<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Jumpgate Evolution: Interview</title>
	<atom:link href="http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/</link>
	<description></description>
	<lastBuildDate>Thu, 09 Feb 2012 13:01:52 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.1</generator>
	<item>
		<title>By: ninemetal</title>
		<link>http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/comment-page-1/#comment-13487</link>
		<dc:creator>ninemetal</dc:creator>
		<pubDate>Thu, 06 Nov 2008 06:38:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/#comment-13487</guid>
		<description>@ Ravenous: Why is it selfish to want ONE game where we can be excited? Where you have to play smart to avoid fights? where you have to play well to win fights? There are plenty of games where you can relax, point click. Where time spent in the game replaces skill. Ok, actually, I take that back. Pretty much all MMO&#039;s require skill and they all get better over time, but the kind of skill I&#039;m talking about it is the skill that&#039;s transferred directly from your hand to your joystick to your spaceship. This differs considerably in excitement (for me at least) from the skill of...say...tanking or pulling mobs or being a good dps player. There are very few twitch-oriented MMO&#039;s...actually none that I count as true MMO&#039;s. The market is flooded with games for carebears imo.

JGC was the only game where I felt my blood pump when I was playing it. It was exciting. I wasn&#039;t even all that combat oriented. There were plenty of times when I got attacked by pirates or opposing factions while mining, exploring, trading. They added fun for me, not stress. It was exciting trying to get away. Even if I failed I wanted to come back and try again. Even hunting flux could be fun if you tried to hunt outside of what you were supposed to be able to hunt. Out of all the MMO&#039;s I&#039;ve played I still miss Jumpgate the most.

I live in the US and the times I used to play had very few people on as well. This was because my job was second shift and I got off from it at around 2:30 am. So you don&#039;t have an escort? Adjust your play style to suit your circumstances. It seems to me that you&#039;re the one who wants to play the game only one way and have a game that accommodates you. If you can be unattackable...that completely ruins it. For me anyway. In JGC you got bounties for shooting down people who weren&#039;t looking for a fight. I thought that worked well enough. I think with some minor tweaking the bounty system would still work.

Net Devil is free to make the game they want of course and I&#039;ll probably try it. But the ideas expressed in this interview make me think it won&#039;t be as exciting as JGC was. Then again maybe they&#039;ll fix it all in testing. God I hope so. I&#039;ve been SOOOO bored.</description>
		<content:encoded><![CDATA[<p>@ Ravenous: Why is it selfish to want ONE game where we can be excited? Where you have to play smart to avoid fights? where you have to play well to win fights? There are plenty of games where you can relax, point click. Where time spent in the game replaces skill. Ok, actually, I take that back. Pretty much all MMO&#8217;s require skill and they all get better over time, but the kind of skill I&#8217;m talking about it is the skill that&#8217;s transferred directly from your hand to your joystick to your spaceship. This differs considerably in excitement (for me at least) from the skill of&#8230;say&#8230;tanking or pulling mobs or being a good dps player. There are very few twitch-oriented MMO&#8217;s&#8230;actually none that I count as true MMO&#8217;s. The market is flooded with games for carebears imo.</p>
<p>JGC was the only game where I felt my blood pump when I was playing it. It was exciting. I wasn&#8217;t even all that combat oriented. There were plenty of times when I got attacked by pirates or opposing factions while mining, exploring, trading. They added fun for me, not stress. It was exciting trying to get away. Even if I failed I wanted to come back and try again. Even hunting flux could be fun if you tried to hunt outside of what you were supposed to be able to hunt. Out of all the MMO&#8217;s I&#8217;ve played I still miss Jumpgate the most.</p>
<p>I live in the US and the times I used to play had very few people on as well. This was because my job was second shift and I got off from it at around 2:30 am. So you don&#8217;t have an escort? Adjust your play style to suit your circumstances. It seems to me that you&#8217;re the one who wants to play the game only one way and have a game that accommodates you. If you can be unattackable&#8230;that completely ruins it. For me anyway. In JGC you got bounties for shooting down people who weren&#8217;t looking for a fight. I thought that worked well enough. I think with some minor tweaking the bounty system would still work.</p>
<p>Net Devil is free to make the game they want of course and I&#8217;ll probably try it. But the ideas expressed in this interview make me think it won&#8217;t be as exciting as JGC was. Then again maybe they&#8217;ll fix it all in testing. God I hope so. I&#8217;ve been SOOOO bored.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ravenous</title>
		<link>http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/comment-page-1/#comment-13154</link>
		<dc:creator>Ravenous</dc:creator>
		<pubDate>Tue, 28 Oct 2008 13:16:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/#comment-13154</guid>
		<description>I agree with Rabidfish. Some of you are just selfish people who want the game to fit YOUR gameplay, and screw everyone else. I, for instance, play games as a way to relax. I come home late from work (something some of you probably don&#039;t know what it&#039;s like) and the last thing I want is to spend part of my evening fighting.

