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Red Dead Online: DLC/ADD ON Wishlist Thread


ivarblaauw
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18 hours ago, Yangy said:

Thanks! Always love seeing people who read and enjoy my ideas!
I've been tempted to work on the Guarma thing a bit more, but honestly I can't think of much past a Heist or rehashing the same content with a new jungle skin. Mexico is different because it's a seamless world, whereas Guarma would have to be loaded into. Adding reskins into a loading screen area may just frustrate people, either that or it'd add to the already super large article hahaha.
If you wanted the boat smuggling system, I could see it working a lot like Sea of Thieves - Fun for a little bit but quickly turns into long boat rides of either not doing much or losing a lot of ammo. Could be a big strain on the game and servers, too. That's a lot of space to add.

I'd love a Guarma expansion because the island offers a biome / environment quite different from the main map. 
Mexico offers that as well, but is closer to Rio Bravo and Gaptooth Ridge than any other area is to Guarma. 

A Guarma expansion could have several unique main themes, that the main map doesn't offer: 

- A local (corrupt / authoritarian) Government, and rebels fighting it
- Colonialism / Independence from it
- local products / fauna / flora

- the island's mythological / supernatural side

- century old pirate lore / treasures

Several players have glitched onto Guarma. The whole island exists, is much larger than the small part accessible in SP.
It's complete with mountains and valleys, but not as detailed as Mexico. 

How to get to and from it? I can see 2 ways. 
A) Fast Travel. We buy a "boat ticket".
B) by boat. You mention issues this might create, I can't comment - no idea how these things work. If Guarma is located somewhere south of Braithwaite Manor (I remember seeing that when watching YT clips), they could give us a "shipping lane", a body of water we can freely move on. When you get to the borders of it, a thick fog appears with the warning "Bermuda Triangle" or something along those lines. Your boat sinks if you keep going the wrong way. 
That could lessen the strain on the game and servers. If people can do 10-minute wagon rides to do a long-distance Trader delivery, surely they can stomach 10 minutes in a boat. 

If you can't do open water combat across the ocean, I can see a smuggler role still working. We'd have to either do a mission at the port of origin (bribe or kill local authorities, inspectors, etc.), or at the destination, or both. Once you get the shipment on its way, you fast travel to the destination. When the boat is approaching the shore (10-15 minutes later), we get a notification/alert. I can then see us doing some water combat on the Lannaheche River, to guide the incoming ship or clear a path for it. 

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5 hours ago, AltiMetro said:

I'd love a Guarma expansion because the island offers a biome / environment quite different from the main map. 
Mexico offers that as well, but is closer to Rio Bravo and Gaptooth Ridge than any other area is to Guarma. 

A Guarma expansion could have several unique main themes, that the main map doesn't offer: 

- A local (corrupt / authoritarian) Government, and rebels fighting it
- Colonialism / Independence from it
- local products / fauna / flora

- the island's mythological / supernatural side

- century old pirate lore / treasures

Several players have glitched onto Guarma. The whole island exists, is much larger than the small part accessible in SP.
It's complete with mountains and valleys, but not as detailed as Mexico. 

How to get to and from it? I can see 2 ways. 
A) Fast Travel. We buy a "boat ticket".
B) by boat. You mention issues this might create, I can't comment - no idea how these things work. If Guarma is located somewhere south of Braithwaite Manor (I remember seeing that when watching YT clips), they could give us a "shipping lane", a body of water we can freely move on. When you get to the borders of it, a thick fog appears with the warning "Bermuda Triangle" or something along those lines. Your boat sinks if you keep going the wrong way. 
That could lessen the strain on the game and servers. If people can do 10-minute wagon rides to do a long-distance Trader delivery, surely they can stomach 10 minutes in a boat. 

If you can't do open water combat across the ocean, I can see a smuggler role still working. We'd have to either do a mission at the port of origin (bribe or kill local authorities, inspectors, etc.), or at the destination, or both. Once you get the shipment on its way, you fast travel to the destination. When the boat is approaching the shore (10-15 minutes later), we get a notification/alert. I can then see us doing some water combat on the Lannaheche River, to guide the incoming ship or clear a path for it. 

It would deffo have to be fast travel. There's no open ocean area in RDR2

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Leatherworker – Scout Warband

-
Leather Worker extension for Gus Macmillan -

An extension for Gus the Trapper; A new system that gives access to Gun belts with its own menu and sub-pieces. Players can now choose their own Gun belt and holster positions, You also need to provide pelts and animal pieces for each Belt, Holster, Cartridge holders or Pouches and then save them as a whole gun belt.
This system gives players more customization options and truly make their characters unique.
--

Services offered -

i.
Straight Gun Bel
A straight gun belt that fits for any type of clothing, perfect for wearing outside of coats.
Can be worn high or low on the waist and the holsters either worn high or low from the belt.

