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舊 06-07-11, 11:54 AM   #1
martinyau1979
God of Gamer
 
註冊日期: Nov 2005
文章: 9,828
PSN  IDmartin1979
DUST 514



__________________
花 接受凋零 風 接受追尋
心的傷還有一些 不要緊
我接受你的決定
你將會被誰抱緊 唱什麼歌哄他開心
我想著天空什麼時候會放晴
地球不曾為誰停一停

http://card.mmos.com/psn/profile/ma/...n1979/card.png
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舊 06-07-11, 12:07 PM   #2
IDGAF
The One
 
註冊日期: Sep 2002
文章: 31,566
引用:
作者: martinyau1979 查看文章
馬田兄遲了…因為有人09年已經開咗。

http://www.gaforum.org/showthread.php?t=192845


__________________
「前面有妖孽!」
「前面有油入!」
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舊 06-07-11, 01:50 PM   #3
( ゚ω゚)?
God of Gamer
Volks初音已接收
 
註冊日期: Dec 2010
文章: 9,253
同Eve Online連動,用PS3 Dust 514打地面戰打擊PC 版Eve Online對手經濟

http://n4g.com/news/780033/dust-514-beginnings/com
引用:
golsilva + 24m ago heres what i found out about the game. the guy at the conference didnt really provide a good explanation. eve online is a mmmo where they have ships or something in space and dust 514 takes place on the planets of eve online. so basically dust 514 players fight in ground wars on the planets and basically affect who controls which planets in eve online. This means if you blow something up in the planets like tanks or ships, the player from eve online who owns it loses that money in the form of isks. So basically eve online players can recruit ps3 players or play themselves and try to destroy other people's economy. From the eve online forums, the players who are really hardcore dont like this idea


__________________
PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩
\(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( _)┛(ʘдʘ)
EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉.
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舊 06-07-11, 04:18 PM   #4
王小虎
God of Gamer
 
註冊日期: Apr 2002
文章: 7,807
http://blog.us.playstation.com/2011/...oter-from-ccp/

睇d問答話免月費,事實上佢地亦冇再用MMO形容隻game,而係叫Persistent Shooter,即係個世界係persistent。以後的expansion亦係免費,用microtransaction買寶形式維持,不過亦可以用game內的錢去買。預計發售日係2012夏天。
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舊 06-08-11, 12:06 PM   #5
王小虎
God of Gamer
 
註冊日期: Apr 2002
文章: 7,807
http://www.shoptonews.net/2011/06/07...ad-only-title/

PSN digital distribution only
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舊 06-08-11, 11:25 PM   #6
( ゚ω゚)?
God of Gamer
Volks初音已接收
 
註冊日期: Dec 2010
文章: 9,253
http://www.movemodo.com/news/2011/06...hooter_support


Dust 514 to Premiere on PlayStation 3 with Sharp Shooter Support

Posted Tue, 07 Jun 2011 by James Newton


Makes a change from dancing games, eh?

All about EVE
Last night's E3 extravaganza was full of Move news, but one game that immediately stands out is Dust 514, a new shooter that links to the world of PC MMO EVE Online.
The Move-enabled shooter connects to the persistent universe of EVE Online, with the actions of PS3 players affecting the game's notoriously expansive economy, political factions and more. PC players will be able to team up with PS3 owners to engage in huge firefights, aerial combat and more, with full PlayStation Move and Sharp Shooter support in the PS3 version.
Dust 514 is down for a release in 2012, so stay tuned for plenty more PlayStation Move news.
CCP's REVOLUTIONARY PERSISTENT SHOOTER DUST 514 TO PREMIERE EXCLUSIVELY ON SONY PlayStation®3
DUST 514 Players on PS3 Can Topple Empires in CCP's Epic PC Game, EVE Online
REYKJAVIK, ICELAND and LOS ANGELES, CALIF., JUNE 6, 2011 - CCP and Sony Computer Entertainment Inc. (SCEI) today announced an agreement to bring the groundbreaking persistent shooter DUST 514® exclusively to PlayStation®3 computer entertainment system in Summer 2012. DUST 514 is the first console game to link players in real time with a multiplayer universe on the PC, CCP’s award winning sci-fi MMO EVE Online.
“The ability for Sony Computer Entertainment to partner with a developer like CCP, known for pushing the boundaries of creativity and innovation in the MMO genre, holds tremendous potential for the PlayStation 3 community,” said Rob Dyer, Senior Vice President, Sony Computer Entertainment of America. “We anticipate that DUST 514 will transform the landscape across PlayStation 3 and the PC, ushering in a new era of shared cross platform gaming.”
Currently in development and to be published by CCP, DUST 514 is a game of brutal ground combat and planetary conquest in which the actions of players on the PlayStation 3 will have a profound and mutual effect on the fates of hundreds of thousands of PC gamers in the vast interstellar reaches of EVE Online.
“When we set out to build a true persistent shooter for consoles, it was evident that Sony's dedication to providing a flexible and MMO-friendly platform alongside a robust virtual goods business model made the PlayStation 3 the natural home for DUST 514," said Hilmar Veigar Pétursson, CEO of CCP. "CCP's ambition is to bring a level of truly meaningful, persistent gameplay to the PlayStation 3 never before seen."
With DUST 514, EVE's starship pilots can forge alliances with DUST 514 mercenaries to engage in fierce surface firefights to conquer territories on the planets of New Eden, which are common to both games. The actions of ground troops and orbiting attack fleets are tightly interwoven, with the real time actions of players in one game directly affecting the other. A single bullet fired on the planet below can pivot the balance of power in EVE Online. Every action has consequences, and every reaction has the potential to topple empires.
DUST 514 has been built from the ground up to take advantage of the unique capabilities of the PlayStation platform. Digitally distributed, the full game download will be available through the PlayStation®Network (PSN). It will feature full support for PlayStation®Move controller and PlayStation®Move Sharp Shooter accessory, and over time will extend the game experience across the full PlayStation ecosystem to PlayStation®Home and PS Vita.
In a departure from the traditional subscription or one-time purchase model, DUST 514 will be supported by revenues from the in-game sale of virtual goods, allowing players to purchase advanced weaponry, battle gear and vehicles using both earned virtual currency and real money from their PlayStation wallet.
Both Sony and CCP are participating in this year’s E3 Expo. Visit Sony at booths #4144 and #4532. CCP is available by appointment in meeting room #8105.
About DUST 514
DUST 514 is a persistent shooter from CCP Games, available exclusively for the Sony PlayStation 3. The first title to truly bridge the PC and console platforms, DUST 514 delivers an immersive experience of brutal ground combat and strategic planetary conquest set in the thriving universe of CCP’s science-fiction MMO for PC and Mac, EVE Online. In DUST 514, mercenaries on the ground wage war to acquire territory, resources and notoriety, forging and breaking agreements with the starship pilots of EVE Online as they work together in real-time to control vast regions of deep space. Players in EVE Online and DUST 514 share a realistic, player-driven economy. Every action in DUST 514 has real consequences that ripple across a persistent universe spanning thousands of star systems. In DUST 514, unlike in any other game, your actions can topple empires. Learn more at www.dust514.com.


