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Free CD Keys (2 two week trials)

Thats right - I have 2 two week trial CD keys to give away. First come, first served, so the First two PMs get them ...
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Comments

  • PillBoxPillBox Member Posts: 184
    One down, one left ....
  • adamk22adamk22 Member Posts: 233

    adamk22@gmail.com , please :)

    Banzai!

  • PillBoxPillBox Member Posts: 184
    Sorry Adam, I have sent my last one off. If any of my squad mates get any I'll see if I can get one to you.
  • dunny33dunny33 Member Posts: 141


    Originally posted by adamk22
    adamk22@gmail.com , please :)

    Email sent. Enjoy

  • freethinkerfreethinker Member UncommonPosts: 775

    nm...i'm too late ::::16::

    ==========================
    image

  • camwinterscamwinters Member Posts: 1

    Actually if anyone else has 1 I would love it. I want this game for Christmas but want to try it out first. I would be very greatful for anyone who can send their spair code to kingcam_21@hotmail.com

  • Kud-DukanKud-Dukan Member Posts: 34

    Could anyone send me a Trial Key?  I'd love to try out this game a bit before I buy it.

    Email -> kud.dukan@gmail.com

  • ChickenwingsChickenwings Member Posts: 4

    I'm also considering buying this game very soon but would like to give it a try before i spend my money. If anyone has an extra trial, please send it to elchickenwings@yahoo.com

    Thank you very much in advanced.

    Chickenwings

  • ElfvyraElfvyra Member Posts: 20

    We already gave ours away. 1 definately decided WWIIOL wasn't for him. Too bad, he is a long time wargamer. After 6 hours in game, his words were, "You've got to be kidding me!". The other friend, also long time wargamer, may or may not keep playing. But he too was less than impressed. More to follow.

     

  • hardcasehardcase Member Posts: 367
    Interesting how the new beatbox poster gave his to two people who wont like it. BTW. BE people got 3 keys and each player got 1..how come only two given away?
  • PillBoxPillBox Member Posts: 184
    I was only given 2 CD keys - one for each account I have.
  • SparreSparre Member Posts: 257


    Originally posted by Elfvyra
    We already gave ours away. 1 definately decided WWIIOL wasn't for him. Too bad, he is a long time wargamer. After 6 hours in game, his words were, "You've got to be kidding me!". The other friend, also long time wargamer, may or may not keep playing. But he too was less than impressed. More to follow.

    This game is not every bodys cup of tea for sure. Compare to other WWII games is it far more demanding due to its realistic game play. Most players seems to judge a game by the first graphical impression. Other wants instant action (Close-combat). A realistic battle situation which demands lots of preperations and waiting will turn off many players before they will realise the deepth of WWII Online.

    These players don't seems to appreciate the long visual distance, the physic engine and damage model and that you not only have a total freedom of manœuvre on the huge map, but each battle also have a minor or major strategical implections on the surrounding towns and villages.

    Most players is used to have totally independent scenarios like they have in the shoebox games like Battlefield 1942/2 and Call of Duty et al. Each map in these games is a new map, and the outcome of the former map has no implecation what so ever on the next map. In other words, these players isn't used to a strategical layers and its implecation on the gameworld in a MMO-FPS game, why it will take some times before they appreciate it. The scope of the game is proberbly too big for them to really understand all it parts.

    If you are used to fragfeast games like BF and CoD et al, and like the gameplay they have, and you haven't really been looking for a game like WWII Online with its deepth combinded with its rich tactical and strategical layers, is it proberbly necessary that any new potential player is guided by a WWII player that really likes the game, and therefore is willing to explain all the parts of the game. And this has to be done in a positive manner.

