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Camp issue...


Bereii
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2 minutes ago, Leftover Pizza said:

My camp moved from Braithwaite Manor, Scarlett Meadows to Lake Don Julio, Cholla Springs, without notice and within the same session...... at least it stayed up....

 

148.jpg

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Chunkey_Monkey

Im convinced its linked to amount of players in lobby under 20 it does play well and you get a few animal spawns as well but when your in lobbies of say 23 and above you either get no camp and a few animals spawning or no animal spawning and you camp plays good. get an empty lobby and camp is perfect moves when you want it to stays put if you dont do anything and animal spawns are amazing, Then bang your soft spawned into a full lobby and its all tits up again 

Edited by Mad-Monkey_1st
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  • 2 weeks later...

If we boycot rdr online until the camp issues are fixed  maybe R* will do something about it. They have had plenty of time to fix it, but don't seem to care. I'm trying to advance in the trader role and am sick of hunting for an hour or more and not having a camp to take my materials to. I've decided to stop playing until this is fixed. R* isn't going to care about one player, but maybe if more players take action (or inaction) they will do something.

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ALifeOfMisery

I can't even get camp to pitch in solo lobbies this morning, it's completely broken for me.

 

I just wanted to give myself a little break from collecting and to do the last 2 sales I need to max out the $1000 made from trader sales award.

 

But instead, today is the second day in a row that I've gotten p*ssed off with the game, done one Daily and logged off.

Edited by ALifeOfMisery
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On 11/2/2019 at 4:42 PM, Earlyham said:

 I've decided to stop playing until this is fixed. R* isn't going to care about one player, but maybe if more players take action (or inaction) they will do something.

No. They don't care at all if you stopped or a few hundred people. Chances are 80% of the playerbase don't even bother with trader, camp or anything else including roles. Even less so post about it on social media or forums the like.

R* is sitting on top comfortably watching cash roooooll in. They have your money already once what happens after is just a bonus. The ONLY thing that would worry them would be their microtransaction sales taking a blow, and seemingly this is not the case.

Edited by ThaBirdCoot
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Non Funkable Token

Been playing for about 3 hours after today's update and the camp hasn't been packed once. Let's see if it lasts.

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Karen Daniels

Over the last week (haven't been playing as much due to other games releasing) my camp situation has gotten much better. It is pitched when I load in, and I can move it with no issue. 

 

I normally set up in Scarlet Meadows (as close to Rhoades as possible), and when the camp isn't pitched, I usually take a few attempts to set up either in the bayou or close to West Elizabeth, it will eventually pitch, then I just move it.

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Tonight I ran into the glitch that the camp was packed up, and couldn't be set. It's still a thing. 

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10 hours ago, Red Lynx 23 said:

Tonight I ran into the glitch that the camp was packed up, and couldn't be set. It's still a thing. 

Same for me.

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Leftover Pizza
17 hours ago, Red Lynx 23 said:

Tonight I ran into the glitch that the camp was packed up, and couldn't be set. It's still a thing. 

 

I don't think they ever fixed it, but it simply worked a bit better after an update of the servers. The insta spawning camps worked for less than 24 hours, before reverting back to Limbo.

They don't have a clue how to fix it, or know but don't want to. One of the things is less players in a lobby. I think it should max to 15 player lobbies to keep everything working as intended. 

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1 hour ago, Leftover Pizza said:

 

They don't have a clue how to fix it, or know but don't want to. One of the things is less players in a lobby. I think it should max to 15 player lobbies to keep everything working as intended. 

This is a ridiculous notion, as is the notion that 'they don't care' an all the other such comments I've seen. I wrote about games for a certain website for a few years and had the chance to interview a lot of developers and one thing I learned is that it's not a case of not caring or not wanting but of prioritising the issues they address and addressing issues without breaking other elements of the game. Often they will tackle a particular issue for months as the remedy requires other elements of the game to be adjusted which again can have knock on effects so they won't rush out a fix. That's just how it is. Unless a game is so catastrophically unplayable that it mandates the halting of the creation of new content to iron out all the kinks (Division had this IIRC, as did Anthem) then they just tick along knowing that players aren't able to flawlessly use a certain element of the game but that it works enough for them to take the time to find a proper fix. 

 

At the end of the day they made this game to generate revenue and that will happen most efficiently when the game is in a highly polished state full of content. They do care about fixing camps because they want to generate revenue. 

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Leftover Pizza
3 minutes ago, Rokushakubo said:

At the end of the day they made this game to generate revenue and that will happen most efficiently when the game is in a highly polished state full of content. They do care about fixing camps because they want to generate revenue. 

