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HelloMyNameIsHuman

The "DO NOT bring that over from RDR2" thread

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TheSantader25

The Weather System:To this date Nothing has beaten GTA V's weather system IMO. I was totally expecting RDR2 to do this but the sudden transitions ruin it. 

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AlexGRFan97
Posted (edited)

Amazingly this wasn't as much of a problem in IV and practically didn't exist in the 3D games (since they used fixed animations rather than ragdoll/Euphoria), but was a big problem in V and still exists in RDR2; the fact that hitting or even so much as bumping into someone knocks them flat on their ass. People ragdoll at the slightest exertion. I want the NPCs and the antagonists to put up a fight when hit, especially when by a vehicle. How awesome would it be if the cyclist you tapped at a low speed regained balance and clung to your hood, thumping the windshield with their fist?

 

This is especially apparent with the new RC Bandito, which causes people to trip and enter ragdoll the second you encroach on their moving space, hurting them in the process. Now imagine if what happened instead was that hitting their shins knocked them a little off-balance, before they regained momentum and delivered a kick that threw your Bandito into the air?

Edited by AlexGRFan97
Might as well elaborate since you can't delete posts anymore

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TheSantader25

First of all we should have been able to save by sleeping. It's a R* tradition that was abandoned in RDR2 and it worries me that maybe R* aren't loyal to their traditions anymore. 

 

Secondly the Save Option should have been like the quick save from GTA V where you could spawn right where you saved instead of the nearest town. 

Edited by TheSantader25

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SonOfLiberty
12 hours ago, TheSantader25 said:

First of all we should been able to save by sleeping. It's a R* tradition that was abandoned in RDR2 and it worries me that maybe R* aren't loyal to their traditions anymore. 

i even think it says in the message box when you're introduced to Arthur's own spot in the camp that sleeping will save. Well that obviously doesn't happen.😒

 

It's not really a game breaker, but I get what you mean it's a traditional aspect. 

 

Now I think of it I don't also want limited fast travels option. It's actually something about Red Dead Redemption 2 that kind baffles me how it's handled. Can't even fast travel from campsites in the wilderness anymore. This would be like neutering taxis in GTA where you can only use them one way and to specific icons instead of also to custom markers you've set up.

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Failure
Spoiler

The main playable character dies in the ending, and is replaced by someone else. I know it's not RDRed II specific and happens in RDRed too, but I still don't want that in the next GTA.

 

 

 

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ClaudeSpeed1911

It is not a RDR only thing but stop putting the trashy linear missions. If I want to do missions like Rockstar wanted then by all means give that option but don't fail me for not doing it like they wanted. GTA 3 era had the perfect balance and these call of duty style missions suck and ruined the game for me.

 

Also fix the bad controls. GTA4 was bad but I got used to it, GTA5 was a bit better and then we come to RDR which is where I grew tired of it. Please make it more like MGS5 which looks good and feels good.

 

Less scripted events would be great. Have these random events but don't make them the exact same thing for every player. Make it more dynamic.

 

Don't restrict my movement because of "Arthur wouldn't run or do this thing and that in camp or where ever".

 

And the final most annoying thing in RDR: Stop making me the bad guy in situations I am not. Bumping into someone and apologizing shouldn't make the whole town come after me. Defending myself from someone shouldn't make everyone start shooting me.

Edited by ClaudeSpeed1911

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Racecarlock

The maintenence tasks. I haven't bought the game myself, because Just Cause 4 was out around the same time and I prefer over the top action movie saturday morning cartoon nuttiness to realistic cowboy westerns, but from what I've heard, you have to clean your horse, you have to clean yourself, you have to clean your guns, there's hunger, there's shaving, there's like a million other things. Maybe those are all fine for RDR 2, but they would render a large portion of GTA 6 tedious as hell. Inb4 someone accuses me of having ADHD or being a coddled casual because I don't want to have to shave in a damn video game.

