I mean the upgrades are literally just doing their job, making the game easier, thankfully the game itself isn’t so long so I think it does not overstay it’s welcome and it’s pretty well balanced
of course, but the game doesnt really scale with the upgrade. you dont feel the pressure tu upgrade your car, you upgrade your car to have an easier time and not because you have to.
@@nimaxlol9792 If a game scales with upgrades then are you upgrading at all or are you just keeping everything the same? Honest question. If an armour upgrade doesn't make you more durable relative to the game what do you want it to do?
@@rankcolour8780 well in a classical video game, when you gain an upgrade you gain linear upgrade (+heart in a Zelda game for examples) or a non-linear one ( a bow, boomerang and else, something that does make you "stronger" by giving you options but doesnt make you stronger directly, using a boomerang or a bow in a combat doesn't give you a straight advantage vs the other, unless the situation is specific enough.) If we bring Pacific drive into it, there's both linear (armoring your vehicle in this case) or giving you options (literally every other upgrade and module in the game). The things is, in a Zelda, having options and linear upgrade help you fight bigger things, or not getting oneshot by the final boss. In this game, each upgrade makes the game easier and doesn't really uncover harder areas (if for example, an area was covered to the brim with radiation, you would benefit and be even encouraged to armor up with radiation resistant armor (linear) and use modules that help you resist radiation (options). Same principle with the actually real zone filled with acid things) That's what I mean when I say that the game only gets easier, there is nothing really challenging you to prepare and update your car unless you want to or only slightly. So when you upgrade, the game becomes easier, and not more open (new areas being able to be explored). RN they made an update bringing difficulty settings, which does exactly what I said (if your car breaks more quickly (because the difficulty is harsher) in the acid zone, you better bring some acid resistant armor. If you need speed to avoid said acid, you can use options like the booster to help you with it.
@@rankcolour8780 well in a Zelda for example, there's linear upgrade that goes up the more you play and the game also scale up (your health and the enemy's damage) but that doesn't mean it's useless, it makes you more powerful against easier enemy. In Pacific drive, the game doesn't scale but you unlock armor that makes everything leave a scratch and nothing else, so it's like a Zelda game but you have 10000000hp, of course getting an upgrade is supposed to make the game easier, but it shouldn't remove skill and reasoning out of the equation unless you are very strong against an enemy you've met more than once . that's not the only way to do upgrade(and I sure hope so because those type of upgrade are mostly lazy and doesn't really interact with the player). There's also non-linear/optionnal upgrade, like the bow and the bomb in Zelda. It gives you options to personalise your gameplay or for example your car in Pacific Drive by getting situationnal upgrade that makes you think and prepare, or at least gives you new way to interact/use your environment (bombs enlock area, some enemy are hard to fight without a bow, specializing in acid resistance because you are going into the swamp, getting the radiation shield etc). Those upgrade are great, but it still need difficulty in order for you to actually use it, or the opposite the upgrade is so powerful that it negate all required skills because the game doesnt scale.
@@nimaxlol9792 So your examples aren't scaling an upgrades power away. Every upgrade leaves you more powerful. Death is a skill issue. Upgrades are a crutch for skill. That's why in some zeldas there have been secret endings for not dying during the course of the game.
Feel free to goto the deeper zones where your car will melt by acid and then you upgrade to resist acid attacks then the car will be heavily damaged by explosives. Unless you want to just cheese the story which isn’t hard. Upgrading everything is hard. The game makes impact damage nonexistent mid game so you can focus on having fun driving and worrying about higher level anomolys that damage it in other ways. And try going for purple nuke missiles in the deep zone where you nab highest quality better than you can build in the workshop panels if you want a real challenge.
Saw this and the dead island video and was like.... I should subscribe.... and then I saw I was already subscribed from the sons of the forest videos XD, keep up the good work, you deserve more subs honestly!
Thanks! Dead Island 2 was great when it released last year. The beautiful locations, the detailed combat. I think I don't get much traffic because I play more smaller indie games.
@@caracal3892 Nono I was just searching randomly for someone playing it without healthbars, keep it up! I was also interested in pacific drive funny enough. Tbh indie games are sadly the only place you can find quality, well thought out games these days, except for some AAA games maybe.
Well, it does makes sense. Oppy, Tobias and Francis did survive all this time in the Exclusion Zone, so it *must* be possible for the Driver to survive as well, as long as the Zone didn't murder him already. For me, the slight disappointment is that the game seems to allow rushing through the end. After the strongly emotional "Red Meadow Research Facility" and "Deep Zone Crossing" missions, it appears that "The End of the Road" mission can be completed without the need to fully upgrade the car, workshop, or even personal protection gear.
