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Posts Tagged ‘dust 514’

DUST 514 At E3 2012: Summer Beta, PS Home, And A Vita App

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Hello from E3! We know you’re excited and following all of the great stories coming out of the show this year. We just want to briefly touch on some of the DUST 514 news that we’ve announced this week and that we’ll be focusing on at the show.

First and foremost, we have details on our first Beta event of the summer. We know many of you are eagerly anticipating your chance to try out DUST 514, and we’re happy to announce that we’ll be doing a big wave of invites for our first summer Beta event on June 29, 2012 that will run throughout that weekend. This will coincide with an update to the Closed Beta containing what we’ve got on show at E3 and more; you can see it in action in our latest trailer below. If you haven’t already, you can register at www.DUST514.com/beta, and players will be chosen at random to participate. But don’t worry if you don’t make it into this first round; this is just the first of several Beta events scheduled for this summer, and we’re going to announce lots more info and other chances to join the action in the coming weeks. If you are already in the DUST 514 Closed Beta as of today, you will have “All Access” to the Beta events over the summer.

Next, starting this week as a part of Sony’s Virtual E3 experience, DUST 514 will be fully integrated into PlayStation Home. Our DUST 514 Home Space is a great way for you to get up close and personal with the New Eden universe, and we’re really proud of how it’s turned out. It’s a War Barge cantina in the EVE Universe, and you can learn about the history of New Eden, hang out, earn awesome stuff like companions and armor for Home, play multiplayer Slay – the incredible strategic board game – and much more. In addition, we’re very excited to let you know that we are making available a wave of 10,000 “All Access” Closed Beta invites that visitors to the DUST 514 Home Space can earn by completing all the activities inside. So hurry and get yours before they’re gone! That said, the DUST 514 Space will remain live, and new content will be added, so Home users can definitely look forward to additional Beta keys to be distributed through the DUST 514 Home Space in the future.

Finally, we’re ready to talk a bit more about the DUST 514 companion app on PlayStation Vita, DUST 514: Neocom. The app brings the feel and functionality from DUST 514 on PS3 to Vita, focusing on customization, communication and trade. Every character you use can be customized via DUST 514: Neocom, so you can create and edit customized fittings (load-outs) with a ton of different dropsuits, weapons, vehicles, items and more. You’ll also be able to use Neocom to access the in-game Mail system and Friends List, as well as use the Market to get new stuff for your character from the DUST 514 Marketplace using either ISK (in-game earned currency) or Aurum (purchased currency). DUST 514: Neocom is rolling out this year alongside DUST 514.

That’s it for now. Be sure to check out the new trailer we’ve released for E3, which features all new footage of Beta gameplay. Please watch for DUST 514 updates at and after E3!

Thanks! We look forward to seeing you on the battlefield!

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How Dynamic Battlefields Take Shape In DUST 514

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In traditional or mainstream FPS games, the mission area, i.e. the layout of objectives, structures, and spawn locations, is fairly static, thus making missions predictable after playing them a few times. This is not the case in DUST 514. Because of its sandbox nature, we want to give players the freedom to change the battlefield through choices, and this is where the “dynamic” part of the battlefields will come from. This means that battlefields in DUST 514 could change based on the actions that players make – from innocuous actions such as changing one’s character fitting before a deployment, all the way up to decisions made light years away in a player-owned corporate board room.

However, giving players a big sandbox to play in does not simply mean throwing a bunch of random choices at them and saying “Go.” For players to experience the uniquely emergent gameplay offered by the EVE Online universe, the freedom that these choices offer must be handled in a meaningful manner. To illustrate this, we will be looking at how battlefields in DUST 514 are made dynamic in two major ways: at the macro and the micro scale.

At the Macro Scale

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You might have read about EVE Online’s big player alliances fighting for control over regions of space containing dozens of solar systems spread across a hundred parsecs. You may have also heard about DUST 514′s distinctive gameplay which will allow players acting as immortal mercenaries to conquer planets within the EVE Online universe in a bid to wrestle territorial control from EVE capsuleers. All this, of course, is set to occur in a cross-platform new genre between PC and PlayStation 3. And then you’ve probably wondered how it will all work.

