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	<title>Jumpgate Evolution Fansite - The Quasar Bar - News</title>

	<link>http://www.jumpgateevolution.co.uk/</link>

	<description>Jumpgate Evolution fansite The Quasar Bar, JGE is an online MMO space game. Jumpgate Evolution news, facts, speculation, and friendly forums.</description>
<copyright>Copyright Kristian Brown</copyright>
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	<title>BIG NEWS: Shift in game design</title>

	<link>http://www.jumpgateevolution.co.uk/news.php#74</link>

	<description>BIG NEWS: Shift in game design&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;Well today there's big news in the Jumpgate Evolution world - and a lot of people (including myself) are very happy, as it sounds like the developers listened to feedback and have shifted the focus of the gameplay... a lot.&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;It's all subject to change, but here's an outline of the 'new' game design;&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;-&quot;Battlespace&quot; returning to more of its simulator roots from Classic, really a place to practice not advance. I know this will make some of you happy in that advancing will only happen in &quot;real&quot; space not instant action type playing. I still hope to have some achievements/leader board materials form here but not likely to have any equipment or pilot advancing type effects.&lt;br /&gt; &lt;br /&gt; - Lots of work on missions. With the new design team map layouts, mission stories, the types of things you do in missions, etc is all MUCH more interesting and varied than ever before. The kinds of things we can now do is very advanced.&lt;br /&gt; &lt;br /&gt; - Better faction definition. The stories in the game really tell all about your faction and why you are at war with the others. The story is also darker than before with many of the missions you fly feeling more gray than the typical black and white always doing the good thing type story.&lt;br /&gt; &lt;br /&gt; - PvP. Lots and lots of work on systems for PvP, new maps, new game play, new forms of advancement, player built battle stations, capturing sectors, etc. The scope and feel of the massive space battles you will be taking part in against other players will be, IMHO, what really sets us apart.&lt;br /&gt; &lt;br /&gt; - AI functionality. Tons of work on making the AI both the right difficulty (it was way to easy before) and also varied in behavior.&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;Codemaster's DNOTE has also added; &lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left; padding-left: 30px;&quot;&gt;Battlestations are part of the NvNvN combat, a squad can claim a sector on behalf of a nation and build a battlestation within it to defend it and provide other benefits (if the particular sector allows it). This isn't a build one where ever you want type of thing, its an intricate part of the Nation PvP system.&lt;/p&gt;</description>

	<pubDate>Thu, 11 Mar 2010 07:24:15 +0000</pubDate>

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	<title>Still waiting for news</title>

	<link>http://www.jumpgateevolution.co.uk/news.php#73</link>

	<description>Still waiting for news&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;Well we are still waiting for any firm news on when the game will be ready, or at least ready enough to open beta.&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;All we know is that more people have been pulled onto the project, so they're obviously busy re-coding and tweaking the gameplay away.  It sounds like there may also be some changes to the flight physics, to make for a more realistic/hard core experience if you don't use the 'dampeners' to help you fly.  That's not officially confirmed or tested by myself, but it sounds quite likely.&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;Keep your eyes out pilots, 2010 must be our year! :)&lt;/p&gt;</description>

	<pubDate>Sun, 07 Feb 2010 10:56:22 +0000</pubDate>

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	<title>Change at the top!</title>

	<link>http://www.jumpgateevolution.co.uk/news.php#72</link>

	<description>Change at the top - Hermann to Leave NetDevil&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;News today is that the long time ND Producer of Jumpgate Evolution, Hermann Peterscheck, will be leaving the project, which is quite a shock to many in the JGE community.&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;Here are his words to the community on him leaving NetDevil;&lt;/p&gt;&lt;br /&gt;
After three years of working with the Jumpgate Evolution team, sadly my time with NetDevil has come to an end. It’s been an incredibly difficult decision to leave.&lt;br /&gt;&lt;br /&gt; During my time at NetDevil I was privileged to work with a great team and I’m leaving with some fantastic memories of working with them. I’m confident that Lance and Scott have the expertise to drive Jumpgate Evolution to become a huge success. I cannot think of a better team to take the game forward to launch, and I know the game is in good hands.&lt;br /&gt;&lt;br /&gt; Finally I’d like to say thank you to everyone in the community! You have stuck with Jumpgate Evolution through thick and thin, and I know your patience is going to be rewarded when you play the final game.&lt;br /&gt;&lt;br /&gt; Hermann &lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
This might not be quite as big a shock as it seems, as it was only announced a few days ago that a new Executive producer had been appointed, Lance Robertson. Lance has much experience in the MMO field, including the PvP heavy Dark Age of Camelot, and a producer for the Warhammer MMO.  It's only speculation on my behalf, but the two seem to much to be co-incidence.  The game itself has been undergoing quite some changes after it was first trialed in a &quot;friends and family&quot; closed beta - suggesting that the feedback was far from 100% positive, and that the game needed to change direction to meet the fans expectations?  It's possible that Hermann had to take responsibility for that delay (along with the associated costs of not releasing June 2009).&lt;br /&gt;&lt;br /&gt;Hopefully this will be a new begginning for the game, and a new focus (with new information!).&lt;br /&gt;</description>

