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Phatgordo13

---Grand Theft Auto Online---

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zainzombie

I believe GTA online will be about crews. Customizable cars, hideouts, guns and play mini games like golf, car racing, te nnis, gambling,triathlons, base jumping, etc. Etc. With the main focus on crew wars and heists that we can pu ll in mp which works like gang hideout shootout s in rdr.

 

Know I might be expecting too much, but rock star said it themselves.. GTA online will do to the mp what gta3 did to the sp of the series. I'm expecting something like what I mentioned even if rock star's statement sounds a bit exaggerated.

 

I hope pink slip races are possible.

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UP9390
Hello again everyone, and thank you for your contributions thus far. Hopefully, by tomorrow night I will be adding some new sections to the front page to include some of your suggestions; Police, Prisons, Cell Phones, Drugs, and more...

 

For your viewing pleasure tonight, I give you a wall of text!

 

tounge.gif

 

I know, I know, but hear me out. I believe I have come up with a solid working theory on what will ultimately make GTAO "Revolutionary". I am unaware of any other game available that has taken this approach, and more importantly, I believe this is the answer to all of our complaints and issues within our own suggestions.

 

Enjoy the read, and please include your feedback. Lets make this right!

 

Cheers.

 

----------------------------------------------------------------------------------------------------------------------------------------------

 

The Theory of Everything

 

Thus far, we have outlined many aspects we hope to see in the upcoming release of Grand Theft Auto Online. Many aspects which we hope will cross over from single player, but those features that will exist exclusively for multiplayer have a very key flaw which we have yet been able to reconcile.

 

Considering potential ideas such as the continuous existence of safe houses, territory, assets, customizable items, and more it is hard to outline a position in which this all would be made possible.

 

Presently, we have suggested such ideas as an all inclusive 'Grand Theft America' which would utilize multiple HD cities such as Los Santos, Liberty City, Vice City, among others. However, the obvious problem with this is that we only have Liberty City and Los Santos at present time. Furthermore, the sheer scale of the multiple cities, even when considering all others, would still most likely be unable to accommodate all players simultaneously.

 

 

user posted image

Yes, welcome to Tokyo, get the f*ck on!

 

This solution is more so a band aide than proper treatment. What we would ultimately be suggesting is a Grand Theft Auto MMO. While I am a huge fan of the idea and a strong advocate of such moving forward, considering the thousands upon thousands of players converging online at once would create an unrealistic experience for what we wish Grand Theft Auto Online to achieve. These suggestions, while exciting and certainly still feasible, do not address the problem at hand.

 

The major issue with GTA multiplayer is a lack of structure and all out anarchy within the program. Rockets fire from every direction, while vehicles crash and explode at high speeds. The air is filled with helicopters and planes firing guns on players below, all while snipers perched upon roof tops strike down anyone not taking cover. While this may be fun for some, it ultimately negates the true Grand Theft Auto experience which we all know and love from single player experiences.

 

As we can note from Meta187's topic 'For the Love of Money', much of the delight of single player comes from the come up, and the riches that follow. Imposing will upon the world in which you inhabit, and facing consequence accordingly is all what makes Grand Theft Auto such a rich experience. However, it must be noted that while AI has taken great leaps from the days of GTA III, the inclusion of the human element within multiplayer has only made the experience less realistic.

 

I had suggested a system of semi-permanent death, in which, with death would come a loss of assets, weapons, and cash. Forcing the player to start over upon death in order to make one think twice about running blindly into gun fire, or attacking every player they came across. However, this would not stop players who simply just did not care one way or another. Those who have nothing to lose, and those who only enjoy GTA for the mass chaos would have no consequence. Thus, the only punishment would be dealt to those whom have taken the game seriously, and that is exactly what we set out to prevent in the first place.

 

So what can we do?

 

Well, I think I may have something here...

 

We are all aware of the new wheel system which includes our three protagonists, Michael, Trevor, and Franklin. Additionally, the wheel holds a slot for our multiplayer avatar. Why is this significant? When you are playing Grand Theft Auto V, you will be controlling one of the three protagonists going about your business amongst the vast map which includes Los Santos and the surrounding country side. At any point, you may switch to your online avatar, and the only change that would occur on screen is the avatar in which you control. However, you are now online.