 

At the end of the day and 2 so called fixing stability issue patches, they delivered still the same broken af game as before. They can show they care a lot more when they start addressing these things in public and give the players some information about what and how, instead of letting their playerbase in the dark about everything broken. 

Fixing issues in the background and never tell the players what's going on, or even acknowledging the problems at hand, doesn't show any care, hence my notions. 

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53 minutes ago, Leftover Pizza said:

 

At the end of the day and 2 so called fixing stability issue patches, they delivered still the same broken af game as before. They can show they care a lot more when they start addressing these things in public and give the players some information about what and how, instead of letting their playerbase in the dark about everything broken. 

Fixing issues in the background and never tell the players what's going on, or even acknowledging the problems at hand, doesn't show any care, hence my notions. 

I wouldn't say the game is 'broken af'. Camp spawns suck as do animal spawns but that's the only real issue I'm personally experiencing. That's not to say others aren't having more issues but that's just the nature of game issues, some get them while others don't. 

 

One thing is for sure though, R* will NEVER be communicative about what's going on with the game. I miss the transparency of other games I've played like Destiny with DeeJ (community manager), FFXIV with their developer videos and Elder Scrolls Online with their weekly dev live streams. R*, as we all know, is not like that because they don't have to be. When you're a big, rich and successful with millions upon millions playing your games you can operate in relative radio silence. The best we've had were the newswire updates telling us about things they were working on and were coming in relation to community feedback like anti-griefing measures and character redesign.  

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Leftover Pizza
37 minutes ago, Rokushakubo said:

I wouldn't say the game is 'broken af'. Camp spawns suck as do animal spawns but that's the only real issue I'm personally experiencing. That's not to say others aren't having more issues but that's just the nature of game issues, some get them while others don't. 

 

One thing is for sure though, R* will NEVER be communicative about what's going on with the game. I miss the transparency of other games I've played like Destiny with DeeJ (community manager), FFXIV with their developer videos and Elder Scrolls Online with their weekly dev live streams. R*, as we all know, is not like that because they don't have to be. When you're a big, rich and successful with millions upon millions playing your games you can operate in relative radio silence. The best we've had were the newswire updates telling us about things they were working on and were coming in relation to community feedback like anti-griefing measures and character redesign.  

 

Lol, that's supposed to be an excuse? I call it arrogance, but that's another story. You can give all sorts of reasons/explanations on how and why, but I judge by what I see and I see a broken af game. This game can be great, it really can, but with this many issues, it is hard to keep loving the game as much as I did. 

Camps not spawning, animals not spawning is quite game breaking when you are focusing on Trading a lot, which I do besides collecting. Joining a freeroam event result in a loss of camp 9 our of 10 times, doing resupply missions the same. Resupplies you do to keep the trading role going. If you have to glitch yourself into solo sessions to be able to get a role going, I say this game is broken as f*ck. Especially when their aim is to keep all players in a world together. 

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9 minutes ago, Leftover Pizza said:

 

Lol, that's supposed to be an excuse? I call it arrogance, but that's another story. You can give all sorts of reasons/explanations on how and why, but I judge by what I see and I see a broken af game. This game can be great, it really can, but with this many issues, it is hard to keep loving the game as much as I did. 

Camps not spawning, animals not spawning is quite game breaking when you are focusing on Trading a lot, which I do besides collecting. Joining a freeroam event result in a loss of camp 9 our of 10 times, doing resupply missions the same. Resupplies you do to keep the trading role going. If you have to glitch yourself into solo sessions to be able to get a role going, I say this game is broken as f*ck. Especially when their aim is to keep all players in a world together. 

It's not an excuse, it's just their corporate culture. I don't agree with it at all but it is what it is. Imagine if we got weekly or monthly videos with a selection of game play, world design, balance devs sitting down and talking about the current state of the game and talking about planned strategies to combat known issues then later showcasing upcoming features, weapons and clothes. That's what those games I mentioned before got. That was great. We get half assed newswire. 

 

If trading is primarily what you do in the game then trading is broken af. The rest of the game is fine for the most part IMO. The degree of the game's brokedness is subjective in that way. 

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Leftover Pizza

They can fairly easy deal with camp and animal spawn issues by reducing the amount of players in a lobby. Many players have experienced that everything works well when playercounts is 18 players max.

