Welcome, Guest. Please login or register.
July 14, 2025, 06:48:58 AM

Login with username, password and session length

Search:     Advanced search
we're back, baby
*
Home Help Search Login Register
f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Topic: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots) 0 Members and 2 Guests are viewing this topic.
Pages: 1 ... 14 15 [16] 17 18 19 Go Down Print
Author Topic: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)  (Read 205350 times)
DLRiley
Terracotta Army
Posts: 1982


Reply #525 on: May 19, 2009, 07:43:15 PM

AoC wasn't selling a combat system. They just thought that plus the content, lore and graphics engine would be enough. Once again, content is king.

We don't know enough about the type and quantity of content JG:E will have to know. Freespace 2 with WoW quests will have me for at least four months like, fer shur!

I think at some point there was a conscious decision that the combat would tide them over. I really don't think they simply ran out of money (which they did) and would have made the game content rich if they had more 100 million dollars. At best that cash would be spent down the black hole that is latency issues for a game made for this years computers and making the siege work, which is the only real end game they planned on (and of course they didn't see the problem with that). Yes AoC was selling its lore, by that was something it had to do if they wanted to be considered remotely competent. I mean we are talking about Age of Conan, you can't get a better fantasy setting unless you cloned JR Tolkien himself, locked him in a white padded room with nothing but pen, paper, and 4 book shelves worth of porn. Fact is at some point making a M rated mmo and a twitched based mmo at the same time seemed to be enough of a cash cow for the majority of the people in charge of making the final decisions.
Mrbloodworth
Terracotta Army
Posts: 15148


Reply #526 on: May 20, 2009, 06:30:44 AM

System Talk With Scott Brown


Comments of note:


"We are feature complete at this time," he said. That is to say, all the systems are in place. The back end is connected; all the parts of the game that needs to be there are there, but for completing the planned content.



"Manufacturing is the other system that Netdevil is working through at this time. Manufacturing facilities can be found throughout space. Some of them are known, some others you discover via missions and through exploration. Some are of alien technology and many are abandoned and in contested space, so getting to them might be a bit of a challenge.

There are also recycling centers in space. Much like the manufacturing facilities, they are found in different sectors and they reduce the junk you put in them into basic raw materials.

"Most data will be out there in XML for fan sites to grab and use,"

Players won't be able to track mining nodes the same way. They are instant and random spawn within a sector. That is to say, the moment you mine one, another pops up immediately somewhere else. Independent of player population, if there are 20 nodes in the sector there will always be 20 nodes in the sector.

"The smart player," he said, "will probably use a combination of damped flight and undamped. Particularly in combat, flying under Newtonian Physics will give a skilled player the advantage as that allows you to be travelling in one direction and yet have the nose of your ship pointed in another to rake other ships with fire."


"There are several alien factions that hate everyone else in the universe, and yes, you can definitely be damaged in cross-fire," said Scott. In-game death means only opening your wallet and paying the repair mechanic at your last station or the sector grave yard. Of course if you have another ship at the station, you can jump right back into the game with that one if you're a bit short.

"You know, not one day passes when at least six team members [don't] ask after a play test when we are going to put that in [cockpit view]. Don't worry. It will be in. Just like vehicular games must have the 3 views - first person, third person and cockpit with the steering wheel and dash visible;


Speaking of ships, we were shown a Battle for Space scenario. These scenarios are the space equivalent of DAoC's three-faction RvR system. Each faction is building a battle station in space and the others are taking them down.

Today's How-To: Scrambling a Thread to the Point of Incoherence in Only One Post with MrBloodworth . - schild
www.mrbloodworthproductions.com  www.amuletsbymerlin.com
FatuousTwat
Terracotta Army
Posts: 2223


Reply #527 on: May 20, 2009, 01:55:44 PM

Thanks blood, keep these updates coming!

Has anyone really been far even as decided to use even go want to do look more like?
Ghambit
Terracotta Army
Posts: 5576


Reply #528 on: May 25, 2009, 09:04:50 AM

3 weeks till release!   woot!    why so serious?

"See, the beauty of webgames is that I can play them on my phone while I'm plowing your mom."  -Samwise
Mrbloodworth
Terracotta Army
Posts: 15148


Reply #529 on: May 25, 2009, 09:30:09 AM

3 weeks till release!   woot!    why so serious?

We still going by the old date? or has something else been announced?