I guess developers found out that the systems they've made doesn't allow them to make the game harder without making it annoying and unfair. Like if you have that choice and the choice to delete most of your work and create different game instead of this one. I'd like to be mistaken here. If one day they will release a patch which makes the game harder in a good way I'd like that a lot. But now it's more about enjoying the atmosphere of the game than challenging gameplay.
I think they can offer more difficulty settings. It is a single player game so they can offer for both sides. What I would like to see is more agrressive and unpredictable storms
yeah thats what mods are for, maybe one day we'll get a fully kitted out version of the game with an intricate car modification system, much more aggressive anomalies and more of a survival/scavenging feel rather than swimming in resources.
The reality is that you have the upgrades that put the game into easy mode, then are complaining that those upgrades work. I agree that managing the exit storms is the only real pressure. I also think they were going for chaos, not super difficult.
Being able to save the game state before leaving the garage ensures a redo for no cost, some of the options seeing things through walls is also so cheese. give this game a year or two. 6/10
the game automatically saves after you load into a level so technically you dont need to save in case your car is messed up and you want to redo your run
Schade, wollte es mir eigentlich holen. Aber das ist dann doch irgendwie enttäuschend. Was würdest du sagen wie viele Stunden es waren an 'richtigem' Spielspaß? Weil anfangs warst du ja mega begeistert... BTW: Mache mehr Videos. Deine sind simpel aber richtig gut und auf den Punkt!
I replaced all my off road tiers with summer tiers becuase tourist threw me some free ones and imp the driving and drifting is so much more fun without off road tiers.
eh, the problem is this: a roguelike has a difficulty curve where you're upgrading to survive further along that curve. In pacific drive, the deep zone is easier than the mid zone, the storms aren't in any way harder to deal with, the area modifiers are identical to the mid zone, there there are *less* anomalies in the deep zone than in any previous area, Damp forest: 23 Blistering woods: 22 The mires: 25 The scorch: 23 Smokestacks: 19 Red spires: 6 The deep zone anomalies are all very basic, easy to avoid, and do very little damage, and on top of that the missions change from interesting "explore the underground lab" quests into generic time trial races, as a result, it makes the whole zone feel incomplete, and a bit like an afterthought 🤷♂
I literally removed everything from my car to have a challenge lol. They need to make a second one asap thats more than just a proof of concept edit: its still pretty good i just want more. The game needs to evolve more as you upgrade and go further out. All it does really is add more anomalies and decrease the time. The time decrease is just annoying. Not scary... but annoying.
played the whole way through never died and never lost a part always had putty or a blowtorch on me no matter what, game just gets stale once you see the first 5 hours of it, needs more aggressive anomlies like S.T.A.L.K.E.R. series the ones in the game are at most a nuisance and at least you drive right through them like they dont exist.
Any games where as you progress there's an *incentive to remove upgrades* that make the game easier? Usually as players progress they start having to do things manually to earn upgrades to automate the manual gameplay. Instead games should start off giving players those QoL automation upgrades as "training wheels" to limit the number of game systems the player has to learn from the start. As the game progresses, it should provide incentives-like a limited number of upgrade slots/hardpoints or wanting to sell the early upgrades-to swap the training wheels out for more specialized player skill-based upgrades. Because at that point the player knows enough that they're comfortable doing some manual tasks in exchange for the extra value the specialized upgrades bring. And if players are more casual-nothing wrong with that-they can keep the automations, the trade-off being they will progress more slowly because they're falling behind the game's power curve. Examples include: - homing missiles and auto-aiming turrets vs more powerful manually aimed weapons. (Escape Velocity) - weak omni-directional shield vs strong shield but it's directional, like only covering half the ship. (X-Wing) - Same for comms antennae. (KSP) - lighting up the area with active sensors vs being stealthy and relying on passive. (Objects in Space, many submarine games)
I think what would also help is make certain upgrades more expensive, or have external conditions tear them off the car, which would make using them more risky
@@caracal3892 Duskers did that. As I recall, both ship and drone upgrades generally had unlimited uses but each use had a chance to break, effectively ensuring your upgrades will break over time. Personally I'm much less a fan of things breaking over time. Proper maintenance should keep systems running smoothly.
They had a great concept but they decided the narrative needed to be about DEI relationship nonsense, that it should be easily playable by toddlers and blind 90 year old women, and that a game about being on a roadtrip didn't require a full cassette tapes worth of tracks.
