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Steel Division 2

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19 May 2019, 11:57 AM
#141
avatar of nigo
Senior Editor Badge

Posts: 2237 | Subs: 15



Sorry to be the bearer of bad news/info. But previous news indicates that the studio has serious internal problems and on-going pay disputes with the French video game union.



This is already know in Steel Divion/ Wargame communities. The game has already suffered two or three delays.

The problem IMHO is the Wargame community (one of Eugen's game series). This community hate SD series because theres not a "Wargame sequel" done and they flamming SD game in social networks until the death.

SD - WW2
Wargame - modern warfare


Its kind ridiculous, but it's true.
19 May 2019, 20:55 PM
#142
avatar of SturmtigerCobra
Patrion 310

Posts: 962 | Subs: 11

jump backJump back to quoted post19 May 2019, 11:57 AMnigo

The problem IMHO is the Wargame community (one of Eugen's game series). This community hate SD series because theres not a "Wargame sequel" done and they flamming SD game in social networks until the death.

SD - WW2
Wargame - modern warfare


Its kind ridiculous, but it's true.

Thx for explanation. Seems like a similar fan reaction to Valve Artifact announcement:


IMO, there is a real risk the same could happen to CoH as Sega/Relic try to expand the franchise.
Fans like what they like, trying to belittle them and change their minds is counterproductive.
One of the reasons why marketing, clear communications and knowing your audience/fans expectations is so important.

21 May 2019, 14:20 PM
#143
23 May 2019, 10:22 AM
#144
avatar of Felinewolfie

Posts: 868 | Subs: 5

jump backJump back to quoted post19 May 2019, 11:57 AMnigo



This is already know in Steel Divion/ Wargame communities. The game has already suffered two or three delays.

The problem IMHO is the Wargame community (one of Eugen's game series). This community hate SD series because theres not a "Wargame sequel" done and they flamming SD game in social networks until the death.

SD - WW2
Wargame - modern warfare

Its kind ridiculous, but it's true.


============

COH community : How DARE you make DOW III, a-not-another-coh title?!
Also, doing that to DOW2's successor is insanely scary because it tells us what might
happen to COH3 in the future : Kill it- Kill it- Kill it.

But then, I also think there's an over saturation of Warhammer 4K games.

Also : Forcing fans into a different game type?
How about if future COD (Call of Duty) titles were all in the format of 8 bit japanese RPGs? :)
(Mass hysteria)
27 May 2019, 21:58 PM
#145
avatar of nigo
Senior Editor Badge

Posts: 2237 | Subs: 15

Two Exclusive Divisions and Exclusive Units Added to the Pre-Orders!

https://steamcommunity.com/games/919640/announcements/detail/2716146004557054991






Play with all the 18 Divisions and 600 units in the Steel Division 2 Beta!

The Steel Division 2 Beta will start on Wednesday, May 29th at 3PM CEST for the players who pre-ordered the game, and will be playable Non-Stop until the game’s release on June 20th!

Pre-Order the game now through our online shop, on Steam, Gamesplanet or Humble Bundle to secure your access to the Beta! Time to have a look to the monstruous Beta content!

Play with all the Divisions and Units
As the news’ title reads, all the Divisions & Units of the game will be playable throughout the beta. This means 18 Divisions, 9 in each camp, and more than 600 units! Obviously, you will have access to the Deck Builder, and will be able to play in Skirmish in solo, multiplayer and coop up to 5v5 players.



Here’s the complete content:

https://www.eugensystems.com/play-with-all-the-18-divisions-and-600-units-in-the-steel-division-2-beta/
27 May 2019, 22:20 PM
#146
avatar of nigo
Senior Editor Badge

Posts: 2237 | Subs: 15

All SD2 divisions in final closed beta test:


ostheerostheer

5. Panzer

The elite 5. Panzerdivision was called in as urgent reinforcements to stem the Red Army’s onslaught at the start of the Bagration offensive. \Bringing years of combat experience on the Eastern Front, this battle-hardened division is well-equipped with Panthers, including a small number of fearsome Tiger tanks, making it one the deadliest German formations in the sector. The division’s only weakness is the lack of the heavier half of its recon battalion, left behind in Germany for training. This leaves only infantry scouts to perform reconnaissance. The 5. Panzer is a heavy-weight champion with a knock-out punch, but terribly short-sighted.

