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Old 27-10-2008, 03:18 PM   #1 (permalink)
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A COG representative has posted in this thread 'Jumpgate Evolution'-Entwickler-Chat bei MMORPG.com

Am Dienstag, dem 28. Oktober 2008 um 23:00 Uhr GMT findet bei MMORPG.com ein Dev-Chat mit den Entwicklern von Jumpgate-Evolution statt. Das ist die Gelegenheit für euch die Fragen zu stellen, die euch schon seit langem auf den Nägeln brennen.

Alle Informationen, die ihr benötigt um am Dev-Chat teilnehmen zu können, findet ihr auf der IRC Informationsseite von MMORPG.com. Der Kanal in dem der Chat stattfinden wird ist #MMORPG.

Last edited by Amaurea; 25-11-2008 at 12:56 PM.
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Old 29-10-2008, 12:24 AM   #2 (permalink)
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Exclamation Log vom Chat

Hiho!

Hab grad ma das Log zusammengeschnitten für alle die nicht dabeisein konnten!
Übersetzung folgt aber erst später, bin müde


[00:08] <@MMORPGBot> slix asks, "Will Jumpgate be as "do-anything-you-want" as some other space mmorpgs, like EVE?"

[00:09] <+NDHermann> Well. That's a very broad statement . For example, if you want to drive pink elephant cars, that might be tough to do :P. Seriously though, Jumpgate is an open game in the sense that you are not forced to follow a linear path by some fixed set of limitations. If you want to mine or fight or craft, PvP, PvE, follow mission or just kind of explore around. All of that is possible and there is no required order per se.

[00:10] <@MMORPGBot> lordalderaan asks, "How are you gonna create a demand for the manufacturing part of the game when ship destruction does not result in item loss?"

[00:11] <+NDHermann> That's actually a great question and something we discussed internally for a long time. When you think about it, though, games that have item loss are actually have far less instances of death, precisely because of the death penalty. In fact, te lighter the death penalty, the more frequent the cases of death. Compare, say, EvE with World of Warcraft, or maybe Counterstrike. It's been proven that games with item loss and without i

[00:12] <@MMORPGBot> AnubisX|LOVES_JUMPGATE_EVO asks, "Is the battle in JGE going to be fast paced or slow?"

[00:12] <+Awen> Jumpgate Evolution is a space combat MMO. We are very action oriented so you can expect that combat will be very fast paced.

[00:12] <@MMORPGBot> Javeir asks, "Is there an 'end game' in JGE? If so, how long does it take to get there?"

[00:12] <+Awen> combat is real time and based on skill so be prepared to have a very adrenaline rush experience.
[00:13] <+[ND]Scorch> While you can reach a max level, that is really not the point of Jumpgate and there is a lot to do once you reach that portion of the game. Since we have no dice rolls, level does not play as critical of a role as it does in other MMORPGs.

[00:14] <@MMORPGBot> blood asks, "How much will the game will cost at month ?"

[00:14] <+NDBinkies> We have yet to announce the business model.

[00:15] <@MMORPGBot> DLinkOZ asks, "How will death be handled?"

[00:15] <+NDHermann> That's another one of those complex questions we think about a lot. For the most part we want to make sure the death penalty is not so punshing that people quit the game in frustration. Thus, currently, we basically damage your ship which you must pay to repair and put you back on the previous station. That being said - this doesn't preclude us from doing other things elsewhere.
[00:16] <+NDHermann> I don't want to get into details, but we have been paying attention to the large group of people that feel there needs to be more risk and challenge, and there's ways we think we can do that, which other games haven't tried - sometimes an indication of a bad idea
[00:17] <+NDHermann> In any case, we want to make the game challenging and rewarding instead of challenging and punishing.

[00:17] <@MMORPGBot> kalles asks, "Hi, when does beta starts?"

