QNA 1 - Let's get the ball rolling!

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Administrator, Moderator, Staff
Release:

When will we receive the final game?

Our goal is to deliver the main feature modules by the end of 2016.  Each module features a chunk of related gameplay features.  The first module being Spaceflight (end of 2015), includes all the mechanics of taking a ship into space with other players in what we call local space (a gameplay instance).

When will alpha / beta start?

We are targeting the end of 2015.

When can we see gameplay?

We’re in early prototype stages right now.  I would love to start showing you what we are working on in some future behind the scenes looks.

Monetization:

Will this be F2P on release?

We are looking at offering a good value starter pack, which gives a player everything they need to play and enjoy the game.  There will also be optional pay/store content available as well.  Not unlike how our backer store works right now.  Each starter pack comes with a ship and storage hangar, and some come with additional synths (alternate transhuman bodies).

Will it have a subscription model?

We are exploring the idea of a premium subscription model that offers additional value to those interested in that kind of concept.  Will it be mandatory? No.

Will the game require a single payment?

Your backer package grants you a copy of the game, starter ship content, and everything you need to get started and play Transverse for as long as you want.  After we launch see above answers.

What will the monetization model be like?

See above answers.

What will the funding model be like after the initial round?

See above answers.

Gameplay:

1st / 3rd person view?

Likely both will be present.  This is definitely a question that will be answered as we start prototyping the game further.  What the balance and features of each will be is to be determined.

Do I lose my ship if I’m killed?

When your synth is destroyed, chances are your ship was as well.  And yes your ship is gone too with some exceptions.  We do plan to offer an insurance system similar to EVE, where you can recoup the costs of a lost ship.  Starter ships - what you get when you back the project – can be destroyed, but they will likely have lifetime replacement insurance as a safe guard measure.  We wouldn’t want players to end up without a ship!

What happens after you die?

This is going to be my favorite question to answer!  This is what Transverse is all about!  Your consciousness is stored in an organic “brain” of sorts at one of several faction outpost locations.  This is your backup, where you store an up-to-date version of your current character/consciousness.  When you die, your active consciousness is well, killed, and you wake up back in station with a new synth a downloaded version of your consciousness.  This is where it gets interesting and one of the key concepts of the Transverse.

How does the leveling system work and what does it look like?

We're going to cover this in a future post.  BIG topic.

How big can a ship be?

We are still exploring how large ships can be in Unreal 4.  Right now we are experimenting with ships from about 20M up to 200M in size with 1-10 players being able to crew each ship.

Are there drones?

It’s a definite/likely possibility.

Can I personalize my ship?

I think it comes without saying that most players want someway to indentify themselves in space and we want to support that concept.  Patterns, decals, custom geometry are possible customizations we plan to prototype and see if they are possible.

PvP/PvE fully open or will there be safe zones?

Great question!  There will likely need to be both, how large the safe zone will be is really going to be determined during the testing phases.  For the most part, we want Transverse to be open and free for players to manage and control.

How BIG will the world be?

Technically there is no limit.  We can build and configure an infinite number of system, it will be up to the players to colonize and manage settlements, stations, etc.

Eve size or limited servers?

Transverse will be a single shared persistent universe with local space instances that can handle a certain number of players at any given time (numbers to be determined).

Can we have low orbit dog fights?

That would be cool.  I’ll have to think about that one.

Can we have personal stations/hangers?

Yes.  Everything is player made, this includes assembling stations and colonies from prefabs.  This is big topic, and I’ll need to do a full discussion on this alone.
  • While Unreal 4 will really help you get the ball rolling from the start (super elegant art pipeline and innate support for advanced-but-easy scripting) you know that you must be careful about overpromising. Especially in terms of size.


    With the goal being a reliance on player interaction and player generated environments and player originated drama, a big concern is how to address getting Transverse up to that critical mass where player-driven-everything makes sense. Until there's a lot of market confidence (some of which was lost due to previous titles) and round-the-clock population, it could be the case that in a large play area, you never encounter a player avatar.

    If you could go into potential offline interaction sometime, and how to address natural peak play time, that would make a great piece.

