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"Dynamic" missions...


Signal1
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How many D/missions is enough?  

111 members have voted

  1. 1. How many D/missions is enough?

    • Less than 10. I wont stop to do them anyways.
      6
    • 10 to 15.
      8
    • 15 to 20.
      8
    • 20 to 25.
      6
    • 25+ I want as much variety as possible!
      81


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A lot of talk has started in relation to the campaign mission numbers and game play hours.

 

In your opinion, how many different types of Dynamic Missions do you expect?

 

For those of you who are unaware, these were the types of missions you stumbled upon in RDR.

 

They were not mandatory.

 

I found that in RDR they became very boring and repetetive and really hope that GTA V provided a very large amount of Dynamic Missions to keep you occupied between set heist missions.

 

 

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By the time you complete the story you probably will have completed all of the dynamic missions too like the ones in RDR and IV. I'm hoping to get more random opportunities so they can be replayed.

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By the time you complete the story you probably will have completed all of the dynamic missions too like the ones in RDR and IV. I'm hoping to get more random opportunities so they can be replayed.

Didnt you find RDR dynamic missions repetetive and boring though?

 

I would like to go the whole game not having to repeat a dynamic mission. Only being repeated after the game is complete. (Considering there is an end game and the fun and vibrant economy keeps you interested after its complete)

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I seriously loved those encounters in RDR, it made the world feel so alive and energetic, like there was stuff going on while you weren't around. I'd like them to be quality over quantity though.

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They were insanely repetitive in RDR. I honestly don't see the fuss about them, unless they make them more variable and less boring.

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They were insanely repetitive in RDR. I honestly don't see the fuss about them, unless they make them more variable and less boring.

Well it made the world more alive. It made it feel like there was stuff going on without you being there, like you're not the only person on the map. It just makes it much more believable and organic to explore even if you don't participate in them.

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When you say "Dynamic mission" do mean those random stranger side missions or the random encounters from RDR

arn't they both the dynamic events they are talking about? Talking to the strangers in iv resulted in a dynamic mission

Edited by matt19811
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For a map as big as GTAV, I'mn putting my money on 20-25 side missions. More than that seems to stretch it, since I believe R* said it wil take 25 hours to complete with the side missions. Could be wrong though...

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By the time you complete the story you probably will have completed all of the dynamic missions too like the ones in RDR and IV.  I'm hoping to get more random opportunities so they can be replayed.

Didnt you find RDR dynamic missions repetetive and boring though?

 

I would like to go the whole game not having to repeat a dynamic mission. Only being repeated after the game is complete. (Considering there is an end game and the fun and vibrant economy keeps you interested after its complete)

Honestly i enjoyed them i wish there was a way we could play different dynamic missions in freeroam forever.

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When you say "Dynamic mission" do mean those random stranger side missions or the random encounters from RDR

Moreso the random encounters. Both are dymanic missions but I was thinking of the complete random missions. The stranger side missions Ithink will be related to each 3 of the main characters.

 

 

Edited by Signal1
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Algonquin Assassin

I have to admit it did get a bit repetitive in RDR getting the same scenario of some guy wanting help and he ends up taking your horse. I became so enveloped I killed the guy before he even approached the horse as I knew that's what he'd do or when you have to get back the stolen cart.

 

A great idea in theory, but can be done so much better. How about for these encounters there's multiple outcomes?

 

Like for example there's a guy stranded out on some desolate road with a broken down car. Some times he genuinely needs help and you take him to the nearest town to a mechanic, other times the guy turns out to be a maniac and tries to kill you and another time when you pick him out he turns out to be sick and twisted raper and wants to touch your wang. ph34r.gif

 

I know it would seem like a lot of work trying to branch these encounters, but I don't think it's impossible.

Edited by Miamivicecity
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By the time you complete the story you probably will have completed all of the dynamic missions too like the ones in RDR and IV.  I'm hoping to get more random opportunities so they can be replayed.

Didnt you find RDR dynamic missions repetetive and boring though?

 

I would like to go the whole game not having to repeat a dynamic mission. Only being repeated after the game is complete. (Considering there is an end game and the fun and vibrant economy keeps you interested after its complete)

@Matt19811 IV didn't have dynamic missions. It only had the random encounters, like the strangers missions in RDR.

 

@Signal1 The dynamic missions could have been a little less frequent in RDR. It was annoying constantly having to save whores. Overall though, I thought they were a good thing. I wouldn't want them to be as infrequent as you suggest.