- high examples -

Spoiler


LET US CLOSE OUR JACKETS : reddeadredemption
Glitch)Special Gun Belt you can only obtain after a certain mission. :  reddeadredemption
pNs1Apd.jpg

rrVxy2v.jpg
 

&
- low examples -

Spoiler


Pin on gun belt
LEqwLd4.jpg
gWJG1IO.jpg

14LtOVh.jpg
Give us an option to put our offhand holster on the side instead of the  front. : reddeadredemption|

 


Cross Draw Holsters
Players now has the option for cross draw holsters, these type of holsters are worn on the side of the body with the gun butts facing forward, these format are best for horse riders and wagon drivers as its more comfortable and easy to access, but can only be used with straight high waist belts. Available in two variants :

- Dual Variant -
     Dual holsters on the side, can be used outside of coats and on a few open coats.


 

Spoiler


9lun7odh7rv31.png
Channing Tatum's Eyes Will Pierce Your Soul in These Hateful Eight Pictures  | Channing tatum, Tatum, Channing
Fan Casting Chris Browning as Micah Bell in Who should play who on myCast


Micah Bell Outfits and Clothing in Red Dead Redemption 2 Outfit Showcase -  YouTube


( Micah's holster set up is the best example and best option for players as it can be used on multiple types of clothing as oppose to Hosea's holster than can only be used outside of coats or w/out a coat )
    Single Variant ( Left side, Right hand Draw )

 
- Single Variant -
A Single Cross draw holster, can be used either on the left or right with gun butt facing forward.

 

Spoiler

Western Gun Holster Cross Draw & Gun Belt Rig REAL Leather Single or Double  Action THE [...]
Western Holster - RH Cross-Draw - Two-Tone Brown Tooled Leather
Amazon.com : Shotgun Lilli Western Gun Belt Plain with Smooth Cross Draw  Holster Combo - Leather - Brown : Sports & Outdoors
FHvwnYy.png

54pGJnz.png


- Shoulder belt and Holster -
A simple leather holster with its belt looping around the body, can be worn inside open coats and hung high or low on the body. Players cannot use pistols and weapons with long barrel attachments with this type of holster and only available for standard and snub barrel options.

 

Spoiler

  lg9yWXP.jpg
Is too much to ask for a shoulder holster at least? : RedDeadOnline
62 Cowboy Action Shooting ideas | cowboy action shooting, hand guns,  western guns
Coolest NPC holster? | Fandom


--
ii.

 Holster and belt design options 
Players now have multiple holster options that they can use in any gun belt and on what weapon they use, be it a pistol or a revolver with a long or short barrel.

- California "Slim Jim" -
A long, sleek and simple holster perfect for any weapon be it a long or
short and fits any type of gun belts,
great option for player's who wants a very simple, thin and low profile holster that doesn't bulge.

( the gun should snug very fit into the holster with the handle, hammer and trigger guard the only visible gun parts )

 

Spoiler

LF0MWao.jpg
FHvwnYy.png
1870 “Slim Jim” Holster – El Paso Saddlery


- Cheyenne Double Loop Holster -
A rigid holster with a swell in the middle, great option for players who wants a holster with more embossed design options.

Spoiler

Cheyenne Double Loop Holster, right hand , 5-1/2" barrel, brown leather,  fits Colt Single Action Army revolvers and others - Track of the Wolf
Pin on Cowboy Guns


- Belt cartridge and pouches -

Players can add cartridge holders and pouches to their gun belt, be it a shotgun or revolver cartridge and small to medium pouches. Purely cosmetic addition.


 

Spoiler

Pin on guns
tooled black powder rig . . . - Gun Holsters, Rifle Slings and Knife  Sheathes - Leatherworker.net
45 Colt, 454, , 357 Speed Loader Cartridge Holder Ammo Bullet  Loops|Holsters| - AliExpress

vsdfvsdfv Hunting Tactical Ammunition Belt Military Shotgun Shell Ammo  Bullet Leather (Dark Brown, 410 and .45), Ammunition & Magazine Pouches -  Amazon Canada



---

Additional notes

a.) Knife position should stay as is for now, I think it will take a ton of work to animate a different sheath position so to keep things simple let it be as of now ( I would personally rather have a new knife for players to use ).

b.) After further investigation and research; the game already has an animation for cross draw holsters, you  can draw from your strong side or right holster ( model twist its wrist inwards perfectly to grab the gun ) even when running or walking. equip and unequip for left hand weapons are available too, and the only problem is the offset of the weapon positions which can be set easily. I can provide videos for proof in need be.

c.) belt cartridge and pouches can be scrapped if it takes too much work.                                    



Red dead's guns are what cars are for GTA players IMHO. Its one of the core of customization options for RDO players in general and what truly separate our outlaws from each other, the idea's I presented are made as simple as possible to implement the system itself and there are already a ton of assets in game to be re-used or repurposed for this gun belt system.

Thanks and let me know what you guys think!

 

Edited by ninkanooob
Edited and changed content, tidied it up too
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I'd love to see a lot more RPG elements added. 
Mechanics that have a real, mid-to-long term impact on our gameplay, and create a real connection to our characters. 

Example: 
Let us find a wife and start a family (would work with only our camp, but I'm thinking of the vibe we got in RDR1 when

Spoiler

John reunited with Abigail and Jack at the farm. I enjoyed that part of the story, especially after going through a lot of hardship to get there)

The wife comes with a history, and family / network of contacts that have an impact on our game. She might be the daughter of a crime boss, or a storekeeper, or the mayor, or from the rough parts of St. Denis. 
Wherever she's from, there's pros and cons to weigh before committing. 
We can then start to have kids, who grow up slowly. 
Interaction with the family is not a must, but the more we interact with them, the more advantages we get in-game. 
Eventually our sons go hunting with us, or work on the farm, or become a lawman, or an outlaw.... our daughters find their way in life, we interact with them as adults. 

