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Things the R* needs to remove from GTA.


American Viking
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American Viking

1) Scripted car chases. GTA IV had them and GTA V is plagued by them. Examples include the missions Franklin and Lamar, Chop, Father/Son, Fame or Shame, and many of the heist that involve escaping via vehicle. Each of these missions and others are ridden with scripted vehicles to obstruct you, explosions, and alot of other Michael Bay esque situations. These make the car chases feel very linear. I think it should only be you and the car you're chasing to give it that authentic feeling and the feeling of possibilities knowing anything can happen.

 

2) Visible bullet wounds. This one here is new to the GTA series and I hope by GTA VI it's a thing of the past. It just looks utterly ridiculous running around with bullet wounds on your protags head and body, especially when you trigger a cutscene and they're still there.

 

3) Hospital respawns. Now this is in every GTA I've played. We die and wake up outside the hospital but I propose something different. What if...instead of dying and respawning, the game rewinds itself to moments before we died to give us another opportunity. I'm not talking about checkpoints here bc they only exist during missions. I mean in free roam as well.

 

4) Special Abilities. To be blunt I hate them. GTA's are already fairly easy and with the addition of superman Rage mode and copy/paste Max Payne slow mo, it's on a ridiculous level of simplicity.

 

5) Peds who're 911 happy. You all know about this one.

 

If you can think of anything else that annoys you as well, I'd love to hear it.

Edited by American Alpha
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Algonquin Assassin

-Restrictions like not being able to draw out weapons inside of certain interiors, being forced to walk etc. All of this stuff made GTA V feel dictating.

 

-Locked interiors after missions. Sometimes I'd like to explore them further R* thank you very much.

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1.characters automatically changing clothes. why let me customize a character if he wont even stay like that?

 

2. dictating outfit styles by character. why do i have to buy clothes that supposedly are supposed to 'fit' my characters personality. if i want to dress trevor like a gangsta i should be allowed to.

 

edit - 3. deep stories. i want to play a video game, not a real life family problem simulator. i actually had to drive michaels family to a therapy session as a mission. wtf?!

 

4. r* needs to tone down with the american culture parody. III was just hilarious, VC was just as good. SA was funny but started getting political. IV was way too political and not very witty. V was just R* trying too hard and it failed miserably.

 

5. stock market and cell phone crap. again im playing a video game. not a reality simulator.

 

6. dogs. no i dont want to play as a dog much less have to train a virtual dog

Edited by elscuberino
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don ovdi' island

GTA 5 from the series. lets just pull a "Driver" series and say that game never existed.

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The Dedito Gae

2. dictating outfit styles by character. why do i have to buy clothes that supposedly are supposed to 'fit' my characters personality. if i want to dress trevor like a gangsta i should be allowed to.

make sense, they can't create a whole warddrobe full of ugly clothes for every character, i'm sure that you wouldn't dress like an old man so why Trevor would dress "gangsta"?

.

 

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GTA 5 from the series. lets just pull a "Driver" series and say that game never existed.

 

Cute.

 

I think R* could stand to remove the health/armor bars from the HUD. Maybe add something a little more noticeable to show character damage, while still being appealing and informative?

I thought RDR's system for showing damage was pretty neat.

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Algonquin Assassin

 

2. dictating outfit styles by character. why do i have to buy clothes that supposedly are supposed to 'fit' my characters personality. if i want to dress trevor like a gangsta i should be allowed to.

make sense, they can't create a whole warddrobe full of ugly clothes for every character, i'm sure that you wouldn't dress like an old man so why Trevor would dress "gangsta"?

.

 

 

 

I can see where's he's coming from though. I'm not the biggest fan of San Andreas, but the clothing choices in that game were impeccable. Want to dress up like a cowboy? No problem. Want to be a gangsta? Sure. Personally I wouldn't dress Trevor or Michael as gangstas, but I don't see anything wrong with the choice to.

 

I'm more baffled if this was R*'s reasoning why Michael can't wear/buy hats. Before GTA V's release I always envisioned Michael as some classic mafiaoso type character and was looking forward to dressing him up like Al Capone, but my hopes were dashed.:(

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1) Scripted car chases. GTA IV had them and GTA V is plagued by them. Examples include the missions Franklin and Lamar, Chop, Father/Son, Fame or Shame, and many of the heist that involve escaping via vehicle. Each of these missions and others are ridden with scripted vehicles to obstruct you, explosions, and alot of other Michael Bay esque situations. These make the car chases feel very linear. I think it should only be you and the car you're chasing to give it that authentic feeling and the feeling of possibilities knowing anything can happen.

