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The issue with driving/damage is not the handling. It's that GTA:V

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v17
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#91

Posted 15 September 2013 - 06:32 PM

100% agree with OP


severed
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#92

Posted 15 September 2013 - 06:35 PM

I have not played GTA5 or watched much of it either, but here is my 2 cents:

This post makes me sad if everything OP is saying is true and not exaggerated.  I have been playing the GTA series since the originals, when GTA3 was new and fresh it was a pretty challenging game, but over time I found the series to get easier and easier, and also quite repetitive.  If anybody has played Red Dead Redemption there is a "Hardcore" feature only available in GameofYear edition that really made the game more fun to me.

 

anyway, I understand how publishers are catering to a mass audience and the basic functions of the game have to work as simply as possible.  I just wish Rockstar offered a difficulty option in there games.  Maybe offer 2 options: Health= Casual/Hardcore and Vehicles= Arcade/Simulation :D that would be tight!! Personally I dislike games with very low regenerating health and I get bored shooting the same boring AI over and over... I prefer to play games with a variety of enemy types and/or boss type battles (which is lacking in GTA :()  I also thought the driving in previous GTAs was just fine, arcade and simple but fine.

 

the point is... I put up with there lack of "gameplay" and rockstars inability to improve upon the way cops act(well they did a little finally) but I am also pretty sad that GTA5 has 3 main characters but no f*cking co-op... and why do we put up with it? is it to recapture nostalgia of our first time play GTA? is it to find new challenges?? I kinda wish they just waited another year and released it next gen but I guess we get what we get right??

 

this is the last of my favorite game series that hasn't over-saturated the market IMO and it is unfortunate that every developer these days are forced into accessibility over originality and challenge.  That's the gaming market, runs on money, and the hardcore players are less then half the potential profits.


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#93

Posted 15 September 2013 - 06:35 PM

 

Are the cars really that hard to destroy though?

 

I haven't played the game but i heard that most of the cars people showed had been upgraded.

 

Just looking for an answer.

 

I would estimate car health is 300-400% increased over GTA:4. 

 

 

Correct!

Played GTA V myself and I tried to f*ck up a car as much as possible.

 

- In GTA IV: After 4-6 head-on collisions with a wall/car, the engine would start letting out black smoking indicating it's about to blow up or stop working.

- In GTA V. After 4-6 head-on collisions with a wall/car, the engine DIDN'T start letting anything out and it worked perfectly fine afterwards. Event after 10-15 head-on collisions, no sign of it being ready to blow up or stop working.

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Creasy47
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#94

Posted 15 September 2013 - 06:38 PM

With all the driving complaints, what would be the possibility that they go back and patch the car physics? 


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#95

Posted 15 September 2013 - 06:40 PM

With all the driving complaints, what would be the possibility that they go back and patch the car physics? 

Not really because its just a small minority complaining, other places like reddit and dare I say neogaf don't give a damn about this


pookie1
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#96

Posted 15 September 2013 - 06:40 PM

I have not played GTA5 or watched much of it either, but here is my 2 cents:

This post makes me sad if everything OP is saying is true and not exaggerated.  I have been playing the GTA series since the originals, when GTA3 was new and fresh it was a pretty challenging game, but over time I found the series to get easier and easier, and also quite repetitive.  If anybody has played Red Dead Redemption there is a "Hardcore" feature only available in GameofYear edition that really made the game more fun to me.

 

anyway, I understand how publishers are catering to a mass audience and the basic functions of the game have to work as simply as possible.  I just wish Rockstar offered a difficulty option in there games.  Maybe offer 2 options: Health= Casual/Hardcore and Vehicles= Arcade/Simulation :D that would be tight!! Personally I dislike games with very low regenerating health and I get bored shooting the same boring AI over and over... I prefer to play games with a variety of enemy types and/or boss type battles (which is lacking in GTA :()  I also thought the driving in previous GTAs was just fine, arcade and simple but fine.

