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WWII Online: Battleground Europe

World War II Online 

General Discussion  » Today is why the game will fail

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52 posts found
  Abyssuss

Novice Member

Joined: 7/26/12
Posts: 85

1/18/13 9:22:31 AM#41
Just was online, 82 second spawn delay for Axis...man this looks dire
  TenBlue

Novice Member

Joined: 1/07/06
Posts: 94

1/18/13 11:08:10 AM#42
Originally posted by pittpete

Would a scheduled server reset  the same time, every day be tolerable and a possible  solution?

I don't know of any harm this would cause, do you guys?

 

 

I'm not sure if that's viable in this game.  How long does it take to capture a town nowadays?  Back when I was subbed it was about 10 minutes for an AO to come up then another 10 for tables and then you had to contest the town for a certain time before the bunker table came up and then cap / mop up. 

You were looking at a minimum realistic time of about 40 minutes if the defence was a bit shit.  That's minimum.  Typical town battles would last at least an hour and usually more.

If there was a designated reset time then basically the hour or so before the reset would become a dead zone where it would barely be worth attacking anything as you wouldn't have time to cap it.  The reset only takes a short time I believe so it shouldn't be difficult for them to choose to do it at an opportune time.

  depot12

Apprentice Member

Joined: 9/24/12
Posts: 169

1/18/13 11:13:28 AM#43
Originally posted by TenBlue
Originally posted by pittpete

Would a scheduled server reset  the same time, every day be tolerable and a possible  solution?

I don't know of any harm this would cause, do you guys?

 

 

I'm not sure if that's viable in this game.  How long does it take to capture a town nowadays?  Back when I was subbed it was about 10 minutes for an AO to come up then another 10 for tables and then you had to contest the town for a certain time before the bunker table came up and then cap / mop up. 

You were looking at a minimum realistic time of about 40 minutes if the defence was a bit shit.  That's minimum.  Typical town battles would last at least an hour and usually more.

If there was a designated reset time then basically the hour or so before the reset would become a dead zone where it would barely be worth attacking anything as you wouldn't have time to cap it.  The reset only takes a short time I believe so it shouldn't be difficult for them to choose to do it at an opportune time.

There didn't used to be daily server reboots.  Too bad CRS can't fix the problem(s) that require the server to reboot!

  Abyssuss

Novice Member

Joined: 7/26/12
Posts: 85

1/18/13 11:17:53 AM#44
Originally posted by depot12
Originally posted by TenBlue
Originally posted by pittpete

Would a scheduled server reset  the same time, every day be tolerable and a possible  solution?

I don't know of any harm this would cause, do you guys?

 

 

I'm not sure if that's viable in this game.  How long does it take to capture a town nowadays?  Back when I was subbed it was about 10 minutes for an AO to come up then another 10 for tables and then you had to contest the town for a certain time before the bunker table came up and then cap / mop up. 

You were looking at a minimum realistic time of about 40 minutes if the defence was a bit shit.  That's minimum.  Typical town battles would last at least an hour and usually more.

If there was a designated reset time then basically the hour or so before the reset would become a dead zone where it would barely be worth attacking anything as you wouldn't have time to cap it.  The reset only takes a short time I believe so it shouldn't be difficult for them to choose to do it at an opportune time.

There didn't used to be daily server reboots.  Too bad CRS can't fix the problem(s) that require the server to reboot!

That's a very good point, I spoke one of the Axis HC guys and they said there wasn't any server reboots in the past. So, what has made it necessary now?

  pittpete

Novice Member

Joined: 6/04/10
Posts: 243

1/18/13 1:04:24 PM#45

There didn't used to be daily server reboots.  Too bad CRS can't fix the problem(s) that require the server to reboot!

Again, not blaming KFS1 but when he left, thats when the server mess started

He's the one that did all the host/server programming stuff.

Not making excuses, but they really need to hire someone and have them learn.

Time is ticking & frustrations are mounting.

  BodkinBarber

Novice Member

Joined: 1/18/13
Posts: 113

1/18/13 3:39:53 PM#46
Originally posted by Rigamortis
Originally posted by battleu

timed server maintenence. .. you are a bunch of WOMEN! Go play another game!

 

/bar

 Bar....I expected more from you,  I really did.  I guess unless its a thread started by you posting how incredibly uber you are in a video game or trying to flex your superiority complex....it does not interest you.  Regardless if this was Axis or Allies,  it was wrong and unfair.  I can GUARANTEE you as the sky is blue,  if I was still in AHC and this happened....I would be FIRST in line complaining demanding it be given to the Axis.  But I guess that is just the way I am,  you know........................fair.

bar is a troll. He likes to make people react and cause drama so there's no point being russeled it's all on purpose

  axishatr

Novice Member

Joined: 11/03/08
Posts: 189

1/18/13 10:19:33 PM#47

bar is a hard core player.  For him to be here rocking back and forth on the support line is something to take note of.

 

Thats how bad it is.

 

 

  Company0

Novice Member

Joined: 9/19/12
Posts: 38

1/18/13 11:30:53 PM#48
Originally posted by pittpete

There didn't used to be daily server reboots.  Too bad CRS can't fix the problem(s) that require the server to reboot!

Again, not blaming KFS1 but when he left, thats when the server mess started

He's the one that did all the host/server programming stuff.

Not making excuses, but they really need to hire someone and have them learn.

Time is ticking & frustrations are mounting.

