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World War II Online - News

News from the front line. WWII MMO FPS, Play For Free. www.wwiionline.com

Author: XOOM-CRS

Contributor: hyoslvr2

Crucial Update regarding 1.36 and more

Posted by hyoslvr2 Friday November 16 2018 at 2:29PM
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This is a crucial update regarding 1.36 (Hybrid Supply) which is the combination of reintroducing "Town Based Supply" (or Garrisons now) and moveable Brigades that we've had for sometime. Today we're going to show you screen shots and a couple of videos demonstrating some key functions of 1.36. It's now safe to say we are rapidly approaching full testing internally and many of our key design considerations are, or already have come to life. This article is significantly important as a player to review, as it will dramatically alter the Campaign. Join our 1.36 forum discussions (here)Share this article with veteran players!




WHAT IS 1.36 TRYING TO SOLVE?



  • Campaign stability

    • Massive breakouts will be very hard

    • Garrison supply will move systematically, with HC present or not


  • Making High Command fun, without the stress of map management

    • Emphasizing HC to create fun for players on the fly

    • Organizing large scale operations

    • Redirecting energy from map management to cultivating outstanding community relationships

    • Moving brigades is optional with low risk vs high stakes gamble


  • Providing supply for squads and players, at all times

  • Provide a fighting chance for underpopulated side

  • Giving Airman, Sailors and Paratroopers more play options

  • Make the Zeeland Islands a worthy fight again


 




A LOOK AT THE THEATER MAP


On first sight, you will notice a tremendous difference in available supply across the game world. This is a key consideration to make sure that with High Command online (or not), the Allied and Axis player base (Squads) will have access to many supply options. This will directly give defenders a fighting chance, all on their own, every time.


All pictures can be expanded by clicking on them.



Here's a closer look of how the front and rear line will look...





WHERE WILL SUPPLY BE LOCATED?


Garrison (town) supply will be located...



  • Every Frontline town (linked to an enemy town)

  • One town to the rear of the front (linked to a friendly frontline town)

  • Every Airfield across the map

    • Air Force

    • Airborne


  • Every Docks across the map

    • Including Deep Water Ports (Destroyers / Freighters)


  • Moveable Divisions / Brigades like we have now

    • Available in limited number, moveable only by High Command to supplement game play



HOW DO I JOIN A GARRISON?


We've made joining a Garrison very simple. All you have to do is RIGHT-CLICK on the town, and you'll be presented with a join option. Here it is in-action.


CLICK BELOW IMAGE TO SEE VIDEO DEMONSTRATION





CHANGING GARRISON COUNTRY (ALLIES ONLY)


To avoid the North vs South segregation we saw in the early stages of WWII Online, this was a key requirement to allow for Allied forces to change their Garrison's country ownership. 


NOTE: Upon changing the supply from one country to another, it will take up to 6 hours for your supply to trickle in to 100% availability. This is to avoid rapidly swapping ownership back and forth so as to game the system against the Axis, who continue to have only one supply pool to manage and choose from.


CLICK BELOW IMAGE TO SEE VIDEO DEMONSTRATION





SURRENDER MECHANISM STILL PART OF 1.36


Surrender simply means you're cut off from friendly units. This system remains in tact and was included part of the 1.36 design consideration. Here's how it looks in a Hybrid Supply situation:


 




CONTINUE THE DISCUSSION


This is the biggest game changer that WWII Online has seen in years! The Campaign is poised to have a whole different tone, along with the High Command program, which we hope to see many of you return to provide effective FIELD leadership and organizing operations.


Join our 1.36 dedicated forum discussions (here), where you can ask questions, share thoughts. The RATS will be watching closely interacting with you guys. 


GET OUR VET PLAYERS BACK AND INVOLVED


Be sure to share this article with our veteran players, who by the way, are able to communicate with us in that forum and even play the game as a Rifleman only. All previous premium subscribers have received a perpetual FREE Rifleman account. There's no reason not to come back and play / rejoin the WWII Online community.




SUPPORT GAME DEVELOPMENT - BECOME A HERO!