20. Panzer

At the start of Bagration, 20. Panzer was the only Panzerdivision available in Army Group Center’s reserve. The poor child of the Panzerwaffe, it is woefully under-equipped, fielding only one tank battalion instead of the standard two battalions, and as a result, restricted to Panzer III and Panzer IV tank models. To compensate for these shortcomings, 20. Panzer scrounges together anything it can get its hands on, including captured Soviet anti-tank guns and infantry weapons, and even tanks. 20.Panzer stands halfway between a watered-down Panzerdivision or a versatile Panzergrenadier one.

Gruppe Harteneck


Gruppe Harteneck was a combat group built from scratch. Its hastily assembled troops were thrown against the advancing Soviet vanguard, with the survivors later reinforced with whatever was available. At the formation’s core is the 4. Kavallerie-Brigade, a mounted infantry unit with an abundant supply of MP-44 assault rifles, supported by light tanks such as Panzer II Luchs and Panzer III, as well as ‘Beute’ T-34’s. Powerful reinforcements appear later, including half a battalion of Tigers, and a tank destroyer battalion - the first-ever Wehrmacht unit to be equipped with the Jagdpanzer 38(t) ‘Hetzer’. The group’s terrible weakness is the lack of anti-aircraft units, meaning it’s almost entirely dependent on Luftwaffe support to clear the sky above. Gruppe Harteneck is an infantry and recon-centric force with lots of armor support, albeit a host of different models.

14. Infanterie

Forming the 4. Armee’s reserve behind the lines in the Orsha sector, 14. Infanterie-Division was thrown into the battle piecemeal, but was reinforced with powerful mechanized troops when deployed, making it in effect an improvised Panzergrenadier division. 14. Infanterie is a division sorely missing one of its three infantry regiments, but in return can bring massive StuG and Tiger armor to bear. This division also uses a fair number of captured artillery and anti-tank guns, even going as far as fielding Soviet infantry weapons. The 14. Infanterie lives up more to the standard of a Panzergrenadier division - which it briefly had been - rather than a regular infantry one, and can pack a mean, armored punch.

28. Jager-Division

A very experienced division, one of the 28. Jager-Division regiments contained the second highest number of Knight’s Cross recipients of the war. Lightly equipped in anti-aircraft and anti-tank guns, this division is nonetheless supported by StuG III and StuH 42 assault guns, as well as being able to call upon strong air support. It is in close-quarter combat that the veteran Jäger infantry excel, with a large number of them fielding MP-40 SMGs, MP-44 assault rifles or flamethrowers. The 28. Jager-Division performs very well against other infantry divisions, but it will require more skill to defeat an enemy with armor.

78. Sturm-Division

Without a doubt, the 78. Sturm-Division was one of the best equipped infantry divisions of the Third Reich. As a result, at the start of Bagration, it held the most sensitive stretch of Army Group Center’s frontline: the Moscow-Minsk highway near Orsha. The ‘Sturmdivision’ was a prototype template of what future German infantry divisions would look like, with smaller regiments but lavishly supplied with MP-44 assault rifles and heavy support weapons. The 78. Sturm-Division is even stronger than a Panzergrenadier division, with a large number of StuG’s and anti-tank guns, including the hard-hitting Pak 43. The division is further reinforced with a Flak battalion, heavy Nashorn tank destroyers, and penal troops. The 78. Sturm-Division is one of the strongest close-quarter combat divisions, but if faced with an opponent fielding armor, skill will be required to win.

Korück 559

Korück stands for Kommandant Rückwärtiges Armeegebiet, meaning “Commandant Army Rear Area”, a formation usually tasked with security and anti-partisan duties. Korück 559 found itself as the only sizable force in front of the main Soviet armored thrust, which had broken through at Orsha and Minsk. This division is built around weak police troops and units composed of captured light tanks and armored cars originating from every part of Europe (USSR, France, the Netherlands, Poland). Korück 559 also amalgamates various fractured units, including some French (LVF) and Russian (RONA) collaborationists, a handful of surviving Tigers, and Flak troops. Its strongest asset is the number of Luftwaffe Stukas operating from nearby Minsk airfields. Korück 559 is a motley force, hastily cobbled together, with a few elite tanks and a large number of unwilling soldiers.

