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Once you arrive at the plotted junction, you may warp home from there, and a new path to the quest junction should appear so that you may plot a route there.
Thanks, this is what I needed to know!
Why can't the game do a better job of explaining these things? I can't select those brown areas in the map planner, which is kinda like telling the player the area is inaccessible. (Bad affordance design.)
The dev's did well enough, from my perspective - there is a lot in Pacific Drive that we have to discover on our own (or run to the Internet if our imagination and curiosity are consistently rolling 1 on a 1D20 for "Perception").
Myself and others who I've watched had no problem with the map in Oppy's Garage and found that throwing caution to the wind, taking chances with our nebulous time-limit before a mega-storm dropped on our heads, opened up routes or netted discoveries we would not have found by following an established set of rules.
If I were to criticize Ironwood for anything about the game design, it's that they did not add *enough* Quirks and other weird stuff that we must go into the Junctions to figure out.
Is there a reason for that that I just haven't noticed? (It's entirely possible.)
Yeah, I know you can do that; it feels like cheating.
Note that I have no problem with cheating: Not everyone agrees with the devs' idea of "fun." And kudos to Ironwood Studios for anticipating this and giving so many different options to enable/disable certain features. I don't think I've ever seen a game be so feature-rich in this way. (I personally disabled car quirks, because I feel like they add nothing to the game but annoyance. But I'm sure some people find them fun.)
However, I strongly believe that a game should be designed around the default settings (which include penalties on death), and I expect the devs do as well. For that reason, I expect that you are supposed to recognize dead ends for what they are and avoid them as part of the game's design.
For that reason, I also think that the difference between "dead end: this means you cannot turn around and go home, and that you lose the run"* and "no stable exits: this means you cannot warp home but it does not mean there are no exits from the level"** should be made clear by the game as part of its design, without making you learn it the hard way. I've seen some other posters complaining about the former (my problem was with the latter). They too are complaining about affordance design.
*"You cannot go back the way you came" is not what "dead end" means in ordinary English. Therefore the game should make it clear what its in-game definition is. "No exits" or "No way home" might be a more intuitive label (it is more accurate, at least).
**The fact that you can exit the level makes a label such as "no stable exits" misleading, imo.
If a junction could both loose and gain exits that would really add some real sense of instability and everything has gone loony to the game but would probably tick a lot of people off so would work far better as another optional setting.
then return in next run to get 1 junction further to unlock the next one. then return. rinse wash repeat. each junction needs an extraction sequence to unlock it to drive further.
this is explained in the tutorial and you have done it several times as seen by the map.
What exactly are you responding to here?
My comment about the browned-out (unclickable) areas?
Then I don't see how your advice is relevant, sorry.
Perhaps you misunderstood my initial post. Unknown Zombie (the first reply) understood it and responded accordingly.
the place behind it you can select and play still. this is relevant and what my post explains.
you can go to any junction at ANY time. BUT you need a valid exit to choose as a destination. of which you have many and are not prevented from going anywhere in your pic.