 

The interactions amongst others begin to occur only once you engage certain activities. Think of it like a parallel universe of sorts. Thousands of Los Santos' existing literally atoms a part simultaneously, and yet, separately. The city of Los Santos which you now inhabit with your online avatar, is your lobby.

 

Imagine you are a part of a crew. There are twenty members to this crew that are online at the same point. The crew has racked up enough XP and cash to build their own safe house on the upper east side of Los Santos. Once you have engaged your online avatar you now inhabit a Los Santos with the addition of that safe house, and you are instantly connected to any members of your crew that are also online. Your safe house would be much more than a place to customize, store assets, or showcase as a trophy, but also be the worm hole of sorts to all other Los Santos'.

 

You get together with your crew, and plan to attack a rival gang hide out. The time has come to put this crew down once and for all, and take what they have. The crew gathers their things and engage a planning room of sorts which now adds the rival crew, and their assets, to the map in which you inhabit. Are you still following me?

 

Let me try a more simpler approach. Lets say you switch from Michael in single player mode to your online avatar to play a round of golf with a friend. At the present time, you are driving around a living breathing Los Santos full of NPCs, no different from your single player experience. This Los Santos will act as a lobby of sorts in a free roam model. You hop into your customized car located at your safe house, and drive to the golf course off the high way. There you engage an NPC at the front desk who acts as a liaison between your player, and all other players online looking to play golf. You find your friend, and you two, now inhabit a single map. You may suggest adding a few other players to turn your round into a group activity. Each player added to the round of golf, would expand the map in which you inhabit to include each player's personal safe house, crew affiliation safe house, and any assets within their possession.

 

You may already be thinking, but certainly, with each crew added there is the potential of tens or hundreds of players on that map. Not exactly. While you and your friend are playing golf, each of your crew's safe houses now exist within your map, but not necessarily all crew members affiliated with that building. Keep in mind, all other crew members will be going about their business as well, engaging in different aspects of the city.

 

So lets say, I lose this round of golf, and decide I am going to attack my friend's crew's safe house. I'm a sore loser.

 

I drive up to the safe house, which from my perspective is only protected by AI controlled NPCs representing that crew. I pull out my RPG and begin firing into the windows of the safe house, my attack has commenced. All players online representing that crew will be alerted on their cell phones, that the safe house is under attack. Their choice in engaging in the conflict or ignoring it, will determine whether or not they become a part of my online experience.

 

Furthermore, the authorities have been alerted. Dispatch has notified police and they are en route. This time around, the police, fire men, medics, FIB, and military now consist of a combination of AI controlled NPCs and online players. This adds new depth to the vigilante missions of single player, while offering players a chance to make good money and XP without the threat of law, and its perks and protection for being on the right side. Each player that chooses to wear a badge will be notified of situations occurring through out Los Santos, and once again, their choice to engage or ignore will directly determine whether or not they become active on any given player's map.

 

Ultimately, what this new approach to the multiplayer experience will add is the illusion of a thriving, living, breathing city filled with NPCs and tens of thousands of online players. It may appear to be a massive MMORPG, but in all reality it is mass amounts of free roam lobbies merging within small pieces. You may choose to take your online avatar around Los Santos and interact with no one else, and you may do so! However, any activity, cash grab, or mission in which you want to engage will require your interaction with others.

 

I have run my mind in circles and knots trying to picture what would truly make the GTA Online experience "Revolutionary". I was there when GTA III came out, and I remember the realization of the change before my eyes. I do not take R*'s statements lightly, and they have said some incredibly lofty things about GTA Online thus far. This, is what I believe they are talking about.

 

Lets talk about it...

THIS icon14.gif

 

 

user posted image

Yes, welcome to Tokyo, get the f*ck on!

LOL

 

 

The major issue with GTA multiplayer is a lack of structure and all out anarchy within the program. Rockets fire from every direction, while vehicles crash and explode at high speeds. The air is filled with helicopters and planes firing guns on players below, all while snipers perched upon roof tops strike down anyone not taking cover. While this may be fun for some, it ultimately negates the true Grand Theft Auto experience which we all know and love from single player experiences.
This right here was why I joined a Police clan, and eventually started my own clan, the LCPD - PSN. It was long ago on a mystical game known as Midnight Club: Los Angeles

 

 

Furthermore, the authorities have been alerted. Dispatch has notified police and they are en route. This time around, the police, fire men, medics, FIB, and military now consist of a combination of AI controlled NPCs and online players. This adds new depth to the vigilante missions of single player, while offering players a chance to make good money and XP without the threat of law, and its perks and protection for being on the right side. Each player that chooses to wear a badge will be notified of situations occurring through out Los Santos, and once again, their choice to engage or ignore will directly determine whether or not they become active on any given player's map.

