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Ask the Team

Khatie

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Hi there, everyone! Big thanks to Stratics for setting up the SGW Discussion Hall. I'm Khatie, the Senior CM for SGW.

Please list any questions for the dev team here! I'll check back now and then to give a response (or one of our volunteer community members will share what information is already known).

:)
 
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Lairkingo

Guest
How much will combat depend on twitch? I know you've stated that you want to incorporate a lot of FPS elements... that's something that MMO developers have tried and failed with before. How will you balance the needs of character advancement (i.e. skills, levels, etc.) and the spontaneity of twitch in combat?
 
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Torrent_of_Fire

Guest
How committed are Cheyenne/MGM to SGW? It seems like a bunch of high profile MMO projects (Gods & Heroes, Star Trek Online, etc.) have been shuttered or suspended recently.
 
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ChewingGumWarrior

Guest
How will you deal with the obvious absence of "magic" in the traditional sense?
 
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ValenceTrident

Guest
Solider seems like a very plain archetype. Is there anything secret about it that will make it more enticing?
 

Orvago

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Hello! I am so pumped for Stargate Worlds, I cannot wait! :)

I am wondering about any voice-overs. Last I heard there were negotiations to get the Stargate Casts to do some voices for the game. Are there any corrections or updates to this?

Looking forward to cast my virtual gaze upon a Stargate! :thumbup1:
 
K

Kiminality

Guest
Will we get to see any more concept art for female characters, soon?

I'm curious to see how often artistic license prevails over reality (low-cut ablative armour, anyone?).

Also, whether there'll be just a single asgard gender;)
 
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Jeffdogg

Guest
How will you deal with the obvious absence of "magic" in the traditional sense?
No need for "Magic" Staff weapons, P-90's, Ribbon Devices (possibly CME has not talked about them lately. and other weapons like you would see on the show. Try checking the wiki or the offical SGW forums....

http://forums.stargateworlds.com/

http://www.stargateworldswiki.com/wiki/Main_Page

They hae been working on SGW for over 2 years now and doing a great job a lot of questions you have can be found on the wiki :grouphug:

Oh yeah Hi Khatie :blush: is this where you have been this whole time? ;)
 
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Jeffdogg

Guest
Solider seems like a very plain archetype. Is there anything secret about it that will make it more enticing?
Yes the ability trees you can pick from will make it not plain. You will be able to customize your arch as well as your weapons as you progress. Mixing diff ability trees will give diff results. No job on here will by far be plain trust me :thumbup1:
 
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Jeffdogg

Guest
How committed are Cheyenne/MGM to SGW? It seems like a bunch of high profile MMO projects (Gods & Heroes, Star Trek Online, etc.) have been shuttered or suspended recently.
Lol they are very commited, and SGW has something the others didn't their huge fan base. Sure ST has fans but not like Stargate :popcorn:
 
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Jeffdogg

Guest
How much will combat depend on twitch? I know you've stated that you want to incorporate a lot of FPS elements... that's something that MMO developers have tried and failed with before. How will you balance the needs of character advancement (i.e. skills, levels, etc.) and the spontaneity of twitch in combat?
They didn't really state that, its more

The battlefield will not be nearly as friendly as in a traditional MMO. In that sense it will feel a little like a First person shooter, but players will not be nearly as squishy! However engaging in certain behavior will probably result in a short death. This includes, standing around with a shoot me sign, running straight towards an enemy with a fully loaded P90 or drawing the aggro of every enemy and attempting to 'tank' them. Even though players will be able to engage in hand to hand combat, in most circumstances this would not be a good idea. In fact enemy fire will be so lethal that even low level players pose a danger to high level players, if engaged without using cover and maneuver.
However they did mention that there will be a first person view you can switch too.. But why would you want to be in first person when you have enimes attacking you at all angels?
 
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Jeffdogg

Guest
And yes I know i'm not a Dev. lmao Just helping out with questions that were asked 100 times on the offical forums..

