New Jumpgate Evolution Details
Hermann Peterscheck, lead producer for Jumpgate Evolution, sat down with IncGames for a lengthy interview they've split into three parts. In the first, he talks about the scope and feel of the game, and how they broke the vastness of space down into usable, "logical chunks." He goes on to confirm that there are no classes, and he provides some basic information about the game's economy and how Jumpgate Evolution compares to other MMOs. In the last segment, Peterscheck discusses the lore and some of the thought process behind developing the story, noting how happy they were to own the IP from the original Jumpgate.
So many of these games now are turning the elegant compromise of Elite into submarine physics.. eventually someone is going to make a SeaQuest DSV MMO and close the loop.
How we know is more important than what we know.
This is the game I was looking for when I first tried out EVE online, and I'm not displeased by the time I've spent with EVE, but I really wanted a dogfighting MMO, something like Battlefield 2 and 2142's dogfighting, but with more people, and in space, with cool lasers and whatnot. My fears for the game though are that it will have limited population, and you could wander pace aimlessly for a while before finding something to do. On the other hand, if it goes well, it'll be AWESOME. For anyone like me needing to satisfy their space combat needs, try ICP, you can find it at http://www.infinity-universe.com/ Infinity looks similar, but possibly with more depth, and the combat prototype is awesome, though sparsley populated. The key difference I see is that Jumpgate lacks NPC bots you can hire and have do stuff for you, whereas infinity does. Then again, JG:E has a release date planned in the near future.
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With Jumpgate 1, they apruptly closed the European servers, leaving all of us out in the cold (playing the us server wasn't really an option - too much lag).
I never really understood the reasoning. Comparted to programmin g and maintenance, server and traffic is really neglibible in a MMO budget, and they had several thousand paying customers over here. Ther was an issue with their local parrtner, but I think with some good will that could have been solved - especially since the European server als was quite an iunteresting alternative sto study to the US one.
Back then criics of the US server described it as one huge oderless mess of deathmatch forever PvP junkies, while critics of the European server described it as "carebears in space", for its nice and working set of rules that managed to keep the PvPers (Thieves and Pirates, mostly) from molesting the PvE players. Of course the pirates kept whining about how hard their live was, but they could always fight each other.
They probably weren't programming or maintaining those servers much either, as the dev and deployment work would have been mainly targetted at the US operations. Chances are the number of subscribers fell, they needed to concentrate the remaining players on fewer servers, and they saw European servers as the least busy, and most disposable.
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Played JGC since Beta. Fell out after release for awhile but overall it was an excellent gaming experience. The team seems to be trying hard to hold onto what made Jumpgate so great.
Actually the european server was the most populated one. I think it had to do something with germans since they are freaks at pc games.. while US is more console..
At the time of closure, EU server had 3 times more population then US server.
The thing is I think.. is that EU publisher didnt want to pay what the developer wanted for license fee, so they just closed it. To bad for players tho.. since US server was more of quake in space then a MMO compared to EU server..