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Warhammer 40K Dawn of War 2 multiplayer beta

I'm having trouble staying in control with my eldar after the patch. I'm thinking of switching commanders (right now I use warp spider) or trying out a different race.
 
Oh god, I just experienced some good old Venom Cannon abuse. That weapon is just insane right now. Best part is after losing our armies to it, my partner decided to abuse right back and proceeded to blow up their HQs with a couple of booby traps.

DoWII is a mess right now; I hope Relic does a good job of fixing things up for the day 0 patch. The game is a lot of fun regardless, and the 20 hours listed on steam playing this game seem to agree with me. :lol
 
ghst said:
yes it will. head over to gr.org and see how the community is on a knife edge. the content of the next patch will determine , to many, the direction relic wish to take the game in and whether they want to be a part of it.

they've now stated that they can turn a hotfix over "in minutes", yet the holy trinity of broken commanders (apoc, ht and kommando) continue to foul up and skew any kind of useful feedback the beta would otherwise be delivering.

like i said before, to veterans of the coh balance beta process, it's this kind of shit that was their number one concern going in to dawn of war 2 and relic needs to nip it in the bud.
GR.org is a shithouse. Even the better players there are fanboys and trolls, bar a few exceptions. Fuck, I beat Seacow in a 1vs1, he bitched me out when he lost, and then he posted a thread about how he was quitting CoH. :lol I think it might be the worst forum I've ever posted on.

Anyway, this game is seriously vexing me. It's so frustrating having a game that is fun to play, yet infuriating at the same time. And coming from CoH has my mind boggling even more.
I just can't understand why the resources work the way they do; Green Tooth Jungle is just glorified musical chairs. It's just not fun. I want to fuck some shit up, but I've got to spread my units out to capture the same goddamn points for the billionth time.

Man, there's so much raging I could do about this game. It can be a lot of fun, but after over twenty hours I'm getting bored. Micromanagement in this game is minimal, and just not that enjoyable. I just don't understand why the fucked so many things up that they got right in CoH, and didn't fix a lot of their major problems. It's hilarious that the Kommando bombs are broken after the eternity of raging about the British Commando's Demo. Charges in CoH.

Someone talk me into liking this, because I want to.
 
pjberri said:
GR.org is a shithouse. Even the better players there are fanboys and trolls, bar a few exceptions. Fuck, I beat Seacow in a 1vs1, he bitched me out when he lost, and then he posted a thread about how he was quitting CoH. :lol I think it might be the worst forum I've ever posted on.

haha, i remember that. i'd love to see the replay if you've still got it kicking around? and yeah, i'm not going to argue that gr is anything but a onerous majority rule hive, but there was definite positive incline in opinion towards the game building up to the patch, after the extremely rocky start.
 
Single player / co-op preview http://www.shacknews.com/featuredarticle.x?id=1076

Speaking of Diablo, the real hook in Dawn of War II's Space Marines campaign is its action-RPG flavor. Players will have control over a maximum of four squads during gameplay, with each squad being captained by a particular pre-defined character. These are all tough guys with different specialties--some are stealthy scouts, others bruisers with big guns. All can be leveled up with stat points and special abilities, equipped with weapons and armor, and outfitted with items.

The outfitting phase is made easy by a very attractive, user-friendly presentation. Statistic points--earned by leveling up in battle, or by accumulating residual experience out of battle--directly unlock new abilities. Weapons and armor--found on the battlefield or earned from completing missions--are slotted onto characters in World of Warcraft fashion. Co-op players will have the ability to choose their unit types, load out their squads and level up their commanders simultaneously.

These RPG elements do more for the campaign than I first expected. In my playthrough of several missions, I was more than eager to earn rewards and random weapon pick-ups for my captains. You grow attached to these commanders in the same way you would a character in any other well-executed action-RPG. You want to beat that next level; you want to outfit your dude with that two-handed skullcrusher.

:O
 
How is it possible for a company to make a game that is simultaneously completely awesome and totally horrible?

