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Author Topic: DUST 514  (Read 33103 times)

Hurs Sokira

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Re: DUST 514
« Reply #240 on: 06 Jun 2011, 20:42 »

Well, when it flops, maybe that'll mean a port of DUST to the PC and micro-transaction access for all EVE account holders.
FYP, with aimbots released within a week.
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Aria Jenneth

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Re: DUST 514
« Reply #241 on: 06 Jun 2011, 20:44 »

My feeling on the "shooter competition" matter is that DUST's appeal isn't ultimately going to be to quite the same demographic as the garden-variety shooter.

I think Hurs is right in thinking most shooter fans won't jump all over it. And that's fine. In fact, it's probably preferable. Even with as many players as Eve Online has, we'd have to produce a LOT of wars to keep, say, three million mercenaries busy. The "merc corp management" aspect, for one, will probably serve as quite the player filter, and it will need to.

One thing I'm curious about, and of which little has so far been said, is whether DUST will have an Eve-style skill progression system. If it doesn't, it'll resemble the "S.T.A.L.K.E.R." games insofar as it's a shooter with light RPG elements, but one in which the character's skill is exclusively that of the player.

If, on the other hand, it goes for more of the (original) Deus Ex model, making it so that weapon accuracy and damage are character skill-based, that will be something else again.

The former would seem to lend itself to getting a strong following right off the bat, but will have little other than merc corp finances to tie the player to the game. The latter is more likely to attract a cult following that gets much more attached and will likely stick around longer.

Considering CCP's approach to this, my guess is that they'll go for the latter: create a game that appeals to a niche market of consumers, in which they develop their characters extensively over time, and thereby construct a community of loyal players who'll pay the subscription fee and sign in to go to war on a regular basis, thus perhaps avoiding the standard FPS half-life (no pun intended).

If that's the way they take it, it will be right up my alley, and pretty graphics will take a back seat to depth. If they don't, the real risk is that even a successful release will produce a flash in the pan: lots of guys who come on, say, "Oo, that's pretty neat. Hey! The new Black Ops just came out!" .. and run off to indulge their next passion, leaving, perhaps, a loyal cult following.

... I do still play Far Cry 2, after all.

But it seems like CCP will want a good emotive "hook" to keep players around for the long term-- if not to acquire subscription fees, then at least to keep DUST relevant to the Eve universe.
« Last Edit: 06 Jun 2011, 20:46 by Aria Jenneth »
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Kyoko Sakoda

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Re: DUST 514
« Reply #242 on: 06 Jun 2011, 20:53 »

create a game that appeals to a niche market of consumers, in which they develop their characters extensively over time, and thereby construct a community of loyal players who'll pay the subscription fee and sign in to go to war on a regular basis, thus perhaps avoiding the standard FPS half-life (no pun intended).

There is no subscription fee. There may not even be a one-time install fee. Virtual goods sales fund the project. Said virtual goods are likely to be groups of unique weapons, ships, modules, or skills (say, 100 guns for a couple USD).
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orange

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Re: DUST 514
« Reply #243 on: 06 Jun 2011, 20:59 »

If, on the other hand, it goes for more of the (original) Deus Ex model, making it so that weapon accuracy and damage are character skill-based, that will be something else again.

The former would seem to lend itself to getting a strong following right off the bat, but will have little other than merc corp finances to tie the player to the game. The latter is more likely to attract a cult following that gets much more attached and will likely stick around longer.

Considering CCP's approach to this, my guess is that they'll go for the latter: create a game that appeals to a niche market of consumers, in which they develop their characters extensively over time, and thereby construct a community of loyal players who'll pay the subscription fee and sign in to go to war on a regular basis, thus perhaps avoiding the standard FPS half-life (no pun intended).

...

But it seems like CCP will want a good emotive "hook" to keep players around for the long term-- if not to acquire subscription fees, then at least to keep DUST relevant to the Eve universe.

AN IMMORTAL SOLDIER

Death is a learning experience. Fight, die, and develop your skills to become the character you want to be. Use skill points earned as you play (and even when you’re offline) to train skills that improve your battlefield effectiveness; make you proficient in the use of specialized gear; or enhance your ability to modify and upgrade existing gear.

Looks like it is pretty much taken directly from Eve.  I suspect "class" capabilities will be linked with skills.

That is to say, EVE Online players can join DUST 514 corps. Likewise, DUST 514 players can join EVE Online corporations.
« Last Edit: 06 Jun 2011, 21:03 by orange »
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Hurs Sokira

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Re: DUST 514
« Reply #244 on: 06 Jun 2011, 21:14 »

I am going to do a neck-snapping 180 degree turn and actually say that one bit of info makes me relatively optimistic about Dust (other than revealed skill-based system)...