I don't like the woke stuff in the game. I just avoid talking about it because in the current youtube rules environment it is dangerous to talk about it. Perhaps that will change eventually. The first time I looked at the available visual upgrades in the machine and the flags I was like what the hecc
@@caracal3892 Yeah, the visual options in the machine almost turned me off enough to shut the game off. It wouldn't have bothered me if there were other options but they were the only thing available. It was very strange to me. However, I decided just to ignore that aspect of the game. I haven't ran into anything else that I found annoying yet but we'll see if that changes. To be clear, I'm not annoyed that the flag options are there, I'm annoyed that they are the *only* options.
@@tecknogyk They come pre-installed because having to go out and find one specific flag would be a pain in the ass. Also would make it annoying finding flags while looting instead of other stickers. Literally just ignore them, a lot of people identify with them and the game wants you to bond with your car as an extention of yourself. Even though i personally don't use them i find it thoughtful and kind that they are included for those that do. I find it difficult to see the issue with that.
I really wish they added something to shoot and kill with the flair gun all enemys are weak af. I think the core game concept/car system people liked and will use to add to new games with more interesting storys. Maybe pacific drive x Mad max/Dasz Gone could be interesting concept. If you want more neich concpet, flood and flames x pacific drive
@tecknogyk It's intentional brainwashing, and the problem is that arguing against it is often causing very violent reactions. I have seen situations on another video game where if you would disagree with it or suggest to make that stuff a toggle, someone would come out and claim you deny their existence and you get thrown off the discord within a minute. So it is not that innocent thing that people make it out ot be. It is intentionally placed in front of people who do not want it, with the express aim to provoke a negative reaction and then use that negative reaction to abuse the person
I mean the upgrades are literally just doing their job, making the game easier, thankfully the game itself isn’t so long so I think it does not overstay it’s welcome and it’s pretty well balanced
of course, but the game doesnt really scale with the upgrade. you dont feel the pressure tu upgrade your car, you upgrade your car to have an easier time and not because you have to.
@@nimaxlol9792 If a game scales with upgrades then are you upgrading at all or are you just keeping everything the same? Honest question.
If an armour upgrade doesn't make you more durable relative to the game what do you want it to do?
@@rankcolour8780 well in a classical video game, when you gain an upgrade you gain linear upgrade (+heart in a Zelda game for examples) or a non-linear one ( a bow, boomerang and else, something that does make you "stronger" by giving you options but doesnt make you stronger directly, using a boomerang or a bow in a combat doesn't give you a straight advantage vs the other, unless the situation is specific enough.) If we bring Pacific drive into it, there's both linear (armoring your vehicle in this case) or giving you options (literally every other upgrade and module in the game). The things is, in a Zelda, having options and linear upgrade help you fight bigger things, or not getting oneshot by the final boss. In this game, each upgrade makes the game easier and doesn't really uncover harder areas (if for example, an area was covered to the brim with radiation, you would benefit and be even encouraged to armor up with radiation resistant armor (linear) and use modules that help you resist radiation (options). Same principle with the actually real zone filled with acid things) That's what I mean when I say that the game only gets easier, there is nothing really challenging you to prepare and update your car unless you want to or only slightly. So when you upgrade, the game becomes easier, and not more open (new areas being able to be explored). RN they made an update bringing difficulty settings, which does exactly what I said (if your car breaks more quickly (because the difficulty is harsher) in the acid zone, you better bring some acid resistant armor. If you need speed to avoid said acid, you can use options like the booster to help you with it.
@@rankcolour8780 well in a Zelda for example, there's linear upgrade that goes up the more you play and the game also scale up (your health and the enemy's damage) but that doesn't mean it's useless, it makes you more powerful against easier enemy. In Pacific drive, the game doesn't scale but you unlock armor that makes everything leave a scratch and nothing else, so it's like a Zelda game but you have 10000000hp, of course getting an upgrade is supposed to make the game easier, but it shouldn't remove skill and reasoning out of the equation unless you are very strong against an enemy you've met more than once . that's not the only way to do upgrade(and I sure hope so because those type of upgrade are mostly lazy and doesn't really interact with the player). There's also non-linear/optionnal upgrade, like the bow and the bomb in Zelda. It gives you options to personalise your gameplay or for example your car in Pacific Drive by getting situationnal upgrade that makes you think and prepare, or at least gives you new way to interact/use your environment (bombs enlock area, some enemy are hard to fight without a bow, specializing in acid resistance because you are going into the swamp, getting the radiation shield etc). Those upgrade are great, but it still need difficulty in order for you to actually use it, or the opposite the upgrade is so powerful that it negate all required skills because the game doesnt scale.
