PS5 Destruction Allstars

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A pochi mesi già i bot, inutile o fan il miracolo o è morto nel giro di 3 mesi, ma l'unica mossa x salvarlo sarebbe farlo uscire su pc e ps4 f2p o sul plus
 
quello fa parte della strategia di spostare l'asset principale in america
hanno chiuso parecchie altre robe situate in jap

in futuro avremo molti più the last of us 2 e meno robe originali e artistiche tipo demon's souls e the last guardian

questo purtroppo è ormai chiaro da mesi. ciò che rende ancora più insensata la scelta è che non hanno deciso sulla base di un principio di qualità e vendite.
ma hanno tagliato roba artisticamente molto bella a favore di giochini anonimi al massimo come questo e che floppano pure, com'è capitato.
 
questo purtroppo è ormai chiaro da mesi. ciò che rende ancora più insensata la scelta è che non hanno deciso sulla base di un principio di qualità e vendite.
ma hanno tagliato roba artisticamente molto bella a favore di giochini anonimi al massimo come questo e che floppano pure, com'è capitato.
Su quale principio avrebbero deciso quindi?
 

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Over the past few months, we’ve been refining Destruction AllStars’ core game experience based on valuable community feedback. We’re really grateful to everyone who’s been talking to us on Twitter and Discord, highlighting what could be improved or iterated upon. A lot of this aligns with our own observations and has helped guide our recent internal playtests as we try out new things or push the game in new directions. Today’s patch includes loads of fixes and improvements, such as reducing the number of “ghost hits” as well as improving the slam system and on-foot experience.

As a result of focusing on the game’s core experience, we’re extending Season One and adding additional tiers to the AllStar Pass. We’ll return with updates on future Seasons at a later date. We made this decision with our community in the forefront of our minds and a lot of these improvements have already gone live in today’s patch

"Ghost hits"
One of the biggest points of feedback was on so-called “ghost hits” during multiplayer games. Players have reported that they sometimes feel as if their vehicle loses health but with no clear cause presented to them on screen. Whilst there are some intentional mechanics that can cause this, such as Shyft’s Hero Vehicle being able to turn invisible, the majority of cases point to situations where other vehicles appear close by, but not coming into contact, or with no other vehicles appearing in view at all. We feel one of the possible causes is latency during a match of Destruction AllStars.

There are a number of factors at play that can affect the latency a player experiences when connected to our servers and playing the game, along with the inherent latency of other players in the game as well.

We’ve worked on a new set of parameters between the game and the servers which should help keep everyone in sync a bit better than it had previously. From our own playtests, some of our team have described these improvements as night and day in how much they’ve helped reduce the number of “ghost hits” experienced

More slamming and ramming

Another point of feedback was around the minute-to-minute gameplay of Destruction AllStars. This can include feeling a bit frustrated to have a cooldown on your vehicle’s slam as you’re actively trying to hit your next target. Whilst we want to maintain a skill ceiling in Destruction AllStars, we agree that these moments were occurring a bit too often.

To address this, we’ve drastically lowered the cooldown on vehicle slams for all common vehicle types along with all our Hero Vehicles. By increasing the frequency at which you can slam an opposing player, we feel this change brings a whole new level of destruction and fun to the game, as players are performing spectacular wrecks with increased frequency.

That’s only a snapshot of the improvements we’ve made to Destruction AllStars in today’s patch. You can get hands on with all of these changes, and more, in the live game right now!

New content and new ways of play

Newly added in today’s patch:

  • New high quality skins and cosmetics
  • Online parties for solo game modes
  • A new Quickplay playlist
  • Buffs to AllStars and Hero Vehicles
  • Two Reworked Mayhem maps with smaller arena size (going live in a few weeks)
  • Three new premium AllStar Pass tiers
  • Refreshed shop interface
Whilst we’re proud of all the new additions in the patch today, we’re especially thrilled that we were able to get online parties for solo game modes out to the community in today’s update. This was a highly requested feature by the community that the team has been hard at work on, so we’re excited to see you all partying up and wrecking your friends in solo Mayhem and Carnado.
We also made some changes to two existing maps and will be adding them into the Mayhem playlist in a few weeks time. These maps will be a lot smaller than the maps the community is used to and we find that they really ramp up the carnage! We’ll be listening closely to what the community thinks of these new maps and we might have a few more surprises for the community up our sleeves as well!

