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The Wandering Hunter

your thoughts on passive income?

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The Wandering Hunter

so currently there's the ceo payment which isn't really passive anyway and gunrunning which is passive to a degree if you buy supplies.

 

what would you think about simply paying a fixed sum for a legitimate business (no pvp bullsh*t, no ai raids) just pay maybe 2 mil and get a 48 minute income of let's say 5k. payback time of 200 game days.

 

edit^^ lol at my maths

 

it wouldn't be your main income but would atleast cancel out those property fees. and you could buy more expensive ones with larger payouts or upgrade them.

i'm sick of being a ceo yet being unable to just make money without killing several dozen people

 

and sure you could exploit it by afking but the bodyguard payment can be used that way too, and that's 20 k a game day.

 

f*ck YOU AUTOCORRECT

Edited by The Sole Survivor

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Happy Hunter

Yeah like the old GTA games, I'd like that.

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Guest

so currently there's the ceo payment which isn't really passive anyway and gunrunning which is passive to a degree if you buy supplies.

 

what would you think about simply paying a fixed sum for a legitimate business (no pvp bullsh*t, no ai raids) just pay maybe 2 mil and get a 48 minute income of let's say 5k. payback time of 200 game days.

 

it wouldn't be your main income but would atleast cancel out those property fees. and you could buy more expensive ones with larger payouts or upgrade them.

i'm sick of being a ceo yet being unable to just make money without killing several dozen people

 

and sure you could exploit it by afking but the bodyguard payment can be used that way too, and that's 20 k a game day.

 

f*ck YOU AUTOCORRECT

Rockstar giving away money for not very much? Hmm...

 

The bodyguard pay is maximum 10k, standard 5k. And while sitting AFK to receive the payment, the costs for daily charges, utilities, mechanic, office, bunker etc. etc. etc. counter the rewards and, without doing the math, I believe you make a loss (depending on assets owned).

 

Legitimate businesses, like from GTAV, may work but not if 100% passive. Sure, it's a stream of income but a) as previously said, Rockstar don't want you getting paid for difficult stuff, they surely wont want to pay out for entirely passive activities. and b) where's the value, the content?

 

If the businesses called on you to do tasks, fetch supplies, sort out a gang who caused trouble, deliver a fair (for taxi business for instance) etc. then sure. Not as timed as supplies etc. and not for free - bonus for doing those jobs or whatever. But without anything, 100% passive, personally I wouldn't find that interesting and I really don't see Rockstar pushing anything like that out.

 

The best we can hope for is more like MC businesses and Gun Running. Pay $75k every couple of hours, sell stock, wait until supplies run out, buy more, sell stock, rinse and repeat for the simple 1 vehicle sales. GR is by far the better since 3 out of 5 sale missions (for one lot of supplies) are easily achievable in 5 minutes and simple enough to do in full sessions with very few issues.

 

Besides, what you have proposed works out to dropping $2m and having to play (or be AFK) for 160 hours (200 game days) or, at 5k every 48 minutes (5k per game day) you're looking at 400 game days to break even, or 320 hours before seeing any kind of return.

 

Also, my daily fees are a lot higher than $5k. Try around $50k per game day.

Edited by Guest

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Rafae

Love it but not in the way you proposed. My idea of passive income is more in line with the way Rockstar's done it so far (Biker Businesses and Bunker Sales).

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REXX

This idea took me straight back to VCS where we could own multiple businesses with income depending on how big the businesses were.

 

However in GTA Online, I see it more as as a non-profitable loan which many don't really need or would want. For getting the 2 million back, 5k every GTA day would roughly take around 400 in-game days. By that time, someone could have made well over $8,000,000 with sales, jobs, etc.

 

It could however work if implemented properly. As I originally suggested in another thread, there should be a negative value. For example people who just go round blowing stuff up don't pay for anything when their bank is at $0, however with a negative value, they WILL have to regain all the negative value before they hit above $0 again and are able to purchase things.

 

But as for your example, you would have people basically pay $2,000,000 for nothing and get it all back with no profit over 400 days :p

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Guest

For getting the 2 million back, 5k every GTA day would roughly take around 400 in-game days. By that time, someone could have made well over $8,000,000 with sales, jobs, etc.

400 game days

400 x 48 minutes = 19,200 minutes or 320 Hours.

 

Based on the best method of earning in GTA at around $500k per hour, $160m could be earned.

Because I appreciate my timings in Pacific Standard are not that of the average player, let's be generous and say $500k in 1.5 hours or $1m every 3 hours. That would mean you could earn over $106m in those 320 hours.

