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WWII Online.

I am a newbie to mmo's, and have only played Planetside (will, that and Runescape). I loved Planetside, and the MMOFPS concept.

However, planetside made my computer VERY unhappy, and lag was a big problem. Thus, I quit it. So I am looking for another MMO. WWII online looks just like what I am looking for. I don't care about how it looks like a sim, and is not fast paced.

1) Is there still a large amount of people playing?

2) Is it fun to you?

3) Is it possible to be a normal footsoldier, and still have a chance?

4) Does anyone on these forums play it?

Thank you for your time.

 

 

Comments

  • airborgairborg Member Posts: 11



    Originally posted by JanstheMan

    I am a newbie to mmo's, and have only played Planetside (will, that and Runescape). I loved Planetside, and the MMOFPS concept.
    However, planetside made my computer VERY unhappy, and lag was a big problem. Thus, I quit it. So I am looking for another MMO. WWII online looks just like what I am looking for. I don't care about how it looks like a sim, and is not fast paced.
    1) Is there still a large amount of people playing?
    YES - Ranges from 1000-3000 of maybe 30,000 potential players, but the real numbers are kept close to the developers chests I guess. Lets say there are 4000 deaths per side, makeing 8000 deaths per day, would fit with the normal K/D ratio of 2:1 or 1:1 average, makeing plenty of targets ;)
    2) Is it fun to you?
    For me, yes, the gameplay, the teamwork, the social and community aspects etc etc. I used to pay for maybe 2 or 3 games a month when they hit the shelves in the shops, now....I have bought only 2 new games in 2 years of playing wwiionline, and based on the extortion prices in the UK for software, I have saved myself a fortune.
    3) Is it possible to be a normal footsoldier, and still have a chance?
    Yes. in particular, team up with a squad even if its just to learn the game, they maybe the worst bunch of smucks u ever met, but there are always plenty of people there to help....but you may have to ask for it. Training is held every week on the training server, and some players are always around looking to help.
    4) Does anyone on these forums play it?
    Answered in Q2, but yes again
     
     



  • lateralus42lateralus42 Member Posts: 6

    I liked WW2online but it has one big drawback: Travel time. It takes forever to get anywhere, and just pray you dont get killed right before you get there because you have to start your long journey all over again!

  • TaskyZZTaskyZZ Member Posts: 1,476

    Exactly...  the one flaw if this game is getting to the battles if they are not near the spawn point.

    If they added AI truck drivers to take foot soldeirs that spawn to the front lines then I would probably still be playing that game.  Not only do foot soldiers have a chance, but if you are good, you can dominate.  I have had 30+ kills as a footsolder in one mission without dying.  I have also played as a sapper and snuck up on tanks and detroyed them.  It was a lot of fun, but if the battle is two miles from your spawn point and a truck driver does not spawn in, you have to actually run two miles.  Not very fun.

    And Kriminal99, if you are reading this.  Here is your PvP game where the player's skill matters.

     

  • ExekileExekile Member UncommonPosts: 80
    is there really 1000-3000 people who are playing (you mean online at the same time or subscribers?) I would really like to know, just started playing it and I love it

  • TaskyZZTaskyZZ Member Posts: 1,476

    I would say yes, there probably are 1000 to 3000 people online at times.  But there are many fronts to the war.  There may be 10 to 20 cities being fought for at the same time.  So, you spawn in near one of them and join the battle.  Largest battle I ever joined in probably had 200 people in the city fighting for control.

     

  • GorukhaGorukha Member Posts: 1,441
    Don't bother with this game.  Community is pretty good but the game is very mediocre.  The graphics are as dated big time even for an mmofps.  I played for a few months in the past and never seen 2000 people on at the same time. Game might have that many subscribers...maybe :)  This is a problem since the cities you fight over are pretty big and enemies to kill are few.  There's some good moments but the game is over the hill and stays alive on a small number of hardcore fans.

    It's better be hated for who you are, than loved for who you aren't.

    It's better be hated for who you are, than loved for who you aren't.
    image

  • PlassonPlasson Member Posts: 79
    This summer the numbers were estimated to around 12K, it has risen abit lately apparent by alot of new players.

  • airborgairborg Member Posts: 11

    FYI, yesterday ver 1.12 went live, here is the readme.

    In light of all the enhancements since the game review, perhaps a re-review would be a useful aspect of MMORPG, and also the special offer available exclusive to here.

    V1.12 Release Read Me and Product Update

    Yesterday we released version 1.12 to the live server. Today, as with all days after a patch we’re identifying some bugs that need
    to be addressed. Emotes seem to have some issues as does the changes to the Stewart’s eye point in the turret. Among some others we
    expect to make a point release next week to get these issues addressed. We are also working feverishly to complete the rifle
    grenades. I expect them to be complete into testing next week with a release the following week. I know that many of you are eagerly
    anticipating those new weapons so I’ll do my best to keep you abreast of their status.

    The delay thus far is a combination of changes to the original design spec to reflect some community concerns as well as the
    complexity of the design itself. There are quite a few changes to the basic state system for infantry to accommodate the way these
    weapons function. Adding the launcher and then having to load it each time is quite different from the way the other weapons work
    and those changes are going to require not only the new technology to make them function which is all but complete but also a
    serious amount of testing.

    Today also puts us 2 weeks into the development phase of v1.13 and 4 weeks from the beginning of testing for that release. Next week
    I’ll share more about what we expect to be part of that release. I’ve got some unanswered QA that I want to complete this week
    before moving on to the current batch of questions so I’ll be leaving last weeks thread active for those who want to contribute and
    I’ll try and catch up next week with an especially in depth QA, time permitting. So to conclude this week, here’s the read me from
    yesterday’s publish.