As a hero you will receive a free towing account, NCO and Ammunition Bearer infantry classes, recognition in-game, closed BETA testing access and a forum for one on one chat with Developers.


A Hero Builder is the #1 way to support WWII Online development. Join our monthly plan, the most affordable and effective builder option we have.


JOIN THE RANKS OF HERO BUILDER NOW - CLICK HERE.



 

Production Update - Game Environment

Posted by hyoslvr2 Sunday November 11 2018 at 6:02AM
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XOOMSo many good things are happening in terms of Environment Artwork, and today we're going to have several screenshots outlining what that work entails... let's just say this is a pretty big (awesome) update that you want to check out. There's also some investigation and discovery to see what we can do, some fixes to existing artwork, and brand new artwork as well, so let's get right to it. Special thanks to our environment artists: Xl2rippr, Mkw and Morganlines.




BECOME A HERO!


YOU, can help all of these initiatives move faster and provide us with the fuel to do more by becoming a HERO BUILDER. It has never been a better time to HERO UP and back CRS.


As a hero you will receive a free towing account, NCO and Ammunition Bearer infantry classes, recognition in-game, closed BETA testing access and a forum for one on one chat with Developers. Are you ready to help make this game better?


JOIN THE RANKS OF HERO BUILDER NOW - CLICK HERE.


 




URBAN BUILDING #3


This building is presently in-game but needs to have its secondary damage state reactivated. Due to some tech reasons (like clipping and such) it was deactivated long ago, so we asked Xl2rippr to do his magic and get it back online. This shows you a new approach on how we plan to get rubble to look, we're aiming to go back to that charred "burnt" look.








NEW "URBAN" BUILDING IN PROGRESS


Xl2rippr: This one very much inspired by the French style of buildings during the era. This building is fully enterable and contains a large number of rooms, as you can see.  The damaged state will feature the center part of the structure ( the tower ) being collapsed.






MORE NEW BUILDINGS IN PROGRESS


Morganlines: These are in-progress shots for the restaurant, a hotel, an apartment, bakery, butcher, and telephone shop!


Mkw: Take notice at our goal to provide roof access for WWII Online players, we are looking at several new ways at achieving this.




This is the Bakery.



This is a kitchen in this building.



Here is a unique side-building view look at most of the interiors



Here is an apartment building currently being developed.



Here is a new hotel being developed.





EXPLORATORY INITIATIVES - INCREASING IMMERSION


Here we'll demonstrate to you a couple of our explorations to make your game play environment more realistic / believable within the game engine. It's a variety of adding new textures on the ground tiles, manipulating grass textures / models, making grass taller to reflect fields, and of course cornfields.




First here is the taller grass, as you can see compared to the German infantryman, it stands much higher, enabling concealment of troops.



This is a quick test of replacing the grass model.



Here we test a dirtier ground texture for different environments.


<img width="650" alt="" src="http://www.wwiionline.com/images/2018/production/terrain/dirttexture.jpg" data-cke-saved-src="http://www.wwiionline.com/images/2018/production/terrain/dirttexture.jpg" 400"="">


And here is more of a farmland texture on a terrain tile.



An infantryman stands next to a cornfield with some taller grass as well.



A quick shot of a small corn crop.



Up close and personal to the corn crop to see the detail.



Close up of the corn crop as it goes into night.



 

 

Planned Service Outage (Nov 8th)

Posted by hyoslvr2 Wednesday November 7 2018 at 8:34AM
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Our Colocation (where we store our servers) internet service provider has informed us that they are performing maintenance on November 8th, between the hours of 1:00 am through 5:00 am US Central time (7:00 am through 11:00 am GMT). ALL WWII Online services will be effected and returned as quickly as possible once they've completed their work. Facebook, Allied Discord, and Axis Discord will be our means of communication during this time. This maintenance cycle is entirely out of our control and is presumed to maintain best performance. We'd like to thank you for your patience and understanding. S!

