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DRIVECLUB |OT3| Evolved

Really like the hardcore mode, isn't necessarily as sim like as I would have wanted but considering I am nowhere near any of my old times yet having more fun I think it is a great middle ground.

Are the new track collision penalties across all handling types? If so great.
 
Rocking that pre-order 12c in the old town!

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Excuse the little bit of blur, this was a bit of a experiment, expect 'em to get better. :)
 

Jacknapes

Member
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Excuse me, i'm off to marvel at this beautiful...

Scotland's new track, in the storms. DriveClub, the game that just keeps on giving.
 
Now thats drifting. Do tell, does it feel more natural in hardcore mode? I'm assuming this is hardcore mode.

No, that was just "normal" mode, but what I found in hardcore is when a car usually *snaps* from the rear when drifting, in hardcore it's smoother and flows better... Well, for me at least anyways
 

DD

Member
Didn't have much time to test it, but I think I'll fall in love with the new handling. I always found the braking too extreme in this game, but now it feels great! Fantastic job, Evo! The only thing I miss in this game now is a championship creator where one could chose the number of races, the tracks and conditions, the car and then go out racing for points.

About the new tracks, they're Ok, I think. Maybe a little too wide and short, but hey, it's free! When's the other one coming? (•‿•)
 

leng jai

Member
These tracks are pretty underwhelming. They don't feel anything like the city tracks in PGR or even something like Prague in Forza 6.
 
Cross-posting from the other thread:

Nice find. I also spotted the Honda Civic in the Evolution Tour - Some Like It Hot Hatch event. I'd wager both cars can be found in more events that aren't strictly limited to a certain car, manufacturer or country of origin.

Edit: Yep, both cars appear in at least 6 events across all tours, including the original DC tour, but curiously enough they are locked in the original tour, while playable in the DLC tours.
 

Jamesways

Member
Didn't have much time to test it, but I think I'll fall in love with the new handling. I always found the braking too extreme in this game, but now it feels great! Fantastic job, Evo!
Totally agree. Loving the hardcore model. The cars feel a lot more predictable. They slide more naturally now too.
I've always felt like braking earlier than needed with the old handling. Especially after playing sims, I had to have some time to adjust and something just felt a bit off in the handling regarding the assists.

Add in the filters while racing, and I'm hooked on this again.

Can't tell any difference with the bikes though, they seem unaffected.
 

xrnzaaas

Member
This must be some sort of an error, right? The cars were not going only to be available down later this month, but also are paid additions. I guess we'll be waiting for a patch to the update ;)

I assume that everything was downloaded with the latest patch and that both new tours (including new cars & bikes) only need unlocking by buying them in the PS Store. I don't know why it has to take two whole weeks, though.
 

Tommi84

Member
I assume that everything was downloaded with the latest patch [...]
Yeah, it was always like that. You have a week to download the patch so that after it's unlocked, you can enjoy the content straight away. I mean the faster unlock is an error :)
 
The Honda Civic TypeR is also available in the "Some Like it Hot Hatch" event in the Evolution Tour

It's also available in the Small in Japan hot lap event in the Sakura Tour.


This must be some sort of an error, right? The cars were not going only to be available down later this month, but also are paid additions. I guess we'll be waiting for a patch to the update ;)

I don't know if it's worth it deploying another patch just for that. As it is, the Skyline can be used in 3 races and the Civic in 2. No one who wanted the cars is going to skip buying the No Limits tour pack because of that. Unintentional or not, it's just a nice way to take them for a spin before they officially release. And i don't recall them doing any patches right after big updates, usually any fixes had to wait until the next update.
 

xrnzaaas

Member
Yeah, it was always like that. You have a week to download the patch so that after it's unlocked, you can enjoy the content straight away. I mean the faster unlock is an error :)

Yeah it probably is. I also think that it doesn't need patching since it's basically a trial before you can use both cars in all eligible events.
 
Hardcore mode... it's better than I feared, not as good as I hoped.
Braking distance and understeer/oversteer balance still isn't sim, but for the first time with Driveclub, I have the feeling that sim-like corner approaches make sense and are actual fun for me; I feel less BS'ed by the game.
There is still not enough angular momentum when year rear is spinning out and too much grip with spinning wheels.

I don't know how much of a thing Evolution wants to make of this "hardcore" mode, but if they want to make it really viable and not just a "hey, maybe try this new gimmick once or twice"-thing, then they should
- adjust the lap times you need to beat to get stars in challanges,
- add marks for "lap done in hardcore mode" on leaderboards (filter options on leaderboards for "only show hardcore lap times" too)
- make the AI fit to race in this mode (I saw quite a lot corner crashes after long straights with time-penalties for the AI for impacts, but it's nice that the new handling affects them at all, I feared they would drive on the normal model and you wouldn't stand a chance, kudos for that so far)
- add a timer for impact-penalties (unlike penalties for corner cutting, I don't know how long the speed penalty for hardcore-mode impacts will last)
- maybe have a new star system for hardcore mode in addition to the "normal" and "easy" stars (asked a lot, I know).

