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Increased play limitation on contact jobs?


justinlynch3
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Should contact jobs increase player limits?  

49 members have voted

  1. 1. Should contact job play limits be increased?

    • Yes
      39
    • No
      6
    • Unsure
      4


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For a long time I played with a small group of friends via invite only lobbies. Now that most of them have somewhat drifted away I've played free mode and have found a number of friends, good people to play with. Issue I'm starting to realize now however is most missions outside a few are 4 player max. Being in more active crews then I was previously in this seems like something that could be rather restrictive if your group gaming.

 

Personally I wouldn't mind seeing more missions become 8 player. You can add 2 extra players to Criminal Extraction and it won't effect the difficulty. Chop Chop I think can take 8 players well (plus 2 Buzzards = 8 spots, so you can carry everyone), Method In Madness can go to 8, as well as Dry Docking, Stocks & Scars, and the 2 Docks To Stocks missions.

 

There isn't many 8 player missions (if any, might be 1 more I'm not sure) outside of Judging The Jury. Yet there is a number of missions out there that I see no issues with holding up to 8. Obvious a lot of missions are far to easy for large groups, however a number of contact missions certainly can take up to 8.

 

What do you guys think. Should we get increased player counts on all visible missions?

Edited by ~Tiger~
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Yes, that would be good - there are sometimes others who would like to join a mission but all the spaces are taken.

 

They will end up doing another missions solo or with others, and probably won't get invites to later on jobs.

 

They might be doing another mission when the other teams mission ends so often aren't able to join later on.

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no way then it would be too easy to make money and it would affect cash card sales

Actually more players = less money in theory.

 

Mission pay is based on time, playing a mission with 8 players will probably result it being done in quarter the time it take 1 or 2. So your looking at maybe 7 to 8k a player on Extraction for example instead of 15 - 16k.

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Actually more players = less money in theory.

 

Mission pay is based on time, playing a mission with 8 players will probably result it being done in quarter the time it take 1 or 2. So your looking at maybe 7 to 8k a player on Extraction for example instead of 15 - 16k.

 

 

Except for the fact that there's a multiplier for playing with other players...Note the bottom 4 entries.

So with more players there would likely be more multipliers added, therefore increasing payouts.

 

I'm sure it's for contact missions .

It's not for races .

Contact_Mission_Cash_Time_Period_1_PERCENTAGE = 0.1f;

Contact_Mission_Cash_Time_Period_2_PERCENTAGE = 0.25f;

Contact_Mission_Cash_Time_Period_3_PERCENTAGE = 0.5f;

Contact_Mission_Cash_Time_Period_4_PERCENTAGE = 0.75f;

Contact_Mission_Cash_Time_Period_5_PERCENTAGE = 1f;

Contact_Mission_Cash_Time_Period_6_PERCENTAGE = 1.2f;

Contact_Mission_Cash_Time_Period_7_PERCENTAGE = 1.4f;

Contact_Mission_Cash_Time_Period_8_PERCENTAGE = 1.6f;

Contact_Mission_Cash_Time_Period_9_PERCENTAGE = 1.8f;

Contact_Mission_Cash_Time_Period_10_PERCENTAGE = 2f;

CONTACT_MISSION_CASH_PLAYER_MULTIPLIER_1 = 1f;

CONTACT_MISSION_CASH_PLAYER_MULTIPLIER_2 = 1.1f;

CONTACT_MISSION_CASH_PLAYER_MULTIPLIER_3 = 1.2f;

CONTACT_MISSION_CASH_PLAYER_MULTIPLIER_4 = 1.3f;

 

 

Edited by StaticLW
7Rj3AZw.png

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I agree, I think a bunch of missions need a higher player cap (crime scenester), and also every mission should be able to be launched solo.

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Actually more players = less money in theory.

 

Mission pay is based on time, playing a mission with 8 players will probably result it being done in quarter the time it take 1 or 2. So your looking at maybe 7 to 8k a player on Extraction for example instead of 15 - 16k.

 

 

Except for the fact that there's a multiplier for playing with other players...Note the bottom 4 entries.

So with more players there would likely be more multipliers added, therefore increasing payouts.

 

I'm sure it's for contact missions .

It's not for races .

