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Vice Beach

New blip system killed online.

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Vice Beach
Posted (edited)

The player base is made up of two player types. Friendly, and unfriendly. This new blip system benefits neither. Instead of giving us a nice variety of lobby types to suit the different player styles, for example, private lobbies, for people who just want to play alone and not be bothered. Friendly lobbies, for players who want to have a fun social experience and not be worried about PVP being forced upon them. Hardcore lobbies, where they are completely public but the blip system is completely removed along with aim assist. Or normal lobbies, which are just how they were since before this patch. Rockstar tried to make it so the standard public lobby applies to all players and play styles. As it currently is, it benefits no one. Compared to story mode, the online world is desolate and empty. No random events, much less NPC’s and much less things going on in general, online was already pretty dull. But it honestly worked fine. You open your map, see a lot of players in a town, if you want to fight other players, you go to that town. If you don’t, you stay away. In the current system you have no idea who’s where, you can easily waste 15- 20 dollars fast traveling around trying to find a town that’s either empty or has players in it, which ever you’re looking for. 

 

Red Dead Online is already suffering from low active players. Imagine a first time player logging on to online hoping for a fun new experience, they spawn in and the world is completely empty. Nothing happening, no other players around to meet or interact with, just a single dark red blip on the other side of the map. It’s just not a good look.

 

As it stands this new proximity blip system just straight up does not work. Nobody asked for this, at least not in the way it was implemented. We wanted different lobbies, and we got this terrible blip system instead that completely neuters the social online aspect of this game. Griefers still grief. Now they can just run away and be off your radar in seconds, killing randomly with no repercussions.

 

I’m hoping when this game exits the beta stage, the standard public lobby will go back to the pre patch system, and we will at least have a private lobby type.

Edited by Vice Beach

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GTP_Monkey

I dont think the blip system has killed the game its the lack of content in opinion, From my own personnel experience most players say 80% want a pve role playing game and thats just not happening with the updates as R* have only added pvp content Which is fine for those who like pvp and the tubers posting there vids which gets attention but as said pve'ers are drifting away to other games as they have been hit hard with the hunting nerfs and lack of pve content 

 

So sad really as i had very high hopes for this game, Maybe R* will pull something out the bag but i hope it wont be to late

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MXVC
Posted (edited)

   Online free roam feels like offline. It's a digital safe space now with almost zero interaction. R* catered to a small vocal minority who desire solitary or friends only play in their misguided quest to eliminate griefing (which was never really a problem in RDO because of parlay). In the process they gutted everything good about online, and implemented a draconian bounty system.

 

It's tragic how one single update has rendered the game unplayable. 

     

Edited by MXVC

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GTP_Monkey
16 minutes ago, MXVC said:

   Online free roam feels like offline. It's a digital safe space now with almost zero interaction. R* catered to a small vocal minority who desire solitary or friends only play in their misguided quest to eliminate griefing (which was never really a problem in RDO because of parlay). In the process they gutted everything good about online, and implemented a draconian bounty system.

 

It's tragic how one single update has rendered the game unplayable. 

     

People are still there most lobby's have around 22 players its because you cannot see there blips and they dont want trouble, It wasnt a minority that played pve either I reckoned at 80% didnt like the pvp stuff and now you can potentially judge a players character from the blip color players are less likely to shoot first now

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MXVC
24 minutes ago, GTP_Monkey said:

People are still there most lobby's have around 22 players its because you cannot see there blips and they dont want trouble, It wasnt a minority that played pve either I reckoned at 80% didnt like the pvp stuff and now you can potentially judge a players character from the blip color players are less likely to shoot first now

R* needs to offer lobby types pronto because their 'one size fits all' approach is killing the game. 

   As for the color blips, it seems like they are rarely predictive of a player's character. It's  a flawed system for many reasons. 

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GTP_Monkey
Posted (edited)
2 hours ago, MXVC said:

R* needs to offer lobby types pronto because their 'one size fits all' approach is killing the game. 

   As for the color blips, it seems like they are rarely predictive of a player's character. It's  a flawed system for many reasons. 