	<pubDate>Mon, 30 Nov 2009 22:56:25 +0000</pubDate>

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	<title>JGE Release... aiming for 2010</title>

	<link>http://www.jumpgateevolution.co.uk/news.php#71</link>

	<description>JGE Release... aiming for 2010&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;Well it's been some time since I created this site after finding out about JGE (late 2006).. but it's still going to be some time until release date.&lt;br /&gt;&lt;br /&gt;After initial 'friends and family' testing by a select group, the feedback was digested by NetDevil, and it appears that release is still some time off, as they try and nail the product how they want it (and hopefuly the fans want it!).&lt;br /&gt;&lt;br /&gt;So at the moment there is no official date or even quarter - the best I can get is 'aiming for 2010 for release' - but mainly it is, and always has been (except one aborted June 09 promise), &quot;ready when it's ready&quot; &lt;/p&gt;</description>

	<pubDate>Thu, 10 Sep 2009 20:03:33 +0100</pubDate>

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	<title>PvP Clarification</title>

	<link>http://www.jumpgateevolution.co.uk/news.php#70</link>

	<description>PvP Clarification&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;Now this as everything JGE is subject to change - but someone asked some simple yes/no answerable questions to clear up how PvP will work in JGE.  Here it is for you to digest;&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;Clarification on the pve/pvp ruleset given it is focus of so much discussion:&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;Q&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;1) Can a member of Faction A be attacked by members of Faction B or C in Faction A's regulated space?&lt;br /&gt; 2) Can a member of Faction A be attacked by members of Faction B or C in unregulated space?&lt;br /&gt; 3) Can a member of Faction A be attacked by members of Faction B or C in Faction B's or C's regulated space?&lt;br /&gt; 4) Can a member of Faction A attack another member of Faction A in Faction A's regulated space?&lt;br /&gt; 5) Can a member of Faction A attack another member of Faction A in unregulated space?&lt;br /&gt; 6) Can a member of Faction A attack another member of Faction A in Faction B's or C's regulated space?&lt;br /&gt;&lt;br /&gt; Simple &quot;Yes/No&quot; responses to the above questions would put an end to a lot of discussion on this forum&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;A&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;By Faction I assume you mean nation (Sol, Quant, Oct).&lt;br /&gt; 1) Yes if the PvP flag for both is set to on.&lt;br /&gt; 2) Yes.&lt;br /&gt; 3) Yes if the PvP flag for both is set to on.&lt;br /&gt; 4) No.&lt;br /&gt; 5) No. (although we are debating this exact scenario)&lt;br /&gt; 6) No.&lt;br /&gt; &lt;br /&gt; Basically right now Solrain can never attack Solrain. Unregulated space is completely open for Nation vs. Nation, Regulated space has premission based PvP. Same nation combat is something we are actively discussing/debating.&lt;/p&gt;</description>

	<pubDate>Wed, 12 Aug 2009 19:10:10 +0100</pubDate>

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	<title>Galactic Database Entry: Quantars</title>

	<link>http://www.jumpgateevolution.co.uk/news.php#69</link>

	<description>Galactic Database Entry: Quantars&lt;br /&gt;&lt;br /&gt;Check out the Galactic Database “Sectors” for new information about the first regions of space Quantar pilots will encounter. Quantar space is compiled of five unique sectors each with their own enemies, threat levels and history to guide pilots through their first few levels of experiencing Jumpgate Evolution. &lt;br /&gt; &lt;br /&gt; &lt;a href=&quot;http://eu.jumpgateevolution.com/sectors/quantar/&quot; target=&quot;_blank&quot;&gt;Visit the Quantar Sectors Galactic Database entry&lt;/a&gt;. 		&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;And for those who like the lore of a game;&lt;br /&gt;Quantar culture. Read about how the Nation's philosophical beliefs bind it together through various Paths, and how the Nation has changed since the days of the Shift - adapting their ways and living amongst the stars and asteroids to aspire to a new sort of existence.&lt;br /&gt; &lt;br /&gt; &lt;a href=&quot;http://eu.jumpgateevolution.com/factions.php&quot; target=&quot;_blank&quot;&gt;Read all about the Quantar Culture in the Galactic Database&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;</description>

