Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

    3. Suggestions

GTAForums does NOT endorse or allow any kind of GTA Online modding, mod menus, tools or account selling/hacking. Do NOT post them here or advertise them, as per the forum rules.

GTA Online Hardcore servers idea


SILBERDRACHEN
 Share

Recommended Posts

SILBERDRACHEN

Hey there

-Warning, this is a fairly daydreaming essay of ideas and potential that has minimal chance of being executed by Rockstar officially. Possible that mods have already realised many ideas which I talk about here-


Being an enthusiast of the GTA lore, I love playing the games and reading the gta wikia. I'm also a fan of hardcore military and simulation games which are unforgiving and force the player to think two steps ahead. I understand people like games like LoL, Dota 2, and other games with massive health bars, which require quick clicking and reflexes to build up a formula of perks and potions to bring the enemy's health down quicker than vice versa. Since those kinds of games require you to be a mathematician of sorts, people like me don't have those kinds of number skills. Games like Squad and Max Payne 3 are perfect since it's all about reflexes, aim, and recalling real life combat tactics that you could learn from the military.

 

Take note I will edit this according to the feedback this idea gets.

Of course everyone will have different views and tastes. This is just to get the full arcade and the hardcore guys to chat and mix up


Redone weapon handling

Max Payne 3 is third person shooting mechanics perfected. The aiming reticule is directly connected to the hand holding the gun and shooting the few but dangerous and skilled AI foes is satisfying to overcome. Since assets from GTA IV were used in MP3 and assets from MP3 showed up in GTA V, it would be great to have GTA V fully utilize MP3's weapon handling mechanisms and combine GTAV's movement with Max Payne 3- making this completely fluid and complimenting agility feature.

You would be able to keep running in a direction and have 360 degrees of aiming possibility without losing your momentum. You would be able to dive across a cover barrier and stay in a prone position and fully utilize cover to plan your next step. Gunmen flank you from both sides. You take out the enemy infront by shooting them in the legs, then you turn onto your back to shoot the other guy in the chest.

The arsenal of your weapons would be considerably smaller. Only allowing you to carry either one or two one handed weapons or one or two two-handed weapons (like assault rifle and a RPG). Also instead of having 9999 total ammo for all weapons which would weigh literal tonnes, you would have to do with either 3 mags or rockets for your weapon. This would require the player to keep a look out for ammo and be forced to retreat if the firefight gets too intense.

Spending an entire mag on one guy is ridiculous, thus one-two shot kills depending on the ammo type would be more realistic and more efficient. Right now GTAO has a problem with serious bullet sponge enemies which you keep shooting for literal valuable minutes without doing any meaningful damage.

Compared to this ideal- right now combat in GTAO is like a battle between two gods. Virtually unlimited ammo, explosions like a Michael Bay movie, and characters shrugging off bullets like getting hit with sponges.

Smaller scale and more up close fights feel more personal and get your adrenaline pumping. Even witnessing the arsenal of the guy you're up against makes you think hard what tactics to take and if you should be aggressive or defensive. This kind of gameplay will attract the more hardcore gamers who like doing missions and patrols in ARMA, Squad, Project Reality, etc and seriously roleplay the operation. They are a really ambitious people with proper setups and will use voice communication to relay information. If you can hear both sides talking, you can eavesdrop on commands, information, plans and counter with a response (move to defend, shout something back, etc).

Weapons

GTAO would benefit from physical bullets with momentum and bullet drop. Hit-scan enemies are cancer and not being able to dodge fire coming from a mile away while you're in an armored car is unfair. Unfair arcade BS doesn't make fun gameplay when you're attempting to immerse in the game world and the dangers it holds. Having a disorientative element like bullets flying past, hitting the area around you, kicking up dust and making your screen go blurry gives the sense of urgency and vulnerability. Disorientating the AI or enemy players will help you pin them down and overwhelm them.

Difference in weapon distances would thwart a la hitting a sniper on the rooftop with a snub pistol. All guns should be equally effective up to 50 meters ingame. Effective ranges from 100m to 500m to 1km should be the business of SMGs, shotguns, rifles, sniper rifles, rocket launchers, and vehicle weapons. By effectiveness I mean the accuracy of the weapon sights and bullet reach.