1. Lovasz

The 1st Cavalry Division was an elite unit of the Hungarian Army, originally planned for homeland defense, but after Third Reich pressure positioned in Ukraine were the Wehrmacht expected the main Soviet offensive to occur. Although the Germans had promised that the lightly equipped division wouldn’t be pitted against tanks, during operation Bagration it was hurried to the south of Minsk in a desperate attempt to slow down the Soviet onslaught. The 1st Cavalry Division fields quite a few light and medium tanks, mostly Hungarian-made 38M Toldi and the medium 40M Turán.To face the tanks of the Red Army, the hussars can bring other assets to bear, especially their dual-purpose anti-aircraft guns. The 1st Cavalry Division is a versatile division and can count on strong infantry, air support and other flexible units, especially anti-aircraft ones.

12. Tartalek

An infantry formation in the process of being rebuilt and refitted after the Hungarian disaster at Stalingrad, the 12th Reserve Division was only supposed to be fighting lightly armed partisans. Fate decided otherwise, and the Hungarian reserves were hurriedly moved to fill wide-open gaps in Army Group Center’s collapsing front. With few armored vehicles, 12th Reserve Division most closely resembles a division from World War I, suited to fight in defense with lots of MG’s, well-prepared positions, and fielding sizable artillery support. Foreign equipment fills its ranks, with vastly different origins; some are obsolete (Belgian guns and French tanks) while others can pack a punch (British 25-pounder guns and even German Pak 40’s). The 12th Reserve Division requires skill and meticulous planning if it wants a fighting chance to win on the battlefield.





==============================

sovietssoviets


2nd Guards Tank Corps

The paragon of the Soviet armed forces, 2nd Tank Guards Corps was at the forefront during Bagration, breaking through at Orsha with the 11th Guards Army. Re-equipped with brand-new T-34/85’s for the offensive, a handful of older tank models such as the T-34/76 or T-70 still fill the division’s ranks in recon or command roles. Its anti-tank and attached fire support units are impressive and include the SU-76 and even the mighty ‘beast killer’ ISU-152. It lacks well-established anti-air defenses, containing a few lend-lease American AA half-tracks or the Free French ‘Normandie’ squadron to guard the skies overhead. The 2nd Tank Guards Corps is considered the Soviet sledgehammer, and supremely powerful in tanks and artillery.

29th Tank Corps

Organized as a standard tank corps, the 29th Tank Corps didn’t enjoy such a lavish rehaul as the 2nd Guards did. Having transitioned partly to the T-34/85, the division retains older and non-Soviet vehicles, such as the British Valentine recon tank.\That’s where The 29th Tank Corps truly shines: its use of lend-lease equipment. In place of the SU-76 tank destroyer, it can count on half the total of M10 Wolverines delivered to the USSR, as well as A-20 Boston and P-39 Airacobra planes for air support. However, it does have access to one of the Red Army’s newest and hardest-hitting tanks: the powerful IS-2. The 29th Tank Corps has a structural weakness in AA defense, but fields strong anti-tank forces, recon troops and ground support planes, making it a versatile division on the battlefield.

3rd Guards Mechanized Corps

The 3rd Guards Mechanized Corps was among one of the first units to find its way across the Berezina river during Bagration, linking with partisans which had held key bridges. While its recon troops use lend-lease American half-tracks of British universal carriers, ‘mechanized’ is a misnomer as the Soviets transported troops mostly in trucks. This division’s strong infantry is augmented with partisan units acting as light infantry or scouts, backed up by Valentine tanks and Emcha’s (lend-lease M4A2 Shermans). The 3rd Guards Mechanized Corps features weak AA defenses, a fate shared with other Soviet mobile troops, but can count on strong air support and is otherwise a well-rounded division.

Manoeuver Group Tyurin

Since the 2nd Belorussian Front was deprived of any corps-level tank forces, its commander decided to create its own for exploitation purposes - Manoeuver Group Tyurin. Named after general Tyurin who commanded it, this mechanized formation is cobbled together from various units, including the 157th Rifle Division, and as a result, is strong in infantry. Not only that, two additional tank brigades are available, bringing some T-34/76’s but also lend-lease Stuarts, and even a handful of T-4’s (captured Panzer IV F1) to the battlefield. The manoeuver group also contains a handful of elite assault engineers-sappers, a sizable amount of anti-tank guns, and SU-85 tank destroyers. Manoeuver Group Tyurin is the Red Army’s equivalent to a well-equipped Wehrmacht Panzergrenadier division.

