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Scott Brown has just released astatment: It’s been about three years since we originally started thinking about making Jumpgate Evolution and in those three years many of you have been following the game’s progress quite closely. You’ve watched the project grow and gain momentum as it has become what it is today. Getting the game complete and into your hands is the point we’re really eager to get to and we strive each week to get to where we can share our adventures in space together. One of the things we’ve always promised is that we would not release an unfinished product, nor would we subject players to a sub-par experience. The worst situation for a developer is that our game does not meet the expectations of our fans. This is constantly weighed against the need and desire to release the game and let our dedicated community play the game as soon as possible. I know that many of you have seen the targeted June release date and that has generated significant excitement. As with all game development projects, we constantly have to evaluate the quality of the product against anticipation. The question always asked among ourselves, does what we have meet the expectations of the players? Is what we have a good game? With that, let me be up front about the current state of the game from where we stand. Jumpgate Evolution is nearly feature complete, but since entering the Friends & Family phase of testing we’ve been able to bring new eyes onto the game and get solid, crucial feedback from actual players and fans. Based on these results, it is clear that the product needs more time to meet its objectives. As an example, we have received and read lots of feedback regarding the instanced and public PvP systems. The feedback has been vital in helping us polish and improve this core feature of the game. We take a lot of time in digesting and considering what people say and take feedback seriously. Given that situation I can tell you that we would rather delay the release, than let you down by releasing an unfinished product. We will continue development past June while extending the test schedules and respond to the results of those tests. Nowadays, Massively Multiplayer Online Games have a highly competitive market and a less-than-stellar release can be the end of a title before it starts. Our passion for this game means we want to release it in a state that is complete. You have raised the bar for us and we feel a great responsibility to reach that bar and exceed it. The only thing worse than waiting is being rewarded with a product that does not live up to its potential. We’ve always had one goal while developing this game which we’ve stated over and over. That goal is to make a great, and most of all fun, space combat game. Until we, and you, are happy that the game fully meets all of those requirements we won’t release it. We understand news of this delay is disappointing. The good news is that our immediate goal is to get the game ready for larger groups of people as we get into wider testing. This means that more people will have more time to give us the vital feedback we will need to improve the game. Once we've established our road map for the next few months we'll share with you when the revised release date is. Thanks for your patience and continued support. See you in space! Scott Brown. |
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Originally posted by Axxar
True, but it won't feel the same playing "outside" the ship. |
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Originally posted by Axxar
This is also acceptable to me. I am 44 years old, so my gaming attitudes may differ from others, but I am remembering games lik the first Elite, Wing commander, Privateer etc etc and want those fun days brought back but with the "modern" twist of live opponents via internet. I believe netdevil can pull it off. Already the video footage released reminds me strongly of my old favourite games from back then. It's just that all the video is 3rd person so far. I would hate to think they did it like that because the impact is lost when shown from inside cockpits. They obviously want to show the game at its best, so they must feel 3rd is their best. Anyway, I will be playing either way, but was hping they had let slip how they would implement the choice of view. |
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The 1st person versus third person thing is a really hot topic. A lot of people feel they will be forced to do pvp as third person because you can see around your ship much better. They want immersion (i do as well) and think everyone should be first person all the time. I tend to like 1st person best. I want to feel I am inside the ship. I want to see the cockpit readouts and controls etc, that doesn't mean I don't like a cinematic feel/view now and then. What I would like to see is a system that puts you in 1st person for the duration of fghts. Maybe when you flag pvp you are first person, when you are flagged pve you can be either?? |
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Its been said before, but something between the two extremes would be nice. How about cargo loss as a penalty? That would be ammunition for the fighter jocks, (Ithink all ammo is in cargo right?) so they lose money and time to replace it. While haulers etc lose the profit they would have made on their cargo and the time to replace it. Personally, I would like to see cargo and bits of ships floating about after I killed something, and be able to salvage it for scrap if nothing else. The "killed" ship would magically reappear at the last station it called in at and be repaired by insurance or something. I agree with a lot of ohers that although Eve's total loss is called hardcore pvp, what it does is force everyone not to engage unless certain of victory OR fly around in junk they don't care about losing. What's the point of working to get a nice ship and fit it out how you want, to then not use it for fear of losing it? No losses at all might create more action, but I feel it will get tired very quick, while the other end of the specrum causes breif vishous battles wth long gaps of sheer boredom in between. |
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Originally posted by spyhunter107
Read this before giving up on JGE. community.codemasters.com/forum/showthread.php
