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MOONSHINERS: A NEW FRONTIER PURSUIT (December 3rd)


Jason
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7 minutes ago, Jason said:

but if it does have a system where you have to actively keep something stocked to operate it then it will do the complete opposite of what the first three roles did so well - it will discourage variety.

Trading needed constant supply of animal parts and hourly resupply missions. No one bitched about this, why is it an issue for moonshiners?

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ALifeOfMisery
4 minutes ago, Rokushakubo said:

Trading needed constant supply of animal parts and hourly resupply missions. No one bitched about this, why is it an issue for moonshiners?

When it works properly camp can be moved to almost any area of the map, so yes, you're tied to camp, but your camp isn't tied to any specific location. The resupply system doesn't limit gameplay.

 

If the distillery needs a resupply or the speakeasy requires a popularity mission you are tied to the area in which you purchase the property, at least if you want to actively run the business aspect of the property in any case.

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1 minute ago, ALifeOfMisery said:

When it works properly camp can be moved to almost any area of the map, so yes, you're tied to camp, but your camp isn't tied to any specific location. The resupply system doesn't limit gameplay.

 

If the distillery needs a resupply or the speakeasy requires a popularity mission you are tied to the area in which you purchase the property, at least if you want to actively run the business aspect of the property in any case.

Yeah but I'm guessing these shacks will be in currently populated areas that will have a fast travel post near by. 

 

To me this role just adds another avenue of immersion and role play for those who want to live that fantasy. This is the direction the game is going in and it can't always be all accessible super easy for you to do wherever you choose to be during your session. 

 

 

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ShadowlessDevil

I'm hoping we'll be able to use the shack as a spawning point when getting online 

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13 minutes ago, Rokushakubo said:

Trading needed constant supply of animal parts and hourly resupply missions. No one bitched about this, why is it an issue for moonshiners?

So my main concern stems from what they did with Nightclubs in GTAO. In those, you had to actively do these missions to keep your nightclub popularity high which was necessary to not only the earn rates but also the population of the nightclub. If you didn't do these your nightclub emptied and your cash flow plummeted and had to be built back up over multiple missions.

 

For the Trader role in RDO you do not actively have to do anything to stop a negative effect. If you want the positives, ie earning cash, you do the Trader content. If you do not touch the Trader content you do not get punished for it in any shape or form. There are extremely rare (in my experience) raids which were criticised when it was announced and to this day I would say is something they should remove for the same reasons I criticise the Nightclubs.

 

Basically, in an open world game that encourages exploration and moving through the world from mission to mission you should never have to be worried about having to babysit something.

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I'm a little disappointed it's another go to A, go to B delivery business, like what we already have in GTAO... like, basically all we have in GTAO.

 

I'd have preferred a fresh idea rather than this, and I have my doubts how it will actually play out in reality. More travelling long distances, but with the increased risk of RDRO crashing, kicking, disconnecting or randos harassing you.

This gameplay loop is bearable in GTAO because you don't randomly get disconnected and you can make a solo lobby.

So my concern is this new role will be, amusing for a short time for all the new cosmetics and flavour.... then become really unplayable because RDRO at its core is a game that is fighting itself. It wants a full session of players, but then wants every player to have a camp and fight off 10+ NPC's and the game just cannot handle that without disconnects, wildlife despawns etc.

 

That said, money making is a non-issue now thanks to collector so I'd view this as more of a money-sink with some optional gameplay mechanics. Probably be like Biker Business for me. 1 month of pretending to be a biker, than 3 years of not touching it ever again because Import/Export and Crates were far and above superior in money making and gameplay enjoyment.

 

+More outfit slots

+Navy Colt

+Bandoliers (I'ma call myself the Bandolorian)

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2 minutes ago, Jason said:

So my main concern stems from what they did with Nightclubs in GTAO. In those, you had to actively do these missions to keep your nightclub popularity high which was necessary to not only the earn rates but also the population of the nightclub. If you didn't do these your nightclub emptied and your cash flow plummeted and had to be built back up over multiple missions.

 

For the Trader role in RDO you do not actively have to do anything to stop a negative effect. If you want the positives, ie earning cash, you do the Trader content. If you do not touch the Trader content you do not get punished for it in any shape or form. There are extremely rare (in my experience) raids which were criticised when it was announced and to this day I would say is something they should remove for the same reasons I criticise the Nightclubs.

