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The Worst Of Rockstar Logic


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- Promotes Reveal Players on the Newswire about the Capture Update. During the Rockstar livestream later, absolutely everyone uses it all the time, and the Rockstar dev's complain how the match is goi

In a game called Grand Theft Auto, you have to buy everything

All jobs on the minimap. Cops. Can't store cop cars.

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Posted (edited)

Somebody used a weapon or explosive in the area? 
No problem, now you've been granted the right to break the speed limit, run people over, drive on the wrong side of the road, blast through red lights and more. 
EDIT - in fact, NPCs on motorcycles are ticked off by the slightest of things - you can have a crash against a wall and a nearby motorcyclist will be like "nope, I'm outa here". 🤔

It further tickles me when you're using a Minigun or an RPG or something "militaristic", and then some random NPC says "I've been annoyed by that, lets go and shoot the player with a pistol" - yeah you don't go up against someone with a Minigun if you've got a pistol... 

 

Rockstar has also made it so that enemies can spawn less than three seconds after the previous wave of enemies. 
Do they get a kick out of pissing the playerbase off? Is that somehow "good business practice" these days? Cops and enemies should have a minimum 15 second delay before the next one or wave spawns, and a minimum spawn distance of 400m - it's surely not too much to ask for people to spawn one quarter of a mile away in a 2013, 2015, 2021 game just so players aren't forced to stare at their minimap. 

Edited by Gaffa
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*Gets to Arcade in inv.only session, starts prep

*Gets to Facility in inv.only session, You need to be in a public lobby

 

Sincerely Why R*...

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A security guard is a cop.
Apparently.

 

You certainly can't go near any of them with a "fading wanted level" because then you'll be "fully wanted" again. 

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Special Cargo sale... one single crate. 
Need to do 3 deliveries via the Cuban 800.

How do you split one crate into three deliveries? 

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Posted (edited)
1 hour ago, Gaffa said:

Special Cargo sale... one single crate. 
Need to do 3 deliveries via the Cuban 800.

How do you split one crate into three deliveries? 

This reminds me. When Smuggler's Run first came out, I dived right in, sourced one crate and went to sell it to see what would happen. Guess which mission I got.

Spoiler

the 3 bloody havoks with 2 drops each (6 total)

So I guess you can even split one crate in 6 parts: front, back, 2 sides, top and bottom.

made me quit air freight for a week until the guides and the numbers were out.

 

Edited by AirWolf359
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Kiethblacklion

Given the "logic" of a lot of this game's features, I would certainly like to know how the studio divides the work load. I assume they would have different groups/teams working on different aspects of the game at the same time but do any of them talk to one another? The game feels like their is no cohesion within the company in terms of what the game should be, should do, and should allow.

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Arrows to Athens
5 hours ago, Gaffa said:

Special Cargo sale... one single crate. 
Need to do 3 deliveries via the Cuban 800.

How do you split one crate into three deliveries? 

I’ve never understood this either. 

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6 hours ago, Kiethblacklion said:

Given the "logic" of a lot of this game's features, I would certainly like to know how the studio divides the work load. I assume they would have different groups/teams working on different aspects of the game at the same time but do any of them talk to one another? The game feels like their is no cohesion within the company in terms of what the game should be, should do, and should allow.

 

You're really right, and it's almost alarming. I guess we're supposed to forgive the last update, the Cayo Perico Heist DLC as it was worked on from home by people all over the place, but we can only really go so far with the forgiveness. 

Back in 2017 we had the Gunrunning DLC update, and I've been doing a few supply missions for that on a new character. 
It crossed my mind that there's one mission where you have to go deep into Humane Labs to get a Railgun which is your supplies - upon picking that Railgun up, the global timer starts counting down to warn you you're about to show on the map for all players - but yet you've still got to fight your way to the exit and get out... 

Yet, on another supply mission for the Bunker you have to go into the abandoned mine. On that mission, the global timer only starts once you've exited the mine, after having navigated your way out. 