With that bing said I am gonna post a few links, they are very helpful, and will most likely get you your answear before the dev.'s and other staff get too ya cause they have been super busy this past month and a half.

SGW Wiki- http://www.stargateworldswiki.com/wiki/Main_Page
(Check out Game Mechanics it goes over a lot including the current system hardware they are using.)

SGW Forums- http://forums.stargateworlds.com/forumdisplay.php?f=21
(This is the link to "Ask Cheyenne Mountain Anything" Thread its also very helpful)

SGW Beta Registration-
http://register.stargateworlds.com/Registration/
(you may have missed the chance for closed beta but theres always open beta to help test the game :thumbup1:)
 
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Lairkingo

Guest
I'm really hoping that SGW will buck the trend set by SOE and other companies and absolutely refuse to tolerate the real money trade. Companies like IGE and scripters/farmers in general need to be banned ruthlessly.
 
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Jeffdogg

Guest
Massively Multiplayer Online Role Playing Games are really about communities of people. One of the major community aspects of MMORPGs are guilds. Stargate Worlds already has a very strong guild community that CME is fostering, so guilds will be an important part of the game. Guilds in Stargate Worlds are called Commands.

Activities that are related specifically to commands have been discussed. These may include command leveling, command banks, and command specific crafting.Commands will also be able to issue missions to their members as a cooperative effort. The command levelling system is an interesting idea. As the command progresses, it will unlock construction capabilities, expansion capabilities, and technological abilities, as well as the obvious economic benefits. However, commands will not get missions at launch. This ability is to be added to the game at a later date.

There will be no command centers, halls, or bases at the initial release, but player / guild owned vaults are talked about frequently

Elder game play may also have a significant command involvement, particularly with the crafting aspects of the game. At some point after release, large construction projects such as motherships will require a large command, or an alliance of several commands.




Command mechanics
Commands will have calendars at their disposal, which can be edited by officers. As of now, it is not known if this calendar system includes a signup system as well, or if it will simply be a notification utility.

Commands will be able to have up to 8 customizable ranks that will give players tools to manage their command.These tools will include the usual options, such as inviting, kicking, and promoting. Command leadership can also be transferred if the need should arise. Commands will have a command chat and officer chat. There will be the ability to set up private chat channels.

At the time of the writing, the maximum number of characters in a command is 200. Note, that its characters, not players.

Check out the Listed Commands for a list of the current Stargate Worlds Guilds.

http://forums.stargateworlds.com/forumdisplay.php?f=49

Alliances
Forming alliances between commands is encouraged. Some activities may require very large amounts of players. If your command does not have many players, having an alliance with another command will help.

There is a possibility to form alliances in-game, and the members of the alliances made this way gain access at least to a common chat channel.

Check out the Listed Alliances.

http://www.stargateworldswiki.com/wiki/Commands
 
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Lairkingo

Guest
What are you doing to make SGW really feel like a world? I don't think a single MMO released to date has lived up to this goal. The world needs to be truly immersive and not just in the sense of deep storylines and visual effects but in terms of DEEP character freedom -- characters should have ten thousand ways to play the game, not a linear path from area to area ala WoW.
 
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Jeffdogg

Guest
What are you doing to make SGW really feel like a world? I don't think a single MMO released to date has lived up to this goal. The world needs to be truly immersive and not just in the sense of deep storylines and visual effects but in terms of DEEP character freedom -- characters should have ten thousand ways to play the game, not a linear path from area to area ala WoW.
Aye thats one aspect that I have not mentioned yet. SGW is gonna be all about coverage. Its gonna be quite an imsersive land.

