Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: SQUAT! on November 27, 2017, 05:55:35 AM

Title: 6 hours
Post by: SQUAT! on November 27, 2017, 05:55:35 AM
Is it just me ir is a 6 hour wait to switch countrys just to damn long? Considering the number of players its a bit harsh. Cant we get it down to 3 hours? Or dare i say 1?
Title: Re: 6 hours
Post by: Lusche on November 27, 2017, 06:23:02 AM
 :uhoh
Title: Re: 6 hours
Post by: FESS67 on November 27, 2017, 07:03:16 AM
I logged off about 4 hours before my usual time because the fights we had evaporated and became knight on bish.  Maybe I would have switched if here was a shorter lock out time.  IMO 3 sides combined with the size of the maps is probably a bigger issue than side switch times.
Title: Re: 6 hours
Post by: Max on November 27, 2017, 08:20:14 AM
It used to be a 12 hr wait. There were many casualties in the great side switch war of 2015  :devil 

Hitech pretty much nailed the coffin shut on the current 6 hr limitation.  :old:
Title: Re: 6 hours
Post by: DmonSlyr on November 27, 2017, 09:02:46 AM
Should seriously be 3 hours. Still runs with 24 hour time period. The fights can be completely different after 3 hours. 6 hours leaves very little room to switch if #s change, which they normally do.
Title: Re: 6 hours
Post by: Copprhed on November 27, 2017, 09:15:36 AM
Oh god, the Frankenwhiners are back.  The bishops, who are regularly 2 to one on both other sides combined should be forced to swap sides. The Rooks and the knights are not the problems.
Title: Re: 6 hours
Post by: Vraciu on November 27, 2017, 09:45:00 AM
Is it just me ir is a 6 hour wait to switch countrys just to damn long? Considering the number of players its a bit harsh. Cant we get it down to 3 hours? Or dare i say 1?

Too long.  But this has been beaten to a pulp.   :salute
Title: Re: 6 hours
Post by: Vraciu on November 27, 2017, 09:45:37 AM
I logged off about 4 hours before my usual time because the fights we had evaporated and became knight on bish.  Maybe I would have switched if here was a shorter lock out time.  IMO 3 sides combined with the size of the maps is probably a bigger issue than side switch times.

For now, yes. 
Title: Re: 6 hours
Post by: JunkyII on November 27, 2017, 11:54:11 AM
See Rule #4
Title: Re: 6 hours
Post by: Canspec on November 27, 2017, 12:35:41 PM
Is it just me ir is a 6 hour wait to switch countrys just to damn long? Considering the number of players its a bit harsh. Cant we get it down to 3 hours? Or dare i say 1?

This will not end well..... :uhoh
Title: Re: 6 hours
Post by: Gman on November 27, 2017, 12:43:40 PM
What I still don't understand is how one system is in place to, and I quote "nudge players to decide to switch sides" (this is ENY), while another is there to prevent them from doing so (switch time limit), when those "nudge" conditions change - which they do, wildly, on an hour to hour basis with under 300 players in the arena (this is generous, more like 200 most of the time).  Essentially what exists now is a "we want you to encourage side switching if "x" happens, but want to prevent it from happening more than once per playing session, even is the same "x" variable on team 2 or 3 happens again, which happened on team 1 to encourage the switch in the first place".  Still find this odd.
Title: Re: 6 hours
Post by: hitech on November 27, 2017, 12:46:33 PM
What I still don't understand is how one system is in place to, and I quote "nudge players to decide to switch sides" (this is ENY), while another is there to prevent them from doing so (switch time limit), when those "nudge" conditions change - which they do, wildly, on an hour to hour basis with under 300 players in the arena (this is generous, more like 200 most of the time).  Essentially what we have now is a "we want you to encourage side switching if "x" happens, but want to prevent it from happening more than once per playing session".  Weird.

Read up how shock absorber and springs work together.

HiTech
Title: Re: 6 hours
Post by: Gman on November 27, 2017, 12:47:18 PM
Okay, but does that shock and spring not change over different sized bumps?  And doesn't that shock/spring system fire more than once per driving session?  I get the analogy, what I don't understand is why the switch limit is in place when the exact same conditions can apply again after the player has switched to another team (ie that team now gains a lot of players % wise, but the player is now stuck).
Title: Re: 6 hours
Post by: hitech on November 27, 2017, 12:48:52 PM
Okay, but does that shock and spring not change over different sized bumps?  And doesn't that shock/spring system fire more than once per driving session?

Read some more. And think group not individual.

HiTech
Title: Re: 6 hours
Post by: Gman on November 27, 2017, 12:53:59 PM
I am looking at it from a team/group perspective I believe.  Again, if the conditions which encourage the switch in the first place (reduced numbers on one team), then exist again in an hour on the team 2 where the player switch to, why is he then prevented from accepting that "encouragement (eny)" a second time?  Are the conditions not the same as when he switched the first time?

This is specificallly what makes people log off IMO - they can switch to take advantage of ENY or finding a fight once, but then they are stuck there for the rest of the playing session, and when the same conditions that existed before exist, they can't react to them.

I also realize this always bakes down to "the numbers", which players don't have access to, and probably wouldn't understand even if we did.  It is what it is, obviously it isn't going to change at this point, but the reality is players DO log off after they've switched, and can't switch again, dozens have said so.  Maybe they aren't in the majority, but it is a fairly common frustration to those looking for fights, not a "team".
Title: Re: 6 hours
Post by: wil3ur on November 27, 2017, 12:58:35 PM
With the 12 hour rule in place to keep people from mass switching sides as a war nears its completion to collect free perks in effect, I really don't see why there should be any limit on switching sides.  There's something already available to prevent abuse, and judging by the vast numbers of people who refuse to play other chest pieces, really only effects the people who would actually change sides to help balance the game.

I can see having an hour or 30 minute cool down to prevent people from switching sides just to grief missions upping, but other than that, I see no real good reason why there should be anything preventing someone from switching sides.  It seems to me it caters more to the people who think there should be some "Loyalty" to the country and want the game to prevent "Defections" than actually preventing any sort of abuse or disruption of the game itself.

Perhaps lower it to 1 hour, but also make it so you cannot switch to a side with ENY in place.  So if there are 110 bish and only 40 knights and rooks, you can't switch to bish because they're already supersaturated...?

 :headscratch:
Title: Re: 6 hours
Post by: hitech on November 27, 2017, 12:58:51 PM
I am looking at it from a team/group perspective I believe.  Again, if the conditions which encourage the switch in the first place (reduced numbers on one team), then exist again in an hour on the team 2 where the player switch to, why is he then prevented from accepting that "encouragement (eny)" a second time?  Are the conditions not the same as when he switched the first time?

This is specificallly what makes people log off IMO - they can switch to take advantage of ENY or finding a fight once, but then they are stuck there for the rest of the playing session, and when the same conditions that existed before exist, they can't react to them/

1.
Because with out  a shock absorber the oscillation in side balance would be far worse.
2. A deterrent is needed to prevent people from changing sides at will to prevent other game play abuses.
3. In my view I should go back to the 24 hours. The goal is to never have ENY kick in by dampening out oscillation over time.

