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1. Expectations... they expect the game to be something it is not.
2. Old gamers... people who played DW universe that does not like the changes they made to some core mechanics like how ship design work or some similar.
The game used to have issues in terms of stability and performance, both of which have been quite improved and no longer is a major issue.
Yes, but although I can fully agree to Jorgen's points from above, I would add a third category of (most likely) modern/young players who expect a game today to be played without needing to read any manual or to value any kind of tutorials or guides (and who haven't played at times when you even needed to read a manual very closely in order to get the game to run at all.
But because this is really needed to get the game to be enjoyable in the first place (because otherwise you won't even know what outcome you'd have to expect when chosing one or another of the many, many options BEFORE you even can start a game - and also not the many, many options you have to alter/adjust the game DURING your playthroughs), most of them judge the game without really knowing how it works or what it could offer them with doing the above or at least watching some video-tutorials or lets-plays;
And last, but not least there seem to be some (few) players who still have serious technical problems with the game because of their special hardware- or OS-setups, I think... and yes, especially in the always new Beta-versions of the game, there always occur new or additional bugs, despite the many, many others the DEVs had already fixed (and are still constantly fixing).
Then there is still the problem of fleets not staying together and arriving ship per ship that then easily gets picked off, where it should have been an overwhelming victory for your fleet if it stayed and moved together.
So no it are not only those 2 categories that go for a negative review, the game is riddled with small annoyances like the one I mentioned before, which can turn the experience you have pretty sour over time and result also in negative reviews.
As for me this game lands in the middle, I wouldn't just recommend it, but I would also not say flat out that the game deserves a negative review either. Which is sadly not possible with these steam reviews it is either thumb up or down and no neutral option.
I don't agree that there are major stability issues, just because some small number of people can have it does not mean there is a greater issue anymore.
I also don't understand that you have issues with fleets arriving piece meal, that like NEVER happen for me... do your fleets have like 50-100 ship in them or something as then I understand that it could potentially happen?!?
Or do you play with game settings that your CPU and RAM are not optimised for so that is why you have both stability issues and issues with fleets moving around. Could be related.
If you have a save where your fleets arrive piece meal I would gladly take a look at it and see if that is the case for me as well or if I can fix it.
Our recent beta updates have been focused on fleet and ship behavior, where some real issues remained especially for those who mix manual and automated playstyles. Those will be coming to an official update in November.
It's worth noting that there are many different ways to play DW2 and because of that some playstyles run into no issues, while others may find more. There are also many possible combinations of automation/manual settings in the policies and often it requires one specific combination and one precise game situation to have an issue appear.
Through player reports and saves we've been continuing free updates since release to make sure we resolve any issues as soon as possible. Most issues these days are corner cases that require specific playstyles/setting/situation combinations to reproduce, but they exist.
We have also been including all kinds of improvements in those same free updates and we'll continue to do that to make sure everyone who has purchased DW2 considers it a good investment for their entertainment.
1) When building my first mining station, the AI decided to build the station on the opposite side of the planet away from the starbase for some reason. My construction ship enroute to the destination got stuck on the planet, doing zig zags around the planet for nearly a year before being able to build the mining station. Once completed, the construction ship was able to fly home just fine and every freighter thereafter was able to transport without the planet being an issue.
(you can see it it here before it got to the destination along the path)
https://1drv.ms/i/s!AoHf4o3c2n2c8Dc16kJW0NIQe5hJ?e=uuj35h
2) My explorers found a gravitic anomaly, which damages the ship and prevents them from warping. The explorer was stuck and/or damaged there in the anomaly. The AI in its wisdom decided to send a construction ship to repair the explorer. It got stuck. So the AI decided to build another construction ship and send it to repair the stuck construction ship. It got stuck. So the AI decided to build another construction ship and send it to repair the stuck construction ship. It got stuck. At this point I have every explorer and construction ship I own in this anomaly and I can't really expand beyond where I am unless I manually control them. These little anomalies and such are cool, but the AI should be able to deal with them.
https://1drv.ms/i/s!AoHf4o3c2n2c8DgKV6dNA2VpgDZy?e=0b8BGO
Yet they still went too work on DLC content not something smart or popular to do and they are doing it again?
