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In My opinion, the main problem with GTAO


Trevor Philips Inc
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Trevor Philips Inc

Is the complete clusterf*ck of explosives and deadly weapons + vehicles that are allowed to terrorise lobbies. The FaFF update on paper was a great idea and aside from the pathetic lack of incentive for bodyguards the idea was solid.

 

You can make a lot of money so long as you successfully pull off sales. And the risk factor of losing it all can make it really competitive and entertaining. So that as a standalone is perfectly fine.

 

 

The main problem with this update and ANY other future update that revolves around a public lobby and competitiveness is that GTA players now have access to ridiculous firearms and vehicles that require no skill and completely ruin everything they touch. I can't honestly suggest a fix for this because it's too late now but to me a lobby that has a lot of player vs player elements would be infinitely more exciting, tactical and rewarding without any pathetic weapons of mass destruction.

 

Shootouts, car chases etc would be finely balanced and much more challenging if guns were the be all and end all of the fight. Honestly when you introduce rocket launcher spam, mini guns, f*cking army jets and tanks you will never have a finely balanced product because at any moment in time you can fall victim to a ridiculous explosive spam, coupled with close spawn times it turns in to something rage inducing as opposed to something fun.

 

This goes for any future updates like this, you have two options. They take place in their own game world I.E Heists, which takes away from the immersion of an 'open world' but is much more user friendly, or they take place in ridiculous public lobbies where all that happens is infinite waves of overpowered weapons and vehicles keep coming at you over and over again.

 

 

 

 

 

Here is two scenarios.

 

A) During FaFF / any other public objective based missions, players can keep coming at you with explosives, spamming rockets/jet cannons/tanks/sticky bombs at you, when said vehicles are destroyed players can reclaim them instantly, players will spawn very close by and killing them is essentially delaying them for a few seconds. The entire 'firefight' is just an explosive f*ckest.

 

B) During FaFF / any other public objective based missions, players have to actually win a shootout with opposition players and respawns are much further apart, ensuring you can actually WIN a firefight instead of getting roped in to a never ending explosive battle with no real winners. This would actually make use of the map and you would have to work as a team to break another team down.

 

 

I would pick B every day of the Week.

 

 

Now I'm not saying GTA has to evolve completely in to something extremely serious in all aspects, i'm fine with your general mayhem lobbies with everybody showing off their flashy over priced weapons/vehicles etc. But when you try and introduce more depth in to the game as they have tried with this update, the current stupid guns blazing everybody blows everything up model just fails miserably.

 

 

I rushed this post and I haven't even bothered sinking time in to this new update because the issue for me is the ridiculous arsenal of weapons at people's disposal and infinite nearby respawns that lead to a griefers wet dream. I'd like to hear peoples thoughts about this.

 

 

Basically just have your say on why you think the current way of playing is actually the best way or if you, like me think that updates such as FaFF and any other future ones simply do not work in a game world where you can easily ruin missions with overpowered weapons and bad respawns.

 

I personally don't see how GTAO can add much more solid game enhancing content with the way public lobbies are, short of letting us host our own lobbies which of course means the risk is too low and the reward will be too.

 

 

TL;DR objective game modes are ruined by an over abundance of explosives and deadly vehicles mixed with close respawns. Actual gun fights would be much more balanced and fleshed out.

 

 

 

 

=======EDIT=========

 

Came up with a rough idea on how to fix this, so i'll attach it to my OP so I don't have to redirect people to a post half way down a page.

 

 

 

Now I absolutely have zero expectations here and I'm not expecting anything to happen, but an idea I have goes something like this.

You have TWO sets of public lobby types, and obviously you can specify which type you want to join.

Set ONE is more or less like we see now. There's no real limit to what you can do. If it's in the game, and you have it, you can use it. Not much more has to be said about this lobby, anybody looking for a casual laugh or a griefing session or all out warfare can carry on doing this with no problems. Hell they can even remove bad sport from these lobbies if they want, but that's another topic. Basically, anything 'legit' goes. Do whatever you want. However FaFF and any other future high risk high reward PVP events do NOT take place in these lobbies. Or at the very least, you would be stupid to initiate them here but it's your choice so whatever.

