PS4/PS5 Deep Rock Galactic

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E' così strano perché Capcom ha presentato un gioco f2p basato sulle microtransazioni only online; non un gioco retail. :morris82:
Lo so, infatti si parla di una possibilità remota.

perchè microtransazioni =/ da DLC
i DLC li prendi e bon, le microtransazioni sono fatte in modo che siano altamente richieste, più volte
Veramente dipende. Le microtransazioni fanno diventare i giochi da free to play a pay to win, ma NON è detto che siano sempre richieste, questo dipende dagli sviluppatori.

 
Questo gioco leggo che è ftp, ma si potrà giocare bene senza pagare o bisogna spenderci un po?

I costi saranno elevati?

Mai giocato un ftp, ma questo mi attira moltissimo.

Inviato dal mio Galaxy Nexus

 
Deep Down is heading to PS4 in Japan courtesy of Capcom, and while there’s still no word on a Western release, the company has releases some new art, renders and weapon information that should keep you keen.

DualShockers reports that Capcom has detailed three weapon classes, starting with spears, which is focused on accuracy. The developer states that players can target specific parts of their enemy’s body, and can interrupt attacks by hitting the relevant appendage. It’s also noted that ever monster in the game has a weakness like this.

Next, the one-handed sword class allows players to equip a shield in tandem, and enables them to both block and attack at the same time. Small swords also benefit from great speed and is recommended by Capcom for beginners.

Lastly, two-handed swords are slower than small swords and spears, but they offer increased damage output and range, making them ideal against enemies with small attack spreads.

On the images below, Capcom reveals that because players enter Deep Down’s dungeons by touching statues, their character will take on armour sets and weapons related to the time period that dungeon is set in. For example; the images below are from a dungeon inspired by 15th century Europe, with armour adorned with metal plates and quilted padding.
http://www.vg247.com/2014/02/03/deep-down-capcom-unveils-new-character-art-details-weapon-classes-armour/

 
Capcom’s upcoming PS4 exclusive Deep Down will be a free to play game, and many have wondered what kind of content we can expect to have to pay for in order to provide the necessary funding to recoup the game’s development costs and keep the servers going.Today Producer Yoshinori Ono shed some light on that as part of an interview intended for investors published by Capcom itself.

One thing we’re doing is grappling with the challenges posed by next-gen hardware platforms. An example of this is the game “deep down”, which we are developing for the PlayStation®4. While it’s a home console game, the model is basically the same as that for online games.

When we develop an online game, we aim to create a game that allows people already playing it to continue enjoying it. At the same time, we try to avoid boosting the number of players just for the sake of getting new people to play. The game “deep down” is provided free of charge, but players are required to pay for additional items and other game content. To ensure people playing the game don’t lose interest, we will keep working to deliver stable long-term services.

Judging from Ono-san’s words, we can expect a business model very similar or identical to that of free to play MMORPGs, prompting us to pay for “additional items and other game content.” At the very least this means that we’re probably going to get further content pushed out down the line after the initial release, as this kind of business model requires constant support and content updates in order to work effectively

As an added bonus, Ono-san explained Capcom’s stance on DLC (for all games, not just for Deep Down):

We hope to provide a large variety of content at reasonable prices that is in line with what people like. The important is not viewing DLC as a form of added value, but as a system that we’re supposed to have.

He also mentioned that some DLC are developed before release, while others are created after, and detailed the reasons behind that:

There are some things we develop at the same time, and there’s other stuff we create after the release of the full title. The best thing to do is monitor trends in the days immediately following a game’s release, and then put out DLC which reflects these trends within a month. Problems occur when something we develop completely from scratch fails to match what people need. That’s the advantage of DLC. It gives us an opportunity to monitor trends before we make a decision.
http://www.dualshockers.com/2014/02/03/deep-downs-microtransactions-explained-by-producer-yoshinori-ono/

 
Puzza di pay-to-win pesantissimo.

 
http://www.dualshockers.com/2014/02/07/deep-down-delayed-after-the-summer-will-use-the-ps4s-full-power-wont-be-a-game-that-could-be-on-ps3/

When the PS4 exclusive free to play game Deep Down was fully unveiled at Tokyo Game Show, Capcom promised it would start its beta testing around the Japanese launch of Sony’s new console on February 22nd, but looks like development will take a little longer, as revealed by Producer Kazunori Sugiura in a group interview on Dengeki Online.
"About Deep Down, I think we’ll give full fledged information to everyone after the summer, so you may have to wait for a little while beyond the launch [of PS4] on February 22nd.

Since we don’t want to risk to be told “This could have been done on PS3!” we want to finish a game that fully uses the PS4 hardware specs."
A quanto pare la beta non s'ha da fare,tutto rimandato a data da destinarsi.

 
No ma il free to play fa schifo (CIT.) //content.invisioncic.com/a283374/emoticons/250978_ahsisi.gif voglio una beta !

 
le info uscite ieri insieme al video (qui con l'audio)

Only male player character models will be available, for reasons apparently bound to the story.It’s still to be determined if there will be an option to dash to the side in order to dodge attacks.

While the Tokyo Game Show demo had a difficulty setting for “casual,” that won’t be present in the final game, where difficulty will be fixed. The difficulty can of course been changed server-side by the developer if needed, like in most online games.

There will be a story mode, divided in chapters.

Remote play with the PS Vita will be supported.

Initially there will be only four weapon types at launch (meaning that there’s one that hasn’t been revealed yet on top of spear, sword and shield and greatsword), but more will be added with updates. The limited number at launch is because each weapon has a very different gameplay style.
 
Ecco la storia è in capitoli ma se me li faranno pagare casca il palco //content.invisioncic.com/a283374/emoticons/250978_ahsisi.gif spero non intacchino la storia e mettano a pagamento cose veramente secondarie come succede nei moba per esempio che mettono a pagamento troiate come costumi e simili..non ci resta che attendere.

 
a me piace perchè è gratis //content.invisioncic.com/a283374/emoticons/sisi.gif

na, comunque mi piace tutto ciò che assomigli ad un gdr

 
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