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DUST 514

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http-~~-//www.youtube.com/watch?v=3H42u031Qko&feature=youtu.be

 

DUST 514™, a console-based hybrid MMO/FPS set within the EVE universe. The announcement, which included a video featuring gameplay footage, was made during a keynote address by CCP CEO Hilmar Veigar Petursson at the Game Developers Conference in Cologne, Germany.

 

DUST 514, featuring first-person shooter and RTS-style gameplay, will interact directly with EVE Online, CCP’s critically acclaimed flagship MMO. This interplay between the two games opens the EVE universe to console gamers and gives them a chance to become part of one of the most massive cooperative play and social experiences ever.

 

“We launched EVE Online in 2003 and have experienced steady annual growth– a fact we appreciate as a rarity in the world of MMOs, especially given the global economy of the past year,” said Petursson. “Our success with EVE Online has afforded us the highest caliber global design and production talent in gaming. With a team of the best minds in the industry, we conceived an ambitious new take on virtual world development with DUST 514.”

 

The primary gameplay of DUST 514 features brutal ground combat that takes place on the surface of planets from EVE, delivering the visceral, adrenaline-fueled experience of futuristic firefights. Developed for the current generation of consoles, DUST 514 combines equal parts battlefield reflexes and strategic planning, giving commanders and ground infantry real-time configurable weapons and modular vehicles to manage dynamic battlefield conditions.

 

Now entering its third year of production, DUST 514 is the primary development focus of CCP’s Shanghai studio. The team includes veteran designers of EVE Online and experienced talent from various sectors of the video game industry.

 

“Since opening our Shanghai studio, we have invested in building a team that wants to push the envelope in gaming and be pioneers in the industry,” said Kjartan Pierre Emilsson, Managing Director of CCP Shanghai. “Having led the design and development efforts of the project from start to finish, our studio is honored to call DUST 514 our first title release.”

 

Further details will be revealed at CCP’s annual Fanfest event October 1-3, 2009 in Reykjavik, Iceland.

Taigi DUST 514 - MMO\FPS hibridas su RTS gameplay elementais sukurtas EVE online pasauli !!!.skamba labai intriguojanciai,atrodo labai nerealiai.ir kuriamas butent konsolems. lauksim daugiau info.

 

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EVE Touches Down With Dust 514

Dust 514, the shooter spinoff of popular MMO EVE Online, certainly looks great, but how does it play? Turns out it plays a little like a first-person game of Magic: The Gathering.

 

Edge's webiste has posted the big feature on the game that formed the cornerstone of the mag's latest issue, which gives us our first real details on how the game is going to be worked into the existing EVE experience.

 

CCP's creative director, Atli Mar Sveinsson, explains how the game's multiplayer combat is a little different. "You're given some interesting choices before the fighting's even started. There are ten vehicle classes, but the commander can only commit five for each battle. We have 15 installation types, and he can only choose five. It's simple, really, like Magic: The Gathering: you prepare your deck and then fight."

 

Those choices are made by a "commander", either a human player or AI, who literally hovers over the battlefield in a large ship, able to give orders and witness the entire battle at once.

 

Which is fine, as far as shooters go. But Sveinsson is aware that Dust's real chance to shine is not as a shooter, but as shooter with links to EVE.

 

"The most ambitious element is the Eve link," he says. "The other stuff has been proven in other games. Running around with a gun is a proven concept: let's just make it really good. It's when Eve comes in that it becomes special. We're sharing the universe: your basic interface to the world in Dust is even through the same star-map as Eve."

 

"Essentially, the Eve players need to control planets," Sveinsson continues. "Planets give them resources and affect sovereignty. So they can issue contracts to win over territory on their behalf: either open-ended contracts for all to accept, or more direct contracts to specific mercenary corporations. You could almost liken it to the setting of a match: I want this kind of player, this kind of skill level. The difference is that it's being handled by players. It's not game designers or server admins setting games in motion or deciding where things should be, it's actual players in Eve, building up their districts and fortifying their areas."

 

And when those planets are conquered in Dust, the results will be reflected in EVE. Exciting stuff.