Today's How-To: Scrambling a Thread to the Point of Incoherence in Only One Post with MrBloodworth . - schild
www.mrbloodworthproductions.com  www.amuletsbymerlin.com
Ghambit
Terracotta Army
Posts: 5576


Reply #530 on: May 25, 2009, 09:52:08 AM

3 weeks till release!   woot!    why so serious?

We still going by the old date? or has something else been announced?

That was sarcasm.  Cmon Blood, you know as well as I that this game isnt coming out middle-June.  Especially when retailers had to move their ship dates to Sept. 1.  Whenever that happens, there's always a delay.

In a recent interview NetDevil didnt confirm the Sept. 1 date and wondered where the retailers got the date (they got the date because they had to make one up for their own in-house systems, regardless if it was right or not).  Nevertheless, they (NetDevil) didnt deny a postponement either.  So basically, it's postponed but we dont have a firm date.  Retailers had to change it because they cant run their business on the whims of bullshit MMO devs.

Anyways, the next date from the impending press release should pretty much be the final release date (and it only took them <3 weeks until "launch" to realize they should change it)

"See, the beauty of webgames is that I can play them on my phone while I'm plowing your mom."  -Samwise
Mrbloodworth
Terracotta Army
Posts: 15148


Reply #531 on: May 25, 2009, 10:21:21 AM

So basically, it's postponed but we dont have a firm date.

That's basically what i thought. Probably a good thing.

Today's How-To: Scrambling a Thread to the Point of Incoherence in Only One Post with MrBloodworth . - schild
www.mrbloodworthproductions.com  www.amuletsbymerlin.com
NiX
Wiki Admin
Posts: 7770

Locomotive Pandamonium


Reply #532 on: May 25, 2009, 02:30:31 PM

Obligatory "I haven't received any updates" post. Maybe I'll send off an e-mail to NetDevil and find out if we can pry any info out of them about guild/beta.
Mrbloodworth
Terracotta Army
Posts: 15148


Reply #533 on: May 26, 2009, 08:20:22 AM

Link

Quote
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.

Today's How-To: Scrambling a Thread to the Point of Incoherence in Only One Post with MrBloodworth . - schild
www.mrbloodworthproductions.com  www.amuletsbymerlin.com
fuser
Terracotta Army
Posts: 1572


Reply #534 on: May 26, 2009, 08:33:34 AM

Link
Quote
Delay notice stuff

Dammit beat me awesome, for real


Quote
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.

Wasn't that always a milestone to get ready for wider testing then just friends and family?
Mrbloodworth
Terracotta Army
Posts: 15148


Reply #535 on: May 26, 2009, 08:39:28 AM

I believe that statement means they are now on that step. INC beta.

Today's How-To: Scrambling a Thread to the Point of Incoherence in Only One Post with MrBloodworth . - schild
www.mrbloodworthproductions.com  www.amuletsbymerlin.com
Ghambit
Terracotta Army
Posts: 5576


Reply #536 on: May 26, 2009, 05:43:04 PM

This game's gonna be a holiday release.  While it's not surprising, I just really think it's unprofessional leaving that June 15th release date up there up until 3 weeks before launch.

"See, the beauty of webgames is that I can play them on my phone while I'm plowing your mom."  -Samwise
Draegan
Terracotta Army
Posts: 10043


Reply #537 on: May 26, 2009, 06:17:41 PM

This game's gonna be a holiday release.  While it's not surprising, I just really think it's unprofessional leaving that June 15th release date up there up until 3 weeks before launch.

 Ohhhhh, I see.

Thank god you're here to care so much for everyone.
Lantyssa
Terracotta Army
Posts: 20848


Reply #538 on: May 26, 2009, 07:17:48 PM

I think it's unprofessional to stick to a date and release utter crap but still happily charge your players.

Hahahaha!  I'm really good at this!
Ghambit
Terracotta Army
Posts: 5576


Reply #539 on: May 26, 2009, 08:58:44 PM

I think it's unprofessional to stick to a date and release utter crap but still happily charge your players.

And yet more unprofessional NOT to stick to a date and STILL release utter crap, but still happily charge your players (which happens like, every time yes?).    Ohhhhh, I see.

"See, the beauty of webgames is that I can play them on my phone while I'm plowing your mom."  -Samwise
Nebu
Terracotta Army
Posts: 17613


Reply #540 on: May 26, 2009, 09:11:35 PM

I think it's unprofessional to stick to a date and release utter crap but still happily charge your players.

