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~INDIO~

3 Things You Would Change

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Ironside
1 hour ago, DarksunDaFirst said:

yes, they were conversions...but that's also why we saw the new versions also be made around that time because that's when the tech became widely known about and used.  

I understand the call for such a gun, I mean sh*t we have a musket in GTA V for fun.  I'm all for adding new guns to RDR2 - but if we're going to get specialty weapons (which is what I would consider cap and ball to be...faster to reload those things by swapping out a preloaded cylinder), let's get some more of the "modern" weapons that fit the timeframe.  By the late 1890's almost nobody used cap and ball.  Speaking of conversions...they did that already in the game.  Without looking which gun was converted?  It's my personal favorite.

There are sooooo many more weapons that would be more easily feasible and make more sense to add now than going into a specialty weapon just yet...it's 1899.  Let's see a S&W Model 10.  A Nagant M1895.  Increase variety before going out and adding specialty guns that are already so similar to ones already in the game.

 

No..because DAA was also available :p 

I get what you're saying.  Read above.

I do not disagree with you, but I still think it is a dick-move to not include the LeMat in the Single Player part of the game. And I am totally with you in regards to adding the other weapons you are mentioning, one thing doesn’t disqualify the other. 

 

When it comes to what is realistic for the time period, as they have already taken many liberties there I do not see why they can make a few more just to make the game feel more like a western and less like Boardwalk Empire. 

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Vladistar_895

1 Chapters in Nuevo Paraiso AND New Austin

2 Fast travel by temporary camps

3 All RDR 1 minigames to be in RDR 2(why are removed????)

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KingAJ032304
On 6/18/2019 at 4:18 AM, TheSantader25 said:

The key to brilliant mission design is freedom + uniqueness. IV had freedom but the missions were similar for the most part. V had uniqueness but lacked freedom.  San Andreas had both. 

Funny enough GTA 2 (yes I mean 2) was pitch perfect in this sense... too bad it's underrated for being 2D...

Edited by KingAJ032304
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TheOriginalGunslinger

1. Actually pulling our arrows out of stuff rather than walk over it or near it to automatically retrieve them.

 

2. Maintaining our weapons on horseback instead of always on foot.

 

3. Smoking a cigarette or cigar for longer than a few seconds. I’m not saying smoke it for minutes but for at least 30 seconds would have been cool. We can take sips of beer and coffee longer than it takes to smoke in this game.

 

Gonna add one more thing just because... but I wish it actually showed the food in hand when feeding it to your horse when on horseback. It’s funny pulling out an invisible classic oatcake in your hand and feeding it to the horse but you can see the crumbs fall out of the horse’s mouth. lol

Edited by TheOriginalGunslinger
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GinsengElixir
2 minutes ago, TheOriginalGunslinger said:

1. Actually pulling our arrows out of stuff rather than walk over it or near it to automatically retrieve them.

 

2. Maintaining our weapons on horseback instead of always on foot.

 

3. Smoking a cigarette or cigar for longer than a few seconds. I’m not saying smoke it for minutes for at least 30 seconds would have been cool. We can take sips of beer and coffee longer than it takes to smoke in this game.

I always wondered why they didn't do the arrow pulling thing. Or pulling a throwing knife out of someone's head for example, when the simpled act of opening draws take forever(not a complaint!).

 

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TheOriginalGunslinger
Just now, GinsengElixir said:

I always wondered why they didn't do the arrow pulling thing. Or pulling a throwing knife out of someone's head for example, when the simpled act of opening draws take forever(not a complaint!).

 

I agree!

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lesrima88
16 hours ago, TheOriginalGunslinger said:

 

2. Maintaining our weapons on horseback instead of always on foot.

 

You can clean weapons on horseback but you have to be either moving very slow or be completely still for the maintain button to show in the weapon loadout.

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TheOriginalGunslinger
3 hours ago, lesrima88 said:

You can clean weapons on horseback but you have to be either moving very slow or be completely still for the maintain button to show in the weapon loadout.

After all these months it’s never let me lol wtf.

 

Actually, I just tried seeing it now and you are correct. I opened up the weapon wheel and it popped up when I was completely still. Thanks!

Edited by TheOriginalGunslinger

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Nulla Lex Ink.

1. Add a side activity for every single camp member, including Swanson and Molly. Heck, maybe even including those buddies of Micah's (that'd be a really short time frame for it though).

2. Make it so that you could throw a camp party any time, or put more camp celebrations in the story. On a similar note, I'd put in at least one occasion every chapter where all gang members could be present.

3. I'd make it so that you could take gang members out of the camp to go robbing with you, or go shooting, or just go to a bar and hang out. Just free roam with you in general.