 

So far, the only two dynamic missions I think we've heard about are purse snatchings (I imagine you can recover the purse for the victim or keep it for yourself) and Gruppe trucks (you can choose to rob bank trucks kind of like in IV). While the purse snatching is probably a little too RDR and could get old if repeated too often, I'd love to repeatedly rob bank trucks. So, I'm conflicted.

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I have to admit it did get a bit repetitive in RDR getting the same scenario of some guy wanting help and he ends up taking your horse. I became so enveloped I killed the guy before he even approached the horse as I knew that's what he'd do or when you have to get back the stolen cart.

 

A great idea in theory, but can be done so much better. How about for these encounters there's multiple outcomes?

 

Like for example there's a guy stranded out on some desolate road with a broken down car. Some times he genuinely needs help and you take him to the nearest town to a mechanic, other times the guy turns out to be a maniac and tries to kill you and another time when you pick him out he turns out to be sick and twisted raper and wants to touch your wang. ph34r.gif

 

I know it would seem like a lot of work trying to branch these encounters, but I don't think it's impossible.

^ this. That's pretty much what I was going to say. I want to be fooled, and dynamic missions that start the same and actually are different scenarios would be great.

 

Another example could be hitchhikers. A girl is hitchhiking; you stop to pick her up, then:

 

(1) She actually needs to go somewhere. She pays you $100-$250 when you get there or offers "services" (free prostitute).

(2) She actually needs to go somewhere. When you get there, jealous boyfriend/husband/abusive father comes after you with a weapon.

(3) She actually needs to go somewhere. Jealous boyfriend/husband/abusive father is already close by, chases you in a vehicle with a weapon.

(4) She's psycho and tries to kill you.

(5) She tries to rob you (solo).

(6) She tries to rob you with friend(s) (similar to the wrecked stagecoaches in RDR).

 

Add about 4/5 more sets like this, and it would still be fun later in the game, especially if certain types of encounter only occur after certain missions have been completed (imagine you only ever get 1, 2, and 6 until about halfway through the story line - you'd be s****ing yourself when she tried to actually kill you or rob you by herself).

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a. outlandish

if they fictioned (did i make up a new word?) straight the random peds assist to knoe characters better and streightened story, yes.if not, then then make them various and interesting. and a line of unrealeted-story dynamic mission yes.

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I have to admit it did get a bit repetitive in RDR getting the same scenario of some guy wanting help and he ends up taking your horse. I became so enveloped I killed the guy before he even approached the horse as I knew that's what he'd do or when you have to get back the stolen cart.

 

A great idea in theory, but can be done so much better. How about for these encounters there's multiple outcomes?

 

Like for example there's a guy stranded out on some desolate road with a broken down car. Some times he genuinely needs help and you take him to the nearest town to a mechanic, other times the guy turns out to be a maniac and tries to kill you and another time when you pick him out he turns out to be sick and twisted raper and wants to touch your wang. ph34r.gif

 

I know it would seem like a lot of work trying to branch these encounters, but I don't think it's impossible.

^ this. That's pretty much what I was going to say. I want to be fooled, and dynamic missions that start the same and actually are different scenarios would be great.

 

Another example could be hitchhikers. A girl is hitchhiking; you stop to pick her up, then:

 

(1) She actually needs to go somewhere. She pays you $100-$250 when you get there or offers "services" (free prostitute).

(2) She actually needs to go somewhere. When you get there, jealous boyfriend/husband/abusive father comes after you with a weapon.

(3) She actually needs to go somewhere. Jealous boyfriend/husband/abusive father is already close by, chases you in a vehicle with a weapon.

(4) She's psycho and tries to kill you.

(5) She tries to rob you (solo).

(6) She tries to rob you with friend(s) (similar to the wrecked stagecoaches in RDR).

 

Add about 4/5 more sets like this, and it would still be fun later in the game, especially if certain types of encounter only occur after certain missions have been completed (imagine you only ever get 1, 2, and 6 until about halfway through the story line - you'd be s****ing yourself when she tried to actually kill you or rob you by herself).

That sounds great!

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They were insanely repetitive in RDR. I honestly don't see the fuss about them, unless they make them more variable and less boring.

I highly agree with you.

But the possibilities in GTA are much greater than they were in RDR, so they should end up being 1) less repetitive and 2) more fun.