Manoeuver Group Bezugly

Named after its commander, Manoeuver Group ‘Bezugly’ was a combat group created within the 39th Army to compensate for its lack of exploitation units during Bagration. At its core is the 28th Guards Tank Brigade, a formation with a low priority for replacements. This results in a mixed bag of vehicles, from old T-70 and T-34/76 tanks to the SU-122 assault gun. Truly rare are the only two T-6’s (captured Tigers) fielded by the Soviets during the offensive, and a single SU-88 (captured Nashorn). General Bezugly can also count on sappers and Shtrafniki penal troops, as well as two entire SU-76 regiments; these versatile vehicles can be used as self-propelled artillery, tank destroyers or assault guns. Manoeuver Group Bezugly might be small, but is highly mobile and comes with strong air support.

9th Guards Cavalry Division

Well-equipped with light automatic and semi-automatic weapons, the fierce Kuban Cossacks of the 9th Guards Cavalry Division excelled in close combat fighting. A trademark of the Red Army, cavalry divisions differ in their organisation from regular Soviet infantry divisions - they can field their own tank battalions. In the case of the 9th Guards Cavalry Division this means mostly T-70’s and Valentine light tanks, as well as some Emcha (M4A2 Sherman) medium tanks. This division can also count on SU-76 assault guns support and Katyusha rocket-launcher to beef up their light towed artillery. An OSNAZ light amphibious battalion, the ancestors to the modern Spetsnaz forces, accompanies the division into battle. 9th Guards Cavalry Division is strong in reconnaissance and infantry, and as such, a division ideally used for ambushes and close-quarter combat.

26th Guards Rifle Division

The 26th Guards Rifle Division was one of the formations earmarked for Bagration’s first wave against Orsha, the premier German stronghold in the sector. Facing off against the elite 78. Sturm-Division, sees this division reinforced with a host of special assault units: OT-34 flame tanks, KV heavy tanks, super-heavy artillery in the form of self-propelled 203mm howitzers and 280mm mortars, as well as elite engineers-sappers. Stripped of most towed anti-tank, artillery and anti-aircraft guns, this division compensates with self-propelled variants and heavy fighter-bomber support (IL-2 and Pe-2). The 26th Guards Rifle Division is by far one of the strongest of the Soviet close quarters anti-infantry divisions, but it will require more skill to defeat an armor-heavy opponent.

44th Guards Rifle Division

Part of the 65th Army which led the Bobryusk offensive, the 44th Guards Rifle Division was reinforced with a tank brigade from the 1st Guards Tank Corps before the start of operation Bagration. As a result, this division fields an unusual combination of infantry division equipment with state-of-the-art T-34/85’s, which take up the place of the older tank models typically found in independent brigades.\This formation can also count on the formidable support of a SU-152 heavy assault guns regiment, and a handful of SU-76 self-propelled guns. The 44th Guards Rifle Division is close to a standard Soviet rifle division, avoiding some of the pitfalls of the more exotic formations, and making it a well-balanced choice to bring to the battlefield.

184th Rifle Division

The 184th Rifle Division was a regular Soviet infantry division, counting the feared female sniper Roza Shanina as one of its serving members - until her death in East Prussia in early 1945. This division fields Strelki squads instead of Gvardyia units, the former fielding less SMGs but more SVT semi-automatic rifles compared to the latter. An independent tank brigade is attached to this division, fielding older lend-lease tanks: M3S Lee (with the longer 75mm gun), M3L Stuart and Valentine tanks. However, it can also rely on several ISU-122 heavy assault guns that can double as tank destroyers, as well as large quantities of towed artillery. The 184th Rifle Division is less offensive-minded than comparable Soviet divisions, and fights at is best defensively in well-prepared positions.
1 Jun 2019, 12:50 PM
#147
avatar of nigo
Senior Editor Badge

Posts: 2237 | Subs: 15


Thx for explanation. Seems like a similar fan reaction to Valve Artifact announcement:


IMO, there is a real risk the same could happen to CoH as Sega/Relic try to expand the franchise.
Fans like what they like, trying to belittle them and change their minds is counterproductive.
One of the reasons why marketing, clear communications and knowing your audience/fans expectations is so important.




Cobra,

Wargame players against SD:


https://steamcommunity.com/app/1036860/discussions/0/1648791520850135723/
https://steamcommunity.com/app/1036860/discussions/0/1642038659012024089/
https://steamcommunity.com/app/1036860/discussions/0/1651045226223060210/


Free HATE against a game. LOL
1 Jun 2019, 12:53 PM
#148
avatar of nigo
Senior Editor Badge

Posts: 2237 | Subs: 15

Tips for new players on the series:





*Deploy/move your troops close to the dividing line at the start of the game. Don't do too much of a conservative deployment because you will, at least, lose a lot of points. Fight for objectives and tactical positions from the start.

