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Double $ = Proper Pay Rate


Eggobites90
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Arrows to Athens

PS4 in rest mode overnight, turned it on again and have been playing the last hour or so, still pulling x2 $ and RP. Can definitely confirm NateAssasin's post. Still paying out double.

 

OT: I agree the payouts need a good re-balance, with the new DLC so expensive and only getting chump change for the work required on some contact missions, it can't hurt. I've got no problem with having to grind out job after job to make $ but with the outrageous cost of DLC items, getting paid next to nothing really kills the whole buzz for me, especially when playing time is limited. The last 5 days have been very enjoyable and I'm glad I finally got to buy a lot of the things I've wanted for quite a while.

 

I know there's good money in VIP work but that's not everyone's cup of tea. Instead of adding a new adversary mode every few weeks they should buff payouts across the other jobs, that'd get people playing again.

If they ever do so, they better re-balance the payouts on LG, too.

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What I hate most is getting paid LESS if you finish the mission faster. So in essence, if you're good, you deserve less, logic R* pulled here really is a slap in the face. Payouts should be at standard rates, with maybe some +/- depending on succes.

Missions are way to easy. You got Pegasus vehicle access, you are allowed to die, you got an additional life. Finish the Lamar missions quick and without car damage and you will get paid for being good. Good luck. Everyone would grind some easy Gerald or Simeon missions and/or RR if there was a base payout. It's less exploitable the way it is and more enjoyable for the majority of players.

 

First of all, if I do use a Pegasus vehicle, I earned it. Second, then they should make (some) missions harder, with no extra lives, and spike payouts on them, if that's an issue.

 

I don't care what everyone would grind, I LIKE doing missions, and I don't like repeating them, so I like to select at random. I have decent amount of money on my bank account, so when I fire up GTA I do it because I want to have some fun, not to grind, I hate the so called "grind."

 

But gettin less for doing it faster seriously pisses me off. So I should play with a stopwatch in my hand or what? Terrible.

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I completely agree on "4 minutes limit". There are quite a few missions that can legitimately done in way less. It sucks to wait for it, but I have developed a habit of checking the game time from the phone when i start a mission. Just add two hours, and you are getting paid better. But if you'd get excactly same money if you finish a job in a minute or four, it would be great. Then the payment could creep up steadily.

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Classic thread. Rock Star's thanks for releasing multiple double payout sessions is for people to complain they don't get them more often.

There are plenty of us still here from GTAO's launch day that can 100% agree that the modern payouts on missions (and even DM's, races, etc) are sh*t compared to what they used to be. Rooftop Rumble, Docks to Stock, Trash Talk, and all of those high-level missions used to pay $23,000 upon completion, then R* nerfed those payouts to $17,500. Come around the Hipster update, this "take your time to make more money" payout system came out and the whole community got extremely sour about it, me included.

 

It didn't help that things started to get substantially more expensive after the Beach Bum update. As things got more expensive, the payouts started to drop, making grinding more and more tedious. With this double money event, speed-running through a mission like Trash Talk actually gave roughly the mission's original payout, which is pathetic when put into perspective. I guess R* wanted us to keep playing the game by making it take longer to get rich, but this wasn't the right course of action.

 

As of now, heists are the only viable way of making large amounts of money, given that there's not a single event happening when you do said heist. Since there are only 5 heists, this can get boring very, very quickly.

Edited by Sir Michael
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Classic thread. Rock Star's thanks for releasing multiple double payout sessions is for people to complain they don't get them more often.

There are plenty of us still here from GTAO's launch day that can 100% agree that the modern payouts on missions (and even DM's, races, etc) are sh*t compared to what they used to be. Rooftop Rumble, Docks to Stock, Trash Talk, and all of those high-level missions used to pay $23,000 upon completion, then R* nerfed those payouts to $17,500. Come around the Hipster update, this "take your time to make more money" payout system came out and the whole community got extremely sour about it, me included.

It didn't help that things started to get substantially more expensive after the Beach Bum update. As things got more expensive, the payouts started to drop, making grinding more and more tedious. With this double money event, speed-running through a mission like Trash Talk actually gave roughly the mission's original payout, which is pathetic when put into perspective. I guess R* wanted us to keep playing the game by making it take longer to get rich, but this wasn't the right course of action.

As of now, heists are the only viable way of making large amounts of money, given that there's not a single event happening when you do said heist. Since there are only 5 heists, this can get boring very, very quickly.

Missions were one hell of a lot more fun when payout was performance and skill based. Playing missions while idling, reading forums or taking a piss just to reach the most efficient 4 minute payment is ridiculous.

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For those complaining about the time based missions, you'd seriously want things to go back to only a handful of Contact Missions being worth their time to play vs being able to play any contact mission without worrying that it pays drastically less than another? The time payouts corrected a lot of issues from the old system.