 

Basically, in an open world game that encourages exploration and moving through the world from mission to mission you should never have to be worried about having to babysit something.

I don't think it's R*'s intention for all roles to be equaly as accessible. On the mobility spectrum collecting can be done anywhere, BH can be done anywhere that has bounty boards and trading revolves around your camp. Moonshining will be at the other end of that spectrum but I don't see that as a bad thing at all. I don't want all roles to be the same, offering the same convenience of accessibility. 

 

I personally have zero issue with this and at the end of the day people can zip through for the unlocks then continue with their preferred game play agenda or can stick to the life of a moonshiner for the duration of that day's game time.

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A little disappointed this update is only coming with one new role, but I'm sure it was done that way to be able to test out what the game can handle as far as everyone owning properties. 

 

On the subject of those, it will be interesting to see if they are scattered all over the map or if they will be concentrated in Lemoyne, where a lot of moonshining stuff happens in SP.

 

Excited for new clothes and cosmetics (MOCCASINS PLEASE R*) and something else to do in game, though it doesn't exactly fit the narrative of my character. 

 

If the business requires maintenance then that'll be a bummer but since it's tied to the trader business I'm at least hopeful that moonshine sales will also be able to be done without interacting with other players.

 

Withholding overall judgement because there's still a lot we don't know, but this does get me excited

Edited by RaigeGames
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VERY curious how the Moonshiner building/basement thing is going to work, considering RDR2/O doesn't use the "instanced interior" like GTAO.

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How would needing to keep a speakeasy stocked to keep it operating be any different than having to keep Cripps stocked with materials and supplies to keep the trading company operating?

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Ii’s always nice with new content and something to grind for/a new sense of progression with unlocks and such. Still not overly excited.

 

I think it’s a shame that the roles have level caps. If they’d keep levelling up that’d give a clearer picture of what interests you, and R* could continually add new level unlocks as the player levels are rising.. same thing on GTAO where rank 130 (I think?) is the top level that actually unlocks anything. Would be great to have unlocks to lool forward to for me as a rank 624 player.

 

Oh well. Just a bit of a shame we all reach level 20 for every role and unlock the same stuff, just as we’re all CEO’s/MC’s with all the same toys on GTAO.

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Shadowfennekin
1 hour ago, ShadowlessDevil said:

I'm hoping we'll be able to use the shack as a spawning point when getting online 

Oh I hope so!

 

Would be lovely to spawn where you want, and not in a random f*cking spot. "New Hanover" *spawns on the edge of the map near Annesburg. That ain't New Hanover, that's Roanokee Valley for f*ck sake!

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Ah, so it's an extension/offshoot of Trader, eh?

0eZh24w.gif

 

 


Never going to even open that letter from Cripps, so this is going to be another non-starter for me - throw it on the same pile as Trader, bunkers, hangars, offices, clubhouses, arena workshops, casino penthouses, etc. :bored:

 

I'm more concerned about the shack on top, really - I worry that, like with nightclubs, or trader wagons, there are no 'role-neutral' versions coming. You can't just buy a wagon or stagecoach for general use - just the role-locked ones. And in GTAO, you can't just set up a nightclub - it's also a front for an underground hub for the various contraband businesses. I get the sinking feeling that this is going to be both - R* will add homesteads, but only as the above-ground front for Moonshiner speakeasies, and we won't just be able to have regular properties to buy/use.

 

 

Hopefully there's a decent selection of new clothing and weapons (M1899 pistol, anyone?), and not just more all-in-one outfits and garish reskins of existing clothing. I'm guessing the Navy Revolver will be a Colt 1851 of some description, although I could be wrong:

 

800px-Colt_Navy_Model_1851.JPG

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9 minutes ago, Shadowfennekin said:

Oh I hope so!

 

Would be lovely to spawn where you want, and not in a random f*cking spot. "New Hanover" *spawns on the edge of the map near Annesburg. That ain't New Hanover, that's Roanokee Valley for f*ck sake!