__________________
PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩
\(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( _)┛(ʘдʘ)
EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉.
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舊 06-10-11, 10:02 PM   #7
( ゚ω゚)?
God of Gamer
Volks初音已接收
 
註冊日期: Dec 2010
文章: 9,253
http://www.thesixthaxis.com/2011/06/...-subscription/

DUST 514 Won’t Require Subscription

In a recent interview, CCP Games CTO Halldor Fannar has confirmed that DUST 514 won’t follow a subcription-based business model.

The recently unveiled first person shooter works in tandem with CCP’s flagship title, EVE Online, an economy-driven MMO known for its devoted fanbase and £13 monthly subscription rate. Fannar explained that after players have purchased the full version of DUST 514, they don’t have to spend a penny more. However a number of premium buffs and items will also be made available, though these can be bought with the in-game currency too.
During the interview, it was said several times that DUST 514 would be available to download, which prompts the question as to whether the game will also launch at retail. If it is confirmed to be download-only this also raises concerns as to how much content players will be getting for their buck.
CCP are hoping to launch DUST 514 next summer in tandem with an EVE expansion which will fuse the two games together.
Source: Gametrailers






__________________
PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩
\(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( _)┛(ʘдʘ)
EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉.
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舊 07-12-11, 12:46 PM   #8
( ゚ω゚)?
God of Gamer
Volks初音已接收
 
註冊日期: Dec 2010
文章: 9,253
http://www.eurogamer.net/articles/20...harge-revealed

11/07/2011 @ 11:30


Dust 514's "cover charge" revealed



You'll have to pay a one-off fee to play PlayStation 3-exclusive MMO shooter Dust 514, developer CCP has confirmed.
A payment of between $10 and $20 will be converted into in-game currency.
"In the beginning you have to pre-buy credits, so you pay something like $10-$20 to enter the game and you get the equivalent number of credits in the game once you do that," CCP boss Hilmar Veigar Pétursson told Eurogamer sister site GamesIndustry.biz.
"We call this the cover charge."
Despite the payment, CCP insists gamers are getting Dust 514, which ties into PC-exclusive MMO Eve Online, for free.
"We might go fully free-to-play down the line, but in the beginning we have a cover charge just to manage the initial launch of it."
What, exactly, you'll be able to spend your virtual money on is yet to be decided.
"We have some initial assumptions but we'll put it out there and see how the player base during the trials reacts to it," CCP said.
CCP showcased the Unreal Engine 3-powered game during Sony's E3 press conference last month. A closed beta will happen at the end of the year ahead of a full PlayStation Network download-only release in spring 2012.
The console shooter directly connects to the PC MMO Eve Online, which launched in 2003. Dust 514 and Eve Online will share one "vibrant universe" - one single-shard super computer server.
"Sony allows us to use our systems," CCP CTO Halldor Fannar explained to Eurogamer.
"Microsoft has Xbox Live. They're very strict on that. There are a lot of issues we run into. It may be a basic thing people don't realise, but with Dust and Eve on Sony's network, we can allow them to chat together. Voice chat, text chat, that's all one world.
"One of the reasons for the partnership with Sony is because they're opening up new ways to do these things.
"We're going to be managing most of it. We're using PlayStation just for credentials, stuff like that. Then it's all our stuff.
"With our agreement with Sony they seem to be fine with our three month expansion cycle. They've been looking at the MMO space for a while, trying to understand why something like that hasn't still happened on the console. They're coming to terms with it. There are certain things they have to relax just to allow these things to function."


__________________
PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩
\(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( _)┛(ʘдʘ)
EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉.
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舊 10-11-11, 06:26 PM   #9
martinyau1979
God of Gamer
 
註冊日期: Nov 2005
文章: 9,828
PSN  IDmartin1979
DUST 514 Interview: Changing Console Shooters Forever

Countries: AE, AU, GB, IE, NZ

We haven’t heard a great deal about DUST 514 since it was shown at E3 2011, other than that it’s a first-person shooter connected to the vast sci-fi universe of PC MMO EVE Online, and that it’s coming exclusively to PlayStation 3. When developers CCP made the trip from Iceland to London to outline their vision for this new addition to their immensely popular EVE universe, I came out of the meeting amazed at the scale of the project. Suffice to say, DUST 514 is not just another shooter.


After the meeting, I interrogated Brandon Laurino, Executive Producer at CCP, to find out exactly why PlayStation 3 owners should be getting excited.

DUST515_Screenshot_07


PS.Blog: With EVE Online, CCP already has a huge, engaged community. Why are you now trying to break into the console FPS market?

Brandon: EVE Online is an incredibly deep MMO and, for better or worse, that comes with a typical perception that it is complicated. The common joke is that you have to overcome a ‘learning cliff’ to get involved. Part of the thinking behind DUST 514 is to address those preconceptions; we accept that there is a barrier to entry with something as deep as EVE Online and we wanted to make it more accessible, providing another portal and dimension into the EVE universe. What’s more accessible to a gamer in this day and age than a shooter?