Recent CPU Fix frees up server bottlenecks and info on Town supply system

Posted by hyoslvr2 Sunday November 4 2018 at 4:29PM
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XOOM


This Wednesday we released a critical CPU Fix that is already producing good data, resulting into an overall 40% reduction in the total number of automatic despawns, which occur when there is packet loss. In addition today we'll give you some short notes on how 1.36 is developing as the team has made some good strides. We also have a fallen soldier notice to inform you of.




 


CPU FIX - 40% REDUCTION IN AUTO-DESPAWNS & MORE 


We've been talking a lot lately about the CPU Fix and how critical it was for us to remove an unintended bottleneck occurring on our servers. Now that we've implemented it this Wednesday we're seeing the live campaign servers performing much healthier, with better lines of communication between clients and server.


CRS remains committed to continue to reduce this number down more so and we are strategizing more methods by which this can be done. The purpose of this mechanism in the first place (auto-despawning) was to remove certain users whose packet loss was so extreme that it would go into an unrecoverable state where players would be unable to kill them, and they'd warp / be hard to track via the predictor logic.


So you should anticipate better third person rendering with more timely feedback, whether the other player is running, being shot, going prone or aiming, these things should all looks smoother and be more responsive. 


1.36 - TOWN BASED SUPPLY (STATUS)


One of our key deliverable items has been completed this last week which relates to the visibility of garrisons on the game map. Since these garrisons (towns) will be activating and deactivating based on the campaign's movement, we don't want to see the whole game world filled with garrisons because that will confuse players according to the design that we set forth. 


Remember, there will always be 1 frontline garrison, and rear garrison(s) adjacent to the frontline's rear. This is the town based supply component. We do aim to have move-able supply as well which will allow High Command to have options for creating more dynamic game play experiences. This marriage between Garrisons and Brigades is what we call: Hybrid Supply.


1.36 Core Features to be completed:



  1. Supply in Every Town (95% Complete)

  2. Supply Switch after capture (90% Complete)

  3. Other capture mechanics [like who owns the town when it gets capped] (100% Complete)

  4. Activate/Deactivate Towns for Front/Back/Rearline (95% Complete)

  5. HC Country Owner Switch for Allies (90% Complete)

  6. Handling frontline Airfields (75% Complete)


As you can see the first iteration is approaching completion. 1.36 has required some trial and error on our end, and through that process we've been able to plan more effectively on how to accomplish the tasks. These are listed as core features because they represent basic functionality. This is what we're aiming for on initial launch. Notice I say initial, because there will be multiple iterations to refine it and add to it. This is something we're committed to doing and recognize day 1 delivery will not be in its final form (aka: work in progress).


We have several developers now working to push this through to delivery. We know it has taken some time, but we are ever confident that it's going to do great things to relieve the pressure valve from High Command officers, allowing them to refocus their leadership on building exciting missions, operations and overall massive game play. It will also give the player base a fighting chance regardless of population imbalance because supply will be available in every battle - no matter what. Re-supply operations will be restored. And certainly better than the original town based supply, the Allies will be able to modify who owns the town so they do not get into a British (North) vs French (South) situation.


 



FALLEN SOLDIER NOTICE


Our hearts are heavy this morning, as we learned that former RAT and long-time community member, “JAMMYMAN,” has passed away, surrounded by family on October 29th, 2018.


Jammyman created and ran some of the most memorable Special Events and was the lead of that team. He was an avid flyer and spent quite a bit of time in the Luftwaffe - German High Command.


He was a guy who cared about our game immensely, selflessly served, and didn’t ask for a whole lot.


After 28 months of battling cancer and the toll grown so great, he asked for the WWII Online community’s assistance - something he had never done before. The WWII Online community rose up and helped provide some cushion in his final days. To all of those who contributed towards his GoFundMe - we salute you, and I know directly that it meant a huge amount to him. Well done community, your final act of kindness was most definitely received.


Please feel free to share a story that you might have of him, perhaps in-game screen shots, or anything else that we can share his memory from.


We will add him to the fallen soldiers memorial at the earliest opportunity.


Gone, but not forgotten. !S