Contact_Mission_Cash_Time_Period_1_PERCENTAGE = 0.1f;

Contact_Mission_Cash_Time_Period_2_PERCENTAGE = 0.25f;

Contact_Mission_Cash_Time_Period_3_PERCENTAGE = 0.5f;

Contact_Mission_Cash_Time_Period_4_PERCENTAGE = 0.75f;

Contact_Mission_Cash_Time_Period_5_PERCENTAGE = 1f;

Contact_Mission_Cash_Time_Period_6_PERCENTAGE = 1.2f;

Contact_Mission_Cash_Time_Period_7_PERCENTAGE = 1.4f;

Contact_Mission_Cash_Time_Period_8_PERCENTAGE = 1.6f;

Contact_Mission_Cash_Time_Period_9_PERCENTAGE = 1.8f;

Contact_Mission_Cash_Time_Period_10_PERCENTAGE = 2f;

CONTACT_MISSION_CASH_PLAYER_MULTIPLIER_1 = 1f;

CONTACT_MISSION_CASH_PLAYER_MULTIPLIER_2 = 1.1f;

CONTACT_MISSION_CASH_PLAYER_MULTIPLIER_3 = 1.2f;

CONTACT_MISSION_CASH_PLAYER_MULTIPLIER_4 = 1.3f;

 

 

 

Really I'm not convinced the multiplier even works. Doing missions quickly solo compared to taking it slow on 2 player (to get similar times) I've gotten virtually the same payout.

 

If they do work they are set at such a low percent that it isn't going to be game breaking to play as a group.

 

Consider this. If the multiplier was truly a issue then Judging The Jury would be the new RR right now. You'd be getting constant invites to that mission with people trying to fill the 8 player lobby. But that clearly isn't the case.

 

So I think the whole multiplier argument is kinda mute in all honestly.

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Yup I'm usually playing with more than 3 people so we either have to split up or do the same 6-8 person missions over and over. Would be cool to see some 10+ player missions

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Really I'm not convinced the multiplier even works. Doing missions quickly solo compared to taking it slow on 2 player (to get similar times) I've gotten virtually the same payout.

 

 

If they do work they are set at such a low percent that it isn't going to be game breaking to play as a group.

 

Consider this. If the multiplier was truly a issue then Judging The Jury would be the new RR right now. You'd be getting constant invites to that mission with people trying to fill the 8 player lobby. But that clearly isn't the case.

 

So I think the whole multiplier argument is kinda mute in all honestly.

 

 

I never said it was an issue and yes, they are set low. Seeing how the multiplier for 2 players, like the example you said, is only 1.1 instead of just 1.0 for a single player. And your "Judging the Jury" example is moot seeing how I just stated and showed that the multipliers end at 4 players with it being 1.3. I can tell you didn't even bother reading the info I posted.

Edited by StaticLW
7Rj3AZw.png

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Depends. Some missions just don't go well with 8 people (Defender, Blow Up 1~3...) while others will just be a huge mess (anything requiring a Cargobob or flying, or where everyone has to lose their wanted level). The only way this could be good is if there were better ways to communicate with each other; designate points/targets for everyone to see, "dibs on driving/flying"... Even if it's just a quick menu selection (maybe like the weapon wheel?) where you could send simple messages like "need help/backup", "I'm flying/driving", "defend me while I hack", or "going for Pegasus Vehicle" and have the player icon flash when sent (maybe color code messages with players?), so you'd know who to defend/save or if the guy running away is going for a Pegasus Vehicle or to find somewhere to idle...

 

On the other hand, missions designed for 16(+) players would be awesome. Stuff that requires good timing and execution, such as having one group get Cargobobs while another gets Buzzards and yet another group clears out 100+ enemies to free up an extraction zone so the Cargobobs can get the targets out and the Buzzards can take out 12+ enemy buzzards/annihilators all within a set time period... Then again, that sounds a bit too awesome for GTA:O... We'd probably just have "Kill 1000 enemies and drive across the map".

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Yes because doing missions at crew meets would be cool.

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Their jobs is to make you fail to get money anyway.

 

This.

 

Anything that pays out more money, don't count on it.

 

Almost anything GTA Online that gives money will only be nerfed or buffed and made even more difficult.

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Really I'm not convinced the multiplier even works. Doing missions quickly solo compared to taking it slow on 2 player (to get similar times) I've gotten virtually the same payout.

 

 

If they do work they are set at such a low percent that it isn't going to be game breaking to play as a group.

 

Consider this. If the multiplier was truly a issue then Judging The Jury would be the new RR right now. You'd be getting constant invites to that mission with people trying to fill the 8 player lobby. But that clearly isn't the case.

 

So I think the whole multiplier argument is kinda mute in all honestly.

 

 

I never said it was an issue and yes, they are set low. Seeing how the multiplier for 2 players, like the example you said, is only 1.1 instead of just 1.0 for a single player. And your "Judging the Jury" example is moot seeing how I just stated and showed that the multipliers end at 4 players with it being 1.3. I can tell you didn't even bother reading the info I posted.

