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Ekskluzivno:[PS3] Starhawk: Cypress Map Pack, Update 1.03


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Na voljo je popravek 1.03, ki poleg vsega prinaša še paketek zastonj map s planeta Cypress.[PRBREAK][/PRBREAK]

 

[media]http://www.youtube.com/watch?v=WGihXY6XWK8

 

V popravku je cel kup zadev, ki so jih zahtevali igralci, poveča najvišji nivo, ki ga lahko desežemo, odpravlja nekatere hrošče in seveda doda dve novi zastonjski mapi na z rastlinjem posejanem planetu Cypress.

 

Kar se tiče novih map Cypress: Collider in Cypress: Origin, sta posejani z raslinjem, bolj zeleni z velikimi drevesi in območji s plitvo vodo preko katere se lahko vozimo in tečemo, na zahtevo igralcev je dodano več mest za skrivanje enot, dodani so še že v naprej zgrajeni objekti...

 

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Cypress je bil prvi planet kjer se je vse skupaj začelo in kjer so odkrili prva nahajališča "razklane!?" energije (rift energy) in postavili prve raziskovalne objekte med drugim tudi prvi EXtractror, sedaj je vse zapuščeno in preraščeno z bujno vegetacijo, ki z drevesi in gobami na njih predstavlja odličeno skrivališče za naše enote.

 

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Zgradbe, ki se že nahajajo na mapah omogočajo spretno in taktično uporabo grajenja naših lastnih, med drugim se na sredi mape Collider pojavlja tudi star trkalnik (collider!), na sredi mape Origin je podobno star Rift Extractor, poleg teh dveh centralnih stavb so še druge ključne zgradbe iz katerih lahko varno napadamo nasprotnike, vendar pa nič ni tako varno kot izgleda zato bodite pozorni kaj se dogaja za vašim hrbtom.

 

Še stelitska posnetka map

 

Origin
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Collider
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Spisek vseh popravkov v 1.03

 

Prestige Levels: In the initial version of Starhawk, we supported levels 1-50. To be quite honest, we thought that would have the player community covered for quite some time. However, we had underestimated the rate at which people were going to get through the levels so we had to accelerate the release of our prestige levels for those players who are above 50. The Prestige levels in Starhawk are not numbers; they’re a Greek symbol ranking of ALPHA through OMEGA. The Greek symbol will be displayed by your name in-game. These are very hard ranks to achieve and the jump from level 50 to ALPHA is steep because these are really intended for the hard-core community.

 

New Space Homeworld “Waypoint”: In Starhawk, Homeworld’s are like lobbies. They are 3D levels where you and your friends can go to party-up, talk tactics and then pick a game to join. This new Homeworld is a cool space station. We added this because we really wanted players to enter a deep-space “lobby” to mess around in.

 

Team-Balance Fixes: There were some bugs in the party/clan cohesion system where servers would keep parties and clans together in *ALL* cases and this resulted in some brutally mis-matched games. This has been fixed! There were some other issues that resulted in messed-up team balance and we have resolved those as well. Should be a ton better!

 

Revamped Voice Chat System: During the initial launch of Starhawk we received reports from the player community about voice-chat dropping after a few games or in some cases, the voice-chat would simply not work. As you can imagine in a deep, team-based game like Starhawk, voice-chat is critical. So we did a ton of digging to find-out what the issue was and it ended up requiring a change to our Client/Server voice system. This change makes the VOIP far more stable and resolves the voice connection issues that some players had been experiencing in the past.

 

Push-to-Talk Option: This was requested by so many players, and in concert with the revamped Voice Chat System, the PTT option really is a great addition. Now players have the option to have their microphone turn on when they press L3 rather than automatically when they talk. I guess, too many players were being yelled at by their Moms, had crying babies in the background, or hell, maybe both! You can find the PTT option in the Audio Settings menu in the Uplink.

 

Vulture Jet-Pack Eject: Players are now allowed to dismount while flying around in a Starhawk if they have a handy dandy Vulture Jet-Pack equipped.

 

Rift Barrels on Mini-Map: To help aid players and their use of the Build & Battle system, we decided to add small icons on the mini-map where we’ve placed the Rift Energy Caches — those are the barrels that you shoot that burst open with Rift Energy that you can spend to build your arsenal of destruction. The blips on the map are displayed when the barrels are active and are *NOT* displayed when the barrels are waiting to respawn.

 

Bug Fixes: These are not as super-sexy as free maps, but the fact that they are fixed will really help the community. We also addressed some host migration issues, a number of crashes and network instability issues, and even the laggy pick-up bug was fixed as well.