Example: 
We start a horse farm, and start to breed horses. By combining certain breeds and horses, the result are new horse breeds with different characteristics and coats. 
There's some RNG added into the system. 
We find wild horses, every now and then there's a rare one that gives unique benefits we can use in breeding. 
We can either keep each horses for ourself, or sell them. 

Plenty more examples we could come up with, but like I said they'd all have real meaning, depth, and long term impact. I'm talking about a storyline that takes months and years to progress through. 

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6 hours ago, AltiMetro said:

I'd love to see a lot more RPG elements added. 
Mechanics that have a real, mid-to-long term impact on our gameplay, and create a real connection to our characters. 

Example: 
Let us find a wife and start a family (would work with only our camp, but I'm thinking of the vibe we got in RDR1 when

  Reveal hidden contents

John reunited with Abigail and Jack at the farm. I enjoyed that part of the story, especially after going through a lot of hardship to get there)

The wife comes with a history, and family / network of contacts that have an impact on our game. She might be the daughter of a crime boss, or a storekeeper, or the mayor, or from the rough parts of St. Denis. 
Wherever she's from, there's pros and cons to weigh before committing. 
We can then start to have kids, who grow up slowly. 
Interaction with the family is not a must, but the more we interact with them, the more advantages we get in-game. 
Eventually our sons go hunting with us, or work on the farm, or become a lawman, or an outlaw.... our daughters find their way in life, we interact with them as adults. 

Example: 
We start a horse farm, and start to breed horses. By combining certain breeds and horses, the result are new horse breeds with different characteristics and coats. 
There's some RNG added into the system. 
We find wild horses, every now and then there's a rare one that gives unique benefits we can use in breeding. 
We can either keep each horses for ourself, or sell them. 

Plenty more examples we could come up with, but like I said they'd all have real meaning, depth, and long term impact. I'm talking about a storyline that takes months and years to progress through. 


This family system... No.

It sounds cool on paper, but what about female characters? I suppose they could have a husband or be lesbian (That's another thing, what about all the gay cowboys out there?), but what are you going to do with the kids? Force players to be pregnant for nine months? A twin-stick birthing minigame?

Your sons go working with you and daughters just find their way in life? I mean, your opinions aside that would cause a sh*tstorm for Rockstar - And doesn't make sense. There's plenty of competent female characters in the Red Dead universe.

You're also kinda forcing ageing onto the players.

It's Red Dead Online, not The Sims Goes YeeHaw lmao.

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16 hours ago, Yangy said:


This family system... No.

It sounds cool on paper, but what about female characters? I suppose they could have a husband or be lesbian (That's another thing, what about all the gay cowboys out there?), but what are you going to do with the kids? Force players to be pregnant for nine months? A twin-stick birthing minigame?

Your sons go working with you and daughters just find their way in life? I mean, your opinions aside that would cause a sh*tstorm for Rockstar - And doesn't make sense. There's plenty of competent female characters in the Red Dead universe.

You're also kinda forcing ageing onto the players.

It's Red Dead Online, not The Sims Goes YeeHaw lmao.

I wouldn't have a problem with lesbian or gay relationships in RDO. 
If it's a male character and his NPC wife is pregnant, it would be more immersive if she started showing, then give birth eventually. 
For female characters, to keep it simple I could imagine a cutscene, after which the baby(s) are born. If the player doesn't want to interact / take care of the baby, a nursemaid can take care of it. 

And remember - having a family is optional, the same for having kids. Getting married isn't a must, either. 
All interactions with the family are optional and not forced. Similar to how interacting with the gang in Single Player was not a real must. We could be out there on our own for days and weeks. 

Daughters could go hunting with us as well, or work around the farm, whatever game mechanics are available for sons should be available for daughters as well. 
And maybe we decided to marry a Sadie Adler or Bonnie McFarlane. They could teach the daughters how to shoot / hunt / wrangle cattle and any other skill that's needed. 

I could just see meaningful storylines emerge from the choices we make. 
If we're in a relationship with a member of a crime family, we might have their brother / father / cousin approach us with new opportunities. robberies, stick-ups, sell stolen goods, etc. etc. 
Same for members of "white hat" families. We might get discounts from the gunsmith / general store, or our wanted level decreases faster, people don't report all crimes, etc. etc. etc.

As far as "Sims Goes YeeHaw" is concerned: remember the family period in RDR1. They hit a nice balance. Same for gang life around the camp in RDR2.
Find the sweet spot between as many layers / depth as necessary, and as few as possible. 

Edited by AltiMetro
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On 4/7/2021 at 7:11 PM, Yangy said:

This family system... No.

 

 

My character's child would be "Son of Cripps"; he'd be kind of damaged, due to Cripp's "old bad seed", and he'd

follow Cripps around the camp tripping and falling in the fire. 