[00:17] <+Awen> Right now we're working very hard on making sure that the game is ready for external testing. We're very very close to that point. However, with that said, we just are not sure when it's going to be at that critical point for us to start the beta process. However, when we are ready, we'll make an announcement on our official website. Trust me, we can't wait to let you guys in to see all of the cool stuff that we've been working on.

[00:17] <@MMORPGBot> TGC_PanicMan asks, "I work by myself in a software company, I know a little bit how the way goes... Its all about Money, but is the discussion of the Players in the Forums important for the people who made dessisions?"

[00:19] <+[ND]Scorch> We have always used feedback from our community to shape the game, both in terms of features and balance. We also watch not just what people say but also what they do. By carefully measuring player actions we can gain a lot of knowledge instead of just guessing what would improve the game.

[00:19] <@MMORPGBot> PenguinOfDoom asks, "Will the game have non-consensual PVP, or will PVP be limited to some sort of a flagging system?"

[00:19] <+NDHermann> It depends on what you mean by non-consentual. For example, if I log into a game that is PvP only, I am giving consent by playing. What we want to make sure of, is that the large number of people that do not want to do PvP have a valid game that they can play. That doesn't preclude an open PvP environment or even mixed mode PvP in PvE areas. What it does mean is that if people want to play Jumpgate and not be killed, that is a valid choice.

[00:20] <@MMORPGBot> Ezequiel asks, "Where will Jumpgate be sold I.e. Online with a download, Stores, etc."

[00:20] <+NDBinkies> We plan to make the game available through a variety of channels. Just like what you have mentioned, stores and online channels are in the plans.

[00:24] <@MMORPGBot> Savag3On3 asks, "Will this game use any sort of purchasable ammo system? Craftable ammo? Or just "infinite" ammo?"

[00:24] <+NDHermann> If you mean in game purchasable ammo for in game credits. Yes.
[00:24] <+NDHermann> There are various types of weapons: energy based, ammo based, mortars, machine guns, that kind of stuff.
[00:25] <+NDHermann> Some of them have "infinite" ammo, others are limited. The goal there is to create choice and consequence, not to mention game play variance.
[00:25] <+NDHermann> For example, ammo guns may use less power than energy weapons.

[00:26] <@MMORPGBot> Asylus asks, "What are the current plans as far as the roles of AI capital ships in the game? Where can we expect to see them and what will the be doing?"

[00:28] <+Scorch_ND> Cap ships are a huge part of space combat lore so we would be remiss to not include them. All the great space battles I can remember from various movies and games have combat scenes with fighters flying along huge cap ships.
[00:28] <+Scorch_ND> That being said, we want the pacing to Jumpgate Evolution to be fast so players will not be flying cap ships, at least at launch.
[00:28] <+Scorch_ND> The AI will play various roles with the cap ships where players will be asked to destroy or defend the various cap ships in the game based on the situation.

[00:28] <@MMORPGBot> scathis asks, "Hello ND, I'd like to know if there will be ship custumization, not equipement change, but actual ingame diferent ship Textures?"

[00:28] <+Awen> 'Rather than actual customization of the ships, there will be different ships you can purchase through your faction rating. We've discussed having small squad logos implemented, but it's probably not something that we'll be able to implement by launch. With that said, the ship kit has infinite possibilities so you can definitely equip your ship in some very customizable ways.

[00:29] <@MMORPGBot> LordAlderaan asks, "Do you see PvP as a daily activity for the average player including multiple deaths per day?"

[00:29] <+NDHermann> I guess it depends how good you are at PvP . Seriously though, I suspect PvP will be a significant part of the game for a large number of players.
[00:29] <+NDHermann> That is why we want to support various types of PvP game play as well as making the game advance through PvP (that is XP for PvP play).
[00:29] <+NDHermann> The goal is to make it a significant game play mechanism not "the fun part that comes at the end." To be clear, I want people PvPing day 1 and day 100 and having tons of fun doing it.

to be continued
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Old 29-10-2008, 12:25 AM   #3 (permalink)
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[00:30] <@MMORPGBot> Radi asks, "During recent interviews it was said that items will only be damaged when your ship explodes. Will that change and it is current iteration of the gameplay or is that permanent change?"

