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Phatgordo13

---Grand Theft Auto Online---

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djv3n0m

So much potential for online!!! Gaining XP or money in freemode is a must have IMO though no longer waiting in lobbies for a game modes

 

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gtamodeller

Hi folks!

 

I see allot of people here on the forum speculating about the lobby size of gta online.

Personaly i think: even it is 32 player lobby... the big world will feel empty.

 

 

I would like to show you a video about a game called: The Crew

If you listen closely at 02:52 you will hear how that game handles online.

 

 

 

 

Test drive unlimited 2 (released in 2011) did the same thing.

 

Do you think Rockstar is going the same way in online or stick to lobbys with player count like 16,24,32.... ?

 

 

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Honest Bill

But what would happen if all those people went to the same place at the same time? How would the game decide which people you see and which people you don't?

 

I'm not sure i like that idea. It sounds a bit weird.

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dzjx

This might sound stupid but what are crews/ how do they work? They werent in GTA4 right? What are police crews and transport crews? im quite confused, is it similar to a posse on RDR?

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gpcguy1

 

So much potential for online!!! Gaining XP or money in freemode is a must have  IMO though no longer waiting in lobbies for a game modes

If there is no lobby how will the host choose the settings?

Or maybe only the host will have a lobby the others can just f*ck around

Edited by gpcguy1

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gtamodeller

 

So much potential for online!!! Gaining XP or money in freemode is a must have  IMO though no longer waiting in lobbies for a game modes

If there is no lobby how will the host choose the settings?

Maybe they kick the option to have settings...

Red Dead Redemption has no settings as well. In rdr you can chose between friendly freeroam, regular freeroam, hardcore freeroam.

 

a option to turn off cops would still be fine... who knows.

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chop chop

As a proud member of the LSPD I dare you guys to cross my path at any point I will arrest you with great vengeance and furious anger!! For those who attempt to poison and destroy my fellow LSPD officer. AND YOU WILL KNOW MY NAME IS THE LAW WHEN I LAY MY BATON DOWN ON THY!!!!

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jogy
As a proud member of the LSPD I dare you guys to cross my path at any point I will arrest you with great vengeance and furious anger!! For those who attempt to poison and destroy my fellow LSPD officer. AND YOU WILL KNOW MY NAME IS THE LAW WHEN I LAY MY BATON DOWN ON THY!!!!

Eh, thanks dozingoff.gif

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UP9390
As a proud member of the LSPD I dare you guys to cross my path at any point I will arrest you with great vengeance and furious anger!! For those who attempt to poison and destroy my fellow LSPD officer. AND YOU WILL KNOW MY NAME IS THE LAW WHEN I LAY MY BATON DOWN ON THY!!!!

icon14.gificon14.giflol.gif

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UP9390
So much potential for online!!! Gaining XP or money in freemode is a must have  IMO though no longer waiting in lobbies for a game modes

If there is no lobby how will the host choose the settings?

Maybe they kick the option to have settings...

Red Dead Redemption has no settings as well. In rdr you can chose between friendly freeroam, regular freeroam, hardcore freeroam.

 

a option to turn off cops would still be fine... who knows.

Im hoping the option to turn off Law Enforcement is still there, unless people in Law Enforcement Uniforms do not get attacked by the AI Cops.

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Neo Arcadia

 

Just wanted to share this with ya guys:

 

user posted image

 

Interesting that they responded to this out of everything. Maybe gives us some insight on how crews can interact co-operate with other crews...?

"Infinite Transport" has just made themselves a powerful enemy. As a skilled pilot who uses his abilities for evil rather than good in IV's multiplayer, I will make it my #2 mission to f*ck with them every time I can. devil.gif

 

Speaking of which, have any crews intent on raining terror from the skies been made yet?

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SuperDuperGta

Parachute attack crew

Dirtbike SMG crew

Kamakazi plane crew

18 wheeler crew

Silent Melee crew

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I<3GTAV
Speaking of which, have any crews intent on raining terror from the skies been made yet?

There's a crew for that, it's called Al Qaeda.

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TonyStark
Speaking of which, have any crews intent on raining terror from the skies been made yet?

There's a crew for that, it's called Al Qaeda.

Also known as the CIA ph34r.gif

 

OT: I too am hoping we are able to earn money in single player that can be taken over into multiplayer to some extent.