 

Kind of cheating when I say this one, but it applies to all of these. I think it would have been cool if there was some kind of relationship status with the camp members. Depending on how much they liked you, it would affect interactions and their likeliness to agree to come out with you, and maybe if you could ride their unique horses or not. Could have been affected by how you talk to them as well as the story missions and if you did their side missions with them, and how well you take care of the camp, stuff like that.

 

On a more meta note, I would have not released artwork of Sean, or I would have released some random artwork of Mac too. As it stands, when Sean and Mac are mentioned as being missing, I knew we'd be seeing Sean again and that Mac probably wouldn't be appearing. The fact that we kept Kieran around, who didn't have any art work released, made me think Mac MIGHT show up, but then when all the gang members kept referring to him past tense I knew we likely wouldn't be seeing him. This would have kept the players guessing a bit longer about if we'd be seeing Mac or not. Heck, for added drama I might have also put out artwork of Davey and Jenny so people would be like "Wait a sec, they died before we even got to play? What?!"

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BoulderFaceplant

1. The ending: Marston gets to choose whether to go after Micah- saying “no” prompts an alternate timeline where John is never tracked down by the government but of course you don’t get that huge Blackwater jackpot either. The postgame has you working on paying off the debt.  

 

2. I don’t know about you, but I have this problem where I end up putting in 90% of my playtime as John and not really associating the game with Arthur at this point. Two ways I would fix this: First, make the player explore and scrounge up money and supplies for the camp to progress in the story, and start the player off with a much more spacious satchel. Second, allow the player to switch to Arthur in the postgame. Replace plot-relevant characters with generic NPCs when playing as Arthur so as to not interfere with continuity. Arthur can’t do side-missions at this point, for the same reason. 

 

3. DLC focus: I think we have to accept at this point that RDR2 isn’t getting any Singleplayer DLC, and that’s just heinous. There should be an entire story pack dedicated to New Austin, new guns, new bounties, new animals, and yes, an entire in-engine remake of RDR1 going for full price. 

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Beato_dim
On 7/15/2019 at 11:17 PM, TheOriginalGunslinger said:

1. Actually pulling our arrows out of stuff rather than walk over it or near it to automatically retrieve them. 

I think the novelty would wear off and going through the animation would become annoying after first ten or so times.

Edited by Beato_dim
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TheOriginalGunslinger
14 hours ago, Beato_dim said:

I think the novelty would wear off and going through the animation would become annoying after first ten or so times.

I wouldn’t think so. The animation would take like 2-3 seconds tops most likely. However, I am cool with it being how it is currently. It’s grown on me.

Edited by TheOriginalGunslinger

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volta2001

1. chop down trees

2. more mysteries , less obvious

3. all weapons from online

 

they really whiffed on that witch stuff. could have been so great in the dark woods 

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The Dedito Gae

1) More liberty in missions.

2) Either a gun locker or the ability to sell/drop guns you dont want.

3) Rewrite Micah so its not that painfully obvious hes gonna be the antagonist, or better yet  make the rat another gang member because Micah just comes accross a moustache twirling villain as of now.

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Corndawg93

1) Get rid of the manuel gun cocking 

2) Replace Guama with a trip to New Austin

3) Have a healed up and healthy Arthur show up in the last mission

Edited by Corndawg93
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Morgan

1. A chapter of the game in the actual west

2. More missions with the entire gang

3. Most important one: An alternative ending where Arthur (based in previous actions) was not sick and able to ‘run and don’t look back’ so he could start a new life elsewhere.

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SinisterRaccoon

Some equivalent of replayable pve contact missions. we have some variant of that now with the recent update but i want moar.

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GRANDHEIST

1. Player movement

2. Player movement

3. Player movement

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Guest Guest176525326
On 7/18/2019 at 6:26 AM, Beato_dim said:

I think the novelty would wear off and going through the animation would become annoying after first ten or so times.

Yep, and it would be as annoying as the skinning animation. There should be an option to either have the animation turned on or you could turn it off.

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AFRO

1) more horse capacity in the stables

 

2) a "GTA 5 effect" (character switching) for some of the gang-NPCs especially when you are doing a mission, or side quest with them. There are some side quests and such where I think it would be fun to control other gang members.

 

3) I think the Guarma side quest deal should have been a "Flashback" to the gunfight in Blackwater. I also wish you could go there as Arthur with out cheats (or glitches) and bounties and the invisible snipers... but some playable content should be available to Arthur prior to epilogs in New Austin.  Mexico would have been cool (over Guarma as well IMO; I did not hate it, but it was kind of outta place, and Mexican content would have made more sense.. again IMO)

 

4) Wanted system needs to be a bit slower to develop. I mean if I crash into someone in town by accident; if someone dies, it gets witnessed and reported before I can loot them and mount my horse again.. (slight exaggeration) but I think you all can relate to how fast cops notified after infractions...its the 1800s not viral tweetstagramsnapbook:miranda:

 

5) Way more Bounties after epilogs

 

6) some sort of tie into RDR like the meeting where the Pinkerton's force John to 'work' for them and he gets on the train to head into New Austin.