 

The weapon limit. GTA is fun because at any moment, you can pull an explosive weapon out of your pants and just start blowing sh*t up. You can just start breaking things without all sorts of prior preparation, and that's one of the things that makes GTA great. Having a weapon limit and having to store weapons on your car would be more realistic, sure, but it would ruin that fun "I can just whip out an RPG and blow up a traffic jam" aspect of GTA.

 

The missions with chores in them. This was in RDR 1 as well. Yes, I get it, it's the old west, but missions where you have to herd sheep or clean horses or build a house or propose to your wife are tedious as sh*t. Again, this is another thing where people will accuse me of having ADHD or being a casual, but just put all that stuff in free roam and let people choose whether or not to do it. The one exception for doing a chore should be like in GTA V's FIB raid mission, where you can choose to mop up the floor and be all sneaky, because at least then there's a thrilling stealth element to it, and hell, I chose that path for that mission because it sounded smart and like something Michael would do. But if it's just a mission with chores thrown in, well, screw that. If I wanted to do chores I'd just do real chores.

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SonOfLiberty
12 hours ago, Racecarlock said:

The maintenence tasks. I haven't bought the game myself, because Just Cause 4 was out around the same time and I prefer over the top action movie saturday morning cartoon nuttiness to realistic cowboy westerns, but from what I've heard, you have to clean your horse, you have to clean yourself, you have to clean your guns, there's hunger, there's shaving, there's like a million other things. Maybe those are all fine for RDR 2, but they would render a large portion of GTA 6 tedious as hell. Inb4 someone accuses me of having ADHD or being a coddled casual because I don't want to have to shave in a damn video game.

Honestly unless you've played the game yourself you're not going to understand how it's implemented. On paper I guess this would sound like a turn off and admittedly I was worried about it pre-release, but in the 100 or so hours I've played of Red Dead Redemption 2 I've never really felt any of it gets in the way.

 

Things like cleaning your horse, bathing, shaving etc aren't really things you HAVE to do atleast no more than micro managing in GTA games, but they definitely add to the experience rather than detract from it. It's not to say GTA VI should have all of this, but it's no different than similar tasks in GTA games. Remember feeding CJ or making him work out at the gym? 

 

And why would anyone accuse you of having ADHD or being a casual? No one's responded to this post (besides me) that was made nearly 12 hours ago. *shrugs*

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SomePrick

They better not limit the number of corpses items I can store in my trunk vehicle after a good sidewalk massacre run to the store like in RDR 2.

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futureopenworld

As someone said, linear missions, but to go into more depth, the 100 scripted fail-states per mission that don't allow you to do ANYTHING creative in your approach or execution.

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KingAJ032304
On 1/4/2019 at 5:22 AM, TheSantader25 said:

Actually button mashing started from the HD era. In the 3D era the protagonist would slow sprint by default and holding the sprint button would cause a fast sprint. Pushing L3 slightly would cause a slow walk. 

 

I think they should give us the option to choose between these two methods. I've heard many people like tapping for sprinting because they feel like it's more rewarding. 

Actually Grand Theft Auto San Andreas started it but it work different. If you held it down, then you would sprint. If you tap you would super sprint which used 30% less stamina while making you 15% faster. This was made to get rid of unlimited sprinting.

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Pete4000uk
On 12/12/2018 at 8:16 PM, Bloodytears1666 said:

 

Btw, didn't know that horses in RDR have manual transmission.

What do you think that little thing hanging between some of their legs is for?

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Len Lfc
On 1/4/2019 at 10:22 AM, TheSantader25 said:

Actually button mashing started from the HD era. In the 3D era the protagonist would slow sprint by default and holding the sprint button would cause a fast sprint. Pushing L3 slightly would cause a slow walk. 

 

I think they should give us the option to choose between these two methods. I've heard many people like tapping for sprinting because they feel like it's more rewarding. 

Actually, the tap X to sprint feature began in San Andreas. In GTA III & Vice City you just held X to sprint, but players discovered you could exploit this by tapping X to get infinite sprint. You're right overall though. It wasn't until GTA IV that the default movement speed became a slow walk.

