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RDO Next Updates Speculation & General Chat (Part I)


Vik2390

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5 minutes ago, RyuNova said:

 

I don't think the "Team Collector" addition would constitute a new Role by itself, it could be an addition like the Fossils. As alot of people have said, forcing people to work together instead of it being organic is a fast way to kill this game. Unless they make an actual Treasure Hunter Role and we suddenly discover that there are booby trapped ancient ruins under the map... :S

 

I am of the camp that it will be an upgrade to the Bounty Hunter.

 

Collector has already murdered this games economy. Now they want to make it even worse by forcing people to play together?

Like someone mentioned earlier...recycled crap. Sorry if it doesn't excite me in the least.

 

It is about time for bounty hunter, even though that's not a role I've done much with by myself. I know my buddy would love it.

Edited by StyxTx
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Just now, StyxTx said:

Like someone mentioned earlier...recycled crap. Sorry if it doesn't excite me in the least.

 

Agreed, you know me, I am always asking for something change the games meta. It needs its Heists moment like GTA got but hopefully not Heists.

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7 minutes ago, RyuNova said:

 

Agreed, you know me, I am always asking for something change the games meta. It needs its Heists moment like GTA got but hopefully not Heists.

I think they should have skipped collector entirely. I mean, just how far can they go with that role. The first set of collectibles. Next fossils. Next .... group collecting. Ok, then what? They've already said traders will eventually be able to buy stores so it would be redundant to do the same for collectors. The other roles have lots of possibilities, especially bounty hunters which can evolve into bounty hunters going down a law enforcement route or taking the road into crime..

Edited by StyxTx
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Just now, StyxTx said:

I think they should have skipped collector entirely. I mean, just how far can they go with that role. The other roles have lots of possibilities.

 

I think with hindsight, they wish they did as well. I don't think they expected the player base to go to the level they did and make the Jeanropke map. I expect they thought it was tedious enough that people would not check the same spots every day and the few cycles were enough.

 

What can they do next? Treasure Hunter or "Team Collector" but as I said, getting people to pay for a Role they are forced into interacting with other players could be a death knell for this game. Nothing should ever be forced, let the players choose.

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12 minutes ago, RyuNova said:

 

I think with hindsight, they wish they did as well. I don't think they expected the player base to go to the level they did and make the Jeanropke map. I expect they thought it was tedious enough that people would not check the same spots every day and the few cycles were enough.

 

What can they do next? Treasure Hunter or "Team Collector" but as I said, getting people to pay for a Role they are forced into interacting with other players could be a death knell for this game. Nothing should ever be forced, let the players choose.

I can see your idea of treasure hunter with risks involved in the hunt. I would love booby traps, as long as the location of the traps isn't always in the same spot. But seeing how R* has done everything, it would end off being the same go to location, pick up item, continue on.

 

I think one of the major problems I have as far as boredom with the game is that I've played for so long I know where everything is. Animals spawn locations and best place to find any animal, plants, ambush locations, collectible locations (even though I don't know which cycle will be on what day) and everything else. When I need something I just go there and get it. That's why I would hope they would make booby traps pop up in various spots, even at the same mine location. Adding some variety to everything else would be nice too.

Edited by StyxTx
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DentureDynamite
11 minutes ago, StyxTx said:

I would love booby traps, as long as the location of the traps isn't always in the same spot.

I'm surprised that booby traps aren't part of ambushes; it seems like a perfect avenue to add them into the game.

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2 minutes ago, DentureDynamite said:

I'm surprised that booby traps aren't part of ambushes; it seems like a perfect avenue to add them into the game.

That would be cool. Especially those sickos in Tall Trees. Stick your foot into a rope that pulls up upside down into a tree. I think just about anything to do with NPC interactions should be made more difficult. It's way too easy.

Edited by StyxTx
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8 minutes ago, StyxTx said:

I can see your idea of treasure hunter with risks involved in the hunt. I would love booby traps, as long as the location of the traps isn't always in the same spot. But seeing how R* has done everything, it would end off being the same go to location, pick up item, continue on.

 

It won't be, it will be that you need two players minimum, go to a certain point at a VERY specific time of day, turn on your lantern and the other player who is in another very specific point can see that the shadows cast by the trees in the light draw a penis that points towards the next clue. Miss the time of day or stand in the wrong spot and you have to wait another forty-five minutes.