 

I admit I didn't go though that whole listing. lol But hey, what you posted only helps prove my point anyway that the multiplier isn't a issue.

 

Depends. Some missions just don't go well with 8 people (Defender, Blow Up 1~3...) while others will just be a huge mess (anything requiring a Cargobob or flying, or where everyone has to lose their wanted level). The only way this could be good is if there were better ways to communicate with each other; designate points/targets for everyone to see, "dibs on driving/flying"... Even if it's just a quick menu selection (maybe like the weapon wheel?) where you could send simple messages like "need help/backup", "I'm flying/driving", "defend me while I hack", or "going for Pegasus Vehicle" and have the player icon flash when sent (maybe color code messages with players?), so you'd know who to defend/save or if the guy running away is going for a Pegasus Vehicle or to find somewhere to idle...

 

On the other hand, missions designed for 16(+) players would be awesome. Stuff that requires good timing and execution, such as having one group get Cargobobs while another gets Buzzards and yet another group clears out 100+ enemies to free up an extraction zone so the Cargobobs can get the targets out and the Buzzards can take out 12+ enemy buzzards/annihilators all within a set time period... Then again, that sounds a bit too awesome for GTA:O... We'd probably just have "Kill 1000 enemies and drive across the map".

I did say all viable missions, which auto corrected to visible (thanks spell check). Defender and Blow Up are clearly not viable mission for 8 players.

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On the other hand, missions designed for 16(+) players would be awesome. Stuff that requires good timing and execution, such as having one group get Cargobobs while another gets Buzzards and yet another group clears out 100+ enemies to free up an extraction zone so the Cargobobs can get the targets out and the Buzzards can take out 12+ enemy buzzards/annihilators all within a set time period...

That would be cool, in fact, it kinda sounds like a hei.....Never mind

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KornbreadMaf1a

 

 

Their jobs is to make you fail to get money anyway.

This.

 

Anything that pays out more money, don't count on it.

 

Almost anything GTA Online that gives money will only be nerfed or buffed and made even more difficult.

I love moronic conspiracy theorists. Y'all will complain about everything and will always find a way for something to fit your simpleminded view. I also like how you never let facts get in the way of your conspiracies.

 

You will point out that R* decreased the payout on a few missions and point to that as proof of your conspiracy yet will fail to mention all the missions where payouts were dramatically increased.

 

The truth of the matter is R* increased far more payouts then they decreased while also adding 10k to the survival payouts. That fact is never brought up it's always RR pays less R* is forcing us to buy cash cards.

 

You can twist facts all you want and the ignorant sheep will swallow it without asking questions but anybody with a shred of intelligence will see right through it.

 

 

As far as the topic goes I'm all for increasing the player totals on some missions. I'm tired of doing the same 6 player missions over and over especially since most of the missions now pay more.

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On the other hand, missions designed for 16(+) players would be awesome. Stuff that requires good timing and execution, such as having one group get Cargobobs while another gets Buzzards and yet another group clears out 100+ enemies to free up an extraction zone so the Cargobobs can get the targets out and the Buzzards can take out 12+ enemy buzzards/annihilators all within a set time period...

That would be cool, in fact, it kinda sounds like a hei.....Never mind

 

If Rockstar would simply create a few new contact missions (and maybe a few capture missions) where the players have to collect something (like a briefcase, or a weapon or a pack of coke; I think Rockstar knows to do that) and if the cloud memory of having collected those items then opens up subsequent missions for those players, where the items eventually have to be used, Rockstar could declare it a heist and move on. :p

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I love moronic conspiracy theorists. Y'all will complain about everything and will always find a way for something to fit your simpleminded view. I also like how you never let facts get in the way of your conspiracies.

You will point out that R* decreased the payout on a few missions and point to that as proof of your conspiracy yet will fail to mention all the missions where payouts were dramatically increased.

 

The truth of the matter is R* increased far more payouts then they decreased while also adding 10k to the survival payouts. That fact is never brought up it's always RR pays less R* is forcing us to buy cash cards.

 

You can twist facts all you want and the ignorant sheep will swallow it without asking questions but anybody with a shred of intelligence will see right through it.

 

As far as the topic goes I'm all for increasing the player totals on some missions. I'm tired of doing the same 6 player missions over and over especially since most of the missions now pay more.

 

The payout is capped more and more with each update. This isn't up for debate.

 

Think back to Online when it first started, and when payouts were halfed.

 

Neither of us even said a word about Shark Cards.

 

Only that if anything, the vast majority of instances show R* doesn't want us to make as much money as we could, and *did* in the past.

