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Author Topic: BattleClinic Developer chat  (Read 2340 times)

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BattleClinic Developer chat
« on: July 15, 2008, 01:34:55 pm »
This is a live transcript of the developer chat, either Join IRC or refresh this page to view as it progresses.


<SghnDubh> Hello everyone. I'm Chris "SghnDubh" Condon, founder of BattleClinic. Joining me is MrCue, BattleClinic's site architect. Together we'll be interviewing members of the Jumpgate Evolution team and getting the latest scoop. We'll start with questions from the BattleClinic team, then open the chat up for audience questions. We'll end promptly in one hour.
<SghnDubh> Note: The authorized version of this chat is being fed to BattleClinic in almost real-time. If you read any other versions, your palms will grow hair and you will lose your eyesight.
<SghnDubh> ;)
<SghnDubh> All right, let's go!
<SghnDubh> With us today are Steve "Istvan" Hartmeyer and Nicole "Awen" Hamlett from NetDevil. Welcome!!!!!
<[ND]Awen> Thank you! we're happy to be here!
<SghnDubh> Nicole and Steve, we really appreciate the time you've taken out of your day to chat with us.
<[ND]Istvan> Thanks for having us here.  :)
<[ND]Awen> It's certainly no trouble, we always enjoy working with you Chris.
<SghnDubh> So the biggest thing on the fan's minds right now is NetDevil's decision to partner with CodeMasters as the game's publisher. We get that it's an internal business decision, so we won't go into the why's and wherefores. But publishers can exert influence on development schedules, features, etc. How are you dealing with any of this?
<[ND]Awen> I'll answer that one :)
<[ND]Awen> Codemasters has an incredible team that is working with us here at NetDevil and we're very grateful that they're very supportive in ensuring that the game launches not only smoothly but is also high quality.  We're in a very symbiotic relationship here and it's working out well for both companies.
<SghnDubh> That's excellent.
<[ND]Awen> I can assure everyone that both companies are very like minded
<[ND]Awen> especially when it comes to the quality of this game.
<SghnDubh> Ok...we gotta know...what's up with that video on YouTube?
<[ND]Awen> :)
<[ND]Istvan> LOL
<[ND]Istvan> <cringe>
<[ND]Awen> The YouTube video was an internal piece that was leaked accidently. It was never meant to be shown to the public.
<[ND]Awen> next *grins*
<SghnDubh> ok, so,
<[ND]Istvan> please next
<SghnDubh> you won't be pulling a valve and screaming that next your source code got ripped off, right? ;-)
<[ND]Awen> I imagine not :)
<SghnDubh> Gotcha. Well
<[ND]Istvan> Wait and see. :/
<SghnDubh> we're looking forward to more official trailers
<[ND]Istvan>  ;)
<SghnDubh> heh
<[ND]Istvan> So are WE.
<[ND]Awen> We're looking forward to providing them
<SghnDubh> Sweeeeeeet
<SghnDubh> Ok so let's talk about combat! Cause we all like blowing **** up, right?!!
<[ND]Istvan> Right!
<[ND]Awen> I think it can be safely said that NetDevil is on board with that statement haha
<SghnDubh> When we think about dogfights in space, sci-fi channel's BattleStar Galactica encounters come to mind. From the trailers we've seen, it's not clear if we should expect that style of combat, or something different. What can you tell us about combat style in JGE?
<[ND]Awen> I think that's a Steve question
<[ND]Istvan> Yes.
<[ND]Istvan> Absolutely, what you see in BSG (Actually its predecessors, like Babylon 5) was
<[ND]Istvan> an input into our original flight engine design.
<SghnDubh> But you have your own twist on it, right?
<[ND]Istvan> We're keeping that flavor - ships maneuver within a Newtonian physics model and have lateral and vertical thrusters in addition to the main engine, so the pivoting, momentum-based combat maneuvers we love from those shows are all possible in JGE.
<[ND]Istvan> We're all big BSG fans here.
<SghnDubh> That's cool. We have a question later from a reader who asked about gravity.
<SghnDubh> I hope we get to that!
<[ND]Istvan> That's heavy stuff.
<[ND]Awen> You know funny trivia
<SghnDubh> I can hear the virtual groans from here...
<SghnDubh> Which part of the combat system are you most proud of so far? In other words, what are you just dying to have us players experience about JGE combat?