The Creative Director of Dust is Atli Mar Sveinsson, former Lead Designer at DICE...

I know I've been disappointed many times before, but I say it again, one more time: please CCP, don't fuck this up.
« Last Edit: 06 Jun 2011, 21:16 by Hurs Sokira »
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Kyoko Sakoda

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Re: DUST 514
« Reply #245 on: 06 Jun 2011, 21:15 »

I am going to do a neck-snapping 180 degree turn and actually say that one bit of info makes me relatively optimistic about Dust (other than revealed skill-based system)...

The Creative Director of Dust is Atli Mar Sveinsson, former Lead Designer at DICE...

Oooh! Didn't know that about him! Very good news, indeed.
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Alain Colcer

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Re: DUST 514
« Reply #246 on: 06 Jun 2011, 21:53 »

After reading the website, and the devblog ....well i get the idea they have a clear vision of what thet want to achieve, neat concept and nice package, but challenged with lots of technical difficulties upfront. 1 year from now? they won't able to pull that off.

On an unrelated note, even if i could buy a PS3 and play, my personal problem is ping times, FPS are very sensitive to 100ms+ pings and i assume the locations to play won't be spread around the world.....but at the eve datacenter.....so its roughly 250ms average for me.

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Shal Novastorm

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Re: DUST 514
« Reply #247 on: 06 Jun 2011, 22:03 »

I am...cautiously optimistic. I have a PS3 so exclusivity doesn't bug me, and I do dig shooters, and Eve, so an Eve Shooter already has my ear, but there are some points that worry me. Like Bruno said, they've had some issues with tech already, and a year is pretty short in game dev time, but it's ages in tech time.

Still, I'm thinking this could be cool.
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Hurs Sokira

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Re: DUST 514
« Reply #248 on: 06 Jun 2011, 22:06 »

And now for some classic :lolccp:

Quote
"(Fun fact: CCP employs two economists to oversee the EVE universe’s virtual economy, one for EVE Online and another focused on DUST 514.)"

With any luck, one economist is Keynesian, another is from Austrian School.

:psyccp:
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Aria Jenneth

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Re: DUST 514
« Reply #249 on: 06 Jun 2011, 22:19 »

There is no subscription fee. There may not even be a one-time install fee. Virtual goods sales fund the project. Said virtual goods are likely to be groups of unique weapons, ships, modules, or skills (say, 100 guns for a couple USD).

Yeeeeeah, I just saw that, and it made my blood run cold. If that means substantive microtransactions will rule the game....

Yikes.

'Course, they do need to leave something to overlap with the Eve economy. Still....
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Kyoko Sakoda

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Re: DUST 514
« Reply #250 on: 06 Jun 2011, 22:35 »

'Course, they do need to leave something to overlap with the Eve economy. Still....

Alti explained on the DUST site that you can still buy most items for ISK that you make in-game. Some items are even ISK exclusive and some yet are Aurum exclusive. I think the vision is that you can still pay for your game time by doing well, in a fashion a bit different from the PLEX system in EVE.
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Hurs Sokira

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Re: DUST 514
« Reply #251 on: 06 Jun 2011, 23:12 »

Some items are even ISK exclusive and some yet are Aurum exclusive.

Most likely combat items will be ISK-exclusive, while vanity items (like suit or vehicle paintjobs) will be AUR-exclusive. There is high possibility of trivial combat items (like flash suppressors for snipers, recoil reducers for assault, or, better yet, vice versa) be also both ISK- and AUR-based.

If CCP are smart (hah, fat chance), they would try to channel MTs away from combat and more into RPG. A freeloader can have a standard free kit, while AUR-paying players can get Ishukone-branded rifle/suit/vehicle outfit, but with virtually same basic stats (similar to COSMOS items).
« Last Edit: 06 Jun 2011, 23:16 by Hurs Sokira »
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Laerise [PIE]

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Re: DUST 514
« Reply #252 on: 07 Jun 2011, 01:43 »

http://www.dust514.com/en/intel/races

Single most important bit of Dust so far.
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Mithfindel

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Re: DUST 514
« Reply #253 on: 07 Jun 2011, 02:51 »

The races info is the same as on new character creation in EVE, right (except with mysterious Jove being mysteriously mysterious).

I did a check on the economist.
- Helsinki School of Business, Bachelor's degree. Based on the unit he worked after getting his BSc, the degree is very likely this.
- In LinkedIn self-listed as a RMT specialist.
- FPS history, listed as a clan leader (possibly in 2005 - if so, oh boy he's young).
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Milo Caman

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Re: DUST 514
« Reply #254 on: 07 Jun 2011, 03:58 »

Disappointed it's a PS3 exclusive release. Means I definitely won't be playing it.
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