Let’s begin by examining planetary conquest in DUST 514. As the leader of a DUST 514 corporation filled with immortal mercenaries, it would be natural for you to cast your hungry gaze at the planets floating within the wide dark space of the EVE universe. And these planets will be divided into separate districts – large territories that contain resources and infrastructures where players can extract materials or to defend it from enemies. When players deploy to fight for control of these districts they will notice that only one thing is static…the landscape. The hills, valleys, rivers and coasts of a district are unchanging from one deployment to the next. However, the placement of and the types of surface structures available will vary based on decisions made about what is needed for that district on a corporate level. And this will be covered in more detail in a later blog focused on Surface Infrastructure. For more context on that you can check out the CCP video on “Seeding the Universe” here.

Other factors can also affect the district from one battle to the next. For example, previous or existing battles may cause the destruction or creation of new infrastructures by orbital fleet bombardments or new deployments by the theater commander that may alter the shape and look of the battlefield.

Players who take part in the successful capture of a district could easily find that the layout of structures and positions of key strongholds are totally different when they return to that district to defend it. From one corporate owner to the next, the surface control center (SCC) or hub of the district could be changed or upgraded if it is present. The SCC’s outposts and the support centers around the SCC may be rearranged, upgraded, or even removed based on the decisions of the owning corporation, and this is only one of many key infrastructures that will be available to players.

At the Micro Scale

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So now that you’ve seen how the capsuleer gods and immortal mercenary generals can shape the battlefield from a strategic, macro level, you might be thinking: how does all this play out for the grunts on the ground?

At the more personal level of the soldier on the ground, a key gameplay feature requires that the battlefield be reconnoitered during each new deployment. This is because the initial deployment positions for each mission will vary for each team based on the decisions by their commanders. Therefore, knowing exactly where the enemy is located and coming from will become top priority. Each team’s commander will also be responsible for the deployment of their team’s support systems. These commander-deployed installations can consist of any number of component types that are deployed to suit the needs of the team in positions to maximize their effects. Each installation is centered on a Command Node component that provides power and processing (PG and CPU) needed to operate all deployed components throughout a battle. Once the Command Node is deployed a commander has a wide choice of installation components that he can position on the battlefield. The commander can choose from a large selection of Signals Warfare, Electronic Warfare, Installation Support, Player Support and Combat installation components.

All this translates into the very real possibility that if a player thinks he knows the battlefield simply because he fought there before, he might find that nice open short cut from the last battle now filled with enemy weapons, EW platforms and communication disruptors centered on an enemy Command Node. A deadly trap just waiting for him and others who think they know the map. In fact, it might not even be from the last battle…an enemy commander can deploy an installation into position within minutes during a battle. So unless your team has eyes on a position, what you find the next time you’re there could surprise you.

In addition, squad leaders can also have varying roles during each mission on the battlefield. For example, squad leaders have the ability to deploy small fixed gun emplacements to support the offensive or defensive actions of their squads. They will also have the ability to utilize the off-map support available to their squads and will be responsible for directing their squads’ movements on the battlefield.

Of course, this does not preclude individual players from making an impact on the battle. Individual players, squad members and leaders can also change the battlefield situation by the equipment they choose to carry into the fray. For example, let’s say that there is a squad of DUST mercs who got cut off from friendly forces on the map. As the enemy closes in from all directions with HAVs and dropships, the squad is slowly reduced to its last man. His commander tells him that he must hold the ground at all cost and in desperation, the last squad member calls in a Black Ops HAV equipped with a mobile CRU. Now his entire team can respawn into that location fitted with anti-vehicle dropsuits and begin to beat back the enemy forces and eventually win the battle.

