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Dynamic Mission Generator


beat_savy_9

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beat_savy_9

Considering there is no dialog in online missions, and other then the text and titles, how difficult would it be to code an algorithm that could create dynamic missions. In other words, dynamic missions would always be new and different. Possible?

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LOL best reaction of the day, actually made me lol ^^^^

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I think it's a bit more complicated than that. If a generator creates missions there'd be not working probably. With the new mission creator everyone can create missions tho. Technically the result should be the same. So patience everyone :D

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Would love something like this or maybe an addition to the content creator so you could build your own. I think R* has fumbled a little bit giving us so few missions...sometimes it feels like this is just a racing game with guns.

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I don't know, anything that makes earning fun, non repetitive and legit would be heavily frowned upon by the grand masons of the cash card lodge. Its a good idea though

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The dificult bit would be having a program choose locations that work well. But say you preset a few dozen or so, the rest would be easy. But this is R* we're talking about so easy is a relative term.

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Considering there is no dialog in online missions, and other then the text and titles, how difficult would it be to code an algorithm that could create dynamic missions. In other words, dynamic missions would always be new and different. Possible?

 

you mean sort of like they did in the SP of gta 4's expansions?

with the gang wars and rip deals respectively.

those were f*cking awesome and semi-dynamic.

or the MP mode mafia wars or whatever that gang mode was called in tlad

 

just a bunch of random vehicles driving around the city waiting for you to take them out/steal them.

or like in tbogt just generate a bunch of random gangsters doing a drug deal in pre-determined locations and with dynamic AI reacting differently every time.

 

yeah that would be awesome, and them taking place in the open world and being driven by AI as opposed to scripted to death would make them dynamic every time.

Edited by Zwenkwiel
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beat_savy_9

 

Considering there is no dialog in online missions, and other then the text and titles, how difficult would it be to code an algorithm that could create dynamic missions. In other words, dynamic missions would always be new and different. Possible?

 

you mean sort of like they did in the SP of gta 4's expansions?

with the gang wars and rip deals respectively.

those were f*cking awesome and semi-dynamic.

or the MP mode mafia wars or whatever that gang mode was called in tlad

 

just a bunch of random vehicles driving around the city waiting for you to take them out/steal them.

or like in tbogt just generate a bunch of random gangsters doing a drug deal in pre-determined locations and with dynamic AI reacting differently every time.

 

yeah that would be awesome, and them taking place in the open world and being driven by AI as opposed to scripted to death would make them dynamic every time.

 

That's right, I did those gang attacks in tbogt over a thousand times, but maybe even more involved because now they have the drive here mechanic to add to it.

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Sadly, a lot of people don't want to play new missions, and missions made this way would soon get complaints for being the same, whether they're fun or not.

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beat_savy_9

Sadly, a lot of people don't want to play new missions, and missions made this way would soon get complaints for being the same, whether they're fun or not.

It's true what you say, I also appreciate replaying missions to get expert at them, that wouldn't exist with random generated ones.

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UnicornAssassin

I think it's a bit more complicated than that. If a generator creates missions there'd be not working probably. With the new mission creator everyone can create missions tho. Technically the result should be the same. So patience everyone :D

 

Except that some how, miraculously, the missions that people will create will be far worse than anything that a random mission generator could come up with. Just like the majority of user-created races and deathmatches we have now.

Edited by UnicornAssassin
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At the end of the day, they can try to come up with all these scenario's that could happen but eventually it won't always be fun and exciting.

 

Your theory is that, surely if they made it so missions can have different factors come into effect on the same mission depending on the playthrough. But eventually one that plays enough will see that there really is nothing "new and exciting" because they will learn of these factors.

 

For example, what if in a mission you had to drop something off, but randomly on some playthrough's the person you're dropping off to might try to pull a pistol, blow your head off and then try to take off and rip you and whoever is giving you the mission off. Sure, that adds some /slight/ variation but at the end of the day people will start to prepare for it.

 

The problem is because it's not a problem of game mechanics, but rather our playstyles as players. We try to play in accordance of what is efficient and when we know what will happen, we can be ready to handle it even before it happens.

 

You can have a better resolve to this by trying to play a mission differently than normal.

 

Try this. My clan does this to help induce variety. Group of with like minded individuals who are interested in the idea and before the mission starts (either in the lobby or before completing an objective), come up with a new plan for how your group is going to do the objectives. For example, say we have to steal the truck from the humane labs on the mission. We might have 2 groups, one splits and moves in on 2 crew grangers, infiltrates the area and goes to the hack spot. A designated member hacks open the gate while the others set up a perimeter next to them. When done so, 2 go into the chem van, 2 into each granger. Then, convoy time. Front and Back grangers, van in the middle out to the objective. All the while that this is happening, team 2 is an annihilator with a passenger in the back with an LMG (and sometimes a sniper is involved into the mission) that provides support.