	<pubDate>Sat, 18 Jul 2009 09:00:39 +0100</pubDate>

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	<title>Developer Chat Reminder</title>

	<link>http://www.jumpgateevolution.co.uk/news.php#68</link>

	<description>&lt;br /&gt;
Developer Chat Reminder&lt;br /&gt;
&lt;br /&gt;Codemasters have organised a short developer chat session, to answer some of the community questions which have been collected on the official site;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;In case you've been sleeping inside an asteroid, this is to remind everyone we're hosting our own community developer chat! Members of the Jumpgate Evolution community have been hard at work asking their questions on the official forums to be answered by the developers during a 30 minute chat on Thursday 2nd July starting at 10PM GMT+1 / 2PM PST. &lt;br /&gt;&lt;br /&gt; The chat will take place in &lt;a href=&quot;http://voon.vivox.com/&quot; target=&quot;_blank&quot;&gt;Vivox VOON voice chat program&lt;/a&gt; in the channel JGEDEV (Rooms, Manage, Join, JGEDEV). &lt;br /&gt; &lt;br /&gt;</description>

	<pubDate>Thu, 02 Jul 2009 10:50:47 +0100</pubDate>

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	<title>Liquilla leaves JGE community</title>

	<link>http://www.jumpgateevolution.co.uk/news.php#67</link>

	<description>Liquilla leaves JGE community&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;Some sad news today - Liquilla (Codemasters Online community rep for JGE) is moving on (to a new and better job within Codemasters) - so we will be losing his calm and wise words in the official JGE Forums.&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;Over time Liquilla has won the respect of nearly all of the JGE fanbase - he has worked closely with us to try and keep everyone informed on what is going on.&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;Goodbye mate - I'm sure we'll cross paths again sometime soon - maybe in space! :)&lt;/p&gt;&lt;br /&gt;
&lt;p&gt; &lt;/p&gt;&lt;br /&gt;
</description>

	<pubDate>Wed, 24 Jun 2009 18:45:01 +0100</pubDate>

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	<title>Exclusive Netdevil Interview</title>