Problem is if they do private lobbies then they will either nerf the hunting more or even stop it, As for the blips when i have been online since the introduction ive found it works well Majority of blue players are very friendly adding to my comments that 80% want pve not pvp

 

And in all fairness the 3 or 4 weeks leading upto the last update greifing had died down a lot, There isnt the free roam interest to keep the squeakers in game as it really does appeal the the older more mature player 

Edited by GTP_Monkey

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Pocket Fox
38 minutes ago, MXVC said:

   Online free roam feels like offline. It's a digital safe space now with almost zero interaction. R* catered to a small vocal minority who desire solitary or friends only play in their misguided quest to eliminate griefing (which was never really a problem in RDO because of parlay). In the process they gutted everything good about online, and implemented a draconian bounty system.

 

It's tragic how one single update has rendered the game unplayable. 

     

 

Your claim about small vocal minority is based on what evidence of user feedback? Most posts in this forum about keeping the game PvP only see few to no likes whereas posts about PvE/PvP servers or Invite only or anti-griefer measures result in far more likes.

 

Parlay works after you die 4 times PER PERSON so a 5 player posse can kill a player 20 times before they can continue with whatever they were doing or what they wanted to do.

 

Griefing not being an issue, hmm again, alot of personal stories on this forum of people complaining about griefing and even a few of players bragging about how they killed someone, they took parlay and they continued to harass them, shoot their pelts, scare off game/animals etc. I'd say griefing was an issue and not one limited to RDRO as Kotaku and other gaming news outlets last year took a look at GTAO and basically surmised 'Great game... totally ruined by cheats, griefers and children.'

 

As for the blip system, it is something I warned about since November. That if Private/PvE lobbies were not introduced then player numbers would drop and a passive mode would not address the issue. If griefing continued the passive mode that would be introduced would only serve to lessen the experience for BOTH PvE and PvP focussed players. During Nov-Feb much of the PvP community was like

 

'it's the wild west, get used to it'

'maybe this isn't the game for you'

'go play barbies island adventure'

'git gud'

 

etc

 

Now the glove is on the other hand and would could throw the same remarks back. "it's a beta, R* can change whatever they want, maybe this isn't the game for you, go play APEX legends or Rust, git gud' etc etc. That's a very immature and childish approach though and one with a win/lose outcome that doesn't bode well for a healthy community. Realistically RDRO needs lobby options and even further to this, needs a rework.

 

As for the 'game is dead now' or 'can't find anyone' excuse to whinge and whine.

 

 

Spoiler

 

 

 

If you want to PvP in Free Roam 'follow the red dot road' and you'll find other players who will shoot back and not parlay and then report you. They'll engage in Free Roam PvP... and of course, you can then enjoy..... 30XP...for each kill. 0 money, 0 gold... just 30 or so XP per kill. Yep.... just a little XP gain... you'd get 5-10 less XP shooting NPC's.... so exactly what's the point? You could PvP Showdown playlists and get more XP and Cash and Gold!  But!! I know full well it's a different 'experience' and sometimes you want to go on a pvp shootout from Valentine to Van Horn and not just play a sh*tty poorly thought out TDM mode in a playspace the size of a backyard.

 

Which is why I believe not only does RDRO need a lobby choice of PvP/PvE/Invite (and potentially freeaim PvP) but RDRO needs at it's core a redesign for Free Roam.

 

PvP: Blip system removed, stranger missions have greater chance to give PvP quests. Player kills now give money in addition to XP. EG. 30Xp and 30 cents per player kill. Killing the same player repeatedly sees a reduction in money gain. Remove AI bounty hunters, instead players can kill players with a bounty to claim the reward. Obviously, add more PvP free roam modes and activities to this mode with future development, such as random events like having to hijack a train and then other players must take the train over. Which ever posse has control of the train after xx minutes gets XP, Cash, Gold. Add modes like this later, etc.

 

PvE: Blip system removed. No player v player combat, but an option to challenge other players to either a duel or engage in PvP, first to 5 kills etc wins. PvP stranger quests disabled. PvE stranger missions have reduced mission timer and small reduction in payout 10-20%. For future updates add PvE free roam content like defending Valentine bank from a wave of bandits. Players who participate get cash, gold, xp. Add more modes later with development.

