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Thread: What changed?

  1. #1

    What changed?

    So, put this aside for like 3 weeks, and now, having a holiday, found I cannot play the game (no one around to play with, not even 6 or 10 guys on one server). Tried about 4 hours ago, tried now also, still no go. What is this, a strike?
    Last edited by EneCtin; 04-30-2019 at 11:35 AM.

  2. #2
    Its like this now for probably 70% of the week. WoR desperately needs a gameplay overhaul.

    It is severely lacking across numerous facets of gameplay especially in the public game; from lack of organisational tools for regiments to no in-game performance recognition for players, no quality control with Company leadership and shallow game objectives.

    Regrettably, gameplay doesn’t seem to be a priority. Development is all about modelling and technical optimisation. In the 5 months since Steam release, there’s been one solitary gameplay change - the map endings (final push/last stand).

  3. #3
    Quote Originally Posted by Quaker View Post
    Its like this now for probably 70% of the week. WoR desperately needs a gameplay overhaul.

    It is severely lacking across numerous facets of gameplay especially in the public game; from lack of organisational tools for regiments to no in-game performance recognition for players, no quality control with Company leadership and shallow game objectives.

    Regrettably, gameplay doesn’t seem to be a priority. Development is all about modelling and technical optimisation. In the 5 months since Steam release, there’s been one solitary gameplay change - the map endings (final push/last stand).
    That is an incorrect statement. The map of Bolivar Heights Redoubt was added in January to finish the Harper's Ferry map pack and Picket Patrol game mode was also added since steam release... Also if you critically examine the forums, you would find that the dev team is hard at work trying to get artillery into the game and finish the South Mountain map pack so we can test it... Just saying...

  4. #4
    Sadly, I agree with Quaker that the focus on the foreseeable future seems to be focussed on shiny new toys, not gameplay. Infantry is the core of the game. If it is found lacking/limited/dull, adding paraphernalia will not help in the long run. 2c
    Last edited by EneCtin; 04-30-2019 at 04:03 PM.

  5. #5
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    Quote Originally Posted by Quaker View Post
    Development is all about modelling and technical optimisation. In the 5 months since Steam release, there’s been one solitary gameplay change - the map endings (final push/last stand).
    Well fuck me sideways, a small team chooses to work on software performance before anything else - colour me surprised. War of Rights ran like a brick on my system when it was first available, I'm now at a comfortable (and consistent) 50 FPS. The same improvements have also been made to the servers, they're pretty stable these days (mostly!). I have a lingering suspicion that if these technical improvements weren't made and instead CG chose to deliver the alternative, you would be here writing for the opposite.

    Given that artillery is now on the way, that segmented reloading was recently introduced, and that large alterations are now being made to both static and flag spawning, I think it's safe to bet that the team now have some leeway to comfortably work on gameplay systems. Gameplay objectives have been acknowledged by one of the team members recently as something that will be attended to soon, something something multiple objectives.

  6. #6
    have you tried attending Sunday or Monday events? Huge turnouts and if your not with a organized unit there is always a rollover server to pop into. I'm actually amazed with a team as small as CG that they can accomplish what they do. Great game!
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  7. #7

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    Quote Originally Posted by Leifr View Post
    Well fuck me sideways, ...
    Well that's definitely a unique approach. I always use "Well Fuck Me Running. …

  8. #8
    I see artillery as a distraction from the core of the game which should be infantry combat which also tends to require performance tweaks. That being said it seems like every time there is a momentary population dip it gets posted about it here or on Steam and gets related to something else that's missing. IDK what game you're playing but every day when I get off work there's at least 100 in a server without fail.
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  9. #9
    Quote Originally Posted by Poorlaggedman View Post
    I see artillery as a distraction from the core of the game which should be infantry combat which also tends to require performance tweaks. That being said it seems like every time there is a momentary population dip it gets posted about it here or on Steam and gets related to something else that's missing. IDK what game you're playing but every day when I get off work there's at least 100 in a server without fail.
    I must respectfully disagree with you PLM... Artillery is not a distraction, it was an intregal part of Civil War combat. Learning how to integrate combined arms to achieve an objective was important to success then and now. It is a highly requested feature in this game. Minimizing the artillery branch will only serve to alienate gamers who enjoy that aspect of the game. This game was never advertised as an Infantry game so why start that rhetoric now?

  10. #10
    Well it's Civil War Combat so that's a 90% infantry experience. 90% of the casualties are caused by infantry.

    I'm not saying they shouldn't put artillery in... but there should be players who operate as formations first. This sort of happens in specific circumstances presently.
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