Edited by Guest

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R3CON

Rockstar sells sharkcards as their primary, sanctioned way to get influxes of cash. It's the fundamental tenet that funds new DLC and I don't think they'd favor many alternatives for players. If I was Rockstar I'd take this idea and work it into the existing shark card strategy. It'd be an option for players who want money now or want it spread out over time.

 

The idea of passive income isn't bad but it doesn't seem to have much entertainment value either. GTA should be about playing/fun more than just making fictional money for the sake of fictional money. I like the idea of there being some (non-repetitive or derivative) objective or task to be completed. At least passive income earned through an in-game business seems to flow better with the game's "rise up the criminal underworld/build an empire" vibes.

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Sanches

Is good.

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REXX

 

For getting the 2 million back, 5k every GTA day would roughly take around 400 in-game days. By that time, someone could have made well over $8,000,000 with sales, jobs, etc.

400 game days

400 x 48 minutes = 19,200 minutes or 320 Hours.

 

Based on the best method of earning in GTA at around $500k per hour, $160m could be earned.

Because I appreciate my timings in Pacific Standard are not that of the average player, let's be generous and say $500k in 1.5 hours or $1m every 3 hours. That would mean you could earn over $106m in those 320 hours.

Forgive me, I'm sh*t at maths :lol:

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The Wandering Hunter

you do realise that this passive income is 100% passive? you don't just sit around and only make 5 k or whatever per hour and twiddle your thumbs. although you could if you wanted to.

 

the only reason your property fees are higher than that is biker businesses or the bunker anyway.

 

 

and the biker businesses that expect me to drive a f*cking boxville when i own a bricade, insurgent and a cargobob. no. just no. i wouldn't even mind if the deliveries weren't awful and not fun atall.

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Guest

You do realise Rockstar are not in the habit of giving away money for nothing. It would go against the very nature of any update ever.

 

Even removing my MC business costs from my daily expenses, my properties, my assistant, mechanic etc. all add up to more than that $5k.

 

Sure, new businesses are a good idea, I don't dispute that but purely passive, buy and forget, not going to work. Ignoring the fact Rockstar would never go for it, any business, legitimate or not, would fail if it were just be left alone.

 

They could do a lot more with it than just "spend $2m and receive a daily profit of $5k for owning it".

 

 

Either way, it's been thought of. Surely by now everyone has heard the leaked, cut audio from Martin discussing business opportunities and investment. It sits in the same place as the Casino, the improved camera, the spying on people, the stunt arena and everything else that hasn't made it to Online.

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flexcreator

gunrunning which is passive to a degree if you buy supplies

 

Gunrunning is not passive. Anything that requires a sale is a not a passive income.

The examples of passive in GTA:O are Fortified and Piracy Prevention, since they don't restrict you from freeroaming.

 

GTA 5 singleplayer businesses is a nice passive income model (you still get missions from time to time). I would love to see that in online.

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Black-Dragon96

Well the general idea is good, but i would tweak it a bit.

2 Million sounds a bit much. I would say 1 Million is reasonable, because thats the overall baseprice to get started in any bussines we have so far (cheapest office + cheapest warehouse = 1,2 Million, cheapest clubhouse + cheapest priduction place around 1 Million, etc.). The payment should be raised to 10k (aka 100 ingame das until it pays for itself ), so it would atleast pay for the regular daily fees.

 

Gameplaywise:

Well i think the idea to do some sort of optional mission to gain a bonus payment should be implemented. A good example for that are the taxi missions from singleplayer. You simply go to your taxi bussines, get in the cab inside your bussineses garage and can do taxi fares or you buy some sort of neighbourhood watch garage that gives you access to vigilanty mission.

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delorianlazarus

I keep playing PP and Fortified, and I love the fact MC, then Bunker gives me some cash to keep the bank rolling despite having lots of cash already.

 

A passive money maker is good. Even if it needs a big investment at start *stares at the yacht*what about making the yacht give a little passive payout? To reward players who play a lot but necessarily of the grind type?

 

Like "add a dance floor to your yacht, to house parties and adult rated movie sets, while you are away", it would cost a bit but it will bring little cash (few k each day)

Edited by delorianlazarus

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septimoose

I keep playing PP and Fortified, and I love the fact MC, then Bunker gives me some cash to keep the bank rolling despite having lots of cash already.

 

A passive money maker is good. Even if it needs a big investment at start *stares at the yacht*what about making the yacht give a little passive payout? To reward players who play a lot but necessarily of the grind type?

 

Like "add a dance floor to your yacht, to house parties and adult rated movie sets, while you are away", it would cost a bit but it will bring little cash (few k each day)

 

Or maybe other players can rent your yacht so they can do Piracy Prevention while you're offline. "14 players rented your yacht while you were away: You earned $70,000"

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Guest

They could do a lot but it being 100% passive would be the issue.