If it wasn't for the freaking slow matchmaking, crashes on load, crashes in game, and lag in game, multiplayer would be fantastic!

... assuming you got matched with equally skilled players

... and assuming people aren't abusing the bugs that have been around since they patched, but then did not hotfix

The game itself is awesome, but actually playing a lag free, crash free, evenly matched 3v3 is a mythical prospect
 
Morbid Angel said:


2372296958_51bcbf7b54_o.gif
 
Darklord said:
Does it run ok on older PC's? I haven't got my upgrade yet but I really want to play it.


How old is older?

C2D 2.2ghz / 3gb DDR 667mhz / 8800GT 512mb / Vista 32bit. Everything on Highest settings, 1680x1050, 40+ fps on average, drops to 25-30 during bigger firefights in the beta.

Of note, it runs much smoother than CoH with Opposing Fronts.
 
Victrix said:
How is it possible for a company to make a game that is simultaneously completely awesome and totally horrible?

If it wasn't for the freaking slow matchmaking, crashes on load, crashes in game, and lag in game, multiplayer would be fantastic!

... assuming you got matched with equally skilled players

... and assuming people aren't abusing the bugs that have been around since they patched, but then did not hotfix

The game itself is awesome, but actually playing a lag free, crash free, evenly matched 3v3 is a mythical prospect

Many of those issues should be fixed in first major patch. The MP experience will be much more consistent.
 
MicVlaD said:
So who's going to buy this when it's available?

I will probably wait for some single player impressions, but it will mostly depend how "good" the new patching process really is. The Beta really killed the hype for me. :(
 
i'll buy this when relic demonstrate that they have a clue when it comes to the two key elements of rts balance patching; frequency and moderation.
 
MicVlaD said:
So who's going to buy this when it's available?
Not I...after jizzing all over the promise of this game thread after thread, I really have not felt the urge to play it all that often since getting my hands on the beta. Guess I'll just wait till a price drop or have a friend pick it up for my birthday, but with Empire: TW, a CoH patch, and this Men of War I hear so much about on the horizon, this hasn't impressed me enought to warrant a release purchase.
 
The MP part is the main drawback for me, I have been playing the beta and the matchmaking system is completely borked for me. I really do hope that they fix that on the day 0 patch, the other bugs dont bother me, but out of 20 or so, attempted 3v3 games i have only been able to complete 3. The others always had somebody drop out and then the match crashes. I have not been impressed with the gfwl mp system (though im not sure what kind of mp system they are implementing). I just dont want to do some stupid ass port forward shit for a pc game, something i have to do for my xbox360 but ive never done before for a pc game.
 
FoxSpirit said:
Okay, HUGE update, read the blog-post here:
http://community.dawnofwar2.com/blogs/?p=510

If you rather just have the whole list, have fun, it's huge:
http://community.dawnofwar2.com/viewtopic.php?f=20&t=9771

Very nice stuff.
• Requisition resource rates are now reduced depending on game size.
• Requisition points now increase by +5 requisition every 20 seconds (up from 15), up to a maximum of +30 (down from 35).
• Fixed an issue with the Apothecary’s Heal ability that prevented it from properly healing infantry.
• Units in cover are too vulnerable to suppression. As a result, cover has been made more effective at dissipating suppression.
• Fixed a bug where the UI failed to update with Squad Leader upgrade if a previously purchased leader died while the squad was selected.
• Fixed matchmaking. TrueSkill™ rank should properly be updated in TeamBattle games, and stats should be more reliable when being recorded.
• Matchmaking now has a preference for lower pings.
• Reduced the frequency of checking Steam authentication - it was causing users who momentarily lost their connection to Steam to be ejected from a game in progress.
• Fixed a bug where replay speed would display incorrectly during game replays.
• Squad tabs in replays now show up when switching perspectives and always load the first two units when the replay starts.

I like.
 