We’ve also done a balance pass on our AllStars and their Hero Vehicles with a focus on pulling characters that might have been underperforming up to better compete with some of our most used AllStars. Full details are in the patch notes, but there’s never been a better time to branch out from your favourites and experiment with our AllStars in the arena!
 
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:shrek:
 
Contenti loro :sard:
 
le copie le avrà tutte Gamestop dove infatti è in offerta a 15€ :rickds:
Ho visto qualche settimana fa che lo infilavano a forza nei "bundle" per PS5. De facto per chi andava in negozio diveniva un acquisto obbligato per prendere PS5. In pratica una minaccia :segnormechico:
 
Se Drawn to Death è durato 2 anni prima che gli staccassero la spina che non se lo cagavano nemmeno loro, figuriamoci quanto possono tirare avanti a martellare con questo :sard:
 
Nuova modalità

 
Hey everyone, we've been rolling out some new maps and modes in Destruction AllStars over the past few months and it's been fantastic to see the community's reaction to the new content along with all the carnage and destruction in the arena*! If you haven't been keeping up, we've added two new smaller arenas to Mayhem in the QuickPlay playlist, along with a brand new game mode, Mayhem Falls.

This weekend, we'll be hosting a special event previewing our next game mode, Carnado Falls! Be sure to jump into the game to check it out before we add it into the Quickplay rotation later this month. Lets give you the lowdown on all of these updates and what you can expect from these new modes.
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Mayhem Falls​

At first glance, Mayhem Falls looks like a standard game of Mayhem taking place on a Gridfall map. Whilst that's certainly what got the idea rolling, the final result has a bit more nuance to get to grips with. Players start off with a flat arena where the objective is to smash, wreck and KO your opponents to rise to the top of the leaderboard. As the game progresses, sections of the arena begin to fall away, creating precarious ledges for players to fall into due to poor driving or get knocked off by your opponents.

If you happen to fall into the pit below, you'll lose 30% of your score. We wanted to find a balance between punishing players who ultimately fell off the map, but still give ample room to climb back up the ranks if you suffer an early plunge. The higher up the board you climb, the more you'll want to watch your step and make sure you keep knocking players off the map. This really raises the stakes and makes games feel more intense and action packed! Each decision you make, every slam, evade or wreck has more impact on the game than ever before. A single mistake could send you tumbling down the scoreboard, it's all to play for until the end of the game!

Mayhem Falls is available for all players in the Quickplay Playlist in online multiplayer*.
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Carnado Falls​

Carnado Falls takes things to the next level and challenges you to balance offensive and defensive play whilst the arena falls away around you. Whilst there are many similarities to our other Falls game mode, the scoring system for Carnado Falls is still based on classic Carnado: Smash, wreck, and KO your opponents to build gears inside your car. Drive your car into the Carnado to score and get onto the scoreboard. The only difference here is with the map falling away from beneath your wheels as the game goes on, you need to take care not to fall off the map and lose all your gears whilst causing even more wrecks and KOs in the shrinking arena.
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Keeping your vehicle alive long enough to build up plenty of gears is always a challenge in Carnado, but these changes really ramp up the pressure as you're dodging between gaps in the arena, along with your opponents, in this fast-paced game mode. You've really got to strategise and pick your wrecks a little more carefully if you want to score highly in Carnado Falls, you can just as easily follow your opponents off the side with a poorly timed slam.

Carnado Falls will be arriving for a special preview this weekend in Destruction AllStars. Available from Friday, October 1 at 8am PT / 4pm BST until Monday, October 4 at 3am PT / 11am BST. It will then be available in the Quick Play multiplayer playlist on Wednesday, October 6 at 8am PT/ 4pm BST. Carnado Falls requires PlayStation Plus*.

We designed these modes to challenge players to think a little differently than they would when playing Mayhem or Carnado normally. With the new hazard of the ever-disappearing arena floor, the game modes certainly feel more intense and action packed as you're trying to carve out some space on the remaining arena floor whilst also trying to find that perfect angle to knock your opponents into the pit below!
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blog.playstation.com

New game modes fall into Destruction AllStars

 


Il supporto continua... A quanto pare.. :shrek:
 
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