 

His name would be "Eggbert." 

 

My character would not be incapacitated, there would suddenly just be a basinet 

in the camp for a bit before the child was there (like in those "Fable" games.)

 

Then Cripps could make comments like, "You need to feed and clean up after that thing..."

 

;)

 

 

Edited by Krommer
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3 hours ago, Krommer said:

My character's child would be "Son of Cripps"; he'd be kind of damaged, due to Cripp's "old bad seed", and he'd

follow Cripps around the camp tripping and falling in the fire.

 

tumblr-e1cb5b44b2f78e8ff6adec8765f5f132-

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OREOBOREALIS

This hat of Hamish. I already mentioned it here not long ago. Its just the perfect hat for my native character. I tried to make Hamish drop it with dynamite, molotows, shooting it, lassoing it, even trying to crash my horse to the building to hit him, but nothing worked, hes immune to fire and explosions.. Any ideas if its even possible at all? The jacket was already in one of the outlaw pass so why not the hat in future pass. I want this hat so bad. 

 

g8NP0uX.jpg

Edited by Mktz1
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  • 2 weeks later...

Since the new update is rumored to be a trader expansion i would want more things to do on my camp like camp chores have our lovely dogs do smth else with them get him on a hunt have a damn harmonica other things u can play music with some new harstyles or damn beards npc clothes oh and lets not forget FURRY BUCKLES ID happily pay 25 gold bars for one furry buckle 

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I do not know if something like this has been posted before, but a lot of these posts can be lengthy and there are 33 pages of it.

 

Outlaw Update: Ruffians and Crooks

 

Roles:

  • Outlaw
  • Con Man
  • Grave Robber

Outlaw would be the staple of this update, while the other two have things to offer but are relatively lack-luster.

With the Outlaw role [you can]:

  • Rob banks
  • Rob trains
  • Rob Stagecoaches
  • Rob NPCs

The Outlaw Role does have the most depth and would have a small bit of story. You can choose two paths: "Robin Hood" style (taking and giving) or "Desperado". You can visit two different NPCs to join their [new-to-lore] gang. One who is about being an honorable outlaw and helping those in need and the others who want everything for themselves. You would come across the other two roles but in simple 1 or 2 mission scenarios. Depending on the choice you make you will be on one side of the conflict as the two gangs previously mentioned will clash over "scores" and jobs. With the law, of course, being on both of the gangs' tails. The story will end the same way (no matter your path) the gang is dissolved. The dishonorable gang falls apart through greed and shortsightedness and the law cracks down on them, except for you and the boss, who you have to track down and have a small boss battle with. The honorable gang would be torn to shreds by the law with only you and one other member being left alive. This other member (who is still good) would run off, while you go on a bad ass rampage against the law in Limpany (which [should] and would be restored).

 

This leaves the story open ended allowing you to do whatever you want. Further more, for completing the story, you would be rewarded with the ability to be tracked down by Renowned Bounty Hunters. This Renowned Bounty Hunter system would have a "roaming effect" meaning that you would have to avoid setting up camp or causing a commotion in certain states (you can still travel through and to that state(s), however) on either certain weeks or certain days. The larger your bounty (max: $1,000) the more states will have Renowned Bounty Hunters trying to find you ($50 - 1 renowned BH; $175 - 2 renowned BHs; $500 - 3 renowned BHs; $850 - 4 renowned BHs; $1000 - 5 renowned BHs). However, after an in game week the other last surviving member would send you a telegram telling you they have jobs for you and that you should come see them at their cabin in The Grizzlies on the Dakota River (it is that one cabin directly near the bank on the Dakota; you might know which one I am talking about).

 

This would also come with a redo of the current bounty system. Instead of just paying off your bounty whenever you must first find a Pardon Letter (the player can only hold one pardon letter at a time) and  have the amount due. You also have a set amount of time (3 in game days) to dissolve your bounty. Pardons would be uncommon loot.

 

You still hold the ability to rob: banks, trains, stagecoaches, and NPCs after completing the story.

 

The average payout for a bank job would be: $50 (Saint Denis is $350). The average for Trains: $35. The average for Stagecoaches: $25. The average for an NPC: 12 cents, lmao.

 

 

You may be wondering: how do we stop players without the role from robbing banks, trains, stagecoaches, and NPCs? Well quite simply they do not have Outlaw role features. When trying to rob banks they simply cannot enter. When robbing trains they will not have the ability to do special actions (carry safe) or have necessary equipment (loot/shoulder saddlebags) for it. When robbing stagecoaches they will just get boring, worthless loot. When trying to rob NPCs they will just make the NPC do the whole beg for mercy or gunfight thing.

 

 

 

The Con Man role would pretty much just be discount moonshiner. You buy into the role, but at some point the guy who you are working with will tell you that a Con Man should know never to hand money to another man, upon simple promise. But they will give you some of it back at the end of your dealings (when they leave). Very small, surface level story.

 

 

 

Grave Robber comes free and is the worst of the roles. Pretty much just allowing you to have a higher chance at finding collectables (particularly coins) for Madam Nazar and other expensive loot. Which makes it more of a "companion" role than a secure and prominent role.

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I swear I must be the only person who doesn't want their to be an "Outlaw" role.