I played the first Jumpgate, and loved Episode 1 because you didn&#039;t have to fight all that often. You could be a miner, an explorer, a &quot;beacon-changer&quot;, a carrier, and so on. When Episode 2 came out, I was greatly disappointed because flying in space wasn&#039;t safe anymore and all the stupid fighters kept defending the turn for the worse with silly arguments like &quot;ask someone to escort you&quot;. Well, when you don&#039;t live in the US, and have no one online when you play, that&#039;s not even an option, is it?

I left the game completely, for the reason I couldn&#039;t relax with Jumpgate anymore. Now, Jumpgate seems to be coming back in this &quot;Evolution&quot; incarnation, and I truly hope it will be an evolution, and one thing I&#039;m looking forward to is to see if people like me can play this game again. If so, I&#039;ll be one of the subscribers, for sure. If not, they&#039;ll won&#039;t have me paying for it, not one cent.

Space is a large place, so take your fighting elsewhere - it&#039;s not wanted everywhere (and I&#039;m not talking just about PvP, but PvE as well).</description>
		<content:encoded><![CDATA[<p>I agree with Rabidfish. Some of you are just selfish people who want the game to fit YOUR gameplay, and screw everyone else. I, for instance, play games as a way to relax. I come home late from work (something some of you probably don&#8217;t know what it&#8217;s like) and the last thing I want is to spend part of my evening fighting.</p>
<p>I played the first Jumpgate, and loved Episode 1 because you didn&#8217;t have to fight all that often. You could be a miner, an explorer, a &#8220;beacon-changer&#8221;, a carrier, and so on. When Episode 2 came out, I was greatly disappointed because flying in space wasn&#8217;t safe anymore and all the stupid fighters kept defending the turn for the worse with silly arguments like &#8220;ask someone to escort you&#8221;. Well, when you don&#8217;t live in the US, and have no one online when you play, that&#8217;s not even an option, is it?</p>
<p>I left the game completely, for the reason I couldn&#8217;t relax with Jumpgate anymore. Now, Jumpgate seems to be coming back in this &#8220;Evolution&#8221; incarnation, and I truly hope it will be an evolution, and one thing I&#8217;m looking forward to is to see if people like me can play this game again. If so, I&#8217;ll be one of the subscribers, for sure. If not, they&#8217;ll won&#8217;t have me paying for it, not one cent.</p>
<p>Space is a large place, so take your fighting elsewhere &#8211; it&#8217;s not wanted everywhere (and I&#8217;m not talking just about PvP, but PvE as well).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rabidfish</title>
		<link>http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/comment-page-1/#comment-12934</link>
		<dc:creator>Rabidfish</dc:creator>
		<pubDate>Sat, 25 Oct 2008 21:17:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/#comment-12934</guid>
		<description>Darius: Why is it that you feel that people who dont have the same gameplay objectives as you don&#039;t deserve to be able to play? Carebears pay their subscriptions too and have just as much right to play in the way they want to. This is why there are different server types. As for combining the two, I dont see the problem except the possibility that somehow non-flagged people could become tangled in a dogfight and influence it in some way.</description>
		<content:encoded><![CDATA[<p>Darius: Why is it that you feel that people who dont have the same gameplay objectives as you don&#8217;t deserve to be able to play? Carebears pay their subscriptions too and have just as much right to play in the way they want to. This is why there are different server types. As for combining the two, I dont see the problem except the possibility that somehow non-flagged people could become tangled in a dogfight and influence it in some way.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Arahna</title>
		<link>http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/comment-page-1/#comment-12917</link>
		<dc:creator>Arahna</dc:creator>
		<pubDate>Sat, 25 Oct 2008 18:16:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/#comment-12917</guid>
		<description>Well, tbh I could not wait till JGE starts. However with this interview I&#039;m greatly disappointed. Maybe my wishes clouded my reasoning, I awaited JGE to be like EVE but with real piloting skill&#039;s. Real dogfights. 
Ideas mentioned here are something that will keep me and my team away.
Unfortunate it seems that like EVE recently, JGE turns more to carebear system, rather than world where everybody can be killed, looted etc.
No risk - no fun.</description>
		<content:encoded><![CDATA[<p>Well, tbh I could not wait till JGE starts. However with this interview I&#8217;m greatly disappointed. Maybe my wishes clouded my reasoning, I awaited JGE to be like EVE but with real piloting skill&#8217;s. Real dogfights.<br />
Ideas mentioned here are something that will keep me and my team away.<br />
Unfortunate it seems that like EVE recently, JGE turns more to carebear system, rather than world where everybody can be killed, looted etc.<br />
No risk &#8211; no fun.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Goonch</title>
		<link>http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/comment-page-1/#comment-12887</link>
		<dc:creator>Goonch</dc:creator>
		<pubDate>Sat, 25 Oct 2008 12:28:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/#comment-12887</guid>
		<description>Lets stop calling them deaths and maybe it will make more sense. There was NO character death in Jumpgate Classic and from the sounds of it nor will there be in Jumpgate Evolution. Death is the wrong term to use as your character does not die and so if you can survive your ships demise it seems logical to assume so will your equipment.

