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GTAO Incentives and Rewards


TrinityCR
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TL;DR How would you encourage people to play old content?

 

Recently I have been fascinated with how the GTAO community works, what they play and how they play it. In fact that's one of the reasons I joined the forum.

I think we can all agree that this game has a ton of content however it seems to me that every time Rockstar adds something new to play it kills off older content. Now I'm sure there are many people who still play captures or vehicle deathmatches. I'm sure there are people who still drive the Cheetah even after many new, more powerful supers have been added. Why use the knife over the switchblade? There is really no incentive to using these features over the newer ones, which to me at least makes half the game feel relatively pointless...

The reason for this topic is for forum members to brainstorm their ideas on how to give these old activities a reason to be played again, the rewards gained from them and to discuss what it is that keeps you playing. Right now I keep playing as a passive time sink, and to see how the game evolves. In terms of what I would change see the post I made in the Wishlist thread a while back (its to long to post here). I essentially want GTAO to become an MMORPG. What does the rest of the forum think however?

Edited by TrinityCXV
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I recon the oldest content still played to date are contact missions and heists.

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Perhaps I'm in the minority, but I stick to playing and doing what I enjoy; that more often than not consists of "older" content--regular races, deathmatches, captures, LTS, etc mostly. I've never been a public free roam person, so naturally a bulk of the "newer" content doesn't have as much appeal to me.

 

Money/payouts seems to be the driving factor though among the choices of what people play. Since prices have dramatically increased and the payout for most of these things have remained pretty much the same, I'd imagine that most see them as simply a waste of time. That and the fact that there haven't been any significant updates, changes, additions, or promotions of these things as a whole for a very long time.

 

People are going to naturally gravitate more towards the new content and what pays more though. The game has been out over three years now, and I'm sure there are many who used to enjoy the old game modes but have long since burnt out.

 

I don't necessarily play them for the money though--more so because I simply still enjoy them.

 

Should also add that if R* wants to see these older games being played, they should offer double pay for them instead of for the latest Adversary modes and the like. Perhaps even introduce more R* Verified jobs as it were common during the earlier days. However, I don't think this will ever happen nor do I think they have much interest in the older content at all.

Edited by -LN-
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I think it'd be great if no matter what game mode you play it all paid equally well or close to. If everything, within reason, the tougher and longer jobs should still pay more, paid the same then there'd be a lot more variety in popular modes. It would no longer take half an hour to get full lobbies for more obscure jobs that you feel like doing.

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Hows this for an idea: Accolades:

Accolades act to display what type of activities a player is most active in. Accolades rise up to level 1000, with every 100 levels changing the accolade emblem displayed next to the players name (or on their vehicle/clothing) to show off among the community. The higher you accolade rank, the greater payout/RP multiplier you receive in activities.

 

Combat: A players combat accolade rises based on K/D and number of wins in PvP game modes (deathmatch, versus, capture, LTS, adversary modes etc). Rank will rise slightly slower when killing in Free roam.

Strategy: A players strategy accolade rises based on contact mission passes, free roam activities, completing daily objectives and gold/platinum medals gained in heists. It also rises very slowly for killing hostile NPC’s.

Racing: A players racing accolade rises based on their win/loss ratio in all types of races (street, sea, air, stunt, impromptu). Rank will increase much faster when extra options are active such as GTA mode, rally or explode last place.

 

I feel these are the three main categories available in GTAO. Accolades not only give a vanity incentive allowing players to show off more but also increases monetary gain based on what a player prefers doing most. The more work/time you put into say; playing races the more money you get over other people.

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TL;DR How would you encourage people to play old content?

By locking classic vehicles behind said content. You put an APC up for grabs, and people would play anything to get it.

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TL;DR How would you encourage people to play old content?

By locking classic vehicles behind said content. You put an APC up for grabs, and people would play anything to get it.

 

 

Does that count for a four-blade, twin-engine attack helicopter too?

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TL;DR How would you encourage people to play old content?

By locking classic vehicles behind said content. You put an APC up for grabs, and people would play anything to get it.

