Game Update 1.07:
* Adds Photo Mode to the game. You can enable Photo Mode during gameplay by pressing the right side of the Touch Pad and share your favourite pictures with the Share button.
* Adds three new tracks - all including reverse variants: Yedapalli in India, Los Pelambres in Chile and Wester Ross in Scotland.
* Adds support for the Renault DeZir DRIVECLUB Edition and BMW M5, 2013 to PlayStation®Store (available as free download to full game owners from Nov 25-SCEA, 26-SCEE, 27-SCEJ).
* Adds support for the Ignition Expansion Pack - which includes the Ignition Car Pack and Ignition Tour Pack - to PlayStation®Store (free download available from Nov 25-SCEA, 26-SCEE, 27-SCEJ).
The Ignition Car Pack includes 5 new cars:
The Ignition Tour Pack includes 11 new Events and 5 new Trophies.
- W Motors Lykan Hypersport
- Caterham SP/ 300.R
- KTM X-Bow R
- BMW M4
- Renault Twin'Run Concept
Adds support for the Photo-Finish Tour Pack to PlayStation®Store (free download available from Nov 25-SCEA, 26-SCEE, 27-SCEJ).
The Photo-Finish Tour Pack includes 11 new Events and 5 new Trophies.
Adds support for two new livery packs to PlayStation®Store (free download available from Nov 25-SCEA, 26-SCEE, 27-SCEJ).
Each Livery Pack contains 5 new livery patterns to customise your cars with.
Changes have be made to corner cutting, corner penalties & collision penalties for balancing purposes.
Improves the Server Announcements functionality and implements a restyled screen.
Adds the ability to manually trigger reset-to-track by pressing the left side of the Touch Pad.
Adds the ability to view a Club's current unlocks (Vehicles, Paint Jobs, Club Badge Shapes and Accolade Stickers).
Integrates Player and Club Cards into various option menus.
Adds the option to hide and unhide the results screen in order to view the post-race cameras.
Adds Newest Clubs to the list of potential recipients when sending a Club Challenge.
Adds the ability to search for a Club by name when sending a Club Challenge.
Plus a number of minor bug fixes, performance improvements and usability tweaks.
Adds Newest Clubs to the list of potential recipients when sending a Club Challenge.
Adds the ability to search for a Club by name when sending a Club Challenge.
Adds the option to hide and unhide the results screen in order to view the post-race cameras.
Currently making a photomode thread, someone give me a witty title!
Current is: "The better you look, the more you can get away with"
Patch downloaded! Guess I need to sign up for the season pass to get dem new cars?
Edit: Holy hell, My Club section was up immediately once the menu appeared. Challenges still not up... yet.
I'm sold on this one.
Wester Ross in Scotland is the my favourite of the new tracks. Huge elevation changes in that track and you get blinded by the sun on the final stretch when running the track in reverse. Top stuff.
Photo mode has a ton of options. There should be some great pics posted in the coming days. Shame Challenges still are unavailable.
It's pretty sad to see the trolls still going hard for this game. People are really pathetic sometimes.
All new tracks will be road circuits (unless they reworked them since), apart from the new location tracks which will be a variety as per the original locations.Thanks Rushy! Can't wait for the new content! Would you be able to tell me whether any of those 3 new tracks are P2P?
Can you fix the drifting trophy? After this update, I finally got the Lifer trophy (with almost 4000km driven), but still no drifting trophy even though I tried to finish a couple of drifting events.
I think this really is a case of you just lacking the skills/experience. The hyper cars, more than any others, really require you to 1) know the optimal racing lines by heart, 2) learn to handle the gas delicately and 3) learn to brake early enough or slow down at the right points. If your lines are crappy, then you'll easily screw up in one way or the other (especially when going fast), and if you don't know when to slow down/brake, then you can easily understeer or even fly off the track when there are small bumps in the road or sudden elevational changes (so if you find yourself understeering a lot, then just start applying the brakes a little bit earlier instead of Sonicgottagofast.jpg-ing as much as possible). And of course, yeah, if you are too gas-pedal-happy, many of them are easy to lose control of, so you need to kind of get used to the idea that you can't just hold down gas all the time.
I hated hypers at first, too, but I'm getting around to becoming accustomed enough with driving them that I'm finding them becoming enjoyably intense instead of frustratingly hard to handle. I guess one other tip I'd give you is to take tight/U-turns carefully. It's better to be a little early with the braking and come out of corners carefully than risking it and finding yourself off-road/spun around, at least until you've really become accustomed to hypers more and know that you can push the cars to their limits.
