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Spawning During Missions


vipprimo

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So I was doing the mission where you get the CargoBob and you have to pick up the crate under the bridge from Merryweather (I think it's Docks to Stock or something).

 

So I'm playing with a new guy and he got a little overzealous about grabbing the crate and as he was hovering low he tapped the light pole sending it spiraling into a car and another crate. Lucky he was able to get it down before blowing everything up, but it was in no shape to fly since it had already been pelted by the police.

 

At first we were thinking just go for it and then I realize that there was a tractor trailer around the corner and there is always flatbeds spawning in the area so I'll just grab one of those and we can drive it up to the checkpoint. No problem-o!

 

So I go to where these things are suppose to spawn and then realize because we're in a mission that the spawn isn't working. This truck just isn't going to ever come out and sure enough nothing but the locked flat beds were there, no trucks, no nothing.

 

I just don't understand why R* doesn't allow for it. The beauty of this game is people being creative about how they solve a mission.

 

I always wondered why the normal stuff doesn't spawn. Anybody got an idea why that is?

 

Also, it would be good to say that if they don't allow the spawns that people could have access to anything on Pegasis, like the Cargo Bob for instance. I understand they don't want you to "shortcut" the mission, but we're going to find a way! How many people call a Merryweather chopper during Rooftop Rumble and I could fall asleep doing that mission!

 

I also think it's comical that people call the Merryweather chopper that can deliver them to the destination, but instead they shoot the driver and drive themselves. lol

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Soran Is On

The spawning thing just seems like a way to curtail missions into being completed the designed way. As soon as you start to vary as much as gta can, things start to break down and not work.

 

Chopper tail was royally broken for a couple months if you decided to grab a cargobob on the way to the meth house. The eventually fixed it, but that would happen way more often if there were even more options.

 

And why shoot the pilot in rr? Same reason you call him in the first place. It's faster. And more fun.

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In life there is no guide book, which is why I've never understood that if they're going to give you the mission why they hold your hand throughout, or should I say force your hand.

 

Missions should simply say, "I need a container at the Dockyard. It's guarded by MerryWeather. Although there is a mover on site, you'll need some sort of transport to get the container back to our location."

 

The the tractor trailer, the cargo bob, and toy truck all the associated transports could spawn or be available at the respective locations. I can't count the amount of times someone dropped the ball and a little outside-the-box kept it together.

 

This would play a two part role. First, players would be open to many different ways to complete the task using the skills they are best at. Secondly, if you don't play team and everyone goes in their own direction the missions would be even more difficult to overcome.

 

This also goes to the heart of Heists. The idea that planning is very important and how people VOTE on a plan would be even better. When we get Heists will be simply be following the little yellow line?

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In life there is no guide book, which is why I've never understood that if they're going to give you the mission why they hold your hand throughout, or should I say force your hand.

 

 

Cause it's a game yo, not life... Everything is programmed to work a certain way and react to certain things. Game wasn't made to be completely open like that, unfortunately.

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So I was doing the mission where you get the CargoBob and you have to pick up the crate under the bridge from Merryweather (I think it's Docks to Stock or something).

 

So I'm playing with a new guy and he got a little overzealous about grabbing the crate and as he was hovering low he tapped the light pole sending it spiraling into a car and another crate. Lucky he was able to get it down before blowing everything up, but it was in no shape to fly since it had already been pelted by the police.

 

At first we were thinking just go for it and then I realize that there was a tractor trailer around the corner and there is always flatbeds spawning in the area so I'll just grab one of those and we can drive it up to the checkpoint. No problem-o!

 

So I go to where these things are suppose to spawn and then realize because we're in a mission that the spawn isn't working. This truck just isn't going to ever come out and sure enough nothing but the locked flat beds were there, no trucks, no nothing.

 

I just don't understand why R* doesn't allow for it. The beauty of this game is people being creative about how they solve a mission.

 

I always wondered why the normal stuff doesn't spawn. Anybody got an idea why that is?

 

Also, it would be good to say that if they don't allow the spawns that people could have access to anything on Pegasis, like the Cargo Bob for instance. I understand they don't want you to "shortcut" the mission, but we're going to find a way! How many people call a Merryweather chopper during Rooftop Rumble and I could fall asleep doing that mission!

 

I also think it's comical that people call the Merryweather chopper that can deliver them to the destination, but instead they shoot the driver and drive themselves. lol

Wouldn't matter anyway, nothing stays on those flatbeds except a motorcycle turned sideways on it. Everything else just slides off..... stupid.... AND it DEFINES Grand Theft Auto.......... always putting things in GTA games, but unable to use those things.

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fish61324 you aren't kidding. I already thought that too.

 

 

In life there is no guide book, which is why I've never understood that if they're going to give you the mission why they hold your hand throughout, or should I say force your hand.

 

 

Cause it's a game yo, not life... Everything is programmed to work a certain way and react to certain things. Game wasn't made to be completely open like that, unfortunately.

 

 

But effectively it is. So lets say you blow up the Cargo Bob you just stole from the base. There's nothing to prevent you from getting another one or a dump truck. All Lester cares about is that it got to the yellow dot, right? So why does he give a crap how you get it there!

 

In fact there are a ton of missions that people touch whatever the mission requires them to touch (Base Invaders for instance, just get in and out of the plane) and then they don't even use it! They just call a Buzzard and blow up the Lazers and run. Some missions NOBODY has actually done them the way R* intended.

 

The reality is that this is as close to real life as can be in a video game and we can, and do, think outside-the-box on a regular basis. How do you think people figured out glitching? It certainly wasn't by following the mission instructions. If you program something to be rigid, when the players think outside the box, it breaks.

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I completely agree. If issues arise, fix them later, but let people be creative. Give out the tools and let us build our own ideas.

 

If there was more open ended missions, I'd replay simply to try new ideas.

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