FoxSpirit said:
Okay, HUGE update, read the blog-post here:
http://community.dawnofwar2.com/blogs/?p=510

If you rather just have the whole list, have fun, it's huge:
http://community.dawnofwar2.com/viewtopic.php?f=20&t=9771

Very nice stuff.
K, I'll take one for the team

===========================
Patch 1.1.0
===========================


Audio

• Fixed a bug where Tyranid units were not "speaking."
• Missing button audio added to Player Stats screen under Game History.
• Added a countdown sound to the post-game stats screen.

Visuals/Graphics

• Fixed a bug that caused invisible Tyrannoformation.
• Fixed a bug where walker units would shuffle their feet quickly when moving.
• Fixed visual bugs with burrowed units.
• Fixed visual problems on ATI X1800 series cards.
• Eldar web gate ambient effects now show upon spawning of the unit.
• Fixed a bug where FX didn't display on Geforce 6800 cards.


PvP Gameplay

• Added two new maps to PvP automatch rotation.
• Fixed a bug where ability effects were permanent on burrowed units.
• Fixed several population capacity bugs.
• Fixed problem with retreating to allied HQ when player's HQ is destroyed.
• Fixed attack ground to allow firing into the Fog of War.
• Prevented Waaagh/Zeal/Biomass/Psychic might "double dipping" when own units are killed by friendly fire, and remove reward for allied friendly fire.
• Prevented non-attacking commanders from getting a share of XP for incomplete construction.
• Added cool down timers to construction abilities.
• Prevented anti-suppression from being modified into the positive.
• Prevented area of effect suppression originating from target entities inside of buildings from spreading to units outside a building.
• Fixed a bug where units that had been completely replaced via reinforcement would lose their control groups.
• Removed Ravener tunnel impass to prevent several blocking exploits.
• Resource rates are now reduced depending on game size.
• Requisition points now increase by +5 requisition every 20 seconds (up from 15), up to a maximum of +30 (down from 35).

• Fixed an issue with grenades not harming the squad that throws them.
• Increased the suppression and damage on suppression weapons at distant range.
• Fixed an issue with the Apothecary's Heal ability that prevented it from properly healing infantry.

• Reduced damage of Kommando hero's Remote Bomb against HQ's.
• Kommando hero's Kaboom! now properly deals 500 damage to the Kommando, but does not kill him.
• Tyranid Warrior Adrenal Gland melee damage reduced to 52, from 60.
• Reduced firing rate of Hive Tyrant Venom Cannon to match the other versions. Damage reduced to 60, from 85. Area of effect damage modifier reduced at outermost radius to 0.3, from 0.4.

• Spore Mine blast radius increased to 10, from 8.
• Increased accuracy of small arms against Ripper Swarm to 0.3, from 0.2.
• Ripper Swarm cost increased to 240, from 200.


In-game HUD and UI fixes

• Fixed a bug where world text on a building would change colour to Red when garrisoned by an enemy even though it was hidden by Fog of War.
• Fixed a bug where the UI failed to update with Squad Leader upgrade if a previously purchased leader died while the squad was selected.
• Fixed a bug where parts of tech tree panel remained visible after destroying your base, and would overlap unit UI.
• Fixed a bug where the build queue would hang around in an inactive state until if the base was destroyed during unit construction.
• Fixed a bug where the Commander Wargear panel would disappear after destroying the base, even though it's still valid to build wargear.
• Fixed a bug where targeting reticules would reveal if a building in the FoW was occupied.
• Added support for Relic and Games Workshop employee Gamertags. Watch for our custom chapters online!
• Fixed a bug where Eldar webway gates would appear as Ravener tunnels on the minimap when you were using Tyranids, and Ravener tunnels would appear as webway gates when you were using Eldar.
• Simultaneously pressing shift and squad hotkey now allows for adding to current selection.
• Fixed visual bugs with the global build buttons.
• Changed ork abilities that have a per entity cost to properly display their cost in the ui (absed on the number of entities in the squad.)
• Fixed a bug with wargear button state switching.

Kicking Players

• Changed the kick-vote screen; removed the confirmation prompt, removed ability to abstain, added display of number of lag complaints.