It's very weird that a just few more players in the lobby can influence the animal spawn so much. Even when the other players aren't anywhere near you and maybe even on all other sides of the map, it still screws up animal spawns lobby wide. I can understand when 10 of the 20 players are hunting the Heartlands empty, nothing will spawn there fast. But when I am hunting in New Austin, alone, while 10 are in the Heartlands, 9 in Scarlett Meadows, how come New Austin is empty of animals too? How come I can't spawn a camp decently in an area where known campsites sit unused? Because the lobbies can't handle too many players. Simple solution, decrease amount of players in a lobby. 

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Every time I have the camp setup issue where "setup camp" is flickering, it happens since somebody else already has a camp where I want to put mine (when I ride there, another camp is already setup). It works fine using another spot in that session for me... Oh and I did not have any issuue with the trading strand so far...!!

Edited by ThePlake0815
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19 hours ago, ThePlake0815 said:

Every time I have the camp setup issue where "setup camp" is flickering, it happens since somebody else already has a camp where I want to put mine

 

Not the case for me, most of the time.

 

I'll even go by the three places I know a camp can be, in Rio Bravo or Cattail pond. No one is at the camps, but it still won't make me a camp. Then, for some reason, going far out of the area seems to help (like going by Gaptooth ridge area camps, then selecting to camp in Rio Bravo. ) Then I'll get one of the camps I saw was empty.

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suicidal_banana

The damn camp is made from issues and tied together with bugs.

Issues:
- The damn hobo randomly packs up my camp without asking me/for no reason, and then i have to pay to put it somewhere again? wtf

- All the crap you can buy is WAY to expensive, $90 for some sticks and a piece of cloth over the sleeping bag? but only the leaders sleeping bag?! 100's of bucks for slightly different looking table & chairs? $650(!!!) for a cooking pot? i can buy 2 or more decent weapons for the price of that cooking pot alone..

- The butcher table thing thats pretty much forced on you is a massive time sink and you need to constantly hold the morons hand or he runs out of supplies, and im starting to think its more profitable to just sell everything to an actual butcher instead, besides those also take fish, the damned hobo fool doesn't even accept those.
- There are not enough camping spots, the map is large af and theres only idk 24 players in freemode at most? make some more camping spots in each region ffs
- The (for lack of a better term) 'horse storage' is too far from the rest of the camp, and the damn horse will ignore everything just to walk there on its own, just dropped by camp to quickly give the damn hobo some materials? by the time your done with the cumbersome UI your horse is halfway across the field and ignoring your whistles.
- Considering you get the whole trade hobo butcher thing pretty much forced on you, i would've expected them to at least test the unlocks, but i guess not, because the trader gun belt will glitch trough any of the unlocked buckles you place on it, how is this even a thing with a game from a year ago from such a big studio constantly pushing updates?
 

Bugs:
- Placing a camp randomly does or doesn't work, annoying in itself but if you're unlucky you get to pay but dont get a camp
- Moving a camp randomly does or doesn't work, same as above, if unlucky you end up paying to have your camp removed.
- Stealing supplies for the hobo randomly does or doesn't work, same as above, if unlucky you pay but no marker.
- Sometimes when you donate materials to the hobo it doesn't even count, while you do lose those materials that you could've sold.

- The white flag has a mind of its own, its sorta tied to if you do missions for the hobo (automatically lowers flag, because gotta be able to get griefed i guess) but then half the time the flag doesnt go back up
 

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On 11/9/2019 at 5:07 AM, Leftover Pizza said:

They can fairly easy deal with camp and animal spawn issues by reducing the amount of players in a lobby.

I'm inclined to agree, but by doing that it would bring us closer to solo lobbies, which R* seems to be vehemently against.

Less players in a lobby = less possibility of your sale / mission / whatever being interrupted by other players = less chance of you buying gold bars and playing longer (to try and finish what you started)

Edited by Talisman_83
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Leftover Pizza
16 hours ago, Talisman_83 said:

I'm inclined to agree, but by doing that it would bring us closer to solo lobbies, which R* seems to be vehemently against.

Less players in a lobby = less possibility of your sale / mission / whatever being interrupted by other players = less chance of you buying gold bars and playing longer (to try and finish what you started)


 

Many people do local sales just to avoid the risk of having other players ruin their sales. 
you hardly see any other players already, so lowering the number to 18 won't hurt immersion-wise at all. 
I'm meeting my 64th Winter this year and have a hard time believing they'll fix it before my 65th, while just lowering the max amount of players should fix it. 

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ALifeOfMisery
On 11/9/2019 at 5:07 AM, Leftover Pizza said:

They can fairly easy deal with camp and animal spawn issues by reducing the amount of players in a lobby. Many players have experienced that everything works well when playercounts is 18 players max.

I've played in lots of solo and low population lobbies, and up to 15-16 players, they work just as well as playing solo, over that amount of players I have started to encounter the camp and animal spawn issues.