 

Invite: The same as PvE

 

PvP Free Aim (Hardcore): Blip system either removed or altered so you can only see players in the same state. No Hud/minimap. Plays the same as PvP lobby but all activities see a 10% increase in XP, Cash, Gold, including PvE stranger quests. Free Aim is forced for all in the lobby.

 

 

Lobby options along these lines, with testing to fine tune their economies would suit a much broader community. Lone wolfs or people with crap internet could play in Invite, social and role players in PvE. PvP'ers would have a lobby they could shoot others in and not get an insta parlay as well as text messages like 'f**k you, you griefin d'bag, im gonna spam reports on your acct now'   and Free Aimers could have a more hardcore experience with longer shootouts rather than being 360 no-scoped by some noob with a pea shooter because they pressed LT and RT really quick.

 

Win/Win

 

Will we get it? Not if one community only cries and whinges for their desired playstyle to the THE WAY and THE ONLY WAY to play the game. In that case we'll go back and forth between PvP griefer central and then PvE passive forests of invisible players. Lobbies need to be introduced to provide each player and each community with a sandbox in which to play the game in a way they enjoy and those around them enjoy. 

 

Analogy, smoking vs non-smoking public places and restaurants. What do we have now?  Non-smoking everywhere... so.... f**k you if you happen to like a cigarette.

laugh and giggle at that, but we'll soon approach a time when restaurants won't server alcohol, then won't serve chocolate/dessert and finally won't serve unhealthy food. Because the all or nothing approach seems to appeal to blockheads rather than a win/win situation where we all get to have our little bit of fun.

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Rafae S

idk it kinda revived it for me 🤷‍♂️

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Assblaster

I play both pvp and pve and I happen to like the new system. It doesn't feel empty to me, I still encounter plenty of players.

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GTP_Monkey
1 hour ago, Pocket Fox said:

 

Your claim about small vocal minority is based on what evidence of user feedback? Most posts in this forum about keeping the game PvP only see few to no likes whereas posts about PvE/PvP servers or Invite only or anti-griefer measures result in far more likes.

 

Parlay works after you die 4 times PER PERSON so a 5 player posse can kill a player 20 times before they can continue with whatever they were doing or what they wanted to do.

 

Griefing not being an issue, hmm again, alot of personal stories on this forum of people complaining about griefing and even a few of players bragging about how they killed someone, they took parlay and they continued to harass them, shoot their pelts, scare off game/animals etc. I'd say griefing was an issue and not one limited to RDRO as Kotaku and other gaming news outlets last year took a look at GTAO and basically surmised 'Great game... totally ruined by cheats, griefers and children.'

 

As for the blip system, it is something I warned about since November. That if Private/PvE lobbies were not introduced then player numbers would drop and a passive mode would not address the issue. If griefing continued the passive mode that would be introduced would only serve to lessen the experience for BOTH PvE and PvP focussed players. During Nov-Feb much of the PvP community was like

 

'it's the wild west, get used to it'

'maybe this isn't the game for you'

'go play barbies island adventure'

'git gud'

 

etc

 

Now the glove is on the other hand and would could throw the same remarks back. "it's a beta, R* can change whatever they want, maybe this isn't the game for you, go play APEX legends or Rust, git gud' etc etc. That's a very immature and childish approach though and one with a win/lose outcome that doesn't bode well for a healthy community. Realistically RDRO needs lobby options and even further to this, needs a rework.

 

As for the 'game is dead now' or 'can't find anyone' excuse to whinge and whine.

 

 

  Hide contents

 

 

 

If you want to PvP in Free Roam 'follow the red dot road' and you'll find other players who will shoot back and not parlay and then report you. They'll engage in Free Roam PvP... and of course, you can then enjoy..... 30XP...for each kill. 0 money, 0 gold... just 30 or so XP per kill. Yep.... just a little XP gain... you'd get 5-10 less XP shooting NPC's.... so exactly what's the point? You could PvP Showdown playlists and get more XP and Cash and Gold!  But!! I know full well it's a different 'experience' and sometimes you want to go on a pvp shootout from Valentine to Van Horn and not just play a sh*tty poorly thought out TDM mode in a playspace the size of a backyard.

