Sunday, June 20, 2010

JGE: Impressions From a PvP Junkie

Apologies for not posting in a more timely fashion. After the final day of E3 I set off on a grueling drive back to Wisconsin, losing my way in Los Vegas for a day. Regardless, I am here now, slightly poorer, to share my thoughts on the JGE presentation. Most of what was revealed has been discussed in great length already, so I'll be tailoring my impressions for my fellow PvP crazies out there.

Great News: JGE is all about PvP

Not that you didn't know this already, but JGE is all about the nation-on-nation warfare. What this means is the focus on hauling, crafting, and economy seems to be firmly secondary. This game is not about space truckers and scientists. This game is all about heading into space with your squadron at your side, your nation at your back, and a horde of NPC's and players in front of you with TNT strapped between their legs, whilst you carry the match. Though many were undoubtedly planning on setting up mining corporations and trade guilds, the door on taking focus off of combat has firmly been shut. As was an often-repeated phrase, "You are a soldier on the front line. You are not the guy driving the supply truck."

Massive Battles are Standard Operating Procedure

During the presentation, we were shown a sector filled with 700 AI-controlled craft. While the sector was certainly immense, it was by no means empty. As we have heard before, there will always be a lot going on in any given sector; with asteroids, stations, and all manner of debris to provide for your devious strategies and to test your skill at the helm. I was pleased to hear the aforementioned engagement was considered standard rather than large by relative terms. 700 AI is by no means the extent of JGE's capabilities and we can expect to see even larger engagements surface.

Should I Prepare for Another Zerg-Fest?

No. You are not likely to ever find yourself alone, or so hopelessly outnumbered so as to not put up a fight. With JGE, there will be scores of AI-controlled craft, friendly and enemy, in any given sector. So, if you happen to be the only Octavian player who showed up to fend off 100 enemy player characters, the fight may end up 400 vs 300, as opposed to 100 vs 1. Will you still lose? Unless you are Luke Skywalker reincarnated, I'd count on it. However, you can still effectively confront the enemy and possibly buy enough time for reinforcements to show up. If any of you are like me, you may even enjoy facing impossible odds.

Let's not forget; we are dealing with a three-nation system. You might expect the further you push into enemy territory the more momentum you will gain, creating a foregone conclusion to the conflict. It appears we may see the opposite. As one nation pushes deeper and deeper into enemy space, it will likely find itself facing near the full-measure of two opposing nations. I've often marveled at how a three-faction system can so often be overlooked in favor of a two-faction system. Thankfully, JGE will showcase the former and should create some fairly adrenaline-packed encounters and deceptive (read underhanded) strategies on a micro and meta scale.

Progression in Terms of Competition

You may be asking yourself, "If I join the party late, or tend to play casually, will I end up as shit on somebody's boot?" The answer tends to be a resounding "yes and no," with an emphasis on the "no." You will undoubtedly be at a disadvantage against a character who has progressed further than yourself, but you will always have a chance, considering you're no Porkins in the cockpit. Players of all level and skill will be able to contribute in a meaningful way. While you may stand little chance as a level 10 against a level 50, a level 10 and a 50 against another level 50 will certainly carry the day.

Players spanning the 10 to 50 level range will be useful to any PvP encounter. You will never find yourself unwelcome due to your level or equipment. At the very least, you can serve as cannon fodder or a distraction. You can also supplement an attack or shoot past enemy lines to harass the enemy and seize objectives. In essence, you can participate in the end-game very nearly out of the gates. Stepping back from the gameplay perspective, this will ensure any friends you encourage to play the game will have a great new-player experience and should positively affect retention.

Space Pirates?

Sadly, we will not see any space piracy in the traditional sense. I know, my heart was broken also. Do not despair, though. This may be chance to become something of a privateer. Sure, you'll have to put away the Jolly Roger and strike the colors of one of the three nations, but piracy-flavored activities will still be available. Any engagement is likely to see ant-trails of reinforcements continually moving to the front lines. Get a squadron together and cut these trails down. You would gain notoriety and further the cause of your nation. Lurk in the shadows of asteroids and engage unprotected gunboats from an advantageous position. Take no prisoners and engage in guerrilla warfare on behalf of your nation. The point is, JGE appears to be the sort of game where you get out of it, what you put into it. Find some like-minded pilots and set your course.

Death Penalty?

Certain to be a hot topic, the death penalty will be limited. We are not looking at a full-loot system, or anything approaching severity. From what I gathered, we will most likely see a degradation and repair system coupled with fast respawn and the ability to re-enter the fight in a timely fashion. Looking at the positive end of this, you will not find yourself on the outside looking in. You can aggressively engage the enemy knowing you will not be gated from the fight for attempting a daring maneuver or a cunning strategy. This will likely create something akin to battle lines moving back and forth where individual effort and success can manipulate the flow of battle for everyone. This will also allow for picketing strategies, where squadrons may be tasked with harassing and blocking reinforcements.

On the negative end - well, who really cares. It is what it is, and there's little sense in carrying on about "what might have been." The truth is, with the system that is in place we will see a more action-packed game, lending itself better to strategy development and intense competition reliant on cooperation and communication.

Battlegrounds and Dueling?

I cannot provide you with much information here. Battlegrounds in the traditional sense do not seem to be a priority. However, controlled PvP environments were alluded to, with something akin to a promise of duels. Regardless of how this will flesh out, my money says you can expect to see smaller-scale engagements with some sort of controllable parameters. How they will be able to do this without instancing or flagging remains to be seen, but I know it will be a welcome addition.

Conclusion

From what I've seen and heard, JGE is going to be an action-packed festival of fragging. I expect to see large-scale cooperation similar to that of Warhammer Online, without the prevalence of zerging. I also expect the nation and server-based communities will develop strongly due to the progressive campaign-style PvP, complete with capstone achievements, such as sector capture. I also look forward to seeing the undisclosed timetable as the development team has taken a strong focus on shipping the game; something that would have frightened me had I not seen the quality of the product in person. For every PvP fan and follower of JGE, rest assured; you will not likely be disappointed.

No comments:

Post a Comment