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14 January 2011 @ 12:06 am
Since this game seems more suited to controller-style play, I've picked up a Microsoft 360 Wireless Controller. It's working fine for me in general, but as someone who is generally used to keyboard/mouse I have a few of questions.

First, how do I zoom in/out? Obviously with the controller, I don't have access to a mouse wheel.

Second, with the keyboard, you press ctrl to pull all loot to you. Which button/combo do I use to do this with the controller? The tutorial didn't explain that one.

Finally, I play with a group of friends who all use Ventrilo. I'm used to using the push-to-talk option with my wireless headset when using keyboard/mouse. I know I'll quickly annoy them if I turn off PTT. Any suggestions for using PTT with the 360 controller?

Thanks in advance for your constructive input!
 
 
Current Mood: hopefulhopeful
 
 
11 January 2011 @ 12:22 pm
Live  
DCUO is live in US
 
 
My birthday's this friday and to celebrate I got myself a tattoo check it out green lantern lovers:
Photobucket

Note that it's still peeling and i have cream on it so it looks a tad dodgy at the moment but how cool is it
 
 
Current Mood: amusedamused
 
 
12 April 2009 @ 11:09 pm
Preview

Photobucket Photobucket Photobucket Photobucket
Here

 
 
02 February 2009 @ 09:21 am
See the below link:

http://www.massively.com/category/dc-universe-online

Massively has been on a roll lately, cranking out several DCUO articles covering Killer Croc screen shots, comparisons to Champions Online, the upcoming New York Comic-Con, and new additions to the writing team (Marv Wolfman).
 
 
 
http://www.mmorpg.com/gamelist.cfm/game/350/feature/2606/A-New-Look-at-DC-Universe-Online.html

The details are minimal, and nothing we haven't seen before.

Reminder: quests are called "Cases" for heroes, and "Capers" for villains.
 
 
13 January 2009 @ 08:08 pm
Gametrailers is hosting three new videos discussing character creation a little, and then SOE walks you through a case (quest) that one of their heroes is on. They briefly showcase dynamic changes to the open world (the aftermath of Superman and Doomsday fighting), and they reveal how acrobatics work.

http://www.gametrailers.com/player/44275.html
http://www.gametrailers.com/player/44274.html
http://www.gametrailers.com/player/44273.html

Also, Gamespot has some new screenshots up:

http://www.gamespot.com/pc/rpg/dcuniverseonline/images.html?om_act=convert&om_clk=gsimage&tag=images;img;1
 
 
16 October 2008 @ 06:22 pm
http://www.massively.com/category/dc-universe-online

Today's entry is up:
http://www.massively.com/2008/10/16/massively-in-metropolis-why-your-time-online-trumps-game-design/

As always, here are the bullet points:

* There will be no obstacles to having fun, and no time wasting, i.e. they will not ask you to run across an entire continent to go get something for your group.

* Cities have hundreds and hundreds of blocks, different zones and different areas with different flavors. Some areas are friendly toward villains, some are friendly toward heroes, some are in the middle.

* If a dynamic event occurs in an area, heroes and villains can both become involved with potentially different or similar goals. Some events will be grandiose and lengthy like Brainiac attacking, and some will be more low key and quick like a jewelry store robbery. Events that not are dealt with will eventually dissipate, and normalcy will be restored. The bottom line is that open world encounters are reactive to your presence, and it sounds like they will be dynamically generated (the devs call it "content scheduling"). You can also go on quests or instances, such as Jim Gordon telling you to go after Catwoman who is robbing a high-rise penthouse.

* Content is built around you. They look at who you are, what level you are, what quests you've done, what you've completed, where you are in a city, and they'll spin up stuff around there that's relevant to you. Or they'll spin it up a little ways away to make you travel. They have "collections" you can be doing that are either clues or piecing other things together, and content/encounters will spawn out of that. There are other opportunities where you actually go to a contact, and they prompt you to investigate something to get a clue that would start a quest. It's a naturalistic approach to content to have you prowling or patrolling, and you're finding things that lead you on to greater levels of content.
 
 
15 October 2008 @ 08:32 pm
http://www.massively.com/category/dc-universe-online

The newest entry is up!
http://www.massively.com/2008/10/15/massively-in-metropolis-how-your-superpowers-are-going-to-work/

Same as before, here are the bullet points:

* As the City of Tomorrow, Metropolis is very uplifting, shiny, and new. Also very art deco.

* Conversely, Gotham is very Gothic and oppressive.

* When creating a character you can opt to choose a powers template that is inspired by one of the universe's icons (Green Lantern, Batman, etc).

* The major movement power "buckets" as the devs see them are Acrobatics, Flight, and Superspeed. With Acrobatics you can leap across buildings, wall-tap off of skyscrapers, wall-crawl, and zip-line. Superspeed can run up the sides of buildings, and run upside-down beneath bridges. Flight is fairly self-explanatory. There was no mention of teleportation in the article, but the devs are still reviewing what movement powers they want to add to the game. However, there is a strong indication that there will be no player vehicles.

* You can change your power loadout (aka your "role") anywhere you want, as opposed to being restricted to a particular area like in Guild Wars. The only restricting factor is a cooldown timer.
 
 
14 October 2008 @ 04:11 pm
http://www.massively.com/category/dc-universe-online

Here's the latest entry:
http://www.massively.com/2008/10/14/massively-in-metropolis-making-friends-with-superman/

This newest update discusses factions, called "Causes" in DCUO, and character interactions. Here are the bullet points:

* The iconic characters will be more than quest dispensers with legs. Personalities will be present, and your relationship with the iconic characters will grow based on your actions or inaction. They don't want faction to be abstract, they want your specific relationship with these characters to be important.

* For example, if you incarcerate the Joker he might give you a creepy call later after he busts out of Arkham, and that could be the start of a quest.