 

Which is why I believe not only does RDRO need a lobby choice of PvP/PvE/Invite (and potentially freeaim PvP) but RDRO needs at it's core a redesign for Free Roam.

 

PvP: Blip system removed, stranger missions have greater chance to give PvP quests. Player kills now give money in addition to XP. EG. 30Xp and 30 cents per player kill. Killing the same player repeatedly sees a reduction in money gain. Remove AI bounty hunters, instead players can kill players with a bounty to claim the reward. Obviously, add more PvP free roam modes and activities to this mode with future development, such as random events like having to hijack a train and then other players must take the train over. Which ever posse has control of the train after xx minutes gets XP, Cash, Gold. Add modes like this later, etc.

 

PvE: Blip system removed. No player v player combat, but an option to challenge other players to either a duel or engage in PvP, first to 5 kills etc wins. PvP stranger quests disabled. PvE stranger missions have reduced mission timer and small reduction in payout 10-20%. For future updates add PvE free roam content like defending Valentine bank from a wave of bandits. Players who participate get cash, gold, xp. Add more modes later with development.

 

Invite: The same as PvE

 

PvP Free Aim (Hardcore): Blip system either removed or altered so you can only see players in the same state. No Hud/minimap. Plays the same as PvP lobby but all activities see a 10% increase in XP, Cash, Gold, including PvE stranger quests. Free Aim is forced for all in the lobby.

 

 

Lobby options along these lines, with testing to fine tune their economies would suit a much broader community. Lone wolfs or people with crap internet could play in Invite, social and role players in PvE. PvP'ers would have a lobby they could shoot others in and not get an insta parlay as well as text messages like 'f**k you, you griefin d'bag, im gonna spam reports on your acct now'   and Free Aimers could have a more hardcore experience with longer shootouts rather than being 360 no-scoped by some noob with a pea shooter because they pressed LT and RT really quick.

 

Win/Win

 

Will we get it? Not if one community only cries and whinges for their desired playstyle to the THE WAY and THE ONLY WAY to play the game. In that case we'll go back and forth between PvP griefer central and then PvE passive forests of invisible players. Lobbies need to be introduced to provide each player and each community with a sandbox in which to play the game in a way they enjoy and those around them enjoy. 

 

Analogy, smoking vs non-smoking public places and restaurants. What do we have now?  Non-smoking everywhere... so.... f**k you if you happen to like a cigarette.

laugh and giggle at that, but we'll soon approach a time when restaurants won't server alcohol, then won't serve chocolate/dessert and finally won't serve unhealthy food. Because the all or nothing approach seems to appeal to blockheads rather than a win/win situation where we all get to have our little bit of fun.

Very well put 

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hotrats773

I was a skeptic as well but I like the system. I'd say 95% of the blue blips I encounter are indeed friendly. The other 5% are sometimes misguided and will shoot anyone who gets close. I'd say on any given play session I may have one or two good firefights but for the most part, it's pretty tranquil. 

 

I don't think it's ruined RDO at all, to be honest. I really thought it would but so far, I'm liking it.

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ALifeOfMisery

If anything the blip change has made freeroam a far more dynamic experience.

 

In my experience it's far more peaceful, players now seem to interact with each other in ways other than shooting on sight, which is a good thing.

 

In my opinion it's one of the few positive changes that the latest update introduced.

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MXVC
Posted (edited)

There is a vocal segment on this forum who seem very biased against PvP due to griefing fears, but that isn't necessarily reflective of the larger player base. 

Edited by MXVC

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CrissRiot
Posted (edited)

Not sure how hiding blips of people in legit DIFFERENT STATES, in a Western game, killed the game. I don't need to know whats going on in Rhodes when I'm in New Austin.

 

The only thing it did was shut down PVP assholes (for the most part) and I'm fine with that (and so are a lot of players).

