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Arena War: Overall thoughts?

Thoughts?  

170 members have voted

  1. 1. What are your thoughts on it?

    • Something large and original that lived up to the hype. I haven't stopped playing it since.
      4
    • Pleasantly surprised by it. Enjoyable and will continue playing it.
      63
    • Not that great. More overpriced content for a slight edge in the modes I'm not gonna play.
      84
    • Horrible. Not worth reinstalling the game for. f*ck this, I'm going back to Red Dead.
      19


Recommended Posts

Between3and22char

Never liked the adversary modes, I think the time has proved that after the initial week, or when 2x $ 2x RP ends, they go into oblivion. I wanna mention that because of all the unlocks are locked behind an adversary mode, so far there's no other way to unlock the Pegasus vehicles, plus the amount of AP required (compared to how much you can possibly win in 1 match) is just too much. What it bothers me is that, you are forced to play an adversary mode to unlock all the things, even more when they are completely random. I hope in the future they change that.   

 

On the good side, love the buff on the Phantom Wedge and the ramp buggy, finally fixed the akula, colored headlights, wheelies on muscle cars, mechanic cooldown.  

The vehicles look cool, but I think is just that, I like some of them. But it seems everybody in freeroam went back to their oppressors MK2.

About the Benny's wheels, nothing new actually, neither the Clifford logo. They've been around for a while. Before the Night clubs update the Clifford Barrage could take 1 RPG more than a regular one, we tested it while ago, so this might have changed. I think is/was the same for the Clifford tank.  

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georgewillie
On 12/18/2018 at 1:01 PM, PkUnzipper said:

Just like last week, this week special is a complete anti climax.

 

How bad must their Arena DLC sales have been if they're re-marketing it again for double cash & RP for another week?

 

 

 

This is completely normal.  How long did they run double client jobs for NC after the release?  And NC was arguably their best DLC ever for all players, and easily their best DLC for solo players.  

 

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idonknowhow

Cars are good. Prices are high as expected. I don't care about the adversary mode, car is all I want and I am enjoying it, especially Future and Nightmare variant.

 

Something unexpected is you can mod your car on car selection screen, money grab at last minute, lmao. 

 

With headlight color added, I have slightly hope that more paint may come one day.   

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SonofLosSantos

Most disappointing update yet. P2W game mode, the clothes suck, no new hair or tattoos, the guns are a joke (RSR LAZER GUNS REALLY???☹️💔) and everything is completely overpriced. I think this is the final nail in the coffin for gtao.

 

As a a wise man once said, “You gotta run and don’t look back. This is over😔

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Callahan44

Havent played much gta in the last 2 years or so(few hours)but the last few evenings i spent in the arena(and loading screen). Love the idea,i wanted to see it since the arena in san andreas. Some modes are really cool but i really dislike all the tablet gameplay. Its boring and unfair for the drivers,not much you can do against emp and deaths often feel so random. 

Upgraded vehicles are really op but thats not suprising. 

In the best moments capture the flag almost feels a bit like a hero shooter with the different vehicle classes,too bad you cant change vehicle midgame. 

The bikes are annoying,either everyone gets a bike or no one. Its clearly an advantage in most gamemodes to be a small target.

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FuturePastNow

I really like the idea. Connecting different game modes in a framework where you increase your rank and get unlocks. The "environment" of the Arena and the announcers are fun (though the announcers lose value once you've heard it all). Much better than unconnected bad adversary modes.

 

The devil is in the details, unfortunately, and the unlocks are simply too many, too random, and in some cases, virtually unobtainable. Simple things like a silly rusty tractor shouldn't feel impossible. Everything must always *feel* within reach or players lose interest.

Edited by FuturePastNow

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White Shark

Liked it initially. Bored already. It would keep my attention if the payouts and AP rewards were higher, but even whilst they're double they're not worth it. Spent a ton of GTA$ on just 2x vehicles already, no real urgency or desire to buy anymore. Gone back to bunker and terrorbyte missions to repair the damage done to the old wallet.