 

Whilst that would undoubtedly get people playing again I feel it would only be a temporary fix. I'm sure there were people who only played Deadline once just to get the Tron bike then never touched it again. Even locking an APC behind 20 LTS wins wouldn't get people playing them regularly.

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Hows this for an idea: Accolades:

Accolades act to display what type of activities a player is most active in. Accolades rise up to level 1000, with every 100 levels changing the accolade emblem displayed next to the players name (or on their vehicle/clothing) to show off among the community. The higher you accolade rank, the greater payout/RP multiplier you receive in activities.

 

Combat: A players combat accolade rises based on K/D and number of wins in PvP game modes (deathmatch, versus, capture, LTS, adversary modes etc). Rank will rise slightly slower when killing in Free roam.

Strategy: A players strategy accolade rises based on contact mission passes, free roam activities, completing daily objectives and gold/platinum medals gained in heists. It also rises very slowly for killing hostile NPCs.

Racing: A players racing accolade rises based on their win/loss ratio in all types of races (street, sea, air, stunt, impromptu). Rank will increase much faster when extra options are active such as GTA mode, rally or explode last place.

 

I feel these are the three main categories available in GTAO. Accolades not only give a vanity incentive allowing players to show off more but also increases monetary gain based on what a player prefers doing most. The more work/time you put into say; playing races the more money you get over other people.

Seems like a good idea, but I'd just base it more upon actual time logged within each particular game mode instead of factoring in W/L records, K/D ratio, etc. In theory, it could likely work, but it could also possibly open the doors to people taking advantage and abandoning such jobs half-way through or playing unfairly to boost their numbers. We definitely need less of that, not more; but yes, a benefit/incentive model of some sort based upon personal preferences would be a welcome addition. Edited by -LN-
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Whilst that would undoubtedly get people playing again I feel it would only be a temporary fix. I'm sure there were people who only played Deadline once just to get the Tron bike then never touched it again. Even locking an APC behind 20 LTS wins wouldn't get people playing them regularly.

 

Lock it behind hundreds - maybe thousands?

 

All I know is, there are vehicles I would go to the end of the earth to unlock.

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Match making would really help keep people playing older content, coupled with $$ incentives.

 

I've argued that each day Rockstar should choose an event/ map in every category and funnel (join quick job) people into that particular event. Now, every time you choose "join contact mission" you'll start in the "Titan of a job" lobby for a day. The lobbies will fill quickly and once completed you can choose as a group where you go next. its not an earth shattering change but I cannot tell you how many times I've tried to play a LTS and sat for 15 minutes to get 5 players. I don't even like LTS but I haven't had an opportunity to play them in a full lobby either. I'm sure they could be quite fun.

 

Money is always a good incentive as well. Old content should scale up in terms of rewards and RP. There's no reason we shouldn't get a full payout for rooftop rumble now that I can make 42k in 5 minutes dropping off crates. Hell, delivering one bar of Coccaine for my biker business nets me 82k and since its only 1 bar I only get assigned 1 vehicle. That's 82k in another 5-10 minutes of work. Lose the timed payouts.

 

I could keep going but ultimately GTA:O is about freemode death matches and fetch quests with a side of Adversary Modes. All that old content is filler now that should probably be deleted for space at this point.

Edited by Mrnrfan182
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Hows this for an idea: Accolades:

Accolades act to display what type of activities a player is most active in. Accolades rise up to level 1000, with every 100 levels changing the accolade emblem displayed next to the players name (or on their vehicle/clothing) to show off among the community. The higher you accolade rank, the greater payout/RP multiplier you receive in activities.

 

Combat: A players combat accolade rises based on K/D and number of wins in PvP game modes (deathmatch, versus, capture, LTS, adversary modes etc). Rank will rise slightly slower when killing in Free roam.

Strategy: A players strategy accolade rises based on contact mission passes, free roam activities, completing daily objectives and gold/platinum medals gained in heists. It also rises very slowly for killing hostile NPCs.

