GTA-King Posted January 27, 2013 Share Posted January 27, 2013 (edited) ^ Yeah, both Michael and Walter are very similar, and sometimes I even think that's who R* based his character off of. Here's why: -Both criminals behind their family's back (possible with Michael) -Both have apprentices. Michael has Franklin and Walter has Jesse. -Both around the same age. -Both have a great passion for what they do best. -Both are egotistical and have short tempers. Just seems too close to me. I already know I'm going to enjoy playing as Michael because of these similarities. btw, Ned Luke was following Bryan Cranston (Walter) on Twitter. A bit suspicious imo. Edited January 27, 2013 by GTA-King Link to comment Share on other sites More sharing options...
HOW'S ANNIE? Posted January 27, 2013 Share Posted January 27, 2013 Sort of following on from what GTA-King posted, it kind of gave me an idea. What if as time progresses, Amanda spends the money the player earns as Michael, and once/if the counter hits $0 you have debt colllectors come after you (like the gambling in San Andreas). Link to comment Share on other sites More sharing options...
meta187 Posted January 28, 2013 Author Share Posted January 28, 2013 Sort of following on from what GTA-King posted, it kind of gave me an idea. What if as time progresses, Amanda spends the money the player earns as Michael, and once/if the counter hits $0 you have debt colllectors come after you (like the gambling in San Andreas). Living expenses that place you in actual debt such as family members and associates using your money and general bills are certainly a thing that could be utilized to ensure that we continue to need money throughout the game and afterwards but being that GTA is a bit of escapism for the average player would such a real life stress put people off a bit? It's difficult to say. Imagine there's a high end unique vehicle that you can't simply steal made available early on in the game that you don't have the money to buy. The dealership runs your credit and allows you to make regular payments on the car until it's owned or repossessed. That seems reasonable enough. Paying utilities and rent on your starter home seems possibly a bit harsh by comparison but if they provide fun ways to keep revenue coming in at a constant it could come to be an accepted way of life in this new installment. @King: It would be cool to see each character on their previously mentioned "dark day" have some unique Freak Out if the ending they've arrived at is truly the bad one. To see them behave in a way that is the complete and utter opposite of the way they presented themselves through out the entire game in the last moments of the story would certainly have some poignant emotional impact. ~ Studio: Q-13 Lounge / Q:13 Warrior Tunes / Interweb Chex Mix, yo.~ Link to comment Share on other sites More sharing options...
GTA-King Posted January 28, 2013 Share Posted January 28, 2013 (edited) @King: It would be cool to see each character on their previously mentioned "dark day" have some unique Freak Out if the ending they've arrived at is truly the bad one. To see them behave in a way that is the complete and utter opposite of the way they presented themselves through out the entire game in the last moments of the story would certainly have some poignant emotional impact. Exactly! R* is very capable of making a poignant story! Just look at Red Dead Redemption. Truly an emotional story, and to it's core, it was about a man who tried to redeem himself of his past, but ultimately self-sacrifice was his true redemption. Which brings me to V... I love comparing John Marsten to Michael. Their stories are like polar opposites. In RDR, John was trying to redeem himself of his criminal past in order to protect his family. In V, Michael seems to be embracing his criminal past in order to provide for his family (and possibly because he misses the life). So in a sense, they are both very different leopards. One leopard (John) tries his best to change his spots, but can't in the end. The other leopard (Michael) knows for a fact he can never change his spots, so he embraces that truth. So what happens at the end of Michael's story, I wonder? Maybe Michael is in ALOT of debt because of his wife spending his money, and because the game seems to focus on the pursuit of the almighty dollar during our economic crisis, maybe Michael's ultimate goal is to provide for his family (and keep the bills in check)... AT FIRST. Maybe at a certain point in the story he gets so wrapped up in an adrenaline high of being back to doing something he has a great passion for... crime. At this point, Michael would become a greedy sociopath who cares only about achieving money. The money, by the way, would only represent how good Michael is at what he does, and that's what inflates his ego. In the end, his greed and ego could be his downfall. I know, I talk about Michael alot. He's just the most appealing to me, because his story has tragedy written all over it, and I love a good tragic story. EDIT: btw, Michael could be the one that pushes Franklin and Trevor to do more heists so he can secretly fuel his greedy ego. Edited January 28, 2013 by GTA-King Link to comment Share on other sites More sharing options...