Vehicles
-Last edit 4;45 6.11.2017-

GTA Online already has a massive arsenal of well designed and a great variety of vehicles. From bikes to cars to trucks to tanks, helicopters, planes and boats.

Nothing really wrong with the current driving physics. Just make the bumps and jumps more present. Having a heavy foot will cause a burnout and the car to spin.

 

Take inspiration from simfphys driving model in Garry's Mod- Just using the WASD keys to move and steer allow you to drive the car normally, but utilizing the shift (or "turbo") key would unleash all the power the car has. For example- start moving forward in the car as you would normally. This will keep pace with AI traffic.

 

Holding the "turbo" key and pressing W will cause the vehicle to launch depending on how it's tuned. Top rank engine without transmission or suspension upgrades will cause a burnout and make you spin out easily.

Same rank everything will be controlled launch and acceleration.

 

This will finally realise the feature Rockstar mentioned in a trailer for the game. Where you have to be careful with tuning your vehicle.

 

Imagine coasting along the highway at a steady pace until you spot tail behind you. You will be able to hold down the shift key to floor it and put distance between you and the chasers. It would be useful for even just passing a slow moving vehicle infront of you.

 

Boats and airplane physics and movement are already p much perfected, keep em that way.

 

Vehicle weapons- same as I mentioned before. Just some specifics would be:

* Give all combat orientated aircraft a limited number of flares

* Implement turret aiming like the Ultralight. Take notes of how Heliborne uses turrets, ATGMs and air-to-air missiles

* Have separate aiming reticule and turret reticule, which would connect according to how agile the turret is. (Same as War Thunder, World of Tanks/Warships)

*

 

General misc changes

 

* Put the map in the phone. Remove player icons(or just show red fog areas which hint at their presence) and just show the different stores and events.

* Put the utility menu also on the phone along with all the notifications.

* Various rebalanced prices on clothes, vehicles, gear, weapons, property

* Rebalanced payments for jobs, races and other events done

 

 

-I hit writers block and will try to list more things some other time-

 

Discuss, suggest, and comment on the assets, features and elements you'd like to see in GTAO Hardcore

Edited by SILBERDRACHEN
  • Like 3
Link to comment
Share on other sites

I feel you are butthurt because of people chasing you because they know where you are on the map all the time.

 

Remedy: change session.

Link to comment
Share on other sites

Wow, that's a lot of text (rich coming from me, I type books on here). Will definitely read this and edit any thoughts in (if this doesn't get locked for being Wishlist, basically).

Just a quick heads up that GTA:O Hardcore has been discussed about half of what the casino has which is way too much. So yes, we've covered Hardcore mode already. The general consensus, if I recall correctly, was that GTA:O is catering to the tryhards and kids (in a nutshell) so introducing a hardcore mode would not only separate the player-base but those in Hardcore would probably be griefing as hard as they are currently.

*edits*
"Games like Squad and Max Payne 3 are perfect since it's all about reflexes, aim, and recalling real life combat tactics that you learn in the military."

I like that you say that as if everyone has military training lol.

Balancing pricing on vehicles/guns/ammo/clothing will never ever happen so get that out of your head. As much as it sucks currently its the main way R* are making money.

The only way that I can see Hardcore mode being appealing for the masses is focusing on PvE with more enemies throughout the map (that could patrol the streets). I'd love to have more lethal bullets rather than bullet sponges but that should apply to enemies, who should also have sh*ttier aim. If a gangster shoots at me with the aim of a trained marksman there's an issue.

Overall great ideas, mate, but that's your perfect game and not what could be viable GTA:O changes/additions. That's the biggest problem.

Edited by livejoker
  • Like 1
Link to comment
Share on other sites

SILBERDRACHEN

I feel you are butthurt because of people chasing you because they know where you are on the map all the time.

 

Remedy: change session.

Completely missed my point. I usually 1 up any tail I get. I just wish the combat was more intense than it is

 

 

Wow, that's a lot of text (rich coming from me, I type books on here). Will definitely read this and edit any thoughts in (if this doesn't get locked for being Wishlist, basically).