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Cheesy_wotsit

Been two months since I touched the game, turned my PS4 on by accident the other day while dicking around with HDMIs for the Blu Ray player, was trying to watch Antman and the Wasp. Logged in to shut my PS4 down to find that a huge update was downloading for GTAO. Strange I thought not seen anything in any newsfeeds about this, then again most of my news feed don't show me GTAO since I haven;t shown any interest in the game now for two months. Anyway checked out the newswire, tried to watch the video on Rcokstar's site what a f*cking surprise that was laggy as all f*ck. Went to Youtube directly instead and checked out Pyrealms channel, watched his feature on the new DLC, turned off PS4 before it got to half way downloaded and won't be turning it on again until I get Spiderman / Monster Hunter World on Christmas day.

 

Long story short not even worth the effort of downloading the update.

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Lonely-Martin
14 hours ago, FuturePastNow said:

I really like the idea. Connecting different game modes in a framework where you increase your rank and get unlocks. Much better than unconnected bad adversary modes.

 

The devil is in the details, unfortunately, and the unlocks are simply too many, too random, and in some cases, virtually unobtainable. Simple things like a silly rusty tractor shouldn't feel impossible. Everything must always *feel* within reach or players lose interest.

Cannot agree more. The game modes are fun and some cars are pretty cool. Especially the dripfeed vehicles.

 

But from a progressive/collectors POV, I've completely lost interest in that aspect. And worse, feel this will continue in other ways that see me just not care about an aspect I once loved.

 

Bit of a shame, but still plenty of fun to be had mind. :)

Edited by Lonely-Martin

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J-Scott-D

I really like the vehicles that I've purchased so far and we have more good ones coming. The Ramp Car was made into what it's supposed to be and that's great. I like the new workshop and garages.

 

I have zero interest in PVP/adversary stuff. I even backed out of a match when the game tried to make me do it during the cutscenes with Bryony.

 

"Hey, you did good in there."

 

LOL, no I didn't.

 

Judging from what I've read on GTAF, this skill/AP/unlock system is a cluster you-know-what. I don't have time for that, even if I was the PVP type.

 

How about some new Client Missions added to the Terrorbyte or Mad Max/VIP type missions for some of the new vehicles?

 

I don't even know how to give this update a 1-10 score. It's an update made for people that like to play the game exactly how R* wants it played, and that isn't me.

 

 

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JON22

Buggy as hell. Joined a lobby and after failing to load I was kicked back into free roam but in the arena itself. I could walk around but that was it. Committed suicide to get out and marked the location on the map (about south east of the docks where you drop cars off to Simian, floating over the sea not far from the map, similar to the *prologue map glitch in online from last gen). When I flew a helicopter there I could see a huge shadow of the arena in the water. After flying up I glitched into it but couldn't do much as there's an invisible wall so you can't fly into the crowd.

 

*forgot the name, that snowy place from single player.

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SonofLosSantos

North Yankton^

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Taterman
11 hours ago, J-Scott-D said:

I really like the vehicles that I've purchased so far and we have more good ones coming. The Ramp Car was made into what it's supposed to be and that's great. I like the new workshop and garages.

 

I have zero interest in PVP/adversary stuff. I even backed out of a match when the game tried to make me do it during the cutscenes with Bryony.

 

"Hey, you did good in there."

 

LOL, no I didn't.

 

Judging from what I've read on GTAF, this skill/AP/unlock system is a cluster you-know-what. I don't have time for that, even if I was the PVP type.

 

How about some new Client Missions added to the Terrorbyte or Mad Max/VIP type missions for some of the new vehicles?

 

I don't even know how to give this update a 1-10 score. It's an update made for people that like to play the game exactly how R* wants it played, and that isn't me.

 

 

 

Yes please! And maybe a few contract missions as well.

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Guest
13 hours ago, J-Scott-D said:

How about some new Client Missions added to the Terrorbyte or Mad Max/VIP type missions for some of the new vehicles?