meta187 Posted January 29, 2013 Author Share Posted January 29, 2013 (edited) EDIT: btw, Michael could be the one that pushes Franklin and Trevor to do more heists so he can secretly fuel his greedy ego. We've talked a lot about Michael and how things might go bad for him. I don't quite see self inflicted tragedy or inflated ego issues in his future, he seems pretty even keel if not a man who's a bit out of his element. A person who's refused to move past a certain era in his life, rejecting all the whiny self entitled notions of those around him. That's why he see's in Franklin some actual potential, a young guy who's making his own way up through rough times without his hand out and he keeps ties with Trevor an individual who doesn't make a lot of excuses because he seriously doesn't give a f*ck. . For Franklin I can see a bit of resentment in playing the young up and comer to these two seasoned veterans. In time and as risks increase he could become very resentful of that role as the danger involved in the things he's asked to do hit closer to home but his cut of the money remains the lesser. Wanting to be seen as an equal or peer could really play at his ego and cause him to lash out in a stressful situation down the road. With Trevor the obvious thing could be true in that he truly gives into his savage nature and wants no part in being told to exercise discretion. At some point in the story the group may find themselves very screwed over by a trusted ally but going after that person may be the last smart thing to do in the world and Michael and Trevor attempt to stop him only to find a gun being pulled on them. There's certainly a lot of potential for a bad situation to go down here. I would like to hear a few more examples of how things could work out for the better though from a more optimistic viewpoint had you met all the requirements from the story for a positive outcome. Edited January 30, 2013 by meta187 ~ Studio: Q-13 Lounge / Q:13 Warrior Tunes / Interweb Chex Mix, yo.~ Link to comment Share on other sites More sharing options...
Waingro Posted January 29, 2013 Share Posted January 29, 2013 (edited) I've been thinking on the three protagonist things....likely the trio will have pre-scripted roles to play within each heist where you the player control what happens in that context. I can't imagine (though it would be cool) to play as say Franklin and be able to tell Trevor "Watch this door" and Michael to "hold these people hostage", but I digress. My main question is concerning: SIDE ROBBERIES -We've heard about the Armored cars, but what are the chances that there will be other "baby heists" we can perform while roaming around the city? ATMS, people, drug deals, etc? How "open" will the pursuit of money be, without verging into gaming the system (like horse betting in San Andreas)? Edited January 29, 2013 by Waingro Link to comment Share on other sites More sharing options...
CrisFormageKIFFLOM Posted January 29, 2013 Share Posted January 29, 2013 We've heard about the Armored cars, but what are the chances that there will be other "baby heists" we can perform while roaming around the city? ATMS, people, drug deals, etc? How "open" will the pursuit of money be, without verging into gaming the system (like horse betting in San Andreas)? I was thinking exactly the same, will we be able to do heists in free roam?? Link to comment Share on other sites More sharing options...
Mister Pink Posted January 29, 2013 Share Posted January 29, 2013 If we're able to gain cash, lots of different ways, how will it run out? I started a money-related topic about making a bet at a casino (assuming there is one). The bet is to gamble one of your characters hard earned cash in one go for the ultimate gambling rush. Say to have €20,000,000 you must put at least 90% of it down on one bet. If you lose, you must save the game. Post your winning or failings Just a thought. RUBBΣR░J♢HNNY (スオッ) Link to comment Share on other sites More sharing options...
B_E_N_1992 Posted January 29, 2013 Share Posted January 29, 2013 I hope in the final heist we get $100Million, that would be the in the last couple of missions Link to comment Share on other sites More sharing options...
