| Username | Mulli |
| Real Name | |
| Rank | Apprentice Member |
| Joined | June 20, 2008 |
| Gender | Male |
| Age | (hidden) |
| Location | Manchester, United Kingdom |
| Last Visit | November 11, 2008 |
| Post Count | 13 |
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| Quote |
It will be sharded; how and with what rulesets has yet to be determined. Current estimations for population are 3K (or 3-5K, depending on which source you look at) online players per shard (though more than that as registered accounts per shard, naturally).
Of course they want to make money; they're a business like any other. I fail to see how a desire to earn an income to do the thing you love means that anyone that plays the game (or its predecessor) is a "second class of customer[s]".
NetDevil have turned around and looked at Jumpgate Classic and asked themselves "Okay, what are all the things we did right, what did we do wrong and what can we do to make an even cooler MMO space-sim this time around?" I'm well aware there are a dedicated hardcore group of die-hards that disagree with the way JGE is growing and would just prefer JGC version 2. It isn't going to happen. I love JGC, I still play it. Equally, I'm looking forward to JGE. However, I'm going to reserve judgement of the game until beta - something I wish more people would do before posting endless doomsaying threads poo-pooing the game mechanics/PvP system/insert topic of choice here.
Quick responses as I have to head off to work :)
1. There are no skills in JGE (in the sense of trained, statistically important skills). All the skill comes from the player, including the twitch combat skills. You may unlock licenses that allow you to use certain types of ship and equipment, however. But, there is no skill progression a la EVE.
2. The game is sandbox in so far as you do what you want to do. Levelling up and unlocking certs just by PvPing? Go for it. Want to make a killing on the cornering the market? Knock yourself out. There are no classes (again; certifications are the only vaguely similar factor). Ultimately, you are who you want to be and do what you want to do.
For a more up-to-date breakdown of the game, check out the wiki ![]()
Slightly off-topic as you're talking about PvP penalties here, but I can categorically state Qmire that you will NOT see the kind of ball-achingly painful penalties for getting your ship blown out of the sky that you see in EVE.
It was tough enough in Jumpgate Classic. Without a good supply of gear, if you were shot down you were looking (at least back in the early days of the EU server) a good 30-40 or more minutes to get back into your ship of choice and gear it up.
Jumpgate Evolution, as of writing, should see you ending up back in your ship of choice when you get killed. Rather than needing to re-kit your ship, all ship hulls start with stock equipment. So you'll not need to fly around, get yourself decent engines, better weapons, etc. Basically, as I understand it you'll be able to "leap straight back into the fight".
Ultimately, the game not even being in beta yet, this is all speculation but that's how it's been hinted at by the likes of Hermann. As he once said in an interview (paraphrased) "I don't understand games that encourage you to PvP and then punish you for doing so."
We just migrated the community wiki over to Wikia (for some extra visibility) so you could take a look at the features list, etc. from there and make your own mind up ![]()
http://jumpgateevo.wikia.com/wiki/Jumpgate_Evolution_Wiki
In summary: no, they're two different games. They feature a number of similarities (mainly the genre) but I don't see the two as in direct competition. They're variations on the same theme - I see plenty of EVE players playing JGE and vice versa.
Don't forget to sign yourself up for the beta if you havne't already ![]()
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