 

The essential though of being able to work WITH the AI Emergency Services on the same side would be epic! Although we might die from ambulances terrible driving still! tounge.gif Being able to get more money for making an arrest, you still get money for killing a criminal, just not as much as arresting. There should be other honest jobs too, such as railroading. Also being able to become a Railroad Cop!

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Budgy smuggler

What I wanna see is cops and crooks but in free roam. In character selection, you can choose to be a cop or a crook.

 

When creating your crew, I think you should be able to choose what you're gonna be about. Like in vice city stories, you choose if you want to be a drugs, gun dealing, loan shark, pimping, or heist gang, etc. Depending what you choose, you'll get different missions pop up in game at random times, similar to Red Dead.

 

War with other gangs to claim turf for illegal activities. War with the NPC and player cops who're trying to take your members down and put a stop to your hustle.

 

Personal assets and crew assets. Personal stuff would be buying cars and doing them up, buy a safe house, tattoos and clothing. Buying guns, but keeping the high grade weaponry restricted for crews could mean gangs with big status can sell better guns than other low status crews to other players who aren't in a decent crew. High status crews become suppliers to the lower crews and lone players. Having some pre-set messages on your in game phone could be used to set up an automatic meet up to trade weaponry and drugs. This would mean dealing with other players in a way that isn't just killing. It opens up possibilities for dynamic events. Maybe a crew wants to try robbing the other crew for their stuff, or they just want to buy. Maybe their meet gets raided by SWAT.

 

Ranking within the crew would be cool. Low ranking members have to do activities like drug dealing or whatever missions to earn money for the crew and get promoted by the boss or captains. The boss collects all the money from the gang vault but also has to pay for equipment, weaponry and vehicles for the crew, using it to upgrade and expand.

 

When a crew gets really high ranked, by earning lots of money, kills, missions completed, feuds won, amount of turf claimed, they can get access to military gear. 50 cal mounted gun for a 4x4 truck in the customs shop, for example, imagine that.

 

I know GTA online's gonna be heavily based around crews, but I just hope they put something like this in.

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TyphoonJames

TL;DR.

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Fuzzknuckles

I'm more excited for story mode and free roam. But I'll give it a shot. If it's good, I'll keep shooting.

 

Personally I'm not really into multiplayer in general, but if they can offer something on par with the feeling RDRMP had, I'm sold. It was empty and it worked. If they can do that with lots of peds around, and lots of players, then it'll be a winner. The level of peds in IV felt miniscule in MP.

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Phatgordo13
I'm more excited for story mode and free roam. But I'll give it a shot. If it's good, I'll keep shooting.

 

Personally I'm not really into multiplayer in general, but if they can offer something on par with the feeling RDRMP had, I'm sold. It was empty and it worked. If they can do that with lots of peds around, and lots of players, then it'll be a winner. The level of peds in IV felt miniscule in MP.

Appreciate you wandering these-a-ways Fuzz.

 

The funny thing about all the work I've been putting into this conversation is that I HATE multiplayer.

 

I guess if I was going to involve myself, a lot would have to change.

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Deffpony

Ive been meaning to get more involved with this thread but fianls have been a bitch.

 

Anyways. I think the crews hideout concept is an amazing idea. You hit the nail on the head Gordo. Its all about the "coming up" in the world, and about the rewards you earn when you reach the top. Having a pimped out house isnt enough though. Being able to have crew hideouts as sort of your all-in-one MP hub would not only serve for great multiplayer and crew integration, but also aid in some much needed crew rivalries.

 

Im really hoping the make this happen.

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greenrock

we doing this

 

 

 

gangsters till we die

 

 

 

 

 

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Phatgordo13
Ive been meaning to get more involved with this thread but fianls have been a bitch.

 

Anyways. I think the crews hideout concept is an amazing idea. You hit the nail on the head Gordo. Its all about the "coming up" in the world, and about the rewards you earn when you reach the top. Having a pimped out house isnt enough though. Being able to have crew hideouts as sort of your all-in-one MP hub would not only serve for great multiplayer and crew integration, but also aid in some much needed crew rivalries.