*Since the Deck manager is different, check out transports. You want your initial wave of troops (inf., flame inf., leaders) to reach the objectives first before your enemy does. Fast transports are a very important for that. You might think that you have a slight advantage if you roll into the objective with a transport that can support your push, but that will be quickly negated if enemy AT or high quality infantry is already in position. Best is to mix transports in the sense of troops that occupy the initial objective and others with better transports that can take some time to reinforce the position.

*Air superiority. I can't stress it enough. It's better to have an all fighter deck and just strafe enemy AT guns and troops while retaining air superiority than having uberbombers which you can't use. Your AA tab is important for this as well since the AA is much more effective than it was in SD 44.

*SD 2 is much more forgiving when it comes to high value units. Don't be afraid to push your Tigers/Panthers/T-34/85s into the fire if there is an advantage to be gained. You can, for the most part, recover from medium losses. SD44 was much in the sense of - lose a tiger, lose the game.

*Use leaders with your infantry. It gives them vet and they are especially crucial in forest fighting where flamethrower squads can surrender a lot of your stuff if a leader isn't nearby.

*Recon, Recon, Recon.

*Your enemy can't be everywhere. If he has 2-3 tanks and infantry squads pushing on one side, you can be pretty sure his defense is squishy elsewhere.

*You can issue orders while deploying.

*Don't get frustrated, SD is a niche game and I see it staying that way. That means that the player base is smaller and that the people that stick around are usually players that liked the game enough to get decently good at it. Losing is normal.






*Combined arms. Never send infantry ahead without something nearby covering them, unless the frontline has a massive bulge and you're pretty certain there's nothing between you and that copse of trees. Learning to coordinate artillery, airstrikes, and pushes is an art in itself that requires timing and patience. Never send your units piecemeal at the enemy, or they'll end up in pieces. Decide on an objective, mass troops and support (tanks, at guns, assault guns, whatever) back from the frontline, preferably behind some trees where they can't be seen, get recon into advantageous positions to identify units returning fire, and prep the area with artillery before sending in your assault.

*Smoke. Smoke. Smoke! And I'm not talking about the green stuff, although that's good too. It's almost more important that the artillery that goes boom, and sometimes is. Proper use of smoke is integral to making that assault work in your favor, especially as the russians. They have devastating ppsh squads if they can close the gap, but that won't happen without a wall of smoke. Smoke off obvious approaches where reinforcements might be brought in to deal with your support units, stands of trees where you've seen at guns, or even the whole town you're trying to get into. You can even create a smoke bridge for your units to waltz into town. Always have at least one card of arti that can produce smoke; mortars are often the most efficient for this.

*Air superiority is good, but don't sacrifice too many points for boots on the ground. Players will see 1 bomber and panic-buy their whole card of fighters, when they just need one and an aa piece or two. 1 fighter and some well placed aa can make a mess of the enemy's airforce if used correctly to bait and switch, at a cost that won't leave your frontline devoid of reinforcements. Over-investing in air will lose you the game very quickly.

*Complementary units in deck-building and deployment; this is especially true for infantry. In at least phase A and B, try to have at least 1 card of short-range specialists and 1 card of long-range specialists in decent numbers, preferably with one of them being anti-tank capable (panzerfaust preferably, although the soviet anti-tank rifles with their crits are fairly effective), one in fast transports, and one (if possible) in a fire-support capable transport. Or take some panzerschrecks with you from the anti-tank tab. Deploy them together in pairs (or threes), so they can shore up each others' deficiencies.

*While playing, make a habit of zooming out constantly after issuing orders. I'm guilty all the time of getting bogged down micro'ing one section of the front line while forgetting about the other half, and suddenly looking over to see my whole frontline on the other side has collapsed. Shift-queue a few orders for one section (you can queue orders holding shift to set up a chain of movements/attacks), zoom out, move your cursor over the next part you need to work on, and zoom back in. WASD is a trap! Seeing the whole battlefield is invaluable, especially in team games where coordination in the form of markers (F1-F4) can mean the difference between a win and a loss.