 

There's plenty more of interest in the piece, from the way Dust will work to how CCP are handling development across two continents, so hit the link below for all that and more.

taigi gana keista skamba..zaidimas zaisis kaip first-person Magic: The Gathering .. reikes butinai pamatyt kaip tai atrodys realiai... :)

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ok... taigi cia bus viskas viename ir tai bus naujoviska ir tai bus ant abieju konsoliu ir tai paveiks EVE online pasauly? just great. sulyginimas su magicu biski keistokas. ir ar tik man atrodo ar shooteriai su EVE neturetu derintis daugmaz....

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pasirode nauju zaidimo picu kuriuose dominuoja PS3 logo vien tik. picai buvo panaikinti veliau is oficialaus saito,bet mes juos turim ir galima pasigrozeti. galbut zaidimas bus PS3 exclusivas , suzinosim per E3 tikriausia visa tiesa.bet kuriuo atveju labai kieti nauji screenai.

 

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nu va paskelbe jau per Sony konfa , Dust 514 bus PS3 exclusivas. cia tai tikrai gera kasni Sony nukando . aisku bus pilnas Move palaikymas ir 3D. beta paleis siu metu gale , o pilna kitamet pavasari.

 

http://www.youtube.com/watch?v=VXzR7iyMU7c

jei teisingai nugirdau sake kad los kartu PS3 su PC online, bei dar veliau prijungs ir NGP, tai yra PSVita.

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CCP: Sony “More Open” To DUST Experiment

 

Interview: CCP On DUST 514 And EVE

 

apie tai kodel CCP pasirinko isskirtinai PS3 ir kodel nera gerai kai losiant xbl online visi zino kas tu esi iskarto.

va tas tai buvo tikrai netiketa :

But to say that the two games are linked is a misnomer. They’re one. DUST isn’t calling into it. They exist on the same server, on the same shard.

 

Torfi: They share the same economy, the same world map, the same corporation structure. You can be a DUST or EVE player and be in the same corporation, and the same alliance. You share the same currency. It is the same game. It’s just different game modes.

Dust ir Eve online bus vienas zaidimas, vienam serve.o ne atskiri du, na kaip ir viena visata ,tik Dust tu losi kaip fps shooteri pusiau. manau to dar nera niekas dares su konsolem. :whistling:

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taigi sis ambicingas naujas projektas tampa vis ambicingesnis , tuo paciu iskyla nauju problemu kurejam kaip visa tai suderint EVE online visata su Dust 514 fps gameplay. bet viskas nusimato bus labai masyvu ir nematyta iki siol kad kas nors tai bent jau megintu padaryt..

 

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I am a Server Architect on DUST 514 and, in this devblog, I would like to cover at a high level some of the online technical aspects of DUST 514, including the challenges we have met and the approaches we have taken in handling them.

 

As a server architect on the project, I am responsible for integrating the DUST FPS multiplayer battles into the EVE universe, as well as optimizing the DUST battle servers to perform even better. Unlike normal FPS multiplayer games, DUST 514 has heavy MMO elements. And unlike normal MMO FPS games, DUST has heavy interaction with one of the most successful MMO space games – EVE Online! This imposes challenges on what technologies we should use in order to have this level of interaction with EVE, while keeping FPS gameplay as smooth as possible.

 

While continuing to rely on the Unreal 3 engine for the FPS multiplayer gameplay for DUST, the interaction with the rest of the EVE universe should naturally take advantage of utilizing some existing EVE online technologies. Think about a simplified flow of how a DUST battle might begin:

 

An EVE corporation issues a battle contract to seize a territory on a given planet that is currently owned by another corporation; a group of DUST mercenaries comes to accept the contract as the attacker for the bounty the contract offers; another group of DUST mercenaries comes to accept the contract as the defender, so they also get a reward if the territory is protected. When the number of each team has reached a pre-determined minimum, the EVE server logic would instruct an appropriate DUST battle cluster to spawn a battle in it. This provides the battle server with all the necessary information regarding the prospective battle upon launching, and the DUST mercenary clients will then be forwarded to join the battle accordingly. After the battle is finished with everyone getting (or losing) their share of the benefits, the battle server process will then be terminated by the EVE universe.