AI Players

• Fixed AI Dreadnought combat vs buildings.
• CPU players now have a number associated with their names.
• The AI no longer considers unconscious hero a military target.

Ranking and Online Stats

• Fixed how Leaderboards are sorted.
• Fixed matchmaking. TrueSkill™ rank should properly be updated in TeamBattle games, and stats should be more reliable when being recorded.
• Fixed an issue where the leaderboard screen wasn't sorting data properly when using the friends filter.
• Fixed a problem where unit score doesn't reflect appropriately in the post-game score.

Custom Games

• Fixed an issue where games would not get cleared properly from the public games screen.
• Victory Point Control load screen tips will no longer show up if the Annihilate win condition is chosen.
• Fixed a bug where the Hero Select screen wasn't remembering the correct heroes when assigning players between multiple open slots.
• Rank point bar, level, and title are no longer displayed in the post game stats screen in unranked games.

Find a Game

• Added the ability to kick people from a party.
• Added countdown information to the hero selection screen.
• Fixed a bug where a player's visual MP rank unlocks were incorrectly displayed in the select hero screen.
• Fixed a bug where the rank in the party panel was always the Space Marines rank no matter what race was selected.
• Post Game advancement countdown no longer occurs unless the user is in a party.
• Matchmaking now has a preference for lower pings.
• Fixed a bug where it was possible for players with different data to end up matched together.

Localization

• Scaleform IME is now supported for Traditional Chinese.
• Fixed a bug where event updates were displayed in the host's language when viewing the events prior to the client joining the game session in the Event Log from the Battle Barge.
• Fixed a bug on Debriefing screen where French wasn't fitting in the available space.
• Polish Readme now displays in proper language.

Stability

• Fixed a rare multi-threading crash involving co-op synchronization.
• Fix for a crash that occured when you tried to cancel a base upgrade after the base had been destroyed.
• Many memory fragmentation improvements, which should alleviate a number of out of memory crashes.
• Fixed a bug where the game could crash after viewing a completed campaign, deleting it, and then backing out to the main menu.
• Settings that were invalid in the UI could still occur if set manually in configuration.lua, now the settings are validated in the same way as the options menu UI.
• Fixed a crash when client accepts Co-Op game invitation on Game List Screen.
• Fixed a bug where the game freezes on Main Menu when player signout from the Windows Live Profile on the confirmation message of Save and Exit to Window from the Battle Barge.
• Fixed a bug where the game crashed to desktop when a user clicked on Invite Friend after unplugging their LAN cable on delete a Campaign window.
• Fixed a crash that would occur when people ranked up to level 60.
• Fixed a multithreading crash in the UI on game exit.
• Reduced the frequency of checking Steam authentication - it was causing users who momentarily lost their connection to Steam to be ejected from a game in progress.
• Fixed a deadlock that could occur in low latency situations.

Achievements

• Fixed a bug where it was possible to grant achievements to players that hadn't rightfully earned them.


Campaign

• Added a "Squad Summary" screen to the mission debrief.
• Fixed a bug where the cursor disappeared after inviting a client to the game, and then declining the request once he accepts.
• Fixed a bug where the host loses his mouse after kicking a client during an NIS.
• Finishing the campaign no longer removes the save game from the final mission.
• Fixed an inverted badge on a piece of campaign wargear.
• Fixed a bug where global abilities replenished when the client dropped.

Army Painter

• Colours with high specular values will now have a more accurate swatch colour in the Army Painter.
• Fix issue with DLC badges being visible when they weren't supposed to be.