 

Im really hoping the make this happen.

I believe that each player will be able to obtain a safe house (i.e. the short clip from the game play video), but so will crews. They won't just be spawn points, or places to store assets, or even a way to show off your success, but ultimately the focal point to connecting with all other players online.

 

Thanks for stopping by Deff.

 

Take your shoes off, stay awhile.

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greenrock

on the real though

 

 

im thinking its going to be a legit mmo

 

 

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Deffpony

I wouldnt expect to be able to actually "build" safe houses, but purchase them. Which leads me to something that I have always thought would be a great idea:

 

DLC interiors

 

I would definitely shell out 15-20$ for dlc's that made more of the building accessible. Adding interiors to buildings seriously makes the game have soo much more replayability, and this is a great way to segway into crew hideouts. Crews can compete to purchase the newest available LS hideouts, and every few months new ones would be available.

 

Hmmm thread idea

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gtafanny

i guess i'll put down my predictions for GTAO here.

 

- up to 16 players for consoles

- team bases in some game modes

- roleplaying elements like cops & robbers, defend properties etc

- multiplayer sports like tennis, golf, bike race etc

- game modes include military battles (air, sea and land), cops & bad guys, robbery competitions between teams, hunting etc

- in free roam mode, the aim is to grow your rep and make money. the money you own will stay with you or your crew for similar free roam modes.

- the ground breaking thing is you could save your multiplayer game where you left off. eg your crews and other players can pick up a game where it was last saved. so you could return to the property you already purchased or rented. you get the idea

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Phatgordo13
I wouldnt expect to be able to actually "build" safe houses, but purchase them. Which leads me to something that I have always thought would be a great idea:

 

DLC interiors

 

I would definitely shell out 15-20$ for dlc's that made more of the building accessible. Adding interiors to buildings seriously makes the game have soo much more replayability, and this is a great way to segway into crew hideouts. Crews can compete to purchase the newest available LS hideouts, and every few months new ones would be available.

 

Hmmm thread idea

Oh?

 

user posted image

 

 

 

Not an idea for a thread, but an idea for a thread contribution. Right? Right? biggrin.gif

 

 

Updated the front page. Thanks to Ryan for the help. I will try to make some more additions tomorrow.

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Phatgordo13

I updated the front page to include the following sections of "Going Legit" and Cell Phones.

 

 

Anything you would like me to add? Comments? Criticism?

 

Also please be sure to check the addition of the "Theory of Everything" and offer up what you like or dislike about it.

 

We are only getting closer to the release of GTAO information. Lets see where R* stacks up to our expectations.

 

------------------------------------------------------------------------------------------------------------------------------------------

 

 

Going Legit: Getting a Job in GTAO

 

 

Grand Theft Auto has always been the focal point of controversy in the video game industry. I remember reading awhile back, someone at R* saying something to the effect of, "you don't have to break the law, but the option is there." That sort of freedom has yet to be realized in Grand Theft Auto, however GTA Online may offer an interesting opportunity.

 

Every player will have to start out somewhere. Imagine spawning at the airport, docks, or bus depot with literally no guns or money. Much like Niko Bellic you only have your wits, and your friends to help you out. Maybe less. Imagining GTAO as an MMO, this posses a big problem because surely you would be incredibly vulnerable at this point. In light of the 'Theory of Everything', this doesn't have to be so.

 

As you switch to your online avatar, and are now connected to the GTAO universe, you have a choice. Get your money and XP, legally, or illegally. You may choose to begin robbing NPCs and online players a like, or you may choose the alternative. Getting a job.

 

In the past, single player has allowed players to become cops, medics, fire fighters, and taxi drivers to some extent and over time this game play element has gotten stale. In GTAO, this offers a very real opportunity to get cash and XP without the threat of law while enjoying the perks and protection of being on the right side of the law.

 

Imagine this....

 

If You Join the Police

You have access to all police stations to use as safe houses. All police vehicles, weapons, armor, etc is at your disposal. As you hop into your police cruiser you hear over the radio a number of incidents within Los Santos. It is your choice to engage or ignore any of them, but they all offer an opportunity to make money and gain XP.

 

 

See what I'm getting at? What are your thoughts?