 

the point is... I put up with there lack of "gameplay" and rockstars inability to improve upon the way cops act(well they did a little finally) but I am also pretty sad that GTA5 has 3 main characters but no f*cking co-op... and why do we put up with it? is it to recapture nostalgia of our first time play GTA? is it to find new challenges?? I kinda wish they just waited another year and released it next gen but I guess we get what we get right??

 

this is the last of my favorite game series that hasn't over-saturated the market IMO and it is unfortunate that every developer these days are forced into accessibility over originality and challenge.  That's the gaming market, runs on money, and the hardcore players are less then half the potential profits.

 

I won't say the game is watered down to the point of "casual." But there are definitely signs of GTAV being aimed at more of a mainstream (maybe casual) audience.

 

These include checkpoints, cars not being able to be lost or flipped, fast regenerating health, you don't lose your guns ever, things of that nature.

 

But that's business for one, and for two, it's evolution. I'm not saying all of these changes are bad. But they aren't validated with consistency.

 

I find the same issues with Skyrim. It doesn't know if it wants to be a hardcore or casual game, so it caters to different playstyles in very inconsistent ways. But at least there are options in Skyrim to keep difficulty in check.

 

I, too, wish there were different options in GTA to regulate how the system works. If I want simulation physics, I'll choose that. If I want arcade physics, I'll choose that. But give us the option, or at least stay consistent with the options we're fed.


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#97

Posted 15 September 2013 - 06:42 PM

 

 

Are the cars really that hard to destroy though?

 

I haven't played the game but i heard that most of the cars people showed had been upgraded.

 

Just looking for an answer.

 

I would estimate car health is 300-400% increased over GTA:4. 

 

 

Correct!

Played GTA V myself and I tried to f*ck up a car as much as possible.

 

- In GTA IV: After 4-6 head-on collisions with a wall/car, the engine would start letting out black smoking indicating it's about to blow up or stop working.

- In GTA V. After 4-6 head-on collisions with a wall/car, the engine DIDN'T start letting anything out and it worked perfectly fine afterwards. Event after 10-15 head-on collisions, no sign of it being ready to blow up or stop working.

 

In IV, it also depended on which car you drove, some were weaker than others.

 

And one I liked about IV was trashing cars... you could do that in a thousand ways, and each time the outcome was different. I would have settled for movie-realism, but not for arcade-like.


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#98

Posted 15 September 2013 - 06:43 PM Edited by TheRealBars, 15 September 2013 - 06:46 PM.

The problem isn't the realism, trust me. It's a couple things:


Driving is too much like MCLA

the cars are too durable to cater to people who buy/customize cars...

And there are no cool activities... Where's the drug dealing? Casinos? Gang wars?

Ugh... do you even know what kind of activities are in the game?

 

Activities are unlocked troughout the story.... Arms trafficking (Ground and air variants), Assassination and Bail bonds are amazing..

 

Then lets not forget if you got properties you get called every now and then to 'solve' an issue.. ie. whack someone, 'deliver' a package, retrieve someone/something etc..
 

And lets not forget about the random events such as a biker ambush, armored vans that get marked and initiate a mini mission every time you see them..

 

Street races...

Sports might not be everyones favourite side mission but Golf and tennis feel really well done.
 

Hell there is even Taxi missions again.
 

People like you should just chill and wait till you get your hands on.


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#99

Posted 15 September 2013 - 06:46 PM

Agreed OP. The driving and overall car aspect was handed on to the MCLA guy, and it SHOWS. It's inconsistent as hell!

 

This game has an identity crisis. It's GTA going through its midlife crisis. It's got the fast cars, the cool swag, and the hot babes, but inside it's a complete mess!


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#100

Posted 15 September 2013 - 06:46 PM



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#101

Posted 15 September 2013 - 06:47 PM Edited by DymeDef, 15 September 2013 - 06:47 PM.

 

Y RB RB left RB LB RT LB

/thread.