I want outlaw content, I just don't think it should be role-locked. It should just be stuff you can do in freeroam whenever you please. No progression, no unlocks, no buy-in. Just "Oh look, a passenger train! Let's rob it!"

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3 hours ago, Yangy said:

I want outlaw content, I just don't think it should be role-locked.

 

Same.

 

Good guy/hero/lawman and outlaw content should just be in the game because

of the kind of game it is (wild west.) It should be stuff anyone can do, rather than 

a "role." We can already do some of it, via missions from NPCS.

 

I like the idea of robbing stagecoaches and banks more, but as part of the game

rather than a "role." 

 

There are really more than enough role already; everything else should be all around content.

Many suggestions that are more complex, such as "Angler", could just be added to an existing role.

Angler stuff would make sense being incorporated into Trader.

I've always wanted to be able to turn in fish to Cripps (could even be for trader materials, especially the large fish.)

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6 hours ago, Yangy said:

I swear I must be the only person who doesn't want their to be an "Outlaw" role.

I want outlaw content, I just don't think it should be role-locked. It should just be stuff you can do in freeroam whenever you please. No progression, no unlocks, no buy-in. Just "Oh look, a passenger train! Let's rob it!"

 

No, you are not the only one we just have to look at it realistically with R* (more on this downwards). It would be awesome to have a proper reputation system that would define your character and open unique opportunities to them, but that is too much to ask from them. Everyone gets the same stale stuff.

 

3 hours ago, Krommer said:

because

of the kind of game it is

 

Yes, a R* online game. If this had been made by or handed off to anyone else (a former mobile games studio working for Bethesda is doing better than R* right now; and Battlefront 2 had a fantastic turn around), and did not have greed and exploitation as a concern, then this game would be booming for the players who enjoy it. We all know the reasons why it is neglected, and it likely always will be unfortunately.

 

3 hours ago, Krommer said:

There are really more than enough role already

 

They should not have existed or just be dropped entirely. Roles are only there to fuel RDO Gold buying and therefore money for R*.

 

3 hours ago, Krommer said:

everything else should be all around content

 

Agreed.

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@XerostarTG I like the dynamic of a "Robin Hood" vs. "Desperado" path a lot. 

I enjoy RDO the most when I seamlessly jump from one "role activity" to the next, to the next, etc. etc. 

 

@Yangy I agree it would be better if content wasn't locked behind roles. 

But how can they implement more complicated missions like larger scale bank heists, without preparation? You don't just spontaneously waltz into town, see a bank and pull off an intricate bank "job". 

I'm not as hyped for heists as some other people, but a lot of people want them so it'll be good for the game. Just wondering how they could be pulled off. 

Edited by AltiMetro
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OREOBOREALIS

The leather loin cloth added to the game as belt so it can be used with any pants under. Its already in game so just throw it it to online options.

Got this idea from someone else in this forum but i don't remember who mentioned it. The image below can be used by anyone freely for what ever reason,,, like sending it to rockstar as a wish for rdo or youtube i dont care, the more its used the more likely its seen by r* and added to the game. This would make so many cool native outfits.

 

eyhf4OQ.jpg

 

Edited by Mktz1
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ghostsoap01

I just want a second playable character who hangs around camp when not active. Share funds and camp, but everything else is separate. That way our character doesn't have to be a jack of all trades to get every role experience, and it would liven up the camp to have other people hanging around. Imagine having 4 or 5 characters, all the tents and people at camp, it would start to feel like a proper gang / posse. Also give Cripps a tent and the camp dog a shelter / doghouse.

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On 4/24/2021 at 11:39 AM, AltiMetro said:

But how can they implement more complicated missions like larger scale bank heists, without preparation? You don't just spontaneously waltz into town, see a bank and pull off an intricate bank "job". 

 

Yes, but it could just be a "mission" from a free roam NPC or a telegram type mission (though I hate how the third one, and beyond, of those is forced free aim.)

It would not have to be a "role" thing.

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On 4/24/2021 at 5:39 PM, AltiMetro said:

@XerostarTG I like the dynamic of a "Robin Hood" vs. "Desperado" path a lot. 

I enjoy RDO the most when I seamlessly jump from one "role activity" to the next, to the next, etc. etc. 

 

@Yangy I agree it would be better if content wasn't locked behind roles. 

But how can they implement more complicated missions like larger scale bank heists, without preparation? You don't just spontaneously waltz into town, see a bank and pull off an intricate bank "job". 

I'm not as hyped for heists as some other people, but a lot of people want them so it'll be good for the game. Just wondering how they could be pulled off. 

I posted this link a little bit back. Check out update 6. That's how.

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These are some changes that I would like to see in RDO, some are minor, but I believe that some are very significant.


# Cripps / Wilderness Outfitters

The tent may be the most prominent changeable item in the base camp; when selecting a camp theme I would like to have the tent shown, as well as the table and lesser items that are usually displayed.

I would like a third option for the campfire, (basic, large, deluxe) and the ability to change the fire size like changing tent size. A large campfire might include just the log and a pair of folding stools for seating in place of the log, two benches, and two chairs of the deluxe campfire.