 

And I prefer that. I like having more control over how my character moves, and it's way too annoying to try to move the stick slightly to walk. Options would be great, for those who don't like it though. I think RDR2 does have an option like that, but I'm not entirely sure.

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FoxSites

The honor system as much as I like it in rdr I don’t think it fits gta.

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Journey_95
On 1/4/2019 at 12:00 PM, AnimalFather said:

the disgustingly linear missions

RDR2 was exactly like GTA V in this regard..

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KingAJ032304
5 hours ago, Len Lfc said:

Actually, the tap X to sprint feature began in San Andreas. In GTA III & Vice City you just held X to sprint, but players discovered you could exploit this by tapping X to get infinite sprint. You're right overall though. It wasn't until GTA IV that the default movement speed became a slow walk.

 

And I prefer that. I like having more control over how my character moves, and it's way too annoying to try to move the stick slightly to walk. Options would be great, for those who don't like it though. I think RDR2 does have an option like that, but I'm not entirely sure.

I don't mean to be rude but I kinda already pointed that out sir

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HelloMyNameIsHuman
5 hours ago, Len Lfc said:

Actually, the tap X to sprint feature began in San Andreas. In GTA III & Vice City you just held X to sprint, but players discovered you could exploit this by tapping X to get infinite sprint. You're right overall though. It wasn't until GTA IV that the default movement speed became a slow walk.

 

And I prefer that. I like having more control over how my character moves, and it's way too annoying to try to move the stick slightly to walk. Options would be great, for those who don't like it though. I think RDR2 does have an option like that, but I'm not entirely sure.

 

Man, I can almost swear, i remember tapping and fido running out of stamina fast, and that every time I completely drained stamina, he would run a little bit further. I am pretty sure, nigh-on-positive that is the case. I may in fact be wrong, but I am pretty sure that in San Andreas, when Stamina is completely full, it refills the sprint so fast that you can basically never run it out, while in both VC and III, you would still run out rather quickly, but if you conserved your sprint and never ran it out, that's all you'd ever have. BUT if you ran it out all the way, over and over, then you could sprint further and further for longer and longer. I also can almost swear that tapping sprint makes fido throw his arms up higher. Tony, too. Yes, in VC, you definitely run faster by tapping than you do just holding it, right? Or no, maybe tapping makes it run out slower, but little-known-thing is that running it out all the way makes it laster longer and longer, even when just holding it. I know we've been around this circle already, but am I seriously getting every bit of that wrong? I did not build up Claude's stamina? You guys are going to make me install it on PS4. I assume as it's emulated it would work the same. I know someone did it on PS2, but your further discussion has me wanting to do it myself. I have been thinking about playing them again.

 

I think that's it: In III and VC, running the meter all the way out, added 1% to how far you could run. It may have even been a bug, but now I'm going too far into already far memories. Are you guys totally sure? 

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KingAJ032304
4 hours ago, HelloMyNameIsHuman said:

 

Man, I can almost swear, i remember tapping and fido running out of stamina fast, and that every time I completely drained stamina, he would run a little bit further. I am pretty sure, nigh-on-positive that is the case. I may in fact be wrong, but I am pretty sure that in San Andreas, when Stamina is completely full, it refills the sprint so fast that you can basically never run it out, while in both VC and III, you would still run out rather quickly, but if you conserved your sprint and never ran it out, that's all you'd ever have. BUT if you ran it out all the way, over and over, then you could sprint further and further for longer and longer. I also can almost swear that tapping sprint makes fido throw his arms up higher. Tony, too. Yes, in VC, you definitely run faster by tapping than you do just holding it, right? Or no, maybe tapping makes it run out slower, but little-known-thing is that running it out all the way makes it laster longer and longer, even when just holding it. I know we've been around this circle already, but am I seriously getting every bit of that wrong? I did not build up Claude's stamina? You guys are going to make me install it on PS4. I assume as it's emulated it would work the same. I know someone did it on PS2, but your further discussion has me wanting to do it myself. I have been thinking about playing them again.

