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allgoodinthehood

Did RDR Online *FAIL* because of the lack of "Invite Only Mode?"

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blackwolfred
Posted (edited)

I stopped playing RDO in Beta because it didn’t have “ Invite Only” and only came back to try out “ Defensive”. So far, so good in my experience, but not for some of my friends who have still experienced griefing. I can’t help but wonder why anyone wouldn’t want an “ Invite Only” that isn’t a “ griefer” afraid they wouldn’t have anyone to grief 🤔. If it brings back or in more players, that’s a win for us all. I get that players may want things like housing, jobs, more missions, etc. more than an Invite Only option, but to just oppose it.... I don’t get that. 😕

Edited by blackwolfred

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Leftover Pizza
19 minutes ago, blackwolfred said:

I stopped playing RDO in Beta because it didn’t have “ Invite Only” and only came back to try out “ Defensive”. So far, so good in my experience, but not for some of my friends who have still experienced griefing. I can’t help but wonder why anyone wouldn’t want an “ Invite Only” that isn’t a “ griefer” afraid they wouldn’t have anyone to grief 🤔. If it brings back or in more players, that’s a win for us all. I get that players may want things like housing, jobs, more missions, etc. more than an Invite Only option, but to just oppose it.... I don’t get that. 😕

 

From what I've experienced on these forums, some people think you have to play the game as it is supposed to be played, PvP style, leaving little perspective towards other play styles, which are very much an option in this game too. I think it may have something to do with a lack of perception. I could be totally wrong, though.

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Gray-Hand

Invite only isn’t necessary.  Speaking as a solo player, the interactions between players is fine now.  I rarely see any other players.  When I do, they ignore me 19 times out of 20.

If they try to kill me, it’s easy as anything to avoid them.  The days of being repeat killed by a dickhead while you are just trying to go about your business are well and truly over.

 

Three months ago, I found myself avoiding whole sections of the map to keep away from other players, now I just go about my business.  I have no idea what style of play  the people still complaining about griefing are engaging in.  Are they deliberately walking into the middle of firefights?

 

Having said that, I only play maybe 2 hours a week.  The content just is not there.  A couple of free roam missions, a bit of hunting and fishing, and I’m bored.  The Land of Opportunity missions are great, but they should be dropping 4 of those per month, and they should be capable of being done solo.

 

I don’t feel much incentive to play more often.  I am level 32 and have been playing since launch.  I have the outfit that I want, so more clothes don’t entice me to level up or spend money.  I couldn’t care less about horses.  I am actively minimising the number of guns I buy in order to avoid cluttering up my weapon wheel.  

 

My only in game goals are to level up my ability cards and maybe get a couple of recipes to make my character stronger, but that’s not urgent.

 

I would spend money on upgrading my camp if there was any point to doing so.  The camp was one of the best things about single player, and it badly needs attention in online.  More NPCs more customisation, more utility.  A damn gun rack.  

 

In GTA, I got satisfaction from seeing my character’s wealth and influence increase.  I’m not getting that in rdronline.  And maybe that’s not where they are headed, which I guess is fine, but if that’s the case, the game needs some endgame content.  It like the sound of these professions that are coming out.  It will be nice to have something to do.

 

 

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Commander S
1 hour ago, Leftover Pizza said:

 

From what I've experienced on these forums, some people think you have to play the game as it is supposed to be played, PvP style, leaving little perspective towards other play styles, which are very much an option in this game too. I think it may have something to do with a lack of perception. I could be totally wrong, though.


Yeah - bit like the folks who seem to think that the "Online" in things like GTA Online means 'unavoidable PvP (or just go and play The Sims)', and not just 'this game requires an online connection at all times'... :rol:

 

get what Rob Nelson said about not splitting the player-base by keeping everything in the one session type, and Defensive Mode does largely work as a way to avoid getting sucked into PvP, or getting griefed. As someone who only enjoys GTAO in Invite Only sessions, I've had a pretty good time in Defensive Mode - you take so little damage it's easy to treat a couple of stray shots as a decent early warning (most NPCs do more damage, even!), a lot of Free Roam missions don't take you out of Defensive, and ...heck, the map is so large, I've only had a couple of times where I've had to fend off players by doing a Free Roam mission in Offensive Mode.