	<link>http://www.jumpgateevolution.co.uk/news.php#66</link>

	<description>Quasar Bar - Exclusive Netdevil Interview&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;We've got a brand new and totally exclusive interview with NetDevil for your reading delight.  Yep, I managed to keep off the beer long enough to interview the NetDevil JGE Producer, Hermann Peterscheck, for you my visitors and member, and below is the transcript (ignore the beer stains ;) )&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left; padding-left: 30px;&quot;&gt;&quot;I’d like to ask some questions that I feel the existing JGE community would like answered, biased towards my own interests, as a gamer, developer, and fansite owner!&lt;br /&gt;&lt;br /&gt;JGE appears to be emerging as very much its own game – while still being based on the ideas and IP of JGC.  So along with the factions and space combat, you’ve also got an in-built pre-rolled set of potential players – otherwise known affectionately as the “JG Vets”.&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: left; padding-left: 30px;&quot;&gt;Q.  How difficult are you finding it balancing the wants and needs of that group of loyal vets, vs. making a new game which might have a different focus – i.e. it appears you’re trying to make a more mainstream, more accessible game than JGC ever was?&lt;br /&gt;&lt;br /&gt;A: Well, everything in game development is challenging and this is particularly difficult area for MMOs. You have to acknowledge that your core is what will act as the base for the more casual players. It’s the core group of people that tell everyone about your game and get less interested people excited. They also have a different level of expectations from the game. The casual player will more or less play the game the way you intend them to and as long as they can have fun and make progress, you can keep them entertained for quite some time. The core players will poke and prod at everything and figure out every little problem and identify every imbalance. They will also demand that the game meet a high level of quality and are much more outspoken about the way the game is working. In short, they own it more. The hard part for the developer is that you have to have both. There’s no way around it. If you make a game only for the core, the outside audience will not come. If you make a game only for the outside audience, they aren’t attracted by the depth. Core people will tell you exactly what they want. More casual players tend to be more silent – so they are harder to find. So yes, it’s difficult. However, once you capture the core players, they tend to stay with you and act as the main source of new players.&lt;br /&gt;&lt;br /&gt;Q. You’re now part of the larger Gazillion group (although that’s obviously been the case longer than we realised) – does that mean the view on what makes JGE a ‘success’ has changed?  I’m thinking about board room projections on players and income here.  Does the game now need to achieve a wider subscriber base?&lt;br /&gt;&lt;br /&gt;A: Not at all. Part of the reason we partnered with Gazillion is because they were already in alignment with what we were doing. If they didn’t believe in what we were doing and were happy with the expectations and results, they probably would not have worked with us. Board room projections are always important, so that hasn’t really changed either. What has changed is that we now have more help and backing to ensure we meet our goals, so it’s a positive development. Gazillion is able to provide us with things like more QA, customer services, operations and publishing support; it’s nice to not have to worry about those things and instead just concentrate on making the game.&lt;br /&gt;&lt;br /&gt;Q. I’m assuming that come day one, you won’t have put everything you wished to include into the game world.  Therefore how far does the roadmap go for additional content and updates past initial launch?  Do you already have an idea on how and when you’ll release content updates?&lt;br /&gt;&lt;br /&gt;A: The flow of ideas is fast and easy &amp;#61514;. I think at this point we have enough ideas that we could work for the next 20 years on them. The difficult part is honing and culling to make sure the ideas have the most value to the customers. We try to keep our eyes on the customer at all times. I would imagine we will follow some kind of fixed content release plan. Probably every few months or so. Then also have a larger major content/feature update on a more semi-annual or annual basis and then the super-mega-feature at longer intervals. People like new stuff.&lt;br /&gt;&lt;br /&gt;Q. Do you and the team still enjoy playing Jumpgate Evolution, or are you all played out?  We are told that the testing has been extended to ‘Friends and Family’ – how does it feel now a larger audience are playing the game, and has any of the feedback surprised you so far?&lt;br /&gt;&lt;br /&gt;A: Feedback always surprises and really helps us make the game more fun. We do play the game a lot and we do have fun. There are times, of course, when it’s frustrating because getting things to be the way you like can be an uphill battle and until you climb the hill it’s hard to know how close to the top you are. So there are days I can’t wait to play to try something out, and there are days I force myself to play even though I’m sick of seeing the same problem again and again. We all play the game at work and also play quite a bit at home. This helps us play the game the way everyone else will play it and is critical to figuring out what we should be concentrating on next. Once the game is constantly fun we launch &amp;#61514;.&lt;br /&gt;&lt;br /&gt;Q. How final is the current design (for launch) – as the game is entering the beta phases now, is there room for things to change if the feedback comes back strongly enough in certain areas?  Obviously that assumes that things aren’t already perfect for everyone, but as they say, you can never please EVERYONE all the time *smile*  I guess the question is, if it looks like a design decision may be ‘wrong’, is the team big enough to accept it?&lt;br /&gt;&lt;br /&gt;A: We change things all the time in response to how the game plays. I imagine this will continue way past launch. One of the humbling lessons of game development is that you are wrong, a lot. If you are not able to admit your ideas sucked and scrap it and try something else, then this business is not for you. It’s a constant battering of the ego to get something to be really good. That’s why it’s important to have outside eyes looking at what you do (i.e. test a lot). Players keep you honest because they either play or they don’t. &lt;br /&gt;&lt;br /&gt;Q. There seems to be some worry in the community that the game is focussing on the combat and RvR aspects, to the detriment of crafting, hauling, and RP ‘sandbox’ opportunities.  Do you feel this is justified – and if so, could the focus change, or is the game targeted at a (perceived) larger combat focussed audience?&lt;br /&gt;&lt;br /&gt;A: It’s a giant juggling act. If all the balls aren’t moving around in the air, then you aren’t juggling. If we focus on one area, it automatically means we aren’t focusing on another area, but that doesn’t mean we won’t focus on it later. RvR, PVE combat, PVP, manufacturing, missions, grouping – these are all critical features and they all need to be well executed. Combat is the core that drives the game, that’s for sure, so you tend to start at the core first as that is the hardest thing to get just right. That in no way means that other things aren’t equally important. I suppose you have to start at the centre and work your way out.&lt;br /&gt;&lt;br /&gt;Q. Squads (and their equivalents in other MMO’s) are often the key to longevity, as a sense of belonging and friendship lasts longer than the initial draw.  Will squads gain XP as their members do? And if so, will any unlocks for squad progression be gained from this?  Is there a big benefit from joining a squad vs. playing solo?&lt;br /&gt;&lt;br /&gt;A: Wings and squads are the primary cooperative mechanics in the game. Wings are the 6 person groups that allow player to achieve together. We’ve had to take a bit of an innovative approach due to unique aspects of our game play. For example, Jumpgate doesn’t have the concept of “mob ownership.” Thus when you are in a group you are able to easily identify where your team mates are so you can help them. You can also assist each other on whatever missions you might have, even if you aren’t on the same mission – this avoids the annoying problem of coordinating mission progress. Obviously you share XP, loot drops and mission progress with your wingmen. In addition to this we have what we call “soft grouping” which means that when there’s just a bunch of pilots flying around they can help each other without the formal group structure. So if you and I are in the same area fighting enemies, we both get credit for the kill, we both get loot, we both get XP. It makes the game much more fun and socially enjoyable.&lt;br /&gt;&lt;br /&gt;Squads operate as typical guilds in other mmos. Thus, you are allowed to form a new one or join an existing one. There are various levels of operator privilege within the squad (owner, administrator, member). This will also let players know when their squad mates are online, what level they are, where they are in the game and so on. We’ve got lots of ideas on how we can create squad level achievements but this is not fixed or revealed at this point.&lt;br /&gt;&lt;br /&gt;Q. Loot vs. crafted items – what sort of balance are you aiming at when you compare looted items vs. item rewards from quests vs. player crafted items?  In WoW, it always felt to me that looted items were king, while in LotrO player crafted items where very close to reward items, with loot items being often the weaker items.  Stronger crafted items often encourages people to invest time in crafting, while stronger loot items encourage grinding.  What’s your take on this within JGE?&lt;br /&gt;&lt;br /&gt;A: It’s a tough balancing act. I suspect that we will have some loot items that are great, and some crafted that are great as well. Because we are a skill based game we are able to make different types of items be co-equal instead of relying on simple hit and damage numbers. It’s totally valid that in a skill game person A prefers the mortar canon whereas person B prefers the machine gun. One isn’t necessarily better than the other. Obviously we have to make sure that both loot and crafting are valuable but I suspect that the high end crafting will represent some of the best gear in the game.&lt;br /&gt;&lt;br /&gt;Q. I managed to have a few words with Hermann at the Connect 08 event – where we talked about the desire to make JGE more accessible.  How are you trying to ensure the game is attractive to both newcomers and experienced MMO gamers (and JGC Vets)?&lt;br /&gt;&lt;br /&gt;A: Lots and lots of play testing. It’s the only way. You have to put the game in front of all kinds of people and see what they like and don’t like... where they get lost and confused on the one hand and bored and irritated on the other. It’s not an easy road.&lt;br /&gt;&lt;br /&gt;Q. A bit of a different question – what game(s) are the dev team currently playing (when not busy coding and testing) – and what games have you been impressed with in the last year?&lt;br /&gt;&lt;br /&gt;A: All kinds of games really, although a lot of the team is playing Left 4 Dead a lot. Let’s see, what year is it again? Obviously Lich King was great, as was BioShock. To get out of the typical answer front, I really like Braid. I thought it was one of the best games to come along in a long time. If you haven’t played it you definitely should. It’s proof that a small focused innovative title can still be polished and incredibly fun.&quot;&lt;/p&gt;&lt;br /&gt;
&lt;p style=&quot;text-align: center;&quot;&gt;Thanks to Hermann Peterscheck for his time and great answers!&lt;/p&gt;</description>

