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LeFishy
Jul 21, 2010
It feels like this game expects you to hop between regions more than Snowrunner ever did. Like I did a handful of AZ missions and then immediately got hit with "Very Hard" so I hopped over to the green land and am handling the easier missions there.

Then I think I'll try to do some contracts and assignments in the free roams see what I can't unlock. I've already come across the Pug assignment and uuuhhhh, that one can wait a bit I think.

I am really enjoying the game but the bad parts are super bad, the not being able to change maps thing is nuts!

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ultrachrist
Sep 27, 2008
Yeah, the regions seem to be comparable to eachother and you can progress both at the same time. I like that. I unlocked a 'Very Hard' mission in Grand Canyon that is a prerequisite for a 'Normal' mission, so who knows what difficulty actually means.

Another opaque thing: I wondered why I couldn't pick up some contracts. It's because some of them require a specific type of specialist to start but the game never tells you this nor does it tell you which type of specialist you need.

Despite all the dumb crap, I played the hell out of this game yesterday and am looking forward to more. Partially it's the Snowrunner itch, partially the new feeling Expeditions bring. It has crystalized 'Where should I go? How do I get there?' perfectly. It's led me to start planning some spring/summer outdoor trips already.

Elendil004
Mar 22, 2003

The prognosis
is not good.


It's a huge failure that this game is solo only. I have hundreds of hours in Snowrunner but no reason to pick up expeditions without the ability to play with people.

explosivo
May 23, 2004

Fueled by Satan

Elendil004 posted:

It's a huge failure that this game is solo only. I have hundreds of hours in Snowrunner but no reason to pick up expeditions without the ability to play with people.

The whole conceit sounds like a multiplayer forward concept which is what's confusing to me. I've never played these co-op because none of my friends share the same particular strand of brainworms as I have when it comes to these games but packing an expedition with 4 trucks then making your way across the map to another map (where trucks have to be manually moved one by one) just screams "bring friends along so everyone can drive a truck or two people can tow two trucks" instead of "do the same trip two to four times to lug all of your vehicles to the next area. It just feels like the kind of pitch that starts with "We want people to get their friends together for an offroad expedition in a new co-op spinoff" but ends with what we have now which feels sorta underbaked and unfinished.

Elendil004
Mar 22, 2003

The prognosis
is not good.


explosivo posted:

The whole conceit sounds like a multiplayer forward concept which is what's confusing to me. I've never played these co-op because none of my friends share the same particular strand of brainworms as I have when it comes to these games but packing an expedition with 4 trucks then making your way across the map to another map (where trucks have to be manually moved one by one) just screams "bring friends along so everyone can drive a truck or two people can tow two trucks" instead of "do the same trip two to four times to lug all of your vehicles to the next area. It just feels like the kind of pitch that starts with "We want people to get their friends together for an offroad expedition in a new co-op spinoff" but ends with what we have now which feels sorta underbaked and unfinished.

Yeah its wild and it's not like their engine doesn't do coop. I have some friends who dont play anymore because they are gutless cowards (they are probably reading this thread) but their complaints are basically solved by multiplayer. One of them always says he hates driving back and forth fifty times, well ok even with 2 people, its cut in half, and with 2 people you can bring a bigger truck and have a winch buddy, or haul each other out of trouble. Even just having another brain to go "hmm I need steel beams oh hey i can get them there good call" helps tremendously.

Nullset
Apr 21, 2010

Co-op is coming, but not for a few months. Not sure why it takes longer to implement in this game though.

https://steamcommunity.com/app/2477340/discussions/0/6273017912359351561/

padijun
Feb 5, 2004

murderbears forever
they better loving have chat this time

explosivo
May 23, 2004

Fueled by Satan

Lol I'm just now realizing that the way the travelling between maps works you can't freely switch back to trucks you left behind in the other map without also being on that map with the truck you're currently driving. This all seems like stuff that can be fixed with updates but jesus this is dumb.

explosivo
May 23, 2004

Fueled by Satan

Looks like an update coming today/tomorrow. Someone saw on discord this is PC tomorrow, next week for consoles.