Replays

• Fixed a bug where replay speed would display incorrectly during game replays.
• Added a button on the replay widget to hide the UI.
• A message is now shown to notify the user that the replay has ended.
• Squad tabs in replays now show up when switching perspectives and always load the first two units when the replay starts.
• Upgrade button panel now doesn't show up in replays
• Hitting continue after exiting from a replay now takes you back to the Game History screen.
• Created units in replay now use the correct team colour badge that the player started with

Front End

• Added a News Tab to the title screen
• Updated the Post-game stats screen
• Fixed incorrect icon in Jump load screen tip.
• Made layout changes to Leaderboards screen
• Made layout changes to Game History screen

Miscellaneous

• Fix for mouse pointer getting stuck in the middle of the screen if you press the home key while simultaneously holding mouse left.
• Fixed a bug where multiple message boxes popped up when the host would disconnect.
• We now properly shut down the game when the OS switches users.
• Added functionality to allow changing the automatch map list without invalidating replays.
• Fixed a bug where the mouse cursor was frozen to centre of screen if user alt-tabbed at the victory/defeat screen in a ranked match, and didn't alt-tab back into the game until he'd been sent back to the front end.
• Added -noReverb commandline flag to disable convolution reverb.
• Added a "-disablepagefilecheck" command line switch so users can elect to try and run the game without a swap file.
• Added a "-yam" command line switch to allow 32bit users to run with Ultra textures.

Performance

• Fixed a bug where performance suffered when Steam community was disabed.
• Disabled v-sync by default to prevent performance problems on certain computers.

==============================
/ end of notes for Patch 1.1.0
==============================
 
Mohonky said:
How old is older?

C2D 2.2ghz / 3gb DDR 667mhz / 8800GT 512mb / Vista 32bit. Everything on Highest settings, 1680x1050, 40+ fps on average, drops to 25-30 during bigger firefights in the beta.

Of note, it runs much smoother than CoH with Opposing Fronts.

My PC is: AMD 3700+, 1.5GB ram, 7800GT 256mb. Should that run ok on 1024x768?
 
Darklord said:
My PC is: AMD 3700+, 1.5GB ram, 7800GT 256mb. Should that run ok on 1024x768?

You should be able to run it at that res fairly well on medium settings. It's definitely a more optimised engine than Opposing Fronts. Your specs aren't terrific but they should run the game so long as you aren't maxing the shit out of it or anything. The games requirements aren't all that high.

I was running Company of Heroes with an AMD 2700+, 1.5gb ram and 256mg 6600GT alright on XP.
 
Mohonky said:
You should be able to run it at that res fairly well on medium settings. It's definitely a more optimised engine than Opposing Fronts. Your specs aren't terrific but they should run the game so long as you aren't maxing the shit out of it or anything. The games requirements aren't all that high.

I was running Company of Heroes with an AMD 2700+, 1.5gb ram and 256mg 6600GT alright on XP.

I can run CoH fine on high(not maxed though). Good to know I can run this well.
 
ghst said:
i'll buy this when relic demonstrate that they have a clue when it comes to the two key elements of rts balance patching; frequency and moderation.

I'll agree with this, and go one step beyond-I want to see the game demonstrate that it can really excel in 1v1 play. Even for a midrange online RTS player like me, everything just felt too hollow when I played the beta-the builds are really predictable and there's not enough of the cat-and-mouse outwitting like there is in more "grown up" RTS games.

Honestly, they should have just made the game's multiplayer a Diablo-esque co-op PvE loot-and-level fest.

I'll stick with CoH / Age of Empires 3 for now for multiplayer.
 
Fragamemnon said:
I'll agree with this, and go one step beyond-I want to see the game demonstrate that it can really excel in 1v1 play. Even for a midrange online RTS player like me, everything just felt too hollow when I played the beta-the builds are really predictable and there's not enough of the cat-and-mouse outwitting like there is in more "grown up" RTS games.

Honestly, they should have just made the game's multiplayer a Diablo-esque co-op PvE loot-and-level fest.

I'll stick with CoH / Age of Empires 3 for now for multiplayer.

It technically is that too. Full coop in the campaign.
 
Sinatar said:
It technically is that too. Full coop in the campaign.

Everything I've read seems to say that the campaign/co-op mode is somewhat repetitive and limited. :|

What I was referring to something with NUTSO levels of itemization/stats/abilities and customization. What's in there certainly offers you more RPG elements than, say, Mass Effect, but hey that's hardly saying much.
 
