Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Leaderboard

Popular Content

Showing content with the highest reputation since 09/17/2021 in Posts

  1. Hello, everyone! My name is Boian Spasov and I am one of the two Boians leading the efforts of the Jagged Alliance 3 design team. Allow me to introduce ourselves, as we're excited to start sharing a little more about what's happening on JA3's development.. First off - the introductions! It is unusual for a game to have two design leads, but I and my colleague Boyan Ivanov have been working in tandem like this for more than 15 years now here at Haemimont Games. Yes, we do spell our first names differently, only reason being we want to confuse people and sow chaos in an otherwise orderly world. We both love strategy and tactical games and created together our fair share of them (Tropico 3-5, Omerta, Surviving Mars), but Jagged Alliance 3 is our most ambitious project yet. Jagged Alliance 1 and 2 both hold a special place in our hearts and like many other fans we've dreamed for a true sequel for many years. Turns out that fate decided to grant us the monumental task to craft that sequel, something that makes me giddy with joy even now, years after it has been decided. Now to address the elephant in the room - why has the dev team been quiet since the game announcement back in September last year? We understand how this can be frustrating for the community, but the simple reason is that the game is in a rapid iteration development stage that prompted us to look more inwards than outwards. With some core mechanics still being refined it felt too early to talk about specifics publicly. We knew things were going to be constantly changing, and having to discuss a moving target could provide even more frustration. Finally, there are many things that we are simply not at liberty to discuss yet. Still we appreciate your patience and passion, and we feel that some elements of the game are starting to settle enough that weโ€™ll start sharing a little more in the near future. The game is slowly becoming more solidified and it will not be too long until we publish the first DevDiary. From this point on, you can expect to hear more from both me, Boyan and the other team members. In the meantime, rest assured that we are reading your discussions, hopes and expectations both here and on other venues (Discord, Steam Forums, Facebook, etc.), so please continue sharing them! They may very well set the theme for our first DevDiaries, not to mention there is time for them to change the game yet! See you in JA3! Boian
    11 points
  2. Guys, I'm pretty certain many of you are pretty tired of the dead silence. How many of us have joined this forum day one, or within a few weeks? ...and there has litteraly not even been a SINGLE communication from the devs, publishers or anything. This is THEIR community website THEY opened. We joined it... and well, they decide to go dead quiet!? It isn't like we're not trying to keep it alive! So far, every one here has been super cool. I've met fans and ppl I can somehow feel like I have become acquainted with. This is a super friendly place, all of us have been extremely mature in our conversations. No flaming, no wars, no insulting. We haven't even needed moderators or anything. It's really awesome to chat with fellow fans from around the world.. but I feel this community is seriously lacking one MAJOR thing; INPUT FROM WHOEVER IS WORKING ON JAGGED ALLIANCE 3! Anyways, I went to Haemimont Games facebook and posted a comment about this on their last post. And I am not here to want to start a "revolution", but I feel like just keeping quiet won't change anything.. so if anyone else is also inclined, it might be time to voice our concerns on their DEAD SILENCE any way we can. I'd rather hear they dropped the game than hear nothing.