I want to be able to have no dog . I want to be able dismiss and recall the currently owned dog similar to calling and dismissing a wagon or horse. Buying a dog seemed like a nice addition to the camp, but the dog quickly becomes a nuisance with its constant begging for attention and interference with completing resupply missions. 

I would like more interaction available with the dog at Camp. In addition to Pat, I would like to be able to Praise, Scold, and Feed the dog; I would also like to have a Sit or Stay command for the dog. 


# Moonshine Shack

I would like an option for "No Picture" in the bar. A picture behind the bar looks good with the basic theme, but some of the other themes might look better without a picture behind the bar, and none of the pictures that I have seen is really very good.


# Stables

The "Horse Care Package" purchased for $7.50 at the stable should include Cleaning the horse as well as Gold Cores for health and stamina. Cleaning a horse is definitely a part of the proper care of a horse.


# Lockbox / Post Office Deliveries

I would like to have items separated by type in the Lockbox, similar to what we see in the Satchel, or at a Fence or Tailor, or Madam Nazar, etc. I would also like a "Collect All" option for each page that only collects avail items from the page currently being viewed. - Some possible pages might be All Items (first page), Ammunition, Collectables, Documents, Horse Care, Ingredients, Materials, Provisions, Tonics, Valuables, etc.


# Satchel / Commerce

I would like to have a logical sort order for items in the satchel. Sort tonics by name and quality (I, II, III, etc.) and sort materials by type (hide, carcass, feather, etc.), or sort by name and quality (perfect, good, poor).

I would like an option to buy, sell, or donate items in lots, similar to Efficiency Cooking. I think the ability to buy and sell in lots of 1, 5, 10, or 'All' would be very helpful.


# Wilderness Campfire

I want more available wilderness campsites. It is understandable that there may be no suitable campsite near by in rugged mountainous terrain or in a swampy marsh area, but on a rolling plain or desert flatlands, there should be suitable campsites almost everywhere.


# Weather

There should be less fog; and much, much less blinding fog... What part of not being able to see is supposed to be fun? ... What part of the continental United Sates has this much fog, day after day after day?

No more eight month (eight real world days) blizzards!! .. The Great Blizzard of 1888 (March 11–14, 1888) was the most severe recorded blizzard in the history of the United States. 

Two to four real world hours (2.5 to 5 game days) of blizzard with about the same or more for calm between storms should be adequate to simulate severe blizzards and snowstorms. 


# Horse / Saddles / Wagons

I would like the ability to turn the horse's lantern off and on without going to a stable and removing it. I would also like to have the chest straps (lantern support straps) available for purchase without the lantern.


# Farms / Ranches / Homesteads

There are almost 100 ranches, farms, and homesteads scattered throughout the five states of Red Dead Online. .. I would like to have some of the farms, ranches, and homesteads made available for purchase as a permanent camp for players at or above Rank 100, similar to the properties in GTA V. In addition, the properties that have barns or stables, or corrals or paddocks could allow full access to the Stable for the property owner and their posse members. 


# Wardrobe

I would like to have the Buckles separated into two or three groups; awarded buckles, purchased buckles, and possibly Outlaw Pass buckles. Most of the awarded buckles are ugly and useless, and separating them from all the other buckles would be very helpful.


# Fast Travel

I would like cargo stored on Horses to as reliable as cargo stored in the Hunter Wagon. About one third to half of the time, I loose any animal carcass or large animal skin that is stored on my horse if I use Fast Travel.

I would like to see the fast travel by Train and Stage Coach in Story Mode made available in RDO. Why was fast travel changed for RDO? 

Towns such as Strawberry and Van Horn that have no active train station should only have fast travel by Stage Coach and by horse from Camp or from Wilderness Camp. I also believe that every active train station should offer Fast Travel to any other active train station on the same train route.

Fast travel from Camp and Wilderness should be available at a reduced price, because you are traveling on your own horse rather than traveling by Train or Stage Coach.

Fast Travel from the Wilderness Camp that I earned in Outlaw Pass 4 is very significant, I would like it be made available to all players as a Role reward, or Rank 100 reward, or earnable in some way.


# Role Play

I would like to have the character's name displayed rather than the player's gamertag, with the gamertag optional like the Posse name.

I would like the ability to create and play additional characters, similar to other role-playing games. 


# Rank Awards and Unlocks

When Rank 100 is achieved in RDO, there is no award and almost no notice is taken of this significant achievement. I believe that there should be a significant and worthwhile reward for achieving Rank 100 that might include a unique set of clothing similar to "The Sheffield", "The Grizzlies Outlaw", or "The Faucheux; Fast Travel from Wilderness Camp might also be a significant reward for achieving Rank 100 for anyone who did not earn it in Outlaw Pass 4.


# Coupon Rewards

Coupon Rewards are almost always aimed at low Rank or new players, I would like to see more Coupon Rewards included that are useful for players at any Rank. Why does my high Rank character receive Coupons for FREE Ability Cards and FREE Ability Card Upgrades that it does not need that my low Rank character (who needs them) does not get?


# Game Modes, Shootouts, etc 

I would like to see more of the traditional game modes in Red Dead Online, with standard weapons rather than forced weapons, and with the option to select which game mode you want to play rather than pick a group and hope for the Mode you like.