 

743pv7l.jpg

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TiberiusMcQueen

I like that they're connecting this with the Trader role, having some structure to the various roles can help keep this from becoming as much of an overwhelming, convoluted mess as GTAO. Looking forward to the story mission side of the update, especially since we'll be able to do them solo, probably going to get bored of the speakeasy part of it pretty quickly though, it sounds all too familiar after GTAO. I'm more interested to see what they do with potential offshoots of the other roles or new roles like photography and fishing, those kinds of roles could add some genuine variety to the game. I have nothing against a couple GTAO style businesses so long as they don't become the format for every single new update like they did in GTAO. Would also be cool if the story mission add-ons for the roles became a consistent thing for new roles.

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5 hours ago, Oldsport said:

moonshine will probably have you picking flowers instead of hunting animals

You need sugar like fruits, potatoes sugarcanes or sugar beets, yeast and water!

 

4 hours ago, 1898 said:

Sounds pretty good, I'm definitely going to buy-in but a coup!e things:

 

It looks like the deliveries could be a little treacherous which is fine, I don't want everything to be simple, but give me a chance to avoid detection like traveling only at night for example.

 

There was no such thing as a "country band" in 1898, the music they listened and danced to was simply the popular music of the time. I hope this isn't an attempt to modernize the music.

 

 

Today we call it that, they likely called it modern music!

 

Just now, Shadowfennekin said:

Oh I hope so!

 

Would be lovely to spawn where you want, and not in a random f*cking spot. "New Hanover" *spawns on the edge of the map near Annesburg. That ain't New Hanover, that's Roanokee Valley for f*ck sake!

I would love that to or at least change so you in what area you want to spawn in. Like Ambarino they should split up in east and west when spawning in or trying to set up camp there!

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24 minutes ago, Dr.Rosenthal said:

I think it’s a shame that the roles have level caps. If they’d keep levelling up that’d give a clearer picture of what interests you, and R* could continually add new level unlocks as the player levels are rising.. same thing on GTAO where rank 130 (I think?) is the top level that actually unlocks anything. Would be great to have unlocks to lool forward to for me as a rank 624 player.

I think this is where the Outlaw Pass comes into play pretty well. A new way to rank up and unlock things for those who have already maxed out everything else 

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im all in for this. a fixed location ( i know exactly in what area i want to be) and hopefully we can spawn in this property. I have a feeling after this update i will not see Cripps in a loooooong looooooong time. To bad for all the money i spent on the camp. i will miss Freddie my dog though. Sounds pretty good to for my and for my style of playing. a little bit hyped now ... :)

 

8 hours ago, Jason said:

You're not quite getting my point. I want it full more for immersion reasons, so I can go there and it's poppin' for when/if I want to use it for whatever reason. For example for the Nightclub, I don't care for any of the actual money making systems behind it, I just wanted a nightclub that's full.

im all with you on this one. i hate it when the club is empty ..

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Leftover Pizza
2 hours ago, Gray-Hand said:

How would needing to keep a speakeasy stocked to keep it operating be any different than having to keep Cripps stocked with materials and supplies to keep the trading company operating?


Well, Cripps wants dead animals. I think Maggie wants herbs... at least herbs don't despawn right before your eyes when a lobby gets too full. 
 

......

 

nah, that didn't work.... it's gonna be more of grinding for the same kinda business.

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2 hours ago, Commander S said:

Hopefully there's a decent selection of new clothing and weapons (M1899 pistol, anyone?), and not just more all-in-one outfits and garish reskins of existing clothing. I'm guessing the Navy Revolver will be a Colt 1851 of some description, although I could be wrong:

 

800px-Colt_Navy_Model_1851.JPG

 

Hopefully we get the M1899. I've been wanting it since before it was a pc thing.

 

Also I think you nailed it on that Colt 1851, look at the revolver the character on the left is using:

Spoiler

6a62f1becae5c908d3c7813567c9bd455b51c522

 

Looks new to me, and furthermore, look at the underside of the barrel. Notice there is some sort of a notch / protrusion about a 3rd of the way down the barrel? Just like the Colt 1851.

Edited by ghostsoap01
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2 hours ago, TiberiusMcQueen said:

I like that they're connecting this with the Trader role, having some structure to the various roles can help keep this from becoming as much of an overwhelming, convoluted mess as GTAO. Looking forward to the story mission side of the update, especially since we'll be able to do them solo, probably going to get bored of the speakeasy part of it pretty quickly though, it sounds all too familiar after GTAO. I'm more interested to see what they do with potential offshoots of the other roles or new roles like photography and fishing, those kinds of roles could add some genuine variety to the game. I have nothing against a couple GTAO style businesses so long as they don't become the format for every single new update like they did in GTAO. Would also be cool if the story mission add-ons for the roles became a consistent thing for new roles.