What? 

There's also the obvious one with the chairs... some will say press right on the d-pad to access the computer or whatever, some will say press A. Standing up from these computers / chairs is another one, "is it the B button or do I have to press D-pad right" because again there's just no consistency?

When leaving your CEO Office normally, you're given a few options in a Native UI menu system to choose whether you want to leave to the roof or ground or via personal vehicle, etc. 
Yet, on the prep mission where we steal weapons for the Cayo Perico heist, we have some "press left to exit on the roof, press right to exit on the ground" thing. 
Go figure. 

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Been doing Cargo Steal missions lately because I'm a complete masochist I wanted a discounted Seabreeze. Yeah, I'm a cheapskate and if there's a hint of paying less for something I'm gonna do what it takes to save some money.

 

I'm bored of Ron's convoluted attempts to get me to fly everything from Concorde to the Wright Brothers' plane when my faithful Buzzard attack chopper (that I paid GOOD MONEY FOR) does a better job in half the time. Imagine my surprise when it turns out that this is an option if you're a CEO.

Only thing is, the homing missiles are disabled. No biggie, so I have to manually aim. But still... why?

 

So you CAN do it this way, but with an added annoying little hurdle. Just a little "f*ck you" from the dev team because we made all those special widdle aircraft and damn it, you're gonna use them one way or another. Lock-on missiles? Pffft... why would you use such a devastatingly efficient approach when you can just carpet-bomb haphazardly in the general area of an often moving target? Of course, how foolish of me, thinking that using the right tool for the job would make sense. How dare I. What an idiot I am.

 

 

What happened to this philosophy to gameplay, courtesy of the GTA1 box:

 

wTp3N8A.jpg

 

Why make these constant irritating and inconsistent little variations on the player's abilities, particularly when we are given the perfect opportunity to use our expensive in-game toys and useful abilities?

 

 

 

(oh and also, to the designer who thought it was essential to have infinitely-spawning AI choppers/jets chasing you in every mission - as if other players aren't tenacious enough - who hurt you in your youth?)

 

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The Pacific Standard Job: 
Stealing cash... If and when a player's bag is shot - even by a teammate, you'll lose money. 

 

Diamond Casino Heist and Cayo Perico Heist:
Stealing artwork / diamonds / gold / tequila / necklace / bearer bonds / weed / cocaine - you lose money when you lose health, not just when you're shot.

Sorry, what? 
No consistency to that design mechanic - and how does stuff like a necklace in a "cushioned compartment" lose value if the player hurts themselves? Makes absolutely no sense. 

Edited by Gaffa
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19 hours ago, Gaffa said:

The Pacific Standard Job: 
Stealing cash... If and when a player's bag is shot - even by a teammate, you'll lose money. 

 

Diamond Casino Heist and Cayo Perico Heist:
Stealing artwork / diamonds / gold / tequila / necklace / bearer bonds / weed / cocaine - you lose money when you lose health, not just when you're shot.

Sorry, what? 
No consistency to that design mechanic - and how does stuff like a necklace in a "cushioned compartment" lose value if the player hurts themselves? Makes absolutely no sense. 

 

Well, technically the Ruby Necklace (or any main target) doesn't get diminished. Just the secondaries. But I do agree that only bullets should damage secondary loot or loot from DCH/Pac Standard. I don't see how ramping a bike into the water can hurt cash/gold/etc (and I must assume the duffels are waterproof). 

 

While I'm on it, gold has pretty much the exact same density as lead, so while bullets would deform it, it certainly wouldn't destroy it. Plus, that gold is getting melted down & recast by the fence anyway, so its condition shouldn't be an issue. On the other hand, artwork would have its value utterly destroyed by more than 1 or 2 bullet holes, so there's that.

 

At the end of the day, it's all just a bullsh*t mechanic to reduce our income because R*/T2 execs wake up in a cold sweat after having a terrible nightmare that a GTA player was able to make decent money without buying it.