Waingro Posted January 29, 2013 Share Posted January 29, 2013 Uh back on topic, what sort of mini-heists will you think be available beyond armored cars? R* stated there'd be "much more" but I hope it's not overloaded with constant content because 1.) The robberies will become trite, I'd like there to be armored cars/Grueppe6, but not one on every block. Same with stores we can hold up etc.... Also- since Ammunation is back let me clarify as a New Yorker: we have the strictest gun laws, that's why there were the back alley places. But I hope that the upgrades for guns (which I'm assuming won't come with the stock weapons) cost A LOT, and have to be replaced (like silencers). So we have things to spend money on regularly. Link to comment Share on other sites More sharing options...
Cyfa Posted January 29, 2013 Share Posted January 29, 2013 btw, Ned Luke was following Bryan Cranston (Walter) on Twitter. A bit suspicious imo. Maybe just some inspiration. There are very SUBTLE similarities, but they are similarities nonetheless and maybe he was just a big fan of his work, especially considering the role Ned Luke is taking on in GTAV. Link to comment Share on other sites More sharing options...
Getzmunney Posted January 29, 2013 Share Posted January 29, 2013 The saddest sh*t will be if michael loses a family member because he chose to get back in the game Link to comment Share on other sites More sharing options...
GTA-King Posted January 29, 2013 Share Posted January 29, 2013 (edited) btw, Ned Luke was following Bryan Cranston (Walter) on Twitter. A bit suspicious imo. Maybe just some inspiration. There are very SUBTLE similarities, but they are similarities nonetheless and maybe he was just a big fan of his work, especially considering the role Ned Luke is taking on in GTAV. Yeah, if anything there will be subtle similarities to Walter White. Especially with the whole family element. There's certainly a lot of potential for a bad situation to go down here. I would like to hear a few more examples of how things could work out for the better though from a more optimistic viewpoint had you met all the requirements from the story for a positive outcome. Yeah, R* said we will get multiple endings. So why not some of them be a good ending for certain protagonists? For Michael I suppose his good ending would be him getting everything he wanted. More money to support his family, finally bonding with his kids, and a better relationship with his wife. He could retire again, and this time he will be more emotionally content than he was last time. Except for one thing... He betrays Franklin & Trevor to the FIB because they know Michael has returned to crime. So in exchange for Michael's freedom, the FIB gives him a deal so he can keep all the new ill-gotten money he has made. Either he has to give up his partners (which leads to HIS good ending), or he has to either go to jail... or go out in a shootout at his mansion, never giving up Franklin & Trevor to the FIB . Some may say that would be a bad ending for Michael... but I see it as neutral. He would die an honorable criminal. So Michael could have a good, bad, or neutral ending. I would love if R* f*cked with our minds with twist endings like that. EDIT: As for what happens to Franklin & Trevor in Michael's "good" ending, we could choose (as Michael) who to tell the FIB about first. Which would give the other person time to flee. The person you choose gets arrested (or dies in a shootout), and we can never play as them again. The other gets away. As the protagonist who gets away, you can either exact revenge on Michael (killing him) and then you are the only protagonist left. Or you leave town, and then the only person left to play as would be Michael. This song (although a song from Vice City) really reminds me of Michael, and his story. We know he's in witness protection... so he's obviously running from something. I don't know, I'm high. Give it a listen and read the lyrics. Edited January 30, 2013 by GTA-King Link to comment Share on other sites More sharing options...