And yet more unprofessional NOT to stick to a date and STILL release utter crap, but still happily charge your players (which happens like, every time yes?).    Ohhhhh, I see.

I have to agree with this one.  FAR more games have released later than planned and were still shitty games even after the delay.  How often does delaying really turn out to be a profitable decision?  Only the suits know for sure.   

"Always do what is right. It will gratify half of mankind and astound the other."

-  Mark Twain
Lantyssa
Terracotta Army
Posts: 20848


Reply #541 on: May 27, 2009, 08:44:51 AM

And yet more unprofessional NOT to stick to a date and STILL release utter crap, but still happily charge your players (which happens like, every time yes?).    Ohhhhh, I see.
That's true, but you're also assuming Jump Gate fits that category before they have even released.  At least let the damn game be out before you trash them for it.

Hahahaha!  I'm really good at this!
Jayce
Terracotta Army
Posts: 2647

Diluted Fool


Reply #542 on: June 08, 2009, 10:57:26 AM

The worst scenario for profit is that you release a game that dies due to poor quality and doesn't pay back its development budget.

That said, I can't believe that someone in this day and age would put out a firm release date BEFORE the F&F beta completed.  To have only developer eyes on a project (and maybe QA, if they have such a department) is a terrible measure for whether it's ready, especially if you want it to actually be fun and accessible.

Actually, I take it back, I can believe it.

Witty banter not included.
Mrbloodworth
Terracotta Army
Posts: 15148


Reply #543 on: June 08, 2009, 11:07:53 AM

Not sure if this was posted yet.

Link to the new e3 trailer.

And bellow is the G4 preview:



Of special note. Jumpgate uses Dolby Axon:

Quote
Dolby® Axon represents the future of voice communication within online games and virtual worlds. By enabling a realistic and captivating 3D voice experience, Dolby Axon expands game-play possibilities in amazing ways. Now you can actually talk to and hear your teammates and enemies, perceive where the other players are within the game, and hear their voices and footsteps—all in surround sound. Dolby Axon is easy to use, and provides you with some important tactical advantages over your in-game competition. Now your in-game listening experience reflects game geometry, making it more true to life and distinguishing the Dolby Axon game experience from any other.

Get more in the game with Dolby Axon. Better voice—better game.

 
Dolby Axon Benefits

    * 3D voice helps you locate other players spatially within the game environment and responds to the geometry of the game so that you hear things more realistically.
    * Distance attenuation makes voices grow louder as players approach you or softer as they move away.
    * Voice fonts allow you to alter your voice to match your in-game persona; you can adopt a masculine or feminine voice, or even use an animal voice.
    * Proprietary processing technologies deliver a clear voice, free of unwanted noise, echo, clipping, or alterations—even with voice fonts enabled.
    * New game-play possibilities allow developers to easily introduce spy microphones and other specialized voice items into your games.

Dolby Axon Specifications
« Last Edit: June 08, 2009, 11:17:14 AM by Mrbloodworth »

Today's How-To: Scrambling a Thread to the Point of Incoherence in Only One Post with MrBloodworth . - schild
www.mrbloodworthproductions.com  www.amuletsbymerlin.com
NiX
Wiki Admin
Posts: 7770

Locomotive Pandamonium


Reply #544 on: June 08, 2009, 11:24:37 AM

The Dolby Axon is pretty neat and I was hoping something like that would be implemented eventually. Makes it even better to have it in a space/flight sim style game. Hopefully it also renders the acoustics of the inside of a cockpit, but I might be getting ahead of myself with that one.
Mrbloodworth
Terracotta Army
Posts: 15148


Reply #545 on: June 08, 2009, 11:26:32 AM

The Dolby Axon is pretty neat and I was hoping something like that would be implemented eventually. Makes it even better to have it in a space/flight sim style game. Hopefully it also renders the acoustics of the inside of a cockpit, but I might be getting ahead of myself with that one.

I mean, its got voice maskers, so i would assume a bit-o static and other "radio" jank would not be out of the question. I am also hoping that communication is degraded by distance, unless you use a relay station, that isn't blown up. (How cool would that be?)