 

I think that's it: In III and VC, running the meter all the way out, added 1% to how far you could run. It may have even been a bug, but now I'm going too far into already far memories. Are you guys totally sure? 

after running the normal distance that you would run than become out of breath in gta 3 and vc you would become elike 20% slower but still faster than jogging and yes gta 3 and vc had an invisible stamina stat system 

I DON NOT want the core system or the fall damage system from RDR2 in GTA VI

Edited by KingAJ032304

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Journey_95
On 1/26/2019 at 10:28 PM, futureopenworld said:

As someone said, linear missions, but to go into more depth, the 100 scripted fail-states per mission that don't allow you to do ANYTHING creative in your approach or execution.

I think GTA IV did this better, the missions were often more open (like if it happened now the mission where you kill the lawyer would only have one exist and if you took the other you would fail the mission) and you had different opportunities. With V and RDR2 they went a bit too far with the cinematic route.


I don't want them to go the generic Ubisoft way either though almost every mission in their games these days is ridiculously generic.

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DirtCheap

The annoying-as-hell Witness system

 

In RDR2, the only way to stop a witness is to either kill or hogtie them, which leads to you chasing after another witness for "Murder" or "Kidnapping". 

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HOW'S ANNIE?
On 1/27/2019 at 7:28 AM, futureopenworld said:

As someone said, linear missions, but to go into more depth, the 100 scripted fail-states per mission that don't allow you to do ANYTHING creative in your approach or execution.

Unfortunately it only feels like they've fallen further and further down this pit over the years. You can feel their slow push into linear and scripted missions over the last 10 years. And it gets worse every title. Go from IV > RDR > GTA V > RDR2.

 

Remember the mission Sayonara Salvatore from GTA III? It's a pretty difficult mission in some respects, but the vast amount of ways you can go about killing Salvatore gives the mission replayability. Anything from sniping him, to scaling the building and ambushing him on the way out, parking a bus at Salvatore's gate, etc. If it were 2019 Rockstar designing the mission it'd play out something like this:

- Shootout in Luigis, chase Salvatore across the roofblock, Salvatore escapes. 

- Useless setup mission where you steal a trash truck.

- Use said trash truck to storm Sals mansion, Claude executes a begging Salvatore in the final cutscene.

MISSION PASSED +$0

Edited by HOW'S ANNIE?

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iLLViLLain

- The weapon system. I didn't like having to open the wheel and constantly hit L2 or R2 to get back to the weapons I was using until Arthur decided to automatically put them back on the horse.

 

- When people are knocked out in a fist fight they shouldn't die. GTA V had that same issue. People dying from getting knocked out does happen in real life but not nearly as often as it happens in GTA V/RDR 2.

 

-The core system. It was nice for a slower paced game like RDR 2 and I think it was implemented well but I'm not sure it would work out well in GTA's faster paced gameplay environment.

 

And that's all I got.

 

EDIT: I just remembered the "stealth" system. Rockstar either needs to abandon stealth or seriously consult Hideo Kojima for tips on how to actually make a stealth system. Stealth in RDR2 was really only effective in missions that had a section made specifically for it. Outside of missions, stealth was pretty much nonexistent. Trying to sneak up to an enemy camp and eliminating targets quietly always ended up in a shootout after silently killing the first target. GTA 5's "stealth" was even worse though so I'll give them credit for RDR2's attempt.

Edited by iLLViLLain

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KingAJ032304
18 hours ago, iLLViLLain said:

- The weapon system. I didn't like having to open the wheel and constantly hit L2 or R2 to get back to the weapons I was using until Arthur decided to automatically put them back on the horse.

 

- When people are knocked out in a fist fight they shouldn't die. GTA V had that same issue. People dying from getting knocked out does happen in real life but not nearly as often as it happens in GTA V/RDR 2.

 

-The core system. It was nice for a slower paced game like RDR 2 and I think it was implemented well but I'm not sure it would work out well in GTA's faster paced gameplay environment.