Set TWO is a very different lobby. Now before I start this i'd say don't worry too much about debating each and every item ban, it doesn't have to be exact. But generally speaking this is what I'd want from this lobby type.

Any Pegasus vehicles that are remotely advantageous are out of the question. Be it tanks, jets, weaponised cars, trucks and helicopters etc.

Any and all Explosives are BANNED. Period. The only exception is if a particular mission requires you to use explosives to open a door or blow up a cargo ship. Then you can be provided with a sticky bomb to carry out this objective. These would not damage other players aside from yourself if you f*ck it up.

Gimmicky upgrades such as bulletproof tyres and basically anything that completely nullifies firearms in a stupid way are GONE.

Passive mode is banned

You get a 'class' of sorts. You will be provided with pretty much any pistol, SMG, AR, Sniper etc that you want. Hell you can even have free ammo in these lobbies. The class and ammo would of course be seperate between Lobby types.

Respawns are not only delayed for a few seconds they are very different from the standard lobby. You absolutely do not spawn anywhere near engaging distance from the person(s) that killed you. Obviously if you're the one defending a mission based objective you WILL spawn near your objective as you should rightfully have the spawn advantage over somebody assaulting you. Outside of missions, it applies for everybody.

So if you do win a gunfight, you really have won it. They will have to regroup and cover a mile or two before engaging you. Any insta spawning of harmless aircraft is not permitted. So no magical shortcuts. Personal vehicles that meet the lobby requirements are allowed. After all it still has to be fun.

Now this isn't too important but personally in these lobbies i'd like to see a reduced police presence, nobody wants a great team firefight ruined by constant infinitely spawning robo cops. Let's reduce the police force or even remove it all together.

Also now that griefing is actually part of the risk element and not just a troll in a jet, it does not need to be discouraged. If a group of assholes can successfully outgun a group of drug smugglers with a spawn advantage, then fair play. Risk is fine so long as the risk is manageable and not in the form of 100 rocket launcher esque rounds being sprayed from above.

Edited by Trevor Philips Inc
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Shabazz916

The prob with gta online is that ppl wanna be lone wolves and not join up so that ppl who terrorise lobbies are not bullied until they wanna leave.

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Trevor Philips Inc

Another thing i'd like to add is that if people can genuinely ruin your missions by out gunning you then so be it, that's where the risk is. It's much more tolerable than being rpg'd from across the map behind cover.

 

 

 

 

The prob with gta online is that ppl wanna be lone wolves and not join up so that ppl who terrorise lobbies are not bullied until they wanna leave.

 

 

Sadly that's not just a GTA problem, but where there is a massive lack of communication you can't realistically have people joining up consistently.

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Shabazz916

Another thing i'd like to add is that if people can genuinely ruin your missions by out gunning you then so be it, that's where the risk is. It's much more tolerable than being rpg'd from across the map behind cover.

 

 

 

 

 

The prob with gta online is that ppl wanna be lone wolves and not join up so that ppl who terrorise lobbies are not bullied until they wanna leave.

 

 

Sadly that's not just a GTA problem, but where there is a massive lack of communication you can't realistically have people joining up consistently.

 

Thats why i like dealing with mature ppl with mics.... I like ppp who wanna organize and get things done. Like i do

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blackindia

Completely agree OP!

 

Thats why I still rank GTA IV over V in terms of balance and amount of fun it gave me back then. It was simple altough not to much stuff to do sadly. Anyhow weapons was more balanced. You actually had use of the regular pistol. There was no bulletproof tires or armoured PVs. You could only carry 8 shots for RPG. Just one gun per slot. There was no passive, suiciding or KD. Police was less annoying and spawn could be set to Near, Medium or even Far. Also your character could crouch. I feel Rockstar failed to bring some very simple core elements with them from GTA IV.

 

GTA V is a great game, I play it every day. But its also very disturbing. In my opinion It would be a much cooler game with little less explosives and chaos. Instead more regular shootouts and car chases with tires popping. Visible guns instead of magic pockets and a gunstorage in your PV vehicle.