I dug around for a bit but couldn't find your actual post. To my knowledge, KFS1 left on good terms with the company, Blizzard just offered him money, and a good chunk of it.

  ginzo

Novice Member

Joined: 1/17/13
Posts: 23

1/19/13 2:43:37 AM#49

The thing I remember about KFS1 and 1.34 was that it was in development for a year and a half  despite CRS' proclamation of smaller and more frequent patches.   I don't begrudge CRS for not sticking to smaller and more frequent patches because shit happens and you need to adjust accordingly but when 1.34 started to drag on for over a year I noticed not as many people playing.   Squadmates started dropping and my friends list showed none of them online as time wore on.   When CRS began open beta testing  the player turnout was pretty lackluster, IMO, and by the time 1.34 went live the shit hit the fan.   The forums were melting down with players demanding WTF is wrong and when will it be fixed and  Motormouth stated that they didn't see any of these bugs in open beta.  I guess none of the show stopping bugs were apparent in open beta due to the lack of players to reach critical mass to stress the server with KFS1's hot sauce.   The FUBAR release of 1.34 felt like 2001 all over again, heh.  

As far as KFS1 is concerned, who knows, really.  Throughout the history of the game, every time he made significant changes to his side of things my framerate took a dive and I couldn't discern any  improvements on my end.   He's at Blizzard now but I think that's by his choice.  Living from hand to mouth for the past 10+ years really has to suck and so I don't blame him for bailing out in exchange for working at a financially stable company. 

  david06

Novice Member

Joined: 10/02/12
Posts: 183

1/19/13 5:58:05 AM#50

 


Originally posted by Ginzo
When CRS began open beta testing the player turnout was pretty lackluster, IMO, and by the time 1.34 went live the shit hit the fan. The forums were melting down with players demanding WTF is wrong and when will it be fixed and Motormouth stated that they didn't see any of these bugs in open beta. I guess none of the show stopping bugs were apparent in open beta due to the lack of players to reach critical mass to stress the server with KFS1's hot sauce. The FUBAR release of 1.34 felt like 2001 all over again, heh.

 


The problem with CRS's beta testing was that they didn't seem to care about simulating an intense battle. We'd log on to the beta server like they wanted, but we would still have to run a FRU and it would be 5-10 minutes at most before someone killed it and infantry stopped spawning. The fighting was sporadic and boring(like the normal campaign) and that kept testers from staying on.


I can't remember if it was still during the open beta, or some intermission-style event shortly after the 1.34 launch but it finally took the high commands from each side to get an intense fight going; they arranged some battle over a town in the north with unlimited supply where neither side could spawn tanks and the attackers had a depot in the city. There must've been 250 players in that one town fighting, it was total madness and really fun but the server kept crashing every 20 minutes or so...you would think that CRS would want to figure this out as soon as possible in their development cycle, especially with so much riding on the 1.34 release but like I said they didn't seem to care.


I mentioned that their beta testing methods were poor and weren't coming close to a "stress test" of the server like they wanted but I don't even think that they responded in the forums. I could write a dissertation on this but despite being in the business for 10+ years the people at CRS seem to have little or no grasp of level design, pacing, balance...they're just indifferent to so many concepts that I could've sworn were critical to making a successful game.

  Company0

Novice Member

Joined: 9/19/12
Posts: 38

1/19/13 2:15:32 PM#51
Originally posted by david06

 


Originally posted by Ginzo
When CRS began open beta testing the player turnout was pretty lackluster, IMO, and by the time 1.34 went live the shit hit the fan. The forums were melting down with players demanding WTF is wrong and when will it be fixed and Motormouth stated that they didn't see any of these bugs in open beta. I guess none of the show stopping bugs were apparent in open beta due to the lack of players to reach critical mass to stress the server with KFS1's hot sauce. The FUBAR release of 1.34 felt like 2001 all over again, heh.

 


The problem with CRS's beta testing was that they didn't seem to care about simulating an intense battle. We'd log on to the beta server like they wanted, but we would still have to run a FRU and it would be 5-10 minutes at most before someone killed it and infantry stopped spawning. The fighting was sporadic and boring(like the normal campaign) and that kept testers from staying on.


I can't remember if it was still during the open beta, or some intermission-style event shortly after the 1.34 launch but it finally took the high commands from each side to get an intense fight going; they arranged some battle over a town in the north with unlimited supply where neither side could spawn tanks and the attackers had a depot in the city. There must've been 250 players in that one town fighting, it was total madness and really fun but the server kept crashing every 20 minutes or so...you would think that CRS would want to figure this out as soon as possible in their development cycle, especially with so much riding on the 1.34 release but like I said they didn't seem to care.


I mentioned that their beta testing methods were poor and weren't coming close to a "stress test" of the server like they wanted but I don't even think that they responded in the forums. I could write a dissertation on this but despite being in the business for 10+ years the people at CRS seem to have little or no grasp of level design, pacing, balance...they're just indifferent to so many concepts that I could've sworn were critical to making a successful game.

When 1.34 first came out they scheduled stress tests on that server. Probably had 50 or 60 some odd people fighting along a riverside town, I distinctly remember it because I had to talk with GOPHUR (During the event) as my ping kept shifting, so he had me change some setting to fix it.

  pittpete

Novice Member

Joined: 6/04/10
Posts: 243

1/19/13 4:26:42 PM#52

IMO, all those Bloody Battles and Intermissions should have been on the Beta Test server.

Don't know if was even possible, so I'll refrain from calling them names.

I really like to make sure I know what I'm talking about before putting my foot in my mouth......HINT,HINT

 

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