HiTech
Title: Re: 6 hours
Post by: Gman on November 27, 2017, 01:05:20 PM
It must be a difficult problem to solve - how do you encourage teamwork and squad based play, yet at the same time try and balance a 3 side game in terms of numbers, all while not frustrating the individual players looking for action, the vocal minority among us who continue to whine about this subject.    :)
Title: Re: 6 hours
Post by: Mister Fork on November 27, 2017, 01:05:55 PM
Maybe Hitech the time limit on switching sides should be lifted if someone wants to switch to a side where they're currently underwater from a numbers perspective.  I.e. Bish is at 120, Knights at 140, and Rooks at 80 - and the ENY is in play for Knights, if anyone wants to switch to Rook, the time limit is lifted to switch to a low numbers side?
Title: Re: 6 hours
Post by: hitech on November 27, 2017, 01:10:14 PM
Maybe Hitech the time limit on switching sides should be lifted if someone wants to switch to a side where they're currently underwater from a numbers perspective.  I.e. Bish is at 120, Knights at 140, and Rooks at 80 - and the ENY is in play for Knights, if anyone wants to switch to Rook, the time limit is lifted to switch to a low numbers side?

Think long how this could be abused, I have said why at least 5 times over the past years.

And now I'm done with this topic. Unless something entirely new is thought of which I highly doubt will happen.

HiTech
Title: Re: 6 hours
Post by: Gman on November 27, 2017, 01:13:53 PM
Quote
1.
Because with out  a shock absorber the oscillation in side balance would be far worse.
2. A deterrent is needed to prevent people from changing sides at will to prevent other game play abuses.
3. In my view I should go back to the 24 hours. The goal is to never have ENY kick in by dampening out oscillation over time.

I'm glad you've posted this.  Most players aren't rule breakers, so number 2 comes at a cost, and that's threads like this, and a percentage of players who play a certain way - the a2a only focused type players  IMO - will be frustrated by the reality of what the rules impose. 

Number 3, again, IMO these threads always bake down to "the numbers", and again, HTC is the only one that can really understand that data, and I do understand that a longer time period = less ripples in the pond.  Still, even to that there is a cost, isn't there?  Otherwise it'd be in place already I'd assume.

IMO considering how complicated a system it is to create rules for, the game has done very well in maintaining a balance, especially during peak hours.
Title: Re: 6 hours
Post by: Mister Fork on November 27, 2017, 01:13:55 PM
Think long how this could be abused, I have said why at least 5 times over the past years.

And now I'm done with this topic. Unless something entirely new is thought of which I highly doubt will happen.

HiTech
Agreed. Dead horse. Wish there was an easier way to deal with it.
Title: Re: 6 hours
Post by: 100Coogn on November 27, 2017, 01:14:13 PM
Make it 1 hour.
By the time a player has changed countries and played for an hour too many things have changed anyways.
Easy-Peasy

Coogan
Title: Re: 6 hours
Post by: DmonSlyr on November 27, 2017, 02:45:10 PM
I still think the 3 hour time is the best option. It would still limit spying. It would make it so players who want to play all day in a furball zone can switch if the fight and #s change. If I switch to a side with a good furball and action that I enjoy, I'd have 3 hours to fight with them. By then, anything could change.  Secondly, if I switch to the low #s side and or the good the furball side, and the tide changes 2 hours later to put me on the high #a side with the hoard now. I won't be able to switch to balance the fight or go fight somewhere else if there is no fight on my side. If I cannot switch and there is no fight on my side, I'll probably just log off. Now I could go fly 15 minutes to a base to hopefully get some rollers, but that is hit or miss, especially if they #s are low. I truely think 6 hours time switch does get more people to log off rather than be able to switch to the site that has the best fights. If they switch and the tides change. There is literally nothing they can do...
Title: Re: 6 hours
Post by: Wiley on November 27, 2017, 03:15:05 PM
Think long how this could be abused, I have said why at least 5 times over the past years.

And now I'm done with this topic. Unless something entirely new is thought of which I highly doubt will happen.

HiTech

Kind of out there, but I don't think I've heard it suggested before.

What if you had the option to switch sides as a "limited participant" on the side you've switched to?  If you choose to have this enabled, after you switch for the first 6 hours you can only see enemy radar/bardar, you can't see/interact with CVs, or anything that would give you an edge if you were to switch back.  Only have the ability to launch from a base that's within 30 miles of a flashing friendly base.

Reduce the time to switch back to your home country for limited participants to something less.  Your "home" country where you'd have similar behavior to how it works now would basically be the last one you spent 6 hours on.

It wouldn't give you any more information than you could get from your side, and would give the guys who are bored and switching for a fight all the info and ability they need to find one.

Wiley.
Title: Re: 6 hours
Post by: G0ALY on November 27, 2017, 04:00:01 PM
While I switch countries pretty frequently, (When one team is seriously outnumbered I tend to jump to it.) Part of me would like to see that your country change request takes effect only when the current map resets.
Title: Re: 6 hours
Post by: CAV on November 27, 2017, 05:46:28 PM


24 hrs always worked in AW........

I played from 1992 to the day EA killed Airwarrior and never needed to play any other side than Bz..... just saying.

CAV
Title: Re: 6 hours
Post by: SQUAT! on November 27, 2017, 07:07:29 PM
Think long how this could be abused, I have said why at least 5 times over the past years.

And now I'm done with this topic. Unless something entirely new is thought of which I highly doubt will happen.

HiTech

it is still abused with a 6 hour wait. was with 12 and would be with 24. a time period is necessary with that i agree. just trying to understand why 6 hours when 3 is plenty. shorter wait would be more likely to help eny issues. a simple email or report would fix the abusers as it has in the past. but hey it's just my $15 a month. im sure customer service is a top priority with you  :salute
Title: Re: 6 hours
Post by: ONTOS on November 27, 2017, 07:22:49 PM
6 hour wait is a good wait. :aok
Title: Re: 6 hours
Post by: grizz441 on November 27, 2017, 10:33:52 PM
I always felt that 12 hours was the same as 24 hours because, it's rare to play for 12 hours straight. 6 hours would be the same as 24 hours for me if I ever came back. Log in at 6pm after work, decide to switch sides at 7pm and I can switch again at 1:00 am? Nope, I went to bed 2 hours before 1:00 am and won't log in again until 6pm the following day. At some point the number of hours between side switching is the same difference as "1 switch per day" for vast majority of players.
Title: Re: 6 hours
Post by: JunkyII on November 27, 2017, 11:07:50 PM
I always felt that 12 hours was the same as 24 hours because, it's rare to play for 12 hours straight. 6 hours would be the same as 24 hours for me if I ever came back. Log in at 6pm after work, decide to switch sides at 7pm and I can switch again at 1:00 am? Nope, I went to bed 2 hours before 1:00 am and won't log in again until 6pm the following day. At some point the number of hours between side switching is the same difference as "1 switch per day" for vast majority of players.
+1000000000 Good to see you still lurking around, would be fun to fight you again someday :salute
Title: Re: 6 hours
Post by: Delirium on November 28, 2017, 12:54:27 PM
I always felt that 12 hours was the same as 24 hours because, it's rare to play for 12 hours straight. 6 hours would be the same as 24 hours for me if I ever came back.

I agree.  Unless the time switch is 3 hours or less, it would make no difference to me if it was 6 hours or 24 hours.

Think long how this could be abused, I have said why at least 5 times over the past years.

And now I'm done with this topic. Unless something entirely new is thought of which I highly doubt will happen.

I hope you reconsider, I would be willing to be unable to use ord, troops, or GV supplies for 1-3 hours after changing countries. It would allow those looking for a fight to find one without terribly upsetting the balance.