 

Its a f*cking comedy show sometimes when you fight over some object and the person you just killed spawns right next to you again and again.

 

Its hard to blame players when Rockstar themselves put all this things on purpose. Instaspawn a Buzzard right next to you, buy ammo from a interaction menu or go passive while getting a jet. Atleast what killed IV for me was all the modders f*cking up the game. Here we are practically given this things anyway. Like a lazy way to make players cheat less or I dont know what.

 

Also its very hard to keep track of everything with the lack of consistency and Rockstars strange restrictions. Example Oh no you cant buy snacks or soda because your on a VIP job or this vehicle that has super armour on heist is suddenly useless in freeroam and so on.

 

I love how they made so many activities in freeroam but it gets boring when you know everyone has access to every gun and vehicle in the game at any given time. I feel when someone shows up with a RPG you gonna think holy sh*t!!! instead of expect one in your face every time you peak around a corner.

Edited by blackindia
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Fantastic post by OP and agreed on all points.

 

We need a GTA:O community split along military and classic lines as soon as possible, or content like FAFF, which is great on paper and something free mode really needed, will continue to be ruined by the game's balance and power issues.

 

Imagine if you could actually traffic advanced weapons and vehicles and acquire them that way, rather than purchasing them forever from Pegasus and Ammu-Nation? Man, that would be sick! It would almost be like real crime!

Edited by Azarael
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Less explosiveness and craziness will only result from less pvp and more cooperative play. It doesn't take a genius to see that, period. However R* is doing a masterful job of manipulating simpletons through simple psychology; people get overly competitive whenever score is kept. Thus, keep them busy and wasting money. They'll waste $10k in rockets/bullets/armor to get 2k from blowing up a crate every damn time. The attacker loses his money, the CEO/VIP doesn't get much of his investment back and forgets about it, later on buying more shark cards for new cars in July etc; PURE PROFIT for R*.

Edited by rlk232
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Completely agree with the OP. When I saw the gameplay in the trailer for FFaF I was really hyped for a second... and then I remembered GTAO public sessions arent like that. Man it would be so much nicer to have actual car chases with guns instead of those fking sticky bombs.

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On one hand you're right, there is an awful lot of military-grade killing tools floating around in Freemode. Very annoying it can be!

 

On the other hand it's GTA, excess weaponry and over the top mayhem is in its DNA. :)

Edited by Phedersen
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This is why this game confuses me. It's almost as if rockstar don't know what to do with gta online. They keep trying to push the game towards competitive player vs player, but the game isn't suited for that. It can just be flat out completely unfair at times, because of the weapons and vehicles. I really don't understand what they are trying to do.

Edited by makoy
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fear_the_nut70

OP, what you suggest as the main problem I suspect is the EXACT reason a lot of people play it. At the heart, this is a PvP urban warfare game, and militarized weapons were a natural progression. What you are really saying is that you would like the weaponry limited in a fashion that would let you play the game the way you'd like to.

 

Me, it has to be the servers and the match making (and I know that they aren't going to fix that for V).

Edited by fear_the_nut70
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Explosives should be allowed but instant 5 stars, and jets and choppers should be followed by army lazers or buzzards.

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FlacidJack

This is why this game confuses me. It's almost as if rockstar don't know what to do with gta online. They keep trying to push the game towards player vs player, but the game isn't suited for that. It can just be flat out completely unfair at times, because of the weapons and vehicles. I really don't understand what they are trying to do.

IMO in R*s eyes they see PvP as an easy way to keep players making their own game killing each other over without the need for any additional content, just create a new mode and plop down some obstacles, done. Creating PvE content takes more time creating it and testing it as well as more issues when it comes to synching players and npcs using their horror let matchmaking servers.

I think R* want us to drop the whole PvE thing even though they built a game unfit for competitive PvP. It is strange.

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Or they can simply allow ceo's to get work done in other sessions, not just public. VIP could, so why not CEO?