  • edited September 10

    As a latecomer to this new "Digital Space Race" how do you see your game faring against the competition that is Elite Dangerous and Star Citizen, especially considering the negative image that surrounds Piranha Games Inc. among the demographic that would otherwise be your early backers?

  • I'm a bit concerned about the pay questions.  They actually dont say whether the game will be free to play or not.  they say
    1) the game will not NEED a subscription
    2) there will be a buyable starter pack (but no word on if it's necessary)
    3) a few answers of "see above" which just references the above points.
    None of the answers actually say if you will need to pay or not.  can i play this game on release if i never spend a dime?



  • please make the insurance system better than eves...eves insurance system is completely pointless and gives you a highly insignificant return. some sort of insurance system that you would see like...house or car insurance with periodic payments...make it sort of like that.

  • edited September 10

    Allot of people have chimed in on the Free 2 Play model of MWO in the thread below. Will you adopt a fair Free 2 Play model with TV? What are you willing to take into consideration? I know some people are fine with 500 dollar gold mechs however some are not. 

    Details here:
    http://mwomercs.com/forums/topic/170460-how-can-pgi-improve-mwo-free-2-play-model/

  • can we please see a link between MWO with fighting on planets and transverse handling space combat and industry after community warefare comes out? i think the player run economy would be amazing....I would really ask you consider a monthly subscription too I think it would be a great model once you are sure of your product reaching the quality that would allow a monthly sub. i MIGHT consider canceling my eve sub if this game is what im hoping it is...waiting on the gameplay footage... really wanting to drop 250$

  • Administrator, Moderator, Staff

    @Deacon412 - that's an interesting idea.
    @RestarttGaming - Starter pack is necessary to play.  A backer starter pack begins at $30.
    @Ansler - Each of those games has their own area of appeal, I backed and played both, enjoy them for what they offer, but the genre is large and can support many visions of what a spacship game can be.  Transverse focuses more on putting the player front and center with tools and systems that allow you to forge your own stories.  This means players get to build the universe, which I believe offers a unique play experience.  And that's a short answer, lots more to talk about.
    @Chronojam - great great question!  We have lots of ideas on how we can manage to maintain a lively and vibrant world throughout the day and course of the project.  Controlling the amount of explorable and expansion space is one of the critical aspects of keeping things full IMHO.

  • Administrator, Moderator, Staff

    @Headclot - I'll have to read through the comments.

  • edited September 10

    @PGI_BryanEkman - Are we going to see a mix of planetary and Atmospheric Combat in TV? Basically Combined Arms warfare that is player driven.

  • @pgi_bryanekman
    how will piloting a single ship work? or how will it work with multiple pilots as you mentioned in the OP

  • @PGI_BryanEkman - Thank you for taking the time to read through the comments when you have the time.

    I Also got a question or two more for you - 
    1. Will there be Power Armor / Mechs in TV that we can Pilot on the ground during Combat operations?
    2. Will Transitions between ground and space be seamless? (If any?)
    3. If funding fails what will you do?

  • From the terms of service:
    If you have a valid, active Account, you may participate in our HARD CURRENCY service offering, which is a redeemable point system that operates like virtual currency (“HARD CURRENCY”) used to license certain Game Assets that can be used while playing the Game, including, without limitation, special ships, ship “skins,” and boosts (“Virtual Items”). HARD CURRENCY can be purchased online through the in-Game store or on the Site. HARD CURRENCY might also be provided to you by Piranha Games as part of a promotion, or through other means, such as completing certain quests or achievements in the Game, or through Piranha Games-sponsored contests or sweepstakes. You agree that you will be solely responsible for paying any applicable taxes related to the acquisition of, use of or access to HARD CURRENCY. HARD CURRENCY are sold or issued in bundles and the price may vary depending on the amount you purchase and where you are purchasing, as Piranha Games feels necessary, in its sole and absolute discretion. Additionally, price and availability of HARD CURRENCY and/or Virtual Items are subject to change without notice.

    Does this mean it will be free to play, but to get good ships, equipment, etc it is pay to win? Basically like BSGO or STO?