 

there is more but this is good for as late to the thread I am..lol.

 

 

 

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ThroatSlasher2

1) Revamp the Wanted System completely.

2) Changes to story (replace Guarma with New Austin/Nuevo Paraiso - make Epilogue 2 less of a slog).

3) Give John Marston the respect he deserves.

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Nyfyr

I keep nagging about this but:

 

Increased field of view in third person or atleast an option to do so.

 

More money in poker games and make it more like in RDR1.

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ThroatSlasher2

Other thing that came to mind :

 

Make it so the hats actually the protagonist. A lot of them actually hide the character's eyes and it's really distracting.

 

Most of the better hats I've seen are unstorable.

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Big Molio

1. Controls are far too fiddly and annoying (on XBOX1 anyway)

2. Get rid of all that core / health stuff

3. Guarma? What were they thinking with that chapter? Bizarre

 

I'm having another one for good measure

4. For an open-world game, much of it felt very linear with lots of "on-rails" sequences, which I don't particularly like.

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Maddened_Ghost
On 7/15/2019 at 9:21 PM, GinsengElixir said:

I always wondered why they didn't do the arrow pulling thing. Or pulling a throwing knife out of someone's head for example, when the simpled act of opening draws take forever(not a complaint!).

 

In my.opinion, that would sound cool for the first 3 times, but it will be extremely annoying in the long run, the game already has some elements that were cool for the first couple of times and became really annoying later on, especially with how clunky the controls are.

 

As for my 3 changes:

1- Guarma, I'd do it differently, I'd maybe make it longer and have more things to do in there besides the missions or replace it with a chapter in Mexico instead.

2- With the recent discoveries in the mapping thread, I would definitely like to see the original path to Colter, maybe even plan that Blackwater Heist, fail it and then proceed with the story from there.

3- Gang members, I want to do more things with them out of missions, I just want to ride with the entire gang and get into shootouts with the rivals.

 



I also want an ending where Arthur feeds Micah to the Alligators in the swamps of Saint Denis haha

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ghostsoap01

1 - More stores and resources (butcher, general store etc.) in Roanoke Ridge, as any hunting trip in Roanoke necessitates a long trip to the nearest butcher.

2 - Have a scene with Arthur telling the gang about his tuberculosis rather than only telling a select few in the very end. Specifically I think it would have been touching for him to talk about it with Dutch.

3 - Have the story start a bit earlier. It would have been neat to start with more resources in Blackwater as a prologue, to then have that all taken away and have to work back up to it throughout the game, as Arthur says most of his things were left behind when they fled Blackwater.

 

Extra one: Have the prologue end with Jack and Abigail being taken by Agent Ross, and perhaps we even see John boarding a train bound for Armadillo right as it ends, making the first game start exactly where this one ends. Of course, that would mean another time jump right where it currently ends.

 

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Armerius

1 more horses variaty at the start of the game , not having to wait till the end to get those cool coats.

2 Make the swamps area bigger ....by far one of the most interesting areas in the game thanks to the setting. encounters etc.

3 make new austin available from the start. by that i mean a dangerous area but not a insta killed zone.

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Big Molio

One thing that did seem to be missing from RDR2 was the mechanic in RDR1 where you could whistle for your horse, and as it gallops near to you, as John Marston you could run and mount the horse at speed and keep galloping. Couldn’t do that as Arthur.

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volta2001
On 8/6/2019 at 8:21 AM, O.Z said:

Yep, and it would be as annoying as the skinning animation. There should be an option to either have the animation turned on or you could turn it off.

If you place the horse just right and hold triangle while dismounting it will instantly skin 

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eastriver

1) Scrap Guarma completely. Many people have mentioned that replacing Guarma with a chapter taking place in New Austin, that would have worked out so much better.

2) If you're gonna kill Arthur, at least don't have let the player play a fairly large chunk of the story (Chapter 6) knowing that they're playing as a dying man. Playing a dying man works from the perspective of a linear story (RDR2's main campaign), but it kills the rest of the game (Stranger missions, various challenges, unlocking trapper clothing)

3) The epilogue should have been handled differently. I think the story of how John Marston came to be could have been written better. Basically, the epilogue is kind of like Guarma where you're prevented from exploring the map of RDR2 and doing other miscellaneous stuff. You were forced to play through the story because you have no weapons, you have no money, you don't have any of your equipment. The epilogue should let you explore the map as you desire and let you progress the story as your desire. 

Edited by IG_
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