Why did you specifically choose PlayStation as your partner in making that happen?



Obviously, we were attracted to the power and the feature set of PlayStation 3, but it really came down to Sony’s willingness to work with us in bringing an MMO to the platform. There have been attempts to bring MMO games to consoles in the past but we believe we’re now in a position to do it properly, using existing features on PS3 and the PlayStation Network, and collaboratively developing new features to support our vision.

Can you elaborate on your vision for a ‘proper’ MMO?

We’re breaking so much ground with DUST 514: we’re not only building a full console MMO; we’re building one that feeds into another MMO on a completely different platform [PC]. We’re breaking more ground by bringing the microtransaction business model to a console shooter for the first time. All of this was inconceivable not too long ago, and it’s the partnership between CCP and Sony that’s finally making it happen.

DUST515_Screenshot_02

Talking about the connectivity between DUST 514 and EVE Online, is this something that’s going to most benefit EVE players or is there equal benefit to those players first experiencing the universe through DUST 514?

It runs both ways – you can be sure that we’re very conscious of that in our design, we run through all the different use cases constantly to ensure its well rounded. EVE Online players can continue playing just the way they are and new players can jump into DUST 514 and get a traditional shooter experience, if that’s what they like. There are aspects that are consistent between the two platforms, such as in-game currency, and there are ways that EVE Online players can impact events in DUST 514 and vice versa, all without harming the overall ecosystem.

Because we have this living universe we call EVE – a single shard server, where all EVE Online players and all DUST 514 players are literally in the same universe, not a bunch of split instances, with a huge variety of dynamics and interdependencies within the ecosystem of the sandbox we’ve created – people playing DUST 514 and people playing EVE Online are essentially providing user generated content for each other, just by their sheer presence and their actions in the game world. To give an example, for a player fighting on a planet surfaces in DUST 514, the actions of the EVE Online players can trigger epic moments and provide support that is completely user-driven. Similarly, a DUST 514 player could trigger an event from the ground and do something spectacular in EVE Online. This emergent behaviour and gameplay is only possible with our level of connectivity. These are the broad strokes, the gameplay and interactions run a lot deeper than that.

In that case, what’s to stop an EVE Online veteran blowing my corporation out of space?

We have some rules of engagement that ensure nothing drastic happens without some kind of fair warning and time to prepare, this is basically carried over and expanded upon from large scale player-driven warfare in EVE Online, where sometimes users are coordinating battles involving tens of thousands of players at once. Additionally, there are things that you can earn or build, independently in DUST 514 and / or EVE Online, or collaboratively between the two, that will mitigate those scenarios.

Putting the philosophy to one side for a moment, what is DUST 514 going to be like to play when you’re on the ground, in battle?

Essentially it’s a vehicular combat game on an extremely large scale, and then when you move into installations and outposts, it’s more infantry based. We’re using Unreal Engine 3 and we’ve incorporated a Mega Terrain engine into it that lets us create huge levels with varied terrain, with a vast array of vehicles ranging from buggies to tanks to aircraft. Typically, you would use vehicles to traverse the landscape and engage in closer combat when you deploy into outposts, but there is a huge amount of tactical freedom, way outside of those broad examples.




There’s some familiarity for players of shooters in that we have general classes or playstyles that we’ve worked out, such as light infantry and heavy weapons, but we’re hesitant to label them that way because we have something called the Fitting system – something that has been entirely ported over from EVE Online – where you can attach all manner of weapons and equipment to your character and your vehicles. It’s better to think of it like the character systems found in the deepest role-playing games; you can have the broad classes that are familiar to shooter fans, but there is massive freedom to expand on or go totally outside of them.

What’s the plan for expanding content in DUST 514?

Right off the bat, we have literally thousands of in-game items built into the system; likewise, in terms of scale, you’re looking at a conflict taking place across thousands of planets, so we’re not just talking a dozen maps – we’re talking an entire universe of planets and areas of engagement within them. That’s the difference in scale we’re looking at here, and taking our experience with EVE Online and also, some inspiration found in the best microtransaction based MMOs, social and mobile games, and we’ve set up our workflow so that we can iterate and add new content very quickly. In terms of scale, depth and volume of content, DUST 514 will easily be the biggest multiplayer FPS on the market – also by virtue of being an MMOFPS, not just an FPS.

Talk us though how your beta is going to work.

Just as we have done with EVE Online, we’re going to be telling a story with each of the events that happen in our game. To give a bit of context, in EVE Online you play as the pilot of a spaceship – a capsuleer – and in DUST 514 you play as a mercenary on the ground. It’s going to be a bit weird if, all of a sudden, we release the DUST 514 beta and all these mercenaries suddenly show up in the EVE universe, so the setting is that the first small group of players that get access to the Private Trials will be the first trial of this new mercenary technology in the context of EVE Online. Just as you’re helping to test the game in the real world, in the EVE world you’re taking part in war games organised to test this new mercenary technology.

With our Private Trials – we’re not calling it a Beta, but Private Trials in both the real world and the EVE fiction – we’re not taking the usual “on / off” method of rolling out a build and then taking it back and tweaking it, then rolling it out again; when we roll out with those first few users we are introducing mercenary technology to EVE, our “game as a service begins”, and the story will continue from there as that technology develops, further empowering the DUST 514 mercenaries from test subjects in war games to ultimately allowing them to take hold of their own future. It’s what we call a thematic rollout.

DUST515_Screenshot_03

There will be people out there who will look at DUST 514 and assume it’s an EVE Online spin-off. How would you counter that?

We’re not thinking of it in that way at all, I suppose is the easiest way to respond to that. The EVE universe is comprised of three experiences: one is the classic EVE Online play, “flying in space” or what we call FIS; there’s WIS or “walking in stations”, where you can now get out of your ship and explore the interiors of space stations; and the final piece is DUST 514 and we’ve nicknamed that SIF, or “shooting in face”. None of those three are spin-offs, they’re experiences of equal value that can be played independently or fully connected. If you’re connected then you’re going to get the rich emergent gameplay that runs through all three.