I know I don't manage Aces High, nor have I ever owned a gaming company. However, it doesn't take an experienced coder to see the erosion of the population in here, is it not time to be more aggressive?

edit: Take a look in the scenario forum, I haven't seen this many maudlin individuals since the last funeral I attended.

http://bbs.hitechcreations.com/smf/index.php/topic,390546.0.html
Title: Re: 6 hours
Post by: hitech on November 28, 2017, 01:43:43 PM
I know I don't manage Aces High, nor have I ever owned a gaming company. However, it doesn't take an experienced coder to see the erosion of the population in here, is it not time to be more aggressive?

By your logic I should change back to 24 hours when because that is when we were growing the fastest.


HiTech
Title: Re: 6 hours
Post by: 8thJinx on November 28, 2017, 01:47:55 PM
Hitech, are you guys growing? Yipee!
Title: Re: 6 hours
Post by: Wiley on November 28, 2017, 01:49:46 PM
By your logic I should change back to 24 hours when because that is when we were growing the fastest.


HiTech

Grizz kind of nailed it.  More than about 3 hours is effectively 24 for a lot of people.

Wiley.
Title: Re: 6 hours
Post by: Lazerr on November 28, 2017, 01:55:47 PM
It is a fact that folks on a country without a fight log off.  A lot of us will switch to find action... some wont.  Usually these two groups of people have a different definition of "action".

If you cant find fun, being because of a three country system, or long switch time.. you log out.
Title: Re: 6 hours
Post by: bustr on November 28, 2017, 02:33:56 PM
I'm hoping 8thJinx will complete his terrain and it gets accepted by Hitech so I'm not alone here trying to figure out this small population generation of the game. I "think" up to a point I addressed the low population times "getting at each other" by ditching the older paradigm of trying to make realistic looking land blocks from a 50,000ft perspective and stuffing 3 countries into that willy-nilly. Oceania is better at that than BowlMA, and so I continue to learn with each offering. A formula is reveling itself but, it takes time building the next terrain with the next generation results gleaned from the current new terrain. BowlMA is a departure from all the AH2 formulas, most things worked on it and many didn't work how I assumed they would. The not working how I assumed they would provided a wealth of practical info on the current player paradigm, about half of it was surprisingly old school AH in how the community played with the environment.   

If Hitech didn't want three sides, he could have solved all of this with two sides and all the evils that will go with it. With three sides, the closer you get to switching sides at will, you reach the same evils that two sides creates. Convincing Hitech to reduce side switching to benefit finding fights at will is no different than convincing him to change the game to two sides.

The argument of your play time window is only 2 hours so a 3 or 6 hour change does you no good for that evening is "an indirect" to really wanting a switch time so short that it may as well be change at will. Ultimately change at will is the only thing that will satisfy Lazerr and other mostly ACM and furball type players. But then, the argument would end with Hitech's one word answer: No.     
Title: Re: 6 hours
Post by: Bushmills on November 28, 2017, 02:38:32 PM
Hitech, are you guys growing? Yipee!

Nope, but they are dampening and oscillating  :old:
Title: Re: 6 hours
Post by: Delirium on November 28, 2017, 03:06:04 PM
By your logic I should change back to 24 hours when because that is when we were growing the fastest.

I said to be more aggressive with sweeping changes and not continue the status quo. As much as us old farts want the return of the old days, they are long gone. You need to start appealing to the younger generation that does not want to wait for anything. Us old timers can indoctrinate them after they are customers, but we need to attract them into the doors first.

It is your company, so take my advice as you will. I was really hoping to return to AH early next year to a vibrant community. I am anticipating I will not get ny Christmas wish and it saddens me.
Title: Re: 6 hours
Post by: wil3ur on November 28, 2017, 03:16:26 PM
For me, it's usually not an issue because Rooks are the low number team.  What sucks is when you look across the map and see 5 sectors of full dar, and not a single flashing base or darbar on your side of the map.  Fly over bases for an hour trying to drum up a fight, but no one comes up.   So you switch sides to the low number of the two fighting sides, only to watch those fights dry up and the horde move onto the easy front where no one is fighting for a quick base take.  I'm now stuck for hours more flying over bases where people refuse to up, or I log off...

Actually, I just log off.

Now there's one less player in the arena, making it look even less attractive -- times this by however many other people just say screw it and go do something else because they can't find a fight, and you end up with the numbers we see...  80 players, 40 of which are on one side rolling bases complaining about ENY and not being able to fly D-Ponies AND horde everyone, and 20 players on the remaining two sides trying to find a fight which dissipates before it ever gets started because the main driving force isn't trying to have any sort of fight, it wants quick base takes and a quick maproll for quick perkies to buy planes they can't fly because of ENY restrictions...

How about this -- We make a Co-op arena where the hordelings can all be on one side and fight severely limited skill and number AI pilots and they can roll bases unopposed as if they were playing offline, but they can do it with their friends so they feel special.  It seems to be the direction the game has been headed.
Title: Re: 6 hours
Post by: hitech on November 28, 2017, 03:19:07 PM
but we need to attract them into the doors first.

Take a guess how many people have been attracted in the doors in the Last 100 days?

HiTech
Title: Re: 6 hours
Post by: 8thJinx on November 28, 2017, 03:22:33 PM
Take a guess how many people have been attracted in the doors in the Last 100 days?

HiTech

1,000?  Smiley face for "more", no response for "fewer.

 
Title: Re: 6 hours
Post by: JunkyII on November 28, 2017, 03:24:02 PM
Take a guess how many people have been attracted in the doors in the Last 100 days?

HiTech
2 weekers a few thousand with steam and a few hundred subscriptions
Title: Re: 6 hours
Post by: Wiley on November 28, 2017, 03:28:11 PM
Take a guess how many people have been attracted in the doors in the Last 100 days?

HiTech

Optimistically I'm going to go with around 5,000 2 weekers, around 200 subs.

Wiley.
Title: Re: 6 hours
Post by: 8thJinx on November 28, 2017, 03:35:30 PM
I'm hoping 8thJinx will complete his terrain and it gets accepted by Hitech so I'm not alone here trying to figure out this small population generation of the game.   

I prolly won't have it done for a while.  Very busy with work.  I'll try to bang it out by Christmas, but no promises.
Title: Re: 6 hours
Post by: NatCigg on November 28, 2017, 04:11:14 PM
three hours sounds good to me, I dont have the time to sabotage and spies over 3 hours.

For a more factual basis of deciding time please consider,

How long does the average player play?
How long can game mechanics be affected by side flippers?

HTC has has a good idea about these two questions. APT is a coveted stat.  Game mechanics is limited to around two hours, scrap cv positions.  CV positions can take hours to move across the map, that intel would be most valuable to a side flipper.  Trolling a fight or mission should be punishable by death, I think this is where the multihour limit has its value, and for the trolls 12 hours is a good time.  :devil  :bolt:

 :salute
Title: Re: 6 hours
Post by: bustr on November 28, 2017, 04:38:26 PM
Hitech,

So far are you seeing any problems with airfields 13 miles apart?

Quick side switching can be somewhat emulated by shortening the distance between airfields. The downsides are obvious if the attackers have superior numbers so the defenders can never put up a good fight. It's intoxicating in this game because one of the ultimate goals of the masses on all three sides is capping a field while harvesting easy kills. To a new generation of players used to quick action, it would be quick action regardless of the quality. That quality is complained about as much as ENY, hoards, and not being able to switch at will.