    6 points
  3. I can ask, sure, but my guess is that stuff just isn't ready yet. I have to ask for confirmation, but I would be very surprised if we wouldn't release this game on GOG. I like all sorts of games, mainly strategy games, RPGs and sci fi simulations. TBH, I never played the JA games, but I think I would like them from what I've seen. No need to spare my feelings, I know that I'm only a poor substitute :( That's the most well-behaved bunch of starved dogs I've ever seen haha
    6 points
  4. Going through the gameplay part of the trailer that was revealed on September 17th, there is one thing that was really bothering me and for some reason, I couldn't put my finger on it until today. I was overwhelmed with mixed feelings of excitement, surprise but also wariness and disappointment. Pretty sure most understand that. One of the "features" that reminded me why I really dislike the modern twist on turn-based mechanics, is the predictability of everything. I'll TRY to be brief (that never works for me) and I will only try and point to a few glaring issues I have when comparing what I see in the gameplay from the perspective of new vs old ja/xcom. PREDICTABILITY was the word of choice; what made this come to mind, is the dual-grenade throw of Fidel, the movement and (yet to be really proven, the overwatch features) featured in the trailer. FIDELS DUAL-GRENADE THROW Old X-Coms & JA2 had a way of hidding gameplay mechanics to make the game feel organic and "natural". Almost ANY action you take could be met with a wide range of unpredictable elements. Take for example, the grenade throwing. In Jagged Alliance 2, handling grenades was not something you'd necessarily trust Biff with. Why? Because many elements come in the way of how accurate the placement of that grenade would be. That UNPREDICTABILITY leads to you THINKING and having to MAKE A CHOICE. Is it worth it to hand over a grenade to a merc with poor strength, dexterity and agility to maybe see him fumble that grenade into a friendly merc, or completely miss his mark, maybe leaving him standing in the middle of the laughing redshirts? You NEED to pop a smoke grenade so you can go stick a regen into Raven, who's down to 1 HP. But the smoke ends up not hiding her from the laughing redshirts. Raider hates his job and you! Why did you give the task of throwing that grenade to Flo? She nearly took her eye out in the process! You took a chance. You made a willing decision and took a chance and regretted it. UNPREDICTABILITY goes WAY beyond the percentage on that chance to hit when you fire a gun. It's from taking any action, like moving, detecting a mine (or not), throwing a grenade, kicking in a door, punching a redshirt...Situations and choices that can turn to your advantage or disadvantage in a single mistake, from either side. Now, let's take the modern method of throwing a grenade; you see EXACTLY what squares will be affected, you know EXACTLY where it will land. You take away all REASONING, THINKING, GUESSING, LEARNING and CHANCE out of the equation. You already KNOW how much damage it will make, you already know everything. You lose that organic feel and "natural" feeling that comes with different people taking the same action. Fidel throws 2 grenades that show two circles that overlap in the middle.. all assumptions are that whatever enemy that overlap lands on, takes double damage. There is no skill, no learning, no experience (from your own mistakes) to corect future choices you make. Everything is calculated and handed over to you with the precision of a board game. MOVEMENT AND OVERWATCH In Jagged Alliance 2, to move, you try and calculate to the best of your abilities, the effects of moving from A to B. How is that "UNPREDICTABLE"? Because, you can be interrupted, you can spot an enemy, or you can notice something that will make you change your "plan". In modern mechanics, you KNOW where such and such enemy is, you KNOW who has an overwatch active. There is no guessing, taking a chance, no "judging" the situation. In the modern system, you know exactly up to where you can move, and you already are aware of everything around you. Nothing feels natural or organic; it's like a board game. Another feature in modern turn-based games I really dislike is the overwatch feature. This mechanic relies almost exclusively on the chance-to-hit, marksmanship or accuracy stat. You KNOW that the first enemy to step into that cone of vision will be shot at. Regardless how good that enemy is. The amount of times this feature can be abused because you can let the enemy come pile up to your overwatch cones when you feel like playing defensively. It requires no deep thought, or management. In Jagged Alliance 2, you do not know what enemy you will face, you do not always know if that enemy will avoid an interrupt or not. Higly experienced mercs have a great chance to interrupt redshirts and cheap enemies.. but less experienced mercs can and will get in precarious situations if you do not manage them properly. This UNKNOWN creates such great battles, firefights, drama and situations that in turn can come and change your plan or your strategy. Maybe you thought these last few nemeies were going to be dead easy, in turn you end up with 2 mercs on the brink of death. Now, you can either decide if you leave them behind to rest up, or take a few days break to treat them... or do you chance them on your next assault? All this UNPREDICTABILITY, all these unknown factors are part of what makes Jagged Alliance such a great game.. also why the old X-Coms need a REAL remake/remaster... wanting to shoot that enemy, but missing and taking down a support structure, watching floors crumble down. Damaging property you were supposed to NOT damage. There is nothing wrong with the predictable nature of turn-based mechanics... But Jagged Alliance is great because it contains so much unpredictability (among many of its unique features) that make this kind of game shine as a video game. What makes me a little sad from the gameplay trailer is a feeeling that instead of building on what made Jagged Alliance 2 such a unique game, they are working out how to dress up modern xcom mechanics into Jagged Alliance clothing.. ...and, no! Knowing the difference between an AK-47 and an AKM is not what makes a real fan of Jagged Alliance... that's the superficial part of the game. The core, the mechanics and the personality is what makes Jagged alliance.