 

 

-----------------------------------------------------------------------------------------------------------------------------------------------------------

 

 

 

The Cell Phone

 

 

In GTA IV, a player had to pull up Niko's cell phone and navigate through the menus to get to where they wanted with multiplayer. We already know that it will be a much simpler process of simply switching to your online avatar on the character wheel. So what of the cell phone?

 

I believe GTAO offers an awesome opportunity to make great practical use of the cell phone. This could act as one of the many triggers to engage other players as part of your online experience.

 

Say you're running about the map, and want to add a friend to your experience. You would simply pull up your cell phone, check your contacts and call your friend. If your friend was online their phone would ring and they would have the choice to answer or ignore. If they answer, you would be able to talk to one another via your head sets. If your friend were to ignore you, you could then leave them a voice mail about how you are no longer friends.

 

This concept of the cell phone is quite simple. Make it a f*cking cell phone. One of the biggest peevs I think most players will agree about online gaming is the head sets. Anyone who has one, can turn their sh*t on and talk sh*t for the length of any match. It's 75% of why I hate multiplayer. However, in addition to the cell phone, voices of other players should only be able to be heard when their avatars were within a given amount of distance from yours. Meaning; if you and your friend are kicking it in a safe house shooting some pool, you would be able to talk to one another. However, if your friend leaves the building and hops into his car, he would have to call you on your phone to talk.

 

Some people may be upset with the idea that players won't be able to utilize their head sets for coordinating their crew's attacks. However, I believe that by utilizing in game head sets for your avatars should allow crew members to communicate.

 

Simple enough? Yah? Talk to me...

 

 

-----------------------------------------------------------------------------------------------------------------------------------------------------------

 

 

 

So......?

 

 

What are some of your thoughts? Am I right, wrong, or close? I'd love to add your opinion to the front page!

 

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Stormingz

Sorry it took a while for this post, been a bit busy lately.

 

SAMP, well I don't know where to start, you mentioned in your previous post that imagine spawning at the airport, well that was what actually happened in the server I played on, you spawned at the airport with pretty much nothing but a bit of cash to get you started. Ok this wasn't the best way to introduce new players, but hey, it was actually quite fun being thrown into the world straight away.

 

Money was a big thing in the game, you really could let your Imagination go wild, you could buy property then rent it to other players, buy businesses, cars, boats anything you could really imagine. There were many crime organisations/gangs throughout the server, from the Italian mafia, to your Hispanic gangs, man, there was culture everywhere. (in the game anyway) even gas stations were used!

 

Services were around too, if players didn't feel like being the average gang banger or involved in crime, they had the option to be legit. You could be a mechanic, players cars used to break down and call a mechanic to come fix them, you could work with the police, ambulance, you name it!

 

Weapons were hard to come by too, you actually had to buy them of another player, and they were never cheap! So it really did stop the trolling, (not all, but it did lower the trolling in general) I actually rarely ever saw big firepower in the game, (highest gun I ever came across was the ak47 and m16) and I played for about two years.

 

What I'm trying to say is there was a community, handful of people who wanted to widen their horizons, and managed to create a whole new experience, for San Andreas players. Modding was also very popular in samp, you could mod new skins for your gang, cars, and the whole of Los Santos!

 

All in all samp was made by the community, if we can come up with something great, surely Rockstar can do better?

Edited by Stormingz

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ArmoredxApple

They should make in kinda like factions in Minecraft, with the bases and power and money and store features. And of course your own gangs.

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jebezz

Now that was a big chunk to read, but I read it all and I think you have a lot of brilliant ideas that range from "how it makes players come back" to "how it could be executed". I'm 100% sure though that GTA Online (at least in V) will NOT be a vast MMO you described in your lengthy text, as cool as that would be. What you proposed would just be way too big for the current generation of consoles and maybe even most of the PC gaming rigs.

 

Maybe in the future we could get a very immersive and deep GTA MMO/RP, because from what I've experienced and learned from roleplaying in Multi Theft Auto (and very seldomly SAMP) for 4+ years, being part of a bigger world with each person having their own choosen task has created moments I've never felt before and have never felt again because of their uniqueness. Gang wars, legitimate businesses, police chases, finance.. If someday it would be possible to fit all the best things from Rockstar's single player stories and roleplaying possibilites, it could create something more than a video game.

 

I apologize for that hefty size of off-topic there, but OP made huge post with great ideas - while maybe not so relevant to current times, it could be relevant in the future.

