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club managment missions - popularity


fryday

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Rabid Vulpix

The unarmed buzzard (chrome) that you get in the flyer drop mission is one reason why I still find them fun.

You get to keep that sucker for as long as you stay in the session, can't do that with the red/blue ones in the Smugglers resupply jobs.

Edited by Foreverpast
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On 7/26/2018 at 11:51 AM, TH14G0 said:

I failed the one you have to smash the producer’s cars because I shoot everyone. They keep wanting to hit me so I shoot them.

lmao

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SmokesWithCigs
On 7/26/2018 at 4:54 AM, fryday said:

hi all, 

to be honest the club managment missions feel like a grind to me, since you have to do them any hour to get the msximum daily 10.000.

somebody  has a low popularity and can inform us about daily income with low popularity? or am I doing somethin wrong? are there other ways to kerp popularity up?

It doesn't feel like a grind because the popularity  meter doesn't deplete as fast as bunker and biker business supplies.

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On 7/26/2018 at 10:33 AM, Smooth Longsack said:

Protip: you can land the blimp and get out to fight would-be attackers. I embarrassed a guy with my blimp skillz. He rq'd and my day was complete. 

Guess this wasn't yours, then... (I kinda almost felt bad for a split second but with that explosion... no regerts overall.) :blink:

 

Oh, the humanity!

 

 

Edited by FukNRekd
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Since I finally started afk'ing in missions to prevent Popularity drop I've been working them into my I/E - Headhunter cycle. Not for the money so much as to keep the place looking full. Letting it drop to nothing left the club feeling pretty barren. And anecdotal evidence suggests the VIP missions only appear when popularity is near max? I haven't got one yet, likely because I've been slowly clawing my Pop bar back up from empty.

 

 

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Bloodytears1666
On 7/27/2018 at 1:09 AM, Black-Dragon96 said:

Ok unlike smugglers run (where Ron claimed that destroying other players stuff increases your stock wich is wrong), destroying rival promotions actually increases your clubs popularity by the tiny amount of 1/4 bar.

So not really worth the hassle.

 

Currently, when update popular, it's very worth. You can make from zero to full in less than real hour doing nearly nothing but blow.

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Saw another blimp today. Headed over in my Akula so I figured I try some other sh*t I was curious about.

 

Although he wasn't cooperative at first, he wasn't really fast enough to evade me so I managed to precariously land my Akula on the moving blimp. It fell off a few seconds later. I tried again and almost got it, then fell off again and blew up the heli.

 

Spawned a deluxo and headed back up. Caught him and tried to land on it. This time it wasn't so panicked and held it smooth-ish. I landed towards the back and got out, died instantly and it said the guy flying it smashed me.

 

Call up a buzzard for try 3. He was headed out over the water and I landed the buzzard and got out. Did a little dance then pulled out the heavy sniper and looked around. Quiet lobby so nothing to shoot at, but it was glorious knowing it will work.

 

Pro tip: The blimp WILL float. Dude landed it in the ocean and I was still on top. He started ramming it with a boat and eventually got another kill on my. I got in the boat and we were able to push it sideways. Hitting it just right will toss the boat way up in the air, like a nice jump.

 

Good times. Goooood times.

 

Quote

 

Ok unlike smugglers run (where Ron claimed that destroying other players stuff increases your stock wich is wrong), destroying rival promotions actually increases your clubs popularity by the tiny amount of 1/4 bar.

So not really worth the hassle.

 

Wait, so I can take out those blimps, get a spectacular explosive show AND build up my own club's popularity?

 

Yeah. Prolly shouldn't of told me that... :blink:

 

Edited by FukNRekd
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AtmaDarkwolf

they are great to fill the 'gap' when waiting for others.

 

Example: I would go around(as mc pres) restocking/selling all my businesses, then switch to ceo, repeat with bunker, then do 1 car source + 1 car sale, then go do 1 promo at club, then take a break. Then do random 'im bored' random sh*t around town (IE mess with other people, goof around, do a headhunter, etc) then repeat. Easy 1.2-1.6mil profit each 'cycle', each cycle is like an hour- hour and a half.

 

Its 'relaxed' and all while I'm doing this crap 'solo' (or with friends) my stock is building in the warehouse, which (after a few 'cycles') can sell for another 500-800k.

 

Its great for either the solo OR the socially 'inspired/driven' person.

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i just do 1 every session. The only annoyance is the mission involving the Mule. Everything else is fine. And again, you can do them in invite only sessions which is a plus. 

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On 7/26/2018 at 9:42 PM, Cutter De Blanc said:

My club lost all popularity about fifteen minutes after it opened.

My wall safe had 100 dollars in it from the first day of business

Lol rip

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3 hours ago, FukNRekd said:

Wait, so I can take out those blimps, get a spectacular explosive show AND build up my own club's popularity?

 

Yeah. Prolly shouldn't of told me that... :blink:

 

Taking out the blimp DOES give your club popularity. About 1/4 or 1/3 of a bar. Too bad there's not more people flying these things around. Think I may put together a CEO or MC and see if we can get that, then have snipers on top to take out f*ckers like me. :lol:

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I wouldn’t mind the club missions if 95% of the time I didn’t get either the poster or blimp mission. I rarely get anything else

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At this point I hunt for other players doing it and then leave to find another. It’s much more convenient than putting up posters for 5 minutes. 