Today's How-To: Scrambling a Thread to the Point of Incoherence in Only One Post with MrBloodworth . - schild
www.mrbloodworthproductions.com  www.amuletsbymerlin.com
Ghambit
Terracotta Army
Posts: 5576


Reply #546 on: June 08, 2009, 11:42:11 AM

I've been following Dolby Axon for a while now (I actually have my own voice-maskers, but I could never get anyone to use em).  It is indeed about time they put it in a game, but I'd thought it'd be in a highend FPS before a space-shooter.  Go figure.

Hell, I'd play this game just to play with the situational VOIP if they utilize it properly.  The natural progression of course is voice commands; something every space sim. should have imo.  Instead of clicking on a base for admittance, you call them on the Vox.  Little things like this and the 3D cockpit (something they're now more deadset on implementing, although I dont know why it was ever considered just an "option") go a long way to making a good game when it's something like a space shooter.

I will nut my pants if they have a variable comm system that sounds like BSG.   awesome, for real

"See, the beauty of webgames is that I can play them on my phone while I'm plowing your mom."  -Samwise
NiX
Wiki Admin
Posts: 7770

Locomotive Pandamonium


Reply #547 on: June 08, 2009, 12:00:34 PM

I will nut my pants if they have a variable comm system that sounds like BSG.   awesome, for real

Doubt it, but that would be pretty damn awesome.
HaemishM
Staff Emeritus
Posts: 42666

the Confederate flag underneath the stone in my class ring


WWW
Reply #548 on: June 08, 2009, 01:53:34 PM

I really hope Jumpgate Evolution is not assy mcasstastic, if for no other reason than the Voice Fonts tech.

kildorn
Terracotta Army
Posts: 5014


Reply #549 on: June 08, 2009, 01:56:50 PM

The Dolby Axon is pretty neat and I was hoping something like that would be implemented eventually. Makes it even better to have it in a space/flight sim style game. Hopefully it also renders the acoustics of the inside of a cockpit, but I might be getting ahead of myself with that one.

I mean, its got voice maskers, so i would assume a bit-o static and other "radio" jank would not be out of the question. I am also hoping that communication is degraded by distance, unless you use a relay station, that isn't blown up. (How cool would that be?)

Up side: Cool.

Down side: if you make it possible to disrupt the ingame communication, guilds will simply use vent or TS.
Pennilenko
Terracotta Army
Posts: 3472


Reply #550 on: June 08, 2009, 01:57:56 PM

I don't have my hopes up, but if its done really well, I am betting on a very large playerbase. A lot of the people i talk to, even random strangers, all appear to really want to get their hands on such a space combat game.

Yes, I talk to random strangers about games. I can't help it.

"See?  All of you are unique.  And special.  Like fucking snowflakes."  -- Signe
Draegan
Terracotta Army
Posts: 10043


Reply #551 on: June 08, 2009, 02:19:03 PM

The Dolby Axon is pretty neat and I was hoping something like that would be implemented eventually. Makes it even better to have it in a space/flight sim style game. Hopefully it also renders the acoustics of the inside of a cockpit, but I might be getting ahead of myself with that one.

I mean, its got voice maskers, so i would assume a bit-o static and other "radio" jank would not be out of the question. I am also hoping that communication is degraded by distance, unless you use a relay station, that isn't blown up. (How cool would that be?)

Up side: Cool.

Down side: if you make it possible to disrupt the ingame communication, guilds will simply use vent or TS.

Guilds are going to use vent anyway.  However if the system works they way the are describing.. and it actually works.. then it will be pretty fun to enter in an area where you enter a soft group and you can begin calling things out or chatting.  I think it's a great addition for the solo'er.
Ghambit
Terracotta Army
Posts: 5576


Reply #552 on: June 08, 2009, 02:32:12 PM

It's been my experience that most guilds always opt for in-game chat whilst playing and TS/Vent for lobby-ish chat, even when the benefits are obvious (such as comms to an entire squad, rather than just a fireteam.)  

Regardless, guild comms in JGE could be a completely separate entity from group/raid comms.  They'd probably allow guildchat (via subspace?) no matter what the distance, etc.  When a raid/group forms or you want to chat ship-to-ship (which is really what Axon was meant to do) then the distance/location mechanics kick in.