[00:31] <+Scorch_ND> First off, nothing is permanent, especially at this stage in game development. We intend to start beta with item damage on death but I can’t say how that will work at a large scale of players. So based off feedback, we will make appropriate changes.

[00:31] <@MMORPGBot> Obductus asks, "What are you guys currently working on, nothing really new since months? What can we expect from the beta? Any little details out there?"

[00:31] <+NDHermann> It's funny how when I wait for game outside it feels agonizingly slow, but on the inside time is speeding by.
[00:32] <+NDHermann> The real answer is that the devil is in the details. Getting everything right takes A LOT of time and that can be frustrating.
[00:32] <+NDHermann> Specifically, right now we are working on all kinds of aspects of deployment, a PVP system for arena style play, always more content and getting ready for testing :P.
[00:32] <+NDHermann> Giant moving ships looks really cool.

[00:32] <@MMORPGBot> K-Rizzle asks, "Will there be ways to further modify weapons...such as re-fire, dmg, heat inductance..etc?"

[00:32] <+Scorch_ND> We are not planning for item modification at launch, though the idea is very cool!

[00:33] <@MMORPGBot> latinthug3 asks, "what makes jumgate evolution different than any other mmorpg in the market?"

[00:34] <+BinkiesQ> Jumpgate Evolution offers players fast action space combat gameplay with huge battles in a persistent online world. But of course, it will have all the other cool MMO features such as auction house, crafting etc.

[00:34] <@MMORPGBot> Argo asks, "Will crafting be givin just as much dev attention as combat, or will it take a back burner like in so many other MMOS? Will it actually be engaging and fun to do full time?"

[00:34] <+Awen> That's a really great question. We're working through the crafting system now and we want to make sure that crafters have as much to do as people who just want to combat or haul. It's all about making a diverse system and we want to make sure that everyone who plays has fun. I think that because of the nature of the game, you will be able to craft full time to keep pilots well equipped.

[00:35] <@MMORPGBot> Blood asks, "What kind of players will play that game ? Casuals, PGM ?"

[00:35] <+NDHermann> The goal is all of the above, of course. That being said there is a core group of people to whom the game appeals.
[00:35] <+NDHermann> We believe this is people who liked prior space action games but have been left somewhat high and dry lately.
[00:35] <+NDHermann> we want to make sure the game meets the expectations of people who played Freelancer, XvT, Freespace, and games like that.
[00:35] <+NDHermann> But as with any game, if it's executed well, people find it to be fun and it draws from all kinds of areas.

[00:35] <@MMORPGBot> paulscott asks, "Average life expectancy of two people not moving and with 100% accuracy?"

[00:37] <+Scorch_ND> That’s a hard question to answer exactly because there are so many variables, refire rate, shields, etc. But right now if you were just to fight a low level player it would take maybe 15-20 seconds. It’s certainly more than just one shot to kill.

[00:37] <@MMORPGBot> AnubisX|LOVES_JUMPGATE_EVO asks, "Will there be a story to this game, or will it be player-generated with actions done by certain guilds etc.?"

[00:39] <+BinkiesQ> Yes there is definately a backstory to the game which will drive the in-game missions. However, actions from players will also have impact to the game too.

[00:39] <@MMORPGBot> DLinkOZ asks, "JGC had item loss, and people found it very easy to luanch into dire situations, so how does that factor into the no-loss philosphy?"

[00:40] <+NDHermann> It's true. It's not that it's not a valid game play mechanic it's just a measurable tendancy that people resist danger as the punishment goes up.

