The mercenary life is grand, but how do you put the “profit” into intergalactic warfare for fun and profit? I mean, we all love to see new places (and blow them up) and meet new people (and blow them up), but you’re not just doing this for your health. So let’s talk about how DUST 514 rewards your effort.
There are three things you can come away with from a battle: money, skill points, and salvage, and here’s how you get them:
ISK is the primary currency in the EVE Universe and a necessity for fighting wars. You will earn ISK from each battle you fight. The size of the reward depends on your contribution and the cost of the battle. Those who contribute more are rewarded handsomely, but all mercs are guaranteed a solid income.
Enter the EVE Universe, where intergalactic conflict among immortal spaceship pilots has spilled from the vast, empty expanse of space onto the surfaces of the planets themselves. These ground conflicts are waged in the battle zones of DUST 514, where you, the boots on the ground, are empowered to take the war effort to a whole new level. As a mercenary in DUST 514, you are the frontline against other intrepid soldiers of fortune. At your disposal you have a large arsenal of weaponry and a range of vehicle classes, from ground-based light attack vehicles and heavy attack vehicles, to imposing aerial-based dropships.
In this video, you’ll see how vehicle classes provide a rock-solid foundation for exploring specialized roles.
As an immortal mercenary in DUST 514, Skill Points are your dearest friends. They’re your path to better gear, faster movement, deeper customization and even social standing. And on the war-torn planetary battlefields of New Eden, they don’t come cheap.
For an extended weekend, we’re doubling the number of Skill Points our bullet-scarred beta testers will gain in every battle, from 1 November through 8 November. That means every headshot, NULL Cannon hack, dropship takedown – everything you do on the battlefield – will get you twice as close to your goal of galactic dominance.
Whether you’re working toward building the ultimate tank commander, striving to become a megacorporation CEO or simply trying to piece together your own unique hybrid warrior class, every single Skill Point helps.
Looking for a little more depth from your FPS? Hugely ambitious free-to-play sci-fi shooter Dust 514 might be just the ticket. CCP‘s PlayStation 3 exclusive sits alongside its enormously popular PC space MMO Eve Online, with players’ actions in one game directly affecting the environment in the other. See our recent post from the Icelandic developer for more on exactly how this plays out.
The third string to the whole intriguing project is Dust 514 Neocom – a companion PS Vita app that lets you interact with various systems from the PlayStation 3 game directly from your handheld. In search of a little more information on exactly how it works, we collared CCP Creative Director Atli Mars Sveinsson and Marketing Director Cameron Payne at last week’s Gamescom event in Cologne, Germany.
Greetings from Shanghai and the DUST 514 development team! I’m Brandon Laurino, Executive Producer for DUST 514, here to let you know what’s going on in development, and bring you a sneak preview of the improvements coming to the DUST 514 Closed Beta with our “Precursor” release on August 21st. Whether you’re a hardcore beta tester or just casually interested in the game, next week’s update marks another significant milestone as the game moves towards Open Beta.
Linking the intense front-line combat of DUST 514 with the galactic ship warfare of EVE Online has always been our keystone to building a vibrant community, and now that keystone is coming into place.
Later this year, there will be an unprecedented level of combat in gaming raging across the entire EVE Universe, from the mighty capsuleers far above in Eve Online, to the relentless onslaught you and your squad will bring to bear against your enemies on countless planets in DUST 514.
The first, harrowing drumbeats of war started not long ago and have been increasing ever since during our beta tests. Until today, this has been of very limited scope while we’ve introduced some of the EVE Universe’s most faithful players to planetary warfare and trickled in some of the earliest of adopters who have picked up their rifles and laid low the opposition.
Hello from E3! We know you’re excited and following all of the great stories coming out of the show this year, we just want to briefly touch on some of the DUST 514 news that we’ve announced this week and we’ll be focusing on at the show.
First and foremost, we have details on our first Beta event of the summer. We know many of you are eagerly anticipating your chance to try out DUST 514, and we’re happy to announce that we’ll be doing a big wave of invites for our first summer Beta event on June 29, 2012, and will run throughout that weekend. This will coincide with an update to the Closed Beta containing what we’ve got on show at E3 and more, you can see it in action in our latest trailer (link below). If you haven’t already, you can register at www.DUST514.com/beta, and players will be chosen at random to participate. But don’t worry if you don’t make it into this first round; this is just the first of several Beta events scheduled for this summer, and we’re going to announce lots of info and chances to join the action in the coming weeks. If you are already in the DUST 514 Closed Beta as of today, you will have “All Access” to the Beta events over the summer.
In traditional or mainstream FPS games, the mission area, i.e. the layout of objectives, structures, and spawn locations, are fairly static, thus making missions predictable after playing them a few times. This is not the case in DUST 514. Because of its sandbox nature, we want to give players the freedom to change the battlefield through choices and this is where the “dynamic” part of the battlefields will come from. This means that battlefields in DUST 514 could change based on the actions that players make – from innocuous actions such as changing one’s character fitting before a deployment, all the way up to decisions made light years away in a player owned corporate board room.
However, giving players a big sandbox to play in does not simply mean throwing a bunch of random choices at them and say, “go.” For players to experience the uniquely emergent gameplay offered by the EVE Online universe, the freedom that these choices offer must be handled in a meaningful manner. To illustrate this, we will be looking at how battlefields in DUST 514 are made dynamic in two major ways: at the macro and the micro scale.
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