Were you watching the best driver in the game? Perhaps Franklin? Whenever this is brought up its always over a video of Franklin with the highest stats on driving and ever will have then every charcter you are able to play. In short OP is big baby bitch.

 

I've been playing since Thursday. Character skill levels do not affect respective activities in a major way. Michael and Trevor handle cars essentially the same as Franklin, minus his slow-mo driving ability.

 

What?

 

Lol.... Uhhhhhh

 

I have used the EXACT same car while driving as Michael and then as Franklin.

 

Franklin handled the car around turns much better, he was able to make smaller adjustments easier and didn't lose traction around corners as much. 

 

Why would they include a skill, that has almost no meaning at all? They wouldn't that is why. Just like shooting skill affects your recoil and bullet spread.

 

Driving skill DOES have an effect on how well the person drives, I am really questioning if you have played.


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#102

Posted 15 September 2013 - 06:47 PM


Interesting. Yes, V is in almost all aspects an improvement compared to IV. Look at the sky, the weather, the lighting, the animations, the traffic on the highway etc.  Yet, driving has gone in the opposite direction, as has damage modeling. Not to mention the superbicycles that can go anywhere with dazzling top speeds and fighter jets that can take off within a few feet. It just doesn't fit in the beautiful world R* has created. I would love to see a dlc with these issues addressed. An optional dlc, not a patch, to keep all people as happy as possible.

 
"Super" is not limited to bikes. You can drive a hippie van up a mountain, or take a GT40 offroading. It's not limited to a select grouping of cars.
 
Cars feel less distinct than ever. A 4x4 SUV handles almost the exact same as a moving van. Both of which handle almost generally the same as a luxury car, minus the speed.
 
Edited because I didn't want to overexaggerate.

@pookie wow this really takes away the hype for the driving aspect of the game. At least for me. Great post by the way.

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#103

Posted 15 September 2013 - 06:48 PM

OP, I'd love to hear your thoughts on this: 

Basically what I've picked up from what your saying is that the driving/collisions should be realistic because health etc is correct. 

 

If that is your point, then you cant sit here and complain about that, and not complain about EVERY single other unrealistic thing in the game. Its so hypocritical... Your just using that to back up your opinion on one thing. If the game had a feature where every road in the the city was backed up 6 lights, would you be happy then?  

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#104

Posted 15 September 2013 - 06:49 PM

 

Interesting. Yes, V is in almost all aspects an improvement compared to IV. Look at the sky, the weather, the lighting, the animations, the traffic on the highway etc.  Yet, driving has gone in the opposite direction, as has damage modeling. Not to mention the superbicycles that can go anywhere with dazzling top speeds and fighter jets that can take off within a few feet. It just doesn't fit in the beautiful world R* has created. I would love to see a dlc with these issues addressed. An optional dlc, not a patch, to keep all people as happy as possible. 

 

"Super" is not limited to bikes. You can drive a hippie van up a mountain, or take a GT40 offroading. It's not limited to a select grouping of cars.

 

Cars feel less distinct than ever. A 4x4 SUV handles almost the exact same as a moving van. Both of which handle almost generally the same as a luxury car, minus the speed.

 

Edited because I didn't want to overexaggerate.

 

That's plain bad, because each car, or type of vehicle, should make you think about a strategy or certain choices you'll have to make, for example when you're chased by the police. Say, you're in a family sedan and the police is after you, you know you can't outrun them when you're going off road, so you'll have to deal with them in another way. Or, when you're on a mountain bike, going off road will give you an advantage to the sedans the police is following you in. Adds depth.


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#105

Posted 15 September 2013 - 06:50 PM

 

 

Y RB RB left RB LB RT LB

/thread.

Were you watching the best driver in the game? Perhaps Franklin? Whenever this is brought up its always over a video of Franklin with the highest stats on driving and ever will have then every charcter you are able to play. In short OP is big baby bitch.