A Bigger Sandbox

As you can imagine, all the choices mentioned above are available to players in DUST 514. From high-level strategic decisions of alliance formation (or termination), to mid-level theater command and control, and all the way down to fighting soldiers slugging it out in the muck and trenches of a forlorn battlefield. Each player will face different challenges and be offered a different set of choices whose effects are all interconnected, so that no one plays and make these decisions in a vacuum. Will you favor one alliance over another during a territorial dispute spanning multiple solar systems only to betray them when the time is ripe? Should you send in your mercenary forces to attack a particular district in a concerted effort with another mercenary army in lieu of relieving a besieged outpost in a gamble to alter the front lines of an entire planet? Do you drop that Nanohive to resupply your squad mates now, or snipe that enemy scout to take out the enemy’s eyes and ears first? Each and every one of the players within the EVE universe will affect each other regardless of the size of their impact, thus bringing a truly emergent kind of gameplay shared by hundreds of thousands that is meaningful to the actors themselves.

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Five Things We Learned At EVE Online Fan Fest

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I have never played an MMO and yet I’m going to be doing a lot of talking about DUST 514, a major collaboration between CCP Games and Sony to bring the first free to play console MMOFPS exclusively to PS3. Therefore, I decided to take a trip to Iceland to attend the EVE Online Fanfest and start to get to know this fervent online community that PlayStation fans will soon be joining in New Eden and, of course, get the latest news on DUST 514.

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Here are some of my learnings, although I’m sure there is one pressing question on your minds before we get into that – when can you play the game? Well, the closed beta is currently underway and Fanfest attendees were told that they would be able to access a more open beta in April, which will open in waves throughout the following months. Rest assured, we’ll be keeping you up to date with opportunities to join in here on PlayStation.Blog.
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Live From Iceland – DUST 514 Keynote

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Any EVE online player will be aware that this weekend, Reykjavík, Iceland, is host to the EVE Online Fan Fest. One difference to this year’s event is that DUST 514 – the free to play MMOFPS coming exclusively to PS3 – will be a big focus. CCP Games are about to share the latest on the game live on-stage at the Fan Fest, and you can watch a live stream right here from 5pm GMT / 6pm CET.

The event is now over.

I’m flying out to Reykjavík as this post goes live and will be back after the weekend to spill the beans on DUST 514 – see you then.

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DUST 514 Vehicle Dev Blog: Part 2

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New Vehicle Roles and Characteristics Revealed

Since DUST 514 traces its lineage to EVE Online, we wanted to give it the same rich combat environment that EVE Online has when it comes to vehicle classes and roles. For example, in EVE Online there are ships that share the same hull (and thus the same look) but have very different performance envelopes. This will be true in DUST 514 as well with vehicles that will share the same chassis or hull class but depending on their roles and level of technology, offer very different battlefield characteristics.

Another key aspect that is similar between ships and vehicles is the capacitor. A good way to grasp this concept is to think of capacitors as the energy source that powers everything in a vehicle. From weapon turrets to repair modules, almost everything that you fit on to your vehicle in DUST 514 will need to draw capacitor points in order to function. Because of the fusion technology that the capacitor is based on, you will never “run out” of capacitors in the long run, since it will always replenish itself over time. However, as you activate weapons, scanners, ECM and other modules over the course of a battle it is very likely that your vehicle will deplete its stock of capacitors in short order.

Much like ships in EVE Online, this means that when you customize your vehicles in DUST 514 you will need to pay heed to how much capacitor your vehicle has and how fast the modules on your vehicle will drain it. Therefore, along with combat and repair modules, a discerning player will also need to consider fitting modules that will act as a reserve “fuel tank” that can replenish depleted capacitors on vehicles, and this will certainly add an extra dimension to vehicular gameplay that is unique to the EVE universe.

Also similar to EVE Online is the skilling system for vehicles available to players. Each class of vehicles will require a player to have trained the necessary skill before he or she can pilot it. This will allow players to explore and specialize in vehicles that are more suitable to their own style of game play, and the variety of vehicle specialization is every bit as deep and wide ranging as EVE Online. So, let’s take a look at a couple of advanced vehicle roles that you, as a player, can look forward to specialize in. (more…)

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