 

10 minutes ago, StyxTx said:

I think one of the major problems I have as far as boredom with the game is that I've played for so long I know where everything is. Animals spawn locations, plants, ambush locations, and everything else. When I need something I just go there and get it. That's why I would hope they would make booby traps pop up in various spots, even at the same mine location.

 

I was just thinking about the animal spawns the other day, instead of making animals spawn and then following their tracks make it so that the trail spawns and you can track them for a few miles and then you find them. I have also said about "random" spawns. It's always the same events in the same places. We need more truely random events especially in towns and cities, gunfights, fist fights, bar fights, robberies, pickpockets etc. Imagine for a second that you are walking through Valentine and an NPC's bursts out of the Store and runs off with the shopkeeper shouting they have been robbed, you give chase and retreive the money and return it and are rewarded with a fifteen percent discount in every shop or you can keep the money. Short term gain vs long term.

 

 

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5 minutes ago, RyuNova said:

 

It won't be, it will be that you need two players minimum, go to a certain point at a VERY specific time of day, turn on your lantern and the other player who is in another very specific point can see that the shadows cast by the trees in the light draw a penis that points towards the next clue. Miss the time of day or stand in the wrong spot and you have to wait another forty-five minutes.

 

 

I was just thinking about the animal spawns the other day, instead of making animals spawn and then following their tracks make it so that the trail spawns and you can track them for a few miles and then you find them. I have also said about "random" spawns. It's always the same events in the same places. We need more truely random events especially in towns and cities, gunfights, fist fights, bar fights, robberies, pickpockets etc. Imagine for a second that you are walking through Valentine and an NPC's bursts out of the Store and runs off with the shopkeeper shouting they have been robbed, you give chase and retreive the money and return it and are rewarded with a fifteen percent discount in every shop or you can keep the money. Short term gain vs long term.

 

 

Yup. Most of the random events have been there since day 1. Variety is needed so bad.

 

Stuff you mentioned in towns would be so cool.

 

In your first point, funny you should mention penis. Anyone ever notice the shape of the statue cave up north?

Edited by StyxTx
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DentureDynamite
8 minutes ago, StyxTx said:

I think just about anything to do with NPC interactions should be made more difficult. It's way too easy.

True; and just my opinion, but instead of 120 types of tonics, I would rather see a basic but more plausible form of healing your character when they take damage.

 

Some kind of quickly-applied bandage or first aid would feel more realistic (and offer variety) than just drinking yourself to "wellness". The kits could be looted or bought from doctors (open up the Doctor's office in Strawberry, too).

Edited by DentureDynamite
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Just now, DentureDynamite said:

True; just my opinion, but instead of 12 types of the same tonic, I would rather see a basic but more plausible form of healing your character when they take damage.

 

 

Your inventory should have been WAAAAAY smaller. Like three of each item at basic and upgrades adding one extra space per upgrade. As it is its too easy.

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darkmaster234
31 minutes ago, StyxTx said:

I can see your idea of treasure hunter with risks involved in the hunt. I would love booby traps, as long as the location of the traps isn't always in the same spot. But seeing how R* has done everything, it would end off being the same go to location, pick up item, continue on.

 

I think one of the major problems I have as far as boredom with the game is that I've played for so long I know where everything is. Animals spawn locations and best place to find any animal, plants, ambush locations, collectible locations (even though I don't know which cycle will be on what day) and everything else. When I need something I just go there and get it. That's why I would hope they would make booby traps pop up in various spots, even at the same mine location. Adding some variety to everything else would be nice too.

 dynamic events should have random cycles too.

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59 minutes ago, RyuNova said:

 

I don't think the "Team Collector" addition would constitute a new Role by itself, it could be an addition like the Fossils. As alot of people have said, forcing people to work together instead of it being organic is a fast way to kill this game. Unless they make an actual Treasure Hunter Role and we suddenly discover that there are booby trapped ancient ruins under the map... :S

 

I am of the camp that it will be an upgrade to the Bounty Hunter.

 

Collector has already murdered this games economy. Now they want to make it even worse by forcing people to play together?

 

55 minutes ago, StyxTx said:

Like someone mentioned earlier...recycled crap. Sorry if it doesn't excite me in the least.

