Dev QandA - episode 2 transcript
From Stargate Worlds Wiki (SGW)
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[edit] Developer Q&A 2
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This is David Reed and welcome back to Developer Q&A Where Stargate Worlds Developers answer Candidly Question posed to them by the fan community episode two includes a line up of Dev's including content guru Shawn Dogan, Lead world builder Josh Kurtz and sound designer Nick La Martina as well as host of others, now on to your questions :
Jade wants to know will SGW be class dependent or can you team/solo any mission and end game instance regardless what class you and your team mates are? Chris Bernert answers :
CB: The archetypes of Stargate Worlds, they are bit more flexible that other standard MMO's of fantasy based on the Market and what we are trying to do is allow the player to test out different ability's, we've got a three tier system that they can go down and what these trees do is they kinda define a particular play style so the player can mix and match or they can go down depending upon what they want do, as far as soloing all of our classes will be able to solo as far as end game mission instances the end game will be a little more difficult to do but its not going to be participated upon we need class X to be success and doing this, you'll still know what you are based upon Information in character generation, but as you start to play the game and test out the abilities we are giving you'll kinda start to gravitate towards a play style you kinda like, were not trying to pigeon hole any type of archetype there is no you know perma group of four, these four are the only ones who can do these some thing's, every archetype brings something to the table and we are empowering the players to just go out there and have some fun and so hopefully that will be successfully.
Redlynk asks: What elements of traditional MMORPG combat are being used for Stargate Worlds and what new elements are you bringing for the modern ranged combat setting? for the answer we go to Jay Ambrosini
JA: Well for current elements we still have the typical targeting system where your gonna target the mob and you will be able to track it and follow it right away, you'll still have the abilities that you use so you have different kinda of attacks that you use where you shoot a burst or single shot or use an aimed shot things like that, so that kinda combat system is about the same however what where adding to the game is where adding allot of new elements for ranged combat for where we are going to have 'em, allot of use for cover so you'll be able to run behind objects and hide behind them, that how you get your defenses up and things, and if your standing in the open and you get shot its gonna hurt real bad but if you go and hide behind a rock or something, the damage wont be as much as there and what's that's gonna do is hopefully along with our AI where kinda coding the mobs to be doing is that the mobs will see you and know your entrenched in one spot but they'll look around the area and they'll start to running around to try and flank you and try push you out of cover and hopefully what this is gonna do is your gonna do the same kinda thing with the mob so you can try and push them out of cover so that you get this neat action / reaction kinda of a thing where you get allot of mobility with the mobs moving around and you moving threw the combat system, so it not your typical just you know other games with ranged combat where mob will run up in the range and start shooting and you stand stand still and start shooting back at them, so that's pretty much where we are going with that I just want to say also that it is a key thing we are looking at that we don't wanna balance the game to much for hardcore players or towards casual players so we are kinda looking to kinda make it the system is easy to learn and so that you know anyone can kinda pick it up and at the same time we want to make it fun and exciting for just about anyone who will be part of this in the game.
Fah Core would like to know: How do you feel about in game advertising or product placement and should us future players of SGW be prepared to see ads hanging on the walls of the SGC? Darren Steel has the answer.
DS: Great Question, candidly we haven't decided yet whether or not allow in game advertising, but I can tell you there isn't anyone on the team who want to see an add or product placement that would be out of place in or disruptive in anyway to the Stargate experience in the game if the right product could be tastefully integrated in an environment that makes sense in the game its possible but bar would be very high and we currently have no plans to do this, some of the biggest fans in the intellectual property are in this building working on the game so you can take in knowing we gonna make decisions based on that.
Jayna would like to know : How can SGW's art department compete with other fantasy games where they have very elaborate, risqué and colorful clothing and armor? Eric Plalil
EP: So the Stargate world art department is using the very strong and colorful existing designs of the series as a launching ramp for all subsequence idea's and we will compete with the other fantasy games out there by 1st respecting the SG world then emphasize on the most characteristic trait of each race and classes, each race and class poses there own color palette silhouette and geese and armaments sets that will distinguish them from one another even considering the extensive choice given to player, so all this will be done with respect to the SG universe it will most certainly attract gamers unfamiliar to the Stargate Universe.
Captain_Quint asks: Are the majority of quests/missions going to be simple A to B missions or are they going to focus on more elaborate and far more difficult missions? Shawn Doogan Responds:
SD: So when your game is Stargate worlds everyone is expecting its that its going to be more story driven sorta game I mean these characters of Jack and Sam and Teal'c we care about them and we care about there stories so we have to reflect those story's in the game play that were delivering so we are looking to do much more character driven and story driven kinds of quest that gets you involved with these characters and have you make an impact on the Universe I mean the characters need to feel like their hero's and that they are not just collecting five pig heads or going on a Fed Ex quest for someone you want to feel like you are actually accomplishing something, so it going to be a much more story focused multi step sort of missions in our game.