[00:40] <+NDHermann> Another thing that has changed is the variety of equipment and ships available. we want there to be many more options which then makes item loss even more expensive.
[00:40] <+NDHermann> I understand that there are people who feel that without a really harsh death penalty the game feels fake or not hard enough and we're working on ways of addressing it.
[00:40] <+NDHermann> I think that we have focused a lot on making the game accessible which then makes it look like we are ignoring the issues from the other side. That's not the case, it's just that you have to consider the multitude of game play styles and try and build for as much diversity as possible.
[00:40] <+NDHermann> I think we have had some interesting internal discussions on how to address this very point, and hope to reveal some details to let you guys kick some ideas around.

[00:40] <@MMORPGBot> Slix| asks, "Will Jumpgate allow for good political pvp? For example, a world war between many guilds over control of an area or something?"

[00:41] <+Scorch_ND> Besides typical things from shooters that we will have like leader boards and kill lists, there is an “open” PVP part of the game where players compete over maps and can try and turn space to their faction for various short term perks.

[00:42] <@MMORPGBot> aelena asks, "will there be a way to switch shards to be with other friends?"

[00:43] <+NDHermann> Yes. Although we're working on details there. For example, most games limit it for various reasons, some of them balance, some of them system overhead. We want people to be able to play with friends as easily as possible so hopefully we can make that process easy.

[00:43] <@MMORPGBot> Tritian asks, "Hermann, what exactly about the JGC death penalty do you believe was too harsh?"

[00:44] <+NDHermann> It's not really about what I think specifically. We do lots of internal testing and I can tell you when people die and lose all their stuff, most of them never play again . Some people like it, but most don't.
[00:44] <+NDHermann> I think that's why you see a collective movement in MMOs to reduce death penalties. That being said I think you can get both of those groups without having a half way solution and that's something we are working on.
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Old 29-10-2008, 12:25 AM   #4 (permalink)
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[00:44] <@MMORPGBot> Javeir asks, "Why do you think JG: EVO will succede when JG original did not?"

[00:45] <+Scorch_ND> Because I am not programming it this time!
[00:45] <+NDHermann> Hahahah
03[00:45] * scathis is now known as LOL
[00:45] <+BinkiesQ> lol
[00:46] <+Awen> hahahahaha
[00:46] <+Awen> Well measuring success is certainly arbitrary. With that said, we're creating a game now that is very accessible to all walks of MMO players. There will be a rich storyline, a solid economical draw with crafting and tradeskills, the combat is intense, it's graphically gorgeous. I'm going to play it and I'm the common MMO player right? I think that it's a matter of taking something that was really great and improving upon it.
[00:46] <+Awen> and uh..
[00:46] <+Awen> scorch isn't coding it this time *ducks and runs*

[00:46] <@MMORPGBot> Asylus asks, "A lot of MMOs on the market have a heavy storyline that the player goes through, with a number of sidequests and the like. In addition to Jumpgate's Mission based system, will JGE implement any storylines that a player can follow?"

[00:48] <+NDHermann> Yes.
[00:48] <+NDHermann> However, Jumpgate has always been a more open kind of game than many MMOs and we want to keep that.
[00:48] <+NDHermann> There are negatives to making a game a linear narrative experience, for example, players that don't want that feel like they are playing "wrong" if they don't follow it, and we don't want that.
[00:48] <+NDHermann> Thus, while we want to make sure there is engaging fiction and intersting stories through missions we don't want to cram it down people's throats. That's what awesome single player games like Fallout 3 are for .

[00:48] <@MMORPGBot> Ezequiel asks, "Will there be a free-to-play area like for say... Runscape has a free to play area and a pay to play area"
[00:49] <+BinkiesQ> Hmmm interesting idea. Although it's not in the plans now but who knows.
[00:49] <+Scorch_ND> The free to play area will be called "Beta" lol
[00:49] <+Awen> hahahahahaha
[00:50] <+BinkiesQ> hehehe

[00:50] <@MMORPGBot> LordAlderaan asks, "Are the RvR (as in 'PvP with permanent teams and persistant points of conflict') elements of this game gonna be based on Squads or on Nations and how do multi-national squads fit in?"