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dial up peer to peer disaster. Races are bumper cars not actual races. Matchmaking with the power of nasa computers, Freemode was fun until heist vehicles were purchasable. With this update traffic feels like the Carmageddon mod.

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Trevor Philips Inc

Thanks for the opinions ladies & gents it's interesting to read peoples viewpoints on this.

 

 

One person spoke about how the military warfare was a natural part of GTA progression and the logical next step and I absolutely agree it was. But like everything it has it's own place and should be confined to certain lobbies. If you want to have a serious fleshed out PVP high risk high reward element these explosive/ultra damaging low skill based weapons have to take a back seat. I mean I can't remember the last time I had a fun car chase with bullets or a shootout with a clear winner and loser. It really is just a never ending (Until somebody gets bored and pisses off) mess.

 

 

 

 

 

Now I absolutely have zero expectations here and I'm not expecting anything to happen, but an idea I have goes something like this.

 

 

 

You have TWO sets of public lobby types, and obviously you can specify which type you want to join.

 

 

Set ONE is more or less like we see now. There's no real limit to what you can do. If it's in the game, and you have it, you can use it. Not much more has to be said about this lobby, anybody looking for a casual laugh or a griefing session or all out warfare can carry on doing this with no problems. Hell they can even remove bad sport from these lobbies if they want, but that's another topic. Basically, anything 'legit' goes. Do whatever you want. However FaFF and any other future high risk high reward PVP events do NOT take place in these lobbies. Or at the very least, you would be stupid to initiate them here but it's your choice so whatever.

 

 

Set TWO is a very different lobby. Now before I start this i'd say don't worry too much about debating each and every item ban, it doesn't have to be exact. But generally speaking this is what I'd want from this lobby type.

Any Pegasus vehicles that are remotely advantageous are out of the question. Be it tanks, jets, weaponised cars, trucks and helicopters etc.

 

Any and all Explosives are BANNED. Period. The only exception is if a particular mission requires you to use explosives to open a door or blow up a cargo ship. Then you can be provided with a sticky bomb to carry out this objective. These would not damage other players aside from yourself if you f*ck it up.

 

Gimmicky upgrades such as bulletproof tyres and basically anything that completely nullifies firearms in a stupid way are GONE.

 

Passive mode is banned

 

You get a 'class' of sorts. You will be provided with pretty much any pistol, SMG, AR, Sniper etc that you want. Hell you can even have free ammo in these lobbies. The class and ammo would of course be seperate between Lobby types.

 

Respawns are not only delayed for a few seconds they are very different from the standard lobby. You absolutely do not spawn anywhere near engaging distance from the person(s) that killed you. Obviously if you're the one defending a mission based objective you WILL spawn near your objective as you should rightfully have the spawn advantage over somebody assaulting you. Outside of missions, it applies for everybody.

 

So if you do win a gunfight, you really have won it. They will have to regroup and cover a mile or two before engaging you. Any insta spawning of harmless aircraft is not permitted. So no magical shortcuts. Personal vehicles that meet the lobby requirements are allowed. After all it still has to be fun.

 

 

 

 

Now this isn't too important but personally in these lobbies i'd like to see a reduced police presence, nobody wants a great team firefight ruined by constant infinitely spawning robo cops. Let's reduce the police force or even remove it all together.

 

Also now that griefing is actually part of the risk element and not just a troll in a jet, it does not need to be discouraged. If a group of assholes can successfully outgun a group of drug smugglers with a spawn advantage, then fair play. Risk is fine so long as the risk is manageable and not in the form of 100 rocket launcher esque rounds being sprayed from above.

 

 

 

 

 

Whenever people suggest splitting up lobbies, the main and only real argument against it is that it can thin out the GTA population. But with only really one extra lobby type required I see that as a non issue. The GTAO community is more than large enough to support that.

 

I think having the new lobby type would allow R* to give us plenty of more fantastic content that can actually be played at a serious, less frantic pace.