meta187 Posted January 30, 2013 Author Share Posted January 30, 2013 (edited) My main question is concerning: SIDE ROBBERIES -We've heard about the Armored cars, but what are the chances that there will be other "baby heists" we can perform while roaming around the city? ATMS, people, drug deals, etc? How "open" will the pursuit of money be, without verging into gaming the system (like horse betting in San Andreas)? You've brought up an excellent question there. Typically and by design side missions, fetch quests, activities, mini games - whatever you want to call them are set in place to give a video game protagonist a constant way to grind revenue and experience. If we are approaching this game with the desire that we want significant amounts of money to be much more difficult to acquire, the last thing we want is for revenue to be farmable. This is where the random encounter element could really come into play in that certain opportunities come and go. Like for example you mentioned, drug deals. Drug deals should not always present themselves as a constant activity you can just go to and constantly do. You get a call or a text and you have to bring what's asked for by a specific time to a certain random location. If you agree to that and don't show perhaps someone comes looking for you. If you pass, you have to wait several game hours before someone else seeking narcotics gives you a call. When you arrive at the transaction things could go as expected or you could be walking into an ambush, if you survive that you walk away with the money and the drugs. If you decide to double cross the other guy, once again people come looking for you and it's a much longer period of time in-game before anyone else calls you to set up a deal because you're viewed as untrustworthy. Also applying a reasonable degree of difficulty to the value of what you want to take would work wonders. You want to break into an ATM and possibly you bring along some tools to do so, however doing it manually takes an extremely long time, we're talking 3 or 4 minutes in game, hoping police don't walk by and notice in which case you'd jump to 2 stars immediately. Maybe you lose your patience and hook up a wench to the ATM and yank it out of the wall or smash directly into a store front (I actually witnessed this in real life working Night Audit for a hotel in Orlando once). From there you actually drag the box down the street or chuck it into the back of your truck all the while fending off a 4 star wanted level. From there you have to crack open that ATM like an oyster but it still takes a good couple of minutes to make it happen. And for that ultimate big game hunter who wants to rob a bank on their own without the other two protagonists, sure you can, cowboy. The only small problem with that is that robbing a bank on your own without a plan or backup IS REALLY f*ckING DIFFICULT! Like the hardest side thing you could actually do in the entire game. Police response should be severe and immediate. Pulling out a gun on the bank teller may net you a couple hundred dollars from her cash drawer but if you want to stick around and crack open that vault you should be required to have specific tools for doing just that, have to carry the money in cumbersome duffel bags and be prepared for a tooth and claw gunfight during the entire process after say a brief warning. "Come out with your hands up or were coming in!" over a megaphone, buys you about two minutes before snipers start taking pot shots and SWAT members start kicking in the front door. On the chance you are successful, grabbing a hostage may get you to your car but that's about it. Snipers will take the shot if they have it and the police will pursue you aggressively and to the fullest extent until they are well convinced you are either dead or gone. Pulling off something like this would make you feel like a bonafide bad ass and be truly rewarding because the chance of failure the entire time was likely and no one factor was predictable. @Mr. Pink: There was a game I enjoyed back in the day called Way of the Samurai that had a very harsh save feature. Basically you gained and leveled up weapons in a Choose your own Adventure style 3rd person action adventure. The only thing was this, no saves until you finished the story formally or left the village concluding the attempt. If at any time you died during the story, you lost everything you were carrying so there was this constant element of risk every play through as each save was unique to that play through. It was cool but perhaps a bit tense for something like Grand Theft Auto. I would say one time, money on the table betting activities during online co-op similar to Liars Dice would be a good way to go for betting and losing money permanently. @King: Great song, brings back some fond memories cruising down the avenue in front of Ocean Beach on a PCJ without a care in the world. Edited January 30, 2013 by meta187 ~ Studio: Q-13 Lounge / Q:13 Warrior Tunes / Interweb Chex Mix, yo.~ Link to comment Share on other sites More sharing options...
iNero Posted January 30, 2013 Share Posted January 30, 2013 I've been thinking on the three protagonist things....likely the trio will have pre-scripted roles to play within each heist where you the player control what happens in that context. I can't imagine (though it would be cool) to play as say Franklin and be able to tell Trevor "Watch this door" and Michael to "hold these people hostage", but I digress. My main question is concerning: SIDE ROBBERIES -We've heard about the Armored cars, but what are the chances that there will be other "baby heists" we can perform while roaming around the city? ATMS, people, drug deals, etc? How "open" will the pursuit of money be, without verging into gaming the system (like horse betting in San Andreas)? Its possible to rob bank and peds on thrle streets in RDR free roam. Its even possible in GTA4 to rob ATMs. I dont see why all that shouldnt return Link to comment Share on other sites More sharing options...
Peck R. Wood Posted January 30, 2013 Share Posted January 30, 2013 @ meta187 That'd be amazing...but let's not hype ourselves too much. Better safe than sorry. Link to comment Share on other sites More sharing options...
meta187 Posted January 31, 2013 Author Share Posted January 31, 2013 Better safe than sorry. I see what'cha did there, guy. ~ Studio: Q-13 Lounge / Q:13 Warrior Tunes / Interweb Chex Mix, yo.~ Link to comment Share on other sites More sharing options...