I think non loss of equipment on a death will be a very good thing. It makes the game more playable and less work like, therefore people will be more inclined to participate in pvp and so the pvp elements of the game will flourish. 

Anything else will place the better pvp players in a position to dictate the activities of less able pvp players and you start niching pvp then and ultimately the game itself.

+1 for non equipment loss from me.</description>
		<content:encoded><![CDATA[<p>Lets stop calling them deaths and maybe it will make more sense. There was NO character death in Jumpgate Classic and from the sounds of it nor will there be in Jumpgate Evolution. Death is the wrong term to use as your character does not die and so if you can survive your ships demise it seems logical to assume so will your equipment.</p>
<p>I think non loss of equipment on a death will be a very good thing. It makes the game more playable and less work like, therefore people will be more inclined to participate in pvp and so the pvp elements of the game will flourish. </p>
<p>Anything else will place the better pvp players in a position to dictate the activities of less able pvp players and you start niching pvp then and ultimately the game itself.</p>
<p>+1 for non equipment loss from me.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mooge</title>
		<link>http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/comment-page-1/#comment-12828</link>
		<dc:creator>Mooge</dc:creator>
		<pubDate>Fri, 24 Oct 2008 23:55:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/#comment-12828</guid>
		<description>Item loss on death would be my choice. Either remove it from the game or leave it in a wreck to be salvaged. That way good pilots are rewarded by keeping their gear and potentially getting new gear from those they kill. Those who lose in battle actually face losing items, something that I have always found gets the adrenaline going just a little.

For the crafters this means large markets to fill near areas of heavy conflict. War escalations see higher demand for minerals and construction.

No item loss and a form of item decay means no peaks and troughs in market and instead a steady flow of trade. A good fighter still  loses his gear at the same rate as a bad fighter which does not seem fair.

Unpredictable markets open the option for savvy traders. Imagine an environment where a trader could get wind of a major offensive in an area. He makes his guess on which side will suffer the most losses. After analysing the kind of equipment they use he buys up some stock and moves it to the area just in time to cash in on those &quot;ZOMG I need to get back out there now, sure I&#039;ll pay 20% over market for those guns rather than flying 4 gates to get them cheaper&quot;.