 

Just a quick heads up that GTA:O Hardcore has been discussed about half of what the casino has which is way too much. So yes, we've covered Hardcore mode already. The general consensus, if I recall correctly, was that GTA:O is catering to the tryhards and kids (in a nutshell) so introducing a hardcore mode would not only separate the player-base but those in Hardcore would probably be griefing as hard as they are currently.

 

*edits*

"Games like Squad and Max Payne 3 are perfect since it's all about reflexes, aim, and recalling real life combat tactics that you learn in the military."

 

I like that you say that as if everyone has military training lol.

I did hesitate before posting, but really wanted to see fresh and modern responses and ideas from people on this topic.
A more exact way to phrase it would be using realistic logic, not just preparing yourself to make the most dank MLG quickscope
Also it seems that no dev even has the consideration to make anything close to what GTA HC would be
Edited by SILBERDRACHEN
Link to comment
Share on other sites

Offtopic

 

Gee, im suprised seeing so much estonia users here.

 

 

Link to comment
Share on other sites

The problem with trying to make things more real and more complicated, is that they actually become less fun to play. Burnouts in cars is a great idea on paper, but during play trying to get away from other players, it would probably be annoying. More complex weapons handling, great on paper, but in frantic play online, it would become unwieldy.

 

It's the same when people dream of huge, USA-wide maps. Sounds awesome on paper, but when clusters of players are all in one place and you are miles from the action on this map, it can take a few minutes to travel to where they are. Magnified, it would get irritating having to travel and travel just to do anything.

 

The game has to find a balance between a realistic presentation, and arcade type play which doesn't become frustrating. GTA4's driving physics (especially bikes) were terrible as I remember.

  • Like 1
Link to comment
Share on other sites

Lonely-Martin

Universal appeal must count here too, bit of everything... This is GTA, not a military sim.

 

Plus, as Big Molio alluded to... That's just far too involved and complex for the average player (me, a lifelong fan of GTA), just won't sell... Otherwise games like COD or whatever that do offer this kind of hardcore sim like combat gaming would be breaking all the records GTA smashed to pieces.

 

Sorry, as much as I want choice, this can't/won't happen until at the very least, they offer peaceful/PvE sessions too... IMO, not everyone's here to battle hard.

 

But one day, the combat, along with the driving, flying, walking, running and fighting will be so much better, just the game needs to progress with time. Look how far it's come man... But they won't ever prioritise shootin' over drivin' bub!...

 

As I said, this is GTA.

Link to comment
Share on other sites

Many peoples opposed to realism tend to reduce the arguments to lame ones as findothersessionschekpmapbeforeselling an other lame stuff. We f*cking know about it, even a monkey would understand how works that game in less than 5 minutes.

 

Let me tell you, regarding ammo/weapon carrying capacity(mentionned by OP), I'd to create a complete new character just to have a more realistic feeling when playing Survival or contact missions. Typically carrying only an AP pistol and a marksman instead the 50 weapons I've bought with my main one. Yeah I can drop my weapons, yeah I can hide NPC radar blips, hide the stupid gamertags, the stupid healthbar. Thanks you, I played the game for 3500 hours, so I'm aware about interface.

 

So thats only PvP. I could be ok if forced options were only available for PvE, not having to change options everytime I want to alternate between PvE and PvP.

 

Customizing things like that should be possible, GTA is the only game I own where there is no Hardcore servers, take Heliborne, I play there Hardcore, just because the HUD, UI and helpers break my immersion, . I like when its plain and rough, like watching a film :).

Link to comment
Share on other sites

Lonely-Martin

^ Do contact missions, where when you pick the weapon to carry at the load screen to become the weapon you pick becoming the only one you take...

 

Further to that, add more complex, layered missions where you can take only 1 or 2 weapons, depending on the tasks, may need a gun and an explosive... Though they could stash pick-ups out there too... Either find them in a similar way to the Pacifiac Standard - Vans heist setup (using trackify), or call Lester/other to pay to reveal things...

 

Gives options to keep it easy, but could add much more immersion to a mission/survival or playlist even... They could add something like Lamar's missions, small themed sh*t, minus the cutscenes if need be, as we got imaginations - Text would work - Using the animations they already have too, Lamar, Lester, Martin, and Co.