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Neo Arcadia

 

Speaking of which, have any crews intent on raining terror from the skies been made yet?

There's a crew for that, it's called Al Qaeda.

 

Al Qaeda doesn't have sh*t on the military and CIA when it comes to terror in the skies.

 

user posted image

 

Besides, my goal is to terrorize players for fun instead of religion.

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BlademanX

Anyone that thinks they will be Spamming missiles to the ground should think again, theres no way Rockstar wouldnt put counter measures for this as it could get really annoying, Trying to take off and getting bombed by some 12 year old kid,

 

Online Ill be kool, but if anyone abuses the Jet system I will team up with some other victims and ruin their game! Respect other players or end up getting owned..

 

As for this crew that wants to stay in the air its a great concept, but theres no way youll be able to fly a cargo plane or jumbo in peace without people trying to shoot you down,

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Mr. Madness

Hey some more quick ideas that are little changes to the game that will help our goal. But first lets define what our goal is. Okay, so we want something persistent and continually satisfying. Phatgordo has constantly been adding ideas that fulfill this main goal, but I just wanted to put the spotlight on it. Well, to make this game persistent, it cannot be consistent. Wait what? The human brain responds better to stimulus that forces us to innovate. Isn't it such a great feeling when you have a problem, get stuck on it, and then figure out a solution? Society has continually rewarded innovative minds and will do so for years to come. Example is Bill Gates, Henry Ford, Ben Franklin. They could engineer new ways of thinking, because there were no limits. But why should they all have entire freedom, and not us players? So in chain of events, granting more options to the players will make this game more persistent. So now that everyone knows the formula for success, how can Grand Theft Auto Online give more freedom to its players?

 

Back to my first statement, the quick fix for people in hydras killing everyone on the ground would be getting rid of the blips and also making the graphics settings the same for all. I am confident in this idea combination. With players on the ground only being noticeable by others on the ground or helicopters, there will still be a fair balance for everyone. The helicopters could be noticeable by a fighter jet at his own risk. High risk and high reward is another option available to a free-willed player. Now onto the graphics, they are already beautiful both at night and daytime. In GTA IV, the display settings would have to be manipulated in order to gain a fair chance in any fight. That's another one of my ideas: equality is freedom. The graphics settings that I'm looking for is the darkness of the night in Franklin's character. There are so many reasons I have for this to happen. All from giving a flashlight weapon attachment actual value to adding incentive to do certain things at night. Everyday should be a new and unique experience. In the end though, a persistent game cannot be consistent.

 

Hey Gordo, check me on my logic. I'm good at math but average at writing skills.

Edited by Mr. Madness

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Phatgordo13

I would like to remind you lot of the purpose of this thread to engage creatively with one another in order to put forth an intelligent suggestion of what we would like the most out of Grand Theft Auto Online.

 

You guys have gotten quite a bit off topic here, and I would ask that instead of blind bickering you focus your complaints, concerns, and frustrations into well thought out suggestions that may be presented with the rest of the great work we have compiled on the front page.

 

Cheers!

 

 

In addition to this, what if a gang becomes so powerful that they literally take over the entire game world...? Then how would other gangs buy up safe-houses and property? As far as drug dealing goes, what if the aforementioned gang controls all drug dealing territory? The only thing that I can think of that would make this less of an issue is if there were multiple servers that players could join.

 

Take another look at my section on the 'Theory of Everything'. The concept of 'parallel universes' doesn't allow any single gang to control the 'entire game world'. The game world, in theory, is as big as all the players combined, yet as small as the single player online.

 

What I mean is that you could be playing online without every engaging anyone, and you would still have the ability to obtain safe houses and other assets. There should be a great deal of opportunity to come up through NPC interaction for both Crews and single players. However, the fullness of the experience will depend upon your interactions with other crews and players.

 

Any crew that got so big to control all of Los Santos within their own universe would be a big target for all other crews and players. The threat of violence would never end.

 

Mo' Money, Mo' Problems.

 

This all make sense?

 

 

But what would happen if all those people went to the same place at the same time? How would the game decide which people you see and which people you don't?

 

I'm not sure i like that idea. It sounds a bit weird.

 

That's a good question.

 

First, to answer your question on how the game would decide which people you see and don't....

