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We understand how this makes total sense from a consumer point of view, but it has now put us in the position to restore the prices as they were - which we said would be the case if required.īut this isn't all bad news. Unfortunately what we have seen is players jumping off of their higher-paying plans to the lower price point. We warned that this was a risk for us to do, but it was worth a shot. On our 20th anniversary, we made a commitment to reduce our price point in an effort to acquire more players for the game. Then we have our WWII Online: Chokepoint project which is creating the basis of WWII Online 2.0 infantry and new content. In addition, we are continuously developing WWII Online 1.0 and providing new features and fixes routinely - with 11 releases shipped and an all-new game server giving the best ever European ping times over this last year. Timeline to implementation not yet announced but we will keep you posted.Īs you know, Playnet/CRS is actively working to modernize WWII Online and bring it to modern-day standards. PS: An unofficial video from "RedCoat" sharing his observations about the news. We are 100% community supported and without you, we wouldn't be able to do this. We'd like to thank all of our subscribers for supporting WWII Online's continued development and helping to make things like this possible. We will provide a work-in-progress demonstration video "Soon" (September) for how this all works. We are very much looking forward to a strong reception and believe it will be the next major evolution of WWII Online that works to retain new players better and foster better gameplay for all.
#Ww2 online full#
SUMMARYOur quality assurance team is working aggressively to help the development team fine-tune the experience before it goes live, but the fact that we are in there testing and now with multiple clients simultaneously is very encouraging and we now have full validation that integrated voice communications will be a game changer in all of the positive ways we were hoping for upon drafting the concept. But the added benefit is, you can still use Discord for squad comms if you want (pilots or anyone)! Best of both worlds wrapped up into one. This works to keep your six clear of bogeys and get more people on target while cutting out all of the other dependencies of relying on which Discord radio channel am I connected to. Upon spawning in, you've got your typical gunfire and explosion SFX going on but now you can hear people talking around you - wait what!? That moment is surreal and mighty impressive, perhaps more impressive than the mission radio itself because again, with 3D Positional audio you can tell where it's coming from and gravitate towards that direction if you choose.įor Pilots, it's an incredible opportunity to talk to anyone who joins your mission and to have direct comms with them. You can also just listen in briefly to see what's going on and figure out what the urgent priority(ies) might be and make your own choice. We've asked questions like, "Hey I'm about to spawn in, what do you guys need?" Which is followed by the appropriate response.
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OBSERVATIONS SO FARIt takes only a little getting used to using the controls, but logging in and joining a mission, and starting to hear people talk is a huge improvement in the user interface from what has been a mostly lonely and uncertain experience for many (those not currently using Discord). So no worries guys, we're aiming to keep things game-focused. Of course, we will also have a way for you to disable IVC (though we don't advise it), and we will also allow you to mute other players you don't want to hear - and the Game Moderators will have a way to silence others who are causing disruptions. This means you don't have to be on the same mission to talk to someone next to you.Įach channel will have a certain key for you to use which will be something you can modify in your keymapper should you choose.
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In addition to mission radio, every player will be able to speak to other players on their side when they are close to each other (within 25-40 meters) by using the local 3D positional proximity chat system. This will not be distance-limited, so pilots for example can communicate with each other on the same mission all across the game world. HOW WILL IT WORK?Players will have access to a Mission Radio channel where they can communicate with anyone who is currently on their mission regardless if they are spawned in or at the mission briefing screen.
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