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Mark987
i guess i'll put down my predictions for GTAO here.

 

- up to 16 players for consoles

 

from looking at the end of the gameplay trailer i seen one of the players was called Rcksr19 or whatever, which could mean the server could hold 20 players, the one extra being ourselves of course.

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UP9390
Sorry it took a while for this post, been a bit busy lately.

 

SAMP, well I don't know where to start, you mentioned in your previous post that imagine spawning at the airport, well that was what actually happened in the server I played on, you spawned at the airport with pretty much nothing but a bit of cash to get you started. Ok this wasn't the best way to introduce new players, but hey, it was actually quite fun being thrown into the world straight away.

 

Money was a big thing in the game, you really could let your Imagination go wild, you could buy property then rent it to other players, buy businesses, cars, boats anything you could really imagine. There were many crime organisations/gangs throughout the server, from the Italian mafia, to your Hispanic gangs, man, there was culture everywhere. (in the game anyway) even gas stations were used!

 

Services were around too, if players didn't feel like being the average gang banger or involved in crime, they had the option to be legit. You could be a mechanic, players cars used to break down and call a mechanic to come fix them, you could work with the police, ambulance, you name it!

 

Weapons were hard to come by too, you actually had to buy them of another player, and they were never cheap! So it really did stop the trolling, (not all, but it did lower the trolling in general) I actually rarely ever saw big firepower in the game, (highest gun I ever came across was the ak47 and m16) and I played for about two years.

 

What I'm trying to say is there was a community, handful of people who wanted to widen their horizons, and managed to create a whole new experience, for San Andreas players. Modding was also very popular in samp, you could mod new skins for your gang, cars, and the whole of Los Santos!

 

All in all samp was made by the community, if we can come up with something great, surely Rockstar can do better?

icon14.gif Civilians should also have access to firearms for if they need to take self-defense if they are being robbed by some thug, they wouldn't get in trouble as long as they went and talked to the Police about the incident. Or if they just feel like being stupid and start randomly killing. Being able to also play as the Army and Air Force National Guard and the Coast Guard to help enforce the law also when things get out of control severely. Realistically Law Enforcement in general should have better weapons than these low-life gangbangers. Being able to work with the AI would be excellent! People playing on the good side of the Law(Law Enforcement & Military) should have wanted levels placed on an enemy when they see that person commit a crime. Organized Crime Families should hire hitman to attempt to kill the person. Gangbangers will try to commit a driveby. If you evade the Law, a warrant for your arrest will be placed if they have Positive ID on you. If they find you again (AI or Player) while that person is in a car, they will conduct a Felony Traffic Stop. You can cooperate and go willingly or be stupid and try to run or shoot the Law and be punished more severely when caught.

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Phatgordo13

As much as I would like to see it, there has to be a line with the RPG elements. I think we saw after San Andreas that a lot of fans didn't like that. However, on the flip side we saw that there is a very loud section of fans who do.

 

So it's up to R* to find a balance.

 

There is a lot to process with SA:MP, because it's not so much about copy and paste into what GTAO will be as it is sifting through what works and what doesn't.

 

R* pays close attention to what their fans are doing and saying, and I think SA:MP is a great example of that. Just to what degree is the question...

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Mr. Madness

Alright phatgordo,

I like your idea about proximity chat, and hope that it is optional, just so losers can't complain that they were forced to do it. Yea I hated how all the Saudi Arabians could never shut up.

 

Shifting the focus back to gameplay, we've been talking about gang safe houses recently, and ive realized that isn't even close to what a gang may possess. What do real gangs have? What was the premise behind GTA IV's Turf War? Territories man! Wouldnt you think twice about heading past a rival gang's safehouse, let alone heading into their territory?

 

Going along with your job idea, gang members could make cash "slinging dope and throwing up gang signs." No, but really. I guess you could have your player-controlled police force, but here is the catch. They have to fit in with their NPC brothers, meaning they wear police uniforms or they don't get paid. Gang members should dress like the average person to keep a low profile. They sell product to NPC's for money, while cop-players will arrest NPC's. Sometimes, a cop can interrogate the NPC for tips. You know what happens from there right? Drug raid. Then it's an all-out super intense war between actual players. Just what you wanted right? The final thing is putting some incentive on gaining territory. Maybe since they cover a larger area, it will work like a monopoly, so the more land they have the higher they can drive up prices?

