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Thema: Dust 514 (MMO von den Eve online machern)

  1. #1
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    Standard Dust 514 (MMO von den Eve online machern)

    In a surprise GDC Europe announcement, CCP CEO Hilmar Petursson has debuted Dust 514, a strategic first-person console MMO that connects in to the existing EVE Online universe, allowing ground battles for planets to be fought by console teams.

    The announcement, with the trailer tagline of "one universe, one war", came at the end of a talk about the history of CCP. It left many GDC Europe keynote attendees -- perhaps expecting an announcement for World Of Darkness, CCP's other rumored project -- significantly surprised.

    The trailer, with slick in-game graphics, showcased a space station and then slick, impressive first-person shooter gameplay. Petursson said that Dust 5145 is "our take on a console MMO", and was made after the company "looked hard at what people wanted to do on consoles".

    It'll join space-based PC MMO EVE Online, which currently has more than 300,000 monthly subscribers, in the Icelandic-headquartered company's portfolio.

    The project has been in development at CCP Shanghai for almost three years, and a release date and target consoles were not announced. The team-based game has the player "fighting in a massive war" on existing planets in the EVE Online universe, and is a standalone MMO title, "but is also connected to EVE", according to the CCP boss.

    In fact, when Dust 514 launches, the map of EVE, currently divined only by player structures owned in the PC game, will also take into account infantry successes and failures within the console game. Players in the PC MMO can "fund mercenaries and give them goals" in the console title.

    CCP's Petursson hope that "these communities will meld over time", expecting specific Dust 514 corporations to start with, but eventually social structures that bridge across the two. He quipped of the new game and the relationship between the two titles: "While the fleet does the flying, the industry does the dying."

    As for the title of the game, Petursson said that he wouldn't give away why the title was called Dust 514, but that very clever devotees of the existing EVE Online universe might be able to work things out.
    http://www.gamasutra.com/php-bin/new...hp?story=24886

  2. #2
    L13: Maniac Avatar von Chrischie
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    Und dazu noch das WoD-MMORPG... so groß ist CCP nicht. Hoffentlich übernehemen die sich nicht.

  3. #3
    L20: Enlightened Avatar von Katana
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    sollte der thread nicht in den PS3 bereich?
    schließlich erscheint die konsolen version exklusiv für die PS3

    laut neuesten gerüchten ist es doch nicht "free2play" sondern man muss 10-20$ für den client zahlen...
    wobei ich mir einbilde das es auch andere f2p MMOs gibt wo man den client kauft...

  4. #4
    L13: Maniac Avatar von Yrch
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    und ich bin der meinung das die entscheidung das game PS3 exklusiv zu machen nicht gut ist.
    die EVE community ist sehr dicht und stark mit CCP verknüpft.
    wenn in dieses empflinde wirtschaftsystem welches komplett von spielern gesteuert wird die fraktion "Ich hab mit EVE nix zu tuen aber das ist n shooter für n 10er" da mitmischt kann das der untergang sein.

    Zitat Zitat von Battle Armored Dragon Assault Strike System
    IMMA FIRING MAH LAZOR

  5. #5
    L20: Enlightened Avatar von Katana
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    naja man muss mal abwarten bis man genaueres weiß wie viel einfluss dust 514 überhaupt auf eve online hat...

  6. #6
    Super-Moderator Avatar von Lightning
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    Habe es mal verschoben.

    You´ve been in a coma for quite some time, yes, yes I know you would like to know how long. I´m afraid its been 9 years...........
    Falls Ihr Fragen, Anregungen oder einfach jemanden zum sprechen braucht, PN an mich.


  7. #7
    L12: Crazy Avatar von OmegaPSG
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    Das Spiel ist "kostenlos", man muss aber ein "Eintrittsgeld" bezahlen?

    Zitat Zitat von CCP CEO Hilmar Veigar Pétursson
    “Ihr erhaltet das Spiel wirklich kostenlos, aber ihr müsst zu Beginn einige Credits im voraus kaufen. Wir könnten später zu einem kompletten Free-to-Play-Modell übergehen, aber am Anfang haben wir eine Art Eintrittsgeld - nur, um den Start verwalten zu können." Die Spieler erhalten im Gegenzug inGame-Währung, mit der sie bisher unbekannte Spielgegenstände erwerben können: “Am Anfang müsst ihr in Prepay-Guthaben investieren, so um die 10 bis 20 Dollar, um in das Spiel eintreten zu können. Sobald ihr das getan habt, erhaltet ihr eine entsprechende Anzahl an Credits für das Spiel.”
    Quelle

    Wie bescheuert sind die eigentlich?