 

That's up to the player. If you are looking to engage street races, then you would get to a certain point on the map, or some other system for that matter, which would act as a bridge between you and all other street racers. Whether you were looking to go one on one or join in a 10 car race, the choice would be yours.

 

The maps of each player engaged in that activity would merge to create a consolidated map of all of those involved.

 

When you talk about crews attacking other crews' safe houses it gets a little more difficult. I'm thinking on the fly here, but I would suggest that once a crew engaged another crew, that crew would be invulnerable to any other outside attack.

 

Perhaps, a way around that is if crews were aligned through Social Club, then they could attack one crew together. This would help smaller crews against bigger crews.

 

The concept of parallel universes is to allow players and crews to customize their own online experience essentially, and I will admit that there a probably a handful of situations which I havn't considered yet, but its this kind of discussion that helps us get to that point.

 

 

This might sound stupid but what are crews/ how do they work? They werent in GTA4 right? What are police crews and transport crews? im quite confused, is it similar to a posse on RDR?

 

No stupid questions, friend. colgate.gif

 

Crews came to their current state with the release of Max Payne 3 through Rockstar's Social Club. They were not in GTA 4, correct, but it is certainly an expansion from Red Dead's posse system.

 

In Red Dead you could join a posse in a free roam mode to engage activities, attacks, etc. against computer controlled players or other players.

 

With Max Payne 3 they made crews a thing where you can become affiliated with crews through Social Club and your in game activities would accumulate XP for your player and Crew as you battled it out against other players.

 

What we are trying to do here is come up with an thorough outline of what we hope to get from Grand Theft Auto Online. Ideally, combining the posse system from Red Dead and Crews from Max Payne 3 plus added elements.

 

Crews should be able to work together against NPCs and human players a like. Additionally, their actions should yield consequence and reward, and that's what we're on about.

 

Welcome to the discussion. icon14.gif

 

 

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Mr. Madness

Gordo,

Thanks for adding in the part about drug trade onto the first page of this thread. Now, if we can just figure out a way to get Rockstar to look this way. I think the drug trade can't just be buying, selling, and transporting though. I'm going to try and expand on my idea of freedom and persistence now.

 

In GTA IV's multiplayer, the ideal action scenario would end up in this sequence. You find your enemy on the map, drive over to them, chase their car down with yours while shooting, let them bail out when it catches fire, and then finish them off. This type of gameplay is the foundation for GTA's fun times, but is getting a bit too consistent or monotonous for me. So how can we switch it up a bit and create new scenarios while still giving players full freedom? What new scenarios are we looking for though? A possible new one would be a shootout for control of a safehouse, but why? What value can we place on or inside of a safehouse? Well, we know that the game features money, so let's use that as the value. And now I'd like to suggest my idea, which is adding in the production and manufacture of narcotics into the game. Meth labs..... we've seen a possible one in Trevor's character trailer so it has some feasibility for online. Marijuana or poppy fields......... we have seen the workers in the first GTA V trailer toiling under the sun and tending to their plants. The harvest could be stored in a safehouse. So a meth lab could mean infinite profit if a rival gang were to seize it. See where I'm going with this? We can increase online persistence by giving more options to players and gangs by opening up drug production in the game.

 

If you just read all of that, I thank you very much. Please give your feedback and a better idea if you don't like mine.

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Phatgordo13
Gordo,

Thanks for adding in the part about drug trade onto the first page of this thread. Now, if we can just figure out a way to get Rockstar to look this way. I think the drug trade can't just be buying, selling, and transporting though. I'm going to try and expand on my idea of freedom and persistence now.

 

In GTA IV's multiplayer, the ideal action scenario would end up in this sequence. You find your enemy on the map, drive over to them, chase their car down with yours while shooting, let them bail out when it catches fire, and then finish them off. This type of gameplay is the foundation for GTA's fun times, but is getting a bit too consistent or monotonous for me. So how can we switch it up a bit and create new scenarios while still giving players full freedom? What new scenarios are we looking for though? A possible new one would be a shootout for control of a safehouse, but why? What value can we place on or inside of a safehouse? Well, we know that the game features money, so let's use that as the value. And now I'd like to suggest my idea, which is adding in the production and manufacture of narcotics into the game. Meth labs..... we've seen a possible one in Trevor's character trailer so it has some feasibility for online. Marijuana or poppy fields......... we have seen the workers in the first GTA V trailer toiling under the sun and tending to their plants. The harvest could be stored in a safehouse. So a meth lab could mean infinite profit if a rival gang were to seize it. See where I'm going with this? We can increase online persistence by giving more options to players and gangs by opening up drug production in the game.