 

Ranked Option: Another feature that was requested by players was really two requests related to how games post stats. The first point brought up by players was regarding stat-padding going on in password protected games, and since those games were password protected, they should not count as real ranked games. Now, you can still have a very private game with a password but your stats will not post. Also, if you are having a Clan vs. Clan game you have the option to turn stats on or off — because it might be a practice or scrimmage. Furthermore, if you are doing a Clan Scrimmage (your clan in both Rifter & Outcast slots) the stats will *NOT* post to the server. This is to keep clans from stat-padding in locked-out games.

 

Skills Shortcut at the Respawn Screen: Players really wanted a quick way to change skills without having to leave the respawn screen. So…we added a little tab in the upper right corner of the respawn screen that allows you to press TRIANGLE and jump right to the skills menu! Oh, and we also now allow you to change your skill at other places in the Uplink instead of only in-game.

 

Build & Battle Icons While Respawning: Another thing we did to help players when using the Build & Battle system was to display a simple graphic icon of each of the structures on the battlefield as the player is drop-poding into combat. This simple change really helps players know what structures are already built and helps them make better use of the stuff their team has built. Not to mention it helps let you know immediately where you should run when you crack-open your drop-pod!

 

Display Nearby Build & Battle Structures: There are now some new visuals to help players recognize Build & Battle structures that are built nearby. For starters, any time you place a structure; Starhawk very clearly displays how many are nearby. It also now highlights those nearby structures on your map *AND* displays some markers on the edge of the screen to help inform you that not only is there a structure nearby, but which direction it is.

 

Cooldowns for Host Kick and Team Switch: There were a number of exploits that could occur in the original version of Starhawk where players would change teams rapidly or a host would quickly kick a ton of players. That can no longer occur because we track when you perform one of these actions and block you from doing it again for a set amount of time — and we can tune the time if we need to.

 

Interactive Music Update: After playing Starhawk for so many hours, we really felt that the music was not kicking-in as frequently as we wanted it to. There were many times when you’d be in the heat of combat and there’d be no music at all. We felt this hurt the pacing and in fact some players in our community noticed the same thing. So the 1.03 Update includes some new tweaks to the interactive music system and the more frequent music makes a big difference.

 

Capture the Flag Scoring Change: We’ve been playing CTF in Starhawk a ton here in the studio and we’ve always felt that there were too many games ending in draws or times when the match would get into awkward stalemates. So with the 1.03 Update, we have changed one of the key rules for CTF and one of the key contributors to the stalemates. Now, to score a point in CTF, you need to take the enemy flag back to your base — period. Your team’s flag does *NOT* need to be there for you to score. Now certainly, your team still needs to play defense because you don’t want the enemy team taking your flag and scoring, but this change makes the pacing so much better. Much faster and far fewer draws and stalemates.

 

Sorting Unlocked Customization: Now this is more of a simple convenience thing but we changed the way the various characters and vehicle customization options are presented so that the unlocked ones are always displayed at the top of the list. Not a super-big change at all but I thought I’d include it here.

 

Drop-Pod Upgrade: One of the things that we were experimenting with during our Starhawk playtests to help combat “base-ravaging” was to make the Drop-Pod more deadly. Our whole design goal with the drop-pod system was to make the act of respawning in your home base an incredibly powerful weapon. This was to help combat against “base-ravaging”. After a lot of review, and play testing and tweaking, we decided to upgrade the drop-pods to be more maneuverable *AND* have an increased impact radius. This along with some changes we made to the respawn timer really makes a huge positive impact on the reduction of “base-ravaging”.

 

Custom Music via XMB: In Warhawk we added support for your own music and we’re doing the same in Starhawk. The 1.03 Update now allows you to play your own music through the XMB. So if you want to experience Starhawk’s unique Build & Battle gameplay while blaring Pat Benatar you totally can!

 

Na koncu je potrebno povedati še, da je že v pripravi popravek 1.04, ki bo vseboval še več novosti!

 

Članek je povzet po uradnem PS blogu: povezava!


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iz PSN bloga...

Your Starhawk Questions Answered

+ Posted by Dylan Jobe // President, LightBox Interactive

I can’t believe I’m posting on the PlayStation Blog again. It’s been forever! So what’s new you ask? Well, let’s see, not too much — oh yeah, we announced Starhawk! *cough* Finally. *cough*

The team and I have been wicked happy with the response from the media and the fans so far. Seeing you guys excited makes all the late nights worth it! But, we still have a lot of work ahead of us so thanks for all of the positive energy. We all know a good reveal is just the first step in making our fans happy and we’re looking forward to showing you guys even more tasty Starhawk content and get you more plugged into the Starhawk universe! So the other day I asked all of you on Twitter to send me Starhawk questions that you wanted to get answered, and while we’re still planning on doing a full FAQ post here on the PlayStation.Blog, I wanted to take a few of the questions that were popular and answer them straight away. Here goes:

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Does Starhawk have two flight modes?