    If it is a former subscriber, or a subscriber that obvious don't like WWII Online shows the game for a potential player am I not surprised that her fellas don't like the game either. Especially since she can't talk about WWII Online without making up stories about "magical weapons" and other oddities in order to trash-talk the game.::::06::

  • ElfvyraElfvyra Member Posts: 20

    Actually, they both stated that more than anything BE reminded them of a Quake Arena. Unlimited Infantry magically teleporting into a fight to wherever a truck happens to be. Shooting an inf 2-3 times, only to have him turn and shoot them. Being camped in ABs and Depots. Magic Satchel Charges that are HEAT vs a tank, but HE vs a Forward Base. Then there were the "Rambo Suicide Bombers. Single Sappers chasing tanks around the battlefield. Along with other single inf running around. And like most Grognards, they knew 1940's inf didn't have HEAT charges, 5kg or otherwise - let alone 4 each, to use against Armor. They also didn't understand why only the Sappers were able to blow up a FB, but not 250lb and 250kg bombs or 75mm HE rounds from tanks, hence the "magic" satchel charge. Then there were the grenades that explode on contact, whether the point of impact was 1m or 20m. They also got a laugh out of the Sappers' "erector sets", allowing them to completely repair a blown multi-lane bridge in just a few minutes. <One of them had been a Combat Engineer in Vietnam, the other an Armored Officer with 4 tours in Iraq.> They asked me if the sappers were issued a bag of holding to carry all their "stuff". I had no answer.

    Armor was a bit better. We took them on an assault and showed them how we, unlike so many other players, set up mutual covering fields of fire. Once thay had the hang of the newbie tank, we let them Gun the bigger tanks. They didn't understand why 75mm shells, yes more than one, landing among a group of EI all just made them stand there and look around. When my husband told them they needed to get a direct hit to kill one, they both laughed. We also deployed some armor on Defense, before an attack began. They were mystified by the lack of other defenders there until the Attack was in full swing. They were also mystified that CRS hadn't given the French tank commanders the ability to unbutton, so they could look around. We told them CRS first promised the French players that ability over 4 years ago. They had both played offline for over an hour each learning the equipment, game and setting up their controls before going in game.

    When we took them into the air, they were a little more impressed. It was quite obvious to both them that BE is a game made by and for flyers. The cockpits were much more detailed than any of the other vehicle interiors. What their biggest complaint was that so many 'pilots' were using the bombers as if they were armed with retarded bombs. They watched in amazement as several of these barnstormers flew into trees and buildings trying to bomb ABs, FBs and units deployed under trees. They liked how easy it was to see units from the air, even individual inf in tree lines. And they enjoyed the few dogfights we got into at altitude. They both agreed that that was the most realistic part of the game. They didn't like the ability to fly at night, even the short full moon BE night. Why? Because again, it wasn't something the 'real' pilots did in 1940.

    We saved the worst part of the game for last. The Naval part. We first took them out in Fairmiles. Thier first question was why Red/Blue/Green ships when everything else in the game was different, especially given how old this game was. I explained that the Naval part was the newest part of the game, only 4 years old vs. 4.5 for everything else. The bigger ships, The Transport and Z Destroyer were much newer. They didn't enjoy playing fairmiles on the canals representing rivers. The DD was a bit better, but other issues arose there. Lack of functional 127mm HE, ie needing a direct hit to kill AI, EI, AA and ATG crews. HE that "disappeared" once it got 1500 to 2500 meters out, depending on where we were. The lack of details in the modeling, including the 2d "cardboard" 20mm AA guns and crew, was also disappointing to them. We also got "lucky" enough to get "kamikazied" a few times. Bombs dropped from extemely low level bombers. Their final issue was a lack of damage control present in a real Naval vessel.

    Final verdict is 1 probably not, 1 no way in hell would he pay to play this game. The term "quakish" kept getting spoken on TS. This game is not for students of military history. Or the professionals. They will keep battling us on the Tabletop, though. They prefer their wargames with realistic physics and rules. Go figure....

    image

  • brianjcbrianjc Member Posts: 1

    Hi,

     

      I too am looking for an activation code. I played this game two years ago, and was blown away by the  scope & persistance. I would love to see the new graphics. If you have a code, em-ail me please: BrianJC@RocketMail.com

    Love,

    Carpenter

  • PnHobbitPnHobbit Member CommonPosts: 195


    Originally posted by Elfvyra
    [Insert made up story by a player that doesn't exist here]


    Anyone who thinks WWII Online is quakish has some serious problems and is obviously not someone who played the game at all. Realistic spalling and shrapnel on tanks, specific damage models as opposed to hit points, stamina, realistic noises, a 1/2 sized map of europe, a good flight model, and a varied infantry game that promotes being careful and not being seen; none of that says quake.