*Shoot and scoot! Especially for artillery, but this goes for most units. Did your flakverling rip a new one in their airforce? Zoom out, quickly select each of your AA units, and attack-move them away from their last position to avoid the inevitable arti-rage. Your zis-2 put a donut-sized hole in the front of their Tiger tank? Move it back from the edge of the trees. This is also where shift-queuing orders is invaluable for artillery. Fire on a position, shift-queue your arti to move somewhere else, rinse, repeat. Doing this makes the mortar halftracks/motorbikes/wespes/su-76's/etc pretty much uncounterable. Be aware of aerial recon though. They can spot your arti from far away.

*Last but not least, hotkeys (ctrl #, then hit said # to recall units)! Especially for artillery. You can hit the hotkey, then select individual units in order to choose multiple fire missions over an area, or just have them mass fire on a tank to panic it. Hotkey other time-critical units like your fighter swarm so you can call it out as soon as the klaxon sounds. I generally only use them for these three; arti, fighters, and bombers. The first two are obvious, but the reason for the bombers is that over a significant AA net, you want your bombers coming in all at once so at least one or two get through, and they can cover each other against fighters on the evac. You can also turn off evac winchester (auto-evac after a bomber drops its load) in the options, so your bomber can linger and strafe things or perhaps do double duty if it's a figher-bomber, as well as the threshold for efficient shot (not a bad idea, considering the default is about 40% acc/pen). Keep in mind that the former is increasing your micro load, which you may want to avoid being new.





Don't forget to use recon units. You can't shoot what you can't see!

This is not a traditional "rock paper scissors" RTS, obviously some weapons systems defeat others so in that sense it is but there are multiple ways to overcome enemies. For example, a tank force can be countered with superior armor of your own, a good anti tank gun, some hidden infantry with AT weapons (panzershrek), or anti armor aircraft.

Sideshots are important - out maneuvering the enemy is important.

Assaulting cities and fortified locations is difficult, defenders advantage is real. Remember - stage your combined arms force, smoke the approach then regular artillery as you're coming up before smoke goes away, get your dudes out of their transports close to the action and move them into the fray.

Artillery is important, so is counter battery to try to take our enemies.

Veterancy bonuses are good, get commanders.

Support units (artillery and planes namely) are very important but they can't capture flags.

If you are getting hammered by enemy arty they're probably weak on the ground somewhere. Find a place to attack. Also don't be afraid to pull your guys back some and let them waste arty on an empty area then move back in when the arty let's up and their dudes start coming.

Try to advance everywhere until you hit enemy contact. Sometimes you'll just roll up a whole flank with a small force if the enemy is out of position.

It's a game, have fun and don't stress! Above all else enjoy yourself, this is our recreation not a job :-)


https://www.reddit.com/r/Steel_Division/comments/bva6wu/are_there_any_guides_for_sd2/
2 Jun 2019, 08:25 AM
#149
avatar of SturmtigerCobra
Patrion 310

Posts: 962 | Subs: 11

jump backJump back to quoted post1 Jun 2019, 12:50 PMnigo

https://steamcommunity.com/app/1036860/discussions/0/1648791520850135723/
https://steamcommunity.com/app/1036860/discussions/0/1642038659012024089/
https://steamcommunity.com/app/1036860/discussions/0/1651045226223060210/

Yeah this is bad and to this I say; vote with your wallet and support the devs/games you believe in.
I don't know the Wargame community to explain this outburst of negativity and shit posting.
I think the community hate/backlash started with Act of Aggression as a game Wargame fans were not expecting.

I saw a similar reaction when playing Valve's new card game Artifact. The game received community backlash/hate from fans that were expecting sequels to Valve games such as Half-Life 3 etc..

Valve's first public protest (8 years ago):
What Did Gabe Newell Say to the Half-Life 3 Protesters?
https://kotaku.com/what-did-gabe-newell-say-to-the-half-life-3-protesters-5831805

Where the hell is the next Half-Life game? That's what two Vancouver-based Valve fans wanted to know when they set up shop opposite the headquarters of the people criminally late on shipping Half-Life 2: Episode Three. Valve founder Gabe Newell met with those "protesters" to deliver them good news and bad.

Newell told Kotaku at Gamescom that Valve's first public protest by a couple of "very nice" Canadians ended peacefully, even though the cops showed up.

"They wanted to know when Episode Three was coming out," Gabe said of his run-in with two diehard Half-Life fans. "I said 'I can't tell you.' And they were, like, 'Okay…'" (Kotaku asked Newell the same question. He said "I got nothing for you.")

But it wasn't a total loss for the protesters.