The "problem" with hypers is probably that you come out of Supers a little too confident in your skills. Supers are kinda easy to get used to since they have the speed yet you don't lose that much on the handling side of things, whereas hypers are even faster and handling becomes harder not only because of the speed but because they are a lot easier to spin out as well. So you kind of THINK you can handle them because you did so well with supers, but then the hypers require a different approach.
Isn't it? I'm guessing it's only because it's an exclusive. I really hope it does well because I want another one and I want the people who made it to be rewarded.
Oh please.
People were rightfully mad because the shit simply did not work. Now many have moved on. Anecdotal obviously but I've seen maybe two people playing this on my friends list since release. Maybe I had the wrong idea but I assumed this was intended for a larger/causal audience. Which is why I assumed they had the PS+ hook. Seamless "social" racing is a novel concept but how can it work if hardly anyone plays? Which begs the question how the servers could possibly be as "overloaded" as they claim. Whatever though, I don't know anything about that kind of stuff. Sincerely hope they can get the ship turned around. I would love to support this.
I agree driveclub is underratedNew Scottish course is a beauty. Elevation changes too. Not sure if my last post made it. Anyway, this game is amazing and keeps getting better. You honestly cannot beat this lighting. You want it in everything now. Would be so cool to have dynamic nights like this in most FPS.
At any rate support will be awesome. DC was unfairly given a boot. It will come back though. Weather will make sure of it. This is THE beast racer out. PCars will not replace it for this old dude. This one plays so well for a 30FPS game. Weather is going to be amazeballs.
You cannot possibly know how many people are playing, and I have 2 people on my friends list playing call of duty and gtaV combined, so yea...
Nah, I know full well that the hypers don't control the same. Every class has differences in how you have to approach the course, and different cars within a class require different tactics. Once again, I play pretty much the same track over and over, so I know every corner, bump, and dip by heart. How the course is optimally handled depends entirely on how the car responds to the corners. Sometimes by riding a bit over the curb on the one side of the S you can better maintain speed. Sometimes a full slow down is in order or you'll spin out the car. Sometimes it changes depending on how fast you're coming into it (first lap vs follow up). This is just within the first few seconds of the lap. There's plenty of nuances in the following corners as well.
I just don't care much for the handling / driving experience of most of the hypers (at least on that course). Yes they're faster, and even doing poorly in one can result in a faster lap time than damn near perfection in the lower classes. That doesn't necessarily make them more fun to drive though. Basically the classes go from trying to finesse every last drop of power out of them (hatches) to trying to keep the absurd amounts of power under control (hypers). Sports, performance and super classes fall in the middle of that band. I don't think it's unusual to prefer different ratios of finessing to tempering.
I'm certain with enough time I could get quite good with any of the hypers. I'm not so sure I'd ever enjoy the experience of getting better though. Much like driving most of the Mercedes in the game (in any class). I could get up in the leaderboards with them, but I hated every minute of it. Only drove them to get the drive X miles progress points, and hopefully will never touch them again. Basically getting good != enjoyment. People can get good at doing tests in school by practicing. I haven't met many people that actually enjoy that process though. Time will tell. I have plenty of miles to put on those cars the game will effectively force on me. Still, statistically I have more cases of continuing to dislike cars that I don't enjoy at first compared to coming to like them after hating them.
The P1 though is a different story. The KERS and DRS add another element to the game, and I don't mind the handling. Still haven't used it enough to really get a good handle of it yet, but I enjoy my time with it.
It took me 3 tries to get the legendary trophy, which in the end I felt was actually easier then some other ones. All you have to do is feel the car right, if you think its sliding more, go easy on the throttle, too fast - brake more, really simple handling will win you the trophy, and AI keeps making more mistakes as well.
So, while it's still not working great, it's definitely an improvement. I can sort of see the light at the end of the tunnel now as far as it relates to this game being fully functional. I just hope it's not a train coming along (I'm joking obviously).
So if let me see if I understand this right.
Instead of the Season Pass going from November to June as originally planned, because of the networking issues, they basically pushed everything forward a month instead?
So December to July?
Does this mean we basically got Novemebers planned Season Pass content for free and are getting basically another month of content out of the deal that was initially unplanned?
So then
50 default Driveclub Cars
9 Free DLC Cars
38 Season Pass purchase cars
and 5 November pack cars
So with everything all set and done the full car count is going to be 102?
As for tracks, the default game has 55 tracks (Does this include reverse routes as well?) and they are planning to add 11 more? So 66, or is it 132 because of reverse routes?
All things considered for the few that claim Driveclub is barebones on content the default game is decent contender against other Arcade racers, factoring the Season Pass and Free Car / Track content it exceeds most. Still it's long time from now until July 2015.