@@nimaxlol9792
So your examples aren't scaling an upgrades power away.
Every upgrade leaves you more powerful.
Death is a skill issue.
Upgrades are a crutch for skill.
That's why in some zeldas there have been secret endings for not dying during the course of the game.
Feel free to goto the deeper zones where your car will melt by acid and then you upgrade to resist acid attacks then the car will be heavily damaged by explosives. Unless you want to just cheese the story which isn’t hard. Upgrading everything is hard. The game makes impact damage nonexistent mid game so you can focus on having fun driving and worrying about higher level anomolys that damage it in other ways. And try going for purple nuke missiles in the deep zone where you nab highest quality better than you can build in the workshop panels if you want a real challenge.
Saw this and the dead island video and was like.... I should subscribe.... and then I saw I was already subscribed from the sons of the forest videos XD, keep up the good work, you deserve more subs honestly!
Thanks!
Dead Island 2 was great when it released last year. The beautiful locations, the detailed combat. I think I don't get much traffic because I play more smaller indie games.
@@caracal3892 Nono I was just searching randomly for someone playing it without healthbars, keep it up!
I was also interested in pacific drive funny enough. Tbh indie games are sadly the only place you can find quality, well thought out games these days, except for some AAA games maybe.
Well, it does makes sense. Oppy, Tobias and Francis did survive all this time in the Exclusion Zone, so it *must* be possible for the Driver to survive as well, as long as the Zone didn't murder him already.
For me, the slight disappointment is that the game seems to allow rushing through the end. After the strongly emotional "Red Meadow Research Facility" and "Deep Zone Crossing" missions, it appears that "The End of the Road" mission can be completed without the need to fully upgrade the car, workshop, or even personal protection gear.
I guess developers found out that the systems they've made doesn't allow them to make the game harder without making it annoying and unfair. Like if you have that choice and the choice to delete most of your work and create different game instead of this one.
I'd like to be mistaken here. If one day they will release a patch which makes the game harder in a good way I'd like that a lot. But now it's more about enjoying the atmosphere of the game than challenging gameplay.
I think they can offer more difficulty settings. It is a single player game so they can offer for both sides. What I would like to see is more agrressive and unpredictable storms
@@caracal3892 yeah, makes sense to add settings like that.
yeah thats what mods are for, maybe one day we'll get a fully kitted out version of the game with an intricate car modification system, much more aggressive anomalies and more of a survival/scavenging feel rather than swimming in resources.
I feel the game gets boring when players stop caring about the resources. For me it was the point where I had the first armor plates for the car
Loot the Purple Loot in a RedZone thats the Jackpot and high Risk and Reward.
Well... yes, it's true.
But I like to think of it as if you've finally "tamed" the Zone.
The reality is that you have the upgrades that put the game into easy mode, then are complaining that those upgrades work. I agree that managing the exit storms is the only real pressure. I also think they were going for chaos, not super difficult.
Being able to save the game state before leaving the garage ensures a redo for no cost, some of the options seeing things through walls is also so cheese. give this game a year or two. 6/10
the game automatically saves after you load into a level so technically you dont need to save in case your car is messed up and you want to redo your run
Schade, wollte es mir eigentlich holen. Aber das ist dann doch irgendwie enttäuschend. Was würdest du sagen wie viele Stunden es waren an 'richtigem' Spielspaß? Weil anfangs warst du ja mega begeistert...
BTW: Mache mehr Videos. Deine sind simpel aber richtig gut und auf den Punkt!
I replaced all my off road tiers with summer tiers becuase tourist threw me some free ones and imp the driving and drifting is so much more fun without off road tiers.
Your car looks pretty kitted... is that not the point of progression? To be stronger?
Agree I've never seen anyone die
I die. Just stopped being cautious. Was raiding drop pods was in menu. Died
I died on the first run, lost all my items as a result, I gave up on the game not giving me any proper save feature.
@@MartinzW It has a proper save feature. You aren't meant to save during a run. Only before and after.
@@alexubel in my book that's not a proper save feature.
@@MartinzW Well congratulations, you're wrong.
Kind of depends on how you drive
Game gets easier the more you play... so like every rougelike
eh, the problem is this:
a roguelike has a difficulty curve where you're upgrading to survive further along that curve.
