TheAusHulk
Member
Tying progression to challenges with these wonky vehicle physics/handing though.... le sigh. Avalanche pls
How did they get this so wrong were Mad Max did this so well.
Tying progression to challenges with these wonky vehicle physics/handing though.... le sigh. Avalanche pls
You can get rid of the cooldown through challenges.
How did they get this so wrong were Mad Max did this so well.
Different teams. I am not having too much of a problem, but some of the driving physics are indeed wack. Luckily, the challenges are the only time I give a damn about cars.
I dont know if it was under an specific condition or not but I managed yesterday to make infinite flying by opening parachute and instantly swapping to wingsuit, changing between those gives you momentum and there's no limitation to that. As long as you not looking at climbing a mountain you can pretty much go forever.
I'm on the side of not minding the challenges. I've learned to turn much better by using the method I used in GTAIV. I use the e brake and the regular brake in conjuction. Once you get the feel for it, it makes turning way better. What I do mind is the load times. I'm on PS4, and like others have said, load times are completely random. I did one of the bomb run challenges where the first load was like 5 seconds. The second try took about 3 minutes and only 3 little bars had ticked off of the load icon. I had to turn off the PS4.
I try that trick to not fall in the water, but you lose more and more speed, and eventually i always go down.
I mean the first dev diary was about characterisation and story and apparently there's no evidence of improvement in the game so I'm not surprised that some people feel misled. Even if they played JC2, that dev diary might give the impression that it's something else.I'm wondering how many people who don't like the story are new to the series? If you played JC2 and expected anything other than B-movie camp I don't know what to say. I mean just look at how JC2 ended.
I mean the first dev diary was about characterisation and story and apparently there's no evidence of improvement in the game so I'm not surprised that some people feel misled. Even if they played JC2, that dev diary might give the impression that it's something else.
On the other it sort of makes sense from a game design standpoint and making every side challenge worthwhile. It makes more facets of the game have a bit of a point to them and encourage the player to partake in them, and some of these are thankfully varied enough to enjoy them and maintain a balenced barometer in terms of skill/reward ratio.
I'm on the side of not minding the challenges. I've learned to turn much better by using the method I used in GTAIV. I use the e brake and the regular brake in conjuction. Once you get the feel for it, it makes turning way better. What I do mind is the load times. I'm on PS4, and like others have said, load times are completely random. I did one of the bomb run challenges where the first load was like 5 seconds. The second try took about 3 minutes and only 3 little bars had ticked off of the load icon. I had to turn off the PS4.
Let's face it, the gears are redundant and shouldn't exist. Unlike Saint's Row, the activities here are lame and it's rarely, if ever, exciting to partake in them. What is fun is blowing shit up and earning Chaos, which is absolutely how upgrades should be unlocked.
The problem with this line of thinking, if the developers really did rationalize their choice this way, is that it's bad design to make a significant portion of the game worthwhile through it's rewards alone. Challenges, as they exist right now, should be so fun on their own that the rewards seem like a bonus. Look at the Saint's Row series where, apart from a few stinkers like the "Snatch" activities, the minigames were so creative and fun on their own that I barely thought about what I was earning from completing them. That, and they only tied into the top-level upgrades (which were basically cheats), with everything else being earned through general progression.
Let's face it, the gears are redundant and shouldn't exist. Unlike Saint's Row, the activities here are lame and it's rarely, if ever, exciting to partake in them. What is fun is blowing shit up and earning Chaos, which is absolutely how upgrades should be unlocked.
Some neat PC trainers are already out though, so nobody on that platform will have to put up with the challenges for much longer.
I disagree with this. Playing on PC, so far 9/10 of the activities are pretty decent fun, some are even really fun. It's compelling getting all 5 gears (except in the occasional poorly designed challenge). And the upgrades are satisfying to get - it's incentivising me to liberate more towns/cause more chaos, which is only a good thing.
I disagree somewhat here. There was very little to enjoy about Just Cause 2's dialog. It was a total waste of drive space. While the story in JC3 isn't anything remarkable, the characterization and dialog is actually pleasing and often humorous banter. It may be totally forgettable, but it's not offensively generic and forgettable fluff as was the previous game. I'd say that's a big step up.
Let's face it, the gears are redundant and shouldn't exist. Unlike Saint's Row, the activities here are lame and it's rarely, if ever, exciting to partake in them. What is fun is blowing shit up and earning Chaos, which is absolutely how upgrades should be unlocked.
How did they get this so wrong were Mad Max did this so well.
I'm surprised people seem a bit down on the gears system. I thought it was something that Just Cause 3 did well, as most of the upgrades are really just superfluous or extensions of the basic abilities. There's some fun stuff in there, but the most "essential" upgrades are the very first in each category and can be unlocked very, very early on with one per-category challenge. Having to grind for the others is annoying, but it's all extra stuff and not a whole lot of game changing, system defining skills and equipment. Most of the really good toys, like vehicles and weapons, are not tied to gears at all. They're tied to base liberation and discovery, which is the cornerstone of the game.