We have so much to talk about, much of which is new territory for me. Is there anything we haven’t mentioned that you really want to get across to our PlayStation.Blog readers?

I hope it comes through that what we’re developing is a truly new experience on PS3 – on consoles in general. It is the deepest shooter with the richest universe ever conceived and, on top of that, by bringing to market an MMO with microtransactions, we could be changing the face of console gaming forever. This is groundbreaking stuff, but user choice is at the core – it’s playing the game however you want to play it. If you want a quick experience, you have it; if you’re looking for something deeper, it’s there. If you want to pay a very small amount of money to play, you can; if you want to be heavily invested, you can do that too. We’re providing a more extensive array of options than has ever been seen in a console game.


__________________
花 接受凋零 風 接受追尋
心的傷還有一些 不要緊
我接受你的決定
你將會被誰抱緊 唱什麼歌哄他開心
我想著天空什麼時候會放晴
地球不曾為誰停一停

http://card.mmos.com/psn/profile/ma/...n1979/card.png
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舊 10-11-11, 07:44 PM   #10
D-Joe
Game Master
 
註冊日期: Mar 2005
文章: 2,929
PSN  IDN2O1990
XBox Live GamertagN2O1990HK
其實係咪年底有beta?


__________________
沒存在感就是沒存在感
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舊 10-11-11, 10:02 PM   #11
keijoey
Ultimate Gamer
桐乃 x MIX
 
註冊日期: Aug 2010
文章: 4,052
PSN  IDmeruruplay
XBox Live GamertagMeruruplay
EVE ONLINE都已經冇玩了.....


__________________
9ho開心樂園
---------------------
Summon Board (放棄): 161,913,280
Divine gate (打蛋Gate): 174,720,000
Puzzle and dragon (ありがとうガンホー): 192,998,723

[3DS] 新絵心教室 pixiv
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舊 10-30-11, 11:20 AM   #12
( ゚ω゚)?
God of Gamer
Volks初音已接收
 
註冊日期: Dec 2010
文章: 9,253
http://blog.us.playstation.com/2011/...e-of-dust-514/

Scaling the Universe of DUST 514

+ Posted by Lin Luo // Server Architect, CCP


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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舊 11-05-11, 11:10 AM   #13
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The Future of War: DUST 514's Mobile Command Center

+ Posted by CCP Remnant // Game Designer, CCP

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 (we’ll give you more insight into the game’s command hierarchy, a system that allows players to form squads that are led by a player commander, in an upcoming PlayStation.Blog post).

A Caelus-class MCC trawls across 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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舊 11-29-11, 01:25 PM   #14
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Vehicle Dynamics in DUST 514

+ Posted by CCP Remnant // Game Designer, CCP




Vehicle classes in DUST 514 resemble modern day battlefield armored vehicles but are more menacing…and multitudes more lethal. You can also customize the vehicles with weapons and modules to ensure highly dynamic and constantly evolving gameplay where no single vehicle can impose absolute supremacy. The ultimate goal is to create an experience where players make meaningful choices based on their surroundings and situations when deploying vehicles.
Vehicle Customization

Vehicles are highly customizable; these units can be fitted with a broad arsenal of armaments, bolstered by modules that can be installed to apply bonuses and abilities to further enhance a vehicle’s combat effectiveness.

Players will be able to choose arms from all the familiar EVE Online weapon classes, from energy-based laser weapons, blaster and rail cannon hybrid technology to traditional projectile and missile weaponry. Each of these weapon types are divided over racial factions, having an affinity towards vehicle hulls from similar origins. Vehicles like the Caldari heavy attack Vehicle (HAV) for example, are well suited to using technologies embraced by the Caldari, such as their powerful armor-rupturing railgun cannons. This is not to say that this is the de facto weapon choice for the Caldari HAV. Players will have to weigh out their combat strategy, determining what style of weapon will appeal to their play style and the demands to be met for battle at hand. If there is a perceived aerial threat, players may choose to swap out their main turret mount for a large bank of guided heavy missiles to pluck their enemy’s dropships from the sky.
Add to this the power of vehicle modules onboard and a carefully tailored vehicle can truly be a force to be reckoned with. Modules fall under different umbrellas: electronic warfare, weapons modules, and engineering just to name a few. Engineering modules enable players to enhance essential functionality of their vehicle by increasing armor strength, increasing shield resilience, or improving overall speed and handling. Weapons modules and electronic warfare modules take on another dimension of utility. Weapons modules can outwardly boost the power of a vehicle’s turrets by increasing the rate of fire or damage factor per shot, while electronic warfare class modules enable players to immobilize unsuspecting targets with stasis webifiers, cripple enemy turrets with tracking disruptors, or enhance guided missile lethality on target-painted hostiles.
The modularity of these types of equipment allows players to create custom functionality across all vehicle classes simply by installing modules into a vehicle’s allotted number of slots on a vehicle fitting screen. The combined CPU and powergrid cost of all modules weighed against each vehicle’s unique CPU and powergrid resource pool determines the diversity and potency of its fit. This versatile system gives a player the ability to fit for specific tactics or purposes, putting as much creativity into the hands of the player as possible.
Importance of the Rapid Deployment Vehicle (RDV)

Vehicles can be delivered to any location on the battlefield accessible to the Rapid Deployment Vehicle (RDV). This allows players to analyze their current situation, evaluate their resources as well as their chance of success, and deploy vehicles and aerial units accordingly at any given time. Whether to deploy a heavy attack vehicle (HAV) to break through a tough defense point or a dropship to deliver infantry behind enemy lines to and wreak havoc is all up to the players, their strategy and current goals.
Role of Vehicles on the Battlefield