 

It is about time for bounty hunter, even though that's not a role I've done much with by myself. I know my buddy would love it.

I hear both of you.

I play with a dedicated group of RDO players, but fewer and fewer of us are online every day. The game's gotten stale for all of us. Some haven't played in weeks.
Because I have a pool of friends to play with, I'd be real excited to get game mechanics that reward team play. Have everyone find a diamond / jewel, you take everything to a jeweler who puts it together. Then you sell the piece and everyone gets a nice reward.

It would feel like Single Player, being part of a band of brothers, with every member contributing to the wellbeing of the gang. Just like making donations in camp in SP, doing chores around camp, etc. etc.
I'd like to see our own Posse hideout, like a club house (or even a cave or hideout), something everyone can contribute to. Not limited to 7 people.

But depending how R* implements it, I can see how it would not be good for lone wolves.

I'd mostly be excited for an Outlaw & Lawmen role / extension. It's what this game needs right now.

An extension of Collector could also be: prospector. Something with depth and different gameplay loops (not just "go here, fetch it, bring it back / sell it").
We start by prospecting the rivers, finding gold here and there. Then progress towards a miner role (which goes away from collecting somewhat, I realize that)

46 minutes ago, RyuNova said:

 

I think with hindsight, they wish they did as well. I don't think they expected the player base to go to the level they did and make the Jeanropke map. I expect they thought it was tedious enough that people would not check the same spots every day and the few cycles were enough.

 

What can they do next? Treasure Hunter or "Team Collector" but as I said, getting people to pay for a Role they are forced into interacting with other players could be a death knell for this game. Nothing should ever be forced, let the players choose.

All they had to do is make the spawn points 100% random, while making the collector maps less expensive,indicate a lot more spawn points, and give us a reasonable path to complete collections.

Edited by AltiMetro
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15 minutes ago, AltiMetro said:

 

I hear both of you.

I play with a dedicated group of RDO players, but fewer and fewer of us are online every day. The game's gotten stale for all of us. Some haven't played in weeks.
Because I have a pool of friends to play with, I'd be real excited to get game mechanics that reward team play. Have everyone find a diamond / jewel, you take everything to a jeweler who puts it together. Then you sell the piece and everyone gets a nice reward.

It would feel like Single Player, being part of a band of brothers, with every member contributing to the wellbeing of the gang. Just like making donations in camp in SP, doing chores around camp, etc. etc.
I'd like to see our own Posse hideout, like a club house (or even a cave or hideout), something everyone can contribute to. Not limited to 7 people.

But depending how R* implements it, I can see how it would not be good for lone wolves.

I'd mostly be excited for an Outlaw & Lawmen role / extension. It's what this game needs right now.

An extension of Collector could also be: prospector. Something with depth and different gameplay loops (not just "go here, fetch it, bring it back / sell it").
We start by prospecting the rivers, finding gold here and there. Then progress towards a miner role (which goes away from collecting somewhat, I realize that)

I hear what you're saying about the group collecting but as it is now everyone in a posse can collect the same collectible from a location so the only difference would be posse members collecting one thing each from separate locations. Unless it pays REAL good I don't see the benefit of that over all members collecting collectibles together for their own collection. Maybe I'm missing something though. Wouldn't be the first time. 😏

 

As far as camp and hideouts, I'm all for that. I'd also like to see posse members be able to sit around and relax in camp, playing cards or whatever. I'd also like to see posse members share resources, for example money, ammo, weapons, or whatever but those resources are only usable while in the posse. They can't just leave the posse and have them available when solo.

15 minutes ago, AltiMetro said:

An extension of Collector could also be: prospector. Something with depth and different gameplay loops (not just "go here, fetch it, bring it back / sell it").
We start by prospecting the rivers, finding gold here and there. Then progress towards a miner role (which goes away from collecting somewhat, I realize that)

All they had to do is make the spawn points 100% random, while making the collector maps less expensive,indicate a lot more spawn points, and give us a reasonable path to complete collections.

Speaking of random spawns, if they can do it with collectibles, why not with animals so the same animal doesn't spawn in the same location all the time. Would make hunting something specific a lot more challenging.