    The game itself is not perfect, but no game can be. Certain things must be done simply for the fact that time and money are not unlimited sources. If you friend hits people and doesn't get a kill tell them to stop playing on a 28.8 modem. I'm on cable and have no problems with lag.

  • StraddenStradden Managing EditorMember CommonPosts: 6,696

    ok, I don't think that was particularly called for. I think there was probably another way in which you could have oiced your opinion without accusing someone of making things up. Play nice.

    Cheers,
    Jon Wood
    Managing Editor
    MMORPG.com

  • PillBoxPillBox Member Posts: 184

    Lol, what a joke - some people sound sad here.

     I offer 2 CD keys and as soon as a chance comes along the people who cannot play the game decide thats they want to voice their opinion on the game.

     If these people cannot even read a title in a forum, they obviously do not even know how to look up their mission briefing within the game. No wander they dont like it - they give the JIB JAB but dont know how to do the YIB YAB.

     Best I keep quiet before they call me names - cause they got nothing else better to do ...

    Anyways, for those that are willing to actually try the game - hope to see you there. HAVE FUN - DONT BE A PRAT .... PLEASE!

  • SlamenSlamen Member Posts: 218



    Originally posted by Elfvyra




    I read Elfvyra's post and I believe there should be some expansion on her points since she is leaving out many details just to come to her point.

    Unlimited Infantry magically teleporting into a fight to wherever a truck happens to be.<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" />

    The game use to be different where the only place you could spawn in at is at an Army Base or Forward Base.  Since these are at least 3000m away from the enemy’s spawn points (other ABs or FBs), people would spawn in, wait for someone to spawn a truck, hop in and drive to the area.  Many infantry players fell asleep waiting for a truck or were cut down riding in these trucks to get to the fighting.  The player base asked for these magical teleporters from trucks (AKA mobile spawn points) to decrease the time to the fight.  In fact, the player base is asking for a more expanded version so the magical sapper can build a mobile forward base for vehicles to spawn too.  I think this would be good move trying to get away from the fixed spawn points.

     Shooting an inf 2-3 times, only to have him turn and shoot them.

    In this game, if you shot someone, that damage packet gets sent to that player from your machine (client side damage sent).  If in the 1 second time (max time that is) that it takes your enemy to receive your damage packet, they turn and shoot you, their machine sends a damage packet to you.  The end result is a mutual kill.  Now this can change as long as you come up with a way to increase the speed for data packets being sent through the telephone lines all across the earth.  If you think a server side damage packet scheme would be better, forget it, now you are talking laggggg.

    Being camped in ABs and Depots.

    One man’s (or women’s) camp is another man’s "spawn suppression".  Most camps happen at the end of a battle when the defender's have lost, but still have equipment left to spawn in.  Usually the attackers control the army bunker, the outer flag points and are waiting on the radio table to come up so they can finally capture the place.

    Magic Satchel Charges that are HEAT vs a tank, but HE vs a Forward Base. Then there were the "Rambo Suicide Bombers. Single Sappers chasing tanks around the battlefield. Along with other single inf running around. And like most Grognards, they knew 1940's inf didn't have HEAT charges, 5kg or otherwise - let alone 4 each, to use against Armor.

    Well before the magical satchel charge, the infantry player didn't have any weapon to combat armor.  The player base didn't like this, so they asked for something.  Hence the Sapper class was created.  True 1940 infantry didn't have 5kg packs that had a shaped charge.  They just had 5kg HE explosive packs used for demolition.  The shaped charge was placed so that it can kill a tank IF the satchel is placed in the critical spot on a tank.  So its not a guarantee result, you still need to be able to place it correctly on the tank.

    They also didn't understand why only the Sappers were able to blow up a FB, but not 250lb and 250kg bombs or 75mm HE rounds from tanks, hence the "magic" satchel charge.

    Well before, satchel charges, 75mm HE shells and bombs were able to take down FBs.  But a problem occurred.  The British army in game didn't have any guns 75mm or greater.  In fact, until recently, the British didn't have HE in any tank gun.  The German army had the Stug, PZ4, and 88mm guns which all had HE to take down FBs.  The French only had 75mm HE on the hull gun in the Char.  So you can see there was an imbalance.  Also, the 250lb bombs on the allied side are 1/4th as strong as the 250kg bombs on the German side.  Again there was an imbalance.  One more thing, the change was made to make the sapper the only unit to remove FBs because the developers+player base didn't like the idea that 1 or 2 flyboys could ruin a well organized attack by diving in and blowing FBs away.  I seem to remember a time period were FB ping pong was a catch phrase on the other forums.