Edited by CrissRiot

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Ronin Ogami
6 hours ago, Pocket Fox said:

 

Your claim about small vocal minority is based on what evidence of user feedback? Most posts in this forum about keeping the game PvP only see few to no likes whereas posts about PvE/PvP servers or Invite only or anti-griefer measures result in far more likes.

 

Parlay works after you die 4 times PER PERSON so a 5 player posse can kill a player 20 times before they can continue with whatever they were doing or what they wanted to do.

 

Griefing not being an issue, hmm again, alot of personal stories on this forum of people complaining about griefing and even a few of players bragging about how they killed someone, they took parlay and they continued to harass them, shoot their pelts, scare off game/animals etc. I'd say griefing was an issue and not one limited to RDRO as Kotaku and other gaming news outlets last year took a look at GTAO and basically surmised 'Great game... totally ruined by cheats, griefers and children.'

 

As for the blip system, it is something I warned about since November. That if Private/PvE lobbies were not introduced then player numbers would drop and a passive mode would not address the issue. If griefing continued the passive mode that would be introduced would only serve to lessen the experience for BOTH PvE and PvP focussed players. During Nov-Feb much of the PvP community was like

 

'it's the wild west, get used to it'

'maybe this isn't the game for you'

'go play barbies island adventure'

'git gud'

 

etc

 

Now the glove is on the other hand and would could throw the same remarks back. "it's a beta, R* can change whatever they want, maybe this isn't the game for you, go play APEX legends or Rust, git gud' etc etc. That's a very immature and childish approach though and one with a win/lose outcome that doesn't bode well for a healthy community. Realistically RDRO needs lobby options and even further to this, needs a rework.

 

As for the 'game is dead now' or 'can't find anyone' excuse to whinge and whine.

 

 

  Reveal hidden contents

 

 

 

If you want to PvP in Free Roam 'follow the red dot road' and you'll find other players who will shoot back and not parlay and then report you. They'll engage in Free Roam PvP... and of course, you can then enjoy..... 30XP...for each kill. 0 money, 0 gold... just 30 or so XP per kill. Yep.... just a little XP gain... you'd get 5-10 less XP shooting NPC's.... so exactly what's the point? You could PvP Showdown playlists and get more XP and Cash and Gold!  But!! I know full well it's a different 'experience' and sometimes you want to go on a pvp shootout from Valentine to Van Horn and not just play a sh*tty poorly thought out TDM mode in a playspace the size of a backyard.

 

Which is why I believe not only does RDRO need a lobby choice of PvP/PvE/Invite (and potentially freeaim PvP) but RDRO needs at it's core a redesign for Free Roam.

 

PvP: Blip system removed, stranger missions have greater chance to give PvP quests. Player kills now give money in addition to XP. EG. 30Xp and 30 cents per player kill. Killing the same player repeatedly sees a reduction in money gain. Remove AI bounty hunters, instead players can kill players with a bounty to claim the reward. Obviously, add more PvP free roam modes and activities to this mode with future development, such as random events like having to hijack a train and then other players must take the train over. Which ever posse has control of the train after xx minutes gets XP, Cash, Gold. Add modes like this later, etc.

 

PvE: Blip system removed. No player v player combat, but an option to challenge other players to either a duel or engage in PvP, first to 5 kills etc wins. PvP stranger quests disabled. PvE stranger missions have reduced mission timer and small reduction in payout 10-20%. For future updates add PvE free roam content like defending Valentine bank from a wave of bandits. Players who participate get cash, gold, xp. Add more modes later with development.

 

Invite: The same as PvE

 

PvP Free Aim (Hardcore): Blip system either removed or altered so you can only see players in the same state. No Hud/minimap. Plays the same as PvP lobby but all activities see a 10% increase in XP, Cash, Gold, including PvE stranger quests. Free Aim is forced for all in the lobby.

 

 

Lobby options along these lines, with testing to fine tune their economies would suit a much broader community. Lone wolfs or people with crap internet could play in Invite, social and role players in PvE. PvP'ers would have a lobby they could shoot others in and not get an insta parlay as well as text messages like 'f**k you, you griefin d'bag, im gonna spam reports on your acct now'   and Free Aimers could have a more hardcore experience with longer shootouts rather than being 360 no-scoped by some noob with a pea shooter because they pressed LT and RT really quick.