Closer airfields are working so far and from a short attention span centrist perspective visa direct observation with BowlMA and Oceania. So I've expanded the 13 mile separation again in a targeted but, limited conservative application to all three countries with my new project. It's easy for the community to demand change and any kind of change that they can throw out ASAP, damnd the consiquences. The only way to test change with a community is over time in baby steps. Shortening distances between airfields without killing game play is not easy because even a 10x10 terrain takes time. Still the months it takes to produce one is just about the proof of concept time it takes to observe the community and the change for results with a previous project. 

Inside the yellow circle are 6 fields, two are 13 miles apart, the rest are 19 miles from the next feild in the circle. I believe no GV spawns or only spawns into one of the 19 mile feilds for each country will repeat the success with close airfields and no GV spawns that has worked on my past two terrains. Putting the map room next to the tower will help keep them from being captured too fast other than late at night. Once again this terrain will last maybe 3 days but, lasting longer would mean a lack of activity or an interest in general. I suspect short attention spans need shorter term goals to stay interested. Then the same can be said for getting older and demanding things get to the meat of the issue ASAP versus all the meaningless rules and regulations that put you to sleep.

If anyone is confused, color coding is elevation topo bands from 5k down to the water. Those long elevated tan blocks of land are the building blocks of the wall mountain range to a rift valley. I'm carving the terrain while limiting myself to a topographical blueprint. Map design is as much to blame right now as low numbers. I find it easier to build a solution than waste my time attacking Hitech, he has gotten good at saying No.......

(https://s20.postimg.org/fyjejsest/medtst81.jpg)   
Title: Re: 6 hours
Post by: Delirium on November 29, 2017, 09:16:19 AM
Take a guess how many people have been attracted in the doors in the Last 100 days?

I'm guessing it is very similar to a job opening where less than 10% stay past 3-6 months. The lower number that stay will eventually acculturate themselves to the community and eventually give back to the community, or at least be added presence to the game itself.

It is the larger percentage that do not stay that I am focused upon. The desire for instant action is growing, as evidenced by the countless games that offer a 24 hour sandbox in a limited environment. I feel lowering the side switch would help alleviate some of the frustrations. It would upset some of the more paranoid members of this community, and their reaction would likely be have to factored into the equation.

I've been a part of Aces High (online flight sims as well) for more than 20 years. While I am seeing the massive influx of WWII genre games over the past few years, none of them has the scope that Aces High delivers. Please, Hitech, don't take our criticisms personally. You have invested more into this game than anyone else on the planet. However, we have invested time into the game as well, and I feel our passion filled pleas are proof positive we genuinely care about the future of Aces High.
Title: Re: 6 hours
Post by: Vraciu on November 29, 2017, 09:18:39 AM
Well, anecdotally speaking, I've seen people walk in the doors here and walk right back out after two weeks to WT where they still are. 

I don't get it. 
Title: Re: 6 hours
Post by: Max on November 29, 2017, 09:19:52 AM
Take a guess how many people have been attracted in the doors in the Last 100 days?

HiTech

2208
Title: Re: 6 hours
Post by: Vraciu on November 29, 2017, 09:48:05 AM
2208

At 0:13...

https://youtu.be/8lAJZMF830s?t=13s

Title: Re: 6 hours
Post by: hitech on November 29, 2017, 10:21:00 AM
I'm guessing it is very similar to a job opening where less than 10% stay past 3-6 months. The lower number that stay will eventually acculturate themselves to the community and eventually give back to the community, or at least be added presence to the game itself.

It is the larger percentage that do not stay that I am focused upon. The desire for instant action is growing, as evidenced by the countless games that offer a 24 hour sandbox in a limited environment. I feel lowering the side switch would help alleviate some of the frustrations. It would upset some of the more paranoid members of this community, and their reaction would likely be have to factored into the equation.

I've been a part of Aces High (online flight sims as well) for more than 20 years. While I am seeing the massive influx of WWII genre games over the past few years, none of them has the scope that Aces High delivers. Please, Hitech, don't take our criticisms personally. You have invested more into this game than anyone else on the planet. However, we have invested time into the game as well, and I feel our passion filled pleas are proof positive we genuinely care about the future of Aces High.

Don't mean to jump on ya but on this rare occasion I want to point out how mistaken almost all people on this board are about the dynamics of AH.

In the last 100 days aprox 40,000 people have installed Aces High, 20,000 new people have created accounts and entered an arena. Of the people entering the arena 65% are gone and do never reenter by the 10 minute mark of being in the arena. 75% are gone after 30 Minutes.

So when some one makes a claim that changing to 3 hours will have a measurable impact on attracting new subscribers it makes me  :rolleyes:

Don't begin to think I don't that I ignore the issues.
The release a few weeks ago was a huge change to how the mouse system works, in an attempt to improve the 75% leaving before 30 minutes of play.

So were the new training video systems. Also not only about 15% of people who try AH have Joy Sticks. Right now Aces Highs biggest issues is conversion rates of players trying the game to players subscribing. For some reason I am not setting the hook quickly enough that a player is having fun when first trying the game.

We used to run between a 10 to 12% conversion rate from entering an arena to subscriber. My goal currently is to substantially raise my current conversion rate which is around 1%. And I do not think the driving forces of that conversions are things like how long between country changes.

My next attempt is to try get free Match play populated. I am doing so by creating tournament structures. With prizes in the future.

HiTech


Title: Re: 6 hours
Post by: Vraciu on November 29, 2017, 10:32:16 AM
What about on-screen prompts that overlay the clipboard and cockpit. 

Click here to select a vehicle ----->

*Click*
__

Scroll here to choose a Vehicle Type ----->

*Click*
__

Press a square to launch -----> E W

*Click*
__

For full throttle press (9) or use your slider. 

[ ] Do not show these messages again
--


I've seen other games, apps, websites, etc. do that.   Maybe folks are just lost. 
Title: Re: 6 hours
Post by: Delirium on November 29, 2017, 10:33:38 AM
We used to run between a 10 to 12% conversion rate from entering an arena to subscriber. My goal currently is to substantially raise my current conversion rate which is around 1%. And I do not think the driving forces of that conversions are things like how long between country changes.

My next attempt is to try get free Match play populated. I am doing so by creating tournament structures. With prizes in the future.

Any attempt to grant the newer players instant action I feel will raise the conversion rate. You aren't dealing with the population that grew up (or aged with) Airwarrior or Warbirds, you're dealing with the younger generation that does not like to wait, or read a manual before diving in.

Have you considered adding a mission to play when the game first runs? It could be like a training flight that allows the new user to get used to the controls with voice narration. Something that puts them right into the cockpit immediately, with autopilot control. After reviewing the basic set up and controls, the new pilot would be encouraged to take control of the plane against AI enemies. Of course, the ability to go straight to the Main Arena would be available for the new pilot as well but I think starting in a fighter would help draw them in, rather than starting at the clipboard and tower.
Title: Re: 6 hours
Post by: Vraciu on November 29, 2017, 10:36:22 AM
Easier Drones in an arena that's free might hook people, too.   The current drones are too tough for new players if they were used.