 

If you just read all of that, I thank you very much. Please give your feedback and a better idea if you don't like mine.

I have a sneaking suspicion they have already glanced over our thoughts a time or two, but perhaps not.

 

I see the point you're making and here is something I have been thinking about, but haven't really put it to text quite yet.

 

If we assume this system of 'parallel universes' would be implemented to GTAO, essentially players would be able to play as their customized online avatar through out Los Santos on their own.

 

All activities in single player would carry over, and you would essentially be playing GTA V as a customized character. Cool? I think so. You may not have the storyline to follow but everything else is fair game. You could spend hours upon hours strictly empire building. I think that would be worth the price of admission alone.

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hobodealerr

If I invited a friend to come play golf with me and then decided I wanted to attack his crew's safe-house (which at this time is currently only under the guardsmen-ship of NPC goodfellas) and somehow successfully managed to take everything from the crew-house... how would my friend's other crew-members see this development unfolding if they chose not to be apart of my parallel universe and protect their crew-house?

 

Lets say the event is still unfolding. At this exact point in time, In my universe, I am destroying the crew-house and I am practically invincible. Simultaneously, Joe Schmo (one of my friend's crew-members) is riding a bicycle with one of his friends in his own parallel universe. He cycles past his crew-house, the crew-house that I am currently laying waste to in my universe. What does this Joe Schmo see?

 

Does Joe Schmo simply see their crew-house being ransacked and destroyed?

 

Or does Joe Schmo see that the crew-house is fine?

 

 

I went back to read the section "Unscripted", in which you describe a crew losing their crew-house to a larger- more powerful- crew. I am however more interested in learning how exactly other players will see this kind of event as it is unfolding if they are not apart of the parallel universe in which said takeover is occurring.

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tinman187
Just wanted to share this with ya guys:

 

user posted image

 

Interesting that they responded to this out of everything. Maybe gives us some insight on how crews can interact co-operate with other crews...?

"Infinite Transport" has just made themselves a powerful enemy. As a skilled pilot who uses his abilities for evil rather than good in IV's multiplayer, I will make it my #2 mission to f*ck with them every time I can. devil.gif

 

Speaking of which, have any crews intent on raining terror from the skies been made yet?

Guess im gonna have to shoot alotta planes down online cool.gifcool.gifcool.gifph34r.gifph34r.gifph34r.gif

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Mr. Madness
If I invited a friend to come play golf with me and then decided I wanted to attack his crew's safe-house (which at this time is currently only under the guardsmen-ship of NPC goodfellas) and somehow successfully managed to take everything from the crew-house... how would my friend's other crew-members see this development unfolding if they chose not to be apart of my parallel universe and protect their crew-house?

 

Lets say the event is still unfolding. At this exact point in time, In my universe, I am destroying the crew-house and I am practically invincible. Simultaneously, Joe Schmo (one of my friend's crew-members) is riding a bicycle with one of his friends in his own parallel universe. He cycles past his crew-house, the crew-house that I am currently laying waste to in my universe. What does this Joe Schmo see?

 

Does Joe Schmo simply see their crew-house being ransacked and destroyed?

 

Or does Joe Schmo see that the crew-house is fine?

 

 

I went back to read the section "Unscripted", in which you describe a crew losing their crew-house to a larger- more powerful- crew. I am however more interested in learning how exactly other players will see this kind of event as it is unfolding if they are not apart of the parallel universe in which said takeover is occurring.

Hey you've got an excellent point here. I've been wanting to figure out how Gordo sees this working too. The fact is that I haven't been able to figure it out yet nor have I been able to think of a good clarifying question to ask. But you thought of the clarifying concerning question of how it will all unfold.

 

What I have been picking up on so far is that this would work like a wormhole, sort of. There would be one massive server for about 2000 to 5000 players. You would only be able to see your own crew on your map, and we'll call this group of visible players a lobby. You would then see a safehouse guarded by NPC's that work for another crew. This other crew would be notified that one of their NPC's had been killed, and they would go to check in on what's happening. So his or her lobby would then be one with your lobby. The NPC's would buy time for the actual player to get there. And just like in single player you would spend money on NPC's for your bank heists, the more you invest in them online the better they will be prepared to defend your safehouse.