I like that they appear (based on a whole 2 updates) to be putting us on an upward trajectory with the roles.  A moonshine bootlegger/speakeasy operator feels like a step up from a hunter/tanner operation run out of a tent.

 

They messed up with GTA having us start out as CEOs then stepping down to bikers, then further down to car thieves, then back up to gun runners, then down to  smugglers, then down again to nightclub owners (or whatever hicklety-picklety order the updates came in).  Instead of feeling a sense of progression, it felt like we were treading water after the CEO update.

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And thus begins the saga of business empires and debates over the best grinding methods. 

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ShadowlessDevil

Me on December 13th in the morning while I read the forum about the DLC before I go on a spending spree! 

Harley Quinn Suicide Squad GIF - HarleyQuinn SuicideSquad Tea GIFs

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42 minutes ago, ghostsoap01 said:

 

Hopefully we get the M1899. I've been wanting it since before it was a pc thing.

 

Also I think you nailed it on that Colt 1851, look at the revolver the character on the left is using:

  Reveal hidden contents

6a62f1becae5c908d3c7813567c9bd455b51c522

 

Looks new to me, and furthermore, look at the underside of the barrel. Notice there is some sort of a notch / protrusion about a 3rd of the way down the barrel? Just like the Colt 1851.

 

 

Nah, I thought so to, but when I looked at the pic close up, it's just the LeMat - the buckshot second barrel is the giveaway.

 

Still, I do hope that the Navy Revolver is the 1851 - something older and bulkier like that (same for the Walker and Dragoon) would definitely make for something different to the current selection (still waiting for an original Webley, R*! :p).
 

 

24 minutes ago, Gray-Hand said:

I like that they appear (based on a whole 2 updates) to be putting us on an upward trajectory with the roles.  A moonshine bootlegger/speakeasy operator feels like a step up from a hunter/tanner operation run out of a tent.

 

They messed up with GTA having us start out as CEOs then stepping down to bikers, then further down to car thieves, then back up to gun runners, then down to  smugglers, then down again to nightclub owners (or whatever hicklety-picklety order the updates came in).  Instead of feeling a sense of progression, it felt like we were treading water after the CEO update.

 

 

I'd agree with this, and it is better than GTAO, if not for the fact that R* seems insistent on nudging all players into being Traders/Collectors/Bounty Hunters. I've avoided having my camp converted into Cripps' personal tannery by never opening his letter/launching the game from the "Trader" option (which disappears as soon as you commit to being a Trader), and so a combination of 'hired law enforcer' and 'treasure hunter' lets me play as a kind of olde-timey adventurer, but it does still very much like me having to circumvent R*'s intended design (just like GTAO before it).

 

I'd say that the next way of making the system better (for GTAO 2, for example) would be to make it so that you have to trade in one business (but without wiping your award/stat progress or unlocked clothes/etc.) in order to switch to another - i.e, you can't be a trader and a lawman, or a CEO and a biker. But that'd be a stricter approach to enforcing commitment to realism over total player empowerment/gratification - and with GTAO and RDO both, R* seems more keen to throw the setting under the bus to let players have All The Toys at once, rather dare restrict players for the sake of something more believable.

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The prices of the new stuff will be interesting. Collector broke the cash economy completely so I wouldn't be shocked if we see $2000-$3000 items if not higher. Or, a lot of the stuff will be locked behind gold.

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was moonshine illegal back then? i know in the 20s there was prohibition so thats why speakeasies formed but i dont get this role now that i think of it

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YES are we finally getting bandoliers that arent attached to a set outfit come on rockstar listen to your fans, the new belt and clothing looks cool though im pretty excited, glad ive been saving up gold.

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the first purchasable property.... the first, of many to follow. Just like gtao.. i rather wished for somekind of map/ land expansion update. Maybe somthing with mexicans, indians or whatever, not a western styled gtao update 

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1 minute ago, BZXC32 said:

Maybe somthing with mexicans, indians or whatever, not a western styled gtao update 

well it is a wild west game

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16 minutes ago, Jasperathome said:

well it is a wild west game

In rdr john marston helps the mexican army fight rebels, and what happened to the wapiti indian reservation. 

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