"The Japanese are attacking the field.  Get in your P-40 and defend!"
Title: Re: 6 hours
Post by: Mongoose on November 29, 2017, 11:05:06 AM
In the last 100 days aprox 40,000 people have installed Aces High, 20,000 new people have created accounts and entered an arena. Of the people entering the arena 65% are gone and do never reenter by the 10 minute mark of being in the arena. 75% are gone after 30 Minutes.

Wow.   Just, wow.    :eek:

This first idea that pops into my head is for squad leaders to make sure that squad members are welcoming new players and helping them out.  I know a lot of squads are doing that already, thanks to those who are.

I have another idea percolating, which I will post in the Wishlist forum.
Title: Re: 6 hours
Post by: Wiley on November 29, 2017, 11:29:28 AM
20,000 installs, 1% conversion rate, so around 200 new subs.  I get partial credit! ;)

Interesting numbers.

Also interesting that 20,000 people can rotate through fast enough players don't even register seeing them.

Wiley.
Title: Re: 6 hours
Post by: 8thJinx on November 29, 2017, 11:48:01 AM
I will do whatever is humanly possible to get new folks to stay.
Title: Re: 6 hours
Post by: Lazerr on November 29, 2017, 12:03:20 PM
I would think some form of free play involving the MA would be the best way to attempt growing the player base.  Hang something in front of them while they get there feet wet.

Right now at two weeks.. they dont even know what they are missing before the trial ends.  Some folks are lucky to log into any game once a week.

Im going to mess with default mouse settings this weekend to see if i can suggest any ways of making it easier.

It sounds like most of the new guys downloading the game dont even have gear.  I think making life as easy as possible for them should be a priority.

The last mouse control change was a huge step in the right direction.

Time switch and ENY might not be as big of an issue when numbers swell a little.
Title: Re: 6 hours
Post by: JunkyII on November 29, 2017, 12:23:39 PM
Seems the problem is setting up the game (UI) and then getting into action?

HiTech...why are the defaults that a controller(joystick) have so far off from what would actually make sense for playing. Example when I first setup my new computer with my CH combat stick the hat switch was all off...Im sure most use there's the same as me with the hat being their views but the default has the views all sorts of backwards.

Is there anyway to get some players controller layouts for different sticks/controllers and make better defaults so players can get into action faster?
Title: Re: 6 hours
Post by: hitech on November 29, 2017, 12:38:46 PM
Seems the problem is setting up the game (UI) and then getting into action?

HiTech...why are the defaults that a controller(joystick) have so far off from what would actually make sense for playing. Example when I first setup my new computer with my CH combat stick the hat switch was all off...Im sure most use there's the same as me with the hat being their views but the default has the views all sorts of backwards.

Is there anyway to get some players controller layouts for different sticks/controllers and make better defaults so players can get into action faster?
First you seem to miss that only 15% have joy sticks?

But on the Joy stick thing, any stick can have a unique default. To solve that I have been archiving all stick configs on our servers, I just need to go threw them to select the ones to ship with AH as defaults.

HiTech
Title: Re: 6 hours
Post by: Vraciu on November 29, 2017, 01:37:43 PM
I would think some form of free play involving the MA would be the best way to attempt growing the player base.  Hang something in front of them while they get there feet wet.

Right now at two weeks.. they dont even know what they are missing before the trial ends.  Some folks are lucky to log into any game once a week.

Im going to mess with default mouse settings this weekend to see if i can suggest any ways of making it easier.

It sounds like most of the new guys downloading the game dont even have gear.  I think making life as easy as possible for them should be a priority.

The last mouse control change was a huge step in the right direction.

Time switch and ENY might not be as big of an issue when numbers swell a little.

Yep.  But if you can't even keep them around for fifteen MINUTES then something else needs tweaking. 

It's good to see that much volume though. 
Title: Re: 6 hours
Post by: Lazerr on November 29, 2017, 01:52:28 PM
I wouldnt stay for 15 minutes if my mouse didnt properly operate in a simple way in the game, and that was/is my flight control.

As said in a few other posts.. mouse controls have recently changed, maybe some fine tuning is all that is needed.  He did mention 15% of the recent accounts didnt have flight gear.

I going to create a cult of mouse rolling p38 dweebs.
Title: Re: 6 hours
Post by: hitech on November 29, 2017, 01:54:56 PM
I wouldnt stay for 15 minutes if my mouse didnt properly operate in a simple way in the game, and that was/is my flight control.

As said in a few other posts.. mouse controls have recently changed, maybe some fine tuning is all that is needed.  He did mention 15% of the recent accounts didnt have flight gear.

I going to create a cult of mouse rolling p38 dweebs.

You have it backwards ONLY 15% have Joy sticks 85% only have a mouse to fly with.

HiTech
Title: Re: 6 hours
Post by: Lazerr on November 29, 2017, 01:58:27 PM
Whoops that was how I had it in my head.. came out wrong in type..

Any information about xbox type controllers? (Not even sure if they are supported here)

Title: Re: 6 hours
Post by: hitech on November 29, 2017, 02:09:00 PM
Whoops that was how I had it in my head.. came out wrong in type..

Any information about xbox type controllers? (Not even sure if they are supported here)

They are supported, I had looked but forgot what % they are but they are included in the 15%.

HiTech
Title: Re: 6 hours
Post by: JunkyII on November 29, 2017, 02:17:39 PM
Of the previously mentioned 15% with joysticks...what is the percentage of people who stay from that number compared to the people who stay that don't have joysticks. That 3000 seems like the crowd to be chasing because the fact they have invested into flight simulator controllers wouldn't that mean they are more willing to invest in a subscription to a good MMO flight simulator.

Gaming industry numbers are complex as hell and very jnteresting.
Title: Re: 6 hours
Post by: bustr on November 29, 2017, 03:36:13 PM
I once setup my mouse to see what Lazerr goes through to play the game. My hat off to him for a unique skill mastery. Lazerr aside as a unique exception, is this game without more than a casual interest to see what it looks like, really compatible to a mouse letting you achieve enough satisfaction in 30 minutes to stay with it?

Or does it need something akin to stall limiter combined with aerial training wheels so mouse mode turns the game into an arcade experience like WT? Still, the competitors have beautiful terrains which are not appreciated as much as expected benchmarks to help keep their customers attention.
Title: Re: 6 hours
Post by: hitech on November 29, 2017, 03:40:09 PM
I once setup my mouse to see what Lazerr goes through to play the game. My hat off to him for a unique skill mastery. Lazerr aside as a unique exception, is this game without more than a casual interest to see what it looks like, really compatible to a mouse letting you achieve enough satisfaction in 30 minutes to stay with it?

Or does it need something akin to stall limiter combined with aerial training wheels so mouse mode turns the game into an arcade experience like WT? Still, the competitors have beautiful terrains which are not appreciated as much as expected benchmarks to help keep their customers attention.

Unplug your joy sticks and try once again, with the addition of mouse rudder on the ground, take off is fairly simple.

HiTech
Title: Re: 6 hours
Post by: bustr on November 29, 2017, 04:08:38 PM
Unplug your joy sticks and try once again, with the addition of mouse rudder on the ground, take off is fairly simple.

HiTech

I'm confused, "mouse rudder"?

When I test flying like Lazerr, I used the keyboard for rudder.
Title: Re: 6 hours
Post by: hitech on November 29, 2017, 04:18:44 PM
I'm confused, "mouse rudder"?

When I test flying like Lazerr, I used the keyboard for rudder.