"Focus Forums posted:

Economical system issues

The bug related to the repeated installations of DLC, which allowed players to endlessly receive money from the sale of the DLC trucks has been resolved. Uninstalling the DLC removes the DLC trucks from the game.Therefore, the money exploit is no longer available.
Even though they were not supposed to be available, the Living and Workshop truck frame modules could be accessed by the players. As a result, players could waste money on the Workshop module without being able to install it. Now neither frame modules are available for purchase.
UI/UX

The Map was not centered on the place where a player would deploy. Now, the first car's deployment zone list will open immediately, so the camera will be centered on the car.
Significant changes have been made to all car description variants. Now, the information is structured to display important details, and elements have a more comprehensible layout. Interactive elements have become more apparent. These modifications have affected all instances of displaying information about the car (the Garage, the Truck store, the Map).
Additionally, improvements have been made to the car card in the store: the DLC content display has been added, and layout flaws have been corrected. Now, the card precisely shows the information that is crucial for the player when adding a car to their garage.
To better guide the novice players a sign indicating “Recommended” has been added to the Little Colorado region to advise them to start with the easier region and gradually move onto the main quests in Arizona and the Carpathians.
The notification indicating that the zone has been scanned after using the Radar now disappears correctly.
The movement between addons in the Garage were blocked after returning from the Codex. Now the controls are fixed and working properly.
Improved the layout of the pop ups “Completed quest” and “New task”. The interface now uses the patterns defined on the HQ screens, it gives better understanding of rewards.
Trucks, Vehicle addons, Base modules and Specialists are now properly displayed in the Reward pop ups of expeditions, contracts and tasks.
Gameplay

Now, all incomplete tasks/contracts will be reset. Previously, if a player returned to the HQ after completing a contract/task stage with a unique item and then returned to the same map with new expeditions, the unique contract/task item wouldn't respawn, so the players had to restart the contract/task manually.
Addition of Photomode.
The amount of fireflies have been reduced during the Camera Minigame at night. They no longer cover the entire scene.
The amount of attempts to complete the Echo Sounder Minigame has been increased to simplify the quest.
After fixes, objects discovered with binoculars are now displayed on the Map.
Honk is now binded on controllers.
The “annoying sound” of the drone’s bad signal has been fixed. Now the signal status is displayed on the interface.
Art

The ground texture with low graphical resolution on the first map of the Arizona region has been fixed.

Radical 90s Wizard
Aug 5, 2008

~SS-18 burning bright,
Bathe me in your cleansing light~

explosivo posted:

Lol I'm just now realizing that the way the travelling between maps works you can't freely switch back to trucks you left behind in the other map without also being on that map with the truck you're currently driving. This all seems like stuff that can be fixed with updates but jesus this is dumb.

Yea, finding this out mid-mission was pretty frustrating. Again, breaking stuff that Snowrunner had already solved.
It also takes away the fun of loving stuff up and having to deploy more (and more) vehicles. Now you're just hosed and you have to restart the expedition I guess.

Lol at least they're removing the "bad signal" alarm though, that was awful. Now remove the arbitrary "no fly zones" wtf is the point of those?

Gotta wonder if they playtested this poo poo at all, honestly.

Oh and it's been mentioned but not being able to see your vehicles direction on the map is just.... How do you gently caress that up?

explosivo
May 23, 2004

Fueled by Satan

Radical 90s Wizard posted:

Lol at least they're removing the "bad signal" alarm though, that was awful. Now remove the arbitrary "no fly zones" wtf is the point of those?

I was trying to figure this out too. I can't even tell if there's a way to see where no-fly zones are or is it just arbitrary if you're near something tall? Makes no sense.

ultrachrist
Sep 27, 2008
While annoying, it’s worth looking at what unlocks what. An expedition in Coconino unlocked an expedition back in the Grand Canyon and finishing that unlocked a second Grand Canyon expedition which in turn unlocked the expedition in Coconino that gave me the second base.