It requires a bit of imagination but when we do this, it's not about the payout or the RP gained, it's from the fun as a group we have playing together.

 

tl;dr - Just read the bold.

Edited by Will Troll
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Heard an opp got killed, watch me do my dance.

Got a pocket full of bills, watch me do my dance.

I just popped a pill, watch me do my dance.

Hit that nigga with the steel watch that nigga dance.

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I think it's a bit more complicated than that. If a generator creates missions there'd be not working probably. With the new mission creator everyone can create missions tho. Technically the result should be the same. So patience everyone :D

 

Except that some how, miraculously, the missions that people will create will be far worse than anything that a random mission generator could come up with. Just like the majority of user-created races and deathmatches we have now.

 

That is true unfortunately but we don't have to play those ;) And there is still the verification from R*

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At the end of the day, they can try to come up with all these scenario's that could happen but eventually it won't always be fun and exciting.

 

Your theory is that, surely if they made it so missions can have different factors come into effect on the same mission depending on the playthrough. But eventually one that plays enough will see that there really is nothing "new and exciting" because they will learn of these factors.

 

For example, what if in a mission you had to drop something off, but randomly on some playthrough's the person you're dropping off to might try to pull a pistol, blow your head off and then try to take off and rip you and whoever is giving you the mission off. Sure, that adds some /slight/ variation but at the end of the day people will start to prepare for it.

 

The problem is because it's not a problem of game mechanics, but rather our playstyles as players. We try to play in accordance of what is efficient and when we know what will happen, we can be ready to handle it even before it happens.

 

You can have a better resolve to this by trying to play a mission differently than normal.

 

Try this. My clan does this to help induce variety. Group of with like minded individuals who are interested in the idea and before the mission starts (either in the lobby or before completing an objective), come up with a new plan for how your group is going to do the objectives. For example, say we have to steal the truck from the humane labs on the mission. We might have 2 groups, one splits and moves in on 2 crew grangers, infiltrates the area and goes to the hack spot. A designated member hacks open the gate while the others set up a perimeter next to them. When done so, 2 go into the chem van, 2 into each granger. Then, convoy time. Front and Back grangers, van in the middle out to the objective. All the while that this is happening, team 2 is an annihilator with a passenger in the back with an LMG (and sometimes a sniper is involved into the mission) that provides support.

It requires a bit of imagination but when we do this, it's not about the payout or the RP gained, it's from the fun as a group we have playing together.

 

tl;dr - Just read the bold.

 

you're thinking too complicated

basically what we need is some randomly generated objectives instead of all this scripted stuff

 

everything needed is right there, think of it like a more sizable armored truck job or something.

instead of just 1 truck randomly driving around sheepishly it could be a convoy of gangsters, a chapter of the lost or merryweather security transporting something valuable, also they'd actually be going somewhere instead of randomly driving around, doesn't really matter where, just some semi-random location

 

or like the gang attacks but again less scripted and weird, in tbogt there'd be a few dozen guys with various vehicles doing deals in certain locations around the map and they would actually react dynamically, there was no need for spawning in reinforcements right behind you or anything

just a dozen or so NPC's from different factions in a location with one or more objecives for you to take.

you arrive and start shooting but one guy drives off with the cash (or not, it's all dynamic, perhaps you shoot the guy responsible for the package straight away) forcing you to adapt

this would actually lead to some teamwork and division of labour naturally without the need for planning or even relations like friends/crew.

ofcourse the reward would also be dynamic and logical as opposed to the arbitrary rewards we get now

perhaps the guy with the money got away but you still got the drugs, so you'd get a fixed amount depending on the weight and this would be divided among all players

Edited by Zwenkwiel
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At the end of the day, they can try to come up with all these scenario's that could happen but eventually it won't always be fun and exciting.

 

Your theory is that, surely if they made it so missions can have different factors come into effect on the same mission depending on the playthrough. But eventually one that plays enough will see that there really is nothing "new and exciting" because they will learn of these factors.

 

For example, what if in a mission you had to drop something off, but randomly on some playthrough's the person you're dropping off to might try to pull a pistol, blow your head off and then try to take off and rip you and whoever is giving you the mission off. Sure, that adds some /slight/ variation but at the end of the day people will start to prepare for it.