 

That, and remove player blips in public. Unless they enter armed vehicles or start to cause trouble... Small fix out there that could add a new dynamic to fighting, in turn, IMO, making it better for OP/everyone to immerse into, you know.

 

Just rambling, hope i didn't miss the point too much, lol... Just certain tweaks I can see, but this involved is very specific, so a universal appeal has to be considered is all... Many that love GTA I feel might not like it going too far towards a combat sim is all.

 

Don't et me wrong, they make the combat this good, and every other aspect of GTA is as involved... Gran Turismo-esque driving, Flight Sim-esque stuff. Combat like a good beat 'em up... Absolutely, but everything's gotta be brought up to par together for it all to work... And a lot of that will naturally come providing the franchise continues to do what it's done this last 20 years...

Link to comment
Share on other sites

R* would try to package their bubblegum spawn battles with a little more realism but they would fail miserably. Imo It would have to be a community made mod to be half decent.

  • Like 1
Link to comment
Share on other sites

.Diana McFarland.

Hey there

 

-Warning, this is a fairly daydreaming essay of ideas and potential that has minimal chance of being executed by Rockstar officially. Possible that mods have already realised many ideas which I talk about here-

 

Being an enthusiast of the GTA lore, I love playing the games and reading the gta wikia. I'm also a fan of hardcore military and simulation games which are unforgiving and force the player to think two steps ahead. I understand people like games like LoL, Dota 2, and other games with massive health bars, which require quick clicking and reflexes to build up a formula of perks and potions to bring the enemy's health down quicker than vice versa. Since those kinds of games require you to be a mathematician of sorts, people like me don't have those kinds of number skills. Games like Squad and Max Payne 3 are perfect since it's all about reflexes, aim, and recalling real life combat tactics that you learn in the military.

 

 

Redone weapon handling

 

Max Payne 3 is third person shooting mechanics perfected. The aiming reticule is directly connected to the hand holding the gun and shooting the few but dangerous and skilled AI foes is satisfying to overcome. Since assets from GTA IV were used in MP3 and assets from MP3 showed up in GTA V, it would be great to have GTA V fully utilize MP3's weapon handling mechanisms and combine GTAV's movement with Max Payne 3- making this completely fluid and complimenting agility feature.

 

You would be able to keep running in a direction and have 360 degrees of aiming possibility without losing your momentum. You would be able to dive across a cover barrier and stay in a prone position and fully utilize cover to plan your next step. Gunmen flank you from both sides. You take out the enemy infront by shooting them in the legs, then you turn onto your back to shoot the other guy in the chest.

 

The arsenal of your weapons would be considerably smaller. Only allowing you to carry either one or two one handed weapons or one or two two-handed weapons (like assault rifle and a RPG). Also instead of having 9999 total ammo for all weapons which would weigh literal tonnes, you would have to do with either 3 mags or rockets for your weapon. This would require the player to keep a look out for ammo and be forced to retreat if the firefight gets too intense.

 

Spending an entire mag on one guy is ridiculous, thus one-two shot kills depending on the ammo type would be more realistic and more efficient. Right now GTAO has a problem with serious bullet sponge enemies which you keep shooting for literal valuable minutes without doing any meaningful damage.

 

Compared to this ideal- right now combat in GTAO is like a battle between two gods. Virtually unlimited ammo, explosions like a Michael Bay movie, and characters shrugging off bullets like getting hit with sponges.

 

Smaller scale and more up close fights feel more personal and get your adrenaline pumping. Even witnessing the arsenal of the guy you're up against makes you think hard what tactics to take and if you should be aggressive or defensive. This kind of gameplay will attract the more hardcore gamers who like doing missions and patrols in ARMA, Squad, Project Reality, etc and seriously roleplay the operation. They are a really ambitious people with proper setups and will use voice communication to relay information. If you can hear both sides talking, you can eavesdrop on commands, information, plans and counter with a response (move to defend, shout something back, etc).