For example, I want Client Job versions of all business battles right there. They could even randomize them under one trigger, and I don't care for the goods, they can cut them out if the fear for their beloved freemode PvP hate fests to loose too much attraction. 

 

Just some additional gameplay, the usual payout. Simplicity itself.

 

Why did they introduce client jobs in the first place, when they are so reluctant of using this formidable format? Or, after they dusted off the Terrorbyte from early development shelf, didn't they just find the code lines in time to remove them? 😛  

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uq7451

the impaler handles like sh*t

 

 

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CoachDub25

It's pretty good, depending on the particular mode.

 

Wreck It, is my favorite but has it's drawbacks. 1. the obstacles can literally appear out of nowhere, right in front of your vehicle. The explosive barrels are the worst. You can be running way out in front on your deathbike and these barrels can magically be 1 foot in front of you. Of course one cannot avoid it and it puts you in the spectator box, early on in the race. 2. the deathbikes have a decisive advantage, especially if upgraded with the speed boost. An option to only allow a certain vehicle type would have been nice.

 

Carnage has to be my second favorite. It is the closest thing to a legitimate vehicle deathmatch (outside of tanks, choppers, and jets that came stock) that gives us a variety of vehicles to use. I guess it's more of a LTS than a deathmatch, considering that once you are destroyed, you go into the waiting room.

 

Bomb Ball and Flag War are ok. These are entirely dependent on the people in the lobby and whether or not they are intelligent enough to have some clue about effective strategies for winning or being competitive. If it's a dummy lobby, and 3/4 of the time it usually is, then these modes can be quite mundane.

 

Games Masters is here nor there. It is bearable to say the most, or least. Tag Team is pretty much the same way.

 

Here come the Monsters is lame. Mainly because it is stock versions of the two vehicles but also because it can just take you from the winning team and put you on the losing team for the last round. It's only remotely fun if you are on the monsters team anyway.

 

Buzzer Beater is the worst in my opinion. First, because one basically has to have the checkpoint pattern memorized to have any chance at all of winning. Secondly, because of the elimination factor. I feel like it would be more fun if it were more like a straight up race. If I had to be concerned with watching for and dodging the competitors that were running behind, I would fell more excited than just having to beat the clock to the next checkpoint.

 

I agree that the vehicles with mods are too pricey. I had around 8 million in the bank and after I bought a deathbike and modded it out, then purchased a couple of outfits, I was left with about 3.4 million. Granted, I didn't wait until I had unlocked the lower price 'sponsorship' options. I'm also disappointed that my paintjob and the liveries on my futureshock model are rendered insignificant in the Arena Wars themselves. I'm just glad I went with a deathbike because I feel it is the most effective and well rounded vehicle for all of the respective Arena War game modes. (aside from the Monsters mode) But unlike a fully upgraded supercar or other street vehicle, I don't see a significant return in my investment, even with double gta$.

 

I think if they continue to expand on it by adding more game modes, vehicles, outfits, and modifications/sponsorships it could be worth while. I honestly think they should up the payouts a little bit to motivate people to participate.

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whywontyoulisten

One day they will release something where working towards the unlocks is fun rather than a grind that everyone instantly looks for ways to cheat on.

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Watain
Posted (edited)

I had some fun for a week or two, then it got repetitive with all the same levels, modes and vehicles over and over again. It's also way too grindy to get all the trophies and whatnot. Nope, not a fan of anything in GTA that feels like "working a job".

 

Sold all my arena vehicles during week 2 or 3 after the update dropped and declared myself retired from Arena War. Now I'm just waiting for whatever R* comes up with next. Hopefully something more fun with some longevity and substance to it. Next!

Edited by Watain

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PkUnzipper
On 12/19/2018 at 4:09 PM, georgewillie said:

This is completely normal.  How long did they run double client jobs for NC after the release?  And NC was arguably their best DLC ever for all players, and easily their best DLC for solo players.  