 

The benefits of this system are that it allows players in one lobby to see NPC's that are in another lobby. This shared visual of NPC's would not be difficult, because their movement and behaviors would be predictable for your gaming system. Actual players are totally unpredictable, because their actions come directly from their fingertips. It would also allow crews the ultimate freedom of choosing from any safehouse they would like to attack.

 

Now for the drawbacks of this system. I have never seen something like this done, so it would be severely less than perfect at best. We would be the first to give feedback to this system. Also, this does not let you interact with random players driving around, which is a major aspect of making this game as realistic as possible. Lastly, it would require the vast majority of buildings to have an interior that supports a crew as a safehouse.

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Phatgordo13
If I invited a friend to come play golf with me and then decided I wanted to attack his crew's safe-house (which at this time is currently only under the guardsmen-ship of NPC goodfellas) and somehow successfully managed to take everything from the crew-house... how would my friend's other crew-members see this development unfolding if they chose not to be apart of my parallel universe and protect their crew-house?

 

Lets say the event is still unfolding. At this exact point in time, In my universe, I am destroying the crew-house and I am practically invincible. Simultaneously, Joe Schmo (one of my friend's crew-members) is riding a bicycle with one of his friends in his own parallel universe. He cycles past his crew-house, the crew-house that I am currently laying waste to in my universe. What does this Joe Schmo see?

 

Does Joe Schmo simply see their crew-house being ransacked and destroyed?

 

Or does Joe Schmo see that the crew-house is fine?

 

 

I went back to read the section "Unscripted", in which you describe a crew losing their crew-house to a larger- more powerful- crew. I am however more interested in learning how exactly other players will see this kind of event as it is unfolding if they are not apart of the parallel universe in which said takeover is occurring.

Very good question. I wish more people would come up with scenarios to help work out this theory/suggestion.

 

Lets break it down....

 

First of all, your golfing partner would be able to see you attacking his crew's safe house since your maps had been converged for the round of golf. The way I see it, it would be incredibly difficult and near impossible for one player to take a crew's safe house. However, lets go with the idea that you are this near invincible warrior.

 

Your golfing partner's fellow crew members that are online wouldn't see you until you had engaged in attack, and they had chosen to accept the notification to engage in defending their safe house. Lets say the cell phone buzzes with a text message....

 

(Your crew's safe house is under attack!

Engage? - X

Ignore? - O)

 

They could be right inside, right outside, or whatever. NPC's would take their place if they chose to ignore. The strength of these NPCs would be determined by the Crew's status, investment into defense, and the number of crew members engaged in defense.

 

Now on to Joe Schmo....

 

This is the true definition of the parallel universe idea. Joe could be riding his bike in the very exact point on the map in which you are standing shooting into the safe house. Only after hitting X (PS3) would he see you.

 

 

I admit that sounds a bit goofy, and perhaps alternatively, once you accepted to engage in defense of a safe house, you would spawn within the building in order to recoup gear, and have a fair chance to protect yourself. Lets face it, if Joe was riding his bike in front of the safe house, and he engages, only to be smack dab in the middle of 15 rival crew members armed to the teeth.....that wouldnt be very fair to Joe.

 

Actually, I like that idea....a lot.

 

 

Good questions though! Keep em coming! Please!

 

 

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Grand Theft Savage
Just wanted to share this with ya guys:

 

user posted image

 

Interesting that they responded to this out of everything. Maybe gives us some insight on how crews can interact co-operate with other crews...?

I hope they're ready to get sh*tted on. Just for this, I'm paying extra attention to the skies

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Mr. Madness

So apart from the scripted "engage or ignore" I am liking this plan more and more. And Gordo what do you say the blips are turned off and the only thing that both crews see on the minimap is the area that is being attacked? This way the defending crew could come in and search for players who are trying to take down their stronghold. Attackers could set up ambushes. This also goes along with my idea of stealth and universal display settings.

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Bantri
Just wanted to share this with ya guys:

 

user posted image

 

Interesting that they responded to this out of everything. Maybe gives us some insight on how crews can interact co-operate with other crews...?

I can see this being a problem for us(Police Clans).