I think that is a cool way to blend combat with non-combat play (not the same as PvP / PvE).</description>
		<content:encoded><![CDATA[<p>Item loss on death would be my choice. Either remove it from the game or leave it in a wreck to be salvaged. That way good pilots are rewarded by keeping their gear and potentially getting new gear from those they kill. Those who lose in battle actually face losing items, something that I have always found gets the adrenaline going just a little.</p>
<p>For the crafters this means large markets to fill near areas of heavy conflict. War escalations see higher demand for minerals and construction.</p>
<p>No item loss and a form of item decay means no peaks and troughs in market and instead a steady flow of trade. A good fighter still  loses his gear at the same rate as a bad fighter which does not seem fair.</p>
<p>Unpredictable markets open the option for savvy traders. Imagine an environment where a trader could get wind of a major offensive in an area. He makes his guess on which side will suffer the most losses. After analysing the kind of equipment they use he buys up some stock and moves it to the area just in time to cash in on those &#8220;ZOMG I need to get back out there now, sure I&#8217;ll pay 20% over market for those guns rather than flying 4 gates to get them cheaper&#8221;.</p>
<p>I think that is a cool way to blend combat with non-combat play (not the same as PvP / PvE).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kalath</title>
		<link>http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/comment-page-1/#comment-12826</link>
		<dc:creator>Kalath</dc:creator>
		<pubDate>Fri, 24 Oct 2008 23:51:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/#comment-12826</guid>
		<description>Sounds good so far, as the guys said EvE and JGE are 2 different games i love the way non EVE players think its just a matter of clikc and press a button, its not PvP in EvE takes tactics and situational awereness to be good at it 

But anyway JGE will make a nice change to EVE, but i think the risk vs reward system in EVE is better</description>
		<content:encoded><![CDATA[<p>Sounds good so far, as the guys said EvE and JGE are 2 different games i love the way non EVE players think its just a matter of clikc and press a button, its not PvP in EvE takes tactics and situational awereness to be good at it </p>
<p>But anyway JGE will make a nice change to EVE, but i think the risk vs reward system in EVE is better</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Aeon</title>
		<link>http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/comment-page-1/#comment-12801</link>
		<dc:creator>Aeon</dc:creator>
		<pubDate>Fri, 24 Oct 2008 18:08:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/#comment-12801</guid>
		<description>This article touches on a bunch of hot-button issues.

1. There will, in all likelihood, be open-pvp servers. This has been established in multiple other interviews.
2. Right now it sounds like ND is leaning towards an decay system to remove items from the economy, rather than a loss-on-death system. Both, if balanced, achieve the same thing.
3. I&#039;ll agree that if they go with the Warcraft system of item retention, it will upset a lot of players. Warcraft&#039;s economy has always been stunted because of it. True item decay, just like item loss (when production levels are properly ramped up), allow for a vibrant player economy. If the WoW school of thinking is pursued, the economy will be just as stagnant as it was in Blizzard&#039;s well known title... minus the consumables.