Edited by StyxTx
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It's sad that R* doesn't read this stuff. Players in here come up with some great ideas but R* continues to plod along with the lame stuff they put out.

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darkmaster234
17 minutes ago, StyxTx said:

It's sad that R* doesn't read this stuff. Players in here come up with some great ideas but R* continues to plod along with the lame stuff they put out.

Yeah, everyone that have nice ideas and use social club should send them at least as a placebo throught 

 

https://www.rockstargames.com/reddeadonline/feedback?redirect_lang=en_us

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If R* had any decency they should release a patch alongside the next DLC that brings the next Xbox and PS5 versions inline with the best PC versions, Native 4K and a solid 60fps for both platforms and the patch should be FREE.

 

 

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2 hours ago, StyxTx said:

LOL. What brain came up with that? There is too much collecting in the game now and it's gotten stale for one person. Now they want to take something stale and make it a group thing. I love R*.

Now that you say it like that, it certainly seems like something straight out of R*'s playbook. Watch that be exactly what we get.

 

Edit: I just figured out a nice way to phrase it. The problem with expanding the collector role, is that it offers only lateral expansion, no vertical expansion. The puddle is bigger, but still just as shallow. Its giving us more ways to do the same thing, rather than providing something truly new and compelling.

 

1 hour ago, RyuNova said:

 

Your inventory should have been WAAAAAY smaller. Like three of each item at basic and upgrades adding one extra space per upgrade. As it is its too easy.

Then at least we'd have to manage an inventory, which would necessitate gameplay to obtain items, and give us motivations to keep looting homesteads etc.

As it is I have 30 of everything, and 999 rounds of every type perpetually ready for when supplies go down, which means I haven't stopped to loot a building since beta pretty much.

Edited by ghostsoap01
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I am curious and would like everyone's honest opinion to this. What is the best thing (highest quality content in your opinion) R* has added to RDO?

 

IMO it is the legendary bounties.

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7 minutes ago, RS123 said:

I am curious and would like everyone's honest opinion to this. What is the best thing (highest quality content in your opinion) R* has added to RDO?

 

IMO it is the legendary bounties.

IMO, aside from the fact that a lot of the online issues started with it, just based on content, the first update with the initial roles. After so long being stuck just doing those stranger missions and random events to make money and XP the roles were a breath of fresh air.

Edited by StyxTx
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59 minutes ago, StyxTx said:

I hear what you're saying about the group collecting but as it is now everyone in a posse can collect the same collectible from a location so the only difference would be posse members collecting one thing each from separate locations. Unless it pays REAL good I don't see the benefit of that over all members collecting collectibles together for their own collection. Maybe I'm missing something though. Wouldn't be the first time. 😏

 

As far as camp and hideouts, I'm all for that. I'd also like to see posse members be able to sit around and relax in camp, playing cards or whatever. I'd also like to see posse members share resources, for example money, ammo, weapons, or whatever but those resources are only usable while in the posse. They can't just leave the posse and have them available when solo.

Speaking of random spawns, if they can do it with collectibles, why not with animals so the same animal doesn't spawn in the same location all the time. Would make hunting something specific a lot more challenging.

If they make the group collecting a thing, I'd want to have them add a lot more depth and layers to it, let's spitball a little here:

- there's a rotation of iconic pieces of jewelry, 5-10 / month or quarter. Once the rotation is over, they're gone forever.
- they consist of 10-20 individual components (jewels, chains, pendants, clasps, etc.)
- each component has to be found not just by going to a spawn point, but through multiple clues and missions that are fun. Think Indiana Jones
- they have to be brought to a jeweler, who puts everything together
- they have to be sold in a mission

Payout is in line with other roles' payouts, and time invested. If it takes a while, profit for each contributing posse member can be in the thousands. I could see one jewelry item taking a week to a month to complete, as long as it's worth it. Have the game take us on a real adventure with an plotline.

I like your ideas for camps and resources. Allow us to create a Posse identity in the game.

Animals: I wouldn't mind animal spawns to be more random, as long as they still spawn in the general area. Just like in real life, animals have a habitat they thrive in. I wouldn't want to see an alligator in Gaptooth Ridge

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1 minute ago, RS123 said:

I am curious and would like everyone's honest opinion to this. What is the best thing (highest quality content in your opinion) R* has added to RDO?