In pacific drive, the deep zone is easier than the mid zone, the storms aren't in any way harder to deal with, the area modifiers are identical to the mid zone, there there are *less* anomalies in the deep zone than in any previous area,
Damp forest: 23
Blistering woods: 22
The mires: 25
The scorch: 23
Smokestacks: 19
Red spires: 6
The deep zone anomalies are all very basic, easy to avoid, and do very little damage, and on top of that the missions change from interesting "explore the underground lab" quests into generic time trial races, as a result, it makes the whole zone feel incomplete, and a bit like an afterthought 🤷♂
I literally removed everything from my car to have a challenge lol. They need to make a second one asap thats more than just a proof of concept
edit: its still pretty good i just want more. The game needs to evolve more as you upgrade and go further out. All it does really is add more anomalies and decrease the time. The time decrease is just annoying. Not scary... but annoying.
played the whole way through never died and never lost a part always had putty or a blowtorch on me no matter what, game just gets stale once you see the first 5 hours of it, needs more aggressive anomlies like S.T.A.L.K.E.R. series the ones in the game are at most a nuisance and at least you drive right through them like they dont exist.
Ok ok. You have to understand one thing. This game is about story, not survival, mostly. So this video had no purpose.
This video is too boring.
Any games where as you progress there's an *incentive to remove upgrades* that make the game easier?
Usually as players progress they start having to do things manually to earn upgrades to automate the manual gameplay.
Instead games should start off giving players those QoL automation upgrades as "training wheels" to limit the number of game systems the player has to learn from the start.
As the game progresses, it should provide incentives-like a limited number of upgrade slots/hardpoints or wanting to sell the early upgrades-to swap the training wheels out for more specialized player skill-based upgrades. Because at that point the player knows enough that they're comfortable doing some manual tasks in exchange for the extra value the specialized upgrades bring.
And if players are more casual-nothing wrong with that-they can keep the automations, the trade-off being they will progress more slowly because they're falling behind the game's power curve.
Examples include:
- homing missiles and auto-aiming turrets vs more powerful manually aimed weapons. (Escape Velocity)
- weak omni-directional shield vs strong shield but it's directional, like only covering half the ship. (X-Wing)
- Same for comms antennae. (KSP)
- lighting up the area with active sensors vs being stealthy and relying on passive. (Objects in Space, many submarine games)
I think what would also help is make certain upgrades more expensive, or have external conditions tear them off the car, which would make using them more risky
@@caracal3892 Duskers did that. As I recall, both ship and drone upgrades generally had unlimited uses but each use had a chance to break, effectively ensuring your upgrades will break over time.
Personally I'm much less a fan of things breaking over time. Proper maintenance should keep systems running smoothly.
They had a great concept but they decided the narrative needed to be about DEI relationship nonsense, that it should be easily playable by toddlers and blind 90 year old women, and that a game about being on a roadtrip didn't require a full cassette tapes worth of tracks.
I don't like the woke stuff in the game. I just avoid talking about it because in the current youtube rules environment it is dangerous to talk about it. Perhaps that will change eventually.
The first time I looked at the available visual upgrades in the machine and the flags I was like what the hecc
@@caracal3892 Yeah, the visual options in the machine almost turned me off enough to shut the game off. It wouldn't have bothered me if there were other options but they were the only thing available. It was very strange to me. However, I decided just to ignore that aspect of the game. I haven't ran into anything else that I found annoying yet but we'll see if that changes. To be clear, I'm not annoyed that the flag options are there, I'm annoyed that they are the *only* options.
@@tecknogyk They come pre-installed because having to go out and find one specific flag would be a pain in the ass. Also would make it annoying finding flags while looting instead of other stickers. Literally just ignore them, a lot of people identify with them and the game wants you to bond with your car as an extention of yourself. Even though i personally don't use them i find it thoughtful and kind that they are included for those that do. I find it difficult to see the issue with that.
I really wish they added something to shoot and kill with the flair gun all enemys are weak af. I think the core game concept/car system people liked and will use to add to new games with more interesting storys. Maybe pacific drive x Mad max/Dasz Gone could be interesting concept. If you want more neich concpet, flood and flames x pacific drive
@tecknogyk
It's intentional brainwashing, and the problem is that arguing against it is often causing very violent reactions. I have seen situations on another video game where if you would disagree with it or suggest to make that stuff a toggle, someone would come out and claim you deny their existence and you get thrown off the discord within a minute. So it is not that innocent thing that people make it out ot be. It is intentionally placed in front of people who do not want it, with the express aim to provoke a negative reaction and then use that negative reaction to abuse the person