I pre-ordered DC in 2013, got it day1, played it and thought it was a) a broken mess and b) handled in a way that wasn't fun for my tastes, came back a little over a month later to the game, when many issues were fixed, but the handling still wasn't fun, only the difficulty and the "get a 3 star"-rating addictiveness as well as the fantastic graphics kept me going (sidenote: also the best and fastest menus in any racing game I've ever played - except Mario Kart maybe). I played through the initial tour, but never enjoyed the handling. Directly after my minimalist "playthrough" I sold the game again. December 2015 I re-bought it with season pass, played it again immediately felt like an idiot again for paying 12€ for something I knew I didn't like.
Now with hardcore-mode, I think I'll be playing a lot more than 12€ out of it. With some improvements(like the ones above) on the hardcore-mode, I might be up for a second season pass.

Thanks for adding this new mode and for supporting this game in a pretty much unprecedented way - both to Evolution Studios and Sony.
 
I don't know how much of a thing Evolution wants to make of this "hardcore" mode, but if they want to make it really viable and not just a "hey, maybe try this new gimmick once or twice"-thing, then they should
- adjust the lap times you need to beat to get stars in challanges,
- add marks for "lap done in hardcore mode" on leaderboards (filter options on leaderboards for "only show hardcore lap times" too)
- make the AI fit to race in this mode (I saw quite a lot corner crashes after long straights with time-penalties for the AI for impacts, but it's nice that the new handling affects them at all, I feared they would drive on the normal model and you wouldn't stand a chance, kudos for that so far)
- add a timer for impact-penalties (unlike penalties for corner cutting, I don't know how long the speed penalty for hardcore-mode impacts will last)
- maybe have a new star system for hardcore mode in addition to the "normal" and "easy" stars (asked a lot, I know).
+1 to this.

I'd live in hardcore mode if I could, but I won't because I think that developing that muscle memory would work against me in the tours. So while I prefer it, I'm not actually using it.
 

T_Exige

Member
I really like the R34 in the rpm tour, it is slower but what great handling!

The new tracks are ok, but not as great as Taapaca or Nilgiri Hills. I like the flow/apex with combined speed of those tracks.
 
Just updated my trophy list to get my platinum for the bikes and spotted this...

Messenger_App_20160212_203712.jpg


Got my hopes up that there was a no limits bike tour as well as cars only to find it isn't listed in the main DC trophy section.
 
Just updated my trophy list to get my platinum for the bikes and spotted this...

Messenger_App_20160212_203712.jpg


Got my hopes up that there was a no limits bike tour as well as cars only to find it isn't listed in the main DC trophy section.

Isn't there a limit to how many trophies a game can have? Maybe they have reached that limit and added it to the DC Bikes list, because that one counts as a stand alone.
 
Isn't there a limit to how many trophies a game can have? Maybe they have reached that limit and added it to the DC Bikes list, because that one counts as a stand alone.

I remember them saying before that DC had more trophies than any other PS4 game so it could be they've hit a limit...

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yeah...that's basically all i did today...

I'm sure I'll be level 95 but I've got to tackle the Elite level challenges - 1st one was easy but I kept screwing up the last bit of the Caterham on the Kyle (not my fav car & track combo).
 

DrKelpo

Banned
I'm sure I'll be level 95 but I've got to tackle the Elite level challenges - 1st one was easy but I kept screwing up the last bit of the Caterham on the Kyle (not my fav car & track combo).

i thought this one war relatively easy because you basically don't have to break 90% of the run ^^

i had more trouble with that one koenigsegg challenge, level 28 i think.... just don't like that car.
 
I quite like the hardcore handling model but I mean, it's not integrated into the game very well, is it?

If I play with hardcore handling online, I won't win. If I play with hardcore handling offline, I might not be able to win.

The game needs to accommodate the disadvantage that hardcore handling induces. Though one thing I will say, is that it's kind of weird that it's such a disadvantage. In Gran Turismo, Project Cars and the like, while assists like traction control are present, these assists actually slow you down, as while they help stabilise the car, they induce friction to do so, thus slowing the vehicle down. The fastest lap times are usually set with most or all assists off, at least aside ABS which is handy.

In Driveclub it feels as though this is the other way around, removing the assists actually slows you down, causing any degree of turning to incur more friction. That's shame, because ultimately, it doesn't provide any reward for the players undertaking greater challenge.

At the very least, a separate set of stars for all events beaten on hardcore would be nice to have, alongside separate lobbies for online play, or at least an indication of who has hardcore handling enabled in online lobbies, that way you can just ignore the competition from people outside of your handling model.
 
I quite like the hardcore handling model but I mean, it's not integrated into the game very well, is it?

If I play with hardcore handling online, I won't win. If I play with hardcore handling offline, I might not be able to win.