Vehicles play a large role on the battlefield and are a significant threat to the opposition. The heavily armored units use long-range heavy concussive attacks while lighter units emphasize speed and flexibility. Aerial vehicles, on the other hand, excel at laying down fire from above; their vantage point over the battlefield also puts them in a good position to provide vital support functions for armored units. Each vehicle will have its own set of unique bonuses or abilities allowing them to turn the tide in battle. Many of these abilities are of a support nature, allowing different types of vehicles to team up to create even more unique roles between classes.
Vehicles and Infantry have a symbiotic relationship on the battlefield, and will rely on each other in many situations. Fully utilizing the offensive capabilities of most vehicles requires the turrets to be manned. Players can spawn directly into vehicles equipped with clone reactivation units, allowing them to get into the midst of battle within seconds after dying. Infantry can be dropped off by aerial units to vantage points not reachable by foot, or they can hitch a ride with light vehicles to cross the vast terrains in a speedy manner. Vehicles also provide support in taking objectives, laying down suppressive fire to hold back the enemy while infantry move in to take control of objectives.
In a similar way, infantry supports vehicles by scouting and setting up traps. Infantry can utilize stasis webification bubbles, target painters and other tools that disable or temporarily make enemy vehicles and installations open to attack.
Vehicle Sneak Peak

Name: Saga
Hull: N/A
Race: Caldari
Class: Light Vehicle
Role: Light Attack Vehicle (LAV)
Slots: 3H / 2L
Crew: 3
PG: 180kW
CPU: 190tf
LAVs are highly versatile light armor attack vehicles with a crew capacity of up to three squad members. They are capable of stacking a wide array of lightweight modules in a single configuration, which allows them to assume a very dynamic support role on the battlefield. As an offensive unit they find strength in numbers, often found amongst a group of other LAVs at the front line of battle. Their high degree of mobility and relatively low cost make them a very common, favored anti-infantry unit amongst many mercenary contingents. However, the driver of an LAV needs to persistently be aware of how exposed his crew is to enemy fire and react appropriately so as to avoid having himself and his fellow crew mates picked off before they can land the first punch.
Name: Limbus
Hull: N/A
Race: Gallente
Class: Light Vehicle
Role: Logistics
Slots: 3H / 3L
Crew: 3
PG: 310kW
CPU: 124tf
The Gallente light logistics vehicle (LLV) is designed specifically as an infantry armor augmenter, providing infantry on the front lines with emergency repairs in the heat of battle. Due to its lightweight advanced armor coating, the LLV is quite tough compared to its light vehicle siblings. It feels nimble and is able to traverse multiple terrain types with ease. Although the LLV is mostly focused on support, it is mounted with a weapon hardpoint allowing it to fend off enemy infantry.
Name: Gunnlogi
Hull: N/A
Race: Caldari
Class: Heavy Vehicle
Role: Heavy Assault Vehicle (HAV)
Slots: 5H / 2L
Crew: 3
PG: 1780kW
CPU: 330tf
The heavy attack vehicle (HAV) class has a great combination of weapon hard-points, thick armor, and all-terrain mobility. Their role on the battlefield is to provide heavily armed support at a mid- to long- range distance, assisting lightly armored units as well as infantry. Depending on the type of main turret equipped, an HAV can relinquish its ground-pounding power for an anti-air focus.
Their thick armor enables HAVs to sustain a heavy degree of damage, giving them great staying power to endure extended combat engagement. Their competency on rough terrain allows the driver to place the HAV in tactically advantageous positions to close the trap on the enemy, or to alternatively scale challenging geographical obstacles that would otherwise inhibit less off-road capable units.
Name: Prometheus
Hull: Grimsnes
Race: Gallente
Class: Dropship
Role: Support
Slots: 2H / 4L
Crew: 7
PG: 380kW
CPU: 140tf
The dropship’s function is to support ground units by laying down fire from its two small turret hardpoints, and dropping off infantry reinforcements. It is one of the most maneuverable vehicles capable of hover flight. This allows it to quickly insert fresh infantry into a combat area with great efficiency, as well as afford it the maneuverability to effectively fall back and lay direct fire from an aerial support position. The Gunnlogi has a built in mobile clone reactivation unit, allowing infantry to awaken strapped in and ready to be dropped into combat by the pilot, anywhere on the battlefield.


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舊 12-09-11, 08:15 PM   #15
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Infantry Weapons in DUST 514

+ Posted by Phil Wang // Community Manager, DUST 514


The handheld weapons are a key part of any MMOFPS and DUST 514 is no exception. There were a few things that were very important to us.
Firstly, we wanted to avoid the feeling of “Vietnam in space” that you sometimes see in sci-fi games. The goal was to create weapons that had recognizable roles but used more advanced technologies than the equivalent weapons of today. The power of these guns would tear apart a modern day battlefield. In DUST 514 the only way your mercenary can survive the power of these weapons is due to the advanced shielding and armor of the dropsuits they wear. Without them, simply firing these weapons would severely injure or even kill you!
Secondly, it was important to us that the weapons felt like a natural part of the EVE universe. In the same way that the ships in EVE have distinct racial designs and specialties, the weapons of DUST 514 had to encapsulate the values and technology of the race that created them. The ruthless efficiency of the Caldari, the progressive aesthetics of the Gallente, the resilience and resourcefulness of the Minmatar as well as the proud arrogance of the Amarr Empire. All of this had to be communicated through the design of the weaponry; the different styles should be evident when you look at the three examples below.
What we didn’t want to do though, was to limit players to the use of one racial type. After all, you are a mercenary, so you use what works best for the job at hand. This way players are able to use a variety of different weapons to find what suits them best, regardless of its origin. Players are able to use different classes of weapon in different load outs so that they can make meaningful tactical choices and can respond to changing situations on the field of battle. There are three basic weapon classes, light, heavy and sidearm, and here we’re going to take a look at some of the weapons in these classes.
Light Weapons