GTA-King Posted January 31, 2013 Share Posted January 31, 2013 (edited) Maybe the delay was because they wanted to actually add some of these awesome ideas to the game. Edited January 31, 2013 by GTA-King Link to comment Share on other sites More sharing options...
Nebby Posted January 31, 2013 Share Posted January 31, 2013 Maybe the delay was because they wanted to actually add some of these awesome ideas to the game. That's what I'm thinking, too. I really see no point in why they would need to "polish" the game any further if the reports back in 2011 were saying the same thing. They must not be content with it all yet, and, well - you know Rockstar. They only strive for the best. Link to comment Share on other sites More sharing options...
Peck R. Wood Posted January 31, 2013 Share Posted January 31, 2013 Better safe than sorry. I see what'cha did there, guy. owned. Good one. Link to comment Share on other sites More sharing options...
meta187 Posted February 1, 2013 Author Share Posted February 1, 2013 (edited) Maybe the delay was because they wanted to actually add some of these awesome ideas to the game. That's what I'm thinking, too. I really see no point in why they would need to "polish" the game any further if the reports back in 2011 were saying the same thing. They must not be content with it all yet, and, well - you know Rockstar. They only strive for the best. MMmmm the delay was certainly the last news I wanted to read this morning at work but I will say where the door was closing for adding or modifying existing content within the game for a stated Spring release, 8 months certainly gives them time to get to a few of the ideas within this forum and yes within this thread if they felt so inclined. The intro is basically a collection of some of the best bits from this thread but lets break it down idea wise to a realistic time table should any one thing here be applied. Money For Nothing and Your Clips For Free (time table 3 months): Simply removing all weapon drops from the open world map and forcing people to buy them and or setting up some scenarios where one could acquire the items through a bit of effort would probably be one of the easier things to do with what's already there. It wouldn't take a ton of additional content just some smart thinking about weapon and item placement in some cases. Looting, now it's personal (time table 3 months): You have to think that in one fashion or another money will be the thing that is fought over in multiplayer making that a thing you can earn, steal or have stolen from you seems very doable and shouldn't take long to set up. Hired Help (time table up until deadline, continued in DLC): While this is truly one of my favorite ideas and we spoke on it quite extensively in the intro, depending on what is or isn't in place for having a group of hired accomplices in this game coding and adding this type of thing in would realistically be quite extensive and time consuming. They would need to probably consult with the people who originally made Freedom Fighters for a few pointers if they wanted to cut some corners and save time if they truly wanted to capture that 3rd person RTS feel over an organized group of goons. Some of the scripts for making the bank actually difficult to rob would be quite extensive as well. So again if they haven't already put something in place for that it would take up some considerable time to add it in to their standards. Flipping the Script (time table 4 to 6 months): Adding in a drug dealing system with some of the nuanced things we discussed could take some time. I imagine modeling the various drugs items and such would require some actual time. The only thing that would give them an edge here is that they've done scripts similar to this in the past, I think with a little experience and know how they could whip something up simple and functional in a reasonable amount of time. Basically you have a semi-sophisticated fetch quest system with some variables thrown in for realism. Checking In, Checking Out (4 to 6 months): Assuming the Hotels and Motels already have functional interiors, it is likely that they are up for rent. We talked about making large quantities of money be physically manifested, (seems doable) and even worked in some discussion about inventory and the pros and cons of a weapon wheel vs a backpack or briefcase with limited carry space. These feel like smaller ideas on their own but all together they could take some time. Tools of the Trade ( time table up until deadline, continued in DLC): This kind of picks up on what was mentioned in the previous section on the briefcase in having smaller functional items that are helpful but not necessarily weapons. Depending on how many they did they could literally be working on these up until the last minute. The s in the Details (time table indefinite) This was more a complex conversation about thematic choices and how much the player is allowed to set the tone and the narrative for the story. At the moment Rockstar jealously guards the telling the story part but as this genre expands in the coming years they may loosen the reigns a bit and create games that truly allow us to live according to our will. Downward Spiral (time table, variable) This part was about weapon progression and how violence escalates within that as far what's made available to you to commit certain levels of violence within the game. I imagine that's very much determined by the story so there's honestly no telling when you'll graduate from baseball bats to surface to air missiles. Additional Multiplayer Ideas (time table up until deadline, continued in DLC): There are a f*ck ton of ideas in this section some are immediately doable, some would take time and infrastructure within the multiplayer system to pull off. I will say they are all reasonable and make a lot of sense. End Game: Going Legit / The Road to Ruin (time table, variable): This section just addresses the game's overall tone in it's conclusion, whether it's somber and depressing or upbeat and compelling and the fact that with multiple endings both outcomes should be plausible. I honestly assume they've already fleshed this out but if for whatever reason they haven't they certainly have time to address much needed story arc contrasts now. Crazy to think we started this topic only a few weeks ago. A sincere thanks to everyone who contributed here and a hearty good luck to Rockstar on using their time wisely. Long Live Edited February 1, 2013 by meta187 ~ Studio: Q-13 Lounge / Q:13 Warrior Tunes / Interweb Chex Mix, yo.~ Link to comment Share on other sites More sharing options...