And I guess that's why I find the gameplay loop in Just Cause 3 so satisfying. I don't feel gears and challenges are the cornerstone of moment-to-moment to play. It's a really pretty basic and totally optional levelling system. Instead the drive for me is to soar around the island decimate settlements and military bases, sometimes accompanied by a vehicle or weapon reward for the rebel drop.
I understand that a levelling system tied to chaos and liberation would be a neat, persistent reward for your interaction with the game world. But I also kind of appreciate that Just Cause 3 is so fun to play as is that I enjoy finding bases and blowing them to pieces just for enjoyment of the game systems. To me this is the game's strength; making that core game loop just plain fun and that alone the incentive to play in the first place.
I'm surprised people seem a bit down on the gears system. I thought it was something that Just Cause 3 did well, as most of the upgrades are really just superfluous or extensions of the basic abilities. There's some fun stuff in there, but the most "essential" upgrades are the very first in each category and can be unlocked very, very early on with one per-category challenge. Having to grind for the others is annoying, but it's all extra stuff and not a whole lot of game changing, system defining skills and equipment. Most of the really good toys, like vehicles and weapons, are not tied to gears at all. They're tied to base liberation and discovery, which is the cornerstone of the game.
And I guess that's why I find the gameplay loop in Just Cause 3 so satisfying. I don't feel gears and challenges are the cornerstone of moment-to-moment to play. It's a really pretty basic and totally optional levelling system. Instead the drive for me is to soar around the island decimate settlements and military bases, sometimes accompanied by a vehicle or weapon reward for the rebel drop.
I understand that a levelling system tied to chaos and liberation would be a neat, persistent reward for your interaction with the game world. But I also kind of appreciate that Just Cause 3 is so fun to play as is that I enjoy finding bases and blowing them to pieces just for enjoyment of the game systems. To me this is the game's strength; making that core game loop just plain fun and that alone the incentive to play in the first place.
do you need to get 5 gears in every challenge to unlock everything? or can i get away with 3 gears?
So how much gametime do you get? I was thinking about renting the game during christmas for one week, is that enough?
I'm surprised people seem a bit down on the gears system. I thought it was something that Just Cause 3 did well, as most of the upgrades are really just superfluous or extensions of the basic abilities. There's some fun stuff in there, but the most "essential" upgrades are the very first in each category and can be unlocked very, very early on with one per-category challenge. Having to grind for the others is annoying, but it's all extra stuff and not a whole lot of game changing, system defining skills and equipment. Most of the really good toys, like vehicles and weapons, are not tied to gears at all. They're tied to base liberation and discovery, which is the cornerstone of the game.
And I guess that's why I find the gameplay loop in Just Cause 3 so satisfying. I don't feel gears and challenges are the cornerstone of moment-to-moment to play. It's a really pretty basic and totally optional levelling system. Instead the drive for me is to soar around the island decimate settlements and military bases, sometimes accompanied by a vehicle or weapon reward for the rebel drop.
I understand that a levelling system tied to chaos and liberation would be a neat, persistent reward for your interaction with the game world. But I also kind of appreciate that Just Cause 3 is so fun to play as is that I enjoy finding bases and blowing them to pieces just for enjoyment of the game systems. To me this is the game's strength; making that core game loop just plain fun and that alone the incentive to play in the first place.
Even on the destruction side of things, I'm not a fan of some choices. The biggest is probably the fact that, if you leave the biggest and most interesting target for last, it's destruction will be cut off by the liberation screen.
I just got done wrecking an immense satellite dish with tethers alone, and was really excited to watch it crash down onto the enemy forces below. Unfortunately, the moment that the dish disconnected from it's base and began to fall, it disappeared instantly along with the enemies as the "settlement liberated" screen popped up.
Buzzkill. And this isn't a freak accident, the game always sweeps away everything related to the enemy faction the moment that it registers the final chaos object being destroyed.
I'm surprised people seem a bit down on the gears system. I thought it was something that Just Cause 3 did well, as most of the upgrades are really just superfluous or extensions of the basic abilities. There's some fun stuff in there, but the most "essential" upgrades are the very first in each category and can be unlocked very, very early on with one per-category challenge. Having to grind for the others is annoying, but it's all extra stuff and not a whole lot of game changing, system defining skills and equipment. Most of the really good toys, like vehicles and weapons, are not tied to gears at all. They're tied to base liberation and discovery, which is the cornerstone of the game.
And I guess that's why I find the gameplay loop in Just Cause 3 so satisfying. I don't feel gears and challenges are the cornerstone of moment-to-moment to play. It's a really pretty basic and totally optional levelling system. Instead the drive for me is to soar around the island decimate settlements and military bases, sometimes accompanied by a vehicle or weapon reward for the rebel drop.
I understand that a levelling system tied to chaos and liberation would be a neat, persistent reward for your interaction with the game world. But I also kind of appreciate that Just Cause 3 is so fun to play as is that I enjoy finding bases and blowing them to pieces just for enjoyment of the game systems. To me this is the game's strength; making that core game loop just plain fun and that alone the incentive to play in the first place.
