/16/12 3:46:36 PM#8
Originally posted by Pauker

The best of all is - almost every posting which don´t agree with CRS-roadmap is remaining unanswered.

Okay - an update on this aspect:

In one thread ppl. asking for better working bombs - because one  the problems are, that bombers need to drop at low altitude, because Inf is rendering at somewhat 650 meters to 750 meters (not shure about the exactly distance) - anyway, because Units only become killable, when they are visible (inside the rendering range) - if they are further away, any bombing or shelling is just a waste of ammo and time.

Bombers propably asked for STO-Bombs, which are dropable at higher altitude - or maybe some fuse delayed bombs for dropping them at lower altitude without bombing the plan themselves.

Well, now there is an official statement - something like, there already was an bomb-audit.

So propably nothing will be changed there.


Novice Member

Joined: 5/11/12
Posts: 26

5/19/12 1:30:29 AM#9

This is how I see it.


Hey you old players we never listened to back in the day! We need your help! But we want you to pay for giving us this help, so here's the deal. Come back to the game for 10 bucks this month and use the forums to tell us what you want that will make you a regular paying customer. We promise to listen to you this time...scout's honor.


Novice Member

Joined: 3/06/07
Posts: 119

5/19/12 2:44:15 AM#10

To be honest if they want old school players back it is simple just announce they are pulling HC, and AO systems and go back to town supply for a short period till they can rework the concepts with player input to find a good balanced system. Just this show of good faith would im sure bring alot of players back.

Im sure the HC fan boys will cry alot but they cant defend the system any longer not only has it driven players away it has failed to generate any new subs and is the main reason the game is in the shape it is now.  You cant get back to hard mode unless you remove the training wheels, make the game take effort and team work again stop dumbing it down for instant action kids and the hard mode old school players will come back as the word spreads.


Novice Member

Joined: 1/02/10
Posts: 60

5/19/12 5:42:37 AM#11
Originally posted by Zbus

To be honest if they want old school players back it is simple just announce they are pulling HC, and AO systems and go back to town supply for a short period till they can rework the concepts with player input to find a good balanced system. Just this show of good faith would im sure bring alot of players back.

Im sure the HC fan boys will cry alot but they cant defend the system any longer not only has it driven players away it has failed to generate any new subs and is the main reason the game is in the shape it is now.  You cant get back to hard mode unless you remove the training wheels, make the game take effort and team work again stop dumbing it down for instant action kids and the hard mode old school players will come back as the word spreads.

Agree 100%!

I even think, that if they want more players in the game, they should make the changes you (and so many others) suggested.

The current (TOE-system with is focussed on "capture the flag") game mechanics only can provide fun if there is a certain amount of players online. TOEs, AO/DO, HC mechanics NEED population on game server.

Contrary to TOE/HC/AO - the Non-AO, pre-TOE system without functional HC-system doesn´t require that amount of players on live server to provide fun.


Even in pre-TOE days (when AO/DO´s was implemented shortly before) there wasn´t always medium to high population on game server - especially when a patch was installed which caused lots of CTD´s/CTHLes. But we always had the oportunity to create smaller fights without an AO/DO, without flag moving HC.

For readers who wasn´t in game at that times, i like to explain a bit what happened at those days (when population was low too) and how it was possible to create fun:

The log in situation may be the same as nowadays: -

There is very low population on game server, almost no "real" (heavy) action can be found on server at all - or in the old days, only heavy action was seen in the northern part of the map (which i hated as long as i am in game due to the lack of elevated terrain and the vegetation caused dschungel-view of holland/belgium-nam).

Maybe no or only a handfull Squaddies online (or a some of them was fighting in the northern part of the map) always lead to the question - What to do on map?

Well, new players went into the forums and started a "I cannot find action - thread" which propably have lead the the unlucky situation we have now. But there was another option, which required just a little investing of time and some imagination (what would i do if i where the enemy?). Taking a look at the map for figuring out how the flags was placed on map (where is a HQ flag - maybe with two or more ABs - close to a frontline town) - the possibility of ongoing oversupply in that area was good. So, if the placement of the own flags showed such an oportunity, checking out the supply and propably finding a ongoing oversupply-mission. maybe participating for a while that oversupply gave the chance to comunicate with the players in that mission and talk about further plans (reason for oversupply, how much is planned, because it was in players hands how much oversupply was piled into that AB, when does a planned OP will start - or what will be next?)

It could happen, that during the manual oversupply  (was unlimited) - a hostile supply cutter blowed one of the oversupplier. In that case of course a hunt of the supply cutter started and there was a small fight created.

Even if no supply cutter showed up, after the "creation" of a large overstock (50+tanks) rumors started on the side chat, that a larger OP will start "soon". - That rumors alone created reason enough for other players to check in and participate on such a large OP with lots of good supply.


Another option after logging into the game was - finding placed flags which supported an oversupply for the hostile side. So spawning a truck, scout-car or a plane and go near the guessed hostile oversupply-line to figure out does there is someone active or not. Driving/flying there and avoid creating EWS, parking near the road between HQ and the close town (in audio-range) and staying there for 30 mins to 1 hour very often got rewarded by ET-audio or enemy truck driving at that road. That was the "GO for supply cut". Spawning a tank and driving there (without EWS of course) - perhaps with one or two other squaddies - but could be done alone too. After the first oversupplier was killed, the enemy for shure started to hunt us down. A small fight with lots of fun appeared.


Another possibility was the so called "forcing an attack" :) - that occured when HC wasn´t placing an AO on the specific town due to the lack of will or because no free AO was left.

Contrary to the current situation in game, peoples was more cautious to EWS in pre-TOE-days, because AOs was implemented in late 2005 and before AOs an Inf-player jst need to wait for 30 mins at a CP-radio till the radio come up and could be captured. Thats why and how almost everytime a small fight in towns apeared. Those smaller fights in town never suffered from stutters and lags like we have in towns with more players involved. When those small fights lasted long enough, even without having the own HC placing an AO, propably the enemy-HC got "upset" and placed an AO at "our own town" - which we used to call it "forcing an AO".


It often happened, that at least in Squad-forums some nice AA-Reports was written about those little battles started by just a handfull players. That caused more peoples followed the next time a small ralley starts up and the overall picture was - there wasn´t the need of having many players online for creating fun.

In the current situation mostly all comments talking from "no action because only few people online", which in former (good old days) never was a real issue because a handfull - yes even a single player - could create action.


Many will claim, that HC-system, AO-system and TOE-system was well and proper thought through, but the possibility of low population i belive never was considered. Bloody Battles cannot replace in any way the possibility of few players to create action, because now (including BBs) action HAS TO TAKE PLACE WHERE HC OR RATS WANT THE ACTION, BUT NOT THE PLAYERS.

Now, to what does that had lead in the game is unquestionable and obvious.


For turning the waggon around, the possibility for players driven action has to come back - otherwise even a reduction of subscription fees will be a total failure, because fun doesn´t suddenly apears when the subscription fee is reduced - fun apears, when players have the oportunity to create fun!