    6 points
  5. I think sometimes you have to ask at the source and I asked the main CTO on the TT of the main CTO if they often visit the official forum dedicated to the game and today I got a reply (actually two answers).
    6 points
  6. Yes, lots ๐Ÿ™‚ Can't talk about specifics yet, but I am certain you will catch many of them when you see new footage. Not just yet - I am waiting for greenlight to get started with the dev diaries and am just as eager as you all.
    5 points
  7. 1. I agree, nice maps with a natural feel that force you to use your head to get to cover or take risk. (one of the problems with many turn-based games is the constant "cover-to-cover", like xcom. The maps are built FOR the game, with walls and cover strategically placed to help or hamper movement and cover. Jagged Alliance 2 was the opposite. Maps were built to be a representative realistic country (to a playable scale).. meaning, you had to either find your own cover or even sometimes fight in the open, use diversion tactics, smokes, suppression to either pin the enemy down, or yourself retreat to a safer area. 2. I doubt we would get THAT much vehicle freedom to be honest, but having a jeep/hummer/toyota hilux as a place to store a bunch of HK G3's, or maybe mount a technical.. would love that! 3. Weapon variety is somewhat important after being spoiled by 1.13. But I don't expect THAT many to be honest, as weapons in 1.13 much simpler 2D image to add with stats. In this game, they will be modeled in 3D (I expect). I would in this case prefer quality over quantity.. if you give me 20 different AK variants, I want to see the model look different.. but that is more modding territory. I'd be satisfied with slightly more weapons than JA2 + UB combined.. as long as we can get attachments and some special unique weapons. When I say quality > quantity; I would prefer well balanced weapons with realistic stats and "damage" compared to weapons that level their damage with the player (I don't want to start with a 9mm pistol that does 20 damage, and late in the game find a 9mm pistol that does 40 damage, because of my level). 4. Keep in mind JA3 isn't happening in 2020. It has to stay a little bit like JA2, because we are dealing with a sligthly retro era of tech if I'm correct, so we can't have crazy websites. Back then, stores weren't like what we see in the net nowadays. This is also why JA2 was so immersive, it felt like a laptop of the 90's with an interface of the 90's and websites of the 90's. Anyways, I like your points!
    5 points
  8. Welcome to the new home for the Jagged Alliance Community! With the recent announcement of Jagged Alliance 3, we're also excited to launch our brand new community site. Here you'll be able to interact with fans from all the Jagged Alliance games, read the latest developer posts about Jagged Alliance, and engage with each other and the developers. Many of the developers will be active on the site, reading your posts. This is YOUR community, so we hope you enjoy making new friends and discussing games. Please feel free to post any suggestions or recommendations you may have, and we look forward to getting to know everyone. Be good to one another, enjoy some fun, enlightening conversation, and help us create the best community we can! View full article
    5 points
  9. Glad to have you here @Haemimont_Boian! @GODSPEED! Now's our chance to get all those 1.13 features in and AIMNAS level of gear and weapons! ๐Ÿ˜‚
    5 points
  10. It's nice to see the creators addressing us, even if it's just an introduction. I fully understand that communication with fans may not be perfect while the goals and mechanics keep changing. Welcome on board!๐Ÿ™‚
    5 points
  11. The weekend gave me some room to think things trough (don't judge me, I am slow, ok!) and here my guess. The main reason for the reveal of the title, and the forums etc. is all due to the normal corporate bullsh... I mean procedures. To give their (THQ's/Embracer group, whatever) stocks the best boost they can for the end of the year (2021), they reveal a bunch of titels. Nevermind how far away each title is from release. Makes sence right? THQ can then tell the shareholders: Hey we got this many upcoming titels! Dosen't it look great? Shareholders caring about the next quarterly return on their investment, runs trough their checklist: Sounds good. Are preorders up? THQ: Ofcourse! SH: GOOD. What about trailers for the game to incriese hype? THQ: Got'em! SH: Excellent. And sites for publishing more hype? THQ: Yes! We are already listed on these stores (shows list). SH: Very good! Haemimont over in the corner: Uuuh guys, we are like... a year away from showing anyth... THQ: Shhhh! Quiet! Stocks are up! I have experience similar things myself. Just last year, I among a few other colleagues were forced into a project by the company we work for. An idea that really was no more than a few notes on a piece of papper that a few of my colleagues had a discussion about. The idea was great, no doubt about that. The company got wind about the idea and demanded that a project was to be established and finished whitin the very same year. Normally we spend a year just in preparation, risk assessments, pre-constructions etc. And why the rush you ask? Because the idea was so good and running the project trough at less than half the time we normally take, gave the company a very nice incriese in stock value. I myself had a very small role and was not affected much by it but a few of my colleagues worked themselves to the bone to make sure the project was successful.