"We asked them how many sodas they had," Newell said. "They only had two, so we sent them some sodas and some pizza." The group also got a tour of Valve's offices and some hands-on time with Dota 2. "We needed people to test," he explained.

"We were worried," Newell said of the cardboard-wielding micro-mob. "The cops showed up after someone else in the building called the police. He rode up on his Segway, but it turns out [the cop] was a big Half-Life fan. So he completely understood where they were coming from and didn't chase them off."

While the Half-Life 3 fans' protest may not have gotten us any closer to details on the further adventures of Gordon Freeman, they at least made an impression on Valve's co-founder.

"They stayed for two days. We miss them."

Gabe Newell/Valve are terrible at communications and transparency.
If Valve improves on this, the Epic store do not stand a chance.
I know Eugen is a small company but there are lessons to be learned here.

Gabe Newell is still on our side so Valve will be fine, watch this;


What it’s like to manage a gaming community on fire:
http://www.pcgamer.com/what-its-like-to-manage-a-gaming-community-on-fire/
Community managers talk about the human cost of anger and death threats from impassioned fans.
Sanya Weathers was hired off an EverQuest rant site to serve as the CM for an upstart MMO called Dark Age of Camelot. She was paid very, very little money, but dived into the gig headfirst. “I am not sure if I’m the first in the games industry to treat this job like relationship building, but I was at least in the first wave,” she says.

“I learned very quickly that my biggest weakness and my biggest strength was missing the forest for the trees. That is the main thing that causes anger and frustration for players,” continues Weathers. “What sounds like constant moaning is actually a hundred different complaints when you zoom in closer, and almost all of the issues can be handled by giving more information, by including people in the bigger picture. So I don't get numb to it, because I'm right there in the trees with my players. I can then take that feeling and use my privileged access to get the whole story and share it.”

CMs are punching bags for all this community anger.
I know death threats are never OK but good CMs need a thick skin and look at the big picture.

So what is the big picture?

20 years ago gamers were optimistic about the future of gaming. Nowadays gamers assume the worst and are bad-tempered. But who really is responsible for this break of consumer trust?
Respect goes both ways. How many gaming CEOs/exec respect the gaming community in words and action?
predatory business practices? lies and deception? abuse of fandom?

Dehumanization of the customer:
https://modelviewculture.com/pieces/the-whales-of-microtransactions-and-the-elephant-in-the-room
In game development, we often talk about “whales”. They are an outlier; a small group of consumers that make up 50% of all in-game revenue:
“These people are very valuable users who are single-handedly making games profitable so that game companies can make a lot more games for those people who don’t pay anything.”
– VentureBeat, “Only 0.15 percent of mobile gamers account for 50 percent of all in-game revenue”

The western gaming industry needs to clean house and reboot.
Start with EA's anti-consumer practices before pointing fingers at gamers for having a hobby and enjoying a leisure activity.
The gaming industry is now under siege and there will be some consequences to this.
The industry did this to itself as they have failed to self-regulate:


As gamers we have to vote with our wallet to save the console/PC market.
The mobile market is in a death spiral and has gone completely off the rails.
20 Jun 2019, 15:31 PM
#150
avatar of nigo
Senior Editor Badge

Posts: 2237 | Subs: 15

SD2 is out.

Much more historical accurate than CoH.

GG

21 Jun 2019, 11:38 AM
#151
avatar of Felinewolfie

Posts: 868 | Subs: 5

jump backJump back to quoted post20 Jun 2019, 15:31 PMnigo
SD2 is out.

Much more historical accurate than CoH.

GG



I have it. Amazing game.
Everyone ought to try it. Don't like it? Refund within 2 hrs of gameplay.
But it's well known trying out, you might even like it.

If the small player base is a deterrent...
Well, there's always fortnite and DOTA2 I suppose.

I'll play it because I like it :) It's like COH4
With it's own built-in Ardennes.

1 Oct 2019, 17:52 PM
#152
4 Oct 2019, 12:57 PM
#153
avatar of Felinewolfie

Posts: 868 | Subs: 5

4 Oct 2019, 19:58 PM
#154
avatar of Crecer13

Posts: 2182 | Subs: 2

5 Oct 2019, 00:52 AM
#155
avatar of nigo
Senior Editor Badge

Posts: 2237 | Subs: 15

https://steamcharts.com/app/919640
And super lousy online.


You can always find games. Theres no problem with low numbers.
5 Oct 2019, 05:17 AM
#156
avatar of SturmtigerCobra
Patrion 310

Posts: 962 | Subs: 11

https://steamcharts.com/app/919640
And super lousy online.