 

Personally, the main downside I've noticed is people interrupting stuff, even without meaning to grief deliberately - like a gunfight disturbing animals while I'm hunting, or someone trying to join in a hideout, killing the leader, and looting half the spoils. Or just the immersion of being in a town being spoiled by randoms turning the place into a war zone - even though I don't end up getting caught up in it, I'd rather not have Sandy Knee full of dead lawmen when I'm trying to pick up my mail, thankyouverymuch... :harrumph:

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wehweh01

I'm hoping Rockstar announces that this "Mixed Lobby" will be staying. I like the fact I can join on friends regardless of aim settings.

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Leftover Pizza
Posted (edited)
1 hour ago, wehweh01 said:

I'm hoping Rockstar announces that this "Mixed Lobby" will be staying. I like the fact I can join on friends regardless of aim settings.

 

I also hope they add separate lobbies, not replace the current type, but add. I'd absolutely resort doing dailies in Invite Only lobbies in the weekends, to avoid all them weekend warriors. 

Edited by Leftover Pizza

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CrissRiot

My big thing is this, regarding griefing and such: Rockstar has yet to implement any way to realistically "punish" being an outlaw. By that I mean, players can go into towns, shoot up NPCS/People, create a nuisence, and...nothing happens. There is legitimately no downside to being an absolute asshole in the game, whereas those that don't want to be, can be punished or forced into Defensive.

 

Start intregrating the exact Bounty system from Story Mode (legit bounties you can claim, redded-out towns), which would work amazingly well online IMO, and you got a much better balance to the game, where Outlaws can be true Outlaws, and non-Outlaws benefit from being non-Outlaws.

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Van_Hellsing

Defensive mode is no deterrent for griefing anymore. Now the novelty has worn off, I do get shot at all the time I go to the butcher in Valentine.

 

The red blip should stick for at least a few real time hours. The town center should be off limits for some time. 

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CrissRiot

Also, RDO is not failing. Not sure why people keep spouting that, but all it does is remind me of GTA Online:

 

2014: GTAO is dying

2015: GTAO is dying

2016: GTAO is dying

2017: GTAO is dying

2018: GTAO is dying

Right now: Probably someone saying "GTAO is dying"

 

Just because a feature is missing, doesn't mean it is dying

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Leftover Pizza
12 minutes ago, Van_Hellsing said:

Defensive mode is no deterrent for griefing anymore. Now the novelty has worn off, I do get shot at all the time I go to the butcher in Valentine.

 

The red blip should stick for at least a few real time hours. The town center should be off limits for some time. 

 

This and the red dot player should be able to be locked on and level capped to the player they try to grief where they can't even use the weapons, card loadouts, and ammo if the griefed player can't either, due to level brackets. Fair play is fair play. A fully decked out lvl 100+ against a lvl 28 is hardly what I call a fair fight. 

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El Diablo 702

This game didn’t fail because of no invite only lobbies.  It hasn’t failed yet but it has lost players due in part to it. It’s lost players due to lack of content, lobby choices, disconnects and the many other issues from launch till now.  Now will those players come back?, it all depends on what kind of game this turns in to. I think a lot of us expected the old west version of what gta launched as, lobby types, game modes with only friends, or just play alone.  In truth this game isn’t dying/failing it’s just not living up to what it could be. 

 

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roggek
Posted (edited)
5 hours ago, Gray-Hand said:

I have no idea what style of play  the people still complaining about griefing are engaging in.  Are they deliberately walking into the middle of firefights?

No, they haven't figured out how to enable "defensive mode"...🤣

 

I think that if we have "invite only" lobbies, the RDRO is going to slowly die…

 

Today if I want to take a game break (coffee, toilet or similar), I have to make my horse run off and flee, then visit a postoffice or a shop to feel assured that nobody is trying to interfere with me or kill my horse, since defensive mode isn't 100% waterproof...

A better way is to enhance the defensive mode, so that you are "greyed out" when you are resting anywhere in the game world...

Edited by roggek

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Leftover Pizza
54 minutes ago, El Diablo 702 said:

This game didn’t fail because of no invite only lobbies.  It hasn’t failed yet but it has lost players due in part to it. It’s lost players due to lack of content, lobby choices, disconnects and the many other issues from launch till now.  Now will those players come back?, it all depends on what kind of game this turns in to. I think a lot of us expected the old west version of what gta launched as, lobby types, game modes with only friends, or just play alone.  In truth this game isn’t dying/failing it’s just not living up to what it could be. 