  8. #8
    L20: Enlightened Avatar von Katana
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    naja wie oben erwähnt... gibts nicht auch andere MMOs wo man sich den Client kaufen muss (musste) und das eigentliche game dann f2p ist/war? (zB Guild Wars)

  9. #9
    L12: Crazy Avatar von OmegaPSG
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    Dann ist da Spiel ja nicht mehr kostenlos! Wenn ich zum Beispiel Team Fortress 2 spielen will, muss ich auch nichts zahlen und es ist F2P. Den ingame Shop brauche ich ja nicht zu nutzen.


  10. #10
    L20: Enlightened Avatar von Katana
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    Zitat Zitat von OmegaPSG Beitrag anzeigen
    Dann ist da Spiel ja nicht mehr kostenlos! Wenn ich zum Beispiel Team Fortress 2 spielen will, muss ich auch nichts zahlen und es ist F2P. Den ingame Shop brauche ich ja nicht zu nutzen.
    FAIL
    TF2 war am anfang auch nicht kostenlos... nein es ist sogar genau das gleiche wie hier... am anfang für den client geld verlangen um den release und die anfänglichen ungedeckten serverkosten zu finanzieren und irgendwann wirds komplett kostenlos...
    Geändert von Katana (12.07.2011 um 12:54 Uhr)

  11. #11
    L13: Maniac Avatar von Yrch
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    wie blöde ist CCP eigentlich ?
    erst ihr spiel PS3 only machen und dann einen auf F2P machen mit "eintrittsgeld"

    Zitat Zitat von Katana
    naja man muss mal abwarten bis man genaueres weiß wie viel einfluss dust 514 überhaupt auf eve online hat...
    naja in Dust wird direkt um die Kontrolle von Planeten gekämpft welche einer Corp gehören können, der verlust eines solchen planeten kann für eine Corp fatale folgen haben (Rohstoffe und Produktionsanlagen). ich als Corp Manager wäre schwer angefrssen wenn ich nen Pkaneten verliere nur weil n paar feierabendgamer zu doof zum schießen sind mit ihrem Pad.

    Zitat Zitat von Battle Armored Dragon Assault Strike System
    IMMA FIRING MAH LAZOR

  12. #12
    L12: Crazy Avatar von OmegaPSG
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    Zitat Zitat von Katana Beitrag anzeigen
    FAIL
    TF2 war am anfang auch nicht kostenlos... nein es ist sogar genau das gleiche wie hier... am anfang für den client geld verlangen um den release und die anfänglichen ungedeckten serverkosten zu finanzieren und irgendwann wirds komplett kostenlos...
    Team Fortress 2 wurde aber nicht als "kostenlos" angekündigt. Da hat man von Anfang an gewusst, dass es was kostet (wie jedes andere Spiel auch). Dust 514 sollte ja komplett kostenlos sein, aber halt mit der "Eintrittsgebühr". Call of Duty kann ich auch kostenlos zocken mit einer "Eintrittsgebühr" von 60€ (bei Launch).


  13. #13
    L20: Enlightened Avatar von Katana
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    Zitat Zitat von Boing Beitrag anzeigen
    wie blöde ist CCP eigentlich ?
    erst ihr spiel PS3 only machen und dann einen auf F2P machen mit "eintrittsgeld"
    dachte es kommt auch ganz normal für PC?!

    Zitat Zitat von Boing Beitrag anzeigen
    naja in Dust wird direkt um die Kontrolle von Planeten gekämpft welche einer Corp gehören können, der verlust eines solchen planeten kann für eine Corp fatale folgen haben (Rohstoffe und Produktionsanlagen). ich als Corp Manager wäre schwer angefrssen wenn ich nen Pkaneten verliere nur weil n paar feierabendgamer zu doof zum schießen sind mit ihrem Pad.
    in den letzten gerüchten die ich so gelesen hab klang es eher nach sehr marginalen einfluss von dust 514 auf eve...

    Zitat Zitat von OmegaPSG Beitrag anzeigen
    Team Fortress 2 wurde aber nicht als "kostenlos" angekündigt. Da hat man von Anfang an gewusst, dass es was kostet (wie jedes andere Spiel auch). Dust 514 sollte ja komplett kostenlos sein, aber halt mit der "Eintrittsgebühr". Call of Duty kann ich auch kostenlos zocken mit einer "Eintrittsgebühr" von 60€ (bei Launch).
    schon klar dennoch war dein "TF 2 ist auch komplett kostenlos!!111" dennoch ein völliger griff ins klo da es eben anfangs ein ganz normales game mit MP war wie dutzende andere auch...

  14. #14
    L20: Enlightened Avatar von Katana
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    When Dust 514 was revealed back in 2009, its Icelandic devs at CCP also explained that it'll be microtransaction-based when it launches sometime next summer. Given that the game is now heading exclusively to Sony's PlayStation 3, I couldn't help but wonder exactly how PlayStation Network would handle microtransaction purchases in the game, not to mention what kind of price point Dust 514 would launch at given its business model.