Eugen make good games but new players get stomped by veterans/stacked lobby and then don’t want to continue playing. Maybe they don't have the money/programmers to fix it.
Eugen put too much emphasis on a custom lobby system which hurts the games MP longevity. Stellaris (Paradox) does the same mistake so now they make most money from pve'er (playing against AI).
BBI also did the same mistake with Homeworld: Deserts of kharak and Relic Homeworld MP games were also pretty bad (I know from experience).
For PvP to prosper Eugen games need a good automatch system and from what I read they had this in RUSE.

https://www.reddit.com/r/Steel_Division/comments/bb7cd8/automatch/
3Form
Yes! I can't emphasise this enough! I used to be all for lobbies over matchmaker for these kind of games, until I first played RUSE and every iteration of Wargame since then.

RaggaRootz
Yup... simply call it either 'Automatch' or 'Match Maker'. There is no need for it to be called 'Ranked'; that will only steer some people away.
A Ranking could be hidden or on your own personal Menu - Profile.
HOWEVER... the truth is that we (those who have voiced their opinion about an MM system since the beginning of Wargame and SD and/or a dislike to the Lobby format) have not yet been addressed as it pertains to SD2. In essence, Eugene Systems has bluntly disregarded any post relating to an Automatch/MatchMaker System here or on their own forums (which are dead) or the STEAM forms... and have blatantly not responded!
So the truth is... Lobby Sim is what and how they feel about the MP System. Yes it would be awesome that they choose a Beta Phases to test a MM system out, but all signs point to "that aint gonna happen'

CyberianK
I made giant wall of text posts back in SD44 days how the matchmaker should be like COH2 and the current system with Lobby and stupid ranked in parallel hurts the games health. Unfortunately they are not bold enough to make a change. Sticking with their old systems is probably easy for them as no programming days have to be invested they just copy/paste from the older games.

5 Oct 2019, 12:37 PM
#157
avatar of Felinewolfie

Posts: 868 | Subs: 5

https://steamcharts.com/app/919640
And super lousy online.


You should uninstall everything, and exclusively play fortnite!
Most popular game at the moment. Checking periodically to see which
is the current most popular game at any given moment and playing that.

These are the 20 most popular video games right now:
Rocket League. ...
Overwatch. ...
Red Dead Redemption II. ...
Super Smash Bros: Ultimate. ...
Tom Clancy's Rainbow Six Seige. ...
Grand Theft Auto V. ...
Fortnite. ...
Minecraft. In first place, taking the title of the most popular video game right now is Minecraft.

Oh. Rocket League it is, then. Quick, go play that! :)
5 Oct 2019, 12:57 PM
#158
avatar of nigo
Senior Editor Badge

Posts: 2237 | Subs: 15


Eugen make good games but new players get stomped by veterans/stacked lobby and then don’t want to continue playing. Maybe they don't have the money/programmers to fix it.
Eugen put too much emphasis on a custom lobby system which hurts the games MP longevity.





This is true, unfortunately.


Eugen enter in a "paradox dilemma" about the lobby/ MP system with all their games.
5 Oct 2019, 13:05 PM
#159
avatar of nigo
Senior Editor Badge

Posts: 2237 | Subs: 15

5 Oct 2019, 13:17 PM
#160
avatar of Crecer13

Posts: 2182 | Subs: 2



You should uninstall everything, and exclusively play fortnite!
Most popular game at the moment. Checking periodically to see which
is the current most popular game at any given moment and playing that.

These are the 20 most popular video games right now:
Rocket League. ...
Overwatch. ...
Red Dead Redemption II. ...
Super Smash Bros: Ultimate. ...
Tom Clancy's Rainbow Six Seige. ...
Grand Theft Auto V. ...
Fortnite. ...
Minecraft. In first place, taking the title of the most popular video game right now is Minecraft.

Oh. Rocket League it is, then. Quick, go play that! :)


You say bullshit. Objectively, the Steel Division is a super niche game. She has huge maps, a huge number of units that need constant microcontrol. Unfortunately, the game is not interesting. And online statistics are clear evidence of this. I am not against large scale. After all, the World in Conflict was one of my favorite strategies, but there the player controlled a very small number of units that are easily controlled. Plus World in Conflict was a beautifully made game: graphically, atmospheric.

And never tell me about Battle Royals, this is a boring and unreasonably over-hype genre.
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