 

And one last note, for people all aboard the cash card conspiracy train, these lobbies would encourage impatient players to spend money getting apartments and yachts and whatever else we need in the future to begin the missions. So R* don't have to do this out of the good of their hearts. Of course R* might actually love the way their lobbies currently work. And in that case then fair play there's not much we can do if a mega successful game stays as it is. But if they want FaFF and similar future updates to play out 'properly' then this would be great.

 

 

Feel free to suggest/modify this idea, again it's pretty rushed but something that would definitely get a lot of people playing again (me included)

Edited by Trevor Philips Inc
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100% agree, forcing PvP down our throats is one thing, forcing unbalanced, impossible to enjoy, unfair PvP is something else.

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M*A*R*I*N*A

I feel that the main issue is people exploiting glitches, hacking and those people who are basically that skilled on a game that you're forced to back out.

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Trevor Philips Inc

Yes exploiting glitches is pathetic and it goes without saying that it needs to be fixed. But this is more about the actual gameplay. Exploits in any multiplayer game should be dealt with and any exploiters punished with bans / cash wipe.

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M*A*R*I*N*A

Yes exploiting glitches is pathetic and it goes without saying that it needs to be fixed. But this is more about the actual gameplay. Exploits in any multiplayer game should be dealt with and any exploiters punished with bans / cash wipe.

Agreed, I remember back in the day I managed to glitch my character somehow and I was without arms for a while, it was so stressful trying to fix it. I just wore jackets all the time... Anyway, that was a bit OT. I don't understand why people can't just play fair, the amount of people with bounties that are exploiting a wall breach is absolutely ludicrous! Why people glitch money is equally as disgusting, just do what normal people do and either work hard grinding whatever or buy your cash using your money. It keeps the game going when people are supporting it, not breaking it.

Edited by HGR
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I like my Savage, so I'm not keen on the anti-explosive vibes.

 

Tell you what - buff its armour, allow the gun to pivot by moving the camera and (optional) give it the jammer. Then it can have its boomy rounds gone. Otherwise, it's toast.

 

I think the jets are the main thing hurting these events anyway.

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Trevor Philips Inc

I like my Savage, so I'm not keen on the anti-explosive vibes.

 

Tell you what - buff its armour, allow the gun to pivot by moving the camera and (optional) give it the jammer. Then it can have its boomy rounds gone. Otherwise, it's toast.

 

I think the jets are the main thing hurting these events anyway.

It's fine as is in normal lobbies. But my idea of seperate lobbies pretty much removes all of that crap. Because if you start leaving things in and trying to over complicate it, nothing changes.

 

If GTA want us to build some sort of PVP criminal empire, it should be contested with street weapons and normal vehicles to go along with the theme. Not having every Tom, Dick and Harry using a military grade weapon of war in between local trips to stock up on RPG ammo.

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Trevor Philips Inc

If it's actually possible i'd like to change the title of this thread so it doesn't come across as a random rant.

 

"A major problem with GTAO, and an idea to solve it"

 

Thanks to a mod in advance.

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I agree with both lobby splitting and a number of your principles, but I think that removing explosives alone doesn't totally solve the problem. If you want to create a variant of GTA that is more classical and competitive, here's what you should do:

 

1. Rework Pegasus, Lester and Combat Vehicles

 

- Remove the Hydra and Rhino from Pegasus and have them spawn in Fort Zancudo instead.

- Remove Lester's abilities which interfere with cops to preserve the integrity of Fort Zancudo.

- When using stolen military equipment, you maintain a 4 star wanted level until you are killed and the equipment is destroyed.

- P-996 Lazers spawn if you are flying a military jet at 4 stars or higher.

- Passive Mode is disabled while in any kind of military vehicle. It remains disabled for 30 minutes after having exited the military vehicle.

 

Either:

 

- Military and combat vehicles from Pegasus have a 25%-50% insurance cost when destroyed.

- The cooldown for calling in military vehicles from Pegasus is increased to 30 minutes.

 

Or:

 

- Military and combat vehicles are removed from Pegasus. Instead, they appear in Free Mode events and can be fought over and stolen.

 

2. Remove overpowered gameplay elements

 

- Remove sticky bombs. They're too effective at dispatching ground vehicles.