  • Administrator, Moderator, Staff

    @HeadClot - by planetary do you mean FPS?  Atmospheric is theoretically possible, and something we could always look at once we get space sorted out?
    Transitions will most likely be a cut (although it would be really cool!)

    @Deacon412 - Short answer - think Battlestar Galatica + augmented reality.  I want to go into greater depth in a follow up video and posts.

    I'll be back tomorrow with some more questions answered.

  • also pleeeeease get pay pal up for payment asap i just tried to submit an order for the 250$ package but wasnt able to because of that!

  • If you only get the minimum pledge amount, can you please describe what people will do within the game, as there is no combat, and no harvesting, it seems like it won't be much of a game. So I'm a bit concerned about sending in money, when it will take substantially more than that until you plan to develop what seems to be core game features. 

  • I am having trouble finding what happens if no stretch goals are met.  Does PGI refund the money?  Or do they keep it?

  • @VictorMorson - Curious about this as well.

  • guys from what i imagine those stretch goals being met are just early accesses being opened up to early funders...all that stuff will be in...just not to the general public because the people who pledge now will be more invested and less critical of how rough the alpha or beta may or may not be.

  • I got another question how much has been paid to IGN to promote this?

  • I hate STO's P2W mechanic.  Please don't make it P2W.  We have real lives and cannot afford to dump $$$ on a game regularly to maintain our competitive edge.

  • edited September 10

    @PGI_BryanEkman - Since this project as well as MWO are both run by PGI has there been any thought given to cross-game premium currency which could increase interest in both games?

    Some players who try this game after launch and don't like it for whatever reason might be more willing to try MWO if there was a common premium currency shared between games. It also might help convince those founders from MWO who were unhappy with the direction of the game to back this project if they could spend some of their leftover MC from MWO for in-game items in in Transverse.

  • Curious about cross game currencies as well.

    Further more - Will there be Incentives for those who bought founders packs for MWO in TV?

  • Will there be a private server Streach goal as well as mod tools?

  • Q:  How fluid do you anticipate the generation of novel IP to be, specifically the context of adding new kinds of weapons/ships/features to fulfil perceived gaps in gameplay as opposed to just tweaking the function of extant assets.  I am wondering how the relationship between programming-development efforts and artistic/story-related IP will unfold.  How much is the live-server gameplay going to dictate what kinds of Assets will be brought into the game, as opposed to selectively refining extant features?  

    Could you just add new versions of weapons/ships/technologies when you wanted to, since there is no "canon?"  Or do you plan on avoiding that route by performing as much refinement beforehand as possible? 

  • so the main modules are 2+ years away, in "PGI years".  Im looking forward to how much that will be in actual years

  • @Runs_with_Scissors...well the current clock is been reset to 3049....but wait this is 2315....i'm confused..time paradox.... :D

    On a more serious note though, i would also like to ask @chronojam's question with the addition of; how do you intend to tackle all the dangers to gameplay that derive from an all out PvP environment? I think even EVE that has had immense development and experience thus far has had to take some radical steps at times to cope with these problems.

  • Will the stars and planets in Transverse be 1:1 scale, like in Elite? Or will artistic licence be taken with the distances between objects for the sake of gameplay like? Also, will they orbit in a realistic way?

    On a side note, I hate third-person views in these types of games. Cockpit view makes way more sense, unless you can find an 'in-universe' way to justify a third-person view (like a drone-cam positioned behind the ship).

  • Guest

    If Transverse ends up not meeting their goals, due to lack of funding... will you transfer these contents over to MWO and put them into good use?

  • @PGI_BryanEkman As you've established a few other places now, you're now an independent developer and without publisher for this title. You have said many times that MWO is a successful AAA title much like COD series, Titanfall and Battlefield series. In knowing this why have you decided to ask the community for funds seeing as you're an established studio? I understand the concept of buying in game content. However the use of stretch goals for what would look like basic features is quite concerning. Secondly what are your intentions on product design should you not reach these stretch goals? What period of time will have need to pass to consider them unattainable? Seeing as this is not a kickstarter project, PGI are entitled to any money paid as per your T&C of this product, based on this I find it quite hard to justify spending any amount of money.