 

 

To be honest, I think if the word goes round that there are invite only sessions with no griefers, I am sure there will be a lot of former players giving the game a chance again. I think it would be interesting to see some numbers about how many players make use of invite only or solo sessions in GTA Online, compared to the ones in non glitched public sessions. 

I'd like to have the choice to either play public with Defensive mode or with friends in invite only sessions, depending on my mood. RDO isn't failing or dying, I think, but it could use some more positive features and feedback.

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El Diablo 702
31 minutes ago, Leftover Pizza said:

 

To be honest, I think if the word goes round that there are invite only sessions with no griefers, I am sure there will be a lot of former players giving the game a chance again. I think it would be interesting to see some numbers about how many players make use of invite only or solo sessions in GTA Online, compared to the ones in non glitched public sessions. 

I'd like to have the choice to either play public with Defensive mode or with friends in invite only sessions, depending on my mood. RDO isn't failing or dying, I think, but it could use some more positive features and feedback.

I totally agree.  I would like the choice to play public pvp or goof around with friends only.  The reason solo public lobbies are even a thing in gta is the forced business/public lobby only sale aspect.  I also agree I/o lobbies or the choice to play game modes with friends only can bring players back or get new players altogether.  Either way the more choices can’t be bad. 

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Chrismads

Very well said @Gray-Hand I very much agree 👍

4 hours ago, CrissRiot said:

My big thing is this, regarding griefing and such: Rockstar has yet to implement any way to realistically "punish" being an outlaw. By that I mean, players can go into towns, shoot up NPCS/People, create a nuisence, and...nothing happens. There is legitimately no downside to being an absolute asshole in the game, whereas those that don't want to be, can be punished or forced into Defensive.

 

Start intregrating the exact Bounty system from Story Mode (legit bounties you can claim, redded-out towns), which would work amazingly well online IMO, and you got a much better balance to the game, where Outlaws can be true Outlaws, and non-Outlaws benefit from being non-Outlaws.

That's exactly what I want too, but it's always shot down by the "bots grinding and transfering money to other players and break the economy" argument.

I don't remember much from gtao since I haven't played since ps4 came out, but I do remember the adrenaline rush and excitement when I saw someone with a high bounty, and it was the most fun I ever had in an online game when that happened.

I vote for having good fun, over the economy! 

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ALifeOfMisery
Posted (edited)

RDO isn't even close to failing IMO.

 

As one of the loudest of those calling for IO pre release and in the early days of Beta and as someone who has played GTAO in IO and solo public lobbies for years, it pains me to say this, but I actually enjoy the public lobby only experience in RDO. I also really appreciate the direction in which R* is trying to steer RDO.

 

Defensive mode seems to work well in the most part, as does the hostility system. In Beta every lobby I played in had several red blips, post Beta I often don't see any.

 

Sure, tweaks need to be made, $4 for killing someone's horse, $0.50 for killing the player, should they press charges, needs a rebalance. There should be a hefty penalty for killing a "friendly" player in defensive mode.

 

The main issue with RDO was/is the lack of content, although there's plenty to keep me occupied. The player roles coming this summer should provide a much needed boost to playable content and character progression.

 

I'm thoroughly enjoying a game which I originally had no interest in playing.

Edited by ALifeOfMisery

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gtmike
Posted (edited)

The suggestion that the only argument against invite only is that people want to "grief" is quickly being disproved here. I am a terrible pvper myself, and in truth have not set foot in a public lobby in GTA for literal YEARS. It's invite or crew lobbies all the way.

 

The problem with private lobbies is that all the cool, chill people will instantly disappear from public lobbies like Thanos just snapped his fingers. The only reason to enter a public lobby will be to fight, just like it is in GTA now. Even worse, Rockstar will try to manufacture ways to force people into public lobbies, just like they did in GTA.

 

I like that most randoms I meet now are friendly. I just went to catch some fish and someone was already there, I just posted up across the river and we chilled there catching fish. If they bring in private lobbies, you can believe both me and that guy would be in them...by ourselves.

 

I like what they're trying here and I see the value in it. The suggestion that I want to grief people because of that is just absurd. If they do bring in private lobbies, I'll probably never set foot in public freeroam again, and I'll be fine with that. But I hope they don't.