Edited by mr toasterbutt
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Forgetting ease of difficulty answers for a minute, the simple fact of more players per mission is what would the other players do. Even more complex missions like heists wouldn't be designed for large numbers short of attacking an army with an army. The best average for most of the current missions is 4-6 with everyone having a role and back up.

 

In saying all that I would like to see some big 'Attack the Block' style missions where upto 8 or 16 players roll deep into a gang territory or crew area (like a large capture mission) for basic pillaging and murder. The cash drops Quintuple and you get a 10 - 20 min free for all with Authorities building every 2 - 5 min (won't disappear after time limit exceeded).

 

You can stay on as long as you can, but once you are killed the money you receive will drop to normal until the next time a new attack is instigated (even if you rejoin the current attack as support).

Edited by Cudwieser
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I voted yes and I also think that the number of team lives should be increased considerably (for any number of players) because they get failed too quickly with just a couple of deaths.

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I love moronic conspiracy theorists. Y'all will complain about everything and will always find a way for something to fit your simpleminded view. I also like how you never let facts get in the way of your conspiracies.

You will point out that R* decreased the payout on a few missions and point to that as proof of your conspiracy yet will fail to mention all the missions where payouts were dramatically increased.

 

The truth of the matter is R* increased far more payouts then they decreased while also adding 10k to the survival payouts. That fact is never brought up it's always RR pays less R* is forcing us to buy cash cards.

 

You can twist facts all you want and the ignorant sheep will swallow it without asking questions but anybody with a shred of intelligence will see right through it.

 

As far as the topic goes I'm all for increasing the player totals on some missions. I'm tired of doing the same 6 player missions over and over especially since most of the missions now pay more.

 

The payout is capped more and more with each update. This isn't up for debate.

 

Think back to Online when it first started, and when payouts were halfed.

 

Neither of us even said a word about Shark Cards.

 

Only that if anything, the vast majority of instances show R* doesn't want us to make as much money as we could, and *did* in the past.

 

In the start missions clearly over payed, hell RR would of been a good 30k odd in 5 minutes. They then tried to fix it by halving the pays, bu that didn't quite work out how it was intended as many low ran jobs got like 5k.

 

Besides you say missions are capped but they can actually pay more now. I've gotten 19k out of RR, Titan, Handle With Care, and Cathouse on solo play by simply taking my time when doing the mission and doing it proper, not blowing though it in 5 minutes with a tank/buzzard. So your claim that mission are capped is a flat out wrong statement when they all pay more, even jobs like RR. It only depends on how you play.

 

R* said payouts was increased and by all technical standpoints they was right. Just because your probably impatient and blow though jobs fast as possible doesn't mean they are capped at a lower pay.

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I would like to see the number of players allowed increased, just to help out in keeping players together

 

As far a the payouts in THEORY yes they should be less per player.

1 person completing it solo in 10 minutes should make double when compared to Two players completing it together in the same amount of time

BUT so far the only difference i see in payouts comes from the amount of time it takes to complete it

Races have better payouts if its a full lobby or bigger lobby ......but only races are affected this way.....the rest is time

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Can`t even get players to join a min 2 player job as it is now. I probably need some online friends, I would like to add that all jobs should be solo also. What`s with all the restrictions?

 

What up with thattumblr_inline_mn425d76bO1qz4rgp.jpg

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Their jobs is to make you fail to get money anyway.

This.

 

Anything that pays out more money, don't count on it.

 

Almost anything GTA Online that gives money will only be nerfed or buffed and made even more difficult.

I love moronic conspiracy theorists. Y'all will complain about everything and will always find a way for something to fit your simpleminded view. I also like how you never let facts get in the way of your conspiracies.

You will point out that R* decreased the payout on a few missions and point to that as proof of your conspiracy yet will fail to mention all the missions where payouts were dramatically increased.

The truth of the matter is R* increased far more payouts then they decreased while also adding 10k to the survival payouts. That fact is never brought up it's always RR pays less R* is forcing us to buy cash cards.

You can twist facts all you want and the ignorant sheep will swallow it without asking questions but anybody with a shred of intelligence will see right through it.

As far as the topic goes I'm all for increasing the player totals on some missions. I'm tired of doing the same 6 player missions over and over especially since most of the missions now pay more.

It sounds to me you're the ignorant sheep who swallow everything Rockstar said and give without thinking from different perspective whether it's right or wrong. You get offended when a word strikes Rockstar's bad spot and all you do is to put your body right in between without even thinking further.

 

You're nothing than just Rockstar brainless supporter. You hate people who bought the game have complains? You better thank them, because your brainless support isn't constructive and won't help Rockstar to develop the right way.