    5 points
  12. Okay, here's a short summary: Title: this is the Jagged Alliance we know and love JA3 - in the author's opinion - seems to manage what countless sequels didn't: to be a true successor to JA2. They interviewed Producer Brad Logston and learned that even hardcore fans should feel relieved. The Laptop is back, it is your way of managing things. You can use video calls to interview mercs you want to hire. Mercs like Igor, Ivan, Steroid or Tex create a warm fuzzy feeling of nostalgia. Mercs will have several ways to level their skills: automatic through use or by player choice (aim and +dmg are mentioned) and some are specific to certain characters (dual wield pistols is mentioned). Leveling up makes them more expensive. Also, you can (and need to) buy weapons, armor and other things (like explosives). The preview ends right where they went into describing the campaign management. They mention that all mechanics from JA2 are there, nothing seems missing, some mechanics were updated in a good way. They are adamant that JA3 creates the true JA feeling. Target Release date: 2022 And that's it, nothing more for now. My eyes... my poor eyes. I can't believe I managed to read through it... ๐Ÿ˜ต
    5 points
  13. I don't know at this point. Most marketing decisions are up to the publisher, including starting date for the dev diaries and the decision where to publish them. THQ Nordic have been an excellent partner to us and I am sure they will make the best decisions for the game regarding the dev diaries.
    4 points
  14. Probably some of you noticed that people from Haemimont Games joined our community.๐Ÿ™‚ Haemimont Games Welcome on the Jagged Alliance 3 Community! ๐Ÿ˜‰
    4 points
  15. It is still a long way to August, but better late than never. I hope to see some Jagged Alliance 3 news and maybe a release date!!! ๐Ÿ™‚ https://www.thqnordic.com/article/save-date-august-12-thq-nordic-poised-land-massive-punch-its-2022-digital-showcase
    4 points
  16. Yupp! @Wigen deserves a special thanks for being an amazing source of information! @LXant too for sheading some light on the whole THQ corporate businesses model. Cheers guys! ๐Ÿป
    4 points
  17. Unfortunately, there was not enough time to edit the post.
    4 points
  18. There is some good news from Discord: - the game is still under development - there will be a lot of new stuff coming - unfortunately there is no time frame when it would start
    4 points
  19. I love JA2. I am 51, so I played Jagged Alliance 1 in law school and JA2 as a young lawyer. So I am an OG fan. But I also like new new Xcom and DOS2, as well. And both Pathfinder games... gotta take our turn-based tactical wins where we can find them.
    4 points
  20. As long as they allow mod tools for JA3, we should see 1.13 type of mods being made for it. But for the base game, the focus should be on making the core game good, that's what's important.
    4 points
  21. With the amount of times us die hard JA2 fans have been burnt by "promises", illusions and hopes of a proper Jagged Alliance game, I think we're FAR from overreacting here! Quite the opposite, I think we've had enough of the Jagged Alliance being handled by those who have no idea WHAT Jagged Alliance is. At some point, enough is enough, if we "beat around the bush" or are constantly saying things like (we'll see, maybe it will be good).. we'll be dissapointed yet again! For once, since Jagged Alliance 2, we have a dev team that has more experience making games, and also probably a bigger budget... but they are backed by a Publisher who signed off on that Rage game... which has NO SIMILARITIES with Jagged Alliance! They used names and themes that are close, that's it! Unless fans are VERY CLEAR about what is acceptable or not, we have absolutely NO CHANCE of them making a proper Jagged Alliance game. It's a game, I realize that, I won't lose sleep or go into depression because they would release a mediocre JA game... but I sure as hell want a proper 3rd entry!