Phatgordo, please add or revise my ideas to make them perfect haha.

Edited by Mr. Madness

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UP9390

 

Alright phatgordo,

I like your idea about proximity chat, and hope that it is optional, just so losers can't complain that they were forced to do it. Yea I hated how all the Saudi Arabians could never shut up.

 

Shifting the focus back to gameplay, we've been talking about gang safe houses recently, and ive realized that isn't even close to what a gang may possess. What do real gangs have? What was the premise behind GTA IV's Turf War? Territories man! Wouldnt you think twice about heading past a rival gang's safehouse, let alone heading into their territory?

 

Going along with your job idea, gang members could make cash "slinging dope and throwing up gang signs." No, but really. I guess you could have your player-controlled police force, but here is the catch. They have to fit in with their NPC brothers, meaning they wear police uniforms or they don't get paid. Gang members should dress like the average person to keep a low profile. They sell product to NPC's for money, while cop-players will arrest NPC's. Sometimes, a cop can interrogate the NPC for tips. You know what happens from there right? Drug raid. Then it's an all-out super intense war between actual players. Just what you wanted right? The final thing is putting some incentive on gaining territory. Maybe since they cover a larger area, it will work like a monopoly, so the more land they have the higher they can drive up prices?

Phatgordo, please add or revise my ideas to make them perfect haha.

Police could be detectives as well, and full blown undercover officers. I think some of these people that you think are Saudi's are German, it sounds like they are saying hello in german, it is spelled with an a "Hallo" and is pronounced different. Although there was some annoying Arabics -_- especially the ones that learn english just to say f*ck you.

Edited by UP9390

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Phatgordo13
Territory.

 

Police.

I have a section on territory. Its something I really enjoyed from San An, but it got tedious after awhile. Perhaps territory shouldn't be delegated so much as streets, blocks, buildings, but rather based off the value of property possessed by a gang.

 

Their safe house would reflect, in value, how much territory around it was in gang possession based off of the building itself, its contents, and the gang owning it. Any other buildings would also have a radius of sorts around it depending on the value of the business, or again, the contents. Perhaps a gang has several safe houses, garages, or whatever. Their territory would be with a set radius of those buildings.

 

I like the police thing, and I'll have a separate section for drug dealing, I think this opens up HUGE opportunity for GTAO. So more on that soon....

 

 

but, about the police, yah I think youre right on there with the rest of it. I think the uniform is sort of assumed, and if the police break the law, they risk being run out of the police force themselves and becoming the hunted.

 

 

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Nun0567

My predictions :

 

-16 Players max;

-Mini games will be included and you can play them with other people;

-A lot of customization for your character, you can buy clothes from the stores too;

-A lot properties available for purchase with diferent interiors, from small apartments to the mansions in Vinewood;

-You start you almost no money and you have to make your way to the top.

 

Now if what they said is true (GTA Online will be as revolutionary as GTA 3) I have no idea how they did it

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Ibrahimhassounah
i guess i'll put down my predictions for GTAO here.

 

- up to 16 players for consoles

- team bases in some game modes

- roleplaying elements like cops & robbers, defend properties etc

- multiplayer sports like tennis, golf, bike race etc

- game modes include military battles (air, sea and land), cops & bad guys, robbery competitions between teams, hunting etc

- in free roam mode, the aim is to grow your rep and make money. the money you own will stay with you or your crew for similar free roam modes.

- the ground breaking thing is you could save your multiplayer game where you left off. eg your crews and other players can pick up a game where it was last saved. so you could return to the property you already purchased or rented. you get the idea

I think there will be 32 players and not just 16 players

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JStarr31

I hope its an MMO...

 

Quests: Assassinations, Drug Wars, Gang Wars, Import/Export, Heists, Smuggling, Stealth

 

Side-Quests: Every mini-game/side mission EVER that span from III - V (including RDR) and then some

 

Level Up: Just like Max Payne 3, except everyone starts off with no weapons until they level up (but weapons can be found or stolen). Weapons cannot be purchased until a gun license is obtained (its an MMO, grind bitchez). Weapons can be upgraded as well.

 

EXP: Gained for completing quests and this can be used to upgrade your character himself, y'know, the stats like health, stamina and what not.