 

I've been playing since Thursday. Character skill levels do not affect respective activities in a major way. Michael and Trevor handle cars essentially the same as Franklin, minus his slow-mo driving ability.

 

What?

 

Lol.... Uhhhhhh

 

I have used the EXACT same car while driving as Michael and then as Franklin.

 

Franklin handled the car around turns much better, he was able to make smaller adjustments easier and didn't lose traction around corners as much. 

 

Why would they include a skill, that has almost no meaning at all? They wouldn't that is why. Just like shooting skill affects your recoil and bullet spread.

 

Driving skill DOES have an effect on how well the person drives, I am really questioning if you have played.

 

 

You don't lose traction no matter who you're playing as. I'm sorry if you question the legitimacy of any of this, but I do believe you'll see it's a substantiated observation by the number of people who share the same concerns.


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#106

Posted 15 September 2013 - 06:51 PM

Your argument is flawed because you overlooked and/or failed to mention your character is going to become more powerful as you progress, ie, body armor, more health, etc. If you started the game by being a badass being able to take 20 bullets it would suck. As far as the cars are concerned think about the sheer size and terrain with elevation changes. You want to be able to get around quickly without your car flipping over or exploding quickly from dropping.

I think your point kinda sucks and you ain't gonna ruin my high on anticipating playing this game

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#107

Posted 15 September 2013 - 06:53 PM

 

 

 

Y RB RB left RB LB RT LB

/thread.

Were you watching the best driver in the game? Perhaps Franklin? Whenever this is brought up its always over a video of Franklin with the highest stats on driving and ever will have then every charcter you are able to play. In short OP is big baby bitch.

 

I've been playing since Thursday. Character skill levels do not affect respective activities in a major way. Michael and Trevor handle cars essentially the same as Franklin, minus his slow-mo driving ability.

 

What?

 

Lol.... Uhhhhhh

 

I have used the EXACT same car while driving as Michael and then as Franklin.

 

Franklin handled the car around turns much better, he was able to make smaller adjustments easier and didn't lose traction around corners as much. 

 

Why would they include a skill, that has almost no meaning at all? They wouldn't that is why. Just like shooting skill affects your recoil and bullet spread.

 

Driving skill DOES have an effect on how well the person drives, I am really questioning if you have played.

 

 

You don't lose traction no matter who you're playing as. I'm sorry if you question the legitimacy of any of this, but I do believe you'll see it's a substantiated observation by the number of people who share the same concerns.

 

Did you even play the game? If you did make sure you create a gameplay and send me the link to see you play it. 


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#108

Posted 15 September 2013 - 06:53 PM

Your argument is flawed because you overlooked and/or failed to mention your character is going to become more powerful as you progress, ie, body armor, more health, etc. If you started the game by being a badass being able to take 20 bullets it would suck. As far as the cars are concerned think about the sheer size and terrain with elevation changes. You want to be able to get around quickly without your car flipping over or exploding quickly from dropping.

I think your point kinda sucks and you ain't gonna ruin my high on anticipating playing this game

 

But why is driving substantially easier than being on foot (in health and armour terms)? Shouldn't they progress together evenly if that's the case? By what you've said, surely cars would be near indestructible after 30 hours of gameplay?


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#109

Posted 15 September 2013 - 06:54 PM

OP, I'd love to hear your thoughts on this: 

Basically what I've picked up from what your saying is that the driving/collisions should be realistic because health etc is correct. 

 

If that is your point, then you cant sit here and complain about that, and not complain about EVERY single other unrealistic thing in the game. Its so hypocritical... Your just using that to back up your opinion on one thing. If the game had a feature where every road in the the city was backed up 6 lights, would you be happy then?  

 

Did you read the original post? This is not a post to complain. This is a post to explain the logic behind those who take issue with the physics.

 

I'm not asking for hyper-realism. What I'm asking for is consistency. If gunplay is realistic, why is driving straight out of Midnight Club? Why are there no fatalities in NHL 14? Why does Mortal Kombat not have one-hit KOs? 

