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Irrational Annoyances


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2 minutes ago, iiCriminnaaL 49 said:

You can skip it by the way. You have to wait a few seconds before being able to do that, about the same time as the entire sequence of the 3D era's titles.

I couldn't, that's the thing. Couldn't skip once Niko raised his hands when arrested, couldn't skip any of the WASTED/BUSTED cutscenes - it wouldn't annoy the hell out of me if I could. I think I could only skip some of the time when the camers was panning down afterwards at the hospital entrance. I already had this argument with people on this forum. It could be my copy, which was a legit original copy I bought shortly after the release, but the port was rushed and buggy at first, so it could be related to that.

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iiCriminnaaL
1 minute ago, Lioshenka said:

I couldn't, that's the thing. Couldn't skip once Niko raised his hands when arrested, couldn't skip any of the WASTED/BUSTED cutscenes - it wouldn't annoy the hell out of me if I could. I think I could only skip some of the time when the camers was panning down afterwards at the hospital entrance. I already had this argument with people on this forum. It could be my copy, which was a legit original copy I bought shortly after the release, but the port was rushed and buggy at first, so it could be related to that.

That's weird. Talking about myself, I always skip the "Wasted" sequences. It could be something with your copy as you mentioned.

 

As for the "Busted" sequence, I barely face it, so I'm not completely certain, but I think it's unskippable.

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billiejoearmstrong8
1 hour ago, Lioshenka said:

 

GTA 4

- Lack of traditional missions: paramedic, police, firefighter

 

 

There's more police side missions than in any other GTA game. 30 Most Wanted missions and infinite Vigilante missions done via police car. Plus nine assassination missions. Also taxi, drug running and vehicle theft side missions. Only traditional missions missing are paramedic and firefighter.

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How I can drive mach 4 down the wrong side of the road, blowing red lights, nearly missing pedestrians and I get off scott free....But fire one round in the middle of NOWHERE.... and I'm an international fugitive.

Edited by 89'Classic
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billiejoearmstrong8
14 minutes ago, iiCriminnaaL 49 said:

That's weird. Talking about myself, I always skip the "Wasted" sequences. It could be something with your copy as you mentioned.

 

As for the "Busted" sequence, I barely face it, so I'm not completely certain, but I think it's unskippable.

When police approach pointing a gun and Niko puts his hands up/the getting arrested animation begins you just have to run (ie if it was on Xbox move the left stick and press A) and the animation immediately stops and he runs away. The animation happens to me a lot because I mess around a lot, running away works every time and I've never once been busted on foot unless it was on purpose.

 

Skipping the wasted animation works every time too so yeah it must have been an issue with @Lioshenka's copy.

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iiCriminnaaL
3 minutes ago, billiejoearmstrong8 said:

When police approach pointing a gun and Niko puts his hands up/the getting arrested animation begins you just have to run (ie if it was on Xbox move the left stick and press A) and the animation immediately stops and he runs away. The animation happens to me a lot because I mess around a lot, running away works every time and I've never once been busted on foot unless it was on purpose.

I know about running away just after Niko puts his hands up, but I'm not sure if skipping the sequence is possible after he gets arrested and screen turns grey.

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billiejoearmstrong8
6 minutes ago, iiCriminnaaL 49 said:

I know about running away just after Niko puts his hands up, but I'm not sure if skipping the sequence is possible after he gets arrested and screen turns grey.

Ohh I see. I'll have to try it. It's not a long animation anyway though (since it doesn't include the continuing until Niko stops falling/moving thing that the wasted animation has), I don't think it takes much longer than the busted animations of other GTA games so doesn't seem like an issue.

Edited by billiejoearmstrong8
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-How either NPCs go full aggro on you, or run away or do nothing if you crash your car into them.

 

I think it would be cool to introduce a new feature that would allow players to exchange insurance information with whatever NPC drive they crash into, then a small sum of money would be taken out of the character's account...And if you don't pull over and the driver IDs your license plates, your car would get a hit and run report which would translate into a wanted level that sticks with your car until you respray it or change the license plates...Like it currently is in V with cars that you steal and go on joyrides.

 

More over:

 

-How you can get a full wanted level but hide somewhere for a arbitrary amount of time and after that the cops completely forgets about you and what you did even if you walk right up to them, right after clearing the wanted level, with a weapon in hand.

 

I would like to see a new wanted level system that would stick with you after you go over 3 stars, and the only way to remove it would be by switching your clothes...the higher the wanted level, the more clothes you would need to change at once, and even have to get a new haircut.