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What is the differances between the 3 factions? I know the names and I have read the lore (what there is of it) but a friend asked me what faction we should choose when the time comes, and I couldn't really answer him. I mean, is it purely a lore thing? Or is there fundamental differences between them like stats/abilities. Can all factions use all ships, or only their own ones, and is one faction superior in certain skills like Solrain are better at piloting, while Octavian is better at gunnery etc? I've been reading Jumpgate forums off and on, but I still can't tell my mates what faction we should choose. |
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Originally posted by Calind0r
I don't. Do I look stupid? Don't answer that! I didn't expect to get a dev response though. Thanks for that
edit: spelling |
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No replies at all. :( I guess Jumpgate forum here is dead. Oh well, back to WAR
Edited to highlight in red, that I mean this forum, not jumpgate the game or jumpgate the official forums or.... |
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Fixed it, thanks |
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Patch, events, new content and new classes Announced...mythic is on steriods now
General Discussion « WAR (Warhammer Online) 2/03/09 6:42:38 PM
Originally posted by Zorndorf
Do people really still use xfire? Idon't know ayone who still does tbh. My guild in WAR has 150 members and none of them have the old xfire thingy at the bottom of their posts on our guild forum. Maybe your numbers are a little bit wrong. |
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Warhammer subscriptions announced
General Discussion « WAR (Warhammer Online) 2/03/09 6:27:56 PM
Originally posted by neller2000
I don't think 100-150k is close to accurate, but I do think a lot of people are not logging on as much. Many are playing the game more casually than they did and waiting for the defensive rvr patch (sorry, don't remember the patch number) It will hopefully make defending keeps worthwhile and kick off some great fights. |
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I agree with Solnicaris. The sci-fi genre needs Jumpgate Evo or something like it very badly. |
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I always prefer having the option. Cockpit view always made think of the game as more real, what devs all call immersion now, but there are times when 3rd person view comes in handy too. |
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Jumpgate evo is till planning to have the mechanic where players work together in theri factions to build new jumpgates to unexplored systems? I ask because I haven't been keeping up with Jumpgate as i once did (been doing the whole AOC beta--> to live--->to quit--->to Warhammer cycle) So my question is, can we explore in this game? The devs mentioned a long time ago the idea of cooperatives building new gates and expanding known space to development, and of course wth that comes conflict over resources and control. I would love that. |
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What type of controller will you use for dogfighting?
General Discussion « Jumpgate Evolution 2/01/09 10:19:46 AM
Originally posted by Label_This
I am going to try this also. If I don't like it, I'll probably go mounse and keyboard. My old Saitek powered joystick has been in the bottom of my wardrobe for years gathering dust. Can't be bothered finding all the ired and adapter...wires all over the room like the old days turns me off. |
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Personally I love the idea of working my way up through ship classes until I can own a cap ship, but as others mentioned it would cause all kinds of trouble with piloting, god mode, multiple player driven turrets with latency etc etc. BUT, what if guilds could rank up like in Warhammer and earn rewards for it? What if an AI driven cap ship was one of the rewards that you could earn. YOu could maybe deploy it on raids into enemy systems, give it order to patrol an area, or hold still and defend itself while smaller fighter craft dock for resupply etc--kind of like a mobile station. Of course other guilds would send their cap ships after yours, and a huge battle could result between the two while hordes of fighters try to defend and attack each other :) To me that's as good or even better than piloting my own cap ship... though I would love to do both. |
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Originally posted by Livett
Hmmm, well far be it from me to praise GOA for anything (the thought makes me quite ill) but <gulp, turns green> GOA announced official forums for EU paying customers quite a while back. Mythic is trailing them in this aspect. Of course we all know GOA will screw up--its a given. Probably will be a forums written in flash that most of the time displays blank pages
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can someone explain what darkness falls from DAOC was?
General Discussion « WAR (Warhammer Online) 2/01/09 8:54:26 AM
Originally posted by Hatsoff2u
Yes there are raid instances, but they are easy stuff for the most part. Most can be fnished in an hour or so (except LV). What makes this thread such a hot topic is that there is a patch coming to WAR that introduces the Tomb Kings, and in that race's land there will be an rvr area with a dungeon entrance that can only be entered when you control the rvr zne where its located: in other words, its DAOC's Darknss Falls on steroids (we all hope) I cannot wait!
At the moment my guildies and I do senarios, and rvr mostly. We do the instanced dungeons to get ward gear as well, bu for us its a sideline. We are doing LV, but we are slow learners LOL. We are only just starting to make LV our main gearing up instance. |
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Well WoW is dead, my guild is moving to WAR, should we go Order or Destruction?
General Discussion « WAR (Warhammer Online) 2/01/09 6:50:05 AM
I have played Destro from the beginning on Karak Hirn and think that you should go order and come to my server. :) Its true that PVE raiding in WAR is easy, but it can be a fun diversion from RvR that doesn't take up all your time. My server NEEDS you. You won't roll onto Hirn and dissapear amongst the masses of other players as you will on Azgal or Eight Peaks. If you want to be a real force on the server you pick, choose one with a lower level of Order (like Hirn) and get the bonus by rolling Order there. Coming in as reinforcements is a great way to start, and if you're as organised as you say, your guild could become a major leader in RvR. |
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