When taking off, you move the mouse left and right for rudder, once in the air the key board controls rudder.

HiTech
Title: Re: 6 hours
Post by: Delirium on November 29, 2017, 04:25:16 PM
Stupid question, how do you know how many people use a mouse versus a joystick?
Title: Re: 6 hours
Post by: BuckShot on November 29, 2017, 04:37:28 PM
You have it backwards ONLY 15% have Joy sticks 85% only have a mouse to fly with.

HiTech

15+ years ago, I found a flight stick in the swap area at the dump. The driver cd had fighter ace on it. I've always been a WW2 aircraft junkie but that dump find is how I got into war flying games...fighter ace on a flight stick driver cd.

Maybe HiTech could sell flight sticks like the Logitec 3d pro and include a ah3 and a month sub on the cd  along with the stick.

Another idea is to offer sticks at a reduced rate when they sign up for a month or 3...buy a year long sub, free stick!
Title: Re: 6 hours
Post by: Gman on November 29, 2017, 05:45:43 PM
Delirium - when you install the game it asks if it can survey your hardware IIRC, I imagine that's how  HTC gets its data on systems/sticks/etc.  Very important info to know about client machines and hardware too IMO, I always check it on my AH3 gaming system. 

40k installs.  That's insane - in a good way, I can see how switching from 6 to 3 to satisfy old style players seems like a pretty insignifigant issue when trying to figure out how to capture more of those new players.  10% of those = 4000 new accounts, AH3 would be back to the blue/orange first world problems.  I really hope it happens too, the new ideas sound good IMO, especially the contest and control stuff. 

I flew the game with the Vive controllers once, and the Rift gamepad/Xbox thingamajig - I detest control pads, but it did work pretty well IMO.  I'll have to mess with the mouse stuff again soon and see how it goes.  Lazer, you should build a video on how to fly well with a mouse, since you've refused every offer for a stick since I've known you, hah.
Title: Re: 6 hours
Post by: Lazerr on November 29, 2017, 06:06:11 PM
When taking off, you move the mouse left and right for rudder, once in the air the key board controls rudder.

HiTech

Pretty neat addition.  It will help the new guys using mouse a ton.
Title: Re: 6 hours
Post by: Delirium on November 29, 2017, 08:40:04 PM
Delirium - when you install the game it asks if it can survey your hardware IIRC, I imagine that's how  HTC gets its data on systems/sticks/etc.  Very important info to know about client machines and hardware too IMO, I always check it on my AH3 gaming system. 

I asked because if the training videos were control specific, it may help bridge the gap between neophyte and experienced bit easier. As comfort grows, so does the chance they will stay longer than two weeks.

"I see you are using a mouse. The default control are......"  while posting a graphic display in the training video that loads the first time the game is loaded.
Title: Re: 6 hours
Post by: 8thJinx on November 29, 2017, 09:54:54 PM
I'm trying to think back to my first week with the game.  I'm pretty sure I stuck to M-3's and M-4's for quite a white. (And I clearly remember my first real sortie in-game, I drove an M-3 to drop troops at a town, and couldn't get the door open, all the while Walleye was yelling at me "do you know what you're doing?! Can you hear me?!")

Forget about flying, I didn't have a joy stick at that point.  In fact I didn't fly in the game for a good 3 months.  I only flew in the offline terrain, trying to shoot down the drones.  And this is tough to admit, but I spent a good two weeks learning how to taxi out of the hangar, to the end of the runway, for take off!  I didn't even know there was an auto take off feature!

For me it was keyboard commands that had me the most flummoxed.  It took me forever to find a sheet of paper with commands, and never did I find a set of instructions.   

Title: 6 hours
Post by: Ciaphas on November 30, 2017, 12:01:05 AM
Why not just remove the third piece and just pit side A against B. Population wise it should stable out the “not enough players on Team X” scenario. It will also open the door for a more aggressive game style in opinion.


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Title: Re: 6 hours
Post by: Vraciu on November 30, 2017, 12:08:03 AM
Why not just remove the third piece and just pit side A against B. Population wise it should stable out the “not enough players on Team X” scenario. It will also open the door for a more aggressive game style in opinion.


Sent from my iPhone using Tapatalk

I agree.  But this is another one that's been thrashed into submission. 

 :bolt:
Title: Re: 6 hours
Post by: Ciaphas on November 30, 2017, 12:52:24 AM
It’s like any other open world, faction based game. Times change which means   the game model needs to change to accommodate the current game population. I get it that there are, in theory, a large volume of people that play this game but I also understand that the number of players at anyone time are like waves in the ocean. There are periods throughout the day where the attendance is high and other times it’s very low and spread out between two main factions with the smallest attendance being in the third faction (from my observations).  I also understand that HiTech will always have the final say with regards to this game but it’s easy to see where the adjustments should be made so that players can maximize their stick time as well as allow for newer cats to log on and find an abundance of knowledge from older sticks as they will be consolidated between two factions and not sparsely spread between three factions. HiTech could also adapt the third faction into an NPC type of roll as control points and requirements for war victory. This is just my opinion based on observation in the MA


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Title: Re: 6 hours
Post by: hitech on November 30, 2017, 08:15:24 AM
I asked because if the training videos were control specific, it may help bridge the gap between neophyte and experienced bit easier. As comfort grows, so does the chance they will stay longer than two weeks.

"I see you are using a mouse. The default control are......"  while posting a graphic display in the training video that loads the first time the game is loaded.

It all ready does have different videos for mouse vs joystick and plays the one the new person is using.

HiTech
Title: Re: 6 hours
Post by: Delirium on November 30, 2017, 08:32:05 AM
It all ready does have different videos for mouse vs joystick and plays the one the new person is using.

My apologies, I misspoke.

I meant to type that a training mission should be the first thing the see when the game was booted up. It should walk through the game, including THEIR control suite, communication, and some basic dogfighting techniques. That training mission needs to be that hook that improves the low retention.
Title: Re: 6 hours
Post by: NatCigg on November 30, 2017, 04:09:35 PM
its not that important to me.  A good manual would be nice, with accurate information.

If its fun Ill try to learn.

currently, its not that fun.  no mission, no war, no fun.  The lack of a accurate manual makes it worse. IMO.

 :salute
Title: Re: 6 hours
Post by: bustr on November 30, 2017, 05:37:23 PM
I very rarely see missions which is probably a symptom of who the players are today and why no war takes place.

The only suggestions I ever see to Hitech for changing this is to force everyone into roles and make them have a war. In the MA I see everyone waiting for someone else to start "something" that looks like people are following, so maybe a crowd will be there for long enough to blend in with the herd and just happen to get some kills. Once a bit of something gets started, it's a coin toss if it self generates and grows or, just as suddenly everyone is gone and you are one against a PO'd field of defenders. Even if there were numbers with the opening gambit, perception of the short term outcome dictates if there is a second or third wave.

I don't think most of todays players know how or want to have a war. They seem more oriented than I can remember on getting their fix in the given moment and just as quick to walk away if it dosen't happen. That may be a large factor to why the prime time window at it's best is only 2 hours. And then, suddenly the arena starts to empty out. If a squad is too good at spanking everyone in a sector, that fight drys up and blows away. If they are too good in dominating a base capture, same thing or more often suddenly the whole country shows up to fight 12 guys with 30-40 guys. And that squad's green guys who thought they were going to a vulch fest courtesy of that squads initiative, are gone.