Edited by gtmike

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-LN-
Posted (edited)

I'm most definitely not opposed to the addition of invite only lobbies; more options are never a bad thing and I don't think adding such would have an overall negative impact on the game itself. They may even bring back some of those who are still hesitant about playing. I myself had sworn off the game entirely before defensive mode became available, but thus far, it has worked very well for me! I get it that such has not been the case for everyone, but I do feel as though that it could be a lot worse (like GTAO). By the way, I'm not doubting anyone's experiences; I also believe that it could use a few tweaks and adjustments, but overall, things are so much better than they were before.

 

Tbh, I've not encountered much griefing in RDO since returning; someone the other night fired one shot at me after I had sold to the butcher in Blackwater, but I just jumped on the horse, took off, and they didn't give chase. Aside from this and few isolated incidents here and there, things have been pretty calm and I can sometimes go for an hour or more without ever even seeing anyone on the radar. It's like I mentioned before in another thread, if I see randoms now, I don't feel the immediate urge to run away or ready myself to fire first; if someone manages to kill me once here and there, then so be it - I can choose to get even or press charges and go on about my business. It's not like being in GTAO public lobby, where they'll always know where I am and where I'm either forced to fight back, switch lobbies, or use a passive mode where I have very few options to do much of anything else.

 

If blips were always on the map as they were when the game first released and like they've always been in GTAO; then yes, I definitely think this would be a serious issue and I would be very hesitant about playing the game, especially if defensive mode weren't an option. The blip system is one feature I'm very glad they changed; combined with defensive mode, I don't feel pressured at all when I play and have found it very easy to avoid PvP situations if I'm not in the mood. However, in GTAO, I have no desire to ever play in public lobbies and refuse to do so; no matter what it is that I'm doing or how many friends I have in the session. It's always been and will likely always be a cesspool of griefing and toxic behaviour; I don't quite understand the appeal of playing in one myself, but to each their own.

 

Anyway, more options are definitely a good thing; we at least need to be able to play certain game modes with friends only and to be able to host specific jobs that we want to play with custom options. I feel that not having these options do hurt the game in a way, but they don't exactly kill it (yet). If R* doesn't add anything else aside from PvP content, I feel as though that will drive away people in the future, but this is all just the beginning; it's not even been a month since it left beta. I'm very curious to see where it all goes and what they decide to do, but even if we do get invite only lobbies, I really can't see myself taking advantage unless things take a serious turn for the worse.

Edited by -LN-

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ALifeOfMisery
Posted (edited)

Completely agree @-LN-, I'm still pro private lobbies, as you rightly point out, more options are never a bad thing. 

 

@gtmike raises a point which completely applies to me though, which is that if IO lobbies are ever added, I'll never set foot in a public lobby again. Which would be a real shame.

 

I really enjoy the one off, spontaneous interactions which the combination of proximity blips and defensive mode have helped create. Yesterday I sat down in the saloon in Valentine, just to get a picture of my character, while I was doing this another player entered, got a drink from the bar and proceeded to sit at the table with me, they slowly finished their drink, got up, did the Tough Guy Nod emote and walked away.

 

This doesn't sound like much, it isn't much, but something similar is unlikely to happen in GTAO and it can't happen in an IO lobby.

 

My main fear for RDO now is tied to one of the things I'm most looking forward to, the player roles. What I hope will happen is that we receive missions that facilitate our progression from camp, allowing us to progress at our own pace and with some level of control over how quickly, or slowly, we would like to proceed.

 

What I fear could happen is that we could get something akin to Business Battles (which I enjoy in GTAO), where every Bounty Hunter will receive a notification that a wanted person is in x location and every Bounty Hunter in the lobby descends on said location to fight it out. Same goes for the other roles, Traders all going for the same animal, Collectors all going after the same treasure etc.

 

Anyway, apologies for my ramblings.

 



My post is already long enough, but my thought on how I hope the player roles will work are as follows.

 

Bounty Hunter. I'm hoping that there will be wanted posters which appear in sheriff's offices and police stations. We go in, take the poster and that bounty is then ours. We travel to the last known location, search for the bounty and have the choice between bringing them in dead (dishonourable), or alive (honourable).

 

Collector. We use fences as mission givers, they have had someone enquire about a rare item, we are given the location of either a search area to look for a hidden stash, a home or business where the item is or an NPC who is known to carry a rare or valuable item. Treasure hunts being honourable, robberies/muggings being dishonourable. We take the item back to the fence, they pay us.