The listed difficulty levels seem to correspond to complexity rather than difficulty. The Very Hard mission I did required me to deploy 2 different trucks to 2 different bases to cover different objectives (game never told me this, I inferred this from studying the pre-mission map) but otherwise wasn’t any harder than the Normal missions that came later. If anything the later routes were trickier.

The maps are gigantic. I figured Coconino was going to be the area around the mining town but that’s just a piece of it.

Play
Apr 25, 2006

Strong stroll for a mangy stray

explosivo posted:

Lol I'm just now realizing that the way the travelling between maps works you can't freely switch back to trucks you left behind in the other map without also being on that map with the truck you're currently driving. This all seems like stuff that can be fixed with updates but jesus this is dumb.

Why are you taking two trucks? Honest question, I've never done that before.

To do different objectives at the same time?

Another question: the tasks you can do piecemeal, which is really really nice. So you don't have to finish everything and can come back to it. Is it the same with the missions, can you do the first two steps then do the last two steps on a later expedition?

explosivo
May 23, 2004

Fueled by Satan

Play posted:

Why are you taking two trucks? Honest question, I've never done that before.

To do different objectives at the same time?

I'm not really sure how long these expeditions are going to be so it seemed like a good idea to bring a truck that can bring spare parts and extra fuel. Plus it's nice to have something nearby in case my scout gets flipped or stuck. It's not so bad towing a scout with one of the larger trucks and it doesn't cost anything to bring extra trucks (as far as i know) as long as you're not packing them with anchors and jacks so I've been filling in all the vehicle slots even if I don't really have a need for them.

I have no idea about the second question, lol. the level of persistence between runs is still not super clear to me.

ultrachrist
Sep 27, 2008
With the exception of exploration objectives, if you quit an expedition, you need to redo all the other objectives you’ve done.

RandomBlue
Dec 30, 2012

hay guys!


Biscuit Hider
Sitting at 54% on Steam right now compared to Snowrunner's 89-90%.

Was really excited to start playing this when I got it, it's unfortunate they missed the mark so badly IMO. I'm sure they'll be able to clear up a lot of the bugs but a lot of the problems are just bad design decisions and terrible UI.

explosivo
May 23, 2004

Fueled by Satan

I'm having fun with it! I think the driving around and exploration is better than Snowrunner at times because you have no roads and it truly feels like you're exploring for paths to where you want to go. Push winch is nice, the gadgets are useful, maps are huge and have unlockable free roam modes, deflatable tire pressure, I honestly like some of the UI changes in the garage.. But its also definitely got bugs, is literally unfinished, some questionable mechanics and less vehicles than Snowrunner had at launch so it's not perfect and that stuff does need to be called out but a lot of my issues with it are things that can be patched and not always very detrimental to the gameplay. I get the low score I just think that low is a bit harsh.

Nalin
Sep 29, 2007

Hair Elf
It just feels like people wanted SnowRunners 2 and they aren't coping with getting something else entirely. I am happy that an off-roading game in their engine exists. It's a valid avenue to explore and I've been having fun with it.

ColonelJohnMatrix
Jun 24, 2006

Because all fucking hell is going to break loose

I feel like that score is warranted. There is a lot of good here and I appreciate some of the differences from snowrunner, but a lot of this is buggy and feels unfinished. I feel like after a few patches it'll probably be in a much better state.

Elendil004
Mar 22, 2003

The prognosis
is not good.


The one thing that really hooked me in the trailers was being able to set grapple points so you arent hosed by pulling down all the trees around you, how's that work at least?

Edit: have they invented the power of a bucket of gravel you can stick under some wheels to get traction in mud?

ColonelJohnMatrix
Jun 24, 2006

Because all fucking hell is going to break loose

Elendil004 posted:

The one thing that really hooked me in the trailers was being able to set grapple points so you arent hosed by pulling down all the trees around you, how's that work at least?

Edit: have they invented the power of a bucket of gravel you can stick under some wheels to get traction in mud?