Darklord said:
I can run CoH fine on high(not maxed though). Good to know I can run this well.
I have a P4 3.4 GHZ, 2GB of RAM, and an 8600 GT. I was able to run COH really well, but DOW2 got really chunky when a lot of things happened on the screen. I have had to scale back to low resolution. Just FYI. Maybe the final version's optimization will improve this.
 
Fragamemnon said:
I'll agree with this, and go one step beyond-I want to see the game demonstrate that it can really excel in 1v1 play. Even for a midrange online RTS player like me, everything just felt too hollow when I played the beta-the builds are really predictable and there's not enough of the cat-and-mouse outwitting like there is in more "grown up" RTS games..

all the mechanics are there for a deep and gratifying 1v1 game, they just need to be tuned. it's like if in street fighter the medium and light attacks were often totally negated by the overbearing power of fireballs and heavies.

the new patch looks promising, certainly leaving some things in a semi-broken state, but it seems far more incremental and in tune with community feedback than what i've come to expect from relic.

i've grown to adore the feel of this game, without trying to sound toe curlingly vague. it's compulsive as all hell and the opportunity to making this the concise, skirmish based micro-centric rts is entirely there. it just needs to balanced so that the more delicate elements of the game's combat mechanics aren't crushed under the sledgehammer of those more flashy and overbearing. something relic obviously are investing in given how situational and potentially vulnerable even the t3 tanks are.

i'm sticking with it for now. gonna put down a pre-order.
 
Fragamemnon said:
Everything I've read seems to say that the campaign/co-op mode is somewhat repetitive and limited. :|
Didn't those complaints stem from a (according to those who read / heard the complaints) rather questionable review, written by PC Magazine or something? I ask because that review is the only non-preview article I've seen that actually discusses the campaign.
 
MicVlaD said:
Didn't those complaints stem from a (according to those who read / heard the complaints) rather questionable review, written by PC Magazine or something? I ask because that review is the only non-preview article I've seen that actually discusses the campaign.

I'm going off something by PCGamer UK reinforced by the GameInformer review online. Yeah, not exactly the best cross section, but not really too hopeful.
 
I've learned this from my peers and now I personally subscribe to it.

If something is wrong, you can spend an undetermined amount of time incrementing towards a solution... OR you can tune it WAY in the other direction and see if that's too far. Now you have a pseudo-box around the whole issue - allowing you to do those incremental tunes with a lot more accuracy.

So when the game was one way, if you go too far in the opposite direction (in a Beta, no less), you'll at least understand approximately where your "sweet spot" might be.

If this was the full version where you're messing with paying customers' play experience, there might be a case for backlash, but this is a Beta - a player-beware sort of experience, I'd say.

I used to be the "incremental tuner" until senior on the team told me to make a really radical change and I argued with him for some time... then I tried it and noticed I was making progress faster towards something that felt right.

Just my thoughts on it - could be biased, though... but I didn't work on the MP :)
 
So , I've been trying to love this game , but the amount of heroes and skills completely overwhelm me. What kind of class should I play first? and how to be good at this game? : /
 
shrapnelmagnet said:
I've learned this from my peers and now I personally subscribe to it.

If something is wrong, you can spend an undetermined amount of time incrementing towards a solution... OR you can tune it WAY in the other direction and see if that's too far. Now you have a pseudo-box around the whole issue - allowing you to do those incremental tunes with a lot more accuracy.

So when the game was one way, if you go too far in the opposite direction (in a Beta, no less), you'll at least understand approximately where you're "sweet spot" might be.

If this was the full version where you're messing with paying customers' play experience, there might be a case for backlash, but this is a Beta - a player-beware sort of experience, I'd say.

I used to be the "incremental tuner" until senior on the team told me to make a really radical change and I argued with him for some time... then I tried it and noticed I was making progress faster towards something that felt right.

Just my thoughts on it - could be biased, though... but I didn't work on the MP :)
Binary search approach to design. Makes sense.

Isn't this game coming out this week? Where is the official thread?
 