	<pubDate>Fri, 05 Jun 2009 21:53:00 +0100</pubDate>

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	<title>JGE Release delayed</title>

	<link>http://www.jumpgateevolution.co.uk/news.php#65</link>

	<description>News on the Release - will NOT be June 09.&lt;br /&gt;
&lt;p style=&quot;text-align: left;&quot;&gt;&lt;br /&gt;As you may have seen me predicting lately, Netdevil have released a press release confirming that they will not make the original 'June 2009' release.  The positive thing about it all is, they are holding the game back until it is ready - and appear to be listening to those in the closed 'alpha' Friends and Family testing.  So I personally applaud this decision - give us a polished and great game when it's ready...&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;t’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.&lt;br /&gt;&lt;br /&gt; 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? &lt;br /&gt;&lt;br /&gt; 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 &amp;amp; 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. &lt;br /&gt;&lt;br /&gt; 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. &lt;br /&gt;&lt;br /&gt; 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.&lt;br /&gt;&lt;br /&gt; Thanks for your patience and continued support.&lt;br /&gt;&lt;br /&gt; See you in space!&lt;br /&gt;&lt;br /&gt; Scott Brown.&lt;/p&gt;</description>

	<pubDate>Tue, 26 May 2009 18:10:46 +0100</pubDate>

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