 

So that's where I would draw the line, 16 players, just like last gen GTAO. R* should decrease player count to increase game stability. Bump player count back up for next gen at the end of next year, if next gen consoles can handle it.

 

I'm not going to create a character to test it out, but It'd be interesting to read whether RDO players on PC are encountering the camp and animal spawn issues.

Edited by ALifeOfMisery
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Leftover Pizza
5 hours ago, ALifeOfMisery said:

I've played in lots of solo and low population lobbies, and up to 15-16 players, they work just as well as playing solo, over that amount of players I have started to encounter the camp and animal spawn issues.

 

So that's where I would draw the line, 16 players, just like last gen GTAO. R* should decrease player count to increase game stability. Bump player count back up for next gen at the end of next year, if next gen consoles can handle it.

 

I'm not going to create a character to test it out, but It'd be interesting to read whether RDO players on PC are encountering the camp and animal spawn issues.


We're closing in on the first full year after Beta release of the online game. I have a gut feeling we're still Beta testing this game. I remember a post somewhere about Rockstar being intended to keep the online game in Beta for a year some time ago and only removed the tag last May, due to a lot of criticism and bashing from the players, but kept the game in Beta nonetheless. PC release seems at least as botched as the console release and early adaptors are beta testing it now. 
The solution is simple; reduce connections. Why they won't do it? Probably running more and more tests to see if their original plan can work anyway, which will be evaluated after year #1 has passed. 
If my gut feeling is right, we'll see a more stable game somewhere in December or when a new update launches. 

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On 11/11/2019 at 12:18 AM, ALifeOfMisery said:

 

I'm not going to create a character to test it out, but It'd be interesting to read whether RDO players on PC are encountering the camp and animal spawn issues.

It was the same on PC. TBH, I wasn't surprised. Kinda pokes a hole in that "clear your cache" bullsh*t exersise they pull on people. It's their sh*tty code. Hopefully someone pipes up on the next investor call and says "hey guys, this is all f*cked up" but I doubt it.

 

This game is near perfect with 12-16 players on the same server.  Anything more than that, garbage.

 

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Leftover Pizza
15 minutes ago, hotrats773 said:

It was the same on PC. TBH, I wasn't surprised. Kinda pokes a hole in that "clear your cache" bullsh*t exersise they pull on people. It's their sh*tty code. Hopefully someone pipes up on the next investor call and says "hey guys, this is all f*cked up" but I doubt it.

 

This game is near perfect with 12-16 players on the same server.  Anything more than that, garbage.

 

 

 

Even this evening the game wasn't spawning my camp with 11 players in it. I tried spawning for half an hour at least and then thought it was enough Since the camp became more useful, it became a big deal in my gameplay. Missing it so many times really takes the fun out of playing this game a lot. This game is hit and miss depending on the amount of players in the lobby. Most of the times it's miss and made me uninstall this sh*t in a rage of frustration. Gaming should be fun and this is no longer fun. 

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yea i get this bug constantly i go anywhere else other than my camp and it packs up and i cant get it set up anywhere its pissing me off now

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Sh*tcan the lobby merging and let us have invite only lobbies.

Camps will work and animal spawns will be in abundance.

 

 

Edited by *Lola
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I had no problem getting a camp in Rio Lobo again.

 

I just go way east, to Gaptooth Ridge. After failing to get Rio Lobo on the way, I then go to my regular Gaptooth ridge spot, select Rio Lobo again, then nearly instantly get the camp (the spot i go to in Gaptooth Ridge is way west, by that mine or something. ) The Rio Lobo Camp I usually end up with is by the railroad tracks South of Benedict point, or just to the east of it.

 

This was in a Lobby with 20 players, again.

 

The camp also stays, unless I do a mission that puts me in a solo lobby.

 

 

It might help that this area is not SUPER popular; These camps would often be EMPTY anyway, so it is still odd that I even have this much trouble getting a camp. On my way to Gaptooth, I'll literally ride by these areas and see no camps there (my target areas, in Rio Bravo.) In the video you can see me mouse over the area I assume the camp might be, south of Benedict Point by the tracks. It puts me in an area just east of there, though all of those camps were free.

 

I then played for a couple hours after this, making use of the camp for 4 or so dailies (to continue my "streak"), such as turning in 6 animals to Cripps, cooking a seasoned Exotic bird, etc.

Edited by Krommer
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2 hours ago, JumpingKentFlash said:

If the camp isn’t up, is Cripps still producing?

I don't think so, you don't get billed for upkeep, so likely no production either.

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