shinsta312 Posted February 1, 2013 Share Posted February 1, 2013 A few more ideas for multiplayer: Further Acknowledgement of previous R* titles: Adding on to Meta's idea of rewarding Max Payne 3 players, I believe players should be rewarded further for playing previous R* titles. For games that have multiplayer capability and a rank system, such as RDR, MP3 and GTA IV, you're only rewarded if you hit a certain Prestige level. For other titles, such as L.A. Noire, Bully: SE, and MC: LA, you're automatically rewarded just for having a save file in your XBOX or PS3. Regardless if it's a exclusive avatar character, or just a simple title that you can wear, it's a nice nod and a fun way of rewarding loyal R* fans, not just GTA fans. More Incentives to Legend-ing Up: As mentioned before, both RDR and Max Payne 3 have a "Legend" rank system that gives players the option to move up a legend rank. While you're given a new title and a few other things, you end up back to square one and all of your weapons and other items that you've worked hard to unlock are locked once again, which is enough reason for several players on RDR and MP3 to choose to stay at Lvl. 50. While the choice to "legend up" should still be given to players, there should be more incentives and benefits added to the Legend ranks. Now assuming that GTA V multiplayer plays similarly to RDR multiplayer, and assuming that GTA V will have ten legend ranks, I believe certain special weapons, vehicles and other goodies should only be unlocked if you have reached a certain legend level. If R* is up for it, they should even do multiplayer events for players who've reached a certain Legend rank and higher. Just another way of rewarding players. Link to comment Share on other sites More sharing options...
Honest Bill Posted February 1, 2013 Share Posted February 1, 2013 This is why all developers should visit the fan forums regularly. Because somewhere, in the midst of a sea of crying, there are people who know what the hell they're talking about and have great and constructive examples of how to take their games to the next level.. Excellent topic, shouldn't be lost to all the whining threads. I'll be back to post some thoughts later.. Link to comment Share on other sites More sharing options...
GTA-King Posted February 1, 2013 Share Posted February 1, 2013 (edited) Here's some awesome signatures made by DTUman. Feel free to grab one and help promote this amazing thread: [img=http://i50.tinypic.com/2ym5zwl.png] [img=http://i50.tinypic.com/2cmkd43.png] Edited February 1, 2013 by GTA-King Link to comment Share on other sites More sharing options...
GTA-King Posted February 1, 2013 Share Posted February 1, 2013 (edited) Sorry for the double post, but I just found my old Empire Building thread: http://www.gtaforums.com/index.php?showtopic=499276&st=0 Feel free to take some of the ideas from there, meta. Maybe Trevor Phillips' Enterprise has an empire building system to it, where you can gain business fronts, hire goons, ect Edited February 1, 2013 by GTA-King Link to comment Share on other sites More sharing options...