At least I hope so.

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The dynamic missions aren't a huge deal to me either. They come to be a bit of a nuisance in RDR sometimes, although they are a great idea in principle (they will be very cool to find in GTA V for the first time, especially given some the examples we have already, like the person with the broken down car on the road and having different potential results from you approaching them). I'd like to see what they do with them in GTA V. However, stranger missions are an entirely different deal. Those were amazing in RDR and I still haven't done all of them, so they greatly increase the play-time of the game. I expect them to be quite similar in GTA V, but possibly even more improved (perhaps a bit more 'explosive', since the ones in RDR still tended to be more mundane than full-sequence missions, but had more layers and interest in them than the ones in GTA IV).

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wants to touch your wang. ph34r.gif

Lol wang...

 

Anyways, I actually enjoyed the dynamic missions in RDR, love the sound of the ones in GTA V, I always cruise in my cop cars, so driving up to the broken down car and flashing my lights to see what's going on, sounds awesome.

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I really like the random encounters in RDR.. Sure they did get repetitive after a while, but at least they were there to give the game world life instead of just being an empty shell.

 

I hope there are quite few of them though, and that some of them are slightly bigger in scope than the RDR ones.

 

I like MVC's idea about branching with different outcomes.. I feel they tried to play with that a tiny bit where there would be that girl at the side of the road who would genuinely need help, or there would be bandits ambushing you. Of course after you did it a couple of times in RDR you could easily spot the difference. But it shows they had the idea there.

 

Another one they mentioned in the GI article, is that you might come across a car which has been shot up or something like that..

 

I like the idea that you could find a clue in there and follow the trail to where the next mission marker will be to find the next clue, and evebtually you turn up to find the bodies or perhaps a wounded guy who has a bag full of money..

 

If they could find a way to have variety of these, it would make things more interesting

 

..Also, on a tenuously related note, what the f*ck was up with that disappearing guy in RDR.. I only just remembered that now.. What the hell was going on with that?

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I also like how some of it is more atmospheric than just being some guy running up and going "Halp, mah wife's been kidnapped!!11!!1 :c"

 

Like the one they described where you might find a number of dead bodies on the ground somewhere, the site of a drug deal gone bad. There's no 'objective' here, no shoot-out with random guys or anything, just a group of dead bodies whose circumstances had nothing to do with you or the story. Now that is quite interesting, because of how it lends a sense of continuity to the world. I'm quite certain we'll have a lot of stuff like this to see. That's what I find interesting while free-roaming in a game. I definitely plan on walking around on-foot around the countryside and details like this will help make it feel more alive.

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I also like how some of it is more atmospheric than just being some guy running up and going "Halp, mah wife's been kidnapped!!11!!1 :c"

 

Like the one they described where you might find a number of dead bodies on the ground somewhere, the site of a drug deal gone bad. There's no 'objective' here, no shoot-out with random guys or anything, just a group of dead bodies whose circumstances had nothing to do with you or the story. Now that is quite interesting, because of how it lends a sense of continuity to the world. I'm quite certain we'll have a lot of stuff like this to see. That's what I find interesting while free-roaming in a game. I definitely plan on walking around on-foot around the countryside and details like this will help make it feel more alive.

You had similar ones in RDR, where you would come across a burned down house and John would say "I wonder what happened here" or something like that..

 

I wouldn't worry about them happening too often.. It will be like RDR where you can totally ignore them with no consequence.. Essentially they are things which are just occurring independently of you.. (Although of course in reality they are triggered by your presence in the area)

Edited by Honest Bill
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Main difference is that those were always there (and always burnt and destroyed). In this case those details may or may not be there.

 

I did like that sense of mystery, though. Marston definitely sums up my thoughts when I arrive there, and I go ahead and investigate a bit.

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Main difference is that those were always there (and always burnt and destroyed). In this case those details may or may not be there.

 

I did like that sense of mystery, though. Marston definitely sums up my thoughts when I arrive there, and I go ahead and investigate a bit.

Yeah but it's easy to see how they could do it with a car in GTA, and of course that can just spawn anywhere in the map when you enter the area..

 

I think it will be a good feature. One of the things i was most pleased to hear from the article.

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TheDizasterChild

I loved the random encounters and dynamic events from both games. While some did get predictable and repetitive, it still brought the world to life. I look forward to what Rockstar has done this time to improve on them. Having multiple ways did them to end would definitely help.

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