 

 

...Obviously none of this should be in online though as that would ruin the fast-paced nature of the gameplay.

Edited by Pedinhuh
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Algonquin Assassin
1 hour ago, billiejoearmstrong8 said:

 Only traditional missions missing are paramedic and firefighter.

And good riddance. It was annoying how they barely changed in any of the 3D era games and they were put out to pasture (finally). Glad R* kept Vigilante missions and vastly improved them though.

 

Some more...

 

-How the same few interiors are recycled in San Andreas' safehouses and some of them don't even make physical sense to their exterior. It's stupid buying an apartment that has the same interior as a normal house. Limitations of the hardware isn't an excuse because Vice City done this better. Quality > quantity,

 

-Not being able to get your vehicle resprayed to lose a wanted level in GTA V. Now to be fair I have tried this before and it seems to work in very specific circumstances so it seems a bit hit and miss, but other times it wont. The point is I guess I miss Pay & Spray and being able to consistently use it.

 

-Hats disappearing off peoples' heads while driving cars in GTA IV, but reappearing again when they get out. I suppose this has something to do with the taller hats like the Russian hat not clipping through the roof, but still I can't deny it's silly nonetheless.

 

 

 

 

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billiejoearmstrong8
1 hour ago, SonOfLiberty said:

And good riddance. It was annoying how they barely changed in any of the 3D era games and they were put out to pasture (finally). Glad R* kept Vigilante missions and vastly improved them though.

 

 

-Not being able to get your vehicle resprayed to lose a wanted level in GTA V. Now to be fair I have tried this before and it seems to work in very specific circumstances so it seems a bit hit and miss, but other times it wont. The point is I guess I miss Pay & Spray and being able to consistently use it.

 

 

 

 

 

Indeed, my most hated side missions.

 

It is possible and works on the same principle as in GTA IV (if you successfully use the pay n spray while wanted you lose the cops, but it won't let you use it if cops can see you). I think the issue is how in V cops constantly spawn close behind you and perhaps it defining being "seen" by them differently (like maybe you have to be out of sight for longer or they can see you from further away). It just makes it more difficult to be what the game defines as out of sight of cops. Also because there isn't a search radius and the way to lose them is just to be out of sight, if you're out of sight long enough to get into/use the pay n spray chances are you'll lose them on your own before the car is resprayed anyway. I think the wanted/police pursuit system isn't very compatible with the pay n spray system. I've done it lots of times but it just isn't as convenient or useful as in previous games.

 

What annoys me more is how in V sometimes you're not allowed to use the pay n spray during missions, and sometimes you're not allowed to visit the gun shop during missions. I'm not completely sure whether it's a glitch or deliberate but wtf?

Edited by billiejoearmstrong8
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Things that annoy me that shouldn't be a problem but do anyway, is Manny's excessive use of the word "Man"

Edited by Corndawg93
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iiCriminnaaL
9 minutes ago, Corndawg93 said:

Things that annoy me that shouldn't be a problem but do anyway, is Manny excessive use of the word "Man"

He wasn't named Manny for nothing 😜.

Edited by iiCriminnaaL 49
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Eugene H. Krabs

How Niko orders a glass of water in Ivan the Not So Terrible, but we don't see him drinking it even when it's right out in the open. He just leaves it standing. In fact, did he even pay for it?

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KingAJ032304
On 8/30/2018 at 1:58 PM, M.B. Kovas said:

If I had to pick just one, I think it'd be the cops in V.

 

You can't really bump into, touch or look at one in close enough proximity without them instantly assuming you are a terrorist and gunning you down moments after.

True but problem with that is that's rational lol

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KingAJ032304

For GTA IV:

 

Not being able to get unlimited or even increased stamina. It doesn't help that EVERYBODY ELSE has unlimited stamina while some of them also run faster than you.

 

Fist fights being to hard. You can take hundreds of cops but get in a fist fight with at least 3 other people and your bound to die. Rockstar should have gave you a 1/2x multiplier in terms of melee damage you take you already have a 1/3x multiplier for bullets

 

Edited by KingAJ032304
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An in game day gets over way too fast , especially in the 3d era. It annoys me that an in game day is a mere 24 minutes(in the 3d era games), feels like you just drive around for a bit and poof it's midnight already. The HD era rectified this somewhat, and its no big deal really but when I play the 3d era games it's a bit annoying how soon the day gets over.

 

2 hours ago, KingAJ032304 said:

Not being able to get unlimited or even increased stamina. It doesn't help that EVERYBODY ELSE has unlimited stamina while some of them also run faster than you.