 

2) Visible bullet wounds. This one here is new to the GTA series and I hope by GTA VI it's a thing of the past. It just looks utterly ridiculous running around with bullet wounds on your protags head and body, especially when you trigger a cutscene and they're still there.

 

3) Hospital respawns. Now this is in every GTA I've played. We die and wake up outside the hospital but I propose something different. What if...instead of dying and respawning, the game rewinds itself to moments before we died to give us another opportunity. I'm not talking about checkpoints here bc they only exist during missions. I mean in free roam as well.

 

If you can think of anything else that annoys you as well, I'd love to hear it.

1) I somewhat agree. I kinda like the scripted obstacles and such(though It's pretty annoying how they make the smallest scripted obstacle with the weight and density of a tank) but what really annoys me about the scripted chases is that no matter how good or fast you drive you can never catch up to whoever you're chasing. You could be in a Zentorno driving like a formula 1 racer yet the guy you're chasing has absolutely no problem avoiding you because he has a magic flying f*cking Harry Potter car(obviously exagerating but you get the point). It should be that you CAN catch and stop them before the scripted end of the chase but it takes good driving to do so.

 

2 )Again, I somewhat agree, it's pretty stupid to have bullet wounds in your face and be walking around like it ain't no thang. My solution(though some people will most likely disagree) is to have a headshot on your character be an instant death, and have any other bullet wounds that aren't on the head fade away after a minute or so. Or be able to call an ambulance and pay the paramedics to heal you.

 

3) I'm with this, there should be an option on the wasted screen to either let it be and respawn at the hospital like normal or to rewind a certain amount of time and try to avoid the death, that would be cool.

 

As for what people have said about clothing, I'd be all for at least all 3 protags being able to buy the exact same clothes. I mean there are already clothing choices for each of them that suit them absolutely zero percent yet they're still available, so why can't they all just buy anything that's available to the other protags as well?

On a side note, I wish I could get Trevor a cowboy hat like the online characters have, his bald spot is an eyesore and I'm not much of a fan of the trucker hats on him.

Edited by 79'Blazer4x4
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American Viking

 

 

2. dictating outfit styles by character. why do i have to buy clothes that supposedly are supposed to 'fit' my characters personality. if i want to dress trevor like a gangsta i should be allowed to.

make sense, they can't create a whole warddrobe full of ugly clothes for every character, i'm sure that you wouldn't dress like an old man so why Trevor would dress "gangsta"?

.

 

 

 

I can see where's he's coming from though. I'm not the biggest fan of San Andreas, but the clothing choices in that game were impeccable. Want to dress up like a cowboy? No problem. Want to be a gangsta? Sure. Personally I wouldn't dress Trevor or Michael as gangstas, but I don't see anything wrong with the choice to.

 

I'm more baffled if this was R*'s reasoning why Michael can't wear/buy hats. Before GTA V's release I always envisioned Michael as some classic mafiaoso type character and was looking forward to dressing him up like Al Capone, but my hopes were dashed. :(

 

Exactly my line of thought. I wanted to put Trevor in a cowboy hat, have Franklin wear bandanas on his head, and give Michael sort of a Mafia esque attire as well. Unfortunately these are not possible. Ironically though, Trevor can wear dresses. Go figure.

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I'd remove the boring Mini-games, for an improvised race challenges, and an indefinite level of side-missions with increasing stages of difficulty ( similar to vigilante )

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universetwisters

Missions that you absolutely have to complete a certain way, rather than improvising as you could in III.

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I've got a few more to add to the mix:

 

* Characters taking too long to get into cars. For instance, if the cops are after you, why are they walking around like they haven't a care in the world? Also, characters taking too long to follow you - why shouldn't we leave them behind?

* Terrible pedestrian AI. Not everyone has to be a bad driver.

* Players not being able to take initiative on missions. Surely they want to explore multiple ways of completing a mission?