 

IMO it is the legendary bounties.

 

The game world itself is the best thing imo though. It is so beautiful, and the ecosystems and biomes are so diverse (I am a sucker for this type of thing: noticing differences in foliage, trees, ground textures, the colour of rocks, the colour of the water etc).

 

A great example of this for me is Calumet Ravine. You feel like you are in New Austin because of the red rock, but the bright blue water and the fir trees make it clear you are up north (reminds me of Banff if Banff would have red rocks).

 

Another example is how every region of New Austin is a desert, yet each one is so unique. Rio Bravo's dense tundra-like shrubbery and red dirt, and then the trees down near Plainview. Cholla Springs being full of cacti. The Joshua tree, white sand desert of Gaptooth Ridge. The mini-bayou in Hennigans Stead. Its all so wonderful.

 

I could go on and on for hours about biomes and eco-systems in red dead.

If we are speaking post launch additions, then the depth of detail in the moonshine bar band: animations, music, all well-done.

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22 minutes ago, RS123 said:

I am curious and would like everyone's honest opinion to this. What is the best thing (highest quality content in your opinion) R* has added to RDO?

 

IMO it is the legendary bounties.

 

I really like the idea of the camp and when Trader came out, I really enjoyed the feel of my own business within my camp and making my first money, ranking up and buying upgrades was a rewarding feeling and very addicting in the beginning. Of course it's gotten stale after a year, but I'd like R* to update the camp in the future and I think people don't give enough credit to the concept of the moving camp. I visit my camp more often than any property in GTAO, it also has a lot of practical use. I just wish R* would evolve it with each update, which hasn't happened since September 2019.

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19 hours ago, Short Dawg said:

So does anyone in here have any logical speculation on what the next update will be???

I wish I did but using the word logic when it comes to R*.........well.

Edited by StyxTx
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Lemoyne outlaw

oops i meant to post this in the b and m thread. sorry

Edited by Lemoyne outlaw
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1 hour ago, Retro_Causality said:

what do you guys think we will see tomorrow on the newswire?

last legendary animal with the new jaguar bow variant some crap discounts .

 

I think we will got some info about the next dlc early december...

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darkmaster234
10 minutes ago, TagoKG said:

last legendary animal with the new jaguar bow variant some crap discounts .

 

I think we will got some info about the next dlc early december...

Too optimistic regarding our dear rockstar lol, i personally dont expect  a tease before mid november.

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3 hours ago, Retro_Causality said:

what do you guys think we will see tomorrow on the newswire?

Maybe some more bonus xp and discounts to get players to spend. 

 

4 hours ago, RS123 said:

I am curious and would like everyone's honest opinion to this. What is the best thing (highest quality content in your opinion) R* has added to RDO?

 

IMO it is the legendary bounties.

I have to say the animations, the movements of our characters from their holding out a hand in greeting as they ride slowly past an npc to them swatting at flies and wiping the sweat from their necks. The animations in this game are the best I have seen. I won't even go into the subtle animations of our horses that are just so real and well done, even if most people wouldn't even notice them.

Those and I am really enjoying how animated our characters have become in the new cutscenes.

 

 

2 hours ago, Lemoyne outlaw said:

why is it that all the griefers are almost always high level players? i came on to do my dailies and all of a sudden some jerk comes along and kills me for no reason. when i respawned i saw that he had a friend with him. both of them were in there 200s. so i go after them and was lucky enough to get a kill on one of them. so after feeling satisfied i rode away. then i get sniped from across the map. and then when i came back they killed my horse. i called the scarwney nag. and they killed that too. so i was just hiding behind a rock. they never rushed me just sitting back with a sniper. so i made a run for it. seeing shots whizzing by. luckily none hit me. after i got to a safe space i decided to leave the lobby as i did not want to waste my time.

 

i dont get why these high level players always run in packs and use the scummiest cowardly tactics. if they want to kill players they need to go to the pvp modes. but no they would not dare because then they would have to fight in a fair fight. but no these cowards go after people playing alone minding their own business. is it really that fun ganging up on someone and being a jerk to them?

It's been quite the opposite for me, I think when I play solo the posse's of lower level players have just got to take the opportunity to engage so that they can say they took down a level 300 player. 

 

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