 

There are a lot of businesses around LS. From restaurants to pawn shops, taxi rank, clubs etc. They could easily set them to be different prices to buy them and give different payouts. Structure it so you can buy a business that's already set up, like in V, or buy a building and set it up. Choose to do things the right way or choose the illegitimate way to save money or time but have the added potential issues associated with it.

 

For example, lets use the taxi one, since it's probably the easiest...

 

You could buy an empty lot to use as a new taxi company, cost is cheap, requires setup, advertising, hiring of staff etc. All mission based or freeroam based would work (notification to other players could be optional and with could give some kind of benefit). Or, you could buy the existing taxi company for a lot more.

 

Once owned, maintenance would be required to gain profit. "A rival outfit is setting up their own car service, show them who runs this town" or "a VIP needs picking up and escorting to XYZ".

 

 

So much scope with businesses however having 100% passive would kill the potential.

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The Wandering Hunter

actually missions could be added with them to increase income but not bullsh*t that just decreases it.

 

such as: a rival cat breeder has set up in los santos. kill them.

 

then you do some mission where you find their car from a photo

 

or

 

a rival sex toy manufacturer has set up in los santos, steal their merchandise

 

unlocks penetrator melee weapon

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PNutterSammich

My daily expenses are in excess of 14,000. More than 9k just for the bunker and then there's the yacht fees, utility charges, Secretary charges, mechanic etc.

 

5k wouldn't even dent that.

Edited by PNutterSammich

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tommyguns

Some people screw around mostly then grind hard in the lead up to a dlc...and get burned out.

 

I do a little at the start of each session, every session, and it builds up, I don't get burned out by it, and after the little bit of IE and a bunker sale, I can race or stunt or just mess around.

 

Between flogging a couple of IE cars, a bunker sale, selling spawned NPC cars, a few VIP missions, I make about 500k a night.

 

Right now I've got 21 mill sat waiting for the hunter, spitfire, and whatever else I like.

 

How about bringing back an old business like pimping? All those whores on the streets of LS, making money and not giving our characters a share....those old pimping jobs were pretty fun.

 

Burglary was one of my favorite activities from all GTA, just think of the goodies in those swanky Rockford hills homes.

 

As to the OP idea, 2 mill for 5k a game day, without having to do anything else. I prefer doing a 10-15 min bunker sale & getting 210-250k, headhunter missions pay for my supplies, so its pure profit.

 

I would rather have stuff where you have a set low level income, but you can boost it by being involved. And things like burglary, pimping, protection rackets etc were not flagged for everyone to see. We have enough businesses that try to push us into PvP wars, its about time PVE players got some options

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BlanketGrinder

It's a game. Play it and be active - not passive.

 

Bunker/mc need some work put in when selling stock as others above have pointed out.

 

However I like the idea. What if we could buy something like a Fleeca bank? Pay XX mill and get XX paid in profit each day?

 

It can be done in a Gordon Gekko DLC. And it could be good for R* Shark Card sales. Both for bringing the option to be a true capitalist in the game - no work and all money...

 

...and for rich capitalist to run wild and kill/wreck all others in lobby running cargo.

 

Endgame?

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jwdrinkwaterjr

I originally thought that letting my kid play on my account was a great "passive income".

He'd routinely tell me about all the money he was making.

Then I started checking his expense reports. The hard way. As in, I go to do a mission and suddenly have 200k $ less ammo than I had before. Plus one PV is in impound, and another's at Mors. Also, all armor is gone. Still got those snacks tho. At least he has good eating habits, I guess.

 

Ok, OT. I don't like the idea of true, passive income. Setting your bunker stocks to fill while you do something else, then sell it before you log off is good enough.

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PwnageSoldier

Technically, if you aren't in the mood for playing, just get a trusty worthy friend or GTAF member to grind CEO work in a invite-only session, and make sure they know the no cooldown glitch (I'm assuming it still exists). I had REXX do that for me 3 weeks ago and I made about 300k in 6 hours without raising a finger (unless I wanted to). Pretty good for what it was honestly

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Guest

Technically, if you aren't in the mood for playing, just get a trusty worthy friend or GTAF member to grind CEO work in a invite-only session, and make sure they know the no cooldown glitch (I'm assuming it still exists). I had REXX do that for me 3 weeks ago and I made about 300k in 6 hours without raising a finger (unless I wanted to). Pretty good for what it was honestly

AFK captures. If you have a friend who also doesn't want to play I hear you get some decent money for those. One guy I trolled, I mean played with, the other day told me he and his mate do one every night and earn $1m for being AFK.