I think that loop would remain more or less intact had they given you those mods in an easier fashion, though my main gripe with the game is how they felt the need to restrict the rebel drop system with limited flares and cool downs.I'm surprised people seem a bit down on the gears system. I thought it was something that Just Cause 3 did well, as most of the upgrades are really just superfluous or extensions of the basic abilities. There's some fun stuff in there, but the most "essential" upgrades are the very first in each category and can be unlocked very, very early on with one per-category challenge. Having to grind for the others is annoying, but it's all extra stuff and not a whole lot of game changing, system defining skills and equipment. Most of the really good toys, like vehicles and weapons, are not tied to gears at all. They're tied to base liberation and discovery, which is the cornerstone of the game.
And I guess that's why I find the gameplay loop in Just Cause 3 so satisfying. I don't feel gears and challenges are the cornerstone of moment-to-moment to play. It's a really pretty basic and totally optional levelling system. Instead the drive for me is to soar around the island decimate settlements and military bases, sometimes accompanied by a vehicle or weapon reward for the rebel drop.
I understand that a levelling system tied to chaos and liberation would be a neat, persistent reward for your interaction with the game world. But I also kind of appreciate that Just Cause 3 is so fun to play as is that I enjoy finding bases and blowing them to pieces just for enjoyment of the game systems. To me this is the game's strength; making that core game loop just plain fun and that alone the incentive to play in the first place.
I gotta say, I'm a little dissapointed with the stunt position in this game. You gain the abilty to move around on the vehicle, but you lose the ability to slightly control the vehicle and easily parachute off (at least as far as I can tell.) Seems like there's way more emphasis on just the instant parachute out of the vehicle.
Other than technical issues, it's my only dissapointment, but shit the stunt position was my jam in JC2.
I gotta say, I'm a little dissapointed with the stunt position in this game. You gain the abilty to move around on the vehicle, but you lose the ability to slightly control the vehicle and easily parachute off (at least as far as I can tell.) Seems like there's way more emphasis on just the instant parachute out of the vehicle.
Other than technical issues, it's my only dissapointment, but shit the stunt position was my jam in JC2.
If you hold "a" when driving, you'll jump out of the vehicle directly into parachute. I'm not sure but that might work while stunting as well.
Also, if you find a rebel standing around and honk, he'll get in the car. Then when you stunt, the rebel will drive the car.
You can even put a waypoint on the map and the rebel will drive you to it while you stunt.
Unlocked the booster C4. It's a bit lightweight. Like, the video of it shows it being used on a car. I've loaded the backs of a few cars with it and they don't really budge. Does it need to be a specific angle?
I'm surprised people seem a bit down on the gears system. I thought it was something that Just Cause 3 did well, as most of the upgrades are really just superfluous or extensions of the basic abilities. There's some fun stuff in there, but the most "essential" upgrades are the very first in each category and can be unlocked very, very early on with one per-category challenge. Having to grind for the others is annoying, but it's all extra stuff and not a whole lot of game changing, system defining skills and equipment. Most of the really good toys, like vehicles and weapons, are not tied to gears at all. They're tied to base liberation and discovery, which is the cornerstone of the game.
And I guess that's why I find the gameplay loop in Just Cause 3 so satisfying. I don't feel gears and challenges are the cornerstone of moment-to-moment to play. It's a really pretty basic and totally optional levelling system. Instead the drive for me is to soar around the island decimate settlements and military bases, sometimes accompanied by a vehicle or weapon reward for the rebel drop.
I understand that a levelling system tied to chaos and liberation would be a neat, persistent reward for your interaction with the game world. But I also kind of appreciate that Just Cause 3 is so fun to play as is that I enjoy finding bases and blowing them to pieces just for enjoyment of the game systems. To me this is the game's strength; making that core game loop just plain fun and that alone the incentive to play in the first place.
The car tracker mod is useless, I was expecting it to highlight the cars I needed for the garage, but it uses the exact same blip / radar tracker as the collectibles, so you never know if you are near a car you need, or a collectible, waste of time.
The problem with this line of thinking, if the developers really did rationalize their choice this way, is that it's bad design to make a significant portion of the game worthwhile through it's rewards alone. Challenges, as they exist right now, should be so fun on their own that the rewards seem like a bonus. Look at the Saint's Row series where, apart from a few stinkers like the "Snatch" activities, the minigames were so creative and fun on their own that I barely thought about what I was earning from completing them. That, and they only tied into the top-level upgrades (which were basically cheats), with everything else being earned through general progression.
Let's face it, the gears are redundant and shouldn't exist. Unlike Saint's Row, the activities here are lame and it's rarely, if ever, exciting to partake in them. What is fun is blowing shit up and earning Chaos, which is absolutely how upgrades should be unlocked.
Some neat PC trainers are already out though, so nobody on that platform will have to put up with the challenges for much longer.