Missions used to mean mostly NOE and a good chance of capturing the target which was worth the effort. Now no more NOE and missions have a good chance of being a one way waste of time feeding kills to the other guys versus in the NOE days missions meant getting kills for taking part. Who wants to join a mission to loose most of the time which is what FB missions eventually turned into? Even long range bomber missions can end up a bust depending on how many 163 show up. And even if radar got put back to AH1 standards for NOE, the new flashing shore batteries would limit where you could navigate your mission. 

It's like no one is willing to admit they want the MA turned into a short attention span gamers arena about 1 sector square. Where they can run around and shoot each other in the back and runaway if things don't make them feel warm and fuzzy. Our competitors arena would fit inside of one of our sectors. Most of the WoT tank arenas are about the size of our NDisles TT and small airfield object. Our MA arena is 10 to 20 times larger than the competitors and you see how NDisles and Oceania's TT islands quickly turn into a backshooting, vulching, HO-n-Runaway gamer fest. Just like Leroy Jenkins with wings......   
Title: 6 hours
Post by: Ciaphas on November 30, 2017, 05:47:51 PM
What’s stopping a member of the community from writing a manual?


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Title: Re: 6 hours
Post by: Lusche on November 30, 2017, 05:48:43 PM
What’s stopping a member of the community from writing a manual?

It's a lot of work.  :)
Title: 6 hours
Post by: Ciaphas on November 30, 2017, 05:50:10 PM
Well, there are a ton of players with the know how in many different areas, this burden could be shared by many and not just one, know what I mean?


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Title: 6 hours
Post by: Ciaphas on November 30, 2017, 05:54:06 PM
Even with my limited ability, I would be willing to write a manual on some bombing stuff, things that work for me and things that don’t work.


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Title: Re: 6 hours
Post by: 8thJinx on November 30, 2017, 09:42:25 PM
If we're going to do a manual, let's do it.  I used to write manuals for the heat exchanger and steam ejector industry.  I served on two committees, one for HEI and one for TEMA, and I know the drill.  It's basically divide and conquer, then roll it up, then one guy - one guy - edits it for uniformity in language, sentence, length, etc.  Then each member takes a copy and edits the first edit.  But it starts with a table of contents, then divide on conquer, etc etc.     

This is THE quickest way to do it, please trust me. 

I'm going to start a new thread with a first-pass table of contents, then we pick sections to do.  Since I write for a living (engineering reports, manuals, and fiction), I'll throw it out there that I'll volunteer to do the first edit.

This really shouldn't be that hard to do.

I'm going to start it now, look for a thread in about a half an hour.
Title: Re: 6 hours
Post by: Ciaphas on November 30, 2017, 09:46:33 PM
Count me in!


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Title: Re: 6 hours
Post by: pembquist on November 30, 2017, 11:26:22 PM
Match play could use drones. I know drones are in the mission arena or what ever it is called but that is not really an arena for the impatient. Match play holds out the prospect of instant action but doesn't really deliver because most of the time no one is there, the times that there is someone there they are often very good and ruthless. If I was exploring the game and only had a mouse I think entering the match play arena would very rarely be rewarding. Drones would mean instant action would be guarantied and that would attract real players and with enough real players the drones could go away, when the real players leave the drones would come back. I would say match play is potentially the best hook bait the game has but it needs tweeking.
Title: 6 hours
Post by: Ciaphas on November 30, 2017, 11:52:01 PM
So, to bring up a dead horse, correct me if I’m wrong but the lack of players is the driving issue of this thread, right? If that were not the case the 6 hour side swap restraint would be irrelevant.

So based on that info and the many constructive comments from the rest of you. I think that we can narrow down what needs to be fixed here.

How many of you remember the game planet side 1 and 2? That game was amazing but lacked any real numbers as far as players are concerned and the terrains were far to large for the numbers that were logged in at anyone time. That game still suffers from this and in my opinion, always will.

Reiterating what I said in a previous comment, dropping a faction (Rook), replacing that faction with an NPC faction that would be required for overall War Victory. You could even have drones fly tactical missions in opposition to the other two factions. This would make the player base consolidate between two factions instead of three and in my opinion make the game that much more exciting and challenging.

I am interested in your thoughts on this.




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Title: Re: 6 hours
Post by: Dundee on December 01, 2017, 04:58:13 AM
Is it just me ir is a 6 hour wait to switch countrys just to damn long? Considering the number of players its a bit harsh. Cant we get it down to 3 hours? Or dare i say 1?

Lets go back to the 12 hour wait and then the 6 hour won't seem all that long
Title: Re: 6 hours
Post by: Dundee on December 01, 2017, 01:19:05 PM
I am looking at it from a team/group perspective I believe.  Again, if the conditions which encourage the switch in the first place (reduced numbers on one team), then exist again in an hour on the team 2 where the player switch to, why is he then prevented from accepting that "encouragement (eny)" a second time?  Are the conditions not the same as when he switched the first time?

This is specificallly what makes people log off IMO - they can switch to take advantage of ENY or finding a fight once, but then they are stuck there for the rest of the playing session, and when the same conditions that existed before exist, they can't react to them.

I also realize this always bakes down to "the numbers", which players don't have access to, and probably wouldn't understand even if we did.  It is what it is, obviously it isn't going to change at this point, but the reality is players DO log off after they've switched, and can't switch again, dozens have said so.  Maybe they aren't in the majority, but it is a fairly common frustration to those looking for fights, not a "team".

they do more than find a fight..........take a screen shot and you have the course of most of the CV groups on the map, I think the wait time is there for a reason and you haven't looked into the down side of a shorter time.
Title: Re: 6 hours
Post by: Lazerr on December 01, 2017, 01:35:51 PM
they do more than find a fight..........take a screen shot and you have the course of most of the CV groups on the map, I think the wait time is there for a reason and you haven't looked into the down side of a shorter time.
  so instead of a cv sneak.. you have a huge battle for the field.  Are you opposed to combat and player vs player battles here or what?
Title: Re: 6 hours
Post by: wil3ur on December 01, 2017, 01:37:40 PM
I think CV's should have supply convoys that leave from their original port and track through the ocean so you can have actual recon and take out support ships which was a major historical part of WW2.  It would also allow you to track those pesky hidden CV's that people would rather hide than use for combat because the game mechanics make it an easy field to make uncapturable.   :headscratch:
Title: Re: 6 hours
Post by: Dundee on December 01, 2017, 01:51:04 PM
  so instead of a cv sneak.. you have a huge battle for the field.  Are you opposed to combat and player vs player battles here or what?

No what I was trying to point out is............you play on one country....before you log...you take a screen shot of the current map and you have the courses of the CV/BB groups and where they are headed..........It doesn't take a mental giant to fly those courses with bombers or scouts and find said battle groups or hidden CV's on the map... I think the wait time was well thought out and should stay the same.... there are several players that go back and forth...and it's not unusual to find them attacking CV's that have been parked way out of the way.... catch my drift. But like life the sins of the few impact the many
Title: Re: 6 hours
Post by: wil3ur on December 01, 2017, 01:58:39 PM
So your reason for not wanting side switch is because you're scared they will find CVs you would rather hide than use to promote combat.  Got it! :rofl
Title: Re: 6 hours
Post by: FESS67 on December 01, 2017, 02:01:37 PM
Last night the fight on our side of the map dried up.  I wanted to fight so I had to change sides and join the Bish I used my second account for that.  Had some good fights then that dried up, it had swung back to the Rook side.  I changed back to my main account and rejoined my original team.