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PwnageSoldier

]AFK captures. If you have a friend who also doesn't want to play I hear you get some decent money for those. One guy I trolled, I mean played with, the other day told me he and his mate do one every night and earn $1m for being AFK.

Those captures are usually bullsh*t IMO

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The Wandering Hunter

before you talk about cashcards sales making this impossible. hear me out, there would be requirements to buy one:

must own a ceo office

must have atleast one warehouse/ bunker / ie warehouse and must have made an arbitrary amount of money from it. then you can get a empty property for 1 mil/ 4 mil / 10 mil which you initially just rent out to a nonexistent npc for 0.5% purchase price per game day. it would pay for itself judging by my playtime up to now and that thread about total time played.

 

you then can do missions and invest cash in making a business of your choice. all these missions would be in freeroam but available in io.

 

they would be lone wolf friendly, and be 1 off to set up your legitimate business (set up by stealing sh*t though)

eg: steal machinery and evade cops, break out a master craftsman from prison, steal new computer schematics from life invader office etc

then you'd pay up to 500k for various equipment on top, and have a much higher income.

 

then you could do small missions to sabotage rival npc or player businesses in public lobbies to increase your profit and slightly decrease other players temporarily for that game day.

 

these missions would just be destroying several trucks around the city which are guarded by cops and npcs, or by players (basically headhunter)

 

or going to a property and dealing damage to the building itself ( still no destructible terrain but building has a charred visual effect)

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JustCallMeNiko

All previous gta games had them so I think they may come one day. R* would need to implement them as a small part of larger updates, since there is inherently little gameplay added with a passive business. Maybe add one business every update.

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derek0514

GR is not passive it requires pvp.

 

I want passive income option like those in GTA5.

 

Have pulled away from pvp public session income stuff for most part except PP.

 

Grinding jobs in pvp does not float my boat - not really realistic. Criminal enterprises run utr not out in sight being griefer bait.

Edited by derek0514

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The Wandering Hunter

All previous gta games had them so I think they may come one day. R* would need to implement them as a small part of larger updates, since there is inherently little gameplay added with a passive business. Maybe add one business every update.

definitely true

 

id certainly not be hyped for paying a large amount then continuing as normal

 

also, i consider GR passive only because money is accumulated over time with no action, then i sell in an mtu loby whenever i have time. id be in one anyway because of import export, and have to go to the city from my bunker spawn anyway so it really is no effort atall.

 

but yes, it isn't passive.

Edited by The Sole Survivor

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Cheesy_wotsit

Passive should be the ability to buy shares in the stock market but here's the thing the returns on the shares are based on the actual in game economy. So people could invest in a car maker that has had nothing new come out in a while. They buy the shares low because they know a new car is coming and believe that this new car will be made by the manufacturer they have just bought a whole load of shares in. The DLC drops and every man and his dog buys the new car because it is the utter tits. The shares go up and the player sells makes some money, they haven't done anything beyond buy some shares and then sell them. On the other hand the car releases and it's about as popular as a turd in a swimming pool... sorry we call that a Bombushka (see what I did there ;) No one buys and thus the shares dip and the player either sells at a lose or is forced to hold on and hope for a retun at a later date.

 

The thing is this could be done on all sorts, how much ammo and what types people buy, cars, planes, vehicles upgrades you could make all sorts of investments and then leave them to either make or lose money while you go dick around.

 

The reality is that when you consider the size and scope of what most players have become it's just f*cking shocking that their is no passive income, think about it how many CEO's spend every day in the stores selling to customers? Yet GTA expects you to be there front and centre doing everything. Rcokstar could make it so that you invest in the business, chose the right location, the right people the right product and the sell times that you're guys do them at. You chose who sells them and you then get a return based on these choices. Ranging from a cut down payout (vs if you had done the sale yourself) all the way down to a total failure of the sale. They could base the values of failure on the metrics that the player has paid for during the business and colleague set up but they can also take in to account the number, skills and abilities as well as vehicle access of players in the lobby at the time you set for the sale to occur. You could have employees turn against you, triggering recovery or kill the snitch missions, or they turn over info to another player CEO in the session that a sale is taking part and you can either step in and stop them from f*cking things up or you can hope they just aren't skilled enough to mess things up.

 

The reality is though grind sells Shark Cards and you can actually see Rcokstar coughing up blood at the shear concept of having to give players anything for free.

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Lucius M. Galloway

Chill out with the auto correct man, seen this too much today.

 

On topic, I'd be more happy with $20,000 every 48 minutes, cause $5,000 is just too many peanuts.

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