 

And that's all I got.

 

EDIT: I just remembered the "stealth" system. Rockstar either needs to abandon stealth or seriously consult Hideo Kojima for tips on how to actually make a stealth system. Stealth in RDR2 was really only effective in missions that had a section made specifically for it. Outside of missions, stealth was pretty much nonexistent. Trying to sneak up to an enemy camp and eliminating targets quietly always ended up in a shootout after silently killing the first target. GTA 5's "stealth" was even worse though so I'll give them credit for RDR2's attempt.

At least they tried in rdr2 in gta 5 it was pathetic that it used a whole stat for almost no difference. It's weird because they know how to do stealth as it was in manhunt and even done in bully sometimes 

Edited by KingAJ032304

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AnimalFather
On 2/21/2019 at 1:39 AM, Journey_95 said:

RDR2 was exactly like GTA V in this regard..

kinda but still not. u could pick how u wanted to do the heists ya there were only 2 choices but still. but also the story was fun. here its not so the linear nature is more apparent. 

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KingAJ032304
On 2/21/2019 at 11:07 AM, HOW'S ANNIE? said:

Unfortunately it only feels like they've fallen further and further down this pit over the years. You can feel their slow push into linear and scripted missions over the last 10 years. And it gets worse every title. Go from IV > RDR > GTA V > RDR2.

 

Remember the mission Sayonara Salvatore from GTA III? It's a pretty difficult mission in some respects, but the vast amount of ways you can go about killing Salvatore gives the mission replayability. Anything from sniping him, to scaling the building and ambushing him on the way out, parking a bus at Salvatore's gate, etc. If it were 2019 Rockstar designing the mission it'd play out something like this:

- Shootout in Luigis, chase Salvatore across the roofblock, Salvatore escapes. 

- Useless setup mission where you steal a trash truck.

- Use said trash truck to storm Sals mansion, Claude executes a begging Salvatore in the final cutscene.

MISSION PASSED +$0

That's what I LIKE about the HD universe GTAs it DOESN'T feel like your killing a generic npc. I think what they should do is give us like 2 or 3 options on CINEMATIC ways to kill them such as ambushing him with a truck, sniping him from a distance, or something.

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Len Lfc

Is there a thread for things we DO want to carry over from RDR2? lol I want so much to carry over, tbh 

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CarltonDanks69
On 1/4/2019 at 6:00 AM, AnimalFather said:

the disgustingly linear missions

This. It’s so damn difficult to replay RDR2 for me because the missions are a slog. They basically play themselves. That and forced walking 

 

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Curtis
On 12/6/2018 at 5:18 AM, American Venom said:

Map fogging. I started a new save of Red Dead Redemption 2 and it's annoying as f*ck having to unfog the whole map again. At the very least R* should add a toggle option for those who like the map slowly revealed and one for the rest of us that prefer the map revealed straight away.

I prefer if they brought back how they did it in San Andreas, if they really had to fog the map. You know, still see the complete map yet in a different shade of color, without shop icons.

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Len Lfc
1 hour ago, Curtis said:

I prefer if they brought back how they did it in San Andreas, if they really had to fog the map. You know, still see the complete map yet in a different shade of color, without shop icons.

Probably a fair middleground. I like having fogged maps, just so I know where I have and haven't been. The problem is when you fly through areas lol, yeah, I've been over those areas, but I haven't explored them.

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DexMacLeod

The limited weapon loadout. It doesn't work the way it was implemented in RDR2 and I don't think it would work in a GTA even if it was done well.

 

I wasn't a big fan of the hair growth system either but that was mostly because barber shops were few and far between.

 

And the auto spawning trains whenever you're near a station. I remember I was out hunting in RDR2 once, at least three hundred yards from a station, and the train would just constantly keep respawning and stopping at the station every few minutes.

 

I think they might have fixed that but I'd love for GTA to take Redemption 1's system where you could look at the map and see where the train was at any given time and apply that to like a light rail and/or bus system.

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