The main developer during the beta only showed us beta testers how little they actually know about the stride engine more then one beta tester had to correct the main developer how the engine works and explain how they should do things in it too work better.
The game was a broken crashfest in the beta for some people!
No idea how it was released in that state and it's still in that state if you check the technical forums. The only person that still streamed it in 2023, supposedly got a salary for doing it now and claims that it's still the "best game of 2022" which is why they even lost a bunch of viewers and stopped streaming the game on their channel because of the reputation hit they took!
I just pop in once in a while too see if the games basic functions are fixed. 30-60 or more new technical issues every month minimum is telling me nope!
Thankful I could refund the game from gog.com with no questions asked
I am thinking this game might be fixed in 3 or 4 more years from what i see from the publishers forum and the steam forums by that time you can buy entire game and all bloated dlcs for a fraction of the games cost today and get a probably working game LOL!
--AI still cannot build fighters / bombers without red (insufficient) power at least in the early game. Seems to get better early mid-game, and then comes back with the introduction of more powerful weapons
--Stations you find and repair still suffer from the same, and likely cannot even fire their weapons due to insufficient energy generation (or collection).
--Just had a colony ship get stuck trying to leave the station "load colonists" or something along that line for five years, just sitting there before I found it. Couldn't leave the station and make its way to the planet. Also, no asteroids in the way. All it had to do was exit the station, fly around the station, and hit the planet. No other ships or obstacles. Looked like a turtle sticking its head out.
--Tankers still warping off with near full cargo holds, without filling the fleet
--Stations we build "This build has no problems" still sometimes don't have sufficient energy collection for the station to shoot, even though energy collection exceeds energy demand and fitting screen indicates everything is good to go
--automated spies sit in counterespionage positions even though a manual search of a couple of rival empires show plenty of technology available at 80% chance or better, and AI settings are to steal technology from anyone at 80% or better probability. Counterespionage settings are 25% and three to four spies available. Pretty much given up on automated spies for now, choosing to play a race with tech research bonuses and setting spies to 75% counterespionage which is a role they play well.
--Pathing is still braindead at times during warp, sending fleets in the opposite direction of the destination, or five fleets starting from the same point all heading to the same destination end up taking a couple different paths causing them to arrive at different times.
--Building from a fleet template at "any starbase" results in ships being built at new colonies without any fuel or colonies inside a nebula, resulting in the ships built there not joining with the intended fleet for a decade. The AI doesn't appear to take fuel or restricted travel speeds into consideration. This is especially bad if the ship is built at a new colony inside a nebula, because of the double-whammy of reduced travel speed and zero fuel.
--Replacing ships destroyed in battle suffers from the same issues as above if using the Top Up Fleet With Ships button, with no consideration to distance of colony from fleet needing a refill, no consideration of fuel levels at colony or station, no consideration of reduced travel speeds due to being inside a nebula
--Still no way to tell which ships are actually present in a fleet (from the fleet display area either on the top in terms of total fleets or the bottom-left corner with fleet selected) and not scattered all over the empire, even though fleet strength is updated the second a fleet ship is built. I have to manually scroll out with a fleet selected and look for all the highlighted triangles to try and figure out how best to get the scattered fleet (from issues above) to rendezvous somewhere and then keep checking back in the same manner (usually for years of game time) until all the stragglers have arrived. Only then do I have a full fleet representing the combat strength displayed.
--Just sent several fleets to enemy home system with engagement range set to "system" and the system filled with targets. I watched while the fleets (manual fleet) just sat there where they landed for several months of game time instead of switching to "attack xxx." They might have sat there for years. Who knows since I intervened and gave them attack orders. After they finished off the first target, the behavior returned to expected (attack xxx).
This behavior (sitting there for ages) would have been fine if the fleet were automated and waiting for fuel tankers, but this was a manual fleet. In the past using the same settings and same fittings, I would have expected the game AI to go through several stages, "moving to xxx,xxx", then "no orders" for maybe a couple game days, then "attack xxx" where the last xxx is a mining station or structure within sensor and engagement range.
Last beta it was impossible to use a racial reactor because of position in the tech tree (one of the newly released DLC). May have been fixed in this beta. Just couldn't get my spies to steal the tech like they did last time (before I gave up on spying). I had already researched "superior tech" in terms of tech tree placement, and the reactor with far better specs wouldn't even show up on the "Latest per category" list in the fittings screen, and any time I manually placed it in a ship and then chose "upgrade" as a way to update my fitting for that ship or group of ships with a new weapon or fuel storage, the AI would remove the reactor and replace it with "superior" vanilla tech which was inferior but higher on the tech tree.