Light weapons are probably the most common on the battlefield and for many players the light class will be their primary offensive weapon. The Gallente G75-VLB Plasma Assault Rifle is the perfect example of this. A solid all-purpose weapon, effective at short to medium ranges it is very flexible and comes in a number of variants: standard, breach, tactical and specialist. This allows the player to select the style that best suits them: trading fully automatic fire for targeted bursts, and lower rates of fire for increased accuracy over range amongst a variety of other benefits and trade-offs.
Gallente G75-VLB Assault Rifle


Conceived by Duvolle Laboratories, a corporation best known for its ceaseless R&D, the G75-VLB solves many of the problems inherent in mass-manufactured plasma weapons. The result is a weapon that offers improved accuracy and greater containment field stability (which equates to faster, longer bursts of fire) than anything in its class.
It is a magazine-fed, short-to-mid range weapon offering fully automatic fire. Charged plasma munitions are pumped into a cyclotron that converts the plasma into a highly lethal bolt before it is expelled from the chamber. Upon impact with the target, the magnetic field surrounding the bolt collapses, venting superheated plasma onto the contact point.
Specifications
Designation: G75-VLB
Variant: Standard
Length: 98cm
Weight (loaded): 6.2kg
Weight (unloaded): 5.8kg
Max. effective range: 55m
Ammunition: Charged plasma slug
Heavy Weapons

Heavy Weapons are a different animal altogether. They can only be wielded by those skilled enough to use heavy dropsuits which immediately makes them a more specialized choice. They also tend to utilize a high amount of dropsuit power grid and CPU systems making them unsuitable if you favor a more “generalist” approach to your weapon and equipment load out. They are however devastating in the right hands. Nowhere is this more evident than in the DCMA S-1 Forge Gun. This Caldari built ordnance is an incredibly powerful anti-material weapon with only one purpose, engaging and destroying hostile Heavy Attack Vehicles, a job at which it excels.
Caldari DCMA S-1 Forge Gun


Adapted from Deep Core Mining Inc.’s proprietary technology, the DCMA S-1 subverts conventional expectations of what a man-portable anti-material weapons platform is capable of. Despite its excessive weight and extended recharge times, the “Forge Gun” as it has become known, is regarded as the most devastating infantry weapon on the battlefield, and an invaluable tool for those capable of wielding it.
Powered by a Gemini microcapacitor, the Forge Gun utilizes a stored electric charge to fire kinetic slugs at speeds in excess of 7,000 m/s, enough to penetrate even augmented armor systems. During the pre-fire charge, the forward armature locks into position, stabilizing the magnetic field and helping to shield the user from backscatter and the excessive heat produced. Power generation remains the single largest drawback of the current design, the onboard capacitor requiring a significant amount of time to reach full power after each discharge.
Specifications
Designation: DCMA S-1
Variant: Standard
Length: 135cm
Weight (loaded): 58.4kg
Weight (unloaded): 55.1kg
Max. effective range: 1,200m
Ammunition: Solid-state
Sidearms

Lastly, we have the sidearm class. Don’t be fooled by their size, these are very dangerous weapons in the right hands. Often used as a backup weapon by frontline assault troops they really come in to their own when providing a close range infantry combat solution for players in highly specialized roles (such as those using a Forge Gun). A favorite amongst these is the CAR-9 Scrambler pistol. This Amarr weapon, whilst hindered by a low ammunition count, is extremely high on power. Accurate shots with the CAR-9 will tear through shields and armor. It is particularly effective when striking the head due to its high damage output and the thinner armor plating in that area. This last point makes it a particularly popular choice for highly skilled players.
Amarr CAR-9 Scrambler Pistol


The Scrambler is a semi-automatic pistol originally designed and manufactured by Carthum Conglomerate. A small-scale directed energy weapon, the CAR-9 produces a laser-induced plasma channel capable of dealing short-range pin-point damage to a target.
Power consumption is excessive, but The CAR-9 addresses this via a rear-loaded fuel cell, allowing cells to be exchanged quickly and easily once exhausted. Moreover, advances in the polymers used in the weapon’s construction have greatly reduced heat build-up and improved heat dissipation, resulting in improved reliability over earlier modules.
Specifications
Designation: CAR-9
Variant: Standard
Length: 25cm
Weight (loaded): 1.8kg
Weight (unloaded): 1.7kg
Max. effective range: 40m
Ammunition: Energy fuel cell


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舊 12-20-11, 10:30 PM   #18
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Dropsuits in DUST 514

+ Posted by CCP Remnant // Game Designer, CCP

How do you build a better warrior? Militaries have tried for centuries to answer that question, but you’ll be able to figure it out for yourself when DUST 514 launches next year. Infantry dropsuits are designed to protect and sustain the wearer in even the harshest environments. Different dropsuits offer specific bonuses to speed, mobility, defense and configurability. Like starships and planetary vehicles, dropsuits come in a variety of shapes and sizes, each with a unique slot configuration and powergrid (PG) and CPU that inform the decisions you make when customizing your chosen dropsuit.

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.
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 Heavy
The Heavy dropsuit is a second-generation solution designed to withstand concentrated small arms fire and protect the wearer from the concussive, thermal, and impact forces of low-grade explosives. Additionally, its power-assisted exoskeleton facilitates usage of the heaviest caliber personal weapons.
Every vital area of the wearer is protected by 25mm composite ceramic shell or high tensile steel plates, layered with impact absorbing, compressed carbon latticework. A secondary thermal dispersion membrane channels excess heat away from the point of contact, distributing it over a larger surface area and thereby lessening the potential damage. Superconductive veins of hybrid silver coat the outer layers and connect every piece of the armor to a grounding heat sink, dampening the harmful effects of direct fire electromagnetic weaponry.
Heavy dropsuits lack the mobility of lighter suits, but this trade-off results in a defensive system that defies standard infantry conventions. No other classification of personal armor can claim to be able to stand toe-to-toe with enemy vehicles and survive.

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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EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉.
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舊 12-24-11, 12:09 AM   #19
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http://massively.joystiq.com/2011/12...-for-dust-514/


Closed beta sign-ups begin for DUST 514

by Shawn Schuster on Dec 23rd 2011 7:00AM
Betas, Sci-fi, New titles, DUST 514
15

The time has come! CCP has announced earlier today that sign-ups are now open for DUST 514's closed beta.