RIKOSHAY Posted February 1, 2013 Share Posted February 1, 2013 QUOTE (Waingro @ Wednesday, Jan 23 2013, 20:23) So besides character goals, what are the protagonists spending their money on? QUOTE -Missions specific tools that cost $ Cutting torches, C4, wire cutters, small electronic gadgets to get past complex security systems. I very much like the premise of actually using tools to advance through certain missions and areas or being given more options because you brought the right items. It totally fits the theme. Imagine early on in the game your little mismatched group does not have the proper tools for a job while attempting to crack a safe in a Credit Union, the alarm trips and two of you are forced to hastily lug the medium sized safe out the back door and throw it into the back of a van. From there without many options on how to open it you take it to the top of Mt. Chilliad and chuck that f*cker over the edge while one of you waits at the foot of the mountain in hopes that it'll crack open upon impact once it hits the valley below. Later on in the game when you have the right tools to disable the alarm and expertly crack the safe that will seem like a humorous anecdote on how you used to go about doing things. I apologize if this was said before but this gave me an idea of something else you could spend your money on. How about if you have to pay to go to school to become a better safe cracker, or better shooting accuracy or even better driver, things of that sort. Link to comment Share on other sites More sharing options...
meta187 Posted February 2, 2013 Author Share Posted February 2, 2013 (edited) I posted this elsewhere privately but since it was brought up in this topic we did get some notice from Rockstar today. Official Polite response from RSGNYC Mouthoff today: Hey Meta, Thanks for passing along the link. Quite a lot of ideas! As you might expect, we don’t really comment on fan suggestions, but we do appreciate that you and the other members on GTAForums got together to give us your thoughts. Cheers, Rockstar Games A modest reply but I was certainly a big nerd when I got it this afternoon. @Honest Bill: Thank you, very kind words indeed, sir. Looking forward to your later thoughts. @King & DTUMan: Thanks a ton for the sig, looks great. I posted it with the coded link in the intro. Much rah-spect to anyone sporting it in support of the thread. I'll certainly take a look at that older thread you posted later this evening. I apologize if this was said before but this gave me an idea of something else you could spend your money on. How about if you have to pay to go to school to become a better safe cracker, or better shooting accuracy or even better driver, things of that sort. No need to apologize dude, this topic is a bit TL;DR for some but we always welcome good ideas. It sounds like you're suggesting they bring back the training schools from San Andreas. It pretty much seemed like they did away with that formal RPG stat system going into IV. No driving skill, no shooting skill, no fighting techniques to learn at a gym. I'm not sure if the reason that was dumped is because they thought it was breaking the immersion of having a character you play who either can do something or he can not or if they felt like it was just a bit too rudimentary in the newer subtle and sophisticated gameplay mechanics they were going for. I can't imagine there are any widespread formal schools for safe cracking but I can see getting better at it as you do it repeatedly. A built in skill set for that doesn't sound too distracting so it's a "sure, why not?" from this side of the table. @Shasta: Some great stuff there, Shin. Further Acknowledgement of previous R* titles: Adding on to Meta's idea of rewarding Max Payne 3 players, I believe players should be rewarded further for playing previous R* titles. For games that have multiplayer capability and a rank system, such as RDR, MP3 and GTA IV, you're only rewarded if you hit a certain Prestige level. For other titles, such as L.A. Noire, Bully: SE, and MC: LA, you're automatically rewarded just for having a save file in your XBOX or PS3. Regardless if it's a exclusive avatar character, or just a simple title that you can wear, it's a nice nod and a fun way of rewarding loyal R* fans, not just GTA fans. I honestly can't see any harm in that. One of the coolest moments ever in gaming history was when Psycho Mantis from MGS1 accessed my Playstation One Memory Card and told me he could see that I liked playing Konami's Suikoden. For a company that's constantly re-purposing their older material having little trinkets and titles that nod to purchasable Marketplace Rockstar games seems pretty nifty. More Incentives to Legend-ing Up: As mentioned before, both RDR and Max Payne 3 have a "Legend" rank system that gives players the option to move up a legend rank. While you're given a new title and a few other things, you end up back to square one and all of your weapons and other items that you've worked hard to unlock are locked once again, which is enough reason for several players on RDR and MP3 to choose to stay at Lvl. 50. While the choice to "legend up" should still be given to players, there should be more incentives and benefits added to the Legend ranks. Now assuming that GTA V multiplayer plays similarly to RDR multiplayer, and assuming that GTA V will have ten legend ranks, I believe certain special weapons, vehicles and other goodies should only be unlocked if you have reached a certain legend level. If R* is up for it, they should even do multiplayer events for players who've reached a certain Legend rank and higher. Just another way of rewarding players. You and I have actually discussed this over LIVE a few times. Leveling up, Going Prestige, Advancing your Legend - whatever it may be should give you something special and useable beginning players do not. I say screw that namby pamby assumption that simply because a more seasoned player has a small edge from things he's earned in game you run the risk of scaring off newer players. If anything, it should make them work harder to get the things you have and be on that level. Survival of the fittest. And if competitive play is not your thing than obviously there are other options within what's coming, no worries there. A solid reward for time invested should be evident in your look, abilities and gear every time you advance through a multiplayer cycle. Edited February 2, 2013 by meta187 ~ Studio: Q-13 Lounge / Q:13 Warrior Tunes / Interweb Chex Mix, yo.~ Link to comment Share on other sites More sharing options...