Stargate SG-1 travels across the galaxy to other worlds. The sheer variety and number of worlds that they visited over the ten seasons the show aired is astounding. Fans of the show will be able to visit some of these worlds in the game as well as exploring planets that were never seen on the show. Famous planets such as Earth, Chulak and Dakara, planets whose episodes they featured in only showed a bare glimpse of the mysteries they held and others as yet unexplored will all be in the game. Following Stargate canon they will be known by designation and/or their real names.

Some planets will be vast open worlds, whilst in others the stargate may be confined to a small cave or Goa'uld ship, from which the gate is the only exit. Other worlds may not have active stargates, making getting there a challenge. Most planets will be open worlds although some will incorporate instancing. Players will gain access to new worlds as they advance through the game and as the storyline advances and new content is added. Players will gain gate addresses to new planets through missions. Although some gate addresses will be gained without having to complete missions. Once you have a gate address, you can always visit that place. Some of the planets / worlds are restricted to certain factions only. Others are open to all. You will be able to follow your group leader through the gate to an address that you do not have, as long as the leader has it.
Environment
In terms of the actual environment seen on these planets it will vary as far as the world builder's imagination does. The developers have been encouraged to take players to locations that the show, for whatever reason, could not. For example players will be able to travel in time. Other settings may include planets near black holes, moons or other airless environments, alternate realities or giant alien spacecraft. The planets will feature a variety of terrain as well as dynamic weather patterns including day night cycles.What sort of effect this will have on the local mobs is as yet undetermined, but the weather will not negatively or positively affect players. Many players would like to see a destructible environment, and this will probably be the case for some of the elements of the terrain. However there are difficulties, particularly with latency, in making the whole environment changeable so this is unlikely to be seen.

Certain environments will be harmful to players, such as a different atmosphere or underwater environments. Certain items will negate the effects of these environments, but no player will have to have a specific item to visit a certain area.

Size of Worlds
The size of the worlds will vary, but it is likely that to make things fun they're not going to be lifesize where it takes many hours to travel from one area to another. However some of the worlds may be large enough to hold the population of the entire server, about 4000 players. All in all the entire universe will encompass of the order of magnitude of 1000 square kilometres. World maps will be limited by either natural barriers such as water bodies and mountains or city structures such as walls, buildings and gates. Computer generation will be used in some cases, but it's also unlikely that we will see entire worlds crafted by a machine. The references contain some of the indepth comments and issues relating to world building.

The estimated average time that players will spend on each world is 10 hours, although some players may stay on some worlds (such as the tutorial planets) for as little as 2 hours, and others for more than 30 hours. The number of worlds likely to be in the game's initial release could range from 35 to more than 50.

Evolving Worlds
The planets of Stargate Worlds will change over time as the storyline evolves. Some of these changes will be written into the story whilst others will be influenced by the players. Whether it is by conquest or civilization the universe will be rich and the evolution will enhance replayability. There will be contested zones, which might change somewhat depending on who is holding the different points in them, but no totally capturable worlds. However, the worlds will not change in size, and it wont 'expand' while players level through it. It most likely will expand through future patches and expansions.

Included Planets
As mentioned above Stargate Worlds will feature both well known and lesser known planets from the series, as well as totally new worlds.

At release there will be dozens of planets to visit with a roughly 50/50 mix of worlds from the show and new unseen worlds.

We have been told of only a few planets that will be included, but you can lobby for a world you would like to see by posting it in the Desired Locations Thread.

Planets and other Locations
"Alpha Site" - SGU starting location.
Anima Vitrus
Agnos
The Castle - OP-CORE starting location.
Dakara
Earth: Will include the SGC and surrounding areas, but not much of earth will be explorable. The entire NORAD/SGC complex will not be in the game, but players will be able to visit the parts that are of interest to them.
.
The SGC will not be a "gathering place" in Stargate Worlds, but rather serve as a location for missions.
Ha'tak Mothership: This isn't a planet but it is a major destination and players will be able to explore the entire interior of one.

Hebridan: Players will visit this world, that featured in the Stargate SG1 series, and become involved in its economy.