- Remove proximity mines. I've never seen a single game of this type in which proxy mines had a legitimate use.

- Remove the Hydra and Lazer explosive rounds.

- Remove the ability to commit suicide via the Interaction menu to dodge a death.

- Remove the minigun, heavy sniper, RPG, homing launcher and marksman rifle from Ammu-Nation. The regular sniper rifle is balanced when considering the sheer range of snipers compared to any other infantry weapon in GTA. These weapons are instead linked into free roam events and CEO work as rewards, and have low maximum ammunition caps to prevent stockpiling. As a result, they will only be used when they're REALLY needed, so mostly in an emergency when someone calls a Savage or something from Pegasus.

- Rework the RPG to be a forward blast weapon, effective against targets in front of its impact point (a cone.) Remains effective against vehicles, but less so against infantry.

- Rework the radar in Deathmatch-like jobs. Friendlies always show. Foes show if and only if they are firing a weapon, and disappear immediately when they cease firing.

- Remove Power Player. It's not compatible with a competitive setup.

- Rework the radar in Free Roam. Targets will only show if they are friendly, crew or are within a set radius of the player.

 

3. Pre-empt potential new problems as a result of these changes

 

- Adjust the recoil for weapons that would become cheese in an explosive and military restricted format. The AP pistol and Micro SMG are very effective from drive-bys and should have significantly greater recoil than they do. The heavy, single-shot pistols would become the main drive-by weapons.

- Prevent occupants of the armored Kuruma from shooting out of it unless a door is opened.

- Armor upgrades remain. However, they apply a significant speed penalty to the vehicle.

- Remove bulletproof tyres. Instead, bullet-resistant tyres can be purchased which require some effort to shoot out but are not invulnerable to bullets.

- Fix the damage model. GTA5 cars are like bricks. Not only does this fix races (ram and you wreck your car) but it also deals with use of supercars, as you can change the damage model for supercars to be punitive of crashes and rams, while having sedans, vans and other more common vehicles be tougher vehicles that are better suited to combat.

- Vehicle insurance costs are increased, since the likelihood of having your vehicle destroyed will be much lower.

 

And you're pretty much done. The game goes back to being about gunplay and cars. Shooting out of a civilian helicopter once again becomes a valid strategy rather than a cause for hideous laughter. You can take a lowrider into battle and not be a joke.

Edited by Azarael
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Trevor Philips Inc

Some solid ideas there, what I would say from a simplicity standpoint is my general idea could be implemented easily enough and would be a really good starting point and some of what you suggested would be great to see in the future in GTA 6 like reworked vehicle damage, recoil, limited weapons of destruction etc.

 

 

Having military vehicles come with a strict penalty of a high wanted level is a great idea, so long as competent A.I can chase down the jets and IMO anybody with something like a stolen jet should divert ALL police attention, sadly the AI in Jets is terrible in game as seen by the prison break jet stalking method.

 

But yeah, if GTA 6 online looked something like your post suggests that would be excellent.

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I feel like the explosives themselves aren't a problem, it's the fact that you don't run out of them. The RPG having a massive kill radius would be OK if you couldn't just spam it another 19 times, let alone indefinitely with no penalty lol.

It doesn't matter anyways, the game has reached the point where rebalancing would take them lots of thinking, and we all know that's not what R* does.. they'd rather use the resources for making cash card milking DLC rather than make the game fun, fair and balanced.

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This is why this game confuses me. It's almost as if rockstar don't know what to do with gta online. They keep trying to push the game towards player vs player, but the game isn't suited for that. It can just be flat out completely unfair at times, because of the weapons and vehicles. I really don't understand what they are trying to do.

IMO in R*s eyes they see PvP as an easy way to keep players making their own game killing each other over without the need for any additional content, just create a new mode and plop down some obstacles, done. Creating PvE content takes more time creating it and testing it as well as more issues when it comes to synching players and npcs using their horror let matchmaking servers.

I think R* want us to drop the whole PvE thing even though they built a game unfit for competitive PvP. It is strange.