 

Something I refer to as 'The Illusion of Wealth' is how they'll dangle money in front of you, give with one hand but take away with the other. The most egregious example has to be Cayo, where they'll show the 'potential take' as including every last bit of secondary loot on the island, even though it's physically impossible for even a 4-man team to collect it all. Then there's the aforementioned reduction-by-damage, fencing/laundering fees, daily fees, sale missions locked to public, timers in the DCH vault, cuts for support crew who do basically f*ck-all (like, you give a guy 5-10% cut to source vehicles/weapons, his contribution is to tell you where you can go steal them yourself. Oh, but for an extra 50K they'll provide a clean vehicle that will spawn 2/3rds of the way to the drop point, ie somewhere useless, or a decoy gunner who won't kick in till you're in the getaway cars, and incidentally will prevent you from losing cops till his timer runs down), ludicrously ramped-up damage costs on I/E vehicles... the list goes on. 

 

Don't even get me started on car prices. Like, a 1972 VW Beetle sells for about two and a half grand, but the Weevil goes for $650K in Los Santos. Fuuuuck all the way off.

 

Anyway, R* now operates with same mentality as all those freemium mobile game - "get players addicted, then frustrate them into paying". I swear sh*t like that should be illegal. 

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5 minutes ago, God-eater said:

 

While I'm on it, gold has pretty much the exact same density as lead, 

 

That got me thinking.

A full bag of gold is worth 500k means it weighs less than 10kg (22 pounds) but he takes like 25-30 gold ingots. That shoud be like 25-30kg and this shoud be worth like 1 414 000$. And swimming with that sh*t.....

(i calculate it with a rather low weight)

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1 hour ago, Moewe755 said:

That got me thinking.

A full bag of gold is worth 500k means it weighs less than 10kg (22 pounds) but he takes like 25-30 gold ingots. That shoud be like 25-30kg and this shoud be worth like 1 414 000$. And swimming with that sh*t.....

(i calculate it with a rather low weight)

Shouldn't we take fencing costs into account as well. Stolen goods usually sell for less what they're valued so maybe the 500K is the value after the fencing fee.

 

And of course, then there's the 10% fencing fee from Mini Madrazo

 

However, as for Coke and Weed LJT is still ripping us off.

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Kiethblacklion
6 hours ago, God-eater said:

Then there's the aforementioned reduction-by-damage, fencing/laundering fees, daily fees, sale missions locked to public, timers in the DCH vault, cuts for support crew who do basically f*ck-all (like, you give a guy 5-10% cut to source vehicles/weapons, his contribution is to tell you where you can go steal them yourself. Oh, but for an extra 50K they'll provide a clean vehicle that will spawn 2/3rds of the way to the drop point, ie somewhere useless, or a decoy gunner who won't kick in till you're in the getaway cars, and incidentally will prevent you from losing cops till his timer runs down), ludicrously ramped-up damage costs on I/E vehicles... the list goes on. 

 

Anyway, R* now operates with same mentality as all those freemium mobile game - "get players addicted, then frustrate them into paying". I swear sh*t like that should be illegal. 

Such as the daily fees of paying your mechanic, your assistant, your property taxes for all the criminal businesses that you own...if you don't pay attention, you end up having more money taken out of your account than you make. Granted, running a few contact missions on hard and you can make enough money to cover the costs of a few in-game days worth of daily costs, but mechanics like that shouldn't be in a game like this. It's like the repair costs in Warface; you have to spend money after every mission round to repair your weapons and armor and it is ALWAYS more than your rewards UNLESS you buy special reward boosts, which cost real money to replenish. 

 

Why should I pay a mechanic a daily fee when I don't use him every in game day? 

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Kiethblacklion
5 hours ago, EkaSwede said:

Shouldn't we take fencing costs into account as well. Stolen goods usually sell for less what they're valued so maybe the 500K is the value after the fencing fee.