[00:50] <+Scorch_ND> When you conquer a map, it is based on the faction of the player that takes the map. Players that contribute to this will also get additional rewards, similar to tracking agro for XP. Only the faction that captures will get rewards.

[00:50] <@MMORPGBot> TGC-ChakStar asks, "You said that you want a totally player driven economy. What if 90% of players wanna do PvP? Let's say all need engines but they cant be produced because the lack of commods? Are there NPC-Miners or anything that hold the stock up to a minimum?"

[00:51] <+NDHermann> Then I guess that answers the "how can you have an economy withouth item destruction question" .
[00:51] <+NDHermann> Honestly though, in general that doesn't seem to happen. People are greedy and there will be those who will exploit an economy for profit, and because of that there will be those who compete against them.
[00:51] <+NDHermann> I guess if it really falls apart we can also make craftin more appeling or simply find other non-player generated ways of adding items.
[00:51] <+NDHermann> I think that would be a pity though... it's so much cooler if it's a player market, I think.

[00:51] <@MMORPGBot> Radi asks, "Some of the veteran players may not like final product that JGE might become. Istvan said that he will not stop working on JGC. Are there any major plans for JGC at this point?"

[00:53] <+Scorch_ND> JGC is on hold other than server support while we develop JGE, we'll see how players react post release and decide what to do from there.

[00:53] <@MMORPGBot> Kalles asks, "Can players exit their ships?"

[00:53] <+Awen> Think of your ship as an extension of yourself. Right now we don't have plans for human avatars. It may be something that the team explores in the future, but you can be certain that at the launch of Jumpgate Evolution, you will not be able to exit your ship.
[00:53] <+Scorch_ND> There is one way to exit your ship, escape pods.
[00:54] <+Awen> well you got me there.

[00:53] <@MMORPGBot> EdFanMH asks, "Will we be able to switch factions anytime?"

[00:54] <+NDHermann> When you create your pilot, you choose a nation to align with (Solrain, Quantar, Octavius) and that is not changable.
[00:54] <+NDHermann> However, you can create many pilots, so it doesn't stop you from seeing the other experiences.
[00:54] <+NDHermann> Also, nothing really stops you from working with the other nations, so that is still available as well.

[00:55] <@MMORPGBot> ScotzMan asks, "you've already said you take on board what the community want and in hermann's recent interview with kotaku he mentioned catering to as many different gaming styles as possible, do you think there is a worry you're trying to cater to too many and breaking the game up into something thats just a mash of good ideas that may not work well together in practice?"

[00:57] <+Scorch_ND> Certainly that could be an issue but really we are focused on making an intense action space MMO. That is pretty directed. We have put off lots of other features, like making a character based game as well for example, so that all of our focus can be on a fun space combat game. Making a game simple to learn and difficult to master hopefully will not be a design nightmare.

[00:57] <@MMORPGBot> latinthug3 asks, "Most of mmorpgs don't sell copies of their game in countrys from south america, what about jumpgate?"

[00:58] <+BinkiesQ> We are working on bringing Jumpgate to as many players from different counties as possible. A couple of countries (South America included) are in the plans but we are still working on it.

[00:59] <@MMORPGBot> K_II asks, "hi ND: Will we see the Sim Mode from JGC in JGE...in any form ?"

[01:00] <+Scorch_ND> The sim mode of classic is being reformed into our instanced PvP battles, more details coming later.




Greets,
Chak

(sorry für 3 posts aber der wollte net)
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Old 29-10-2008, 06:37 AM   #5 (permalink)
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Danke fürs wachbleiben und fürs Posten.

Wieder seh das viele Fragen nicht gestellt wurden die mich persönlich interessiert hätten. Schade das das immer so spät stattfindet.

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Old 29-10-2008, 08:36 AM   #6 (permalink)
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Wird man in JGE alles machen können, was man will?

Jumpgate ist ein offenes Spiel, in dem man nicht einem linearen Pfad folgen muss. (Das Prinzip bleibt grundsätzlich wie in JGC)

Da die Zerstörung des Schiffes nicht in dem Verlust von Items endet, wie wird die Nachfrage nach neu produzierten Items geregelt?