Racing: A players racing accolade rises based on their win/loss ratio in all types of races (street, sea, air, stunt, impromptu). Rank will increase much faster when extra options are active such as GTA mode, rally or explode last place.

 

I feel these are the three main categories available in GTAO. Accolades not only give a vanity incentive allowing players to show off more but also increases monetary gain based on what a player prefers doing most. The more work/time you put into say; playing races the more money you get over other people.

Seems like a good idea, but I'd just base it more upon actual time logged within each particular game mode instead of factoring in W/L records, K/D ratio, etc. In theory, it could likely work, but it could also possibly open the doors to people taking advantage and abandoning such jobs half-way through or playing unfairly to boost their numbers. We definitely need less of that, not more; but yes, a benefit/incentive model of some sort based upon personal preferences would be a welcome addition.

 

Only issue I see there is it may encourage players to deliberately run out the clock to power level, similar to those players that sit with the case in missions to increase payout. It comes down to players either leaving early or going AFK. Guess that's a type rope the developers have to balance. Regardless it would still get people playing these dead modes again.

 

As for locking things behind plays as Hunter said, that could be used on things other than vehicles as well, again like the Deadline outfits. Clothing, weapons, taunts etc. Ideally weapons like proxi mines, homing launchers and heavy shotguns shouldn't actually be available at level 1, so perfect candidates for locking away for a while.

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TL;DR How would you encourage people to play old content?

By locking classic vehicles behind said content. You put an APC up for grabs, and people would play anything to get it.

 

We've been seeing that already, just with new content. The Shotaro, the Heist vehicles etc.

 

For some people it'll be a case of play it once, get the unlock and move on. Even though I thought Deadline was the most fun Adversary Mode yet, i've only played it once. It doesn't encourage replayability - I would say it's going to boil down to pay. Say, the more you play a particular playlist/job/activity, you gain increasing bonus cash on top of your winnings up to a certain limit.

 

Similarly, XP. XP needs to be addressed post-150. You get nothing for ranking up past 150, so I think we should get a set cash bonus for every time we rank up.

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If you want to see a cool reward bonus, take a look at the Forza Horizon Series. Every level up gives you chance to spin and win money (or cars). You can get as little as 2k or as much as 100k. The cars you win can be worth even more. I look forward to leveling up in that game and when I'm awarded a car I would never buy, I race around with it for a bit just for fun.

 

I'm comparing apples to oranges here (and a bit off topic), but if Rockstar wasn't so goddamn stingy with its cash and did something like Forza Horizon, maybe people would play a variety of things as opposed to always doing what's x2 cash that week.

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Hows this for an idea: Accolades:

Accolades act to display what type of activities a player is most active in. Accolades rise up to level 1000, with every 100 levels changing the accolade emblem displayed next to the players name (or on their vehicle/clothing) to show off among the community. The higher you accolade rank, the greater payout/RP multiplier you receive in activities.

 

Combat: A players combat accolade rises based on K/D and number of wins in PvP game modes (deathmatch, versus, capture, LTS, adversary modes etc). Rank will rise slightly slower when killing in Free roam.

Strategy: A players strategy accolade rises based on contact mission passes, free roam activities, completing daily objectives and gold/platinum medals gained in heists. It also rises very slowly for killing hostile NPCs.

Racing: A players racing accolade rises based on their win/loss ratio in all types of races (street, sea, air, stunt, impromptu). Rank will increase much faster when extra options are active such as GTA mode, rally or explode last place.

 

I feel these are the three main categories available in GTAO. Accolades not only give a vanity incentive allowing players to show off more but also increases monetary gain based on what a player prefers doing most. The more work/time you put into say; playing races the more money you get over other people.

Seems like a good idea, but I'd just base it more upon actual time logged within each particular game mode instead of factoring in W/L records, K/D ratio, etc. In theory, it could likely work, but it could also possibly open the doors to people taking advantage and abandoning such jobs half-way through or playing unfairly to boost their numbers. We definitely need less of that, not more; but yes, a benefit/incentive model of some sort based upon personal preferences would be a welcome addition.