<[ND]Awen> When they were proto-typing Jumpgate Evolution, the question was "What combat scenes from shows and movies did you absolutely love and what can we create with that?
<[ND]Awen> Oops sorry :)
<SghnDubh> well let's take a step back on that
<[ND]Istvan> No, that's good to point out.
<[ND]Awen> Ok
<SghnDubh> Because the reason we love those shows
<SghnDubh> is that we imagine flying in those scenarios
<[ND]Istvan> Exactly.
<[ND]Awen> exactly!
<[ND]Awen> haha great minds
<[ND]Awen> When you're watching Star Wars and Luke goes into the pipeline you want to be there right?
<SghnDubh> Yeah, just not with the 80's hair
<[ND]Istvan> I'm partial to the Babylon 5 style stuff, myself.
<[ND]Awen> hahah wait a sec.. I had that 80's hair! :)
<[ND]Awen> It's the same with BSG, the dogfights are intensely emotionally motivated so they pull you in.
<[ND]Awen> We wanted to re-create those emotions and that rush of excitement and adrenaline.
<SghnDubh> Well,
<[ND]Istvan> The adrenaline was the big draw in JGC combat.
<SghnDubh> it's hard to achieve that feeling because you have to have something worth fighting for.
<SghnDubh> Is that where the backstory comes in,
<SghnDubh> or
<SghnDubh> are you hoping it will be more about flying with your mates
<[ND]Awen> I think that is where the divided nations come in. You have a sense of loyalty whether you're Octavian, Quantar or Solrain and with the story that Keith Baker is writing, we are hoping that we can provide that.
<[ND]Awen> It's also about flying with your  mates right?
<[ND]Awen> Nothing makes you enjoy a game more than being able to play alongside your friends.
<[ND]Istvan> Squad/guild ties have always been a big motivation for getting involved in PvP.
<SghnDubh> Can't wait!
<[ND]Awen> I know I'm partial, but I don't think that you'll be disapointed. :)
<SghnDubh> So back to my question around what you're dying to have us players experience about JGE combat...
<SghnDubh> heh
<[ND]Istvan> OKay
<[ND]Istvan> it's hard for me to say, having been involved with the prior, similar project for so many years.
<[ND]Istvan> Probably the biggest new excitement in JGE is going to be engagements that include a capital ship, whether a little corvette or a big cruiser.  Those are going to be a whole lot of fun.
<SghnDubh> Hot damn! Capitals are always fun to blowed ups!!
<SghnDubh> ;-)
<[ND]Istvan>  :D
<[ND]Awen> Honestly when we first saw the initial Cap Ship go into the game the general response was "I can't wait to blow that up!" haha
<SghnDubh> Tell us, are you going to really treat the explosions with the drama they deserve? Other games seem to chinz out on the big boom...
<[ND]Istvan> Yah, that was the reaction, right after "Wow, it's so purty!"
<[ND]Awen> Oh absolutely!
<SghnDubh> We want to fly through the debris field, too, and maybe even the fireball...make a note of that, Devs!
<SghnDubh> ;-)
<[ND]Awen> That's part of the excitment is escaping a big explosion and the flash. It's very fulfilling as a pilot.
<[ND]Awen> Note taken! haha
<[ND]Istvan> I'll send a memo to the guys who get to make the particle effects.... ;)
<SghnDubh> Excellent.
<[ND]Istvan> Better, I'll ask Hermann to.
<[ND]Istvan> Politely.
<[ND]Awen> After I gently say "No pressure, but I just told a room full of fans that your effects are going to be the best out there." I'll be super popular for a month.
<SghnDubh> perfect. order the poss around :-)
<SghnDubh> Bye bye month end bonus...
* [ND]Istvan nods
<[ND]Awen> LOL
<[ND]Istvan> That's why I said "politely".
<SghnDubh> All right let's go back to combat talk. We all love ships and we love tinkering with ships.
<SghnDubh> We love switching out weapons and seeing how big a dent in our buddy's head we can make with THIS gun
<SghnDubh> So, BattleClinic was started as a way to share ship loadouts with other players. It's still our most popular feature. Can you give us some ideas about fitting your ship in JGE?
<[ND]Awen> Good question!
<[ND]Istvan> In JGE, the basic needs of the ship now come standard, as a simplification to prevent noobs from trapping themselves with an unflyable loadout.
<SghnDubh> Like life support? ;-)
<[ND]Istvan> Well, it was more common to launch without radar and not be able to find your way around.