    "You effectively pay what we call a 'cover charge,' we're looking at likely around $20 for the initial download. That download gets you the game client plus a bundle of virtual currency which has the equivalent in-game value of $20. So you're basically getting that bundle of cash that you're using to start the game, and from there if you choose to play for free and just grind, you're welcome to do that. But of course we know a lot of people will convert," a CCP rep explained to me this afternoon. As of now, the plan is to release Dust 514 exclusively via the PlayStation Network.

    Additionally, the player-driven marketplace so popular in CCP's other big MMO, EVE Online, will also be made available to Dust 514 folks, giving gamers a chance to build up their virtual empires without the use of their hard-earned spondulicks. "Bought currency items and non-currency items can be freely exchanged between the players," creative director Atli Mar Sveinsson added. To CCP, the free flow of the two marketplaces will keep the user base from splitting into two separate factions. "It avoids the buy/win problem that some microtransaction-based games have."

    Like EVE Online, CCP expects some players to never even touch the actual first-person shooter gameplay of Dust 514, and simply spend all their time acting as virtual businesspeople. "I wouldn't be surprised if we get quite a few EVE players that join Dust but actually don't play Dust at all, they're just on the market speculating ... and they never go into a match," the rep added with a laugh. Here we go again
    http://www.joystiq.com/2011/08/20/he...k-on-your-ps3/

    Gamescom Preview:
    Here's that Gamescom preview where I tell you how shocked I was about a game I didn't expect to be all about. You've been warned. Still with me? Great. Dust 514, a first-person shooter MMO cross-platform experience from CCP Games, is without a doubt the biggest surprise for me of Gamescom. At the end of a long week of previewing dozens of games, I didn't expect to be blown away by the little hyped game from the Icelandic devs at CCP, but here we are.

    As promised, Dust 514 ties the bizarre, often unbelievable world of EVE Online and its reality reflecting politics into an instanced first-person shooter MMO, seamlessly combining both games into a universe ("New Eden") that's been thriving for years now on PC. But CCP did more than offer lofty promises in a preview session I attended earlier today in a private hotel suite near Gamescom -- a team of devs from various CCP offices demonstrated the madness in real-time.

    Make no mistake, Dust 514 is no Huxley. It's a very real MMOFPS with very deep economics and political systems tied to EVE Online, and it's already incredibly impressive, even though it's not set to launch until next summer.

    As a CCP rep runs across a massive battlefield in Dust 514, he can see the enemy ship in the distance. In just one of the game's various multiplayer battles, teams of corporate contractors are progressing their command ship from one side of the map to the other, pushing towards various objectives along the way. And while the battle is interesting -- there's a variety of vehicles, people, and bullets as far as the eye can see -- it's the reason that the battle is happening that piques my interest.

    A corporation somewhere has put out a contract on that planet for reasons unknown, and you're just a mercenary with an empty wallet looking to earn a quick buck. Only that corporation is run by actual human beings, and there could be any number of reasons that the contract has been placed. Moreover, that contract derives from an actual person who's using in-game cash to pay out other actual human beings who are completing the contract.

    Ready for things to get more bananas? Let's say you're on a planet, shooting dudes with your space gun, and you need some assistance. Say, a series of high-powered laser beams from an orbital ship, just for example's sake. You could always ask your buddy who's sitting at his PC playing EVE Online to do just that by sending him the coordinates. And just like that, lasers rain from the sky, destroying that pesky tank that simply refused to stop firing missiles in your direction. That also happens in real-time via cross-platform chat.

    Again, if I weren't watching the developers actually do this in front of me, I'd be reticent to point out how insanely impressive it was. But as the dev leading the demo progressed through the map, eventually taking the enemy ship and completing the contract, I found myself more and more shocked. The combat itself looked a bit rough, but the game is still a ways out and, for a game in pre-Alpha, it appeared more than competent, mechanically speaking. And though I wasn't shown in the demo, things will apparently get even more insane with a commander (another actual human being) taking control of the enormous command ship.

    If it weren't already clear, I think you should be paying attention to Dust 514 over the next year. Beyond the compelling game, its base-level ties to all things EVE Online are a first in the console market. And with such a low price barrier to entry planned, I have high hopes that it'll bring a sea change in the way gamers see microtransaction-based games.
    http://www.joystiq.com/2011/08/20/du...actual-murder/
    Geändert von Katana (21.08.2011 um 12:24 Uhr)

  15. #15
    L06: Relaxed Avatar von Sunburn
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    hmmm.... gerade durch zufall auf dieses game aufmerksam geworden.
    wann ist den angeblicher release? scheint ja nicht viel aufmerksamkeit zu bekommen.
    Ja.....das ist eine echte Bredouille..

  16. #16
    L20: Enlightened Avatar von Katana
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    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.




    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.



    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.