 

Only issue I see there is it may encourage players to deliberately run out the clock to power level, similar to those players that sit with the case in missions to increase payout. It comes down to players either leaving early or going AFK. Guess that's a type rope the developers have to balance. Regardless it would still get people playing these dead modes again.

 

As for locking things behind plays as Hunter said, that could be used on things other than vehicles as well, again like the Deadline outfits. Clothing, weapons, taunts etc. Ideally weapons like proxi mines, homing launchers and heavy shotguns shouldn't actually be available at level 1, so perfect candidates for locking away for a while.

 

 

Yeah, I totally understand that as well; I personally think R* ought to re-work the system of getting paid more for taking as much time as possible within certain game modes. Within contact missions, you should receive more if you complete them within less time, not more. Within races, it wouldn't really matter, but you should only obtain these points for active participation; meaning, you must clear the CPs and finish the race--not just sitting idle waiting for it to end. Same with deathmatches; there is always a timer, so people prolonging it wouldn't necessarily be a factor here.

 

Instead of W/L and K/D. perhaps number of CPs cleared, laps driven, and the duration of the race as a whole. The problem with W/L is that it only rewards first place and if you're in a serious racing crew (for example) those 1st place finishes are often hard to come by. It would also be quite easy for individuals to just trade wins/losses and bolster their stats. K/D is a highly controversial and subjective stat: if this were a factor, it should not take into consideration free roam kills at all. Suicides should also count against your projected number of points.

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"Suicides should also count against your projected number of points."

 

Hand't thought about suicides, good point. And I like the idea of number of checkpoints passed for races. To add to my original post after thinking about it there aren't any rewarding reasons to play the side activities in the game either. Golf, tennis, darts, arm wresting. Even the shooting range, I forgot that even existed for a while. I think it would be neet if Rockstar held some sort of "Olympics" event similar to double cash weeks somehow.

 

P.S. how do I use spoiler tags for future reference?

 

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  • 6 months later...

Sorry if I'm bumping my own old thread, didn't want to just start a new one, keep everything in one place you know? Anyway I've been thinking more on my Specialization idea and have come up with a new way of doing it that I think would massively enhance GTAO. Obviously I know nothing like this will never happen but we can at least dream and design right...

Anyway what do you all think? I'm also thinking of designing a perk tree so if anyone has any ideas on that please throw them about.

 

GTA ONLINE: CREW SPECIALIZATION

 

The many varied and vast GTA Crews get taken to the limit in this new addition to Grand Theft Auto Online and the Rockstar Social Club respectively. Taking a leaf from the MMO handbook we have integrated the Crew system with the Freeroam model of money making in GTA Online: Specialization.

 

Your Crew:

Whilst this is a feature that has been in place since day one the scope of what Crews can now do has been expanded tenfold. Use the Rockstar Social club to form your in game Crew as its leader or join an existing crew as Muscle to be promoted as your betters see fit. As a crew member you receive increased rewards for playing with fellow crew mates, including increased cash flow and RP, custom crew clothing and customization and a badge of honor in the form of your crews emblem. However the most important and lucrative aspect of joining/forming a crew is access to everything the crews specialization allows it, abilities, businesses and vehicles not available to lone wolves. By choosing a specialization you set what type of criminal you want your crew and thus character to be.

 

Establishing a new Crew:

From the Rockstar Social Club you can set up your in game crew, first by deciding on a suitable name, and crew tag, something that lets others know you mean business. The crew tag will appear in game next to your gamer tag designating your membership. Next set your crews color, taunt and motto. You can also set your preferred vehicle class, from sedans to supers and bikes, giving members a bonus to using the set class. Then comes hierarchy: If you are setting up the crew you will automatically become its leader, however bellow you sit several seats for other crew members to be subservient to you, each with its own perks and benefits. These are Commissioner who can promote members internally, or invite other players to join your crew as well as receive a cash bonus fitting of there rank. Bellow them come Representatives who can point out players for promotion, and receive a smaller amount of cash. Finally there is Muscle, the street thugs of your crew and the members who will be doing most of the work, capitalism at its finest. Set up a crew emblem using pre-made assets or create your own intricate designs to display your talent.

