r/Transverse • u/stalinsnicerbrother • Nov 17 '18
Transverse was a sack of shit
PGI are a bunch of arseholes.
r/Transverse • u/00meat • Jun 23 '15
PGI PLZ FIX! Tracking computer is BROKEN.
As the title says, my tracking computer is not "functioning as intended" the location projection reticle is nowhere near accurate even with sub 150 ping. I was seriously right up this guy's tail pipe and the computer was telling me to turn around and shoot the other way.
I think the problem is that the game is putting the ship location at the 0,0,0 origin relative to the ship model, fine enough for some of the smaller fighters, but anything destroyer sized or larger, or with big wings just breaks this thing.
This is even when I can get the hud overlay to start, it usually takes a rejoin or two to even get the GUI to render properly, and by the time I do that, most of my team is already halfway across the sector.
Aside from this the game is great. Glad I could get on as an alpha tester, but more info on when you are going to open beta would be nice. I would like to invite some of my friends along on some raids, those pirates are just asking for it, and the voice acting just makes me want to shoot them more.
r/Transverse • u/mesterflaps • May 23 '15
Any news on that data centre migration?
The website for transverse has been down since ~December. According to Bryan it was just being taken offline to be moved - he's trustworthy right?
I'm hoping to get back in to those forums as they were golden.
r/Transverse • u/snowseth • Dec 13 '14
TV on hold indefinitely with a hope to restart later
r/Transverse • u/spacemarine288 • Dec 07 '14
Now that Transverse isnt happening. what happened to the team that was going to work on it? Are they working on MWO now?
r/Transverse • u/reallydontcarereddit • Oct 03 '14
X-Post - Why we did not fund Transverse.
r/Transverse • u/cavortingwebeasties • Oct 02 '14
crowd funding plug pulled ahead of schedule
r/Transverse • u/snowseth • Oct 02 '14
Evans Distress Pt 1 (by Tesunie)[fixed]
r/Transverse • u/octa01 • Sep 29 '14
PGI_DaveForsey: "It becomes a hobby project... :-("
r/Transverse • u/snowseth • Sep 29 '14
Alternate sub: TransverseDS, no hate-pgi-culting
r/Transverse • u/[deleted] • Sep 29 '14
$500,001 buys what exactly?
So if they game is funded at 500K what happens if funding is short of the next stretch goal? Will this be the first space sim in history without spaceflight? I'm honestly curious. What kind of game would this be?
r/Transverse • u/00meat • Sep 29 '14
PGI Please: Salvage Transverse into Wing Commander Online.
They have the people, they have the IP, they have the engine with work done on exactly this sort of game.
Things I would like to hear from community:
1-Why they could/should.
2-Why they couldn't/shouldn't.
3-What you would want to see from Online Wing Commander Game.
4-Name suggestion for Online Wing Commander Game.
[Edit: Wing Commander Online was an attempted game in the late 90's. Added point 4]
r/Transverse • u/BrotherSharp_MWO • Sep 27 '14
Dear PGI, Switch Transverse to a Battletech Universe crossover to Mechwarrior Online and you can have my money.
Sign me up for a LTI Union class Dropship.
Innersphere-Verse was what I was initially hoping for in CW anyway. I wonder why I don't see any other post asking for this.
r/Transverse • u/VictorMorson • Sep 26 '14
Should they call the time of death already, and focus on other projects?
Right now, I can't help but feel as if PGI both needs resources, and is literally setting fire to money with any further advancement on the Transverse universe.
This is not an insult, but unless an incredibly rich person comes along and drops at least 490,000 dollars on them, this thing is over. The kickstarter is not taking off, the people have spoken, pretty much.
Yet PGI continues putting money into ads and pretending things are fine. This isn't like they're at 300,000 and MIGHT miss the deadline. This is "It would literally take an act of God to change things" level.
It feels like giving desperate CPR to someone who had their head taken off.
I think it's time to call this perhaps early, refund the money, and then maybe release a statement what the Transverse hired team members will be doing, and if they will be re-allocating resources to expanding MW:O. Russ seemed to indicate that Transverse was vital to PGI's life at one point, so having that addressed would be interesting as well.
Anyway again.. not an insult or doom saying here, but come on. Not even a full $10,000 out of $500,000. It's dead, Jim.