YES. Initially we wanted to have Starhawk use only a single flight mode so that all players were unified. We worked a lot on this but ultimately decided that the needs of a newbie player and the needs of a hardcore Warhawk fan were just too far apart and we weren’t willing to make the compromises needed to jam everyone into a single flight mode. So…Starhawk has two flight modes and both are great! The default mode is very simple and great for new to mid-level players (and yes, reverse aiming issues have been fixed). It’s a re-vamped version of our “arcade mode” (but much better), thanks in part to a lot of play testing on it. The advanced mode is for players that want even more control while flying around in the Hawk. It’s just like Warhawk’s “pro mode” flight mode.

Starhawk-art1-172x300.jpgServer list or matchmaking?

In Starhawk you have both. Matchmaking is good for casual players that just want to be put into a game quickly, or for when we need to enforce that players are not “cheating” or stat padding or whatever you want to call it. It lets the Starhawk servers control which players get put into which games. That said, our fans LOVE it so we let you browse the custom “non-official” games through a server list. This gives you the best of both worlds.

Is Starhawk’s character camera new?

YES. We got a lot of questions from people that noticed from the video that there was a tight over-the-shoulder (OTS) camera in some of the shots. We still have a normal camera that is further away from the character, although it is a bit closer than what we had in Warhawk. However, this new OTS aiming mode is enabled when you zoom in with your weapon. It gives you a combat choice—you can do your normal run-and-gun at some cost of accuracy or you can go OTS for more accuracy, although you’ll be a bit slower.

Does Starhawk still use weapon pickups?

Hell yes! I was actually surprised that people were worried about this. It was interesting to see the Tweets from people who were scared that we might be going to a class-based load out approach. No! We still have pickups. And getting a weapon is not limited by rank. That kind of thing just doesn’t work for our type of gameplay. In fact, weapon pickups are an important part of Build & Battle. For example, If you want your team to have “snipers,” you can build lookout towers which include the sniper rifle pickup. Or, if you want some heavy weapons, you can build a supply bunker to get a rocket launcher and a shotgun. Now of course we are still in the process of tuning the game so things are always bound to change, but this should give you a good idea of where we’re headed.

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Are there space environments?

100% YES. The outer space environment set that the art team here at LightBox Interactive has put together is really awesome. Super fun to play on and looks great. Some of the elements are still being worked on and we don’t want to show it untill we’re 100% happy with it. But since sooo many of you guys asked, Sony was okay with me at least telling you that Starhawk was not just about terrain battles. :-)

There are a ton of other questions that you sent me and I will answer them as soon as I can, but for now, I wanted to get a little bit more info out to you all! Hopefully I’ll get to see some of you at E3 if you swing by to get your hands on Starhawk! Keep your eyes on the PlayStation.Blog and www.starhawkthegame.com for more updates, and if you’re interested in seeing behind the production curtain a bit, I often post behind the scenes pics of us making Starhawk on my Twitter account @dylanjobe, so check it out!

Okay, that’s really it for right now. Maybe I’ll include a puzzle with my next blog post—I promise it will be more challenging than the stuff I posted for Warhawk :-P

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[TD]At this very moment, a small group of lucky testers are putting the Starhawk Private Beta through its paces. During last week’s PlayStation holiday showcase for New York City media, I had a chance to go hands-on with the beta. But I wanted to learn more about the beta’s reception among the diehard Warhawk community, so I chatted with Senior Producer Harvard Bonin to learn some key findings from the beta: the most popular weapons and vehicles, the sneakiest tactics, and what beta players can expect next.

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PlayStation.Blog: Obviously, there’s a private beta going on right now. What have been some of the key learnings?

Oh, boy. There have been too many to name here, but one of the key learnings has been how closely we need to listen to hardcore Warhawk players. We made some changes to the flight controls that they reacted to negatively. We’re now in the process of addressing that, and it’s only because of the beta that we realized. Without a beta, we have no way to do that.

We’ve also seen a lot of strategies we couldn’t have anticipated. The Build & Battle configurations are pretty interesting, people placing walls backwards so enemies can get in but not get out. Some players are employing a more aggressive use of the Spawn Towers, and they’re leapfrogging across the map while planting Spawn Towers in order to progress faster.

PSB: Where do we stand in terms of another wave of beta invites?

We have a lot more invites going out next week (read: this week), and then we’ll go through December with those. At some point, we’ll need to take down the private beta in order to prep for the public beta, which will include new features. So you’ll see us going pretty dark while we prep that public beta for 2012.

PSB: Have you seen any clear trends so far in terms of favorite vehicles?

Well, it depends on the day and the balance. The mech is very popular. In earlier phases of the beta, it was majorly overpowered and was able to forcibly take advantage of enemy bases. We just made some significant changes to the mech with a live update yesterday, so we’ll see how those go.