 

Specialization:

The last part of setting up your crew is choosing any (or no) specialization. Specializations come in several unique flavors:

Lone Wolves

All players not in a specialized crew are automatically listed as a Lone Wolfe, and a crew itself can have no specialty, thus having the same listing. Whilst being a Lone Wolf much content is locked away from you however don’t let that get you down, as means to interrupt crew activities and business ventures make this ranking not one to sniff at.

Businessmen

Businessmen can set up an Organisation with a CEO (the crew leader) at the top and Bodyguards and Associates under them. Their main goal is to acquire Special and Vehicle Cargo and deliver to Warehouses. They can later sell solo or in bulk for profit. Cargo can be destroyed/stolen on route or a warehouse can be “raided” by other players. In this situation the Cargo can be stolen back from the attacker. Whilst being a CEO is designed to be the most lucrative money maker, it is offset by long investment times and cost. Businessmen have sole access to Offices, Warehouses, Special Vehicles, the Turreted Limo, Luxor and Swift Deluxe and are the only players capable of buying a Galaxy Super Yacht. Regardless of your rank within the specialized crew all members receive a cash bonus to Martin and Lester contact missions.

Bikers

Become part of one of Southern San Andreases brutal Biker Gangs. Their main goal is to set up “businesses” such as weed farms and counterfeiting rings for a large cash profit. Whilst the businesses make money over time they can run out of supplies and need re-stocking from time to time. Businesses can be attacked by other players to temporarily disable the cash flow. MC’s can also set up small contracts from their Clubhouse for “petty” cash rewards. Members of an MC receive small bonuses for riding bikes in formation. Bikers have an entire clothing style all to themselves and are allowed access to Clubhouses, Businesses and deeper bike customization than other players. All Bikers receive a bonus to Trevor and Ron Missions.

Gang Bangers

If there’s one thing LS is known for its Street Gangs. Like Bikers they can set up businesses to generate income over time, just keep an eye out for would be attackers. Members of a gang receive small bonuses for wearing their chosen gang colors and from completing Gang Attacks. Gang Bangers are the only players capable of customizing low-riders and receive bonuses to Gerald and Lamar contact missions.

Mercenaries

Finally there’s Mercenaries. Set up a Unit from a vast underground Bunker. From here you can run gun smuggling across San Andreas and will have access to cutting edge military grade hardware including unique weapon and vehicle modifications. Mercenaries receive double cash from collected bounties and have their mental state rise slower. Mercenaries receive increased payouts from Captures, LTS, Air Races and Deathmatches. Mercenaries are the only players capable of buying a Hydra/Rhino/Savage/Insurgent Pickup. As well as weaponized vehicles, Bunkers and the MOC. They are however the only players restricted from access to Merrywether contact support.

 

All specializations receive a periodic payment from their crew helping to solidify their loyalty. Be warned however as choosing a specialized crew is no easy choice. Much of GTA Online’s content will become locked to you whilst inside the crew and whilst you do not loose your hard earned equipment after leaving you no longer have the ability to buy another until re-joining a crew of the same specialty and discounts and benefits will be lost.

Leaving a crew on your own terms issues no consequences however if you annoy your employers enough be prepared for trouble to come your way. A crew leader can fire anyone in their crew through the Rockstar Social Club, which issues a temporary ban on the fired player for two weeks. If you’re in really hot water however “terminating” your wayward comrade may be a better option, permanently banning the player and setting a constant bounty on their head available to all their ex-crew mates.

 

Community:

To accompany daily objectives comes the crew own blend, “crew community challenges”. Set up by the crew leader; these huge, month long challenges are designed to push all crew members to the limit from selling 10,000 luxury vehicles, winning 50,000 motorcycle races or causing $1,000,000,000 in property damage to L.S. If completed within 30 days of the challenge being issued then every crew member who participates will receive a colossal cash and RP reward second only to Criminal Masterminded.

 

(Edited for spelling and some extra stuff)

Edited by TrinityCXV
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