 

You also can't look at the end pay to determine that idling around gets more money. To simplify it I'll show the results of the dollar per minute while not including the Rank/Difficulty/Player bonuses:

 

Equation:

 

$6000 × t ÷ m = $

 

t = current time bonus

m = minute for the time bonus

 

0 min - $600

1 min - $1,500

2 min - $1,500

3 min - $1,500

4 min - $1,500

5 min - $1,200

6 min - $1,200

7 min - $1,029

8 min - $1,050

9 min - $933

10 min - $960

11 min - $873

12 min - $900

13 min - $831

14 min - $771

15 min - $800

16 min - $750

17 min - $706

18 min - $667

19 min - $632

20 min - $600

 

 

As you can see the $ per minute is the same if you're taking 1-4 minutes to finish it. (Barring load times.) Taking longer to complete it lowers your $ per minute played. Players with more skill do get rewarded with a higher $ per minute than those with less skill that take longer, or those that idle just to see a bigger number at the end.

 

Here's a few things I think Rockstar might be more likely to add, opposed to restructuring the payouts:

 

-Higher Ranking Contact Missions, up to 150

-25% Free Aim bonus applied to cash

-25% First Person Bonus

-Soft Core Difficulty - x0.50 - infinite lives + impossible to destroy/kill the mission objective

-Very Hard Difficulty - x1.75 - no lives

-Hard Core Difficulty - x2 - no lives + no PV + contact abilities locked

 

Blow Up II for example played solo, on Hard Core + Free aim + First Person in 4 minutes would look like:

 

(6,000 + 20 ×20) x 2 x 1 x 1 x 1.25 x 1.25 = $20,000

 

Instead of the current:

 

(6,000 + 20 × 20) × 1.5 × 1 × 1 = $9,600

 

That would further reward players with more skill, opposed to those that rush through everything with the Savage or Armored Kuruma.

 

Oh and for comparison using Blow Up II again. When the old hard pay was locked at $2,250. The $ per minute was:

 

1 min = $2,250

2 min = $1,250

3 min = $750

4 min = $563

 

Meanwhile the current is:

 

1 min = $2,400

2 min = $2,400

3 min = $2,400

4 min = $2,400

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For those complaining about the time based missions, you'd seriously want things to go back to only a handful of Contact Missions being worth their time to play vs being able to play any contact mission without worrying that it pays drastically less than another? The time payouts corrected a lot of issues from the old system.

 

You also can't look at the end pay to determine that idling around gets more money. To simplify it I'll show the results of the dollar per minute while not including the Rank/Difficulty/Player bonuses:

 

Equation:

 

$6000 × t ÷ m = $

 

t = current time bonus

m = minute for the time bonus

 

0 min - $600

1 min - $1,500

2 min - $1,500

3 min - $1,500

4 min - $1,500

5 min - $1,200

6 min - $1,200

7 min - $1,029

8 min - $1,050

9 min - $933

10 min - $960

11 min - $873

12 min - $900

13 min - $831

14 min - $771

15 min - $800

16 min - $750

17 min - $706

18 min - $667

19 min - $632

20 min - $600

 

 

As you can see the $ per minute is the same if you're taking 1-4 minutes to finish it. (Barring load times.) Taking longer to complete it lowers your $ per minute played. Players with more skill do get rewarded with a higher $ per minute than those with less skill that take longer, or those that idle just to see a bigger number at the end.

 

Here's a few things I think Rockstar might be more likely to add, opposed to restructuring the payouts:

 

-Higher Ranking Contact Missions, up to 150

-25% Free Aim bonus applied to cash

-25% First Person Bonus

-Soft Core Difficulty - x0.50 - infinite lives + impossible to destroy/kill the mission objective

-Very Hard Difficulty - x1.75 - no lives

-Hard Core Difficulty - x2 - no lives + no PV + contact abilities locked

 

Blow Up II for example played solo, on Hard Core + Free aim + First Person in 4 minutes would look like:

 

(6,000 + 20 ×20) x 2 x 1 x 1 x 1.25 x 1.25 = $20,000

 

Instead of the current:

 

(6,000 + 20 × 20) × 1.5 × 1 × 1 = $9,600

 

That would further reward players with more skill, opposed to those that rush through everything with the Savage or Armored Kuruma.

 

Oh and for comparison using Blow Up II again. When the old hard pay was locked at $2,250. The $ per minute was:

 

1 min = $2,250

2 min = $1,250

3 min = $750

4 min = $563

 

Meanwhile the current is:

 

1 min = $2,400

2 min = $2,400

3 min = $2,400

4 min = $2,400

Low lvl missions arent supposed to pay anything much. Thats the reward you get for leveling up and even without adding more missions Id rather go back to a handfull of high paying missions than the current situation of having only crystal 3. The reality now is that unless your idling up to 4 minutes youre wasting time/money/life. Id go back to grinding mixed with coke for 13k in 30 seconds anyday.

Edited by elfoam
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Sinking in yet again how disappointing the original payouts for some of the higher ranked missions are.

 

Extradition... 12.6k

Los Santos Connection... 18.5k

 

Yikes.