 

Well here is one factor why: The nightclub DLC was insanely expensive. Just to let the player access ONE single vehicle to better micromanage their business empire. And gain access to a few new, well paying (but extremely annoying NPC) contact missions from Paige. But they didn't have to continuously run weekly promos to encourage players to play the club DLC because this DLC basically sold itself. Also players haven't had major challenges in trying to break even on their initial investment since. Because nightclub has passive income generation source and Arena (built around an adversary mode that will soon become a ghost town after double promo) is not. LMAO.

 

But the NIghtclub DLC is more expensive overall, because seriously from the

 

1. cost of the empty facility, to

2, Terrabyte being locked behind a facility upgrade paywall aka you can't park your Terrabyte outside the club and have it persist like your POV.. It MUST be stored in the club when not forcibly de-spawned by player entering a property like the bunker. Which btw means

3. player is forced into upgrading their club to maximum FOUR empty garage levels. Just to meet the minimum eligibility requirement to finally store the terrabyte. Which btw

4. ISN'T CHEAP before considering any upgrades. There also isn't any trade in value or missions to lower the capital buy in cost.

 

By the time the player achieves their original objective in #4 aka owning a Terrabyte, they're out

  • $1.08M for Elysia the cheapest club
  • +2° Floor (+$395,000)
  • +3° Floor (+$809,750)
  • +4° Floor (+$1,245,250)
  • +5° Floor (+$1,702,550)

Total: $5,232,550 for cheapest club that is bare bones with 100% default options, zero upgrades, and free 1st garage floor. Factor in the dripfeed Terrabyte for additional $1,375M.

 

Total Nightclub player expense -- just for ease of convenience micromanaging their business empire and/or farming the Terrabyte contact missions: a whopping 6,607,550 GTA$  This base Nightclub cost vs. that of non upgraded Arena building and that first junk car you need to start playing the new DLC doesn't compare. Yes the additional other arena war vehicles are expensive and can be used to make money. But somewhat fail when compared to a functional vehicle like the Terrabyte. Which enhances your income ability by making it more efficient to source product for your business and/or make money on the side from client missions. So these new DLC vehicles are fluff and periphery add-ons given the random nature of the Adversary mode for guranteeing the player breaks even on their new DLC cost. Or for insuring the player can make a consistent income from this competitive gameplay business mode (in which players exploit gltiches like mad). So IMO the new arena vehicles end up being more of a status symbol (similar to the worthless Festival Bus or Lazlow's stretch Mammoth). Affordable only and truly by whale players who can afford to piss their virtual cash flow off the side of their Aquarius yacht. Or into the champagne glass of their gold plated luxury jet. 😂

 

Off topic: If Rockstar weren't so damned lazy in the creativity dept where their GTAO cash cow was concerned, they'd had the foresight to LINK the player Yachcts to the club business. Add a feature that let the in house DJ play on the player yacht for a night and have NPCs show up. Pay the player money for accessing the yacht. And that amazing bar on the 2nd floor which your PC is too busy earning money meet their property daily fees to enjoy visiting. Allow strippers to show up and dance at the player yacht party. Allow player yacht parties to be raided/disrupted by players and NPC (scripted police raids) alike in free roam. Or new scenarios from the SecuroServe menu similar to Piracy Prevention.

Edited by PkUnzipper

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D9fred95

Initial thoughts, it's okay. I'm so used to updates demanding I buy something with almost no profit afterwards that this makes the Arena stuff look good.

 

Unlike other updates, I feel like I "progress" with this update. AP gives me cheaper deals on vehicles as opposed to previous updates when the only way to get cheaper deals was to complete a Co-Op mission, usually a pain in the ass to complete since the average random has the intelligence of a walnut. The vehicles themselves being a collection of vehicles from various movies and shows mean I'm actually interested in them for once.

 

Payouts are... okay for now. They're 2x right now so once that wears off Arena Wars will once again fall into the pit of non-worthwhile game modes just like every other adversary mode R* puts out now, but for the time being I'm okay with the amount I make.