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don ovdi' island

Missions that you absolutely have to complete a certain way, rather than improvising as you could in III.

 

 

 

* Players not being able to take initiative on missions. Surely they want to explore multiple ways of completing a mission?

 

jeez what do y'all not understand, that would require NOT holding your hand throughout the game and since most of the player base is kids they'd never get past most of the missions… then R* would have to deal with a bunch of pissed off kids.

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GTA 5 from the series. lets just pull a "Driver" series and say that game never existed.

 

Cute.

 

I think R* could stand to remove the health/armor bars from the HUD. Maybe add something a little more noticeable to show character damage, while still being appealing and informative?

I thought RDR's system for showing damage was pretty neat.

 

nah the best injury system I think is in The Getaway and The Getaway Black Monday, because even though you have absolutely no HUD you can tell how bad your protagonist is by checking his/her bloodstains and limping

 

example:

check from minute 5 onwards

 

ot: things to remove: linearity

Edited by matajuegos01
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Homemade Dynamite

Everything that dictates how you play the game in an arbitrary way. R* practically introduced the concept of choice in how you play the game with the 3D era GTAs, why does that concept allude them here?

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Missions that you absolutely have to complete a certain way, rather than improvising as you could in III.

I second this.

 

I mean, bring back the goddamn freedom. That's why I play GTA, I want to do things my own way.

 

EDIT: Girlfriends. I know they are absent in V, but just in case if they want to reuse them in the future.

 

If R* really wants to satisfy all the marimacho fans who think your character needs a girlfriend to be bad*ss, at least make just one mandatory for 100% and all the others being completely optional.

Edited by Nicolas Chiribelo
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Did you see the frightened ones? Did you hear the falling bombs? Did you ever wonder...

CslLPae.png

...why we had to run for shelter when the promise of a brave new world unfurled beneath a clear blue sky?
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The Mission Passed tally/score system that started in TBOGT. Furthermore, remove the heavy linearity of the missions.

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Homemade Dynamite

I find it funny how R* hyped GTA V as having more freedom than ever when it's easily the most linear game in the series, both on and off mission.

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The Mission Passed tally/score system that started in TBOGT. Furthermore, remove the heavy linearity of the missions.

Agreed, the mission passed screen is annoying as hell. Numerous times after completing a mission I've spotted a nice or rare car and am going for it when that thing pops up, forcing me to walk and allowing the car to get away.

Also, what's with the "expand" option on it? I've hit that quite a few times by accident and it does nothing but take you off of that screen just like the "ok" button does. Is there really a need for two choices that do the exact same thing?

Edited by 79'Blazer4x4
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Losing races because you killed another driver or something or because he accidentaly drove into a gas station. Seriously, who didn't have fun in SA leaving the vehicle and miniguning all incoming drivers and then waiting for them to respawn and do all over again :lol:

Edited by B Dawg
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LateNightNeons

HUD. It's an outdated concept spending half the time you play staring at your minimap/healthbar. Other games managed to provide these informations without braking the immersion.

Edited by LateNightNeons
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HUD. It's an outdated concept spending half the time you play staring at your minimap/healthbar. Other games managed to provide these informations without braking the immersion.

So, you would suggest checking the map via a map application in the smartphone? I would not mind that, provided it was optional for those who prefer the old way of navigation.

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@American Alpha, i must say you have really good ideas about what good GTA should look like. Respect to your comments.

Those things you wrote are indeed the most frustrating.

 

About hospital respawnings, they should make this like in RDR where when you die, you just start from a point before the death.

Of course, rolling back the time is still totaly unrealistic but it makes a little less stupid feeling than waking up in the hospital after the most brutal dead.

 

I might add one thing for which i PERSONALY think R* should put it to rest once and for all. I think most of you will disagree with this but i`ll point it out anyway;

-colectables. Am i the only one who thinks these little colectable features (be a spaceship part, package or a pigeon to kill it`s all the same) are the most anoying, meaningless and time consuming activities in GTA?

I hope at least someone will agree with me on this one.

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1.characters automatically changing clothes. why let me customize a character if he wont even stay like that?

 

2. dictating outfit styles by character. why do i have to buy clothes that supposedly are supposed to 'fit' my characters personality. if i want to dress trevor like a gangsta i should be allowed to.