  • lifetime replacement insurance

    Is there a cutoff date for being ability to obtain "
    lifetime replacement insurance" and if I buy more than one ship can I somehow transfer one of them to an account of a friend as a gift?

  • In what way will Transverse distinguish itself from the rest of the space genre? What is it bringing to the table that others already haven't?

  • Look its LRI = LTI in star citizen ...... 
    So whats next Modular release and you are starting with the hangar ofcourse? 
    Also IGN has recieved over 500 complaints how are you going to act against this?

  • edited September 10

    Bryan Ekman... NOTHING on this game is new - Nothing! The Life after death system is stolen by EVE, your Ship Designs are stolen by Star Citizens... An open world PvP without a highsec??? Ships are destroyed like in EVE? That is... funny. Who will ever buy an very expensive ship if he dies in minutes!!! And an insurance like in EVE would not pay all the lost. So you will pay, and pay, and pay... for what? Ah, and it`s NOT new to have no enemies but the other players: EVE. Only in questing areas and in exploration sections you have NPC enemies. The rest of the EVE universe is as you described your "unic" idea... Finish MWO and dont copy other games with great reputations - you have NO chance against them. 

    PS: congratulations to 40 packers and 4000 Dollar... A really good start!

  • @sodanakin - Allot of games are using the modular development cycle now.
    Eternal Crusade - The Upcoming Warhammer 40k MMO
    OORT Online - A Voxel Based MMORPG/

    I really do not know what your problem is with PGI and their game. But knock it off.

  • Serious and honest question. While I am a HUGE space sim fan (Eve, Elite: Dangerous, Star Citizen amongst others), I am also an MWO backer, and was since October 29, 2012.

    Many MANY promises have been made to the MWO community, including but not limited to:

    Clan Warfare

    Faction Warfare

    ClanTech vs. IS Tech

    Group/Party/Guild chat, messaging and such

    Terrain collision/melee combat/knockdown

    Weapon stabilization (IE: whenever the devs seem to get owned by players in match, a weapon nerf happens, al.la. Gauss, PPC, SSRM, ECM and on and on)


    None of this stuff has made it into MWO at this time (at least as promised, some basic stuff is there now, almost 2 years after promised), how are we going to be assured that we will be seeing what we fund in the game?

  • Backer

    It appears we will have an environment, but the story will unfold as we, the players, write it. If the developer will trust the players to provide all the drama (and looking around these forums that appears to be a given) and provides plentiful tools for the creation of that content, then I think the development timeline is probably fairly achievable, the promise implicit astronomical but dependent more upon the quality and quantity of the players and our creativity.

    But I think we need to seriously consider and discuss what the universe must be furnished with, in order for the players to be successful.

  • edited September 10

    @Evil_Merlin

    Community Warfare will be out this year - Look into the following videos at no guts no galaxy. More information there :)

    http://www.nogutsnogalaxy.net/forum/index.php?topic=2341.0

  • Backer

    @Original_Tibs I think that the contract system they proposed is a very good way to go about it, so long as they include a sufficient variety of contract tasks, and a mechanism to penalize those who don't make a good faith effort at fulfilling their end of it.  Essentially, there will have to be some sort of escrow system.

    Now, as for the specific tasks... courier, trade, manufacturing and bounty hunting tasks should be easy enough to perform... but the system needs to support one thing that we really haven't seen as a player activity in any other MMO: law enforcement.

    If players are going to be counted on to form governmental structures for the various systems, there needs to be some way for the more powerful players to pay others for enforcing the laws that they've set in their territory.  This is how the game will avoid having gank groups and victims... if an alliance states that their territory will be a safe zone, they need the ability to hire out police work to those willing to make patrols.  The difficulty there comes with the incentive structure... a flat fee system (x credits for y minutes of patrolling) would lead to incompetence or lack of motivation, as the "police" pilot would have already gotten paid and had no incentive to do anything about the "crimes" they see.  A bounty system counts on there being a certain amount of criminals.  No criminals means no bounties.  No bounties means nobody working.

    The only way I can think of to make it work is to allow complex contract terms, such as a base rate for time spent on patrol with a downward modifier for any criminal activity that happens during that time.  If you allow player groups the ability to incentivize competent law enforcement from other players, then those players will be a sufficient defense against gank groups in the territory of friendly alliances.