The game needs to accommodate the disadvantage that hardcore handling induces. Though one thing I will say, is that it's kind of weird that it's such a disadvantage. In Gran Turismo, Project Cars and the like, while assists like traction control are present, these assists actually slow you down, as while they help stabilise the car, they induce friction to do so, thus slowing the vehicle down. The fastest lap times are usually set with most or all assists off, at least aside ABS which is handy.

In Driveclub it feels as though this is the other way around, removing the assists actually slows you down, causing any degree of turning to incur more friction. That's shame, because ultimately, it doesn't provide any reward for the players undertaking greater challenge.

At the very least, a separate set of stars for all events beaten on hardcore would be nice to have, alongside separate lobbies for online play, or at least an indication of who has hardcore handling enabled in online lobbies, that way you can just ignore the competition from people outside of your handling model.

The rewards is the enjoyment of the handling model and playing with a slight disadvantage, thus why they called it hardcore rather than no assists. I had a crack at it attempting to beat the RPM tour finale with hardcore handling and the Skyline, the Skylines top speed is massively lacking compared to the other cars in that tour event eventually I managed to come first in all three races, it wasn't easy but I did it and was fun. I didn't need or want a pat on the back or a star saying look you did it, the enjoyment comes from enjoying its unique properties and why it is an option rather than the norm.

You would also expect using standard logic an arcade racing model that is geared towards going fast by removing the assists that make the car do that would therefore make you go slower. Otherwise it would be more akin to Wipeout.

I'm seriously impressed with Evo opening up a new handling model and some serious work went into doing that, not the case of just tying a line of code and the assists are off.
 
The rewards is the enjoyment of the handling model and playing with a slight disadvantage, thus why they called it hardcore rather than no assists. I had a crack at it attempting to beat the RPM tour finale with hardcore handling and the Skyline, the Skylines top speed is massively lacking compared to the other cars in that tour event eventually I managed to come first in all three races, it wasn't easy but I did it and was fun. I didn't need or want a pat on the back or a star saying look you did it, the enjoyment comes from enjoying its unique properties and why it is an option rather than the norm.

You would also expect using standard logic an arcade racing model that is geared towards going fast by removing the assists that make the car do that would therefore make you go slower. Otherwise it would be more akin to Wipeout.

I'm seriously impressed with Evo opening up a new handling model and some serious work went into doing that, not the case of just tying a line of code and the assists are off.

I understand that it must have been tricky to implement. I mean the game was only built with one handling model in mind, so I get that it wouldn't have been built with 'assists' that they can simply turn on and off, therefore more work would have needed to have gone in, to produce the new hardcore handling.

However, it's respectively much easier than in most sim racing games, which have to accommodate difficulty and challenges to all of the assist options available, so I'm still not blown away by its implementation, when Driveclub clearly doesn't presently integrate the feature very comprehensively into the core campaign.

I understand your perspective, and indeed it does add a sense of satisfaction and there's something to be taken from the raw experience, when playing with an extra layer of challenge, but I don't see why it's a burden for that to be recognized. The entire rest of the game is built upon the notion of persistent reward (stars and unlocks) and I don't see why this element should be any different, it's very natural for players to want tangible in-game rewards, alongside the sense of accomplishment.

I'm not complaining about how it is as is, I mean, it's cool that it's there, but I hope this is just the first step. Personally I would like to see some tweaks to the handling model itself, and for the feature to be better supported by the games tour.

In reference to what you were saying, I haven't found it at all difficult to beat races with the new handling model, in fact, I've found it easier, as the AI seem to go slower and make more mistakes. That aspect is actually really good, though I guess it would be nicer if the difficulty was a little higher. It's things like the time trials and drift events however, some of them become unbelievably difficult. As an example, I had to retry a drift event over 100 times this morning to get it done, and I was able to beat it on the 2nd try on normal. It just seems like these events are built for the default handling model, they're built on the notion of going fast out of sharp turns and drifts into speed zones, for high points, but that notion isn't very well supported by the hardcore handling model. As much as I enjoy difficulty, the excessive amount of time it would require for me to beat these is a little too much for something that doesn't yield any reward or recognition.

To add, it's nice to have additional challenge, but the reason people would use hardcore handling is not always because they would want additional challenge. I play project cars and Gran Turismo with all assists off, but I don't do that because I want the game to be more challenging, I do that because I want the game to have more depth, and require more learning on my part.Depth and challenge are often closely related, but it's nice when a game allows for their dissociation. At present Driveclub not only fails to dissociate depth and challenge, but skews their relationship so that incrementing depth drastically increases the games challenge far beyond what would result from the increased depth alone. As an example, Iike automatic gearing, it adds depth, but it doesn't increase challenge beyond what you would expect from the mechanic, because it doesn't make me slower. I imagine there will be plenty of people who do not want this, especially when the enhanced difficulty offers no tangible reward.

Hopefully that makes sense, I found my perspective a little difficult to explain.
 
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