Baldr asks: Although it is not "Canon" and a had terrible story, Stargate Infinity had a lot of interesting aliens and creatures that the other two TV series did not show, are there any plans to include them as NPC creatures/encounters? I answer this question: (David Reed)
DR: That's a great question your absolutely right Stargate infinity is not canon and I love Stargate Infinity as much as the next man probably more than the next man but not because it had good content but because it was Stargate when it comes down to for the game has to be fun but secondary to that the game we also want to make it as close to canon as possible but fun is obviously is the number one choice, so in Brad Wright has stated himself that Stargate infinity is not canon so probably going to stay clear of any of the Infinity content and make our own original content for the game which is just as cool were not just limited to a Television budget just like Stargate infinity wasn't, but I don't think were going to work from infinity because its just less than canon and were hoping to make the game canon, that's one of the hopes we have for this so anything that's going to detract from that we are probably wanting to stay away from.
Hodgrim asks: Most consumers now-a-days have cable internet or better for their internet connection. What about for Dial-up? Will Dial-up be an issue when wanting to play SGW? Dimitrus Coombes has the Answer:
DC: Currently we not far enough along the project to make that determination but to make Dial-up accessible for our game is definitely one of our goals or not we'll have to access that once we are further along the project.
Gorgo would like to know: There are a possibility for the translation of the game in the future ? for example in French ? Nick LaMartina answer this question:
NL: Yes (in many languages) yeah we do plan on doing localizations for various regions as far as when those actually come out, the current plan is efigs simultaneity launch 1st which is basically English / French / Italian / German / Spanish then followed by an Asian launch later after that, so the short answer is yes.
Eiskalt asks: What different guns will the good Humans have and how much can they be customized? Tim Sweeney responds:
TS: Human forces are going to bring significant fire-power to the table based upon what's been developed on earth and what the future going to hold for those weapons, starting with the basics selection of sub machine-guns, Assault rifles, machine guns, defiantly shotguns and rifles on top of that and of course just cause character is human that doesn't mean you can only use primitive chemical explosion weapons ok?, some humans will choose to learn the disciplines of the staff weapons the Zat and there could be more out there for them to pick up and the question of customization, because there is a whole galaxy out there the technology used by those who travel threw the Gate must rapidly push forward, and human technology is no exception to this, we are planning to have parts, attachments, subsystems, tunings all sorts of stuff that can be done to pretty much all the guns that you can find, this is one of the ways you can decide how your weapon matches up precisely with your role in combat or you could tweak it out for particular combat situation if you wanted to.
Aigik wants to know: How do you plan to handle fighting between the "good" and "bad" factions. Are we going to be free-for-all fighting each other most of the time, or is it going to be similar to the system Star Wars Galaxies uses, where for example you would be able to go "on leave" and walk through a Goa'uld stronghold as a tau'ri untouched? Zeb Cook returns with the Answer
ZC: So how we handle fighting for the good and bad factions its kinda divides into two things theirs PvP and theirs PvE for the PvE its based going when your on your faction yup the other side is opposed to there is no going on leave theirs no that the idea that Jack O'Neill can walk threw *Beep* headquarters is completely ludicrous you know once you have started and you are on faction for PvE you are on that faction and that's pretty much how it goes, now within the course of that there maybe situational moments you know gain faction standing with a group that's so it make them neutral or friendly to you things can change but its still very much all with in the context of your initial choices, as for PvP Basically its you know good guys against bad guys, you know the SGC as a rule does not go around shooting each other and so we are going to try and avoid that approach so again you not going to be able to go waltzing threw you know PvP space that the other side has without basically putting yourself at risk if your flagged for PvP, there's allot of things we still are playing with but basically these things we are going to stick with.
Amenopophis asks : Will the various planets that we will be visiting have different day-night-rhythms and how will the time of day affect the behavior of the NPCs and Mobs? for the answer we go to Josh Kurtz
JK: Well right now we are planning to have different day / nights cycles for the planets so that if its daytime one it might not be daytime on another or it might be night time on one and not night time on another, but as for how that effects the Mob's were still investigating how exactly how investigate Mob's their behavior what the spawn is do and what they, where they go and what spawns where all of that are things we can effect by daytime so where just investigating how we want to use it, where we want to use it and might end up being we end up using it in different ways and different places.
Thanks for tuning in for Episode 2 of developer Q&A, expect more additions of this podcasts very soon so be sure to check into stargateworlds.com, where you will have a chance to pose your question to the team bringing you Stargate MMO to life.
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Transcription by FreejackeR, Source of Transcription Stargate worlds Developer Q&A - Episode 2 [1]