<[ND]Istvan> However, pilots will be able to add gear to "boost" each of: power, engines, shields, and radar, as well as choosing armament (guns and missiles).
<SghnDubh> that's great.
<[ND]Istvan> The ships don't automatically come armed.
<[ND]Awen> There are many many combinations of gear you can use as long as it fits the requirements of your ship.
<SghnDubh> Ok,
<SghnDubh> that is familiar territory then.
<SghnDubh> Can we expect a decent compliment of stuff?
<[ND]Awen> Yes
<SghnDubh> or will we be stuck with "Gun Type 1"
<SghnDubh> Gun Type 2"
<SghnDubh> etc
<[ND]Istvan> Within weapons especially, a fairly wide variety.
<SghnDubh> Great. I want the BFG9000, ok?
<SghnDubh> ;)
* [ND]Awen makes another note to the devs
<SghnDubh> Only the old players in this chat get that reference :-)
<SghnDubh> Last question about combat: Got any general tips on how to "Fight Smart" inside JGE?
<[ND]Istvan> We've got a couple entire classes of particle guns, also plasma guns, and several kinds of projectile weapons, including classic old machine guns, artillery, and railguns.
<[ND]Istvan> And I'm not talking one of each type.
<[ND]Awen> Oops we got a bit behind again. :) Sorry about that
<SghnDubh> oooo
* SghnDubh drools
<[ND]Istvan> Soemthing in rails or the plasma could qualify in the BFG category.
<[ND]Istvan> You're generally not putting those toys on a light fighter.
<[ND]Awen> I think that fighting smart is a relative term don't agree Steve?
<SghnDubh> Ah, so overload conditions will be controllable?
<[ND]Awen> Yes they will
<SghnDubh> ok
<[ND]Istvan> Yes, weapons are sized, and the ship/chassis is limited in what it can fit and power.
<SghnDubh> Ok. Players always want to strap a huge extra gun on the hood of the fighter, and if we can find a way
<SghnDubh> we will :-)
<[ND]Awen> I know I try :)
<[ND]Istvan> Fighting smart may be relative, but there's also some good sense that's common to any game.
<SghnDubh> Like 'watch your six'
<[ND]Istvan> Right.
<[ND]Istvan> Much like with any FPS - keep moving!
<[ND]Istvan> I know a lot of JGC pilots who were prone to dying because they'd just float there, or go stright.
<[ND]Istvan> Your top priority is to hit the target.
<[ND]Istvan> Fire for effect looks cool, but if your opponent has any sense, he's ignoring that and landing rounds on you instead.
<[ND]Istvan> Beyond that, I expect that group tactics will defeat even good solo tactics any day.
<[ND]Istvan> Fly with friends.   Wingmen keep you alive.
<[ND]Istvan> This is still a game of fighter combat, so all those rules apply.
<[ND]Awen> And not flying into a group of hostile Conflux. That works too. I tend not to take that advice. :) But you all should :)
<SghnDubh> Heh.
<[ND]Istvan> You're just trying to get good screenshots, we know.
<[ND]Awen> Yes... yes that is exactly what I'm doing.
<SghnDubh> One follow up to that.
<SghnDubh> In what is arguably still one of the best space figher sims,
<SghnDubh> the LucasArts "Tie Fighter" game
<SghnDubh> and it's cousins,
<[ND]Istvan> Great series.
<[ND]Awen> Definitely
<SghnDubh> it was fairly difficult to know from the radar who your friends and enemies were
<SghnDubh> Any thoughts on how JGE might approach it to make it a bit easier?
<[ND]Istvan> Yes, we've learned a great deal from our prior title in terms of combat UI.
<[ND]Istvan> We're going to have the radar be pretty configurable.  What color do you WANT your squadmates to be?
<SghnDubh> Great.
<[ND]Istvan> That should help with friend-or-foe recog
<[ND]Istvan> We may have reticle shape/color tied to that.
<SghnDubh> Yeah, the standard now is "make everything configurable" .. that's good to hear.
<SghnDubh> I may speak for myself, but WASD is the worst keymapping in the world...glad to know we'll have some configuration options in JGE
<[ND]Awen> We have team members dedicated to making sure that we have a very customisable interface.
<[ND]Istvan> Specifics will fall out of the playtesting process.  Much of this may be finalized in beta, through customer input.