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I love moronic conspiracy theorists. Y'all will complain about everything and will always find a way for something to fit your simpleminded view. I also like how you never let facts get in the way of your conspiracies.

Hmm, well while we're talking about facts, how about the fact that it was possible to make a significantly higher amount of MPH (money per hour) prior to the 1.16 patch? What about the fact that all missions would pay more if not for the time-based payout system that effectively caps the amount of money you can make in any given time? If you can't see that a time-based system only allows for a certain amount of money, then I'm almost certain you must be one of those sheep you talk of. No matter how many missions you do, nor how fast or slow you do them, the payout is all relative to the time played and, therefore, limited. It's even more obvious when compared to the fixed payout system prior to the patch.

 

You will point out that R* decreased the payout on a few missions and point to that as proof of your conspiracy yet will fail to mention all the missions where payouts were dramatically increased.

R* could have easily made payouts across all missions increased and based on a fixed payout system. This would have made lesser missions just as desirable to play, while not limiting the amount of money a player can make in a set amount of time. Seeing that you're content with whatever crap R* shovels down your throat, however, you would never go for such a sensible plan such as this. Instead, you'll defend to the death R*'s ability to barely fix what shouldn't have been broken in the first place.

 

The truth of the matter is R* increased far more payouts then they decreased while also adding 10k to the survival payouts. That fact is never brought up it's always RR pays less R* is forcing us to buy cash cards.

Oh wow, they did what they should have done from the very beginning of the game and increased payouts? Well sh*t, give them a f*cking medal! Too bad this does nothing to address the main complaint of MPH being capped as well as this would have been equally as possible without the time-based payout system (see above).

 

It's funny that you'll mention R* increasing mission payouts yet will fail to mention that the mission payouts shouldn't need fixing in the first place, or that the way in which they were fixed was one of the laziest methods in which to do so. Really? A one-size-fits-all time-based payout system, and one that limits how much cash you can effectively make in a set amount of time? Wow, aren't we lucky! :rol: R* f*cked up something as essential as mission payouts instead of individualizing each payout respective to their missions. Then they give us this crap. That you're okay with any of that is distrubing.

 

P.S. No one cares about RR being nerfed. If it hasn't been made abundantly clear from the previous sections of my post, we care solely about our ability to earn money more quickly being nerfed. That doesn't prove the whole shark card "conspiracy", but it does lend to it.

 

You can twist facts all you want and the ignorant sheep will swallow it without asking questions but anybody with a shred of intelligence will see right through it.

I don't know. It's natural to be skeptical, but to blindly swallow whatever "fix" R* throws your way without asking questions, solely because it benefits you? Sounds like you're the sheep here, no? Funny you should insinuate that you are, at all, intelligent. I don't even see a shred of intelligence within your post, so could you please try again with the condescending bullsh*t?

 

 

50d374ede3594f9202ec8ac87bc7ba7c31a8b401

 

 

Besides you say missions are capped but they can actually pay more now. I've gotten 19k out of RR, Titan, Handle With Care, and Cathouse on solo play by simply taking my time when doing the mission and doing it proper, not blowing though it in 5 minutes with a tank/buzzard. So your claim that mission are capped is a flat out wrong statement when they all pay more, even jobs like RR. It only depends on how you play.

Payouts are capped in how much money you can effectively earn in a given time. You used to be able to make 200-300k an hour prior to the 1.16 patch. I dare you to make that much now using the new payout system; except you won't, because you can't.

Edited by NBAKingzFan10
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Miss Malevolent

I'd rather they added new contact missions with more player capacity...than revamp the older ones.

 

I'm tired of bandaids and patches on the old sh*t...make new sh*t.

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Also, OT: I wish we could have up to 16 players like someone said earlier. More players just give missions that certain immersion that isn't as effective when it's just 2-3 or even playing solo. I'm all for adding additional missions in which 6-8+ players can join in. Only issue I could foresee would be filling the mission lobbies, and maybe some trolls, but it could make for an interesting and entertaining experiment, nonetheless.

Edited by NBAKingzFan10
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I'd say no, for a few reasons: first, with just 4 players required, it is much easier to fill up a lobby whether with friends or randoms, and you're not stuck waiting around, second, increasing the player count would mean increasing the difficulty & number of enemies, which would mean that smaller groups - or people who wanted to solo missions - would be at a disadvantage, and complain; thirdly, more players per missions would mean fewer overall available for matchmaking, which would increase the waiting times for a lot of lobbies, getting rid of one of the advantages of smaller player requirements.

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