    4 points
  22. Polls would be great, so that's a +1. Furthermore, although this is a rather new forum, I have not seen any input from Devs in the various topics. I take it you are the community manager, Brad? It would be great to have some Devs reply on some questions us fanatics have, and maybe, as Godspeed stated, some input in the development timeline. I think most Forumites like me are really excited for the release of this game, as it looks way better than previous attempts to refeul the Jagged Alliance franchise, so some Dev input would be most welcome!
    4 points
  23. It is hard for us to know where you're at in the development of JA3. While I am not asking a release date or anything of the sort (because I rather a proper game than the same mess as previously released many times over), it would be great if the community could at least have SOME input in the form of polls. Most of us old-time veterans and crazy nutjobs that go to bed each night with our boxed copies of JA 2, we tend to get excited and want to request EVERYTHING. I think we have to realize the extent of what is possible and not possible. POLLS PLEASE! Anyways, I wish the best for the team working on this and hope whoever is in charge of this forum won't get too discouraged with all the complaining, demands, outcries and furious passion. We're simply Jagged alliance fans down to the core.
    4 points
  24. I don't care the ETA, i care about the game quality.
    4 points
  25. Information from @Haemimont_Boian presented in a short film.
    3 points
  26. Am waiting extremely excited for this moment over 20 years now.... Its simply like a dream comes true to me, thats why we the Jagged Alliance lovers have somehow big expectations about Jagged Alliance 3. Jagged Alliance 3 will not be a dream come true just for the Jagged Alliance 2 hardcore fans but the aim should be also to bring much more new players to this wonderful turn based strategic game. Once Jagged Alliance 3 will be a successful masterpiece, it will be just a matter of time for you guys to work on the sequel Jagged Alliance 4 (probably could take place on the 2010s or today 2020s as example.) Launching this game on console would be also play a very big factor for marketing, cause todays most players are on console (including myself). So we hope & pray, since we really hoping for the very best outcome from you guys. ๐Ÿ˜‡๐Ÿ™
    3 points
  27. Anyway, I thought you had them prepared a long time ago and all you need to do is publish them. But that's okay, we've endured so long, we'll wait a little longer. ๐Ÿ˜‰
    3 points
  28. For me, the most important thing is whether the appropriate modding tools will be created. ๐Ÿ˜‰
    3 points
  29. After all, we have developers from Haemimont Games on the forum, so I'm sure that we will soon find out if the portraits of the mercenaries will be animated. ๐Ÿ™‚
    3 points
  30. Well, hello Boian! We'll try to not tear you to shreds in happiness here; I promise I'll try my best anyways... ... wait, I think we've compiled a 500-page book of needs, wants, features and luxuries we want. It'll be easier that way than repeating everything here, right? Just kidding. Seriously, as much as I want MY version of JA3, I expect to see seomthing YOU are proud of working on. I am extremely anxious (but patient) to see what you guys share with us. I'm looking for that conversation we had quite a while back about looking back at our gunracks and tying up the devs to chairs. We have demands. We have guns, chairs, rope... anyone have some glass jars and RDX crystals? ๐Ÿคฃ @Haemimont_Boian I promise those are non-violent threats in reality! ๐Ÿป
    3 points
  31. I know that this event organized by THQ Nordic is still a long way off, but what would you like to see the most about new content from the game? I would like to see new screenshots, gameplay fragments and a preview of modding tools, and get to know the official release date. ๐Ÿ™‚
    3 points
  32. Yes, @Hendrix, that's probably not too far from the truth. The whole corporation/holding is in a volatile situation, they spend huge amounts of money and have little to show for it. At least for now. So it's only natural to reveal some of the more advanced projects, so they can list them on their quarterly/yearly reports as upcoming AAA titles. Gives the shareholders more than just a short "We work on X unnamed AAA titles". Everyone who has ever written a paper or two knows the situation: you try your best to fill the pages if you have to fill a quota. You take everything you can get. Sometimes quantity becomes a quality on its own. And sometimes an early announcement can make the whole difference. If you want a prominent example, look at Bethesda (before MS bought them). They got under fire for their dumpster fire that is Fallout 76. So, what did they do? Todd Howard revealed a 30 sec clip of a landscape and a slogan "Elder Scrols 6". That's it. It has been four years since then (with 4 more years to go, I reckon), but people were happy with that, and the outrage about Fallout 76 suddenly died. Bethesda became everyone's darling again. The exact opposite was what Blizzard did. People expected the announcement of Dialbo 4 at BlizzCon 2018. Dedicated and hyped PC gamers paid for tickets, travel and accomodations to be there. And they got a f*cking mobile game announcement. Sure, D4 was also in development back then, but they chose not to reveal it, went with the mobile cashgrab instead and got burned. The Activision Blizzard stock price fell hard by around 30% in the following days, from the 60s to something in the 40s. It stayed there for almost a year. It took another half a year to reach the level from before the announcement disaster; not even the announcement of Diablo 4 in Nov 2019 could salvage the mess they created the year before. Paradox is the better publisher in that regard. They are smaller and rely heavily on the interaction with their customers. Understandable, as they sell niche products to begin with. They can't afford to have a bad standing with their gamers. And it showed in how they handled Haemimont's Surviving Mars development and PR. THQ/Embracer is different, and that's not a compliment here.
