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passive mode will split the community. I got a better solution.


Lord-Sam
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The current set up is fine to me but here is an idea:

 

1. Removes all player blips.

 

2. Bring back ‘Mental State’.

 

3. Blips fade in and redden the more aggressive the player is, like the honor system.

 

4. Blips will lower mental state or fade out when the player is rewarded with good honor by completing jobs and bounties. 

 

5. Non aggressive players will be completely stealth but will flash or pulse from shots fired and will appear on local player’s map from the direction the shot was fired from.

 

This idea not only gives the player a chance to refuge without being seen but encourages griefers not to become often hostile. 

 

And word of advise: We are all outlaws, you should never approach a stranger. Go play an RPG if you want the rancher life. 

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@Faceplant8the main difference between RDR parlay and GTAO passive is that once parlay starts it last 10 full minutes; in GTAO you could leave passive at any time. So griefers would shoot you then go into passive so you couldn't fight back. Then they would leave passive, kill you and pop back into passive again. That made passive into an offensive tactic rather than a defensive way to be left alone. 

 

The other big difference is that parlay still allows you to shoot, so you can defend yourself against NPCs, or hunt. In GTAO passive you couldn't use any weapons, so you were defenseless against cops and other NPCs. 

 

That's not to say that parlay can't be abused some. I was getting greifed by some guy who decided that Valentine was his town. He even kept shooting me while I was trying to leave, so I parlayed then followed him around while he was trying to grief other players. I was tossing dynamite at him and watching him rag doll everywhere. It wouldn't damage him, but it sure pissed him off. 

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3 minutes ago, coach_wargo said:

@Faceplant8the main difference between RDR parlay and GTAO passive is that once parlay starts it last 10 full minutes; in GTAO you could leave passive at any time. So griefers would shoot you then go into passive so you couldn't fight back. Then they would leave passive, kill you and pop back into passive again. That made passive into an offensive tactic rather than a defensive way to be left alone. 

 

The other big difference is that parlay still allows you to shoot, so you can defend yourself against NPCs, or hunt. In GTAO passive you couldn't use any weapons, so you were defenseless against cops and other NPCs. 

 

That's not to say that parlay can't be abused some. I was getting greifed by some guy who decided that Valentine was his town. He even kept shooting me while I was trying to leave, so I parlayed then followed him around while he was trying to grief other players. I was tossing dynamite at him and watching him rag doll everywhere. It wouldn't damage him, but it sure pissed him off. 

I forgot about not being able to shoot NPS in GTAO passive. That also needs to be fixed. Either you can't be shot by anyone, or (what I would prefer) it only pertains to player characters.IMO it would be easy to add a few restrictions to passive mode to fix it. There is no reason they have to implement it exactly the same as in GTAO.

 

They already have passive mode in the game (in camp, in posse's, etc) they only need to add the ability to turn it on/off at other times and place the right restrictions on it so that it's not abused.

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The community NEEDS to be splitted: PvP and PvE. that's it.

 

Invite Only is only a replacement, lobbies where people can't be worried about getting shot is better. No one really wants to see the world empty and by themselves, most people prefer to see people only if we're certain a fight can start any second. Any decent game has both lobbies and it works perfectly, by implementing an exploitable passive mode system you're just creating a mentality of not trusting and being incapable of feel at ease with randoms near you. Putting everyone on the same lobby and expect things to work will only lead to exploits, abuse and a toxic meta game. All they need to do is make two types of server, that way people who want to kill will have people who can fight back and people who are busy doing side activities will be able to cooperate and enjoy the game instead of rage-quitting because "people just kill me".

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1 hour ago, Enchilada said:

Go play an RPG if you want the rancher life. 

If you think this is a pure shooter you're wrong. Go play CoD. This game has rpg elements like eating, resting, taking stimulants, washing, taking care of your horse, picking herbs for recipes and medicine crafting, dressing up, hunting & fishing. And dammit I'll play the game how I like, quit telling people what to do please I'm sick of hearing that.

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areyouchappin
3 hours ago, Enchilada said:

The current set up is fine to me but here is an idea:

 

1. Removes all player blips.

 

2. Bring back ‘Mental State’.

 

3. Blips fade in and redden the more aggressive the player is, like the honor system.

 

4. Blips will lower mental state or fade out when the player is rewarded with good honor by completing jobs and bounties. 

 

5. Non aggressive players will be completely stealth but will flash or pulse from shots fired and will appear on local player’s map from the direction the shot was fired from.

 

This idea not only gives the player a chance to refuge without being seen but encourages griefers not to become often hostile.

 

And word of advise: We are all outlaws, you should never approach a stranger. Go play an RPG if you want the rancher life. 

More than a week ago, R* already said they are implementing nearly everything you stated here.

 

Also, we are not all destined to be outlaws from the beginning, especially since there is an honor system..... the storyline states you were framed and set up... you could have easily been an innocent person who was in the wrong place at the wrong time.

Edited by areyouchappin
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