Lucia: This is likely to be an important world for the Lucian Alliance, an NPC faction. A desert planet featuring a slum region. This was shown in a piece of concept art with vendors selling human-like weaponry and food. It is also shown in the following screenshot.

Tollana
Tollana is the homeworld of the Tollan. Players will be able to visit it in it's prime and, as the storyline progresses, after it's destruction. An in depth interview and multiple screenshots have been released. Players should note that the crystals in the screenshots of Tollana will no longer be present in the zone.
 
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ValenceTrident

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Yeah but the world isn't enough to make it feel like a "world" (a real place with real choices and real dangers). What about character freedom?
 

Khatie

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How committed are Cheyenne/MGM to SGW? It seems like a bunch of high profile MMO projects (Gods & Heroes, Star Trek Online, etc.) have been shuttered or suspended recently.
Very committed. SGW is the first title for Cheyenne Mountain Entertainment but it won't be the last. It's our flagship title and we're doing everything right! In fact, we're already in the Friends and Family stage of testing and closed beta will begin in a few weeks.

MGM is solidly behind us (as is Fox Home Entertainment) - not only did they give us permission to use Stargate as a basis for the game but they are also going to give us huge exposure at this year's Comic Con and Leipzig Conferences. And Bridge Studios loves what they have seen so much they are calling any content in SGW "canon" for the Stargate Universe.

:)
 

Khatie

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How much will combat depend on twitch? I know you've stated that you want to incorporate a lot of FPS elements... that's something that MMO developers have tried and failed with before. How will you balance the needs of character advancement (i.e. skills, levels, etc.) and the spontaneity of twitch in combat?
I will find out the exact answer for you from our AI specialist on the engineering team! :)
 

Khatie

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How will you deal with the obvious absence of "magic" in the traditional sense?
So for the MMO space to work you need to be able to have "buffs" and explain death and resurrection, etc. There are a number of ways the creative team is doing this. One answer that comes to mind is that the team (and enemies) will have access to alien technology, of course (as they do in the show). As well, we'll have medical supplies and outposts available to teams on other worlds.

"Magic" may not be available but if you are a fan of the movies and the shows, you know that there are many things magical about what the teams and enemies can do that are explained by alien skills, technology, or advanced weaponry or alien building supplies. :)
 

Khatie

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I'm really hoping that SGW will buck the trend set by SOE and other companies and absolutely refuse to tolerate the real money trade. Companies like IGE and scripters/farmers in general need to be banned ruthlessly.
I agree and we are working on a two-pronged approach to this:

1. Make "gold" available through means that makes farming redundant and farmers useless.

2. Have strict and intuitive customer service and security measures in place to quickly identify and ban all farmers/sellers.

:)
 

Khatie

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Yeah but the world isn't enough to make it feel like a "world" (a real place with real choices and real dangers). What about character freedom?
You want to be naked? :eek:

:thumbup1:

This is a great question but from everything I have seen and played it's "free". I can go anywhere and there are very few invisible barriers, if that's what you mean... :)
 

Khatie

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How will "clans" fit in to the storyline?
These fit very well since there are smaller groups in the series and movies, as well as combat teams mimicking a "party" set up. :)

We are calling our guilds/clans "Commands". :)
 

Khatie

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How much will combat depend on twitch? I know you've stated that you want to incorporate a lot of FPS elements... that's something that MMO developers have tried and failed with before. How will you balance the needs of character advancement (i.e. skills, levels, etc.) and the spontaneity of twitch in combat?
Here's the response I got for you, Lairkingo:

"Stargate Worlds incorporates many forms of gameplay with regards to combat. Our ‘twitch’ component is more akin to quick thinking combined with quick reflexes than just reflexes alone. We focus more on players using their abilities tactically than whether or not they can get a mouse cursor placed over a target with lightning-fast speed.