Purchased the full game today. Went to install. Said I had to activate on Steam. No probs, put the code from the back of the book in....crash. Steam shuts instantly.

Fuck you steam and fuck this activate online shit. Fuck it, fuck it right in the ass.
 
Mohonky said:
Purchased the full game today. Went to install. Said I had to activate on Steam. No probs, put the code from the back of the book in....crash. Steam shuts instantly.

Fuck you steam and fuck this activate online shit. Fuck it, fuck it right in the ass.

I'm not sure, but I don't think it's possible to activate it yet as it says on Steam the release date is the 19th.
 
Mohonky said:
Purchased the full game today. Went to install. Said I had to activate on Steam. No probs, put the code from the back of the book in....crash. Steam shuts instantly.

Fuck you steam and fuck this activate online shit. Fuck it, fuck it right in the ass.

the game technically isn't supposed to be out yet, and you effectively broke the street date. authentication might not be set, servers might still be down. and it's not just authentication - there is a day 0 patch that will update your game when you install it.

i don't want to be some kind of shilling white knight, but you have very little reason to be angry or surprised about this.
 
ghst said:
the game technically isn't supposed to be out yet, and you effectively broke the street date. authentication might not be set, servers might still be down. and it's not just authentication - there is a day 0 patch that will update your game when you install it.

i don't want to be some kind of shilling white knight, but you have very little reason to be angry or surprised about this.

A few years ago if someone told you you couldn't play a game you physically purchased and had a copy of sitting in the drive of your computer, you'd be outraged and yet now sadly, it's just accepted.
 
Mohonky said:
A few years ago if someone told you you couldn't play a game you physically purchased and had a copy of sitting in the drive of your computer, you'd be outraged and yet now sadly, it's just accepted.

it's accepted in this case because it's a total non-issue. if you really want to direct your anger, point it at whoever sold you the game and broke the street date.

and if someone explained the benefits of steam to me- and how it would shape my gaming habits in the future, i'd have been stoked.
 
As much as I absolutely love 40k, I'm holding off on buying this. I had way, way, way too many laggy/incomplete 3v3 games, and that's assuming someone didn't crash on load. And that's after waiting 3+ minutes for an automatch to go off.

If it turns out the launch patch fixes some of that up, or they're working on it as a priority, I'm in, but I'll wait to hear impressions first. Otherwise I'll just wait to pick it up at a discount :|
 
Mohonky said:
Purchased the full game today. Went to install. Said I had to activate on Steam. No probs, put the code from the back of the book in....crash. Steam shuts instantly.

Fuck you steam and fuck this activate online shit. Fuck it, fuck it right in the ass.

The game isn't released yet. What the fuck do you want?
 
I'm more concerned with the fact that preloading hasn't started yet on this game... If Steam servers get hammered on release date, and the game takes a couple of days to load and activate as a result, the wait is going to be painful.
 
Mohonky said:
Purchased the full game today. Went to install. Said I had to activate on Steam. No probs, put the code from the back of the book in....crash. Steam shuts instantly.

Fuck you steam and fuck this activate online shit. Fuck it, fuck it right in the ass.

Does DoW2 need steam running every time you play or just to activate?
 
Darklord said:
Does DoW2 need steam running every time you play or just to activate?

It will tell you it needs to activate on Steam as soon as you press install, it opens Steam client, you enter the code you get in the back of the manual to activate, then Steam immediately shuts down.

So yeh, you can't do anything at this point.

Basically, gotta wait till whenever Steam activate which is likely to be US time so 2 days from now. So I have no idea whether Steam needs to be on or not after that.

Seriously I dunno why some people are so apologetic for online activation. The street date for the game in Australia is tomorrow which is the 18th. Going by that, that would mean the game is effectively useless till the day after it's release anyway. Some stores broke street date which is when I got a call to pick up my copy. I have it, it's legit. The fact I can't play a legitimately purchased game is in my mind ludicrous. I hope the same names telling me to fuck off right now are swinging the same routine in the next 'DRM is shit' thread.
 
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