Along the same note, I've seen an improvement in this area on a case by case basis, and only so far with the Haakonish Mega-Storage fuel tanks that hold 150 units of fuel. The AI did stop removing those and they still display in the Latest Per Category list of components even after I research "superior" tech that hold 120 units of fuel. Looks like some progress was made with that specific racial tech only.
We'll see what happens with the Ackdarian TurboThruster Engine (tier 3) once I research or gain from salvaging some tier 4 engine tech. I'll bet the AI will replace it with "superior" tier 4 Proton Engine V3 in my manual builds, though I'll be very pleasantly surprised if it doesn't.
I experienced all of these issues and I'm only 35 years into the game. In all fairness, the things I find and report as issues may simply be the game working as intended, and my expectations are simply off. I stopped reporting bugs for this reason, though I simply couldn't let this thread go. The assertions of fringe cases simply were too far off the mark compared to my gaming experience, and my dog broke a molar meaning I'm up anyway. J The game is coming along for sure, so good to the dev team for their continued progress.
--This streamer reports frustration with a race he feels should be capturing ships to gain tech, and the ships appear to be ignoring his capture settings. Maybe he can provide better feedback? He speaks about this issue quite frequently during his streams.
https://www.youtube.com/watch?v=DZZ3NQ2EUXc
--This streamer just gave up on another playthrough due to performance issues, and only 12 episodes into the series. Don't know the specs of his build, but I can tell you this is at least the second stream he's left due to similar issues. Maybe contacting him would be fruitful?
https://www.youtube.com/watch?v=JDLvvGVu5pc
Edit: As YDYP states, my fleets still arrive piecemeal in many circumstances, though sometimes they do all pop in at once.
-- Also there's a bug in the Edit Fleet Template screen where selecting "Ships assign position within fleets as needed" doesn't translate after said fleet is built and results in the completed fleet having the setting "Ships retain current position within fleet."
I didn't know to even care about this setting until Nighskies played a recent save game from the last beta and pointed out that using the setting "Ships retain current position within fleet" is what was causing my fleets (and the first streamers fleets) to end up in a ring formation which is highly inefficient during combat. Now I manually correct the bug after a fleet is ordered to be built and seem to be experiencing much better formations.
https://steamcommunity.com/sharedfiles/filedetails/?id=3060677924
https://steamcommunity.com/sharedfiles/filedetails/?id=3060678600
BTW, I'm neither following nor participating in this discussion any further. This was a one-off while I wait for my dog's dental appointment in less than an hour.
You realize that you have NOT changed that setting "Ships retain current position within fleet" correctly in the pictures above so the fleet should indeed have the setting it gets. At least from the pictures shown!!!
The "Allow Position Reassignment" is not set to disallow the AI to change it.
The dev is in here watching the thread and wondering... We are giving him reasons. I think its very appropriate.
Another big issue that I have in the later game is that I have sector space stations with 4 construction bays. The AI will retrofit on the planet and going through large fleets on a planet is super slow due to it only have 1 construction bay. In my opinion, planets should be able to make new ships but retrofits should stick with star bases unless there are none. It might take 10 years to retrofit a fleet with battlleships and carriers at a planet. Or maybe make it so only civilian ships retrofit at a planet? More options there would be nice.
Also AI still ignores players borders and attacks mining stations planets without any diplomatic repercussions but player cant even attack enemy ships on their territory due to diplomatic penalty.
No... I don't think so because a few of them might just be reasons that is misunderstanding of how things work and in my opinion each point need it's own thread in the bug forum or proper bug reports with files and instructions how to reproduce them.
Put specific issues where they belong.
This belong in the suggestion forum, they read that as well.
My general solution is smaller fleets so when I refit I can go to different places to do so. Or I simply do them in stages so not all my ships are unavailable, then there is not a big issue.
In general I think that people have too large fleets, they are quite unwieldy if you have too many ships in one fleet. Which cause troubles as you speak off.
As far as I have seen the AI get the same penalties for attacking civilian ships and stations as the player does?