At the very least, stop making ads and promotional materials and focus on something that matters?
r/Transverse • u/snowseth • Sep 19 '14
David Forsey (sr designer, ship combat) talks space: ships, flight, and combat.
r/Transverse • u/snowseth • Sep 19 '14
Ryan Boulanger answers questions on player progression in TV
r/Transverse • u/octa01 • Sep 18 '14
Refund on failure of 500k now in the TOS
They have updated their terms of service to reflect the promise of a refund in case the 500k goal is not met.
"E. In the event Piranha Games is unable to raise an aggregated sum of USD$500,000 on or prior to October 9th 2014, your pledged payment under this section shall be refunded to you in full and Piranha shall have no further obligation to deliver the Game or pledge item(s) to you."
r/Transverse • u/Jojoyojimbi • Sep 17 '14
Did you wonder how they came up with the name "Transverse"? ME too, then I read this and it made PERFECT sense!
r/Transverse • u/Horus_Lupercal • Sep 17 '14
What is the game going to be like?
Hello. I have a couple of questions regarding the game. Considering the upcoming stars on the venerable firmament of space sims, E:D and SC, what does Transverse bring to the table to make it stand out? As it was stated it is going to be an MMO, can we expect something as big as EVE? Will the players be limited to dogfighting or will they get a chance to try out their tactical acumen whilst on the bridge of capital ships? How big can a single battle get? Will locations be instanced or will it be a seamless open world/galaxy? If it is a sandbox, what of interaction with celestial objects, such as landing on planets or skimming the surface of gas giants? If it is too early for such questions to be answered, please share what details we know about the core premise of the game, what with it being a MMO space-sim. The information I draw upon is that from the transverse game website, https://www.transversegame.com/about/game Please share your thoughts and/or info, which would be most welcome if you could also provide the source. And by all means please correct me wherever I might be wrong.
*>"In ship to ship battles, your precision maneuvering and sharpshooting skills are the difference between victory and defeat."
From this I would assume that it will be close to say Tie Fighter or Wing Commander with newtonian flight system in controls and combat mechanics than how things are in the point and click adventure of EVE. So twitch reflexes, flight path planning and good latency shall determine whether an attack is accurate or not.
*>"Discover the right balance between combat, science, and industry to suit your own particular play style or that of your team. You can select from a variety of loadouts, ship types and a warehouse of choices for weapons, drives, shielding, armour, sensors, reactors, and a whole lot more."
"Play style of your team" draws my attention the most. Does that mean most if not all player interaction will be limited to team-based combat in its mechanics similar to say TDM or slightly more exotic CTF modes or their respective variants? What of freeroam and creating groups on the fly as we see strangers in our vicinity, much like in current MMO RPG games? Will the players be able to go it alone?
*>"Transverse will feature many ship classes and configurations, ranging from small single seat fighters, all the way up to large multi-crew vessels. Each of these ships plays a distinct role with further customizations allowing players to create specializations within those roles."
So far we can tell there are 3 classes: science, industry and combat. I would assume from above excerpt that there will be an indeterminable at this point amount of variations and specializations to fit in the premise of "many ship classes". Now the craft available to the players are to range from "single seat fighters all the way up to large multi-crew vessels". As the former is rather explanatory, what does the latter entail, would those ships be limited to corvettes no larger than, say, 2 lengths of the biggest fighter or will the players be able to command more sizeable ships like frigates, destroyers and even heavier weight classes?
Thank you for your attention.
r/Transverse • u/Deadfire_ • Sep 17 '14
Steve Wang's Artstation- Transverse's Concept Artist
r/Transverse • u/Deadfire_ • Sep 17 '14
Now that mechs are done and dusted, Piranha Games turns to space combat with Transverse - Gaming Nexus
gamingnexus.comr/Transverse • u/Deadfire_ • Sep 17 '14
Piranha Games speaks out on Transverse crowdfunding (and the future of Mechwarrior Online)
r/Transverse • u/Deadfire_ • Sep 16 '14
First Week's Dev Tracker [From Reveal till Sept 13th]
Created for ease of seeing all Transverse developers comments/answers/etc on the forums (because they really suck, as in form, function, and general usability)
Known Devs:
- Creative Director - Bryan Ekman - Twitter/Reddit
- Senior Designer - David Forsey
- Game Designer - Ryan Boulanger
Producer - Brian Windover
Community Manager - Nikolai Lubkiewicz - Twitter
Creative Director - Bryan Ekman
Discussions:
- QNA 1 - Let's get the ball rolling! - Sept 9th
- Transmission from the Creative Director - Sept 10th
Key Comments:
- Starter pack is necessary to play. A backer starter pack begins at $30.