The winch anchors are one of the best parts of the game.

ultrachrist
Sep 27, 2008
Yeah, winch anchors and the jack are going to make it painful returning to Snowrunner. Mud's not much of a threat in this game. . . water, rocks, and trees are your enemies here.

All my complaints are patchable. The game's problem(s) aren't related to the core design. The core game is actually quite good. It's hard to square the meticulously designed maps with the awful, unfinished UI. I've mostly got used to it and I STILL deployed to the wrong base yesterday. They shot themselves in the foot by not delaying a month to fix and finish a bunch of crap.

I think I found a route to retrieve the drowned truck on the first Carpathians map (I believe it's a Tatra.) I'm not going to bother yet because I don't actually need another big truck, so I'll wait and accumulate upgrades before I expend the effort.

ultrachrist fucked around with this message at 16:20 on Mar 7, 2024

ColonelJohnMatrix
Jun 24, 2006

Because all fucking hell is going to break loose

ultrachrist posted:


All my complaints are patchable. The game's problem(s) aren't related to the core design. The core game is actually quite good. It's hard to square the meticulously designed maps with the awful, unfinished UI. I've mostly got used to it and I STILL deployed to the wrong base yesterday. They shot themselves in the foot by not delaying a month to fix and finish a bunch of crap.



Yes, agreed. Good core gameplay, just some very unfinished, early access feeling stuff going on currently. I'd guess in a couple months it'll be quite solid.

explosivo
May 23, 2004

Fueled by Satan

The low score is definitely warranted with the state this is in at launch but from browsing the subreddit and steam forums there are a not negligible amount of people who for some reason thought this was going to be a full featured sequel or a complete return to Mudrunner in every sense of the word because the title of the game has the word Mudrunner in it. Snowrunner still exists and has 4 more seasons of content planned at least so idk if you want open world exploration and hauling then this is not the game for you. I hope they're able to support this one and get patches out at a decent clip because there's a lot of small fiddly stuff around the periphery that can be fixed/improved that would improve the game significantly.

Paying2Lurk
Sep 15, 2023

I'd take a bullet
for a bud any day.
Hopefully getting away from Embracer will give Saber more leeway to fix the issues with the game and keep supporting it. I'd love to see ongoing support for both "flavors" of gameplay in this engine.

Snowrunner itself launched in a pretty buggy state (so many trailers stuck in the air in Michigan) and ended up fine so here's hoping they can do it again.

Nalin
Sep 29, 2007

Hair Elf
The first patch was released.
https://steamcommunity.com/app/2477340/eventcomments/4298194451991538354/

They list their current priorities and give a patching schedule. The first patch will hit consoles next week. The 2nd patch will hit this month and a 3rd in April. They also re-iterated their support of SnowRunner and emphasized that Expeditions isn't meant to replace SnowRunner.

Patch notes posted:

New feature
* Photomode

Crashes
* Fixed the crash reporter
* Mods - Fixed crash when spawning the default truck mod
* Fixed crash related to interaction with the modules
* Fixed crash related to using the Echo Sounder in the Tutorial
* Fixed crash if specify empty slots for KEY BINDINGS on 'Controls' page and then try to open the 'Control Scheme'
* Fixed crash related to selling a module

Art
* Fixed a bug where the ground texture had low graphical resolution. The issue was encountered on the first map of the Arizona region.
* Fixed soapy landscape textures on ultra settings
* Fixed engine start animation for Afim 1960, Cotco Canyon, Collie Pug trucks to match new sounds

