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Dope_0110
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This was already pretty much in RDR with the bounty hunting. Don't see any reason why they wouldn't have it in GTAV. Although I hated how every bounty ended up being the same situation, with your target surrounded by 5 or 6 of his men. And if you took him alive, more of his men would chase you until you got back to town. They can keep this in, but throw in some variation. Like have the target all by himself sometimes, with no crew or gang, no chase if you capture him.

 

These bounties counted towards 100% too, you had to do so many in each town for it to count, and even after 100% you could still do them.

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Are people forgetting there was infinity gang/drug wars in GTA:TLAD, TBOGT?

Looks like it.

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Honest Bill
This was already pretty much in RDR with the bounty hunting. Don't see any reason why they wouldn't have it in GTAV. Although I hated how every bounty ended up being the same situation, with your target surrounded by 5 or 6 of his men. And if you took him alive, more of his men would chase you until you got back to town. They can keep this in, but throw in some variation. Like have the target all by himself sometimes, with no crew or gang, no chase if you capture him.

 

These bounties counted towards 100% too, you had to do so many in each town for it to count, and even after 100% you could still do them.

You're exactly right. The key to it is to have a number of different variables, from how many enemies, to what they are doing, to how they might react. One guy could fight back and the next guy might run, one time you might arrive and find it's a trap.

 

If they had a number of different activities, and each had a number of different variables, the game would almost never get old. There are many different ways they could get creative with this.

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This was already pretty much in RDR with the bounty hunting.  Don't see any reason why they wouldn't have it in GTAV.  Although I hated how every bounty ended up being the same situation, with your target surrounded by 5 or 6 of his men.  And if you took him alive, more of his men would chase you until you got back to town.  They can keep this in, but throw in some variation.  Like have the target all by himself sometimes, with no crew or gang, no chase if you capture him.

 

These bounties counted towards 100% too, you had to do so many in each town for it to count, and even after 100% you could still do them.

You're exactly right. The key to it is to have a number of different variables, from how many enemies, to what they are doing, to how they might react. One guy could fight back and the next guy might run, one time you might arrive and find it's a trap.

 

If they had a number of different activities, and each had a number of different variables, the game would almost never get old. There are many different ways they could get creative with this.

Finally someone who truly understands what this topic was all about. That's exactly what I was trying to say but kids here don't understand and go off topic.

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Honestly I doubt this will be a feature. It was awful in Skyrim anyway.

 

"Go kill Draugr/Dwemer/Vampires/Mages/Necromancers/Falmer in that cave/ruin/tomb/tower west of here and get me my sword!" got boring after a few times.

Under this way of thinking, we wouldn't have airplanes today because someone would have given up after watching the Wright brothers crash on their first attempt. suicidal.gif

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Honest Bill

Finally someone who truly understands what this topic was all about. That's exactly what I was trying to say but kids here don't understand and go off topic.

Yeah don't worry. I get what you're saying. And i'm thinking Rockstar will implement things like this. They know a big complaint about IV was the fact that there was no purpose to any of your actions after the story. And there are many small things they could do to make you feel more engaged with the world, without having to deliver new story content.

 

If you look at the random events and bounty hunting from RDR. you get a sense that they were beginning to understand this issue, and they will have noticed the positive response to it in RDR and how alive it made the world feel.

 

The only thing with them is, there was not too much variation. Although i'm sure they could get even more creative in a modern setting. As you will remember they had repeatable stuff in SA and IV also, but again, no random variables to it or anything like that, which, in the end, made it feel a bit pointless. That coupled with the fact that the story had ended and you didn't need any more money.

 

I think that Rockstar seem to be genuinely understanding the possibilities of open world games, and they are getting much better with all the little tricks and intricacies.

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CryptReaperDorian

Remember "Stevie's Car Thefts" from GTA IV or the import/export cranes/garages from the games even before that? I think R* can expand even more on that. Even when the lists are completed, you should be assigned even more vehicles to steal (randomly generated, but no "unique" vehicles). I know you can bring even more vehicles to Stevie's garage for extra cash, but that's really just about any vehicle and nothing specific.

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TheJasonGallant
Remember "Stevie's Car Thefts" from GTA IV or the import/export cranes/garages from the games even before that? I think R* can expand even more on that. Even when the lists are completed, you should be assigned even more vehicles to steal (randomly generated, but no "unique" vehicles). I know you can bring even more vehicles to Stevie's garage for extra cash, but that's really just about any vehicle and nothing specific.

Yeah, that would have been amazing. I already thought about this myselft.

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Honest Bill
Remember "Stevie's Car Thefts" from GTA IV or the import/export cranes/garages from the games even before that? I think R* can expand even more on that. Even when the lists are completed, you should be assigned even more vehicles to steal (randomly generated, but no "unique" vehicles). I know you can bring even more vehicles to Stevie's garage for extra cash, but that's really just about any vehicle and nothing specific.

Exactly, but imagine if, instead of just stealing a car, Stevie might also ask you to go and sabotage a rival's chop shop, or rig a car with explosives etc, if they give it enough variety, and they give you enough different contacts with different types of random missions, it wouldn't get old so fast.

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Remember "Stevie's Car Thefts" from GTA IV or the import/export cranes/garages from the games even before that?  I think R* can expand even more on that.  Even when the lists are completed, you should be assigned even more vehicles to steal (randomly generated, but no "unique" vehicles).  I know you can bring even more vehicles to Stevie's garage for extra cash, but that's really just about any vehicle and nothing specific.

Exactly, but imagine if, instead of just stealing a car, Stevie might also ask you to go and sabotage a rival's chop shop, or rig a car with explosives etc, if they give it enough variety, and they give you enough different contacts with different types of random missions, it wouldn't get old so fast.

Exactly, all they need is different variables to make every mission feel unique. Nothing is interesting forever of course, but this kind of stuff would greatly increase the the longevity of the game and give much more purpose to the main story's aftermath. Instead of it all just ending, you'd feel there's still a whole world out there doing something, keeping on with the business.

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Finally a good topic after the usual nonsense! i like the idea of side missions having this sort of feature........especially to add to the income source..sounds good.

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