    3 points
  33. Thank you @Wigen! Sincerely, I appreciate the time you take to relay back to us the information you gather. I don't follow much social or discussion places.. and I always look forward to whatever information you provide here. ๐Ÿป I think they should hire you to help them out, because you do a great job at it ๐Ÿ™‚ With that information you mention, I'm happy to hear they are working hard on this. Gives a little bit of hope... although, it's like you mentionned; how hard can it be to simply give this information on their own official community website? Ah well, it is what it is. They probably figure a single word here will start a worldwide revolution (because we are such hardcore fans).
    3 points
  34. Well if ya been looking for some tactical step by step combat + RPG elements, there are more to this: First try out old 90x classics like fallout 1 and 2, both are legendary games in such genre. And if you liked first XCOM from the 90x, there is a 90% chance you will fall in love to these either. Don't try fallout 3 and 4 however, as they are just like modded elder scrolls series replica transformed to fallout theme. Then we have "Arcanum: Of steamworks and magick obscura". Just another 90x game but quite nice. And some newer ideas, such as: - Mutant Year 0, road to eden and its DLC. Nice graphics, step by step combat, nice skills, boring level based map. - RAM Pressure. Just another XCOM style game with single player campaign and some online features. - XCOM chimera squad. Yet another XCOM limited version in the city with very limited missions to choose from. - Expeditions: Viking. Very buggy, even so many years after release. - Shadowrun series has at least 3 games: Shadowrun Returns, Dragonfall and HongKong. Many bugs, but a fine alternative idea. - Russian versions of fallout games, such as A.T.O.M and Trudograd. - Darkest Dungeon 1 and 2 are quite another stroy, but still it is step by step combat, yet in very specific perspective, check them on youtube gameplay before you buy. Good luck and have fun !
    3 points
  35. 1) Don't do it like most modern tactical games, keep to the original version: each player has action points (15+, depends on chars stats like agility and such) and can spend them as you like, do not adhere to nowadays stupid 2 steps system, where shooting at the first step ends the turn, or one move and one shoot. Its simply ruining everything. This 2step idea reminds me of devs who never played, never enjoyed original tactical games. 2) Loot them all system. You kill, u gain all the items (armor, grenades, weapons, ammo, ...) (not like original JA) but like original XCOM in 90x. I think its a way better system. Armor / weapons can be damaged. And add sellers to villages/towns. Number of pockets should be limited, a team can be on wheels however with a real trunk, so a need to decide what to drop and what to keep becomes apparent. Different vehicles should have different trunk capacity. Make it real ! 3) Random encounters is key feature. You traverse through the map, and can encounter different people, some may join your team for free, others for money, some places can be discovered only when a team has specific people, like abandoned secret military base randomly spread on the map with local thugs in it, or some laboratories with some experimental items. And so, no limits here, I mean no need to add an alien ship, its not a fallout series after all, but the idea is clear I hope. 4) Keep a crafting elements as the original games had, its a really nice touch. 5) If devs would listen there is much more to come ๐Ÿ™‚
    3 points
  36. I sincerely think that few adjustments need to be made to the depth that JA2 already had. Expand the roster, keep the depth of the voices and interactions, and give us a good coat of paint on the graphics.