 

The problem is because it's not a problem of game mechanics, but rather our playstyles as players. We try to play in accordance of what is efficient and when we know what will happen, we can be ready to handle it even before it happens.

 

You can have a better resolve to this by trying to play a mission differently than normal.

 

Try this. My clan does this to help induce variety. Group of with like minded individuals who are interested in the idea and before the mission starts (either in the lobby or before completing an objective), come up with a new plan for how your group is going to do the objectives. For example, say we have to steal the truck from the humane labs on the mission. We might have 2 groups, one splits and moves in on 2 crew grangers, infiltrates the area and goes to the hack spot. A designated member hacks open the gate while the others set up a perimeter next to them. When done so, 2 go into the chem van, 2 into each granger. Then, convoy time. Front and Back grangers, van in the middle out to the objective. All the while that this is happening, team 2 is an annihilator with a passenger in the back with an LMG (and sometimes a sniper is involved into the mission) that provides support.

It requires a bit of imagination but when we do this, it's not about the payout or the RP gained, it's from the fun as a group we have playing together.

 

tl;dr - Just read the bold.

 

you're thinking too complicated

 

 

 

Not at all. Because after reading your post, I refer you to my earlier one.

Heard an opp got killed, watch me do my dance.

Got a pocket full of bills, watch me do my dance.

I just popped a pill, watch me do my dance.

Hit that nigga with the steel watch that nigga dance.

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beat_savy_9

@Will Troll, sadly I have no friends, but I do enjoy mixing it up, I redo the same mission but only armed with a pistol or when I'm feeling particularly silly, only the bat. :)


 

At the end of the day, they can try to come up with all these scenario's that could happen but eventually it won't always be fun and exciting.

 

Your theory is that, surely if they made it so missions can have different factors come into effect on the same mission depending on the playthrough. But eventually one that plays enough will see that there really is nothing "new and exciting" because they will learn of these factors.

 

For example, what if in a mission you had to drop something off, but randomly on some playthrough's the person you're dropping off to might try to pull a pistol, blow your head off and then try to take off and rip you and whoever is giving you the mission off. Sure, that adds some /slight/ variation but at the end of the day people will start to prepare for it.

 

The problem is because it's not a problem of game mechanics, but rather our playstyles as players. We try to play in accordance of what is efficient and when we know what will happen, we can be ready to handle it even before it happens.

 

You can have a better resolve to this by trying to play a mission differently than normal.

 

Try this. My clan does this to help induce variety. Group of with like minded individuals who are interested in the idea and before the mission starts (either in the lobby or before completing an objective), come up with a new plan for how your group is going to do the objectives. For example, say we have to steal the truck from the humane labs on the mission. We might have 2 groups, one splits and moves in on 2 crew grangers, infiltrates the area and goes to the hack spot. A designated member hacks open the gate while the others set up a perimeter next to them. When done so, 2 go into the chem van, 2 into each granger. Then, convoy time. Front and Back grangers, van in the middle out to the objective. All the while that this is happening, team 2 is an annihilator with a passenger in the back with an LMG (and sometimes a sniper is involved into the mission) that provides support.

It requires a bit of imagination but when we do this, it's not about the payout or the RP gained, it's from the fun as a group we have playing together.

 

tl;dr - Just read the bold.

 

you're thinking too complicated

basically what we need is some randomly generated objectives instead of all this scripted stuff

 

everything needed is right there, think of it like a more sizable armored truck job or something.

instead of just 1 truck randomly driving around sheepishly it could be a convoy of gangsters, a chapter of the lost or merryweather security transporting something valuable, also they'd actually be going somewhere instead of randomly driving around, doesn't really matter where, just some semi-random location

 

or like the gang attacks but again less scripted and weird, in tbogt there'd be a few dozen guys with various vehicles doing deals in certain locations around the map and they would actually react dynamically, there was no need for spawning in reinforcements right behind you or anything

just a dozen or so NPC's from different factions in a location with one or more objecives for you to take.

you arrive and start shooting but one guy drives off with the cash (or not, it's all dynamic, perhaps you shoot the guy responsible for the package straight away) forcing you to adapt

this would actually lead to some teamwork and division of labour naturally without the need for planning or even relations like friends/crew.

ofcourse the reward would also be dynamic and logical as opposed to the arbitrary rewards we get now

perhaps the guy with the money got away but you still got the drugs, so you'd get a fixed amount depending on the weight and this would be divided among all players

 

yeah, or at least just change the locations randomly for the missions that are already there. I really liked the drug wars in tbogt

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