    Then there were the grenades that explode on contact, whether the point of impact was 1m or 20m.

    I wish grenades had a timed fuse and bounced too, but they don't and I think that feature is low on the priority.

     They also got a laugh out of the Sappers' "erector sets", allowing them to completely repair a blown multi-lane bridge in just a few minutes. <One of them had been a Combat Engineer in <?xml:namespace prefix = st1 ns = "urn:schemas-microsoft-com:office:smarttags" />Vietnam, the other an Armored Officer with 4 tours in Iraq.> They asked me if the sappers were issued a bag of holding to carry all their "stuff". I had no answer.

    The magical erector set is a compromise.  It takes 10 sappers to place 4 sets each (40 erector sets to fix a bridge).  Thus it takes organization on players to get things done.  The alternative is to have the sappers sit on the broken bridge and wait for a blue bar to grow and have that take hours, but no one would fix a bridge if it took hours.  So the compromise is to actually give the players the ability to fix bridges with out wasting hours doing nothing.

     

    Armor was a bit better. We took them on an assault and showed them how we, unlike so many other players, set up mutual covering fields of fire. Once they had the hang of the newbie tank, we let them Gun the bigger tanks. They didn't understand why 75mm shells, yes more than one, landing among a group of EI all just made them stand there and look around. When my husband told them they needed to get a direct hit to kill one, they both laughed.

    You should know that a direct hit with HE is the only way to kill infantry is not true, the new statically shrapnel model is not in place for HE tank shells yet, but the old model still produces shrapnel.  See my post on the developer pics on armor/ballistic interactions for what it looks like.

     

    When we took them into the air, they were a little more impressed. It was quite obvious to both them that BE is a game made by and for flyers. The cockpits were much more detailed than any of the other vehicle interiors. What their biggest complaint was that so many 'pilots' were using the bombers as if they were armed with retarded bombs. They watched in amazement as several of these barnstormers flew into trees and buildings trying to bomb ABs, FBs and units deployed under trees.

    The developers have said many times that they will not code abilities away from the players no matter how suicidal it is.  Therefore there will always be the players who dive in to bomb knowing that they won’t survive.

     

    They liked how easy it was to see units from the air, even individual inf in tree lines. And they enjoyed the few dogfights we got into at altitude. They both agreed that that was the most realistic part of the game. They didn't like the ability to fly at night, even the short full moon BE night. Why? Because again, it wasn't something the 'real' pilots did in 1940.

    Real pilots didn't fly at night in 1940???  What was the London Blitz all about?  Or the early British bombing campaign against the German cities at night???  Real people can fly at night using visual flight rules today in a single engine planes (i.e. Cessna), and nothing has changed by navigating by dead reckoning for several hundred years.  Btw, read up on the Russian "night witches" to see what can be done at night when pilots are motivated.

    We saved the worst part of the game for last. The Naval part.

    I can't defend the Navy aspect; it is the lowest priority in game, but the transports are cool.

     Go figure....

     

    Sorry for the long post, but her points taken at face value were very slanted and expanding on several her details I felt were necessary.

     


     

  • NOOOOOOOO IM TO LATE

  • aaronoaarono Member Posts: 110
    I'm done with WoW, I'd love to try out this game.
  • rogerncormierogerncormie Member Posts: 1

    Anybody else have a key so I could try? I've been interested in this one for awhile now.
    My e-mail address is rogernc74@gmail.com

    Thanks.

  • punisher426punisher426 Member Posts: 2

    i could use a key to jrs426@gmail.com if any got one

  • kuzcokuzco Member Posts: 2

    Could anyone send me a Trial Key? I'd love to try out this game a bit before I buy it.

    To yasha92742@hotmail.com

    Thank you... ::::01::

  • KadeshKadesh Member Posts: 82

    I've got one free trial key, never used.

    Reply with email addy and I'll send it to you.

  • borricborric Member Posts: 4
    Thx for sending me the key image
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