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JGE is a skill-based space combat game with some RPG elements. The core focus of the game is the war of nations, and every element of the game focuses around it. Players are soldiers in the ongoing war, not bystanders on the sidelines.
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The plan continues to be to allow players to disable their dampener. Exactly how that affects balance aspects of the game is still being worked on. Balance and accessibility are paramount.
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Will we expand the game? Yes! However, we have no plans to pursue a mining, trading, pirating game – we are a space combat game.
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As mentioned previously, the focus of Jumpgate Evolution is on space combat and nation warfare. We have no plans for mining or hauling in the game. There will be a crafting feature in Jumpgate, but we are not ready to talk about specifics yet.
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JGE is about waging war against other nations. As such, you will not be able to have any sort of communication between nations, including trading. Trading/Hauling from one station to sell to another station is not a part of this game.
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Guilds will be able to contribute in a considerable way to the war between nations, although we’re not ready to reveal specific details today.
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The plan is to make combat in large spaces with massive numbers manageable, with systems in place to assist players in that process.
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In order to encourage the giant space battles we want, you’ll automatically know where major components are that are important for navigating and playing the PvP game.
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“Event sectors” are actually a technology we’ve developed that allows us to do a variety of things with a specific sector. Some may only be open during certain times of the week. Some may only be available if you currently hold certain other territories. So depending on factors like how your enemy reacts to certain situations or how the war is going, this system allows us to keep delivering variety to players even in familiar environments where players will often be surprised at the turn of events.
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We’ll be discussing the PvP game in much greater depth at PAX this year, including the endgame warfare. Will we see you there?
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Due to the fast paced natured of our combat, our goal is to streamline the amount of ship information the player has to juggle. Having said that, we’re not ready to discuss the specifics of how ship systems work.
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Banks will be globally accessible from stations.
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Artifacts as you know them from JGC won’t exist in JGE.
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Mass is dictated solely by the type and size of ship. So, no, cargo/inventory/weaponry have no effect on ship mass.
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JGE is a skill-based space combat game with some RPG elements. The core focus of the game is the war of nations, and every element of the game focuses around it. Players are soldiers in the ongoing war, not bystanders on the sidelines.
Quote:
The plan continues to be to allow players to disable their dampener. Exactly how that affects balance aspects of the game is still being worked on. Balance and accessibility are paramount.
Quote:
Will we expand the game? Yes! However, we have no plans to pursue a mining, trading, pirating game – we are a space combat game.
Quote:
As mentioned previously, the focus of Jumpgate Evolution is on space combat and nation warfare. We have no plans for mining or hauling in the game. There will be a crafting feature in Jumpgate, but we are not ready to talk about specifics yet.
Quote:
JGE is about waging war against other nations. As such, you will not be able to have any sort of communication between nations, including trading. Trading/Hauling from one station to sell to another station is not a part of this game.
Quote:
Guilds will be able to contribute in a considerable way to the war between nations, although we’re not ready to reveal specific details today.
Quote:
The plan is to make combat in large spaces with massive numbers manageable, with systems in place to assist players in that process.
Quote:
In order to encourage the giant space battles we want, you’ll automatically know where major components are that are important for navigating and playing the PvP game.
Quote:
“Event sectors” are actually a technology we’ve developed that allows us to do a variety of things with a specific sector. Some may only be open during certain times of the week. Some may only be available if you currently hold certain other territories. So depending on factors like how your enemy reacts to certain situations or how the war is going, this system allows us to keep delivering variety to players even in familiar environments where players will often be surprised at the turn of events.
Quote:
We’ll be discussing the PvP game in much greater depth at PAX this year, including the endgame warfare. Will we see you there?
Quote:
Due to the fast paced natured of our combat, our goal is to streamline the amount of ship information the player has to juggle. Having said that, we’re not ready to discuss the specifics of how ship systems work.
Quote:
Banks will be globally accessible from stations.
Quote:
Artifacts as you know them from JGC won’t exist in JGE.
Quote:
Mass is dictated solely by the type and size of ship. So, no, cargo/inventory/weaponry have no effect on ship mass. |
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8/09/10 6:58:07 PM#2
You fight and...you fight. We have like a bunch of ways for you to fight. Basically our game is fighting...with ships...that fight. *so what other activities are there in your game?* We've decided to concentrate on fighting! Any other activity will exist to help with that fight!
*so...what If I have no interest in pvp..*
.............../crickets |
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8/13/10 2:36:48 PM#3
A few years ago this game was described by the devs as a "living universe space sim". Sure there was going to be a lot of combat, but now it does seem like that's all there is. There's PvE too, though. It's not all just PvP. |
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8/15/10 9:07:59 PM#4
The devs that described it like that have either left or been fired. The devs left do NOT describe the game like this anymore. Check the JGE forums to see the new description...if you don't mind being disappointed. |
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8/17/10 4:52:39 PM#5
Wow, I was looking into this game for some reason, and I started to watch this official E3 Q&A session. After abouth 2 minutes, I knew this game has serious issues, but I watched it, all 4 parts, in an excercise of psychology and marketing failure. I'm a dev myself (non-gaming), and I could feel excrutiating pain in each of those people there. They didn't want to be there, they didn't want to answer questions, they radiated disbelief in their product. Almost any subject except faction based PvP was dodged, and quite probably the feature was not started, not finished or completely not in game. They mentioned that all of these guys are only a year old in the dev process and that launching had a deadline. So this means, they have to focus on only 1 thing (combat) so that they can deliver, before funding ends...
I feel horribly for the devs. |
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8/19/10 5:09:09 PM#6
"A year old in the dev process". Yep. The game we were all looking forward to in the first years has been wiped away. The devs that believed in the product and making it awesome seem to be gone. Very disappointing. Hopefully it will still be a good space combat game that can compete with Black Prophecy. But to do that, they are almost going to have to go F2P too or BP will mop the floor with them. No one will sub with a decent free game already out and claiming market share, and I don't think many people are expecting BP to suck (though it could happen). |
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8/23/10 10:11:04 AM#7
The main divide for me at the moment is that BP is heavily instanced and free to play. I'm one of those people that like to pay a monthly sub, and not have to worry about some skillless noob beating me because his daddy buys him all the cool toys. That being said, if something good does not come out of PAX ( i should say around the same time as PAX) then the game is doomed to fall behind BP. Come join the new gaming and guild community in the UK. |
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