    3 points
  37. This is Haemimont Games Messenger answer to the question about the release date.
    3 points
  38. I don't know German very well but in the newest issue of GameStar, an article about Jagged Alliance 3 is to appear. I think they are very enthusiastic and full of hope ๐Ÿ™‚ Probably after Gamestar there will also come time for other services. https://www.gamestar.de/artikel/neues-gamestar-heft-ja-jagged-alliance-3-wird-wirklich-entwickelt,3374188.html
    3 points
  39. We have a dev studio with a history of good games, one of the better publishers out there, and the announcement trailer was not only well done, but had - if that's something to go by - above average clicks compared to the other games that were announced. It indicates that there's some sort of a fanbase interested in this game and its success; that part plays a key role when it comes to allocation of resources. While it is good to remain cautious, I also think that we have some good reasons for optimism this time around. But @THQN Fabian, a DevDiary and/or the FAQ would certainly help. ๐Ÿ˜‰
    3 points
  40. I've got some spare straps, anyone have some spare chairs?
    3 points
  41. In case the devs plan on doing a Q&A ๐Ÿ™‚ - Fog of War? - Day and night cycle? - Load Bearing Equipment? - Weapon modding/attachments? - Different types of ammo? - Night vision? - Suppressors? - Melee/knives? - Modding support? - Destructable enviroment? - Moral?(screenshots show 'team moral') - Changing weather?(screenshots show 'Clear weather') - Exploding heads? Feel free to post your questions below.
    3 points
  42. I agree with just about all the features listed by Hendrix earlier, but there are two main features I would single out as being the absolute minimum required by me to make JA3 worthy of the name: 1. Merc and NPC Characterisation OK, the characters in JA2 were stereotypes but they were well crafted stereotypes. Their bits of dialogue were were well written to reflect their personalities. Who could forget Fox saying โ€œThat was worth bending over for,โ€ as she picked up some useful piece of loot, or Len telling you that he couldnโ€™t extend his contract because he was going off on an RV trip with his wife? Allied to the writing was the absolutely excellent voice acting. The result was a very immersive game peopled by characters you could really relate to and it was something that made JA2 so special. The humor in JA2 was built into the characters and Iโ€™m just a bit concerned that JA3 ends up trying to be too jokey. I notice in the announcement trailer that when Ivan shoots the marauder, the guys says: โ€œUh - that hurtโ€, like thatโ€™s the sort of thing someone would say when theyโ€™ve just had a bullet put through them. Please devs, try to keep it real. If youโ€™re going down that route with JA3 you may as well bring in dragons and zombies. 2. Strategic Freedom Side quests are fine and well worth having in the game, as long as they remain optional. The great thing about JA2 was that you were given the single overall objective of overthrowing Dedrianna and it was up to you how you went about it. Playing the game was like writing a new story every time you played it. Too many games today are quest straightjacketed: you gotta do this to gain that before you can do that other thing. JA3 must allow you the ability to develop your own strategy and your own route to achieving the final goal. I can understand the concerns some people have about JA3 become a bit of an XCOM clone and I hope the designers donโ€™t take the easy route of just lifting stuff from XCOM. The original Jagged Alliance games were innovative, and it would be great to see some surprising new features that none of us are expecting. I canโ€™t suggest what they should be because then they wouldnโ€™t be a surprise!
    3 points
  43. The Announcement Trailer had a CGI short movie and some gameplay.. I'm guessing (really just a guess on my part) that they already have all the underlying mechanics in place and they are creating the different locations, details and questlines. Usually, games get a very early CGI reveal (3-5 years before release) to announce itself and create some buzz around it. Gameplay reveal usually comes when they've nailed down most elements of the game (1-3 years ?). In my own mind, I would like this to be an early-mid 2022 release, but I would imagine something closer to 2023. I think they are playing it "safe" by keeping a little quiet about this game. They must realize the game has a little bit of a cult following (yes, I am part of the Cult of Deidranna okay!!? ๐Ÿคฃ ..we hoard guns and take turns slapping someone called Elliot).. so, maybe keeping quiet is actually the better way to control the fans that would turn things too negative? After all, just that Trailer Reveal has created a stir and a buzz in the JA world.. so it doens't take much to get us going. I might be overthinking that.. and they are simply not at the stage of releasing more info as you said.