UI/UX
* A comment from players was taken into account when the Map was not centered on the place where a player will deploy. To address the issue of player confusion when deploying far from the first quest point, the first car's deployment zone list will open immediately, so the camera will center on the car.
* Significant changes have been made to all car description variants. Now, the information is structured to display truly important details for a player. Elements have a more comprehensible layout, both in terms of meaning and visual composition. Interactive elements have become more apparent. These modifications have affected all instances of displaying information about the car (the Garage, the Truck store, the Map).
* Additionally, improvements have been made to the car card in the store: DLC content display has been added, and layout flaws have been corrected. Now, the card precisely shows the information that is crucial for a player when adding a car to their garage.
* Added the ‘Recommend’ label for the Little Colorado region. It’s a sign for novice players that they should start with the easier Little Colorado region and gradually move on to the main quests in Arizona and Carpathians.
* Notification of the scanned area did not disappear after using the radar. Fixed a bug where a notification that the zone had been scanned was left on the screen after using the Radar. Previously, the notification could be cleared by re-entering the menu. Now notification disappears correctly.
* The movement between addons in the Garage were blocked after returning from the Codex. Now the controls are fixed and working as usual.
* Improved the layout of the pop ups Completed quest and New task. The interface now uses the patterns defined on the HQ screens, it gives better understanding on rewards.
* Trucks, Vehicle addons, Base modules and Specialists are now properly displayed in the Reward pop ups of expeditions, contracts and tasks. Previously players have received these rewards as they should have been, but there was no mention of these rewards in UI.
* Improved PROS pop ups
* Added the slider when selecting base modules to build
* HQ - It is possible to open the inventory of the car using the cursor
* Garage - Fixed bug when fuel quantity does not change after changing the measurement system
* Garage - fixed bug related with unexpected changing the balance when selling/buying items before the expedition
* Garage - fixed selection on the truck when a player remove the car in the Garage, the focus shifts to the car above
* Disabled installation of sideboards if it cannot be installed on the car
* The remaining space for gasoline calculates correctly incase of taking any car without a sideboard, installing it, and buying any amount of fuel
* Added treasure icons when using the Metal detector
* D button in the Tire Inflation System screen can be clicked by LMB
* In the DLC store it is impossible to switch by Q/E buttons
* Truck engine can be turned off on XboxOne, Xbox X

Gameplay
* Feature: upon exiting to the HQ, all incomplete tasks and contracts will be reset. Previously this led to softlocks: if a player returned to the HQ after completing a contract/task stage with a unique item and then returned to the same map with new expeditions, the unique contract/task item wouldn't respawn, so the player had to restart the contract/task manually.
* Increased number of attempts to complete the Echo Sounder minigame to simplify quests for players. We received negative feedback about the difficulty of the minigame where a player has to scan fish.
* Upgrades opened with binoculars are not displayed on the map. After fixes, objects discovered with binoculars are displayed on the Map.
* Added the key to use the car's honk with the gamepad.
* Fixed sound of the Drone’s bad signal. The sound would start when a player wasn't far from a truck. Now a player can understand the signal status from the interface.
* Fixed Seismic Vibrator’s sounds
* Tutorial - You can't open a refuel hud in a stage with a refueling truck. At the stage, with the car being refueled and repaired, the HUD opens and immediately closes. You cannot go through a stage without re-entering the main menu (after re-entering, you are thrown to the next stage).
* Minigame Camera - Too many fireflies in the minigame at night. The fireflies VFX were displayed on pictures taken by a player. Sometimes there were so many of them that they covered the entire scene.
* Minigame Camera - The completed stage disappears immediately after completing the minigame, without necessity in opening/closing the map.
* Minigame Visual Inspection - Removed the CLOSE control from the bottom
* PS5 Activities are counted as completed

Economical system issues
* Repeated installations of DLC allowed a player to endlessly receive money from the sale of DLC trucks. Now uninstalling DLCs removes DLC trucks from the game so the money exploit is not available anymore.
* WIP truck frame modules were available for purchase in the garage. Players were able to access the Living and Workshop truck framemodules, even though they were not intended to be available. As a result, players could waste money on the Workshop module without being able to install it. Living Module didn’t have any functionality but was possible to buy and install. Now both frame modules are not available for purchase.
* Addon purchase is blocked in case of buying invalid module

Mod support
* Added localization in the cheat pop-ups on the Polygon map
* Added the new Expedition’s Readme file in the folder Guides
* Fixed bug related to the Mod Browser - The control in the saves screen disappears after remove/installing the mod in the mod browser

Localization
* Fixed description of the Expanded parking and Tow truck modules
* Fixed description of consumables in the trade window for the sideboard
* Garage - The requirement to open the "Complete _ to unlock" addon is displayed in all supported languages
* Removed Korean technical text from the sell button in the Garage
* Fixed cropped texts on Poland, Czech

200+ other minor fixes and improvements

ultrachrist
Sep 27, 2008
So here’s a new one: I unlocked the first expedition on the third map in Carpathians. I found the gate to it on the second map.