 

It's about consistency. It breaks the immersion if you die from a few bullets, then respawn and enter a car, only to find that you're largely invincible from anything the cops throw at you. The discrepancy and balancing here is the issue, and only that.

 

I will restate this again: I don't care if the game focuses on realistic or arcade gameplay. I just don't want there to be completely different, immersion-breaking gameplay changes made in the middle of a mission.


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#110

Posted 15 September 2013 - 06:54 PM

Your argument is flawed because you overlooked and/or failed to mention your character is going to become more powerful as you progress, ie, body armor, more health, etc. If you started the game by being a badass being able to take 20 bullets it would suck. As far as the cars are concerned think about the sheer size and terrain with elevation changes. You want to be able to get around quickly without your car flipping over or exploding quickly from dropping.

I think your point kinda sucks and you ain't gonna ruin my high on anticipating playing this game

I have strong feeling that he's a troll. He was living under the rock when Game Informer informed us about driving in GTA 5 back in Nov. 2012. 


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#111

Posted 15 September 2013 - 06:54 PM

 

 

Are the cars really that hard to destroy though?

 

I haven't played the game but i heard that most of the cars people showed had been upgraded.

 

Just looking for an answer.

 

I would estimate car health is 300-400% increased over GTA:4. 

 

 

Correct!

Played GTA V myself and I tried to f*ck up a car as much as possible.

 

- In GTA IV: After 4-6 head-on collisions with a wall/car, the engine would start letting out black smoking indicating it's about to blow up or stop working.

- In GTA V. After 4-6 head-on collisions with a wall/car, the engine DIDN'T start letting anything out and it worked perfectly fine afterwards. Event after 10-15 head-on collisions, no sign of it being ready to blow up or stop working.

 

Weird, I have hit plenty of walls and cars head on and have come across several problems with my tires not rotating properly (getting caught on the body or being bent), engine giving me problems after heavy crashes, I actually lose speed as my car was losing health, and the frame of the car doesn't move into my lap on a head on. 

 

The structural integrity of the cars is much stronger, almost impossible to break actually. But the bumpers, wheels, lights, hood, all that can be smashed up. Light wrecks do no actual damage and instead just scratch the paint. Heavy wrecks will often leave you with the bumper swaying (which reduces speed) hanging on by one side, the hood lifted up (more slowing), and sometimes your tires will be damaged if you hit them. After one wreck in IV your front end was usually more than 1/2 its original size, so where di it all go? Just compress? The damage is more realistic in V than in IV. And where are you kids getting that the car damage has no effect on car performance? Lol, ever since the first second I played I have noticed this....

 

10-15 HEAD ON COLLISIONS? And the car was running fine? Lol, yeah you are just full of sh*t.


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#112

Posted 15 September 2013 - 06:54 PM

... has an identity crisis.
 
I am going to preface this by asking readers to please read entirely and, if you choose to respond, please do so by putting your "big boy" pants on.
 
There are tons of topics out there complaining about driving physics, car damage, etc. This is not one of them. This is merely a means to convey the issue at hand from a proper perspective.
 
The issue here is not so much the physics in my mind; rather, it's the fact GTA is inconsistent in how it handles the world in general.
 
Your health is low (realistic).
NPC health is low and can be KO'd by a single punch or knife strike (realistic).
Running speed is slow (realistic).
Biking speed is slow (realistic).
The slightest mistake on foot means death.
 
And now, we transition to cars:
 
Car health is incredibly high and you are basically invincible while moving.
Car damage takes forever to develop.
Cars cannot be permanently flipped (you can easily flip them back).
Cars are basically glued to the ground.
 
No matter if you like/dislike the driving in this game, you have to admit there's a disparity here. The transition from realistic to arcade is instant. And that, to some people, is problematic.
 
Consistency is the answer. I don't believe anyone who has played Saints Row 4 would be complaining about unrealistic physics, because the game is entirely unrealistic. However, this is not the case in GTA:V.
 