In Spielen mit Itemverlust ist zu sehen, dass es weniger Tode gibt auf Grund der Bestrafung dafür in Form des Verlust von Items und Credits. Je geringer die Strafe umso mehr Kills wird es geben.(Frage nicht richtig beantwortet)

Werden die Kämpfe in JGE langsam oder schnell sein?

Sie werden sehr schnell sein da es sich um SCMMO handelt. Die Kämpfe sind in Echtzeit und skillbasiert.

Gibt es in JGE ein zu erreichendes "Endziel"?

Obwohl man einen höchsten Level erreichen kann ist das nicht das eigentliche Ziel von JG, es gibt eine Menge was man darüber hinaus tun kann. Der Level ist nicht so wichtig wie in anderen MMORPGs.

Wieviel wird das Game monatlich kosten?

Wir arbeiten noch am Geschäftsmodell.

Wie wird sich ein Tod abspielen?

Wir wollen auf keinen Fall dass die Strafe so hoch ausfällt das die Leute deshalb das Spiel verlassen. Grundsätzlich wird das Schiff beschädigt und man muss für die Reparatur- und die Bergungskosten aufkommen. Das schliesst andere Dinge noch nicht aus. Sie versuchen, mehr Risiko und Herausforderung einzubauen. Sie wollen es herausfordernd und belohnend und nicht herausfordernd und bestrafend.

Wann startet die Beta?

Wir arbeiten sehr hart daran alles bereit zu machen. Wir sind sehr sehr nah dran, aber trotzdem noch nicht sicher wann der Punkt erreicht sein wird. Wenn es soweit ist gibt es eine offizielle Ankündigung auf der Website.

Werden die Ideen der Spieler im Forum etc auch berücksichtigt und implementiert?

Wir haben immer das Feedback der Community genutzt um das Spiel zu gestalten, sowohl bei den Features als auch der Balance. Wir schauen auch was die Spieler tun, daraus können wir viel lernen über Verbesserungen nachdenken.

Wird es ein Tag-System geben oder wird PVP immer möglich sein?

Wenn ich ein PVP-Spiel spiele mache ich klar dass ich PVP machen will. Wir wollen aber sichergehen, dass die vielen nicht-PVPler ebenfalls ein gutes Spiel haben können. Das schliesst eine offene PVP-Umgebung nicht aus oder auch PVP ind PVE Zonen. Spieler die spielen und nciht getötet werden wollen sollen das auch tun können.

Wo wird man JG kaufen können?

Wir wollen es auf viele Arten veröffentlichen, auch in Läden und als Download.

Wie verhält es sich mit der Ammo? Muss man sie kaufen, herstellen oder ist sie unendlich?

Man wird Ammo im Spiel kaufen müssen. (Waffen sind wie in JGC)

Welche Rolle spielen die großen NPC-Schiffe? Wo werden wir sie sehen und was werden sie tun?

Die Großschiffe sind ein großer Teil der Raumkampfsparte. Momentan ist nicht vorgesehen, dass Spieler die Schiffe steuern können. Sie werden verschiedene Rollen spielen, manchmal müssen die Spieler sie verteidigen, manchmal zerstören!

Wird man sein Schiff individuell gestalten können?

Es werden verschiedene Schiffe verfügbar sein, je nach Pol Rat der Fraktion. Wir haben darüber diskutiert, kleine Squadlogos einzubauen, jedoch wird das am Anfang wohl noch nicht möglich sein. Jedoch ist das Equipment in unendlich vielen Möglichkeiten zusammenstellbar.

Wird PVP täglich stattfinden mit mehreren Toden pro Spieler?