 

Trader. As this is mentioned to be a business operated out of our camp, maybe we have a list of items to procure to order, much like the Trapper clothing/saddles/gun equipment. We go out and hunt for 3* animals on that list. Once the list is completed we sell the pelts/teeth/feathers etc. to whoever ordered them.

 

I hope that these don't work like Stranger missions where once we have obtained the bounty target/treasure/pelt that a lobby wide announcement goes out and players close enough and in offensive mode can kill us and take the mission target for themselves. Mainly because R* are terrible at balancing these situations, we kill our attacker and they continually spawn between us and our destination, they kill us and we spawn miles away.

Edited by ALifeOfMisery

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AmyStone
7 hours ago, Van_Hellsing said:

Defensive mode is no deterrent for griefing anymore. Now the novelty has worn off, I do get shot at all the time I go to the butcher in Valentine.

 

The red blip should stick for at least a few real time hours. The town center should be off limits for some time. 

I've only used defensive a couple of time and I never will again. It's pretty pointless. I had someone come close and kill me with a shotgun when I was in defensive and (because I don't use shotguns and my free aim isn't very good) so couldn't protect myself. Even though I was trying to shoot them, because I didn't hit them I was still stuck in defensive mode and couldn't lock on. When I spawned back in the same thing happened and they ran up to me with a shotgun and killed me again. That was the last time I used defensive mode.

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roggek
Posted (edited)

I noticed today that when i was in St. Denis that low level players from lvl 5 and upwards are clueless (or influenced of CoD or Fornite?) on what they are supposed to do.

 

Coming across one of these players which was aggresive to me in defensive mode at the butcher, I thought a little real "wildlife lesson" would do it.

So i lured this low level bastard out to the northern swamps along the railroad to Annesburg.

O my...
It doesnt took a second until the blip was gone due to a hungry crocodile. 😏
I was using Eagle Eye, which  the aggresive player obviously didn't do...🤣

 

With Invite/Private lobbies, I would miss those laughs I had recently...

 

I think R* should turn up the aggression of the animals instead of Invite/Private lobbies...

Edited by roggek

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-LN-
39 minutes ago, gtmike said:

The problem with private lobbies is that all the cool, chill people will instantly disappear from public lobbies like Thanos just snapped his fingers. The only reason to enter a public lobby will be to fight, just like it is in GTA now. Even worse, Rockstar will try to manufacture ways to force people into public lobbies, just like they did in GTA.

 

5 minutes ago, ALifeOfMisery said:

@gtmike raises a point which completely applies to me though, which is that if IO lobbies are ever added, I'll never set foot in a public lobby again. Which would be a real shame.

 

I really enjoy the one off, spontaneous interactions which the combination of proximity blips and defensive mode have helped create. Yesterday I sat down in the saloon in Valentine, just to get a picture of my character, while I was doing this another player entered, got a drink from the bar and proceeded to sit at the table with me, they slowly finished their drink, got up, did the Tough Guy Nod emote and walked away.

 

This doesn't sound like much, it isn't much, but something similar is unlikely to happen in GTAO and it can't happen in an IO lobby.

I'd never really thought much about it from this perspective, but I definitely see where you're both coming from; it would indeed be a shame if everything devolved to the state an average GTAO lobby and where the only reason people would join public lobbies would be to fight with one another. I think you're both right though and that does indeed seem to be a valid reason for not splitting us all up. It is tricky; on one hand, I do want more options and totally respect those who would prefer to play alone in Invite Only lobbies, but at the same time, I'd hate to see it fall apart and where I wouldn't have a choice but to play in Invite Only because I would know exactly what to expect the behaviour to be like within public sessions, which will no doubt, always have more options available than private lobbies. Even if R* adds invite only lobbies, I just can't see them making everything available to do there; especially seeing how they've modelled business endeavours and the like in GTAO.

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ALifeOfMisery
Posted (edited)
20 minutes ago, -LN- said:

 

I'd never really thought much about it from this perspective, but I definitely see where you're both coming from; it would indeed be a shame if everything devolved to the state an average GTAO lobby and where the only reason people would join public lobbies would be to fight with one another. I think you're both right though and that does indeed seem to be a valid reason for not splitting us all up. It is tricky; on one hand, I do want more options and totally respect those who would prefer to play alone in Invite Only lobbies, but at the same time, I'd hate to see it fall apart and where I wouldn't have a choice but to play in Invite Only because I would know exactly what to expect the behaviour to be like within public sessions, which will no doubt, always have more options available than private lobbies. Even if R* adds invite only lobbies, I just can't see them making everything available to do there; especially seeing how they've modelled business endeavours and the like in GTAO.