"This doesn’t mean there isn’t room for spontaneity during combat. There certainly is and it’s most often coupled with improvisation based upon our dynamic mob actions.

"In a nutshell, this game will challenge you and will provide enjoyment regardless of your preferred playstyle."

Chris Bernert
Lead Systems Designer
Stargate Worlds
 

Ledaye

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Will we get to see any more concept art for female characters, soon?

I'm curious to see how often artistic license prevails over reality (low-cut ablative armour, anyone?).

Also, whether there'll be just a single asgard gender;)
I'm not sure of the release schedule for the concept art, but our women characters are just stunning.

We're not doing so much the 'low-cut ablative armor,' but our Goa'uld are amazingly interesting dressers. The motif was haute couture, and we adopted a physicality that mimics runway model physique rather than 'zoftig,' if you get my drift.

They look elegant. Our clothing for them could easily be seen in the Spring collections in Paris, and thus indeed does have very little relation to 'reality' as far as armor goes.

The human females indeed, wear armor.

Yes, there is only a single Asgard gender.
 

Ledaye

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Solider seems like a very plain archetype. Is there anything secret about it that will make it more enticing?
Well, that's sorta like saying that a warrior is a very plain archetype. Some people may look at it like that, but they form the backbone of the game. They have the highest firepower and broadest array of very cool weapons.

We've been doing he majority of our in-house testing with the Soldier (they were the first to get the majority of their Abilities on-line) and they're really fun to play.

Plain vanilla, well, maybe, but they are a lot of fun and very flexible.

Remember, we don't utilize a tank-healer-mage paradigm.
 

PASmountaindew

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I am completely stoked about this game. I am a huge fan of not only Stargate SG-1 but also Stargate Atlantis. Will there be aspects from both series incorporated into the game either at the same time of having Stargate come out first and Atlantis being an expansion pack or something? I just signed up for the beta test and I am crossing my fingers. :) You guys rock.
 
G

g0b0ts

Guest
Here's the response I got for you, Lairkingo:

"Stargate Worlds incorporates many forms of gameplay with regards to combat. Our ‘twitch’ component is more akin to quick thinking combined with quick reflexes than just reflexes alone. We focus more on players using their abilities tactically than whether or not they can get a mouse cursor placed over a target with lightning-fast speed.

"This doesn’t mean there isn’t room for spontaneity during combat. There certainly is and it’s most often coupled with improvisation based upon our dynamic mob actions.

"In a nutshell, this game will challenge you and will provide enjoyment regardless of your preferred playstyle."

Chris Bernert
Lead Systems Designer
Stargate Worlds
So does this mean combat is mostly FPS style? I've tried Tabula Rasa and Age of Conan... hated both combat systems.
 

Ledaye

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So does this mean combat is mostly FPS style? I've tried Tabula Rasa and Age of Conan... hated both combat systems.
It's really not FPS style. Me, personally, I don't enjoy many FPS games, and we certainly didn't want to make the game too hard to play for the casual gamer. While I don't think there is an easy way to describe it, it's kind of 'FPS-lite,' meaning it's visceral and exciting like FPS games but much easier to play.

It's really unlike any other game we've ever seen or played. We're really excited about it.

What didn't you like about Tabla Rasa and Age of Conan?
 

Ledaye

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I am completely stoked about this game. I am a huge fan of not only Stargate SG-1 but also Stargate Atlantis. Will there be aspects from both series incorporated into the game either at the same time of having Stargate come out first and Atlantis being an expansion pack or something? I just signed up for the beta test and I am crossing my fingers. :) You guys rock.
The game is set at the end of SG-1's season eight in the timeline. What this means is that it's before Atlantis opened, so no aspects of Atlantis will be present in the shipping title.

As for the future, it depends on the future not only of our game but the upcoming seasons of the Stargate television shows.
 
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Tycolby

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I am new to these forums and most likely way behind in knowledge of the game but will replicators play any major part in the game?
 
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