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you can dance in your club and get up to 2.5 = 50% popularity, it won't go over 2.5 bars

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13 minutes ago, ALLWORLD19 said:

you can dance in your club and get up to 2.5 = 50% popularity, it won't go over 2.5 bars

very very nice to know!

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Verbal Soze

These missions are quite interesting, but when i've got those fake celebs i'm done, you don't have to do this mission when you can switch DJ this week maybe, it'll be just like buy supplies 🤣

 

For 70k profit lol

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Club popularity at zero. Seemingly no adverse effects apart from no cash generated.

 

People are still in the club and management says that the status is quiet.

 

So it seems that the popularity missions do very little right now. Not enough cash generated to really pay attention to them.

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These missions kind of suck.  I wish the popularity bar would drop at like half the rate it currently does, it's too much effort to keep it up.  I have to admit, I've started preying on other players running promotions already, because killing them is both quicker and more fun than hanging up 8 posters all over the city (which I've already had to do three times).

 

In the future I will probably just let this dwindle to nothing most of the time.  I wonder if it affects how many NPCs are in your club.

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10 minutes ago, Nutduster said:

These missions kind of suck.  I wish the popularity bar would drop at like half the rate it currently does, it's too much effort to keep it up.  I have to admit, I've started preying on other players running promotions already, because killing them is both quicker and more fun than hanging up 8 posters all over the city (which I've already had to do three times).

 

In the future I will probably just let this dwindle to nothing most of the time.  I wonder if it affects how many NPCs are in your club.

It does. The dance floor is more empty and certain drinks aren't available. 

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delorianlazarus

If you keep doing one of these every 2 cash injection in your safe, to keep it at max, it’s okay.

 

but I don’t use labs or bunker anymore technicians do their work on their own.

 

 

It is not grindy and it starts to pay, did about 400k by not doing much ...

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On 7/26/2018 at 11:51 AM, TH14G0 said:

I failed the one you have to smash the producer’s cars because I shoot everyone. They keep wanting to hit me so I shoot them.

The best trick for this one is to land your Buzzard near the car and fire a very short burst into it with the guns. The guy runs off, fire a longer burst and it'll register as smashed up. 

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The Tomagotchi-like club popularity dynamic does not impress me at all.  The jobs are easy, but get repetitive quickly.  And the 5 minute cooldown between jobs is BS too.  Even at max popularity, the club only generates $10K per hour.  Barely enough to cover the daily bunker maintenance fee.  So why make things unnecessarily time consuming by adding unnecessary delays.

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LoneWolfHeister
6 hours ago, gglenn1966 said:

The Tomagotchi-like club popularity dynamic does not impress me at all.  The jobs are easy, but get repetitive quickly.  And the 5 minute cooldown between jobs is BS too.  Even at max popularity, the club only generates $10K per hour.  Barely enough to cover the daily bunker maintenance fee.  So why make things unnecessarily time consuming by adding unnecessary delays.

 

Because it makes things take longer to encourage people to say "F**k it" and buy shark cards. That's the only reason R* adds anything to the game.

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since we can rebook a dj for 10k now and it brings 100% popularity, we should think about a break even point in popularity when its time to hire a new dj. this tactic could be good for players who ignore club managment missions

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45 minutes ago, fryday said:

since we can rebook a dj for 10k now and it brings 100% popularity, we should think about a break even point in popularity when its time to hire a new dj. this tactic could be good for players who ignore club managment missions

Do you have to do a collection mission each time (like Solomon from the plane with the whacked out pilot) - or is that just to permanently unlock them?

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2 minutes ago, Jimbatron said:

Do you have to do a collection mission each time (like Solomon from the plane with the whacked out pilot) - or is that just to permanently unlock them?

You don't. Switched to Solomun after 15 minutes of Tale of Us, no missions needed

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1 hour ago, fryday said:

since we can rebook a dj for 10k now and it brings 100% popularity, we should think about a break even point in popularity when its time to hire a new dj. this tactic could be good for players who ignore club managment missions

 

pretty sure rockstar made it like this on purpose too, emulating real life and all

 

neat touch tbh.

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can somebody do the maths, when (daily club income in safe) its a good time to switch the djs to get the maximum daily safe income? i hope you know what I mean

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Guest Member2756931
1 hour ago, fryday said:

since we can rebook a dj for 10k now and it brings 100% popularity, we should think about a break even point in popularity when its time to hire a new dj. this tactic could be good for players who ignore club managment missions

If that's the case I know how I'll be operating...

 

AFK at monitors overnight, empty safe, swap DJ

AFK while at work, empty safe, swap DJ

 

Not most efficient but since I'm AFK for 6 hours and then 9 hours it's better than nothing and saves having to pick up those supplies or put up posters (after doing literally hundreds of these promo missions they get stale quickly)

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1 hour ago, fryday said:

since we can rebook a dj for 10k now and it brings 100% popularity, we should think about a break even point in popularity when its time to hire a new dj. this tactic could be good for players who ignore club managment missions

This is good to know, because if I have to drive that f*cking Blimp again I'm going nuts

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