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idonknowhow
18 hours ago, PkUnzipper said:

Well here is one factor why: The nightclub DLC was insanely expensive. Just to let the player access ONE single vehicle to better micromanage their business empire. And gain access to a few new, well paying (but extremely annoying NPC) contact missions from Paige. But they didn't have to continuously run weekly promos to encourage players to play the club DLC because this DLC basically sold itself. Also players haven't had major challenges in trying to break even on their initial investment since. Because nightclub has passive income generation source and Arena (built around an adversary mode that will soon become a ghost town after double promo) is not. LMAO.

 

But the NIghtclub DLC is more expensive overall, because seriously from the

 

1. cost of the empty facility, to

2, Terrabyte being locked behind a facility upgrade paywall aka you can't park your Terrabyte outside the club and have it persist like your POV.. It MUST be stored in the club when not forcibly de-spawned by player entering a property like the bunker. Which btw means

3. player is forced into upgrading their club to maximum FOUR empty garage levels. Just to meet the minimum eligibility requirement to finally store the terrabyte. Which btw

4. ISN'T CHEAP before considering any upgrades. There also isn't any trade in value or missions to lower the capital buy in cost.

 

By the time the player achieves their original objective in #4 aka owning a Terrabyte, they're out

  • $1.08M for Elysia the cheapest club
  • +2° Floor (+$395,000)
  • +3° Floor (+$809,750)
  • +4° Floor (+$1,245,250)
  • +5° Floor (+$1,702,550)

Total: $5,232,550 for cheapest club that is bare bones with 100% default options, zero upgrades, and free 1st garage floor. Factor in the dripfeed Terrabyte for additional $1,375M.

 

Total Nightclub player expense -- just for ease of convenience micromanaging their business empire and/or farming the Terrabyte contact missions: a whopping 6,607,550 GTA$  This base Nightclub cost vs. that of non upgraded Arena building and that first junk car you need to start playing the new DLC doesn't compare. Yes the additional other arena war vehicles are expensive and can be used to make money. But somewhat fail when compared to a functional vehicle like the Terrabyte. Which enhances your income ability by making it more efficient to source product for your business and/or make money on the side from client missions. So these new DLC vehicles are fluff and periphery add-ons given the random nature of the Adversary mode for guranteeing the player breaks even on their new DLC cost. Or for insuring the player can make a consistent income from this competitive gameplay business mode (in which players exploit gltiches like mad). So IMO the new arena vehicles end up being more of a status symbol (similar to the worthless Festival Bus or Lazlow's stretch Mammoth). Affordable only and truly by whale players who can afford to piss their virtual cash flow off the side of their Aquarius yacht. Or into the champagne glass of their gold plated luxury jet. 😂

 

Off topic: If Rockstar weren't so damned lazy in the creativity dept where their GTAO cash cow was concerned, they'd had the foresight to LINK the player Yachcts to the club business. Add a feature that let the in house DJ play on the player yacht for a night and have NPCs show up. Pay the player money for accessing the yacht. And that amazing bar on the 2nd floor which your PC is too busy earning money meet their property daily fees to enjoy visiting. Allow strippers to show up and dance at the player yacht party. Allow player yacht parties to be raided/disrupted by players and NPC (scripted police raids) alike in free roam. Or new scenarios from the SecuroServe menu similar to Piracy Prevention.

You don't have to buy any floor in order to buy Terrobyte. Nightclub is all you need.

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PkUnzipper

Looks like they changed this requirement then? Because when the club DLC came out, I bought a club and then tried to buy a Terrobyte. right after. But the sale price was greyed out because I didn't have the 5th floor on which the Terrabyte is stored. The terrabye is stored on the 5th floor and you can't buy this until the other 3 floors are bought first. So I was forced to buy these first.

 

But now you're telling me that if you only buy the club, you can buy the Terrabyte at no extra club facility upgrade cost? In that case, where are you parking your Terrabyte? On the sidewalk next to the club?  Because I was under the impression that owning one isn't like buying Pegasus vehicle (like the Marshall truck) which you can't store in your garages. So the server stores your vehicle data info in the cloud until you're ready to use it and call your mechanic for delivery. 