Dubbed Mordu's Private Trials, this closed beta test is currently only open to active EVE Online subscribers, and is only available on the Playstation 3, as the game will be exclusive to that platform.

If you're an active EVE Online subscriber and you'd like to sign up, head on over to the sign-up page for your chance.


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PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩
\(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( _)┛(ʘдʘ)
EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉.
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舊 12-24-11, 10:10 PM   #20
keijoey
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已經可以申請beta test了, 但...呢度會有人玩嗎


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[3DS] 新絵心教室 pixiv
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舊 01-17-12, 11:57 AM   #21
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https://forums.eveonline.com/default...082#post629082

引用:
#443 Posted: 2012.01.10 06:47








Dear Capsuleers,

Thank you for your interest regarding the DUST 514 Mordus’s Private Trials registration. I would like to take this opportunity to address some of the concerns raised in this thread.

With regards to the MPT availability, currently it is available In English for English speaking regions. So, if English is the official language in your country, you should be able to access DUST 514 Mordu’s Private Trials from the local PSN store in your area. We are, of course, working on localizing the client so that it becomes available in more regions for the Official Launch. So to recount, the DUST 514 Mordu's Private Trials will be in English only for English speaking regions, and our plan is to have localization for the following languages by Official Launch: English, French, Italian, German, Spanish and Japanese.

And remember, the DUST 514 Mordu’s Private Trials is still in the registration phase, and that is open to all EVE Online players.

With regards to the DUST 514 Mordu’s Private Trials registration confirmation issue, we will be adding a status page to the EVE Online account management page for those who have signed up to participate in the DUST 514 Mordu’s Private Trials, so you can keep tabs on the status of your registration.

Thank you for your patience and continued support.

CCP Cmdr Wang

And the DUST 514 Team
DUST 514 Community Manager




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PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩
\(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( _)┛(ʘдʘ)
EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉.
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舊 01-19-12, 10:29 AM   #22
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video at 1:59
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舊 01-24-12, 12:13 PM   #23
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http://www.develop-online.net/news/3...urrency-policy

Sony 'negotiating PS3 virtual item policy'



by Rob Crossley | Email a friend | Print
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Dust 514 to establish universal PSN microtransaction rules; Game could still hit retail

Sony Computer Entertainment is negotiating an in-game currency policy for all virtual items traded on PS3, the CEO of CCP Games has said.
Hilmar Pétursson told Develop that the studio was “breaking new ground” in outlining protocol on how developers can trade goods across the PlayStation Network.
It is expected that the negotiations will establish pricing tiers of virtual items, as well as the revenue split between Sony and developers.
The talks could pave the way for a more standardised virtual item policy for other third-party developers. It could also open the floodgates on in-game item sales across the PlayStation Network and, in theory, encourage more free-to-play games on PS3.
“We’re having many meetings with Sony to ensure they have solid policies on virtual currency,” Pétursson said in a new interview with Develop.

“Given the amount of back and forth there, we can definitely see us breaking new ground.”

He confirmed that the revenue split on virtual items was still a topic for negotiation.

CCP will this year launch its online PS3 shooter Dust 514 – a game that will unite PlayStation owners and PC-bound Eve Online customers within the same server.

Like with Eve, Dust players can buy and trade in-game items with virtual currency, which will likely be purchased over the PlayStation Network.
‘Click and mortar’

Dust 514 has yet to be ruled out for sale at retail, CCP confirmed. That in turn could spur Sony to sell custom virtual currency cards in store.

David Reid, CCP’s newly promoted marketing executive, said the meetings with Sony have been frequent and “fantastic”.

“We are both trailblazing together. CCP and Sony are right there in the same room figuring all this out together. I’ve only joined the company for about 72 hours and about half that time is speaking to Sony,” he said.

“If there is a retail play, Sony has tremendous routes into that. They have PlayStation Network cards sold over the counter. There’s so many ways for us to get our brand everywhere.”

A version of Dust 514 will also appear on PS Vita. That could mean the game’s server will connect to PS3 and PC, possibly with a universal currency.

Pétursson said the PS Vita game would “give people access to more asynchronous parts of the game”.

“But now, having looked at PS Vita, I’m sure our teams will have many ideas as soon as they get hold of the device for themselves,” he said.

“By the level of commitment Sony is giving us, and how willing they are to respond to the changes in the industry, it’s really encouraging,” he added.

“We continually write information about the game on the PlayStation Blog, and Sony will be participating in [annual community event] Eve Fanfest. Sony has a huge commitment to that show, and they will be reaching out to the Eve community and showing off live demos for the first time.”


__________________
PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩
\(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( _)┛(ʘдʘ)
EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉.
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舊 02-19-12, 03:12 AM   #24
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http://blog.us.playstation.com/2012/...-514s-arsenal/

Feb 17 2012 The Future of War: Building DUST 514’s Arsenal

+ Posted by CCP CmdrWang // DUST 514 Community Manager, CCP


In the last PlayStation.Blog post I introduced you to the three weapon classes in DUST 514: Heavy, Light and Sidearm. In this post, I wanted to pick a few weapons that changed the way that the development team played when we added them to the game.
Gamers don’t always realize how long it can take for a weapon to make the leap from the drawing board to being fully functional and kicking ass in the game. It needs to be concepted, built, textured, animated, weapon logic needs to be engineered, sounds created, various values set up, tested, debugged, and tweaked. As you can imagine, all this takes quite a while, which means you spend a lot of time playing your game with a limited set of gear. Over time, we add new weapons to the game and they can radically alter the balance of play because they open up new possibilities in combat. Below are some examples.
Heavy Weapons for Heavy Armor…