Give this a little time for balancing in beta. Scorch and Hermann are very careful to say &quot;right now&quot; because they mean the current build. Tweaking the economy can&#039;t happen with only 50 people playing the game. That part really needs to wait for more like 500 to even approach statistical relevancy.</description>
		<content:encoded><![CDATA[<p>This article touches on a bunch of hot-button issues.</p>
<p>1. There will, in all likelihood, be open-pvp servers. This has been established in multiple other interviews.<br />
2. Right now it sounds like ND is leaning towards an decay system to remove items from the economy, rather than a loss-on-death system. Both, if balanced, achieve the same thing.<br />
3. I&#8217;ll agree that if they go with the Warcraft system of item retention, it will upset a lot of players. Warcraft&#8217;s economy has always been stunted because of it. True item decay, just like item loss (when production levels are properly ramped up), allow for a vibrant player economy. If the WoW school of thinking is pursued, the economy will be just as stagnant as it was in Blizzard&#8217;s well known title&#8230; minus the consumables.</p>
<p>Give this a little time for balancing in beta. Scorch and Hermann are very careful to say &#8220;right now&#8221; because they mean the current build. Tweaking the economy can&#8217;t happen with only 50 people playing the game. That part really needs to wait for more like 500 to even approach statistical relevancy.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chad</title>
		<link>http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/comment-page-1/#comment-12799</link>
		<dc:creator>Chad</dc:creator>
		<pubDate>Fri, 24 Oct 2008 18:06:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/#comment-12799</guid>
		<description>I played the Original Jumpgate when it was first released and loved it (after a while I changed jobs and lost track of the game). I also tried EVE and Earth and Beyond (if anybody remembers that mmo) and they were both essentially point and click harvest then sell to market sims (like Spawn-sc said) that just weren&#039;t even that same idea as Jumpgate. What I think lots of people miss is the fact that you can&#039;t compare EVE to Jumpgate anymore than you would compare SimCity to a Flight simulator. The joystick aspect is what brings out the real flavor of the game which to me was always Descent in a wide open MMO world. So my point is the PVP aspect IS the reward in and of itself, the xp from combat is just a nice bonus. The idea is &quot;I took out Pilot X !! woot !&quot; not &quot;Yay I get all that loot the guy had&quot;. And then on the flipside, &quot;Crap he got me this time, but at least I don&#039;t lose everything and I can get back out there and take him on again once I get repaired.&quot; To me it sounds like the team working on Jumpgate Evolution has it just right and they are focusing on the action that is going to be the true draw of the game. 

Just my 2 cents</description>
		<content:encoded><![CDATA[<p>I played the Original Jumpgate when it was first released and loved it (after a while I changed jobs and lost track of the game). I also tried EVE and Earth and Beyond (if anybody remembers that mmo) and they were both essentially point and click harvest then sell to market sims (like Spawn-sc said) that just weren&#8217;t even that same idea as Jumpgate. What I think lots of people miss is the fact that you can&#8217;t compare EVE to Jumpgate anymore than you would compare SimCity to a Flight simulator. The joystick aspect is what brings out the real flavor of the game which to me was always Descent in a wide open MMO world. So my point is the PVP aspect IS the reward in and of itself, the xp from combat is just a nice bonus. The idea is &#8220;I took out Pilot X !! woot !&#8221; not &#8220;Yay I get all that loot the guy had&#8221;. And then on the flipside, &#8220;Crap he got me this time, but at least I don&#8217;t lose everything and I can get back out there and take him on again once I get repaired.&#8221; To me it sounds like the team working on Jumpgate Evolution has it just right and they are focusing on the action that is going to be the true draw of the game. </p>
<p>Just my 2 cents</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jimmy Crackskull</title>
		<link>http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/comment-page-1/#comment-12794</link>
		<dc:creator>Jimmy Crackskull</dc:creator>
		<pubDate>Fri, 24 Oct 2008 17:34:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/10/23/jumpgate-evolution-interview/#comment-12794</guid>
		<description>If items decay or loose durrability points the no item loss on death is ok. Otherwise It kills crafters as was proven in SWG before they added the decay system.

PvP and PvE players in a group together doing stuff don&#039;t mix as has been proven in early Everquest 1. when the PvP people get jumped it leavs the PvE people in a bad situation especialy if the group is in a big fight, which has allways been when the PvP people get engaged. Many other things get wonky when the 2 mingle. A PvP server is the only solution. On PvE servers unreg space is the only valid place to PvP, regulated space should never allow PvP.</description>
		<content:encoded><![CDATA[<p>If items decay or loose durrability points the no item loss on death is ok. Otherwise It kills crafters as was proven in SWG before they added the decay system.</p>
<p>PvP and PvE players in a group together doing stuff don&#8217;t mix as has been proven in early Everquest 1. when the PvP people get jumped it leavs the PvE people in a bad situation especialy if the group is in a big fight, which has allways been when the PvP people get engaged. Many other things get wonky when the 2 mingle. A PvP server is the only solution. On PvE servers unreg space is the only valid place to PvP, regulated space should never allow PvP.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