The jetpack is also very popular because it’s so versatile. On the outer space map we’ve had players going under the map in the outer space level. Just like Captain Kirk in The Wrath of Kahn, you’ve got to think in three dimensions!

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PSB: Have you had to tone down or tweak certain weapons?

Every day something is too powerful. We recently went through a nerf session with the Shotgun, maybe we overdid it. When we make balance changes, we often prefer to swing the pendulum a lot, then in smaller and smaller increments to find the sweet spot. Your initial balance change needs to be big enough.

But yeah, like you mentioned earlier, this is a real beta. It allows us to take our time with balancing: it’s not like we’re scrambling to release the game in a week or two. There’s a big window between the public beta ending and the game releasing. Games need time in the pressure cooker, you know?

PSB: What’s been the reaction to the private beta so far?

Some days they love it, some days they’ve got constructive criticism! We had originally invited very top Warhawk players to join the Starhawk private beta, and they were apprehensive at first. But now we’ve seen some of the harshest critics from before begin to evangelize Starhawk. It takes some time to get your feet wet, but once you do, you begin to find layers to the game you didn’t realize were there. That’s what’s exciting about Starhawk.

Overall, though, it’s been a very positive private beta, both in terms of the constructive criticism and the feedback.

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PSB: What was the logic behind keeping the Outcast and Rifters identical in multiplayer?

Whenever you start to differentiating the skill set of players, it’s tricky. We’re already treading on thin ice with our skill system, which we’ll be introducing soon in an upcoming patch. Our system of gaining skills is different than most games; you earn them by accomplishing certain goals. All of these are designed to encourage players to play in a way that is “optimal fun,” whether it’s assists or playing in a more cooperative way.

PSB: What’s the sneakiest move you’ve seen in the Beta so far?

People love the drop pods, trying to land on an enemy when they respawn. One of the most useful tactics so far is using the jetpack to sneak close to the enemy and then knifing him from behind. It’s not exactly a science, but some of these guys are great at it.

PSB: How is the single-player campaign coming along?

Really well, we’ve recently hit alpha. All the pieces are in place, and right now we’re going into each individual mission to make sure that the core structure, the moments are as fun as possible, and that everything works. Sometimes we have to change the entire layout of a scenario; other times we just have to upgrade the presentation level.

We’re going to start talking more about the solo campaign soon in the next few months, so stay tuned.

DfuESpGQjbo

[/TD]

[/TR]

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Call to Arms! Starhawk Public Beta Begins Tuesday, January 17th+ Posted by Harvard Bonin // Senior Producer, SCEA

StarhawkThis past November and December we conducted our Private Beta for Starhawk. It was incredibly valuable to our team at LightBox and SCEA Santa Monica. We really appreciate all of the time that players have spent uncovering bugs and glitches, we would have never been able to find this many of them without real-world gameplay. The Beta effort has been a true partnership with our community so we humbly thank you all. Without your help, we wouldn’t be able to progress to the next chapter in the development of the game: the Public Beta!We’re now happy to announce that the Starhawk Public Beta begins this Tuesday, January 17th. This is a crucial step for us as we’ll be testing all sorts of things, including game balance, server traffic, and general bugs. This is also a chance for more players to finally see what we’ve been working so hard on. As we’ve been getting so much support and encouragement from fans and press alike, we’re excited to spread the love and get more input to make the best game possible.That looks kind of fun, right? So maybe you want in the Beta now? Well, take a look below and see how to get early access. Either way, the Beta will be completely open February 21st!

>http://www.youtube.com/watch?v=tjgFYAmoDOc

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Nekaj novosti v zadnjem popravku Starhawk bete, preden se testiranja zaključijo in dajo igro na prodajne police. Uradni izzid igre je najavljen za 8 maj, medtem pa je na PSN na voljo do 27. marca beta verzija igre.

>http://www.youtube.com/watch?v=Rbf7j095Gd8

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Mapa za 32 igralcev: Planet Dust

Če je bilo 8 proti 8 zabavno, potem bo sedaj URNEBESNO!

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Sidewinder Jetbike

Ta mašina ima eno samo bistveno funkcijo, biti hitra in težka tarča, namenjena partizanskim vpadom "udri in beži".

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Ox Heavy Tank

Težka kanonada za obstreljevanje večjih ciljev in nasprotnikovih obrabnih črt.

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We are incredibly excited to announce that all map packs for Starhawk will be free. Yeah, you read that right…FREE. Whenever we release a map pack you won’t have to pay a friggin’ dime! And we’ve already started the early stages of our next map pack for you guys. Check out these very early sketches from the new planet of Cypress!

>http://www.youtube.com/watch?feature=player_embedded&v=64PTsyzCqVs

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