One moment, you die from taking 3 or 4 bullets from police on foot. The next, you're being chased for half an hour because police can't stop your car no matter their best efforts.
 
One moment, you die from being clipped by a car going 20 mph. The next, you're doing 90 degree turns in an SUV going full speed.
 
I urge everyone to think about this situation from this perspective. If the game was entirely unrealistic, I don't believe as many people would be complaining. But the game is filled with attempts at being realistic -- heck, look at the activity choices: Tennis, golf, yoga ... etc.
 
But then, you are taken from that "realistic" mindset and thrown into a completely unrealistic set of circumstances with no real reasoning as to why. It's as though on-foot gameplay and activities were developed by an entirely different studio than the driving mechanics.


A serious post? My God, what's this forum coming to?
Finally a guy who can describe it properly. Haven't played yet, but I'll see how I like it. I've never not liked it.

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#113

Posted 15 September 2013 - 06:55 PM

Yeah, but there is a reason for that, can't you see. What made Max Payne 3 a great shooter was the quite hard combat, you'd die if you tried to be Rambo, so you'd have to take cover, you'd have have some skill, you'd actually have to pay attention and do a little bit of planning, now GTAIV, the shooting wasn't super easy, but it wasn't very challenging, the cover wasn't so essential. I really love that GTAV implemented that. Now the driving was clearly aimed to be fun and responsive, from what I hear people who play the game, love the driving mechanics, so I assume that Rockstar managed to make it fun and responsive, also the cops are much more aggressive and harder, which makes for more interesting chases with interesting driving, and you have a good mix. Simply it is a video game, not a simulator, it was made not to be consistent across all aspects of realism, it was made to be fun, and seemingly fun it is.. Funny f*cking complaint that, gta iv, realistic physics, driving, ragdoll, but still when you died you'd spawn at the hospital, what f*cking stupid inconsistencies.. Jeez chill bro, and wait for your copy to arrive.


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#114

Posted 15 September 2013 - 06:56 PM

OP, I'd love to hear your thoughts on this: 

Basically what I've picked up from what your saying is that the driving/collisions should be realistic because health etc is correct. 

 

If that is your point, then you cant sit here and complain about that, and not complain about EVERY single other unrealistic thing in the game. Its so hypocritical... Your just using that to back up your opinion on one thing. If the game had a feature where every road in the the city was backed up 6 lights, would you be happy then?  

But other elements (shooting, health, fighting, cops) seems somehow balanced and fitting in the game. Let's not forget, overall, GTAV (or every other GTA) is highly unrealistic. Or let's say, movie-realistic. And if every element of the game falls within that bandwidth, it's almost a perfect game. Now, the cars (a VERY important feature in GTA) don't fit in the realism GTAV seems to persue.


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#115

Posted 15 September 2013 - 06:56 PM

So you seriously wish that the first time you find that bugatti and steal it, 15 seconds later its destroyed!!!

We can actually drive.

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#116

Posted 15 September 2013 - 06:56 PM

 

OP, I'd love to hear your thoughts on this: 

Basically what I've picked up from what your saying is that the driving/collisions should be realistic because health etc is correct. 

 

If that is your point, then you cant sit here and complain about that, and not complain about EVERY single other unrealistic thing in the game. Its so hypocritical... Your just using that to back up your opinion on one thing. If the game had a feature where every road in the the city was backed up 6 lights, would you be happy then?  

 

Did you read the original post? This is not a post to complain. This is a post to explain the logic behind those who take issue with the physics.

 

I'm not asking for hyper-realism. What I'm asking for is consistency. If gunplay is realistic, why is driving straight out of Midnight Club? Why are there no fatalities in NHL 14? Why does Mortal Kombat not have one-hit KOs? 

 

It's about consistency. It breaks the immersion if you die from a few bullets, then respawn and enter a car, only to find that you're largely invincible from anything the cops throw at you. The discrepancy and balancing here is the issue, and only that.