<[ND]Awen> Exactly
<SghnDubh> Yes, which we're all waiting ***PATIENTLY*** for
<SghnDubh> ;)
<[ND]Istvan> If you dont' like WASD< you could always use a stick or flight yoke.  ;)
<SghnDubh> heh.
<[ND]Istvan> besides just remapping everything. :)
<SghnDubh> Here we go, stimulating the economy with more PC hardware purchases. Yay!
<[ND]Awen> We do our part. :)
<SghnDubh> All right, switching gears, we've got some general questions about the environment and gameplay from your own perspectives.
<[ND]Awen> ok shoot :)
<SghnDubh> Recently, Penny Arcade ran an article in which (we're paraphrasing here) they acknowledged that a certain large space combat MMO was an awesome simulation, but were less clear whether it had evolved away from being 'a game.' What parts of will JGE keep it fun and avoid similar criticism?
<[ND]Awen> I think that it's important to realize that Jumpgate Evolution is a completely different game than Jumpgate Classic. Our team is working diligently to ensure that it's a fun experience for our players by including design elements such as large scale battles, an immersive storyline as well as other MMO elements that players expect. You'll see crafting, a robust economy and exciting PVP elements.
<[ND]Awen> We're playing around with a lot of different combinations and most importantly, we test it exhuastively and if it isn't fun to us, it doesn't go into the game.
<[ND]Awen> I believe that the mantra is "Is it fun? Does it work on min-spec? and Is it accessible?
<SghnDubh> Nice.
<SghnDubh> We've got some more questions from our community. How you doing so far?
<[ND]Awen> We're doing good here. :)
<SghnDubh> Great. Here goes.
<SghnDubh> One of our readers wanted to know more about targeting. How are you managing targeting in combat? Are we going to have incredibly advanced fighters that still have fixed sights like world war 1 bi-planes? Or can we expect "smarter" targeting options...or both?
<[ND]Istvan> Well, I see we're back on combat after all. ;)
<SghnDubh> yeah, can't help myself
<[ND]Istvan> arget selection itself isn't going to be fixed-gunsight, you understand, but aside from missiles, the fighter weapons are still forward-firing.
<SghnDubh> Ok
<[ND]Istvan> It keeps the combat process straightforward, in all ways, and easy for the new player to get a grip on.
<SghnDubh> So the pilot skill comes in lining up the target.
<[ND]Istvan> Right.
<[ND]Awen> 100% yeah
<[ND]Istvan> And managing the deflection, because that'll depend on the gun type or ammo.
<SghnDubh> Cool.
<[ND]Istvan> The targetting computer will help tell you where to shoot (paste a reticle up there).  You still have to put your rounds in the reticle.
<SghnDubh> Gotcha. How extensive will squad and pilot info be inside and outside of JGE? Will there be squad pages and detailed pilot statistics? Will it essentially be an enhanced version of the JGC system?
<[ND]Awen> The plan is that we intend to provide as much information as we possibly can.
<[ND]Awen> We intend to go well beyond the Classic system.
<SghnDubh> All right. How extensive will squad and pilot info be inside and outside of JGE? Will there be squad pages and detailed pilot statistics? Will it essentially be an enhanced version of the JGC system?
<SghnDubh> Doh!
<SghnDubh> hate that!
* SghnDubh types
<SghnDubh> Will players be able to "own" their own space stations or other facilities?
<[ND]Awen> We are working on an XML scenario right now to see how viable that is and what we need to improve upon so that we can enhance the data for our players
<[ND]Awen> Oh I got that one too :)
<[ND]Awen> That's an interesting question. This is a feature that a lot of players have asked us about and so it's something that we are currently investigating. Obviously we want our players to have a full and interesting experience so we're taking this very seriously.  
<[ND]Awen>  
<[ND]Istvan>  XML for stats, she meant.
<[ND]Awen> Yeah sorry I should have been more clear with that
<SghnDubh> np
<SghnDubh> well along those lines,
<[ND]Istvan>  Well, _I_ wasn't sure.
<SghnDubh> another player asked, "Capital ships are said to be in game but not pilot-able.  Will guilds be able to buy capital ships with a AI pilot?"
<[ND]Istvan> Yes, that's exactly how we plan to implement them to start with.
<[ND]Istvan> I can say they are in-game right now, but not hooked to the Ai system just yet.
<SghnDubh> Fair enough!