But it forces me to deploy on the first map? Meaning I have to go through two different gates despite having both bases open on the second map. I can’t tell if that’s intentional or a bug.

Edit: it’s because there’s also a gate from the first map, sliprock swamp, that I never found. I went in the unintended way. poo poo.

ultrachrist fucked around with this message at 20:23 on Mar 7, 2024

padijun
Feb 5, 2004

murderbears forever

Nalin posted:

It just feels like people wanted SnowRunners 2 and they aren't coping with getting something else entirely. I am happy that an off-roading game in their engine exists. It's a valid avenue to explore and I've been having fun with it.

I think the score is because of how many steps backwards they took from snowrunner. expeditions launched unfinished with a really bad UI and map. I'll say it again, the lack of directional indicator on the map is a loving joke considering there's no compass in a game that's supposed to be all about exploring

Radical 90s Wizard
Aug 5, 2008

~SS-18 burning bright,
Bathe me in your cleansing light~
Another good one is they still have the "change time of day" option in the map, but nowhere is there a clock or any indicator of what the time actually is. Yea, obviously it still works fine, but it's just another thing that was fine in Snowrunner and is stupider here for no apparent reason.

explosivo
May 23, 2004

Fueled by Satan

Radical 90s Wizard posted:

Another good one is they still have the "change time of day" option in the map, but nowhere is there a clock or any indicator of what the time actually is. Yea, obviously it still works fine, but it's just another thing that was fine in Snowrunner and is stupider here for no apparent reason.

There's also a module for the bed that adds a living quarters or something and the description says that it allows for skipping time of day but.. it seems like you can do that anyway? Maybe I misread the purpose of that module.

Edit: Oh wait, lol

quote:

* WIP truck frame modules were available for purchase in the garage. Players were able to access the Living and Workshop truck framemodules, even though they were not intended to be available. As a result, players could waste money on the Workshop module without being able to install it. Living Module didn’t have any functionality but was possible to buy and install. Now both frame modules are not available for purchase.

I was going to say that felt like a leftover module that got nixed when they just decided to let people skip time whenever they want and that seems to be the case!

explosivo fucked around with this message at 22:22 on Mar 7, 2024

Google Butt
Oct 4, 2005

Xenology is an unnatural mixture of science fiction and formal logic. At its core is a flawed assumption...

that an alien race would be psychologically human.

Woah they added this to geforce now

Play
Apr 25, 2006

Strong stroll for a mangy stray
God it's so frustrating to nearly finish a mission and then run out of gas like fifty meters from the final point. At least the mission has an explore portion so if I do it again I can skip that step.

Also I kinda hate the thick woods in Carpathia. They are impenetrable with any vehicle

explosivo
May 23, 2004

Fueled by Satan

Play posted:

God it's so frustrating to nearly finish a mission and then run out of gas like fifty meters from the final point. At least the mission has an explore portion so if I do it again I can skip that step.

This is really why I've been bringing fully loaded backup trucks on every mission and towing at least one of em around if I can. The Actaeon can hold a good amount of fuel and parts while being pretty compact so I'll tow a scout behind the Actaeon until I can get relatively close to where I need to be. That way I can have a refuel nearby that can come to the scout if needed as well as spare parts and extra storage spots for anything I find that can be sold.

Nalin
Sep 29, 2007

Hair Elf
Remember that airdrops contain 100 fuel in them. If you see a nearby airdrop and you are running low, go and grab it to top up.

explosivo
May 23, 2004

Fueled by Satan

I think the push winch might be lowkey the MVP of this spinoff. Being able to rappel down cliffs or do the ol winch to a tree from the side to stop yourself from tipping move while also being able to extend it has come in handy more than a few times. I had to ford a river but before attempting it I throw down an anchor, winch to it, then extend as I drive so if it looks like I'm sinking I can just pull myself back. Pretty cool. Also the specialist that negates water damage is nuts. Been bringing that dude along to a lot of these early jobs in the Carpathians.