 

So the EVE universe needs to manage the lifetime of DUST battle servers as well as communicating with them when needed, while we also need to make sure that the latency sensitive FPS multiplayer gameplay goes fairly for the participating DUST players. I won’t go into a deep technical discussion about how we solve the challenges involved here, as we are still exploring all the possibilities to find out the best balance point to map physical DUST battles nicely into the EVE universe!

 

Unlike traditional FPS multiplayer servers, we will host DUST battle servers around the globe. Since the centralized server hardware resources are pretty limited in number, we have to find ways to utilize existing server resources as much as possible. Instead of having a dedicated server machine to host one battle, we aim to have a dedicated multi-core server machine to host as many DUST battle servers as possible!

 

We have done a bunch of significant performance optimizations to the FPS engine we are using both on the server side and the client side, so each DUST battle server is now happily hosting a satisfying number of concurrent DUST players. Again, I will not go too much detail on how we achieved that, but rest assured that the DUST battles will be very scalable.

 

As always, we are continuously making improvements to every aspect of DUST 514, to make DUST an enjoyable experience for all of our future players!

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The Future Of War: DUST 514′s Mobile Command Center, MCC

 

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DUST 514 is an MMOFPS on the PS3 with large-scale vehicle and infantry combat taking place in, and with a real-time connection to, the EVE Online universe on PC. Players are able to band up into corporations (e.g. guilds) and wage territorial conquest on thousands of planets. What follows is a thematic description of Mobile Command Centers, or MCC’s. At 200 meters in length, these vehicles represent the largest, most powerful weapon a team can acquire, and are flown by a team’s commander. Oftentimes, destruction of the MCC means victory on the battlefield

 

Colossal. Imposing. Devastating. Any of these words could describe the MCC, but only one truly sums it up: Control. The MCC is the nerve center of any army, the backbone upon which wars are waged and battles won. It is from here, locked within the confines of a modified hydrostatic pod, that the commander orchestrates the fate of those on the ground below. He does so having never set foot on the battlefield, but with the collective knowledge and situational awareness of every unit that has. If knowledge is power, it is the commander who wields it.

 

Heavily fortified and shielded, the destruction of an MCC is by no means an easy task…but it’s not an impossible one. Only a sustained heavy weapons barrage is sufficient to disable the MCC’s shields and take down its armor. If the MCC does possess an Achilles heel, it is its dependence on fuel, without a constant supply of which, its turrets, critical systems and, most importantly, shields are worthless. Commanders would do well to be aware of any and all fuel sources in a given area and plan accordingly.

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šitas game ir ant Vitos išeis :D scalmanai pataisyk pavadinime kad ne "PS3 only"

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Say Hello to Your Dust 514 Wardrobe

 

Dust 514's the latest video game in a long line to try to re-envision armed conflict in a sci-fi future. So far, the developers at CCP have given us peeks at the game's vehicles and their maybe-too-powerful-to-even-shoot weapons. Today brings a look at the dropsuit armor that warriors in the online shooter will be sporting. CCP describes the dropsuits' variations like so:

 

The number and type of slots determine the modules (interchangeable hardware components that enhance or otherwise alter the functionality of the dropsuit), weapons, and equipment you can fit. The slot types available on dropsuits are as follows:

• Light

• Heavy

• Sidearm

• High

• Low

• Equipment

• Grenade

The three weapon slots – Light, Heavy, and Sidearm – cascade. That is, a Heavy slot can be fitted with a Sidearm, Light or Heavy weapon and, similarly, a Light slot can be fitted with a Light or Sidearm weapon. The high and low slots are module slots, each used for particular types of modules. Equipment slots allow the dropsuit to carry deployable or handheld equipment such as scanners, nanohives, drop uplinks, repair tools and more that will be covered in a future blog. Lastly, grenade slots determine the capacity (i.e. how many you can carry) of the grenade types – Locus, AV, EMP – fitted.