    =====================
    World War Two Online
    =====================
    02-12-04
    version 1.12.0.255

    ***********************************************************************
    *!!!IMPORTANT!!!* Update your Video Drivers

    The next several versions of WWIIOL will include new graphics technologies in the engine.
    Please be certain that your video drivers are up to date.
    ***********************************************************************

    VEHICLES:
    -Visible damage completed on 110c
    -Visible damage completed on 110c4
    -Visible damage completed on DB7
    -Visible damage completed on Havoc
    -Visible damage completed on Blenheim I
    -Visible damage completed on Blenheim IV
    -Visible damage completed on He-111
    -Added armor bulkheads to He-111
    -Added new bombsight to He-111 (Visit training.wwiionline.com for details)
    -Added HE to the load out of HurricaneIIC and SpitVB
    -Fixed canopy damage functionality on aircraft
    -Fixed bug where stuck and damaged canopies failed to produce drag
    -Fixed engine/prop relationship (sound) when prop damage is taken
    -Fixed bomb counter on He-111
    -Fixed multicrew error on He-111 nose turret (unable to rotate)
    -Fixed MGFF and MG151 mine rounds not fusing correctly and exploding before penetrating
    -Fixed Damaged component zero error in the Bf110c
    -Fixed Damaged component zero error in the BF110C4
    -Fixed tracer round not visible in Stuka tail gunner
    -Fixed bug with H75 cowl guns not having a sound
    -Corrected HUD display for DB7 from F200 to F100 (bomb type)
    -Adjusted roll rates and compression effects on SpitI to match historic values
    -Adjusted roll rates and compression effects on BF109F4 to match historic values
    -Adjusted roll rates and compression effects on BF109E3 to match historic values
    -Adjusted (increase) volume on Mac39 aircraft guns
    -Adjusted ROF of MACm39AIR which had too low a value
    -Adjusted bomb drag on F200
    -Adjusted fusing of 20mm HE rounds in aircraft load outs
    -Adjusted weight and muzzle velocity on aircraft 20mm AP and HE to correct minor issues (all rounds)
    -Adjusted fuel leak rates with respect to damage level
    -Adjusted fuel fire burn rates with respect to leaks and damage transfer
    -Adjusted engine damage model (aircraft only)
    Engines now damage more realistically, this will also shorten the run time of the engines when out of oil
    -Added code support so fuel fires burn out when they have consumed all available fuel
    -Improved drag effects on aircraft missing parts due to the new visible damage
    -Added waving flags to ships
    -Added door open/close sounds to Opel and Bedford
    -Increased speed for Bofors and Flak36 when pushed
    -Fixed shrapnel effectiveness on all AI controlled AA weapons (applies to HE rounds only)
    -Fixed shrapnel effectiveness on all player controlled AA weapons including on board ship AA weapons
    -Fixed shrapnel effectiveness on all aircraft 20mm HE, HEI, and MINE rounds
    -Fixed Laffly W15TCC trigger bug
    -Fixed "pogo-rebound" bug in PZIVD
    -Fixed S35 turret armor which had an error in it
    -Fixed some incorrect armour values on Panhard 178
    -Fixed Stug commander head poking through rear armor
    -Fixed dispersion on the Vickers coax and .50cal main gun
    -Fixed bug with the Stuart where the gun would disconnect from the turret when faced backwards
    -Fixed bug where you couldn't turn off Fairmile engines
    -Fixed positional bug related to HE ammo shrapnel (shrapnel will no longer be able to improperly penetrate these vehicles)

    Infantry:
    -Added third person infantry sound calls
    -Added the "need more ammo" emote as a text only animation (Lctrl + 5)
    -Added the Fusil Mas36 rifle for French rifleman and sapper (preparation for rifle grenades, replaces the Lebel)
    -Added new death animation for all states
    -Added specific death animation for prone and swimming states
    -Adjusted grenade effectiveness for all grenades (increased concussive damage at point of impact)
    -Fixed reload and chambering animations for Mas36
    -Fixed an LMG deployment bug with respect to riding a vehicle
    -Firing a weapon now cancels your capture operation correctly
    -Enabled 3rd person emote text (side filtered)


    TERRAIN:
    -Added waving flags for some capture buildings
    -Added waving flag sound first and third person
    -Added Dinant Builder's Bridge
    -Added new AI 3.5" gun placements at Naval Bases and RDP Factory towns
    -Added QF3.7 AI (British)
    -Added Mle32 AI (French)
    -Added Flak36 AI (German)
    -New AI 3.5" guns biased for aircraft and ship targeting
    -Added several bridges for the northern canal network (clipping in this area is a banable exploit)
    -Added 11 new CP's:

    Allied:
    Evrange
    Sierck-les-Bains
    Metzervisse
    Bouzonville
    Boulay
    Raville

    Axis:
    Trier
    Saarburg
    Zerf
    Losheim
    Merzig

    -Fixed several reported terrain issues regarding spawning and cultural object placement

    GLOBAL:
    -Updated German language files
    -Updates French language files
    -Updated Spanish language files
    -Added hourly map backups
    -Added HC icon for High Command tagged avatars
    -Fixed a color error in the Mac keymapper
    -Fixed a joystick mapping for truck vehicles with triggers error in the keymapper
    -Significantly upped the sensitivity of the vertical angle optimizer for the clutter culling
    -Fixed reported CTDs
    -Fixed a bug when a depot linked to an FB changed hands the FB would be restored to 100% health
    -Fixed an issue with non troopers getting RTB at depots
    -Changed the way we generate sortie IDs for scoring
    -Settings.exe will now change text to selected language when hitting apply

    Dana V. Baldwin
    a.k.a. "Gophur"
    Producer
    World War II Online

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