Had I not had the second account I would have logged off.
Title: Re: 6 hours
Post by: JunkyII on December 01, 2017, 02:07:04 PM
No what I was trying to point out is............you play on one country....before you log...you take a screen shot of the current map and you have the courses of the CV/BB groups and where they are headed..........It doesn't take a mental giant to fly those courses with bombers or scouts and find said battle groups or hidden CV's on the map... I think the wait time was well thought out and should stay the same.... there are several players that go back and forth...and it's not unusual to find them attacking CV's that have been parked way out of the way.... catch my drift. But like life the sins of the few impact the many
Sounds like you are speaking from experience or perhaps your squads experience....

Obviously the win the war crowd is the reason we can't have a better side switch time but yea HTC only thinks about the furballers :rolleyes:
Title: Re: 6 hours
Post by: Dundee on December 01, 2017, 02:24:04 PM
Sounds like you are speaking from experience or perhaps your squads experience....

Obviously the win the war crowd is the reason we can't have a better side switch time but yea HTC only thinks about the furballers :rolleyes:

Junky our squad does not jump back and forth, we have in the past done tours for a month or two....but our members do not side switch like some players do daily
Title: Re: 6 hours
Post by: Devil 505 on December 01, 2017, 02:25:24 PM
Junky our squad does not jump back and forth, we have in the past done tours for a month or two....but out members do not side switch like some players do daily

You switch sides, but don't actually fight. Big fracking deal.
Title: Re: 6 hours
Post by: 8thJinx on December 01, 2017, 03:19:13 PM
I think CV's should have supply convoys that leave from their original port and track through the ocean so you can have actual recon and take out support ships which was a major historical part of WW2.  It would also allow you to track those pesky hidden CV's that people would rather hide than use for combat because the game mechanics make it an easy field to make uncapturable.   :headscratch:

That would be really cool.  Imagine stumbling on several oilers out in the middle of no where and strafing them.  To take it to the next level, imagine if the oceans were full of shipping to strafe or shoot at.  And achievements for tonnage sunk.  But I don't think that's possible coding wise.  Maybe it is.  Even if coding them to supply times wasn't possible, just having them to sink would be neat.  Good wish list item.
Title: Re: 6 hours
Post by: Dundee on December 01, 2017, 04:36:34 PM
You switch sides, but don't actually fight. Big fracking deal.

I did fight but you got you head so far up in the clouds.....opps we don't have to many of those ..... but you were never on the ground to see it, because that was your choice. Let meet up in some tank and I'll show you some fight. But then again your a legend in your own mind. 
Title: Re: 6 hours
Post by: bustr on December 01, 2017, 04:45:28 PM
If Hitech ever gives us back the AI local resupply for feilds and ports, he could replace the tug and barges with several Liberty ships. Maybe mount some AI guns on them or even have an AI escort destroyer to act as an ack barge and an extension of the port's manned guns so players can see those as a port hanger option. It would probably get abused with someone using land mode to cover the map room or picking off enemy GVs running around on the port. Probably why the trains never had manned gun positions or the trucks had a 50cal position to man for the ride to resupply a field.

You know how we spend all of our time destroying things. Maybe there is room for an inverse way to play this game. Hitech introduces duce and a half's that we can drive supplies with. Then have an alternate type of terrain which has all the citys and strats at 0% when it first comes up. Setup the city's with persistent spawns from the two other countries that they can set tanks in the city all night if they want. The responsibility of each country is to deliver supplies to depots in the city up to so much tonnage per depot to fire up the city auto rebuild of the city and strats. Yes Mable they will try to game it by dropping supplies from 10,000ft in a c47. Put a runway in the city and require c47's to land and kick out the supplies from a full stop like the Berlin airlift.

Then it's business as usual the rest of the time the terrain is up unless a city is reduced to 0%. Then if you want your strats to begin rebuilding again and everything else at a faster rate than happens with strats at 0%. That would be ords and supplies taking 180 minutes...... Run supplies to those depots which are indestructible, opposed to the rest of the city. After the depot tonnage is satisfied, you can keep running supplies to bring up the city to 100% if you want it up faster. Then get rid of running supplies to towns to dictate the outcome of those fights except to get the ack back up. Now you have a strategic reason for running supplies with enemies waiting to whack you that you will need friendlies with jabo or tanks hunting the enemy tanks. The origin field for your supply and defense efforts gets set to uncapturable but, is not a 163 field and gets an exemption for it's availability of supplies. Otherwise greifers would drop the supplies at that uncapturable feild all night on a timer like that old problem with the HQ. Probably need to run the persistent enemy GV spawn in from one of their uncapturable feilds to be fair. And the city can be located a bit more centrally in each country to facilitate all those activities. There are two squads I can think of who would spend the evening trying to hammer down two cities with bomber missions. And Lusche would hunt them in his 152.

Sure it would get boring until your country overall rebuild grinds to a halt. Buzzsaw shows us this will be very egalitarian in terms of accepting reduced global rebuild times and seeing a city like that as a game activity source to fight over not hidden in the backfield near the HQ. Late at night, it's something to go shoot up and have a certain amount of hiding in plain sight everyone wants to do these days. German tanks attacking or defending would be good tools for this especially once you got setup in a hide. Just a bit more dangerous than steal the sheep with worse consequences than getting jailed. And Buzzsaw has shown us that your country can ignore it's city and strats at 0% and still function to capture feilds and kill things if no one wants to bother. But, it will bite to leave it that way from the moment the map first comes up until whenever.

This would force a small arena kind of fight in each country as a persistent thing while not stopping the war winners from capturing feilds and the furballers have two places to check for combat. If a country didn't want to worry about the resupply depot runs after the initial opening of the map, just keep delivering a few boxes of supplies to keep the city above 0% whenever the strat runners take a shot at it or a few tanks kill some buildings.   
Title: Re: 6 hours
Post by: JunkyII on December 01, 2017, 06:39:12 PM
Junky our squad does not jump back and forth, we have in the past done tours for a month or two....but our members do not side switch like some players do daily
May be true....but the fact remains land grabbers are the ones who are going to abuse this....not the furballers who this would benefit the most.

But HTC only thinks about the furballers   :rolleyes:
Title: Re: 6 hours
Post by: wil3ur on December 01, 2017, 08:52:11 PM
May be true....but the fact remains land grabbers are the ones who are going to abuse this....not the furballers who this would benefit the most.

But HTC only thinks about the furballers   :rolleyes:

 :aok :rofl :neener: :ahand
Title: Re: 6 hours
Post by: dmdchief on December 01, 2017, 09:09:35 PM
May be true....but the fact remains land grabbers are the ones who are going to abuse this....not the furballers who this would benefit the most.

But HTC only thinks about the furballers   :rolleyes:

If you really knew Hitech you would know that is not true, he thinks of everybody and trys to make it so everybody has fun

salute
ab8aac/dmdchief
Title: Re: 6 hours
Post by: JunkyII on December 01, 2017, 11:38:36 PM
If you really knew Hitech you would know that is not true, he thinks of everybody and trys to make it so everybody has fun

salute
ab8aac/dmdchief
you misread my posts...very aware of this but the person I was quoting talked about the abuse of the side switch time and in the past he has said HTC only thinks about the furballers...pointing out his contradiction :aok