 

The intrinsic benefits of your chosen suit define, in part, the type of role you wish to fulfill on the battlefield but ultimately it’s how you choose to fit the suit that determines what it is capable of. Do you play to its strengths or do you surprise the enemy with an unconventional, risky fit? The choice is yours.

 

Dropsuits are classified as Standard, Advanced, and Prototype, each requiring specific skills to be trained before they can be used. Today, we’re going to take a look at two standard dropsuits: the Assault and Heavy.

 

smulkesne info:
Caldari Assault

 

The Caldari dropsuit design and aesthetic philosophy is heavily influenced by the culture’s origins on brutally frigid home worlds, dismissing stylistic notions in exchange for the ruthless, bare-minimum functionality requirements needed to keep a soldier alive. As such, the Caldari suit is notoriously uncomfortable and outright ungainly in some instances, yet remains in high demand due to its remarkable resilience in smart battlefields.

 

Standard Assault

 

The Assault dropsuit is a versatile frontline combat suit that combines excellent protection, good mobility, and sufficient equipment hard points for mission-specific customizations.

 

A flat-coil e5000 fifth generation fusion core runs up the inside of the back plate, powering the entire suit. Its output and heat buildup are controlled by a L2 “Gatekeeper” regulator conduit, which connects directly to the sensor system at the base of the neck. Every joint is reinforced with kinetic sensors and two-way, high torque servos to enhance the soldier’s strength, balance, and resistance to impact forces. The suit’s helmet has more integrated sensor, communication, targeting, and data processing systems than most civilian vehicles. Furthermore, every armor plate on the suit is energized to absorb the force of incoming plasma-based projectiles, neutralizing their ionization and reducing thermal damage.

 

Assault dropsuits are intended for standard combat operations or those in which the objectives are likely to change at a moment’s notice. Its ability to carry anything from small arms and explosives to heavy anti-vehicle munitions and deployable support gear makes it the most adaptable suit on the battlefield.

 

Amarr Heavy

 

The look of this Amarrian suit has changed little since it was first created, due largely to the commonly held belief that its original form is immaculate; the perfect amalgam of science and religion. Aesthetics are as important as function, because to the Amarr, aesthetics are function. Enshrined within the armor, the wearer becomes a vessel, the embodiment of God’s will and an instrument of holy wrath, unmistakable, and feared, by all who look upon him. To the Amarr, the dropsuit itself is the weapon.

 

Standard Assault

 

The Assault dropsuit is a versatile frontline combat suit that combines excellent protection, good mobility, and sufficient equipment hard points for mission-specific customizations.

 

A flat-coil e5000 fifth generation fusion core runs up the inside of the back plate, powering the entire suit. Its output and heat buildup are controlled by a L2 “Gatekeeper” regulator conduit, which connects directly to the sensor system at the base of the neck. Every joint is reinforced with kinetic sensors and two-way, high torque servos to enhance the soldier’s strength, balance, and resistance to impact forces. The suit’s helmet has more integrated sensor, communication, targeting, and data processing systems than most civilian vehicles. Furthermore, every armor plate on the suit is energized to absorb the force of incoming plasma-based projectiles, neutralizing their ionization and reducing thermal damage.

 

Assault dropsuits are intended for standard combat operations or those in which the objectives are likely to change at a moment’s notice. Its ability to carry anything from small arms and explosives to heavy anti-vehicle munitions and deployable support gear makes it the most adaptable suit on the battlefield.

 

Amarr Heavy

 

The look of this Amarrian suit has changed little since it was first created, due largely to the commonly held belief that its original form is immaculate; the perfect amalgam of science and religion. Aesthetics are as important as function, because to the Amarr, aesthetics are function. Enshrined within the armor, the wearer becomes a vessel, the embodiment of God’s will and an instrument of holy wrath, unmistakable, and feared, by all who look upon him. To the Amarr, the dropsuit itself is the weapon.