 

Economy: 'Nuff said... The more money you have the better things are. Money should be an influence/reflection towards your character. There should also be some sort of drug/arms trade that actually fluctuates the economy within the different areas of the map (supply&demand) due to player activity, which brings incentive to rob or be robbed by others for your monopoly whether it be your money or product. Which brings me to...

 

Respect: With money comes power. With power comes respect. Look at it as Perks from COD. The more respect you have, the more perks you unlock like discounts at ammu-nation and food joints. Maybe even perks like not being seen on the radar because your so "OG" everybody acts like they never saw you coming. I'm sure R* can think of a few more.

 

If implemented correctly it would be epic actually become an organized gang/crime boss and essentially becoming the antagonist as everyone else is trying to take you out to be on top. The grind would be worth it if after I make it to the top I'd have to spend the rest of my online days watching over my shoulder while wondering if players are coming thru my door for that good ole' Tony Montana shoot out.

 

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Ragref

You actually CAN call your friends in IV-MP.

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Mr. Madness

Hey JStarr, I'd like to add my own ideas to yours. Going along with how you say money brings perks like in COD, I think consuming drugs in this game should give you a slight perk. Afterwards, your character's stats or controls would fall to below normal. The stats could be reboosted right away to regain that perk, but ultimately succumbing to the "addictive" qualities of the drug until either death or in game sobering time.

 

Perks in COD that let you reload faster, run faster, or reduce bullet dispersion would be of the most feasible to work with here. Cocaine could make your player a more accurate shot temporarily, while the aim will suffer for time afterwards. Heroin could allow a greater damage capacity or regenerate health faster. Crystal meth could let you dish out increased damage. I know in real life, these drugs don't do anything good for you at all, but it would be an innovative way of incorporating actual drug transportation, distribution, and consumption in a video game.

 

Now, I don't have great ideas on how the market for drugs should work, so I'm asking you guys what would seem like a practical method? Meth labs in safe houses? Fields of poppy? Would definitely give more incentive for players to assault and defend a location. Would be great to see this happen without an official "defend this objective" like what we see all too often in COD and Battlefield. Freedom to choose whether or not you defend is what free mode is here for. (Also, to do anything else you want, but it's all a part of this package that we call freedom.) Should it be difficult to obtain these narcotics? How should the street price play out? Maybe a gang that puts in a large order can do a mini game where they try to transport it, while being attacked by a rival gang or police force consisting of only real players. Who knows?

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CryptReaperDorian

There's three things I want to see above all for GTA Online.

 

1.) Balance. All equipment and vehicles should have a viable counter. Perks and score streaks (or "bursts" or whatever R* likes to call them)? Those are just gimmicks. They might be cool for the single-player (where you are supposed to be an overwhelming force), but the multiplayer doesn't need them at all. Max Payne 3 is a prime example of this. New players get stomped horribly in that game since they don't have the equipment to challenge higher level players.

 

2.) Dedicated servers. No more of this hosted crap. I can't stress this enough. Also, getting disconnected from a host in recent R* titles means that you get kicked out of the server. Come on R*, you're not this cheap.

 

3.) Server-side networking with servers for different regions. You can solve so many problems (like getting killed through walls) if the server keeps track of the players, not other players keeping track of the players (client-side networking). Also, server-side networking will increase the immersion when me and my friends have a play session at one of our houses. With server-side networking, you'll here the same player and pedestrian quotes through each player's TV, and objects (like dead bodies) will be in the same spot on each person's screen. Client-side networking is archaic, and it's often times paired with lag compensation that overcompensates (giving the player with the worse connection, or higher ping, the advantage). Again R*, you're not this cheap.

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Zeta87
2.) Dedicated servers. No more of this hosted crap. I can't stress this enough. Also, getting disconnected from a host in recent R* titles means that you get kicked out of the server. Come on R*, you're not this cheap.

 

3.) Server-side networking with servers for different regions. You can solve so many problems (like getting killed through walls) if the server keeps track of the players, not other players keeping track of the players (client-side networking). Also, server-side networking will increase the immersion when me and my friends have a play session at one of our houses. With server-side networking, you'll here the same player and pedestrian quotes through each player's TV, and objects (like dead bodies) will be in the same spot on each person's screen. Client-side networking is archaic, and it's often times paired with lag compensation that overcompensates (giving the player with the worse connection, or higher ping, the advantage). Again R*, you're not this cheap.

I got the fear they are that cheap.

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