Perhaps I didn't understand properly but dont you get that by completing the paramedic mission? Or were you referring to the HD era specifically?

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KingAJ032304
3 minutes ago, Utopianthumbs said:

An in game day gets over way too fast , especially in the 3d era. It annoys me that an in game day is a mere 24 minutes(in the 3d era games), feels like you just drive around for a bit and poof it's midnight already. The HD era rectified this somewhat, and its no big deal really but when I play the 3d era games it's a bit annoying how soon the day gets over.

 

Perhaps I didn't understand properly but dont you get that by completing the paramedic mission? Or were you referring to the HD era specifically?

Oops I thought this was exclusively for GTA IV lol

 

Fixed now

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iiCriminnaaL

Pre-mission requirements. I don't mind missions that require some specific clothes put on, nor even the time limited ones in that matter, since I can simply save the game once or twice and then come back. But on the other hand, increasing CJ's Lung Capacity or taking over thirty-five percent of Los Santos' gang territories really are frustrating and time consuming.

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Evil empire

Even when I know the paramedics will never come to resurrect one of my victims especially an important one I always feel frustrated when I didn't manage to behead or maim the target, I always feel I made a sort of half-success.

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My biggest irrational annoyance (or maybe it isn't irrational?) is the fact that the police scanner in GTA Vice City is reporting WAY TOO OFTEN. It wasn't perfect in GTA3 (a bit too common but still okay), it was quite perfect in the 2D Universe GTA's but in VC they messed up. I mean kill 3 Haitians - "Respond to a ten-nineteen in North Little Haiti. There's a ten-nineteen in North Little Haiti. Respond to a ten-nineteen in North Little Haiti. There's a ten-nineteen in North Little Haiti..." over and over. It's annoying. Luckily the future GTA's fixed it all by either having it respond much rarer or disabling the scanner completely. Just watch this video and you'll get what I mean!

https://www.youtube.com/watch?v=4YRAOCCU7JU

Edited by Jeansowaty
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"Let death take my enemies by surprise; let them go down alive to the grave, for evil finds lodging among them."

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El Penguin Bobo
4 minutes ago, Jeansowaty said:

My biggest irrational annoyance (or maybe it isn't irrational?) is the fact that the police scanner in GTA Vice City is reporting WAY TOO OFTEN. It wasn't perfect in GTA3 (a bit too common but still okay), it was quite perfect in the 2D Universe GTA's but in VC they messed up. I mean kill 3 Haitians - "Respond to a ten-nineteen in North Little Haiti. There's a ten-nineteen in North Little Haiti. Respond to a ten-nineteen in North Little Haiti. There's a ten-nineteen in North Little Haiti..." over and over. It's annoying. Luckily the future GTA's fixed it all by either having it respond much rarer or disabling the scanner completely. Just watch this video and you'll get what I mean!

https://www.youtube.com/watch?v=4YRAOCCU7JU

Holy hell. I actually don't remember it being THAT common to the point where it just keeps repeating over and over every millisecond.

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Image result for gta signature

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Eugene H. Krabs
2 hours ago, Jeansowaty said:

My biggest irrational annoyance (or maybe it isn't irrational?) is the fact that the police scanner in GTA Vice City is reporting WAY TOO OFTEN. It wasn't perfect in GTA3 (a bit too common but still okay), it was quite perfect in the 2D Universe GTA's but in VC they messed up. I mean kill 3 Haitians - "Respond to a ten-nineteen in North Little Haiti. There's a ten-nineteen in North Little Haiti. Respond to a ten-nineteen in North Little Haiti. There's a ten-nineteen in North Little Haiti..." over and over. It's annoying. Luckily the future GTA's fixed it all by either having it respond much rarer or disabling the scanner completely. Just watch this video and you'll get what I mean!

https://www.youtube.com/watch?v=4YRAOCCU7JU

Even worse is that I can hardly understand what the scanner is saying. Now I can see why VCS didn't have a police scanner...

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Algonquin Assassin
12 hours ago, iiCriminnaaL 49 said:

Pre-mission requirements. I don't mind missions that require some specific clothes put on, nor even the time limited ones in that matter, since I can simply save the game once or twice and then come back. But on the other hand, increasing CJ's Lung Capacity or taking over thirty-five percent of Los Santos' gang territories really are frustrating and time consuming.

Taking over territories was one of the reasons I couldn't be bothered finishing San Andreas' story. It's funny though. For a game that gets lauded for its "freedom" it probably has the highest amount of mandatory pre-requisites of any GTA game no one wants to be doing.