 

edit - 3. deep stories. i want to play a video game, not a real life family problem simulator. i actually had to drive michaels family to a therapy session as a mission. wtf?!

 

4. r* needs to tone down with the american culture parody. III was just hilarious, VC was just as good. SA was funny but started getting political. IV was way too political and not very witty. V was just R* trying too hard and it failed miserably.

 

5. stock market and cell phone crap. again im playing a video game. not a reality simulator.

 

6. dogs. no i dont want to play as a dog much less have to train a virtual dog

This!OMG i hate this. I spent like 15 minutes dressing that asshole Franklin the way i like and when i`ll switch to him after a while he will again be in that stupid f*cking hat, that i-want-to-puke-on-your-terrible-f*cking-style kind of stripped suit or that ridiculous white shirt over a T-shirt.

 

f*ck it man, or with Trevor, no matter how i`ll dress him he will still be in that disgusting white trailer T-shirt with blood stains on it.

 

Ow f*ck this man!!

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HUD. It's an outdated concept spending half the time you play staring at your minimap/healthbar. Other games managed to provide these informations without braking the immersion.

Actually, you can turn the HUD off from the game's menu.

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zbhEXO6.png

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HUD. It's an outdated concept spending half the time you play staring at your minimap/healthbar. Other games managed to provide these informations without braking the immersion.

Actually, you can turn the HUD off from the game's menu.

 

I wonder how could someone escape 4 or 5 stars in V with HUD turned off. Some people say they do but i have yet to see that expert.

Just listening to the sirens isn`t enough. Especially when the helicopters come in.

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American Viking

@American Alpha, i must say you have really good ideas about what good GTA should look like. Respect to your comments.

Those things you wrote are indeed the most frustrating.

 

About hospital respawnings, they should make this like in RDR where when you die, you just start from a point before the death.

Of course, rolling back the time is still totaly unrealistic but it makes a little less stupid feeling than waking up in the hospital after the most brutal dead.

 

I might add one thing for which i PERSONALY think R* should put it to rest once and for all. I think most of you will disagree with this but i`ll point it out anyway;

-colectables. Am i the only one who thinks these little colectable features (be a spaceship part, package or a pigeon to kill it`s all the same) are the most anoying, meaningless and time consuming activities in GTA?

I hope at least someone will agree with me on this one.

Thanks for the kind words, sir. The collectables are annoying to collect but I give props to R* for at least working them into some form of believable story (e.g., a ripped up confession letter scattered throughout LS to solve the murder of Leonora Johnson, or the sick pigeons that need be exterminated in LC) unlike the older games. I do find them irritating in regards to getting 100% on the game. I think getting all of the collectables should provide a reward but not a requirement of 100%.

Edited by American Alpha
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The Dedito Gae

jeez what do y'all not understand, that would require NOT holding your hand throughout the game and since most of the player base are CASUALS they'd never get past most of the missions… then R* would have to deal with a bunch of pissed off CASUALS.

fixed for you

let's be honest, R* never thinks in the kids when creating a game (Trevor and full nude titty joints say hi), only in the f*cking casuals that cried her tits out when IV came out.

HUD. It's an outdated concept spending half the time you play staring at your minimap/healthbar. Other games managed to provide these informations without braking the immersion.

you're serious?

that's one of the defining concepts of gta, the hud with the fist and the displayed gun, the radar map, the money,th- you really didn't thought this one very much!
Edited by Midnight Hitman
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LateNightNeons

Maybe I wasn't clear enough. I didn't mean to simply turn off the HUD (I know you can do that already), but find a way to be less dependent on the HUD and focus more on the action. The information is still given to you but through other means.

 

Just to give an example, when you're driving to a mission you have to stare at the mini map on bottom left corner to see the route, on first person driving they can offer windshield navigation display, just like in modern cars. When you take damage make it so it's more visible on your character depending on the amount of heath left, so you can tell how much health you have at any given moment simply by looking at your character without having to look at a bar or a number at the corner of the screen.

 

I am not saying to simply turn everything off and leave you blind, but rather incorporate HUD elements into the actual game or at least make staring at the HUD less of an issue by providing alternatives.

 

I do feel that it is getting outdated and other games such as Metro series or Deadspace series found ways to provide information in more immersive ways.

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