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NetDevil
MMORPG | Genre:Sci-Fi | Status:Cancelled  (est.rel N/A)  | Pub:Codemasters
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Jumpgate Evolution Interviews: General PvP Interview

By Jon Wood on July 17, 2009

MMORPG.com:

How will PvP factor into the game's lore?

Hermann Peterscheck:

It depends. There is fiction behind the various battlespace scenarios, so that is one of the factors. In terms of open space there are less specific ties since we can't really predict what is going to happen. More likely, we will respond to PVP events and feed them into future fiction as opposed to trying to force it down one path or another.

The other direction is how the lore itself influences PVP. Here we consider that the three major nations are in a conflict with one another. It's not total open war, but they are definitely competitive. The personality of the nations is reflected in things like ship design and general attitude. For example the Octavians are much more regimented and militaristic whereas Solrain is more motivated by profit and gain. What we want to do is have the players feel that they identify with their nation and it's goals.

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MMORPG.com:

What kinds of PvP will make an appearance in Jumpgate Evolution? One on one, 100 vs 100, etc.?

Hermann Peterscheck:

We have determined that large numbers of ships is certainly more fun than one on one battles in big, open space - though that is possible. Once you support huge scale battles, smaller battles are simply an issue of player preference. I suspect we will have many different sizes to the battles, but we are assuming that massive space combat will be the most compelling.

Here again, each nation's personality is represented. In the large scale battlespace, for example, each group has their own distinct capital ship which they need to protect, while attempting to destroy the other group's ship. The look and feel of these ships is very distinctive and helps players identify with their nation.

MMORPG.com:

Will there be an area that allows for open free for all PvP?

Hermann Peterscheck:

There are so-called "unregulated" areas in space. Here, you are basically always flagged as PVP and can freely attack, and be attacked by, anyone. Also, battlespace has various rules, but it is certainly open PVP in the traditional sense.

MMORPG.com:

What loot reward systems are in place for PvP in JGE?

Hermann Peterscheck:

Loot rewards will be sold to you by special vendors which require you to have a certain amount of renown to gain access to. Additionally you get XP and credits for kills, contribution to kills and other objectives which you can complete as part of PVP.

MMORPG.com:

What experience reward systems are in place for PvP in JGE?

Hermann Peterscheck:

Currently you get XP, Credits and Renown for all PVP kills. Depending on how well you do and your contribution determines how much of each you get. In the case of battlespace, winning the round will give bonuses. In the case of open world PVP, the winning nation gains control over that part of space which has consequences and benefits we have not specified.


Screenshot

MMORPG.com:

Will there be consequences to losing a PvP battle?

Hermann Peterscheck:

It depends. In the case of open space you lose the outpost and control over that part of space. In a battlespace battle, you will not get the rewards that the winner gets (renown, bonus xp and so on). We don't want to take things away since that means that fewer people will PVP. We also track individual and nation wide statistics. This means that as your nation rises and falls in the ranks you can feel that you are contributing to a greater cause and increasing the influence of your nation and it's values.

MMORPG.com:

What systems are in place to prevent "ganking" behaviours?

Hermann Peterscheck:

It depends what you mean by ganking. It will be possible to play Jumpgate without getting yourself into a situation where you can be ganked. Once you enter an open PVP area you are sort of electing to put yourself in danger of being killed without expecting it. I think the important thing is that players are able to make choices. Ganking is only really terrible if there's nothing you could have done about it and so that's the real issue to address.

MMORPG.com:

In February of 2008, you said in an MMORPG.com dev journal that you were considering different PvP rules for different shards. Is this still a possibility?

Hermann Peterscheck:

It's always a possibility. That's based on what other MMOs have done in the past and has been successful for them. There's many ways of dealing with the differences between PVP and PVE and we are open to exploring whatever makes the most sense for our game. Of course everything really depends on the results from ongoing testing where we expect to find out what players wants.

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