It is tricky. I know myself and my tendancies, if IO came along that would likely be me done. I'd play alone and I'd be perfectly happy, but I would also miss out on all the cool random interactions that are possible within public freeroam. 

 

That being said, I do think it should be an option and I would have to exercise some self restraint.

 

As you say, IO lobbies would be stripped of content anyway. We wouldn't be able to do Stranger missions, and certainly wouldn't be able to progress the upcoming player roles when not in public lobbies.

 

I just hope that the player roles aren't an analogue of GTAO freeroam businesses. Because we all know where that goes. 

Edited by ALifeOfMisery

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AmyStone
1 minute ago, ALifeOfMisery said:

It is tricky. I know myself and my tendancies, if IO came along that would likely be me done. I'd play alone and I'd be perfectly happy, but I would also miss out on all the cool random interactions that are possible within public freeroam. 

 

That being said, I do think it should be an option and I would have to exercise some self restraint.

 

As you say, IO lobbies would be stripped of content anyway. We wouldn't be able to do Stranger missions, and certainly wouldn't be able to progress the upcoming player roles when not in public lobbies.

 

I just hope that the player roles aren't an analogue of GTAO freeroam businesses. Because we all know where that goes. 

What is it about the session that we have now that you don't like? I'm like you on GTA and unless I have to be in a public session then I won't be. But I don't have the same problem in RDO. In GTA you have flying rocket bikes that can get across the map in 2 minutes and destroy your stuff. In RDO people can't even see you on the map that far away and could never get to you in time anyway. And if they did the worse they can do is try to throw dynamite at you which are way more feeble than sticky bombs. There's no KD so it doesn't really matter if you get killed and get another death against you. All you lose from your horse now is the odd carcass. I very rarely get someone randomly shooting at me. Maybe I've just been really lucky. But I think the way rockstar have balanced things is pretty good right now.

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ALifeOfMisery
8 minutes ago, AmyStone said:

What is it about the session that we have now that you don't like? I'm like you on GTA and unless I have to be in a public session then I won't be. But I don't have the same problem in RDO. In GTA you have flying rocket bikes that can get across the map in 2 minutes and destroy your stuff. In RDO people can't even see you on the map that far away and could never get to you in time anyway. And if they did the worse they can do is try to throw dynamite at you which are way more feeble than sticky bombs. There's no KD so it doesn't really matter if you get killed and get another death against you. All you lose from your horse now is the odd carcass. I very rarely get someone randomly shooting at me. Maybe I've just been really lucky. But I think the way rockstar have balanced things is pretty good right now.

Nothing to be honest. I think public freeroam in RDO is far superior to public freeroam in GTAO.

 

I've been, what I personally consider to be griefed, twice that I can recall. One in the very early stages of Beta, where someone who had blatantly used one of the XP award glitches had bought the explosive ammo pamphlet, I had no way of fighting back at the time, but it was short lived, I took my 3 deaths and parleyed. The other time was before proximity blips, I was alone in the West Grizzlies, someone traveled up to me, killed me 3 times, I parleyed, so they proceeded to bounce me around with dynamite until they ran out, I would have changed session, but I had too many pelts, even with the butcher not paying for some of them at the time, so I took my beating and headed for Strawberry.

 

I don't count the odd death or someone interrupting my Stranger missions as griefing.

 

I agree that R* have, so far, done a good job of balancing freeroam. I'm concerned about future additions disrupting that balance, but that concern is based on GTAO, not on anything I've seen so far I'm RDO.

 

As I said, I just know myself. I play alone and if IO was available my pragmatism might get the better of me, even though I actually enjoy public freeroam.

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RayD70

Defensive mode needs a few tweaks, but it has succeeded for the most part in relaxing the public lobbies. Now, players who don't wish to be in constant PvP mode don't really have to be, and they only are put into PvP of their own choosing (accepting a Free Roam event or Free Roam mission that warns you ahead of time that PvP will be enabled). It's working very similarly to many MMOs were pvp is turned off unless you opt into it.