 

Weapons

 

GTAO would benefit from physical bullets with momentum and bullet drop. Hit-scan enemies are cancer and not being able to dodge fire coming from a mile away while you're in an armored car is unfair. Unfair arcade BS doesn't make fun gameplay when you're attempting to immerse in the game world and the dangers it holds. Having a disorientative element like bullets flying past, hitting the area around you, kicking up dust and making your screen go blurry gives the sense of urgency and vulnerability. Disorientating the AI or enemy players will help you pin them down and overwhelm them.

 

Difference in weapon distances would thwart a la hitting a sniper on the rooftop with a snub pistol. All guns should be equally effective up to 50 meters ingame. Effective ranges from 100m to 500m to 1km should be the business of SMGs, shotguns, rifles, sniper rifles, rocket launchers, and vehicle weapons. By effectiveness I mean the accuracy of the weapon sights and bullet reach.

 

 

Vehicles

 

GTA Online already has a massive arsenal of well designed and a great variety of vehicles. From bikes to cars to trucks to tanks, helicopters, planes and boats.

 

Nothing really wrong with the current driving physics. Just make the bumps and jumps more present. Having a heavy foot will cause a burnout and the car to spin. Take inspiration from simfphys driving model in Garry's Mod- Just using the WASD keys to move and steer allow you to drive the car normally, but utilizing the shift (or "turbo") key would unleash all the power the car has. Imagine coasting along the highway at a steady pace until you spot tail behind you. You will be able to hold down the shift key to floor it and put distance between you and the chasers. It would be useful for even just passing a slow moving vehicle infront of you.

 

Boats and airplane physics and movement are already p much perfected, keep em that way.

 

Vehicle weapons- same as I mentioned before. Just some specifics would be:

* Give all combat orientated aircraft a limited number of flares

* Implement turret aiming like the Ultralight. Take notes of how Heliborne uses turrets, ATGMs and air-to-air missiles

* Have separate aiming reticule and turret reticule, which would connect according to how agile the turret is. (Same as War Thunder, World of Tanks/Warships)

*

 

General misc changes

 

* Put the map in the phone. Remove player icons and just show the different stores and events.

* Put the utility menu also on the phone along with all the notifications.

* Various rebalanced prices on clothes, vehicles, gear, weapons, property

* Rebalanced payments for jobs, races and other events done

 

 

-I hit writers block and will try to list more things some other time-

 

Discuss, suggest, and comment on the assets, features and elements you'd like to see in GTAO Hardcore

What would the point of all of this be?

 

I'm so lost.

 

like no hitscan?

 

no minimap?

 

I can tell you that these servers are going to be dead content even before theyre implemented.

 

and also the skills aren't transferable.

 

 

you literally couldn't apply anything learned from those servers to actual GTA.

 

i mean i guess you can just stay in those servers w/ your 12 people and circle jerk eachother at how bullet drop and reading a minimap takes skill

 

(even though it doesn't)

 

 

(hitscan take more skill than bullet drop)

 

guessing where someone is gonna go isnt skill.

 

because it's random

Link to comment
Share on other sites

f*ck. I support all of that, except the ammo scarcity. I don't waste ammo, but 3 magazines? Yeah, let's not. So many randoms would be running around slinging fists.

  • Like 1
Link to comment
Share on other sites

Proper bullet physics would make it a lot harder to hit aircraft with that explosive sniper, I guess.

 

(Which would be a good thing, lol).

  • Like 1
Link to comment
Share on other sites

SILBERDRACHEN

Cool to hear from you guys. I'm trying to see how the HC and arcade communities interact.

 

I've been playing stuff like War Thunder, Ghost Recon Wildlands, Heliborne, etc and thinking "Holy sh*t it would be so easy to remake some of these systems into GTAV" and some of the features are already actually implemented in the game in one way or another. They just haven't been touched on again in quite some time.

 

About bullet drop- yeah, it might seem like you're gonna have to learn the skill, but in reality it falls literal nanometers from where you aim.

 

Right now I could say World Of Warships is a good example how the hit-miss ratio should look like depending on how trigger-happy you are.

 

And the whole "realism" topic I mean, PUBG is a sort of hardcore-arcade game and it's currently one of the most played and most popular games on Steam. Just the gameplay and the elements must be a part of how it attracts players across the community

Edited by SILBERDRACHEN
  • Like 2
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.