    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.
    http://blog.eu.playstation.com/2011/...oters-forever/

    Erscheinungsdatum: Noch nicht bestätigt
    http://at.playstation.com/psn/games/..._id=PDC_blog_g
    Geändert von Katana (11.10.2011 um 16:00 Uhr)

  17. #17
    L06: Relaxed Avatar von Sunburn
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    ui, danke für die ganzen infos. wird im auge behalten. einzig die spielmechanik an sich macht mir ein wenig sorgen... die idee um einen interstellaren kampf ist fast schon zu schön.
    Ja.....das ist eine echte Bredouille..

  18. #18
    L20: Enlightened Avatar von Katana
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    I am a Server Architect on DUST 514 and, in this devblog, I would like to cover at a high level some of the online technical aspects of DUST 514, including the challenges we have met and the approaches we have taken in handling them.

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



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

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



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

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


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

    As always, we are continuously making improvements to every aspect of DUST 514, to make DUST an enjoyable experience for all of our future players!
    http://blog.us.playstation.com/2011/...e-of-dust-514/

  19. #19
    L20: Enlightened Avatar von Katana
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    DUST 514 is an MMOFPS on the PS3 with large-scale vehicle and infantry combat taking place in, and with a real-time connection to, the EVE Online universe on PC. Players are able to band up into corporations (e.g. guilds) and wage territorial conquest on thousands of planets. What follows is a thematic description of Mobile Command Centers, or MCC’s. At 200 meters in length, these vehicles represent the largest, most powerful weapon a team can acquire, and are flown by a team’s commander. Oftentimes, destruction of the MCC means victory on the battlefield (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.
    http://blog.eu.playstation.com/2011/...ommand-center/

  20. #20
    L20: Enlightened Avatar von Katana
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    DUST 514 is an MMOFPS coming to 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. Following is a thematic description of Rapid Deployment Vehicles, or RDVs. The RDVs deliver vehicles to players on the battlefield, provided that they own the vehicle’s blueprint, and are skilled for its operation. The RDVs are AI driven, with a robust pathfinding system that allows them to deploy anywhere on even the largest battlefields. (We will give more insight into the game’s vehicle mechanics in a blog post soon.)


    A Sky Lift-class RDV delivering a vehicle.

    Shrouded in advanced optical stealth and guided by automated networked navigation systems, the J42 “Sky Lift” RDV (Rapid Deployment Vehicle) drone is able to deliver even the heaviest armor, with pinpoint accuracy, anywhere on the battlefield. The proliferation of this invaluable tech has changed the face of ground warfare in the EVE universe, giving front-line commanders the ability to strike enemy positions with little warning or reinforce vulnerable points at a moment’s notice.

    Originally designed for industrial transportation by Outer Ring Excavations (ORE), the Sky Lift was repurposed for combat missions with a few key alterations. Firstly, the engines underwent a massive upgrade, from aftermarket conventional jet turbines to the latest F/4 Ionized Plasma Forges. The extra thrust they provide compensates for the increased weight of the fuselage, which is augmented with 25mm radar absorbing armor plates. Without crew, the cockpit area has been redesigned with Tech 2 drone hardware, a multi-spectrum geospatial avionics system, and a state-of-the-art Phantom-65 stealth field controller.

    One key feature that was completely unchanged, however, is the “Magnetar” lift system. This retractable electromagnetic crane is powered by the Sky Lift’s main reactor but also has an integrated backup capacitor for especially heavy loads. It generates a magnetic field so powerful that most of the vehicle’s EM shielding is in place to protect against the side effects of the lift system, rather than enemy electronic attacks.
    http://blog.us.playstation.com/2011/...ment-vehicles/

  21. #21
    L20: Enlightened Avatar von Katana
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    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.
    http://blog.us.playstation.com/2011/...s-in-dust-514/
    Geändert von Katana (28.11.2011 um 18:40 Uhr)

  22. #22
    L20: Enlightened Avatar von Katana
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    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
    http://blog.us.playstation.com/2011/...s-in-dust-514/

  23. #23
    L20: Enlightened Avatar von Katana
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    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.
    http://blog.us.playstation.com/2011/...s-in-dust-514/

  24. #24
    L14: Freak Avatar von EvilErnie
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    Könnte ein Überraschungshit werden,
    http://cache2.vuze.com/assets/027/4033720/24796/LUC7AOYIMRGMMFBLVR6RRDRS6KEAGRPT.jpg


  25. #25
    L18: Master Avatar von DeinVater
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    Wird das Free to play sein?
    <a href=http://eu.playstation.com/psn/profile/DEIN_VATER_CW/ target=_blank> <a href=http://mypsn.eu.playstation.com/psn/profile/DEIN_VATER_CW.png target=_blank>http://mypsn.eu.playstation.com/psn/...N_VATER_CW.png</a> </a>

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