Das hängt natürlich vom Skill des Spieler ab. PVP wird ein Hauptbestandteil des Spiels sein, auch wird ein PVP RP unterstützt indem sich das Spiel durch PVP entwickelt, d.h. es gibt dafür XP. Das PVP soll auch nach langer Zeit seinen Reiz nicht verlieren!

to be continued
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Old 29-10-2008, 08:47 AM   #7 (permalink)
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danke fürs posten!
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Old 29-10-2008, 09:32 AM   #8 (permalink)
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In der vergangen Interviews wurde davon gesprochen, dass Items nur beschädigt werden bei einem Tod. Wird sich das ändern und ist nur eine kurzfristige Phase des Gameplays oder bleibt das dauerhaft?

Nichts ist permanent, besonders in dieser Phase der Entwicklung. Wir werden die Beta mit diesem System starten und es wird sich zeigen, was ihr davon haltet. Es kann sich dann auch ändern.

Woran arbeitet ihr gerade, es gab schon lange keine Neuigkeiten. Irgendwelche Details zur Beta, was können wir erwarten?

Der Teufel steckt im Detail, es ist SEHR aufwendig alles richtig hinzubekommen und das kann frustrierend sein. Im Moment arbeiten wir an allen möglichen Aspekten, einem PVP-System für Arena-Style-Play, immer mehr Inhalten und natürlich daran den Test zu starten.

Wird es einen Weg gebem Waffenwerte zu modifizieren?

Das ist nicht geplant aber eine gute Idee!

Was unterscheidet JG von anderen MMOs?

Es bietet den Spielern schnelle Raumkampfaction mit grossen Kämpfen in einer permanenten Onlinewelt. Sicherlich gibt es auch Autkionshäuser, Proden etc

Wird das Proden ebenso unterstützt wie PVP oder wird es nur ein Nebenteil sein? Wird es über längere Zeit Spaß machen?

Wir arbeiten gerade am Produktionssystem und wir möchten sicherstellen, dass Crafter genausoviel Spass haben wie Kämpfer. Jeder soll Spaß mit JG haben! Die Natur des Spiels braucht Vollzeitproder die Ausrüstung herstellen.

Welche Art von Spielern wird JGE spielen?

Das Ziel ist jeden anzusprechen. Aber es werden Spieler sein, die schon Freelancer, XvT oder auch Freespace gespielt haben. Wir hoffen dass auch andere Zugangf und Spass an JGE finden!

Durchschnittliche Lebenserwartung von zwei Schiffen die sich nicht bewegen und 100% Trefferquote haben?

Die Frage ist schwer zu beantworten, das man soviele Variablen beachten muss, aber es ist sicherlich mehr nötig als ein Schuss. Wenn man einen Low-Level-Player bekömpft ungefähr 15-20 Sekunden.

Wird das Spiel eine Storyline mitbringen oder wird es von Spielern/Squads generiert?

Es gibt definitv eine Hintergrundgeschichte welche die Missionen des Spiels bestimmen. Aber auch Handlungen der Spieler werden Einfluss haben!

JGC hatte Itemverlust, und es war leicht in schlimme Situationen zu starten. Wie beeinflusst das die Kein-Verlust-Philosophie?

Es war keine schlechte Gameplay-Mechanik aber Spieler ziehen sich lieber zurück als ihre Items zu verlieren, das soll vermieden werden! Ein anderer Aspekt ist die große Anzahl an neuem Equip und verfügbaren Schiffen. Es wird viele Optionen geben, damit würde der Itemloss sehr teuer. Sicher denken einige, dass das Spiel dadurch lasch werden könnte, wir werden aber Wege finden das zu verhindern. Wir verstehen die Kritik, aber die Vielseitigkeit der Gamyplaymöglichkeiten wird euch verstehen lassen.

Wird es z.B. Weltkriege zwischen viele Gilden um ein bestimmt Areal geben?

Neben anderen Dingen wie Killlisten und 'Ranglisten" wird es einen PVP-Mode geben in dem man um Sektoren kämpfen kann(Claim in JGC?).

Ja, wir arbeiten daran und hoffen es so einfach wie möglich zu gestalten.

Hermann, was denken Sie war in JGC zu hart an den Toden?