Free-for-All - Deathmatch / Shootout: unlimited lives with a time limit. The player with the most kills wins.

Team Deathmatch / Team Shootout: unlimited lives with a time limit. The team with the most kills wins.

Last Man Standing / Team Last Man Standing; one life per player, the last surviving player or last surviving team wins, with a time limit to prevent "glitch locking" the match.

Capture The Flag (Wagon? Mail Pouch?) The enemy flag must be captured and taken to your flag (on its base) to score a capture. The team with the most captures within the allotted wins

Capture the Flag Limited; the first team with three captures within the allotted time wins

One Flag Capture The Flag (Wagon? Mail Pouch?) A centrally located "flag" must be captured and taken to your base to score a capture. The team with the most captures within the allotted time wins

One Flag Capture the Flag Limited; the first team with three captures within the allotted time wins

Domination / Fortress; the team that captures and holds the base for the longest (total) time within the allotted time limit wins.

Three Base Domination; the team that captures and holds all three bases simultaneously for the longest (total) time within the allotted time limit wins.

Onslaught (see Unreal Tournament 2004); this is a "connect the dots" variation of Domination with multiple route possibilities. A "supply line" of captured bases between the Team Base and the Enemy Base must be completed to assault the enemy base, which must be captured within the allotted time limit to win. The supply line bases may be captured or recaptured in any order.


# Griefing / Harassment

I would like to have the Lasso disabled whenever attacking other players is disabled. The Lasso is often used to harass and to kill other players (or cause their death) in Non-Combat missions such as Protect the Legendary Animal, Trade Route, etc.

Edited by Wil Liam
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23 hours ago, Yangy said:

I posted this link a little bit back. Check out update 6. That's how.

gotcha, thanks
What threw me off is you argued for "no progression, no unlocks, no buy-in", but the 10-gold planning table you propose is exactly that

Think now I understand what you meant. 
You want both "spontaneous" outlaw stuff like being able to rob a train that passes us by, and bigger content that's scripted / planned. 

Think that would be a good solution. As fluid as it can be most of the time, but organized when it has to be

11 hours ago, Wil Liam said:

These are some changes that I would like to see in RDO, some are minor, but I believe that some are very significant.

 

good write-up, there's some real good stuff in there

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On 4/24/2021 at 12:39 PM, AltiMetro said:

 

@Yangy I agree it would be better if content wasn't locked behind roles. 

But how can they implement more complicated missions like larger scale bank heists, without preparation? You don't just spontaneously waltz into town, see a bank and pull off an intricate bank "job". 

I'm not as hyped for heists as some other people, but a lot of people want them so it'll be good for the game. Just wondering how they could be pulled off. 

I thought of a way they could make bank heists completely dynamic, merely by using mechanics already in single player. You can spook many NPCs into staying still/handing over their cash by pointing a gun at them, so modifying this to work on a room of unarmed NPCs shouldn’t be too difficult. All you’d have to do is stand in the door way to keep them from trying to run out.

As for how you actually ROB? This is where the posse system comes in. You stand in the doorway with your gun out (and the NPCs run a code that keeps them from getting within a certain distance of you ‘out of fear’, thereby preventing them from running past you) whilst a posse member threatens the teller specifically to let them into the vault. Then you just chill in the front as they do the safecracking minigame that’s already in the game to take the loot. If you’re wearing a mask, the ‘unknown suspect’ aspect of the wanted system comes into play and you get away scot free provided you can escape the search zone before the law arrives.

Done and simple, right? Wrong. The game has ‘line of sight’ code, meaning if a lawman happens to look through the window and see this, you should become wanted and they storm in to try and stop you. Your posse dies, you fail the heist and can’t try again for a while. You also have to remember this is the old west, so a good number of NPCs are armed. And armed NPCs tend to draw on you rather than cower in fear. Gunshots in the bank=instant wanted level because of the noise, so you’ll want to take out armed NPCs without shooting. And there’s also the chance an unarmed NPC might try good ol fisticuffs to prevent you from blocking the door. Of course, if your posse is big enough/you think you can pull it off, you can just dynamite the safes, grab the money, and jet in less than 2 minutes. But you’ll have to fight the law on the way out.

meanwhile if you decide to try it solo, there’s noone preventing witnesses from running out the door to alert the sheriff so you’re guaranteed a hard firefight to escape and only a few seconds to grab any loot before you have to start shooting.

 

See how easy a dynamic bank job is to implement just using mechanics already in the game? R* have no excuse.

Edited by éX-Driver
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   Old West Teamsters and Freighters

- THE TEAMSTER ROLE -

          As civilization comes to the frontier bustling towns,
     businesses, and townsfolk are in need of transport now more than ever!


--

The role starts with a tycoon in need of assistance. As you help him,
he admires your skills in leading a coach and offers you an interesting proposition for a job as a teamster
As soon as you apply for a teamster, wagons and coaches will be available for you to purchase.


--

- ROLE SERVICES -


--
i.

Transportation

Train stations will now have a list of passengers
( similar to bounty hunting board ) where player's can pick from up to three types of transportation. 