  • Will there be 3rd person? What consumable will you be able to buy with micro transactions? Will there ever be ships purchasable with only real money that gives one player an advantage over another? Any plans for releasing packs of ships for large sums of money? Any chance of more than one server? Just how long do you think this game will be developed before you shift your focus on to something else? These are question I'd like to know before I start buying in.

  • @HeadClot -

    PGI said that Clan Warfare would be in before ClanTech hit too...

  • will the ships have max speed or acceleration?

  • @HeadClot: They've said a lot of things about when CW would appear, none of which have been accurate to date.  It COULD come out at that time, but that would mean that the game's primary feature as originally sold would come into being around a year after the game "launched".  

  • Administrator, Moderator, Staff

    @StillRadioactive - Great comments about law enforcement, good food for thought and has a lot of potential.

    @Evil_Merlin fair comments and questions, I invite you to visit the MWO forums and check in on the latest information about many of your concerns.  Russ did a 3 hour+ townhall on Monday that might be worth a listen.

    @ProsperityPark - Interesting question.  I'll try my best to answer it.  Essentially our approach to ship and equipment design is one of role first.  Since there is no existing lore framing the need for a particular ship, design is free to build a configuration that meets the need of a gameplay role (function over form).  Art has an wonderful impact on design as well (form over function).  In the end there will be a blend between the two.
    Several - Cross game currencies are doable and possible in the future.  We recently did some backend changes that will allow a database merge between TV/MWO at a later date.


  • Administrator, Moderator, Staff

    @Jackal - It's there to cover all basis if we add a dual currency system.  ie) the ability to share MWO's MC currency or the addition of a hard currency to Transverse.  Lawyers like to cover all avenues.

  • @PGI_BryanEkman

    The MWO forums are full of ban hammers right now with even the slightest mention of anything negative regarding PGI. So I'll limit my questions to here.


    I'm simply asking many promises were made to us backers in MWO.


    I'm not going to lose more of my money on other broken promises.


    Which means of course, we go round and round.


    I've listened to the Townhall, and none of my questions were answered with even the smallest satisfaction. 

  • Backer

    Out of curiosity is a list of developers currently working on this project going to be posted?

    I am very curious about who is going to be working on this project, almost as much as I am curious about who is "NOT" going to be working on it.

    To put it bluntly there are a few individuals from MWO team that I arduously disagree with their methods and would prefer to avoid spending a few years fighting the same upward battles in common sense in a different game.  

  • @Headclot my problem is exactly what everyone thinks on the MWO subreddit atm .
    Figure it out smarty .

  • edited September 10

    How will FTL travel between the game areas work and will there be some sort of cool down/charge up times to travel or conditions affecting when you can travel (ie: in combat)?

    What kind of limits will be placed on weaponry and ship customization? I can think of a few very creative ways to destroy space stations with what would likely be considered basic technology in Transverse (much of it exists in one form or another today).

    Will Transverse have any way to appeal to players that want more structured gameplay and PvE experiences and interactions?

    Will there be some sort of tutorial missions covering most basic and/or critical aspects of the game or a beginners area that is only PvE to keep new players from being tossed in with the sharks right away? MWO has proven that steep learning curves are not new player friendly and all axis, zero G combat maneuvering alone is worth several tutorial missions and a good deal of AI opponent practice before engaging in PvP with veteran space sim or even PvP flight sim pilots.

  • edited September 10

    It would be great if these answers could be edited for the new context and placed in a sticky somewhere (perhaps sorted by category e.g. physics, economy, daily gameplay, art/atmosphere, story)

    Maybe not super important at this moment, but assuming there are more Q&A threads and developer intro threads, it'd be cool to have one place to go for the latest info.

  • What will the monetization model be like?

    See above answers.

    You did not answer.  Is this pay to play?  pay to win?  Can you buy ships with real $$$ that are not available in game?  For in-game, what is the grind?  MWO clan pack takes 2 years to earn in game.  Technically, it is available but realistically it is pay to play.
    What is your philosophy in in game purchases?
    What do you mean by "starter ship" and how will that translate to in game ships?

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