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Much of the problem would go away, if you'd get same money from 1 to 4.59 mins. Being swift, you can solo quite a few missions under the 4 minute barrier and it does suck to loiter around. After 5mins, money progression could be as is. Then you would get the maximum payment by being fast, but you would at least get extra money if you play longer.

"You get paid more by being slow"-argument doesn't add up after magical 4-5 minute barrier.

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They just do it to get people to play for more time, so they can't complain they didn't get their money's worth. It's rather pathetic really.

.

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The mentioned hardcore difficulty is already there, only the payout is sh*t. The new Lamar missions payout should be doubled, no doubt. Still bothers me how those were messed up. They were not even 2x money last thursday. And on the 2x money day for Lamar missions, it was pretty hard to find decent players for them. The problem is, the low levels start the campaign at rank 12, have no clue what to do, damage the cars before they even get in. Higher levels rather go AFK on Los Santos Connection. It's a shame, because the mission design is superior to the old contact missions. But people complained more about the dying limit than about the payout.

Pretty much the same with heists. If you want to be "good" and get paid well, there are plenty of setups which can be done in five minutes and less. Not to mention the easy finales.
And if money is such a big issue for people, they seriously must have done something wrong during the last weeks. I made over 50 mil since the Executives DLC, max. 2 mil came from PS finale and I also shared up to 3 mil. It was just insane how the bankroll went up, while my main focus was playing for fun.

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Would wanting the "Double money from Simeon car exports" be asking for too much? After all you can only do it once a real life day?

 

Or at least... 20-50% more?

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Simeon is designed to be a greedy bastard. Do it like Franklin and Lamar, f*ck him. Even 2x money on a F620 would not be fair enough. Only thing worse in FM was Geralds target vehicles. What was it? 1500$?

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Geralds freeroam car deliveries make a bit of sense if waiting for vip timer or event to start. Haven't done five this year anyhow.

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That double $ & RP thing made me realize how sh*tty the payouts on missions are. What a joke. They gotta bring that 'event' back like every 3 months or something. That can't be asking too much.

Edited by Hotband
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Back in the day we had to do all that sh*t for gerald and we used to get like 1 grand remember?

Oh please don't remind me!
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They just do it to get people to play for more time, so they can't complain they didn't get their money's worth. It's rather pathetic really.

.

I think they did it because why should a mission that can be completed in 30 seconds pay more than a mission that takes 5-10 minutes to complete. This way missions that take more time pay more, while missions that take less time pay less.

 

The mentioned hardcore difficulty is already there, only the payout is sh*t.

The hardcore difficulty I'm suggesting isn't the same as heists or lowrider missions. The mission wouldn't instantly fail if one person dies. Instead you start with 0 lives + no contact abilities/pv. The added Hardcore option to regular Contact Missions would increase the payout by x1.5 over Hard. Combine that with a x1.25 bonus for Freeaim and a x1.25 bonus for First Person and missions would pay the same as during x2 events, but take more player skill to pull off. (Since players wouldn't have access to their Savages on hardcore, they'd be taking longer to beat the missions, resulting in more money.)

 

Speaking of Heists and Lowrider missions, I think the main frustration with them is correct. Mission failure shouldn't be if everyone dies. It should be up to the remaining players to pickup the slack and figure out a way to finish the objective. They either die trying or suicide if it's impossible. They all could be finished if one person is left alive, just like contact missions. I can't tell you how many times

Peace Offering was failed because someone died on the final wave. Or imagine if on Pacific Standard you had to choose between going back for the money bag if the person carrying it died or finishing the mission. (Like on the jewelry store job in single player.) Meanwhile it's no sweat if a non money carrier crashes and dies or doesn't make it to the bikes.

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I understand that people think longer missions should pay more, but if you happen to be awesome at a mission and complete it quicker than most, you shouldn't be paid less than someone getting up to make a sandwich.

Edited by Eggobites90
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I understand that people think longer missions should pay more, but if you happen to be awesome at a mission and complete it quicker than most, you shouldn't be paid less than someone getting up to make a sandwich.

Yes and no. If you find a way to do a mission superfast by some sort of a bug, you oughta stay poor. If you are great, it shouldn't be a punishable attribute.

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JohnDoe7125539271

 

 

 

 

Good thing I left my game on all night from yesterday so I still have double RP + $ on all contact missions.

 

Is... that how it works? I don't think it's how it works. I would be very surprised if that's how it works.

 

Well I woke up today, looked in my job page and it still lists them all at 2x RP and 2x $.

 

 

It'll still list them as double RP/$ but does it actually pay double?

 

Yes, it continues to run the double pay tunables so long as you leave the console on rest mode instead of turning it off, and as long as you stay in gta online. Anyway , on topic, i think double pay would be too much, but 50% more would be reasonable. Additionally, i think they should reballance the time\payout scale, to make it EVEN clearer that it's better to work fast rather than to wait 15 mins.

 

 

What if i join him, do i get double pay too? Could someone keep them active for weeks this way?

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Nope, if someone who still has x2 plays with someone who doesn't, it updates something which takes it away. If someone even spectates playing, it takes x2 away. Any contact with other players ends x2.

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