- Medium Distance -
( 75$ )
A player would take an NPC from the train station to a certain location
on the outskirts of a minor settlement with at least 1 up to 3 customers.
ex. Valentine train station to emerald station

- Long Distance -
( 100$ & 0.16 gold )
Players would take an NPC from the train station from
town to town with at least 2 up to 4 customers
ex. Valentine to Rhodes

- High Valued Customers -
( 150$ & 0.24 gold )
A type of customer that varies from short, medium, long distance, and on 1 up to 4 customers.
These customers also have a different taste from one another;
one could be nauseous and would not want you to sprint across the map,
the other could be a wanted fugitive on the run who wants you to get to the destination as fast as you can,
one could be a drunk rich man who stops ones or twice throughout the trip,
a lawman on his way to for an investigation,
and one could be an arrogant, wealthy tycoon making tons of remarks.
( could be changed to whatever personality but that's the general idea )


Transport Mission Events
--
- Outlaw Stagecoach Robbery -
A random chance encounter on a group of NPC that will have a roadblock ( similar to moonshiner revenue agents )
They will also react depending on the personality and characteristic of your passenger
ex. if its a lawman then they will flee immediately and if its a wanted fugitive you will pass through

- Wheel popping off - 
A random instance where you have to stop and put the wheel back
Your passengers WILL comment on it depending on their personality
ex . an annoyed remark from a rich passenger

- Lawman search -
A random chance encounter where a group of lawman outriders would stop you to check your passengers
if your passenger is a wanted fugitive, then you have the decision to help the lawmen for
positive honor and bring the criminal to a nearby sheriff or the fugitive for negative honor.


ii.

Delivery Missions 
( 50$ - 250$ and 0.16 gold)
Players can take delivery missions from train stations to local stores, groceries, and NPC houses.
The player will load up the goods on his delivery wagon or horse ( depending on the amount of goods ) 
and transport them to the destination. This type of mission is only available twice a day per train station.




iii.

Transport Stagecoaches and Delivery Wagons

Players can now purchase two types of vehicles from the stable:
 Wagons and Stagecoaches, ranging from the smallest delivery wagon to an armored stagecoach
and to modify them with different styles ( covered or not ), amount of horse teams ( 1 - 2 ), livery and colors,
as well as decorations and lamps. The delivery wagon from trader role is also moved to the store and can be used anytime.




Notes :
i.
This should be a cheap role ( 10 gold bars ), perfect for new players and
to add more content for everyone as well as expand the game and make coaches and wagons available for the world.

ii.
How can new players buy a stagecoach after they get the role?
They can use the delivery missions from the train station to earn money and buy his/her first stagecoach.

Let me know what you guys think, I know this idea has been proposed here before but I wanted this for a long time before I joined the forums and consider this a more detailed approach with feasible game mechanics. Thanks cowpokes!

Edited by ninkanooob
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OREOBOREALIS

New role: Pathfinder/tracker

i had an idea of a tracker path finder type role where you kind of go from place a to b with some city folks etc protecting them from attacking wolfs and stuff thru the wilderness or helping them to track something or someone etc.

81f91a5263910c2ec2626a9985458df3.jpg

Edited by Mktz1
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Bigglo145

I would like to be able to remove the gunbelt, this simple addition would add alot for role playing. My character is a mafia character based in st denis, they werent walking around gunbelts on their hip back then

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AltiMetro
33 minutes ago, Bigglo145 said:

I would like to be able to remove the gunbelt, this simple addition would add alot for role playing. My character is a mafia character based in st denis, they werent walking around gunbelts on their hip back then

something like a concealed carry option would be nice. 
They'd have to define which guns can be concealed under which jacket, though. 
Can't conceal sawed off shotguns under a tight fitting suit, for example. 

And they introduce something like a Derringer pistol. No need for any kind of holster

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Rev. Gnash
3 hours ago, AltiMetro said:

something like a concealed carry option would be nice. 

And they introduce something like a Derringer pistol. No need for any kind of holster

 

Shoulder holster, worn like a vest.

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reading this thread is both awesome and depressing.

 

some really nice ideas (a few terrible ones too lol) that would definitely spice things up and keep players coming back. 

 

i mean sheesh, even an understaffed squad of inexperienced devs could make atleast 1/15th of this stuff happen and itd make such a huge difference. all they have to do is have an unpaid intern read these boards or *gasp* maybe even their own feedback page.

 

 

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Rev. Gnash

@Megadeus

 

Something stinks at Rockstar. The decisions that are being made, feel misguided and deliberate. The game is being, molested by some corporate goons "vision".

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OREOBOREALIS
On 4/25/2021 at 1:34 AM, ghostsoap01 said:

I just want a second playable character who hangs around camp when not active. Share funds and camp, but everything else is separate. That way our character doesn't have to be a jack of all trades to get every role experience, and it would liven up the camp to have other people hanging around. Imagine having 4 or 5 characters, all the tents and people at camp, it would start to feel like a proper gang / posse. Also give Cripps a tent and the camp dog a shelter / doghouse.

yes this and even better if it was possible to make them follow you like in gta san andreas gang members recruit thing.

Like you play as one and the other characters you have created follow you as npc. Would be cool af

Spoiler

 

 

Edited by Mktz1
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