 

Win/Win

 

Will we get it? Not if one community only cries and whinges for their desired playstyle to the THE WAY and THE ONLY WAY to play the game. In that case we'll go back and forth between PvP griefer central and then PvE passive forests of invisible players. Lobbies need to be introduced to provide each player and each community with a sandbox in which to play the game in a way they enjoy and those around them enjoy. 

 

Analogy, smoking vs non-smoking public places and restaurants. What do we have now?  Non-smoking everywhere... so.... f**k you if you happen to like a cigarette.

laugh and giggle at that, but we'll soon approach a time when restaurants won't server alcohol, then won't serve chocolate/dessert and finally won't serve unhealthy food. Because the all or nothing approach seems to appeal to blockheads rather than a win/win situation where we all get to have our little bit of fun.

Thiiiis human gets it. Really really gets it. The best solution for R* is to bend, rather than try & cram a single solution down everyone's throats.

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Sammionna

The blip system was the best part of the update for me. Its perfect, and does exactly what it set out to do. The majority of blue blips (with a few exceptions) are friendly, and the majority of red blips (also with a few exceptions) are not. I can roam peacefully doing my own thing without having to look over my shoulder every five seconds, I love it! 

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Unpleasant Nerd
5 hours ago, ALifeOfMisery said:

If anything the blip change has made freeroam a far more dynamic experience.

 

In my experience it's far more peaceful, players now seem to interact with each other in ways other than shooting on sight, which is a good thing.

 

In my opinion it's one of the few positive changes that the latest update introduced.

100% with you.

Towns aren't warzones no more.

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Lonely-Martin
1 hour ago, MXVC said:

There is a vocal segment on this forum who seem very biased against PvP due to griefing fears, but that isn't necessarily reflective of the larger player base. 

Clearly R* agreed with that vocal segment though, lol.

 

Otherwise things wouldn't have changed. R* called these anti-griefing measures after all, must have agreed. 🤣

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GenericGTAO

The blip system is a sign of trying to accomadate the demand to reduce griefing and still keep the player base together.  Its a half measure and although I dont find it terrible...it has many frustrating aspects.  First, are red dots those with bounties or are they negative honor? Second, a guy attacks me and kills me, for some reason I spawn miles away (didnt not happen before the update), if I kill him he spawns right on top of me. Third, in scenario number 2, I check the map cannot see the attackers because I am too far, yet my minimap has a red direction.   Fourth, why are people purple, do they have half honor?  Have they just been in a fight?  

 

The blip system is not what it should be.  It a compromise to keep passive mode out...cool, but its still a half measure that has more unintended consequences and actually creates more problems than it solves cause lets face it...griefers gonna grief no matter what they do in this type of game.

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GTP_Monkey
13 minutes ago, GenericGTAO said:

The blip system is a sign of trying to accomadate the demand to reduce griefing and still keep the player base together.  Its a half measure and although I dont find it terrible...it has many frustrating aspects.  First, are red dots those with bounties or are they negative honor? Second, a guy attacks me and kills me, for some reason I spawn miles away (didnt not happen before the update), if I kill him he spawns right on top of me. Third, in scenario number 2, I check the map cannot see the attackers because I am too far, yet my minimap has a red direction.   Fourth, why are people purple, do they have half honor?  Have they just been in a fight?  

 

The blip system is not what it should be.  It a compromise to keep passive mode out...cool, but its still a half measure that has more unintended consequences and actually creates more problems than it solves cause lets face it...griefers gonna grief no matter what they do in this type of game.

Try reading what the colours mean in the help section 

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MXVC
8 minutes ago, GenericGTAO said:

The blip system is a sign of trying to accomadate the demand to reduce griefing and still keep the player base together.  Its a half measure...

Yes, and it essentially turned the game into something more like offline or co-op. If this is R*'s vision for the game, and if players really want solitary/friends only, then they may as well end the charade of RDO. That vision can be achieved with co-op and offline content. It's hard to believe so many players are so sensitive about occasional griefing that they prefer the game be neutered. 