    3 points
  44. I have given this a really long thought. What are my bare minimum requirements to accept this game as a "true" Jagged Alliance game. I have realised that I have very high demands, however; I have in the thought process scaled them down alot, since this game has to be relevant for less "1.13 hardcore" gamers aswell. Unique personalities, Buddy/Foe system. True to the "lore" established from JA and JA2. Non-linear strategic progression. Let me be able to choose what parts of the map to conquer and when and how. Tactics matter more than mercs individual skill. Perhaps one of JA2 greatest feature. No matter how experienced and what skills your mercs had you could not put them in a bad situation and expect them to come out of it thanks to their level/hit points/armour/weapons. Day/night and weather matters and allows their own pros and cons to combat encounters. Classless system. I am OK with skills like in JA2 were some mercs are specialists in certain areas and are more suitable to certain rolls than others. But not classes with a bunch of unique abilities and weapon/item restrictions like it is done in the later XCOM games. Good weapon varieties, but quality and distinct difference/utility beats quantities in my humble opinion. I do not regard real life weapon names a must since licensing rights today are fairly strict. No level-ish system for weapons, (again) look at how JA2 did it. I would also like a distinct weapon progression (again) how it is done in JA2. Starting your team out with pistols, maybe a shotgun and/or and smg and clawing your way trough sectors and finding a precious rifle with a limited amount of ammo at the early stages. AND MAKE WEAPONS SOUND F'IN SCARY BECAUSE BEING SHOOT AT IS F'IN SCARY! Turned based combat with action points akin to JA2 and do not go real time with pause. This already seems to be the way from the little gameplay we have been shown. Destructible environments. Come on it is 2021! Silent Storm had destructible 3D environments back in 2003! Modding/map tools. Look at how long lifetime games with modding tools tend to have! Maybe not a demand but a suggestion to prolong the games lifespan. For me it is more than enough if it is added after realese.
    3 points
  45. 7,62 High Calibre It's a buggy game, it's very stiff and clunky... but I couldn't imagine a tactical video game life without having played that game. The one you get on steam also comes with a "mod" that fixes a few issues. ..oh.. and guess what.. Magazines is far from being the only complexity to that game! When you find a roll of tape, (red or blue tape, can't remember), you can tape 2 magazines together (upside down from one another) and it is litteraly represented on screen.. and it helps with quicker reloads versus having to remove a magazine from a pouch. Every gun has it's own unique slots for equipment that can realistically fit there. You cannot fit a 4x Acog on a dragunov, because it requires a scope for the SVD sidemount. You have no rails on an SKS, but you can attach laser to barrel ends because they clamp on barrels. Stocks can be collapsed and opened. You can select the approximation amount of rounds when firing on fully auto. When your mercs have night vision mounted, you can activate it or deactivate it without removing the entire apparatus. When you activate it.. you see the world in night vision yourself. I mean, apart from the crappiest writing, stiff animations and clunky controls.. it's the best tactical game if you're into the technical side of guns. I really wish Jagged Alliance 3 would simply keep the roleplaying system from JA2.. but aim towards a slightly more accurate representation of guns, gear and tactics.
    3 points
  46. FN P90 out of nostalgia for Stargate SG-1 FN FAL feels like a classic that needs to be in, and it's not like it'd underperform H&K 417 just love how this baby looks n' sounds n' performs...
    3 points
  47. Voted for transportation only. The reason for that is mainly that it's super easy to go wrong, and then it's suddenly all about vehicles. Static vehicles sound kind of nice, but then you think back at Tanks in JA2, which already didnt work well there.
    3 points
  48. I`m Past 60 and I can`t wait for ja 3 so yes ETA is importent. Love Ja - Ja2
    3 points
  49. I'm not sure there's any sense in anyone believing in yet another attempt to reboot Jagged Alliance. There's been what, 3? 4? different attempts to reboot it and all of them have been *utter trash*, it's like none of the devs or designers ever played the original games and the only thing shared was some high level broad strokes - "mercenaries, turn based combat, I think I got it". You're going to have a hard time convincing anyone that yours is any different - that the world is destructible, that the combat is actually strong and realistic, that the story and characters are interesting, there's depth comparable to a game from '99, and that you can actually apply various different tactics freely to each situation and not just when someone in the design team decided to put a ladder to the side of a building, or a highlighted destructible wall ๐Ÿคฆโ€โ™‚๏ธ
    3 points
  50. All I want is a JA2 on a more modern engine, is that to much to ask. I agree lets hope this game gets it right.
    3 points
ร—
ร—
  • Create New...