 

Even with just these two dropsuits, we can already see battlefield tactics starting to take shape. The Heavy can withstand a lot of punishment, but it has no equipment slots. Pairing it with another dropsuit capable of dropping ammunition replenishing nanohives or repairing from a distance will substantially increase the effectiveness of the Heavy. Alone, a Heavy could easily be outnumbered and outmaneuvered, but surrounded by allied Assault dropsuits it becomes a tank in every sense of the word, soaking up damage while the rest of the squad picks off the enemy.

 

Although formidable, the Heavy and Assault suits represent only one aspect of the battlefield eco-system. Sheer firepower will only get you so far. A smart squad will utilize the force multiplying support of the Logistics suit; the recon and electronic warfare specialties of the Scout; and all the modules and equipment they have at their disposal to become an unstoppable force. After all, one should never underestimate the value of a well-placed EMP grenade.

 

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Ne į temą

O gal yra žinoma kada gausim visi BETA palošti? ;)

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Sony, CCP 'negotiating PS3 virtual item policy' for DUST 514

 

DUST 514 is somewhat revolutionary in that it's attempting to tie together two separate games (on two separate platforms) that take place in the same fictional universe. CCP is also innovating on the backend according to a new article at Develop.

 

The upcoming EVE Online MMOFPS tie-in will establish universal PlayStation Network microtransaction rules according to CCP CEO Hilmar Petursson. Petursson told Develop that the ongoing CCP/Sony negotiations will ultimately result in the establishment of price tiers for virtual items as well as the revenue split between Sony and third-party devs.

 

CCP is also exploring retail options for DUST 514, despite early reports that the title would only be available as a digital download. Finally, Petursson tells Develop that the PlayStation Vita version of DUST will "give people access to more asynchronous parts of the game." While he doesn't commit one way or the other, it's possible that the portable version of the game will connect to both the PlayStation 3 and PC versions via EVE's universal ISK currency.

pagaliau kazkas ir apie PSV versija uzsiminta. ir apie kainas virtualiu daiktu kuriuos reiks pirktis zaidime.ir kaip visa tai veiks aplamai.

 

DUST 514 will support PS3 cross-play with future Sony consoles

 

CCP isn’t worried about the possibility of a new hardware cycle – it’ll just adapt its PlayStation 3 exclusive DUST 514 to new tech.

 

“If there is a PlayStation 4 – which I can tell you now I have no idea if there is – but if there was, we would build Dust for that console as well,” CEO Hilmar Pétursson told Develop.

 

“It will most likely be a revision of the experience, as with all updates, and could allow people to play across PS3 and 4.”

 

Pétursson compared the possibility of a new console to the constant upgrading of PC technology.

 

“We have been faced with technology upgrade challenges for years,” he explained.

 

“We release new versions of EVE at a time when most people don’t have the technology to support it, so we operate both the old and new versions of EVE on the same client and allow people to migrate.

 

“We will continue to develop on PlayStation 3 even after the release of Dust, and I think the game’s audience is more used to constant updates than people may assume. I mean, if you look at Call of Duty, that essentially is an online experience that has undergone mass migration across three games.”

 

DUST 514 , a shooter with direct, two-way ties to EVE Online, is currently in closed beta, and expected in northern spring. Players take on the role of ground troop mercenaries, and negotiate contracts for EVE Online players. Those who perform well can earn their way out of paying the game’s subscription – just as in EVE Online.

challenge accepted ..PS4 here is comes.. :D nu bet jie cia garsiai kalba ..taciau aisku zino ka sako na. jei pritaikys ir PS Vitai zaidima. tai ir kitom naujom konsolem aiteiti kurios bebutu, ir dar jom padarytu cross platform.

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Dust 514 bus visiskai nemokamas ant PS3 , taip vadinamas free2play bus. tesiog veliau bus visokie mokesciau uz papildomus dalykus, bet nebutina. o PSVitos versija , bus tiktai kaip zaidimo pagalbinis app. daugiau nieko

 

http://www.youtube.com/watch?v=O7z320WARiY&feature=channel

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Visi nemokami beveik zaidimai turi mokesti uz kekviena papildoma dalika, Jei to nebutu tai ir pacio zaidimo nebutu, Pagrindas kurejai is to ir gyvens ir tobulins viska

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