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GenericGTAO
Posted (edited)

Read it, does not help.  The game does not tell you your own color.  At least in GTA you were informed and your color show red on the minimap.  The help does not explain how an attacker who just killed you, does not show on the map, yet some guy who is red "cause he killed players" (whatever that means) in another city is visible.  Purple means "killed players" and is getting closer to red...how many did he kill?  How many more does he need to kill?  The help section isnt clear and even if it was, it still does not explain how a player that just killed me doesnt appear on the map.  It should be easy to figure out, its not.

Edited by GenericGTAO

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tonko
6 hours ago, Assblaster said:

I play both pvp and pve and I happen to like the new system. It doesn't feel empty to me, I still encounter plenty of players.

Same. I'm a regular consumer of PVP cause i like it a lot. But only in modes designed for that.

 

While in Free Roam i like to spend my time doing other stuff that don't involve shooting other players.

 

But hey, that's just me.

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MXVC
1 hour ago, tonko said:

Same. I'm a regular consumer of PVP cause i like it a lot. But only in modes designed for that.

 

While in Free Roam i like to spend my time doing other stuff that don't involve shooting other players.

 

But hey, that's just me.

It seems natural that free roam should be truly free, a mix of the good, bad and everything in between, PvP and PvE. There should be separate lobbies and modes for a controlled experience. 

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TheSadisticOwl
Posted (edited)

Is that so? I still see lobbies with 20+ players pretty often day and night, even at early hours when everyone is going to sleep. I'm not going to say this game isn't dying, but it's not dying because of the new blip system which works perfectly the way it is. It's dying because of the lack of content that Rockstar is putting into it, and also because of their audacity to dripfeed what little new stuff they put in the game. 

 

I still want to see more lobby types, absolutely, maybe even some that enable the ability to see everyone on the map again. But for now, public lobbies with the new blip system are perfect the way it is.

Edited by TheSadisticOwl
More stuff.

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MXVC
17 minutes ago, TheSadisticOwl said:

Is that so? I still see lobbies with 20+ players pretty often day and night, even at early hours when everyone is going to sleep. 

20 players is nothing when they are spread over the entire map and they are invisible. It's easy to play for long periods without encountering another player.

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Ronin Ogami
18 minutes ago, MXVC said:

20 players is nothing when they are spread over the entire map and they are invisible. It's easy to play for long periods without encountering another player.

 Like how in the old west you could ride for days before encountering another soul?   😛

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Jason

Lobbies are as full as they've always been in my experience and it's not like people suddenly started playing in areas they never typically played in pre-update. Everyone is still doing the same stuff (cause, ya'know, they added nothing new to do), playing in the same areas, etc etc. The game feels no less dead than it did before, it's a big map with only 32 players, the only difference is that there's less random in the-middle-of-no-where warzones because it's harder to find people just doing their thing.

 

If you want to free roam PvP there's no shortage of players, there's red dots in pretty much every lobby I see. The blue dots are the people who aren't interested in free roam PvP and only got dragged into it because people randomly killed them.

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Sammionna
28 minutes ago, MXVC said:

20 players is nothing when they are spread over the entire map and they are invisible. It's easy to play for long periods without encountering another player.

If you limit your play region to Northern Ambarino, sure.

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ALifeOfMisery
44 minutes ago, TheSadisticOwl said:

I still want to see more lobby types, absolutely, maybe even some that enable the ability to see everyone on the map again. But for now, public lobbies with the new blip system are perfect the way it is.

I'd argue that maybe if RDR MP style Friendly public freeroam lobbies are introduced, maybe then all blips could be visible. But I really like the way blips currently work even in that scenario.

 

A Hardcore lobby option I'd take even further, no blips unless we can see another player and/or blips triggered by gunshots we can hear.

28 minutes ago, MXVC said:

It's easy to play for long periods without encountering another player

Which is great for a Western themed game set in 1898.

 

If I'm alone in the West Grizzlies hunting, it's perfectly reasonable that I wouldn't see another person for prolonged periods of time and also that I wouldn't know the location of other people, just like others would have little or no way of knowing my location.

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