The problem with this plane clan and police clans... Us regular people will have such a hard time getting a plane in GTA Online. I want to have fun, not have all the planes used up by some transportation, follow the law wannabes. lol

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Phatgordo13

So, I hate to involve myself in the prediction game, but I was really surprised to get the set of screen shots two weeks ago. I really felt that was supposed to be the release of information regarding GTA Online. However, the screens filled in as some sort of ploy to buy time for whatever reason.

 

My friend deffpony predicted last week would be the time for information, and ate his words. I wanted to talk him out of it. biggrin.gif

 

However, I am really expecting something Monday or Tuesday. For as much that has been made out of GTA Online, and just a little over a month away from the release of the game R* has been amazingly quiet about it. I do not believe that a single video of GTA Online will be enough for what they are trying to do. I would expect some extended press coverage on this multiplayer element within the next month, and if they are going to get the ball rolling they have to get it going soon.

 

In light of all that, I wanted to add some last minute additions to the front page. Something I think you will all enjoy and probably have a lot of ideas in mind. Please throw in your ideas and lets add to it!

 

I present to you....

 

Grand Theft Auto: Me

 

Cheers.

 

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

 

 

GTA Online: The Single Player Experience

 

 

Wait, what?

 

The revolutionary outlook on online gaming has many profound implications in terms of what the total package has to offer. If we are any where near what Grand Theft Auto Online will be, there certainly is much to get excited about. Hours upon hours of extended gameplay outside of the single player campaign is always something to be thrilled about.

 

For much of our focus thus far we have examined the many potential aspects of Grand Theft Auto Online in terms of peer to peer gameplay. Ideas that were designed to address a certain want or need within the gameplay have unintentional side effects. Particularly, the 'Theory of Everything' has encapsulated a top to bottom outlook on taking these many cogs and rivets and implementing them into a well oiled machine. If the 'Theory of Everything' were to be implemented, there then is an unintentional side effect that would make long time GTA fans thrilled.

 

 

Grand Theft Auto Me.

 

user posted image

That's not me. Really. Honestly.

 

 

Your online avatar sits within the character wheel within the on screen hud. There is Michael, Trevor, Franklin, and well....whoever the hell you want it to be. For many GTA fans, the opportunity to exist within the GTA universe as a psuedo representation of themselves has been the great white buffalo for many years. The concept of dictating the online experience through the choices of the individual offers players an opportunity to simply exist within Los Santos, fully furnished with the same amenities of the single player campaign.

 

Players will be able to earn cash through a variety of options with limited direct interaction with any other online players. Whether playing the fully organic stock market, involving in the drug trade, or joining a civil service offers opportunity to create a more singular experience online. I must admit, that in order for all of these elements to work there has to be some level of multiplayer interaction, although some options offer opportunity to avoid full blown violent episodes. That being said, once the character has accumulated some cash they will be able to spend their time purchasing assets for their avatar. Customizable vehicles, customizable weapons, customizing safe houses, etc.

 

We know now that our single player characters will be able to upgrade their skill levels in the fields of driving, shooting, flying etc. For the online player, the same can be accomplished through shooting ranges, driving courses, test flights etc. All of these sessions fully departed from the multiplayer experience. Thus, we can conclude that many hours of gameplay can focused on the single player experience of Grand Theft Auto Online.

 

 

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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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Jimbatron
I believe it is worth noting that this installment of multiplayer is given a title which transcends the game it is packaged with. This isn't GTA V: Online, this is Grand Theft Auto Online.

 

This ^

 

The absence of the "V-Five" I do not believe to be accidental. It is an attempt to create a sub franchise in its own right. Exactly what they will do with it, it's too early to tell yet. It does imply there will be some kind of continuity across releases whether it is IV-V or V-VI, unless it is purely a marketing gimick.

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MosquitoSmasher
I believe it is worth noting that this installment of multiplayer is given a title which transcends the game it is packaged with. This isn't GTA V: Online, this is Grand Theft Auto Online.

 

This ^

 

The absence of the "V-Five" I do not believe to be accidental. It is an attempt to create a sub franchise in its own right. Exactly what they will do with it, it's too early to tell yet. It does imply there will be some kind of continuity across releases whether it is IV-V or V-VI, unless it is purely a marketing gimick.

Very possible. I've seen it on multiple websites now in articles where they wonder if this has anything to do with GTA V at all, all because it's not called GTA V Online.......we'll see.

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