 

I also agree with what you are saying, but what i mean by competitive pvp is like the selling missions in the new update. There is a lot at stake when you sell those, and the way the game is, something like that just doesn't work very well because of how totally unbalanced the game is. The pvp is kind of ok, but making it competitive like that just isn't working.

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For me, the main issue with this game still is the playerbase...
My f*cking god, the annoying kids with mics, COD try hards, modders, glitchers, chrome cars, chrome bikes, everywhere, JETS, Youtubers and overall the mindset of all of them.

It's like this game pulled the worse of the worse types of players from the woodwork...

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This is why this game confuses me. It's almost as if rockstar don't know what to do with gta online. They keep trying to push the game towards player vs player, but the game isn't suited for that. It can just be flat out completely unfair at times, because of the weapons and vehicles. I really don't understand what they are trying to do.

 

IMO in R*s eyes they see PvP as an easy way to keep players making their own game killing each other over without the need for any additional content, just create a new mode and plop down some obstacles, done. Creating PvE content takes more time creating it and testing it as well as more issues when it comes to synching players and npcs using their horror let matchmaking servers.

I think R* want us to drop the whole PvE thing even though they built a game unfit for competitive PvP. It is strange.

 

I also agree with what you are saying, but what i mean by competitive pvp is like the selling missions in the new update. There is a lot at stake when you sell those, and the way the game is, something like that just doesn't work very well because of how totally unbalanced the game is. The pvp is kind of ok, but making it competitive like that just isn't working. i agree it's totally unbalanced for this type of gameplay. I don't consider any of the new content competitive though, we can't even steal crates from other organizations and put them in our own warehouses, we can only destroy them to grief the buyers. Hell, CEOs can even pay their own associates through the money sharing feature that's been in since release yet pretty much disabled for any amount of money larger than a couple grand. Imagine you could offer more than the competitor to hire better associates that are already doing jobs for some other $8k paying douchebag? That would make this content a bit more competitive. Or just paying jet pilots in the lobby to stop griefers before they even reach the associates. Yesterday I was an associate and guess what... I could share all my profits with anyone in the lobby, yet as the CEO the most I got to share was 1%. That's just nutty :/

 

Plus, what I don't get is... What's the felony in destroying valuable crates? Vandalism? Prior to the update I think we all assumed we'd be able to at least steal from each other, not just piss each other off by making CEOs lose money that just vanishes every time some competitors duke it out over crates. It's an obvious cash drain in most public lobbies since the lobbies were toxic long before the update was conceived.

I honestly think R* believe they made a the first competitive P2P hosted PvP game with no servers and no balance, or they're actually trolling the legit players. I think that because so many players treat this game like a repetitive sandbox shooter. R* are catering to them and even cheaters more than the players that just enjoy playing such an epic game. I don't really care that much about the new content, I chose to do many things in closed sessions way before this update and I can instantly make an empty public lobby without a single loading screen (thanks R*), but, like you I'd just rather R* use a tiny amount of logic when releasing new content so it would actually benefit us all to play their new content together, not just try to please everyone including cheaters & griefers by making higher value cannon fodder. To me it shows they're shark card sales are probably down and the solution is to drain money from our banks so we feel the need to become shark bait. They lost my micro-support long ago so it's just a pity to watch the game become such a clusterf*ck of greed & grief.

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prestonchan

I will say, this FaFF update is what I had expected since day one, you know...

1. when you join a lobby, see someone doing some "known mission"

2. oh let's see if they want to join us (help them) or let's go have a look (f*ck them up)

3. u drive ur car to them, try to clean the NPC approaches them, or hit them harder :lol:

4. that guy thanks for your help with in-game gesture, then we join them, or they died, and turns into a FRDM chaos

 

but I do agree with OP that, we are now way too powerful and "to have a look" seems way too Threatening for ppl are actually in the mission. RPG, jets, choppers...

 

but putting this into a invite only lobby seems ruining the whole concept of "interaction" between players. and this is also too late to take those firearm away...

 

sorry to say R*, but this update comes too damn late to become something that could be really fun

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