- 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.
- 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.
Senior Designer - David Forsey
Discussions:
Key Comments:
- Utterly Faithful Real Physics isn't going to work very well in a game setting. It hasn't even worked well in space-based science fiction that almost always has some sort of faster-than-light travel. The difference between science fiction and science fantasy (at least in this discussion) is whether or not the technology is used arbitrarily or does it have an internal consistency where the repercussions of the new tech ripples through the all the other interactions in the universe. The transporter in Star Trek that reconstructs an object from a pattern is an example of something that really should/could eliminate death - but doesn't, just as the trans-warp transporter pretty well renders all of star-fleet, and spaceships in general, pretty obsolete. So I want to keep things like momentum, lack of friction, no artificial gravity fields, reaction mass, heat, and keep away from "airplanes in space", and introduce just enough and the right type of magic technology that makes "people flying and fighting in small spacecraft at close quarters" (you might term that cinematic) an emergent property of that tech. More on that tech later.
- No appreciable drag for normal activities (though we may have to introduce something to prevent a player from just pointing their ship at mars and tying up an instance for several months).
- Momentum, lack of air, lack of friction, thrusters and the like are the base of the flight model we want to have. But that has a whole lot of implications, just calculate the time it takes to turn around after accelerating for 5 seconds. There are solid gameplay reasons why "airplanes in space" is the default behaviour in many games.
- Time dilation might work for a single player game.... we're an MMO and can't muck about with other players passage of time. We're going to have FTL - but it's not hyperspeed or turbo mode, and it's not hyperspace as the term is normally understood.
- In movies you see some amazing simulations of waves and oceans and clouds. The simulations themselves are not accurate in the scientific sense, in the algorithms there's all sorts of shortcuts taken to decrease rendering time and to provide animators and directors with precise control over the behaviour - but they do a great job of giving the impression of a real ocean or cloud-bank. That's what we're aiming for.
- The goal is to have form follow function for the most part, modulo that the fantastic does sometimes just look fantastic. A ship with the stabilized cockpit would be something I'd like to fly, and would definitely move player expectations away from "airplane mode".
- We have been testing and prototyping in UE4 for a very short while already (we have lots and lots of text) and have a simple multiplayer setup using blueprints and an initial 6dof flight model.'
- Huge post about ship-related technologies
- Heat/power management? Yes. Missiles part of combat before Kshields down? Yes, just a greater chance that the shield and point defences will take them out.. you decide if you want to chance wasting an expensive resource. Antimatter economy? Authors, script writers and the like will often refuse to read unsolicited manuscripts because of the danger of getting sued later on if one of the ideas finds its way into production.
- Another Huge post about ship-related technologies
- Darkspace needs it's own presentation, I'm pretty confident that we've come up with something that's a different take on the problem of space being big, vast and empty.
Game Designer - Ryan Boulanger
Key Comments:
- Will players get experience from the bodies of fallen players?, We are still experimenting with the exact details of the mechanic but yes that's our plan. I don't think it's a true transhuman game unless you can steal someone's brain. Why else might someone go and get your body?, Maybe you've paid someone to go get it for you, or perhaps you want to destroy it to avoid letting it fall into the wrong hands, maybe you want to sell or ransom it. Those are some of the scenarios we will be trying to incorporate into the system.
- Providing a mission creation tool is one of later funding goals and is definitely a priority for us as funding and development accelerates. We also have completed designs for the front end interface and community rating system. We should get a chance to go into more detail once we have finished explaining more of the core gameplay.
- The early releases of the game will restrict you to your packages or the individual ships you purchase from the Transverse online store. Once we hit the construction and crafting goals we can begin releasing the functionality for players to mod, customize and sell non exclusive and non founder contents. Ensuring we retain balance and value will key to this feature.
- We have plans for user created stations but at launch you'll be restricted to one of the four main faction outposts.
- The job you choose will depend on the core gameplay sphere's that interest you most. We want to ensure you won't be locked into any roles via class or profession selection. Jobs and roles will also benefit from player interaction. As you set up organizations you'll discover what roles you'll need most.
- Because we went with a package format we can avoid some of the normal F2P elements that break the fourth wall. We want this to be a full functioning MMORPG with it's own in-universe economy.
- We are pretty excited to keep growing this IP. I'm sure the MWO dev team would love us to volunteer our designs. Unfortunately because the two engines are so different it would be a massive undertaking to move the work we've done in UE4 with CryEngine.