Es hat nichts damit zu tun was ich denke, sondern beim internen Test haben wir bereits festgestellt dass wenn die Leute all ihr Equip verlieren viele nicht mehr spielen wollen. Einige mögen es, die meisten aber nicht. Momentan sieht man eine Tendenz in MMOs die Todesbestrafung zu reduzieren, und wir versuchen einfach beide Gruppen(pro und contra loss) zufriedenzustellen.

To be continued 1 last time
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Old 29-10-2008, 10:03 AM   #9 (permalink)
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Warum denken sie dass JGE Erfolg habe wird, wo JGC es nicht hatte?

Wir machen ein Spiel das allen MMO-Spielern zugägnlich sein soll. Eine große Storyline, eine solide Wirtschaft mit Proden und Händlergeschick, der Kampf ist intensiv und grafisch sehr ansprechend.

Wird es in JGE Storylines geben, denen der Spieler folgen kann?

Ja wird es. JG war immer ein mehr offenes Spiel als andre MMOs und das wollen wir beibehalten. Es geht darum, den Spielern nicht vorschreiben zu müssen, was sie tun!

Es ist nicht geplant aber man weiss nie!

Sind die Konflikte mit ständigen Teams und andauernden Konflikten squad- oder fraktionsbasiert und wie passen multifraktionale Squads hinein?

Wenn ein Sektor erobert wird basiert es auf der Fraktion des Spielers. Spieler die dazu beitragen werden zusätzliche Belohnungen erhalten. Nur die Fraktion die den Sektor hält kriegt Belohnung. (?)

Da die Wirtschaft total spielergesteuert sein soll, wird es NPC-Miner oder andere Instanzen geben, die falls es nicht genug Spieler geben sollte die Commods minen, den Bestand der Stationen auf einem Minimum halten?

Das wird hoffentlich nicht passieren. Es wird die Leute geben, die die Wirtschaft für ihren Profit ausnutzen werden, und die die sich gegen eben jene messen wollen. Wenn es wirklich passieren sollte könnten wir proden interessanter machen oder einen NPC-Weg finden Items zu produzieren. auch wenn das unserer Idee schaden würde.

Einige Veteranen finden vielleicht keinen Gefallen, gibt es Pläne für JGC?

Es wird sich zeigen, wie sich die Spieler nach dem Release verhalten und dann werden wir entscheiden!

Können Spieler ihre Schiffe verlassen?

Momentan gibt es keine Pläne für menschliche Avatare. Man kann das Schiff erstmal nur in der Fluchtkapsel entlassen..

Wird man die Fraktion wechseln können?

Nein, aber man kann mehrere Accounts unterhalten um die verschiedenen Sichtweisen des Spiels zu sehen. Auch die Zusammenarbeit zwischen den Fraktionen wird es weiterhin geben.

Ihr versucht das Spiel für jedes Gameplay zu gestalten, besteht nicht die Gefahr dass es eine Ansammlung von guten Ideen wird die aber praktisch nicht funktioniert?

Sicherlich ist das ein Aspekt, aber wir arbeiten zentral an intensiver Action. Wir haben jede Menge anderer Features wie ein charakterbasiertes Spiel z.B. weggelassen, sodass wir uns auf spassiges Raumkampfgameplay konzentrieren können. Ein Spiel leicht zu lernen und schwierig zu beherrschen ist das Ziel.

In welchen Ländern wird JGE erhältlich sein?

Wir versuchen es in sovielen Ländern wie möglich rauszubringen.

Wird der Sim-Modus in irgendeiner Form wiederkehren?

Ja, und zwar in Form von als Beispiel geführten PVP-Kämpfen. Mehr Details dazu später (kA wie ich das sonst übersetzen oder verstehen soll =) )

so, fertig
Ach ja,Übersetzungsfehler sind im Preis enthalten!
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Old 29-10-2008, 10:17 AM   #10 (permalink)
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Gute Arbeit Chak
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