I really wish the drone flew faster and also gave you some sort of indication of what you've scanned for those 'explore this area' jobs. Or hell let me look at the fuckin map while flying the drone so I know if I'm even in the radius anymore.

Play
Apr 25, 2006

Strong stroll for a mangy stray

Nalin posted:

Remember that airdrops contain 100 fuel in them. If you see a nearby airdrop and you are running low, go and grab it to top up.

Wait what? Do they all have that? I've only noticed the things that are in the inventory?

God dammit

explosivo posted:

I think the push winch might be lowkey the MVP of this spinoff. Being able to rappel down cliffs or do the ol winch to a tree from the side to stop yourself from tipping move while also being able to extend it has come in handy more than a few times. I had to ford a river but before attempting it I throw down an anchor, winch to it, then extend as I drive so if it looks like I'm sinking I can just pull myself back. Pretty cool. Also the specialist that negates water damage is nuts. Been bringing that dude along to a lot of these early jobs in the Carpathians.

I really wish the drone flew faster and also gave you some sort of indication of what you've scanned for those 'explore this area' jobs. Or hell let me look at the fuckin map while flying the drone so I know if I'm even in the radius anymore.

Half the time the explore percentage doesn't even tick up for me while I'm in drone view, it only shows after I leave. And yeah, orienting yourself and trying to figure out where you still need to check is a bit dull.

A lot of things in this game are dull, tbf, but in a sense that's why people play it.

Radical 90s Wizard
Aug 5, 2008

~SS-18 burning bright,
Bathe me in your cleansing light~
can you fully just cruise around underwater with that specialist or will the engine stall once you submerge?


e] they all have some fuel and some spare parts, yea.

explosivo
May 23, 2004

Fueled by Satan

Radical 90s Wizard posted:

can you fully just cruise around underwater with that specialist or will the engine stall once you submerge?

engine doesn't seem to stall, I think you are free to cruise as long as you have wheels on the ground.

Also re: fuel and spare parts, I def recommend adding as many side storage containers to your vehicle as possible. I'm using the Cotco Canyon and between the roof, side, rear and front storage racks I have like 8 tanks of gas, 200 spare parts, and an extra wheel. I find it kinda fun having to load up parts and gas for field maintenance since these maps have no gas stations or garages, feels like a proper expedition. I just hope they eventually add in better info screens before you go in so you have a better idea of what you're doing/where you're going.

Play posted:

Half the time the explore percentage doesn't even tick up for me while I'm in drone view, it only shows after I leave. And yeah, orienting yourself and trying to figure out where you still need to check is a bit dull.

A lot of things in this game are dull, tbf, but in a sense that's why people play it.

I think explore percentage is tied to looking at surface area within the circle, at least that seemed to work on the last mission I did. This means if there's like a mountain in front of you while in your truck you have to explore the back side of it with the drone as well, that would all give you more since you can't see it from where you are. The dull stuff is really dull, unfortunately. Scanning stuff underwater is.. woof. At this point I'm in it for the driving between the minigames because yeah they haven't exactly been compelling.

explosivo fucked around with this message at 03:15 on Mar 9, 2024

Play
Apr 25, 2006

Strong stroll for a mangy stray
Free roam should be unlocked after completing the first mission in an area. It's dumb as hell that when I had an unfinished mission, I could go into a subarea and do random tasks or find upgrades or stuck trucks instead of doing the mission, but now that I don't have an unlocked mission in that area I can't.

At the very least you should be able to redo missions if you want to.

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RandomBlue
Dec 30, 2012

hay guys!


Biscuit Hider

explosivo posted:

engine doesn't seem to stall, I think you are free to cruise as long as you have wheels on the ground.

Thrust via wheel rotation.

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