 

And of course, then there's the 10% fencing fee from Mini Madrazo

 

However, as for Coke and Weed LJT is still ripping us off.

 

And all of this is why I enjoy playing Pay Day; you are paid to rob a bank and you get to keep any extra bags that you pull out. You're not penalized with fees and such when you're done. Not too mention, when you rob a bank you're not on a timer AND you walk out of there with an appropriate amount of loot; none of this $1 million to split between 4 people stuff that Rockstar did with that big bank heist. Seriously, 4 people robbing a bank and you only walk out with a little over a million bucks?

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@Kiethblacklion, well, your mechanic, assistant, etc are employees, not contractors, so it stands to reason that you pay them whether you use them or not. Same with properties - it's utility bills. And those fees are miniscule anyway - a single Sentinel/Sandking sale offsets them completely.

 

The ones I have issues with are the MC businesses. While I acknowledge that I haven't paid those fees in years, I remember them being upwards of 30K per day if you have 4 or 5 of them plus a Bunker - it meant that while you're in your MC, you're pretty much obliged to work off those fees or lose money, and it meant that your MC business profits were going to be garbage once you factored in either buying supplies or the daily fees accrued over the time it takes to fully resupply & sell 5 businesses.

 

Then, of course, there are the raids, which cost you product even if you successfully deal with the raid. The MC bizzos are where I developed my 'Illusion of Weath' theory - you think you're making money because of the big payout at the end, but in reality you're making very little (or even a massive loss if you play 'as intended' in open public and your shipment gets destroyed).

 

As a result, I barely touched my MC until the Nightclub came out, and then it was solely to set them up to supply the Nightclub. 

 

When Cayo came out and I realised that as a money grinder it absolutely buries everything that came before it, I shut down everything, even the Nightclub. It was like getting out of prison. Now I could enjoy being in my CEO/MC without worrying how long I'd been in-session or if a raid was coming. I still can hardly believe that Cayo Perico was allowed to exist by Der Fuhrer Zelnick, since it undoes years of progressive monetization. 

 

Oh, and in regards to the Pac Standard payout, historically bank robberies make relatively little - $1.25M would be a dream score. Although, to get back on topic, one must wonder why there are no laundering fees for any of the OG heists or Bunker/MC sales, but there are for DCH/Nightclub/Cayo. 

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2 hours ago, God-eater said:

When Cayo came out and I realised that as a money grinder it absolutely buries everything that came before it, I shut down everything, even the Nightclub. It was like getting out of prison. Now I could enjoy being in my CEO/MC without worrying how long I'd been in-session or if a raid was coming. I still can hardly believe that Cayo Perico was allowed to exist by Der Fuhrer Zelnick, since it undoes years of progressive monetization. 

 

Oh, and in regards to the Pac Standard payout, historically bank robberies make relatively little - $1.25M would be a dream score. Although, to get back on topic, one must wonder why there are no laundering fees for any of the OG heists or Bunker/MC sales, but there are for DCH/Nightclub/Cayo. 

 

Well the game is also nearly a decade old and they want people playing as long as possible. They still have 2 updates a year to go for a few more years still. :D I'm thinking they separate them so when we do finally get an update you may have to purchase fake money to spend on it. The prices of vehicles increased soon after when we get a new set of missions, I mean "heists". Remember it cost nearly $1 million to fully upgrade a lowrider when that dlc released. :D

 

 

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Kiethblacklion

The Youga van from the San Andreas Auto website is only $16,000 - however you can steal one off the street and keep it.

The Youga Classic from San Andreas Auto/Benny's is $195,00.

 

These two vehicles do not have extreme differences in designs, yet only the expensive one can be modified at Benny's. Why? By all logic, Benny should be able to modify the Youga just like he can with the Youga Classic. 

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Rockstar Logic - Want to use your airbase hanger during the Merryweather Business Battle up there?  Prepare for an instant wanted level and a spawn where no planes can possibly take off rather than in front of your hanger...

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