There's lots of ways to do it, but I'm pretty positive guilds will lean to the in-game chat. (if it's offered from day 1)

You're given a vast array of tools with this tech.  They can implement it in a million different ways.  For me, I just want BSG voice-fonts and the ability to "hail" any ship I want within range... this way I can bring the tears verbally in PvP (like General Chang in ST:Undiscovered Country)
« Last Edit: June 08, 2009, 02:38:20 PM by Ghambit »

"See, the beauty of webgames is that I can play them on my phone while I'm plowing your mom."  -Samwise
Draegan
Terracotta Army
Posts: 10043


Reply #553 on: June 08, 2009, 06:24:15 PM

It's been my experience that most guilds always opt for in-game chat whilst playing and TS/Vent for lobby-ish chat, even when the benefits are obvious (such as comms to an entire squad, rather than just a fireteam.)  

Which games are these?  FPS games?
Ghambit
Terracotta Army
Posts: 5576


Reply #554 on: June 08, 2009, 07:21:20 PM

It's been my experience that most guilds always opt for in-game chat whilst playing and TS/Vent for lobby-ish chat, even when the benefits are obvious (such as comms to an entire squad, rather than just a fireteam.)  

Which games are these?  FPS games?

Yes.  And logically, JGE is probably closer to an FPS than a traditional MMO.
Not to mention, the initial release of any game always ends up being PUG-city... so having in-game chat to relieve the stress of grouping helps tremendously.
So I foresee TS/Vent being just like in BF2142, a guilded Lobby.  But when the fun starts, in-game chat is used.

"See, the beauty of webgames is that I can play them on my phone while I'm plowing your mom."  -Samwise
Venkman
Terracotta Army
Posts: 11536


Reply #555 on: June 13, 2009, 05:58:02 PM

Oh please, any serious PvP organization in a straight MMO already has it's own TS/Vent system too. It's nice that games want to offer this feature to more players, but they really shouldn't spend too much time trying to wrap game mechanics around them. Just offer it as a tool and nothing else. It's a fool's errand to assume that people who want it don't already have it, and through tools not affected by the game mechanic. And it'll be mere hours before everyone else who wants to have that same edge organizes into TS/Vent groups of their own, or get absorbed by the ones that showed up with them.
Fmar
Terracotta Army
Posts: 18


Reply #556 on: June 14, 2009, 12:52:08 AM

It's been my experience that most guilds always opt for in-game chat whilst playing and TS/Vent for lobby-ish chat, even when the benefits are obvious (such as comms to an entire squad, rather than just a fireteam.)

I've been in my fair share of PC based guilds/squads/clans & none have relied on in-game voice communication for anything. 
I can see an in-game voice communication system being used in a PUG heavy situation, but not otherwise.
FatuousTwat
Terracotta Army
Posts: 2223


Reply #557 on: June 14, 2009, 01:07:55 AM

I've really only noticed PUGs using in game voice communication, but then again, the only MMO with in game voice comms I've played is EVE.

Has anyone really been far even as decided to use even go want to do look more like?
eldaec
Terracotta Army
Posts: 11844


Reply #558 on: June 14, 2009, 12:43:42 PM

If it is genuinely massively multiplayer, people will be using TS or vent, or maybe mumble.

Nobody uses in game comms, because it fails if your client crashes, doesn't allow for ip tracking to catch spiez, doesn't allow you to co-ordinate log in, rarely works beyond your immediate group, and is usually shit.

Only in game voice comms I can remember anyone even trying in a mmog was planetside. And it sucked. (or at least, it did if you were trying to organise a guild, its fine for PUGs)


As you said, some people might use it a little in the first few weeks when guilds are not prevalent.
« Last Edit: June 14, 2009, 01:58:32 PM by eldaec »

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
"Hyperbole is a cancer" - Lakov Sanite
tmp
Terracotta Army
Posts: 4257

POW! Right in the Kisser!


Reply #559 on: June 14, 2009, 04:28:27 PM

Only in game voice comms I can remember anyone even trying in a mmog was planetside. And it sucked. (or at least, it did if you were trying to organise a guild, its fine for PUGs)
ob LotRO mention. It works pretty decent, i see it used in the PvM area in particular though PvE guilds use it too, and even in pick up groups it's not uncommon to see people who have it enabled.
Pages: 1 ... 14 15 [16] 17 18 19 Go Up Print 
f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Topic: Jumpgate Evolution :: Spaceships Types Revealed! (Now with more screen shots)  
Jump to:  

Powered by SMF 1.1.10 | SMF © 2006-2009, Simple Machines LLC