 

I will restate this again: I don't care if the game focuses on realistic or arcade gameplay. I just don't want there to be completely different, immersion-breaking gameplay changes made in the middle of a mission.

 

Oh sorry mister, never knew you wanted Rockstar to copy and paste GTA 4 driving isnt it? Im sure if GTA 4 had all the same features, country side etc.. like GTA V has you wouldnt see much difference.


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#117

Posted 15 September 2013 - 06:56 PM

imagine Uncharted 3 with ice breath

 Yes, please!


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#118

Posted 15 September 2013 - 06:56 PM

 

 

 

Y RB RB left RB LB RT LB

/thread.

Were you watching the best driver in the game? Perhaps Franklin? Whenever this is brought up its always over a video of Franklin with the highest stats on driving and ever will have then every charcter you are able to play. In short OP is big baby bitch.

 

I've been playing since Thursday. Character skill levels do not affect respective activities in a major way. Michael and Trevor handle cars essentially the same as Franklin, minus his slow-mo driving ability.

 

What?

 

Lol.... Uhhhhhh

 

I have used the EXACT same car while driving as Michael and then as Franklin.

 

Franklin handled the car around turns much better, he was able to make smaller adjustments easier and didn't lose traction around corners as much. 

 

Why would they include a skill, that has almost no meaning at all? They wouldn't that is why. Just like shooting skill affects your recoil and bullet spread.

 

Driving skill DOES have an effect on how well the person drives, I am really questioning if you have played.

 

 

You don't lose traction no matter who you're playing as. I'm sorry if you question the legitimacy of any of this, but I do believe you'll see it's a substantiated observation by the number of people who share the same concerns.

 

 

Don't lose traction around corners no matter who you play as? Lol....

 

O.K.


Undertaker13
  • Undertaker13

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#119

Posted 15 September 2013 - 06:57 PM

Rockstar San Diego(MCLA devs) developed the handling and the car damage

 

Rockstar North developed the rest


pookie1
  • pookie1

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#120

Posted 15 September 2013 - 06:57 PM

 

 

 

Are the cars really that hard to destroy though?

 

I haven't played the game but i heard that most of the cars people showed had been upgraded.

 

Just looking for an answer.

 

I would estimate car health is 300-400% increased over GTA:4. 

 

 

Correct!

Played GTA V myself and I tried to f*ck up a car as much as possible.

 

- In GTA IV: After 4-6 head-on collisions with a wall/car, the engine would start letting out black smoking indicating it's about to blow up or stop working.

- In GTA V. After 4-6 head-on collisions with a wall/car, the engine DIDN'T start letting anything out and it worked perfectly fine afterwards. Event after 10-15 head-on collisions, no sign of it being ready to blow up or stop working.

 

Weird, I have hit plenty of walls and cars head on and have come across several problems with my tires not rotating properly (getting caught on the body or being bent), engine giving me problems after heavy crashes, I actually lose speed as my car was losing health, and the frame of the car doesn't move into my lap on a head on. 

 

The structural integrity of the cars is much stronger, almost impossible to break actually. But the bumpers, wheels, lights, hood, all that can be smashed up. Light wrecks do no actual damage and instead just scratch the paint. Heavy wrecks will often leave you with the bumper swaying (which reduces speed) hanging on by one side, the hood lifted up (more slowing), and sometimes your tires will be damaged if you hit them. After one wreck in IV your front end was usually more than 1/2 its original size, so where di it all go? Just compress? The damage is more realistic in V than in IV. And where are you kids getting that the car damage has no effect on car performance? Lol, ever since the first second I played I have noticed this....

 

10-15 HEAD ON COLLISIONS? And the car was running fine? Lol, yeah you are just full of sh*t.

 

 

If I'm hearing you correctly, you state damage is more realistic in GTA:V than in GTA:4. 

 

I can only respectfully and entirely disagree.





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