RIKOSHAY Posted February 2, 2013 Share Posted February 2, 2013 No need to apologize dude, this topic is a bit TL;DR for some but we always welcome good ideas. It sounds like you're suggesting they bring back the training schools from San Andreas. It pretty much seemed like they did away with that formal RPG stat system going into IV. No driving skill, no shooting skill, no fighting techniques to learn at a gym. I'm not sure if the reason that was dumped is because they thought it was breaking the immersion of having a character you play who either can do something or he can not or if they felt like it was just a bit too rudimentary in the newer subtle and sophisticated gameplay mechanics they were going for. I can't imagine there are any widespread formal schools for safe cracking but I can see getting better at it as you do it repeatedly. A built in skill set for that doesn't sound too distracting so it's a "sure, why not?" from this side of the table. Maybe not a school per-say, but like someone is willing to give you lessons underground, you can go there for a total of, lets say, 10 lessons. With the more you practice from the classes the easier/faster it'll be to crack a safe. They can range from the basics(cheap), to intermediate and of course, advanced safe cracking(expensive). Only reason I think it would be a good idea is because I'd rather practice in a "school" rather than go into a heist and end up botching it and then losing my life/money due to the fact I'm not used to the mechanics of cracking a safe Link to comment Share on other sites More sharing options...
meta187 Posted February 2, 2013 Author Share Posted February 2, 2013 Maybe not a school per-say, but like someone is willing to give you lessons underground, you can go there for a total of, lets say, 10 lessons. With the more you practice from the classes the easier/faster it'll be to crack a safe. They can range from the basics(cheap), to intermediate and of course, advanced safe cracking(expensive). Only reason I think it would be a good idea is because I'd rather practice in a "school" rather than go into a heist and end up botching it and then losing my life/money due to the fact I'm not used to the mechanics of cracking a safe That could be interesting.. introducing some character who maybe is a bit older but used to crack safes for a living. Let's call him "Jimmy". He's now acquired enough money to put up a business front to appear legitimate. You walk into his hardware store but have already been let in on what he really does on the side, so upon meeting him you're lead through the stock room to a back lot and into a large storage shed. You walk past several tools and gardening equipment you would expect to find for such a store but in the back corner of the warehouse Jimmy, "The Lock" see what I did there pulls back a large tarp covering a couple of tables with deconstructed safes, locks and tumbler arrangements that cover everything from an old school combination dial lock to a newer keypad set up. For a certain price you could walk from table to table practicing on the different types within the game and learning how to use specific tools that would help you speed up the overall process of safe cracking. Sounds like a valid way to spend and invest money in the game for sure. ~ Studio: Q-13 Lounge / Q:13 Warrior Tunes / Interweb Chex Mix, yo.~ Link to comment Share on other sites More sharing options...
GTA-King Posted February 2, 2013 Share Posted February 2, 2013 (edited) EDIT: Just ignore this post. Edited February 2, 2013 by GTA-King Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now