 

My tweaks to defensive mode:

 

- It needs to be even more obvious visually who is defensive.

- Horse collisions do not count as hostile acts unless someone dies.

- If a non-defensive player shoots at a defensive player more than twice, he not only is now red and fair game to the defensive player, but he can also be locked onto. He also can be targeted by ANY other player in defensive mode for a period of time (maybe 10 minutes). Any cards are rendered inactive for said time.

- If a non-defensive player kills a defensive payer, he is under a map-wide wanted hunt which will not end for 30 minutes. Even if he dies. This carries over to his next session should he exit the game or switch sessions.

- Explosives have zero effect on defensive players unless they become hostile.

 

And importantly...

 

- If a defensive player attacks ANYONE not red and hostile, he immediately is put at maximum hostile status, taken out of defensive mode, cannot re-enter defensive mode for 24 real time hours, and all of the above apply.

 

- If in a posse, the actions of one member do not affect another's status.

 

Sure, there will always be griefers looking to just ruin your time in the game. But they're far less common now.

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1898

The only reason it might fail is if they keep tweaking the fun and challenge out everything because everyone is afraid THEY MIGHT GET SHOT IN A WESTERN THEMED VIDEO GAME. 

 

I yearn for the pink dot days where I had to plan my paths and strategies and in spite of that had a success rate of at least 90%. Now you go out there and it's almost like a solo session. Running missions and fighting those lame NPCs can get old really fast. You can do all of that in single player.

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-LN-
Posted (edited)
1 hour ago, AmyStone said:

What is it about the session that we have now that you don't like? I'm like you on GTA and unless I have to be in a public session then I won't be. But I don't have the same problem in RDO. In GTA you have flying rocket bikes that can get across the map in 2 minutes and destroy your stuff. In RDO people can't even see you on the map that far away and could never get to you in time anyway. And if they did the worse they can do is try to throw dynamite at you which are way more feeble than sticky bombs. There's no KD so it doesn't really matter if you get killed and get another death against you. All you lose from your horse now is the odd carcass. I very rarely get someone randomly shooting at me. Maybe I've just been really lucky. But I think the way rockstar have balanced things is pretty good right now.

I agree that it's good too; I honestly have nothing or very little to complain about given my experiences thus far, but as a force of habit from GTAO, I might be tempted to play in an Invite Only lobby should it ever become an option. However, considering how things are at the moment, I really don't feel as though I'd have much of a reason to do so; perhaps I've been lucky as well, but it's nothing like GTAO and not even like it was in the beginning when we were all visible on the radar.

 

I quite like the new approach and don't mind a challenge, whether it's against NPCs or other players. I would likely feel different if people were stalking me or spawning in right in front of me and trying to kill me over and over again during a session, but that's not happened and like we've mentioned, it's definitely easy to get away due to the proximity blip system and the fact that it takes far more time to travel around compared to GTAO.

 

Also, for what it's worth; I don't necessarily consider being shot at once or twice as "griefing". Griefing would be constantly trying to target me or after I've made it clear that I'm not interested in a fight. Getting killed every now and then is bound to happen; I don't start trouble myself, but unlike GTAO, it's not as if I'll be trapped in an infinite loop of fighting or forced to switch servers should someone decide to try and take it a bit too far and single me out as a constant target.

Edited by -LN-

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AmyStone

If I really want to get away from all the randoms and do a bit of hunting then a few of us will just start a story mission and not complete it right away. It has the bonus that when you do complete the mission you get maximum xp and payout too. So you can earn more that way than in an invite only session.

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Faltskogian
2 hours ago, roggek said:

I noticed today that when i was in St. Denis that low level players from lvl 5 and upwards are clueless (or influenced of CoD or Fornite?) on what they are supposed to do.

 

Coming across one of these players which was aggresive to me in defensive mode at the butcher, I thought a little real "wildlife lesson" would do it.

So i lured this low level bastard out to the northern swamps along the railroad to Annesburg.

O my...
It doesnt took a second until the blip was gone due to a hungry crocodile. 😏
I was using Eagle Eye, which  the aggresive player obviously didn't do...🤣

 

With Invite/Private lobbies, I would miss those laughs I had recently...

 

I think R* should turn up the aggression of the animals instead of Invite/Private lobbies...

Truly the best place for a tryhard, the inside of a crocodile!

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