 

Thank God this sh*t was reduced in the HD era..:)

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When Rampages in III/VC give weapons that don't let the player sprint or even jump.

Edited by perennial
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TheSantader25

-I've been replaying GTA 4 recently and I've noticed that Niko reeeaaally likes to "talk" to the people he kills before doing so. This results in being put in the middle of gunfire when this happens. Why can't we just approach them and kill them while they have no clue? As an example he walks inside Playboy's house to "explain" why he wants to kill him. This gives Playboy the opportunity to escape and ruins the element of surprise. This happens in some other occasions as well. 

Edited by TheSantader25
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1 hour ago, TheSantader25 said:

-I've been replaying GTA 4 recently and I've noticed that Niko reeeaaally likes to "talk" to the people he kills before doing so. This results in being put in the middle of gunfire when this happens. Why can't we just approach them and kill them while they have no clue? As an example he walks inside Playboy's house to "explain" why he wants to kill him. This gives Playboy the opportunity to escape and ruins the element of surprise. This happens in some other occasions as well. 

sounds simple it’s like his style. i never noticed it untill i read your post you are right. now it’ll always be in my mind when he kills someone lol

Edited by Max.pain
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Algonquin Assassin
2 hours ago, TheSantader25 said:

-I've been replaying GTA 4 recently and I've noticed that Niko reeeaaally likes to "talk" to the people he kills before doing so. This results in being put in the middle of gunfire when this happens. Why can't we just approach them and kill them while they have no clue? As an example he walks inside Playboy's house to "explain" why he wants to kill him. This gives Playboy the opportunity to escape and ruins the element of surprise. This happens in some other occasions as well. 

Because PBX is an important character and Niko going back to explain why he's there to kill him heightens the tension for his eventual demise. If we could do this it wouldn't be any different to the run of the mill assassinations where Niko just kills his targets without interacting with them. People already whine too much about the missions being "repetitive", but atleast these moments where Niko confronts his targets make them feel a bit different.

 

Anyway I'm pretty sure this has always been the case in every video game I've ever played or movie I've ever watched. If character A goes to kill character B and character B has some sort or connection to the killer very rarely are they just killed and that's it. With the PBX situation I also see it as some of validation for making to choice to kill PBX in the first place.

 

If we could just kill him without him having a clue it would feel very anti climatic IMO. With other characters I just see it as Niko's trademark to get into their heads before killing them and from a gameplay perspective it makes the missions more fun leading onto another sequence if Niko "baits" them in.

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The "protagonist talking before executing the opponent" approach dates back to the days of vice city (not sure abt 3). It allows the protagonists to exchange a few dialogues with their opponents before killing them, which makes the mission more engaging as well.  I mean, I like these confrontations which makes them more interesting. So many such missions are memorable for the arguments between the characters involved in those missions.

 

The problem in case of gta 4 was that these confrontations often ended up in chasing sequences, like PBX managing to escape from the building, which leads to a chase, and then another cinematic of executing PBX later. In earlier games, it was possible to  kill the opponent within a short frame of time to avoid chasing sequence altogether, if the player wishes to apply some tricks, like creating a roadblock, keeping a sniper rifle handy and quickly take a position to shoot the opponent before he reaches the vehicle, etc.

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KingAJ032304
20 hours ago, El Penguin Bobo said:

Holy hell. I actually don't remember it being THAT common to the point where it just keeps repeating over and over every millisecond.

It's actually a glitch in the PC version the ps2 version was like gta 3

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Algonquin Assassin
21 minutes ago, Mr Zedd said:

 

The problem in case of gta 4 was that these confrontations often ended up in chasing sequences, like PBX managing to escape from the building, which leads to a chase, and then another cinematic of executing PBX later. In earlier games, it was possible to  kill the opponent within a short frame of time to avoid chasing sequence altogether, if the player wishes to apply some tricks, like creating a roadblock, keeping a sniper rifle handy and quickly take a position to shoot the opponent before he reaches the vehicle, etc.

That's still possible in GTA IV. Take "Holland Nights" for example. You could go through the entire shootout then right at the end make the choice to kill Clarence or not. Or you could go up the crane across the street and snipe him from afar. With PBX it's different because like I said it's a way of validating the player's decision of choosing to kill him and I guess R* simply wanted to make the mission more cinematic and impactful by enforcing a chase..

 

I know some people don't like "linear" and "scripted" missions, but not every mission needs to be open ended. I don't even remember most of these type of missions from the 3D era because most of them were killing non-essential and forgettable characters.

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