Let’s start with the Minmatar MH82-BCR Personal Autocannon. This is a heavy weapon and, as such, restricted to the heavy dropsuit. As well as being simply devastating in its own right, this weapon really opened up the heavy dropsuit class once we added it to the game. For some time, the heavy dropsuit wasn’t very popular with our internal dev team. It may have had a ton of hitpoints and access to the deadly Forge gun, but it was slow and easy to outmaneuver. This saw it primarily being used in specialist anti-vehicle roles (where it excelled) but not much else.
This came abruptly to an end when the autocannon made it in to the game. Suddenly you didn’t have to fight the other dropsuit classes on their own terms with weapons ill-suited to the heavy’s slower movement. Now you could outlast any other class in a head-on firefight (though smart players can still outmaneuver the slower heavies), you had more armor and a lot more firepower; enough to destroy light vehicles as well as infantry. The introduction of this weapon unlocked the full potential of the dropsuit and gave us one of the game’s most satisfying weapons to fire. The camera shake, visual effects and rate of fire make this weapon incredibly visceral. You feel unstoppable, like you could take on just about anything, and sometimes — for just a few bright moments — you can.
Minmitar MH82-BCR Personal Autocannon


A multi-barrel, rotary drive machine gun, the autocannon is a singularly devastating anti-infantry weapon. Eschewing the advantages of a lighter frame in favor of stopping power, the exponentially increased heat and vibration produced by this Boundless Creation-developed weapon makes it almost unbearable to fire. Yet despite this fact, its above average hit ratio and extreme rate of fire has earned it the nickname “Death’s Engine.”
Unlike earlier models, the weapon requires no spool up time; rounds are expelled the instant the trigger is pressed. This comes at the cost of initially reduced accuracy as the counter-rotating drives slowly align. Once fully aligned, however, the autocannon produces a pinpoint stream of gunfire with unmatched killing potential.
Specifications
Designation: MH82-BCR
Variant: Standard
Length: 70.2cm
Barrel length: 48.9cm
Weight (loaded): 60kg
Weight (unloaded): 47.4kg
Max. effective range: 1,000m
Muzzle velocity: 3,450 ft/sec (1,050 m/s)
Ammunition: Titanium Sabot
Filling the Short-Range Gap…

Next up is the Gallente CRG-3 Plasma Shotgun. When we added it to the game, the shotgun filled a gaping hole in our weapons line up. At the time most of the weapons we had in were semi- to full-automatic with mid to long ranges, but the shotgun gave us a very powerful, very short-range weapon. It was actually one of our most eagerly awaited weapons on the team, to quote one of the designers, “shotguns are born fun.”
What happened when we put it in the game, though? As a light weapon, it can be fitted to any dropsuit which makes it very versatile. However, it was those players using Scout dropsuits that really gravitated towards it. Having such a powerful weapon helped them offset their relatively weak armor and shields. They began to use their high speed and maneuverability to get as close as possible as fast as possible with the shotgun and blow their enemy away! Of course, any potential victim in a more heavily armored dropsuit class could potentially fit themselves to soak a portion of the damage done and retaliate with a fistful of death of their own so Scouts still had to stay on their toes!
Gallente CRG-3 Plasma Shotgun


Designed for close-range combat, the shotgun is a spread weapon with tremendous stopping power. Unlike traditional cyclotron designs, a walled centrifugal well is used to simultaneously shunt dozens of plasma charges, generating a wide-pattern ‘kill spread’ that is lethal over short distances. The excessive recoil produced by each discharge is absorbed by the pneumatic armature, allowing the weapon to be fired repeatedly without significant injury to the user. The operator controlled crank-action flushes coolant through the interior well before cycling additional rounds into the chamber.
Specifications
Designation: CRG-3
Variant: Standard
Length: 94.5cm
Weight (loaded): 4.35kg
Weight (unloaded): 3.6kg
Max. effective range: 30m
Muzzle velocity: 1,325 ft/sec (403 m/s)
Ammunition: Lead charge
Up Close and Personal…

Last on the list for this blog post is the humble knife. Imagine you’re in a desperate gun fight, you’re closing in on your opponent, he’s almost dead, you run out of ammo, but you’re close enough to use melee to finish him off… but melee hasn’t been implemented yet and he shoots you in the face! This was a situation many of us experienced before the Nova Knife went in to the game and it was incredibly frustrating. As you can imagine it was a very welcome addition and now it’s hard to imagine how we could have played without it.
Every dropsuit comes equipped with a blade so it doesn’t need to be fitted. For most players the Nova Knife is a weapon of last resort, but for a crazed few it is used as a primary. They train skills in knife handling and fit their dropsuits with Myofibril Stimulant modules to make the knife as deadly as possible. There is of course no more embarrassing way to be killed than with the knife. And no more frightening sight than a module-enhanced fast-moving Scout dropsuit that is bearing down on you as you try to pick them off before they get too close.
Caldari ZN-28 Nova Knife


A close-quarters melee weapon, the Nova Knife is as deadly a weapon as anything on the battlefield. Its name derives from the heated plasma edge of the blade – formed by a thermic igniter and linear gravity condenser – that, in skilled hands, can be used to carve through even the thickest dropsuit armor.
Specifications
Designation: ZN-28
Variant: Standard
Blade Length: 20cm
Weight: 0.5kg
Max. effective range: 0.5m
Ammunition: Fuel cell
One of the most exciting things about game development is watching and experiencing the game as various pieces of gameplay fall into place. Every new weapon we add to the game opens up the gameplay in ways we predicted and ways we didn’t. One of the things that excites me the most about DUST 514 is that the continuous development post-launch means that developers and players alike will get to see the gameplay evolve over time as new content is introduced into the game.


__________________
PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩
\(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( _)┛(ʘдʘ)
EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉.
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舊 03-04-12, 08:58 PM   #25
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http://www.betacake.net/2012/03/03/d...d-screenshots/


DUST 514 : Leaked Screenshots [Dropsuit Fitting]

Saturday, March 3, 2012 BetaCake 5 Comments
Awesome news! We got our first DUST 514 leaks! Only 3 screenshots, yet so much information. For starters, something everyone was waiting for, the Dropsuit fitting screen. Enjoy!



__________________
PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩
\(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( _)┛(ʘдʘ)
EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉.
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