<SghnDubh> Last one before we open it up for the folks in the room here to ask questions....Gravity hasn't made an appearance within most recent space games. Will our ships (or our weapons) be subject to the effects of gravity wells or black holes or other gravitational disturbances?
<[ND]Istvan> We're planning right now that players who reach a certain level of clout with their nation - or who run a powerful enough guild - will be able to "call in" capital ship support.
<[ND]Istvan> We had some limited gravitational stuff in JGC and modelling gravity isn't impossible within our flight engine.
<[ND]Istvan> The decision on whether to use it, and keep it fun, largely is going to be the purview of the map designers, so at this point I can't really speak to whether we'll see a lot of it in JGE.
<SghnDubh> Good, something to look forward to then!
<[ND]Awen> exactly. We need to definitely test that and make sure that it's fun and something that fits in with the rest of the systems.
<SghnDubh> Yeah. Although getting sucked through a black hole has always been something I've wanted to try...
<[ND]Istvan> yes, testing will be critical.
<[ND]Istvan> You have to realize it's not clear to us yet exactly what features will be in the release version of the product.
<SghnDubh> So along those lines,
<SghnDubh> When BattleClinic is asked to test games, we tend to stay away from telling devs about the most obvious bugs and issues. Are you expecting a flood of similar bug reports? (And here's your chance to ask for specific feedback!!!(
<[ND]Awen> Actually we'd like a mix right and we'd like our testers to be as detailed as possible. If it's something that you find annoying, we need to know because there may be alot of other people with the same problem but just assume that it's something we're aware of.
<[ND]Awen> The more communicative our testers can be, the better the game will turn out.
<[ND]Awen> So basically, we want EVERYTHING
<SghnDubh> Great. So don't hold back--that's the message!
<[ND]Istvan> Right
<SghnDubh> Excellent. Well, speaking of holding back,
<[ND]Istvan> here it comes. ;P
<SghnDubh> The folks in the room have been very patient. Now's your time to shoot your questions to the devs. We'll open the room up to questions now.
* [ND]Istvan raises shields
* MrCue sets mode: -m
<zeeZ> \o/
<[ND]Awen> BE GENTLE!
<abecks> What are your plans to expand the game content and features beyond its release? Expansion packs or patches to release new content and features?
<Rijel> When do you plan to be beta?
<JackTR> omg
<JackTR> gentle
<[ND]Awen> We're going to make it as full as we can by release and still ensure that there is plenty of content in each sector.  We absolutely intend to continue development after the game has been released. We are committed to making sure that Jumpgate Evolution is the best game we can produce.
<ikarus> how similar is this game going to be with Freelancer ?
<ikarus> :)
<[ND]Istvan> Rijel - you'll hate me for saying this - we hope to beta when it's ready.
<Rijel> When do you expect to finish development
<Tyndaleon> haha
<[ND]Istvan> ikarus, the game will have numerous similarities to Freelancer.  Anything in particular you are thinking of?
<Sin308> Are there any elements of ship customization? specific paint jobs, symbols etc?
<Rijel> i always get that answer
<Numi> Is squad warfare in unreg like sector control where you can conquer the sectors and the sector will be shown as "owned by squad XY"?
<Tyndaleon> "There shall be no wine, before it's time"
<ikarus> the flightstile
<[ND]Awen> Rijel, is that a trick question? We hope to continuously develop Jumpgate Evolution.
<ikarus> :)
<Tesrend> How extensive will the backend support and mechanics be for squad, corporation, alliance, and other player run organizations be?  Will we be able to manage states of tension with squads and look forward to customizing our radar for those states?
<abecks> It's good to know you will continue developing the game after release. We can hope for features in the future that may not ship with the game.
<Rijel> Will the insides of stations be modeled?
<[ND]Awen> Ok you guys need to let us answer the questions :)
<[ND]Awen> Be patient
<ikarus> +m
<Radi> How are equipment mods balanced? Will the higher levels be better than lower ones?
<[ND]Istvan> Sin308 we're looking into a paint job system, but that's only in the research stages, so i'm unsure what level of customization, beyond picking the hull and outfitting, we'll have at release.
<ikarus> [ND]Istvan, i was thinking of the flight style and ofcourse fight style
<DLinkOZ> What's the scoop on sharding?  Will it be based upon server load, or are you afraid space will become too crowded?
<Rijel> will the insides of space stations be modeled and textured
<[ND]Awen> Tesrend, we're working out the details of those systems now. We hope to have a comprehensive system in place for Squad management and interaction
<Rijel> in more detail than JGC?