Edited by PkUnzipper

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idonknowhow
2 hours ago, PkUnzipper said:

Looks like they changed this requirement then? Because when the club DLC came out, I bought a club and then tried to buy a Terrobyte. right after. But the sale price was greyed out because I didn't have the 5th floor on which the Terrabyte is stored. The terrabye is stored on the 5th floor and you can't buy this until the other 3 floors are bought first. So I was forced to buy these first.

 

But now you're telling me that if you only buy the club, you can buy the Terrabyte at no extra club facility upgrade cost? In that case, where are you parking your Terrabyte? On the sidewalk next to the club?  Because I was under the impression that owning one isn't like buying Pegasus vehicle (like the Marshall truck) which you can't store in your garages. So the server stores your vehicle data info in the cloud until you're ready to use it and call your mechanic for delivery. 

It stored in terrobyte garage like everyone. You can see I am in B5, B2, B3, B4 is greyed. I only bought nightclub and terrobyte.

 

krdroEa.jpg

 

 

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PkUnzipper

Guess that requirement did change then. Thanks for clarifying. Now perhaps I can finally consider buying a club for my 2nd char 😀

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Perturbator

Meh in my opinon

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Max Vu

They should have worked a bit longer on it.

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Urban Legends

Get ready for La Bamba! 

 

Arena Wars.. Oi gotta love it. 

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Makingthequants

Honestly if I knew the update was the biggest grind ever produced for GTAO I would not have bought a workshop. 

 

As as a collector I’m only interested in the vehicles, thus I just wanted the scarab and the oil tanker (apocalypse versions) as the other colour schemes are horrific. 

 

Ciupked eith the factcthatvghe AP system is disgusting yeh not a great move. Gonna have to wait till next update for the vehicle prices to drop as uv spent so much time in the arena and only got level 26. 

 

Considering you need to get to AT LEAST level 500/700 to maybe unlock everything you may want it’s impossible. 

 

Plus us I swear I have just been given a vehicle unlock for the scarab twice 

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nido997

so .. more than 2 months down now ... it is just a pity that R* did mess up things , it could easily have been one of my favorite DLCs ever ... like I´ve already said , this is actually my type of DLC ...

but that grind and those prices , I just can´t get over it ...

the game modes are now a little bit more enjoyable for me , as I´ve just got all what I needed , without waiting for unlocks ... some modes still need to be rectified , but overall , they are fun ...

this DLC could definitely have been better ....

Edited by nido997

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IceDree

I've been withholding judgement until the vehicle dripfeed is over & now it is, I have to give Arena War an A.

 

 

When they first announced the dlc, I said I'll give the dlc an A if they make Paige Harris stop calling me regardless of the dlc content. I'm a man of my word and I'll stick by that decision.

 

As for the dlc itself, personally I despise the Post Apocalyptic car theme & that automatically disqualified all Arena vehicles. I lost interest in the game modes around level 8, but recently pushed to level 12.

 

Like most of you, I'm not a fan of the unlock system they implemented. It would've been tolerable if the unlocks were limited to vehicle prices & upgrades. They're taking a piss with the clothes ... just as bad as researching the GR liveries.

 

 

Now, moving on to the positives. I like the Arena workshop, I do a lot of crew colors & I prefer the lighting in the workshop over the Office & LSC. Having 9 slots means I can paint more cars without a loading screen or dealing with Johnny T & with the living quarters upgrade I can swap out HEXs quickly.

The only things I don't like about the building are the big tires at the workshop & the awful decoration options.

 

Civilian cars wise, I bought the Impaler & every civilian vehicle in the dripfeed expect for today's monstrosity.

The Toros is my favorite of the bunch.

 

 

I like that they finally reduced the mechanic's cooldown to 2 minutes. I wish it was consistent though. Often times it reverts back to 4½ minutes.

 

 

Also, I play GTA every day and so far Byrony has contacted me just once ... At the end of a 4 hours session the day the dlc came out & before I bought the shop.

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