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02/07/2009 12:33
Anyone playing on the EnB Emulator Stress test? If you are, see you on the server Grin Anakhahawk - Progen Warrior. Posted a thread in 'Other MMORPG stuff'.

09/06/2009 22:06
Jumpgateevolution.
com have posted up the news about my new Hermann Peterscheck exclusive interview Smile

14/05/2009 18:53
that's a midnight dev chat - phew.. someone get me a transcript! Smile

14/05/2009 11:04
Jumpgate Evolution Dev Chat TODAY at 7PM Eastern Time hosted by TenTonHammer - http://www.tentonh
ammer.com/voon - Channel: Ten Ton Events

10/05/2009 16:30
Woot! They'll be ensuring the game is competition pro compatible then...

08/05/2009 22:35
well done to winners and all who entered - don't be too down if you didn't win.. ND and CM saw your work! Smile

08/05/2009 09:14
Cripes, some of the entries are fantastic! I don't think I have any fear of winning. Just as well as I'm uber busy with work.

08/05/2009 09:08
Comp is closed, good luck all

07/05/2009 07:29
last day of the competition - loads of entries to judge, well done to everyone!

21/04/2009 09:53
first competition entries up now Smile

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Developer Chat Reminder
krispy on July 02 2009 10:50:47
Game News

Developer Chat Reminder


Codemasters have organised a short developer chat session, to answer some of the community questions which have been collected on the official site;


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.

The chat will take place in Vivox VOON voice chat program in the channel JGEDEV (Rooms, Manage, Join, JGEDEV).


krispy on July 02 2009 10:50:47 · 0 Comments · 3 Reads · Print
Liquilla leaves JGE community
krispy on June 24 2009 18:45:01
Game News

Liquilla leaves JGE community

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.


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.


Goodbye mate - I'm sure we'll cross paths again sometime soon - maybe in space! :)

 

krispy on June 24 2009 18:45:01 · 0 Comments · 9 Reads · Print
Exclusive Netdevil Interview
krispy on June 05 2009 21:53:00
Game News

Quasar Bar - Exclusive Netdevil Interview

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 ;) )

"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!

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”.

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?

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.

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?

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.

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?

A: The flow of ideas is fast and easy . 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.

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?

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 .

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?

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.

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?

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.

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?

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.

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.

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?

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.

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)?

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.

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?

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."

Thanks to Hermann Peterscheck for his time and great answers!

krispy on June 05 2009 21:53:00 · 3 Comments · 126 Reads · Print
JGE Release delayed
krispy on May 26 2009 18:10:46

News on the Release - will NOT be June 09.


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...


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.

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.

krispy on May 26 2009 18:10:46 · 0 Comments · 77 Reads · Print
Competition Results!
krispy on May 08 2009 21:22:58
Site News

Competition Results are in!

Well it was a very very tough job this one, as you all went and did too good a job with your cockpit designs!  (yeah and I know they always say that, but I do actually mean it!).

I actually asked NetDevil and Codemasters to help, and got some of their feedback.

So down to business... *drum roll please*...

EU BETA KEY WINNERS:

Rear - for his three amazing entries. (this one especially)
Saru_Dandy - for this amazing 3d render

US BETA KEY WINNERS:

Raidsun - loved this 'fighter' design
JackCutty - great 3d look and integrated HUD

Bad luck but special mentions go to;

Eikju - for the funniest entry (here) - which got this response from the NetDevil UI designer (!) - "This design is both intelligent and useable.  Everything you need to play is conveniently right on screen, and even I didn’t think of breakfast! Hilarious"

Dominik - for probably what I thought was the most impressive 3d render - with great visibility.

Great work all - I will be passing on your details to Liquilla, and I hope to see all of you in game soon!

 

 

krispy on May 08 2009 21:22:58 · 2 Comments · 144 Reads · Print
Competition Closed - judging begins!
krispy on May 07 2009 23:59:00
Site News

Competition Closed - judging begins!


Thanks to everyone who entered the Beta Key competition!  The quality of the 'design your ideal cockpit' entries was way above what I ever expected!  So now I've got to start the hard work of judging.. it might take me all day ... so hopefully a decision will be posted up Friday evening... Or sat morning by the latest.  Winners will be contacted via e-mail, and I will be passing on the details to Liquilla @ Codemasters :)

For those of you who didn't enter, why not go and view the entries again for yourself.
krispy on May 07 2009 23:59:00 · 4 Comments · 107 Reads · Print
April Dev chat transcript available
krispy on April 25 2009 16:17:21
Game News

April Dev chat transcript available

I've posted up the latest dev chat transcripts, which have much longer answers than usual, due to the fact it was held over voice, rather than the usual IRC text chat.


There's lots of intersting stuff, as the questions came from the committed fans rather than a journalist.


Read the transcripts here; part 1, and part 2.   Or download the MP3 here.


Interested last question/answer there too.  My take on the answer to 'will the game be released this June?' is;   No it won't.  I personally cannot see it now - from the answers, I'm interpreting that NetDevil do not yet feel the game is quite 'good enough' for opening up to an open beta.  If that's the case, then it's not ready for a June release - that's not official, just a Krispy comment :)    I'm actually pleased - release when it's good enough - please!

krispy on April 25 2009 16:17:21 · 0 Comments · 127 Reads · Print
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