<Fuzzwood> (you have now 1 extra potential beta tester btw)
<Tesrend> ^_^ excellant
<Clarth> What will the deathpenelty be?
<[ND]Istvan> Radi, the equipment is focused on being ship-appropriate, so the ranking is intended that the bigger stuff fits the bigger ships.  If it's better, we're trying to prevent it from being game-dominating degrees of "better".
<Rijel> how many ships are there for each faction?
<[ND]Awen> DLink, we haven't worked out the specifics yet on sharding, but we're looking to ensure that we have stable loads with minimal lag
<novahawk> we are all aware that one of the main losses of players was due to greifers in jgc, so how will this sort of thing be handled with jge?
<abecks> How is PVP going to be restricted? Do you think the game will be similar to EVE Online in terms of free, open-ended, no rules PVP? Or will players be able to rely on some mechanics of protection?
<Dexmex> We have been dicussing other OS's. Porting and/or compatibility with apps like Wine for linux, any thought about that?
<[ND]Awen> Rijel, we have many ships for each faction and nation.
<Tyndaleon> Ist: I have a questions spawned from the 'like Freelancer' mentality....will ships have various styles of shielding and weaponry akin to Freelancer, such that it creates a very versatile playing field in which your ability to 'hurt' an NPC or fellow player might depend greatly not only simply on the type of weaponry you use, but the type of shielding/defensive capabilities that are employed by your target?
<Rijel> What classes of ships are there?
<Tesrend> I heard mention of possible 'fleet organization' ships or equipment that would allow a leader to 'paint' targets.. maybe even give priority assignments.. Will there be some kind of system overview grid or tactical view of sectors or battles now?
<[ND]Awen> Novahawk, we take griefing very seriously and we'll put a system in place to make sure that our customers are not harassed.
<[ND]Istvan> ikarus, in terms of the flight style, Freelancer was manual mouse control, IIRC?  We're doing that as well as stick control.  You'll navigate through direct control.  Does that make sense or is it too general?
<ikarus> perfect.
<ikarus> thank you.
<[ND]Istvan> Also, IIRC, Freelancer's guns were semi-turreted...?
<ikarus> yes
<Numi> How can you use your environment regarding tactics in pvp-battles (hiding behind asteroids etc)?
<Rijel> What types of ships are there?
* MrCue sets mode: +m
<SghnDubh> Well that's all the questions we have time for today. I want to thank Steve 'Istvan' Hartmeyer and Nicole 'Awen' Hamlett from NetDevil for sharing their time and expertise with us today. It's been fantastic. Thank you both very much.
<[ND]Istvan> We dont' have that level of secondary control of directional fire.  You shoot where you point the ship.
<[ND]Istvan> Oh, I have to stop?
<SghnDubh> lol
<[ND]Awen> Chris, thank you so much. These were all great questions and we're happy that we could help answer them. :)
<[ND]Awen> LOL
<[ND]Istvan> Hide behind rocks, Numi.
<SghnDubh> If you want to tie off a few more answers, that's cool. Otherwise we'll wrap it up.
<[ND]Istvan> It works.
<[ND]Istvan> LOL
<[ND]Istvan> It's your show, SghnDubh.
<[ND]Istvan>  :)
<SghnDubh> All right.
<[ND]Awen> Unfortunately we have a team meeting that we need to get to. :)
<[ND]Awen> But we do appreciate all of your time and support.
<[ND]Istvan> Gah, that's in 5 min!
<[ND]Istvan> Thank you all very much!
<SghnDubh> Well, we will be hopefully doing some additional chats soon with you, and of course, stay tuned to BattleClinic and the JGE forums for new stuff, right!
<SghnDubh> You can read the authorized transcript in the news section at BattleClinic. And don't forget to re-register as a beta player at CodeMasters, even if you registered at the old NetDevil site. Ok, this concludes our chat. Thanks, enjoy, and Fight Smart!
<[ND]Awen> We look forward to doing it again! Thanks guys!
Session Close: Wed Jul 16 00:00:00 2008


Sky Grunthor

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Re: BattleClinic Developer chat
« Reply #1 on: July 15, 2008, 01:39:32 pm »
where is the developer chat being held again?

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MrCue

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Re: BattleClinic Developer chat
« Reply #2 on: July 15, 2008, 01:39:58 pm »
On IRC, the details are in the announcement.
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