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StyxTx

Ridiculous prices in RDRO

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StyxTx
Posted (edited)

I was looking at the price of things in the game so I decided to have a little fun and see what those prices would equal in 2020.

 

Some of those coats from Max are around $500. That is the equivalent of $15,471 today. Now, that 10 cents you loot off bodies is equal to about $3.00 today. Even the "cheap" shirts would cost about $1200 today. So, based on R*s outlandish prices, if this were actually 1900 or thereabouts, no one except the extremely wealthy would have clothes.

 

I feel bad for the new players and how they are pretty much gouged in the game because of R* just making up random, nonrealistic prices for things from the era. It used to be not so much of an issue. But things costing in the 100s of dollars, or at least 5 times more than they should considering the years this game covers, is forcing players to suffer in their abilities to get ahead. I reckon it's a way to try to force players to buy gold but if that's the mindset at R*, they are jerks.

 

 

Edited by StyxTx
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1898

My favorite hat, the Bolero, costs 8 gold bars. I just looked it up, a typical good bar weighs 27 pounds. Somewhere in the neighborhood of $6,500,000 in today's money for an off the shelf hat. I wish they had used copper, silver and gold coins to add a little realism.

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kcole4001

We definitely are some Gucci-ass cowboys! 

Imagine riding the range in a $1200 shirt or a $15,000 coat...:lol:

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DentureDynamite
Posted (edited)
1 hour ago, 1898 said:

I wish they had used copper, silver and gold coins to add a little realism.

A great idea, actually--would provide the flexibility for players to still loot like crazy, but vary how valuable the loot is.

 

Last night I managed to get what I consider one of the hardest to find jewelry items in the game--a silver chain necklace. I loot NPCs -all- the time, but turns out it's only on some wealthy women NPCs (even then fairly rare).

Edited by DentureDynamite
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kcole4001

I want to know where the train cars carrying my gold are, going by weight I have almost 57,500 lbs of gold lying around somewhere.

I'm sure they meant more like a Gold Bar = an ounce bar, but even then I should have 133 lbs of loose ounce bars.

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Bi9Daddy68
1 hour ago, kcole4001 said:

I want to know where the train cars carrying my gold are, going by weight I have almost 57,500 lbs of gold lying around somewhere.

I'm sure they meant more like a Gold Bar = an ounce bar, but even then I should have 133 lbs of loose ounce bars.

Stop bragging, your depressing my poor cowpoke ass.

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Buddy Hightower
13 hours ago, StyxTx said:

I was looking at the price of things in the game so I decided to have a little fun and see what those prices would equal in 2020.

 

Some of those coats from Max are around $500. That is the equivalent of $15,471 today. Now, that 10 cents you loot off bodies is equal to about $3.00 today. Even the "cheap" shirts would cost about $1200 today. So, based on R*s outlandish prices, if this were actually 1900 or thereabouts, no one except the extremely wealthy would have clothes.

 

I feel bad for the new players and how they are pretty much gouged in the game because of R* just making up random, nonrealistic prices for things from the era. It used to be not so much of an issue. But things costing in the 100s of dollars, or at least 5 times more than they should considering the years this game covers, is forcing players to suffer in their abilities to get ahead. I reckon it's a way to try to force players to buy gold but if that's the mindset at R*, they are jerks.

 

 

Well you respawn when you die so does anything really matter?

If we had perma-death and you started over with nothing, prices would be lower on everything.

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RyuNova

One Gold Bar in SP is worth five hundred dollars while they are worth twenty in MP.

 

The easiest way I have of working out R* prices is times the real world price by a hundred or divide the in game price by a hundred and the prices normally work out.

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Lonely-Martin

As much as I do fully agree it's bad, I mean, 300 bucks or so for a sh*tty shovel in the late 1800's, lol. The whole system is borked as we can earn lots of money/gold too.

 

Naturally it takes a little time and effort to get a streak going and invest into the collector role for example, but once there, it's quite easy if you're keen. Though I do have concerns how far R* will go with it all as GTA has shown too often. 

 

I've gotten past 620 gold and 30k cash and compared to many here, I play so casually and many have 10x what I do but in the time period, I'd be a very rich man. It can be immersion breaking if I think about it, but luckily for me, R*'s sh*tty handling of this game and it's growth, bugs/broken stuff and freedom etc, it's a game I can take or leave and I wouldn't care if it got scrapped tomorrow to be honest. They've lost that side of me regarding their online games and I've got story mode if I do fancy a dip into this fantastic map.

 

This game having the small lobbies of late really saved it for me in some ways, something that's clearly a temporary thing so it'll be back on the shelf again soon no doubt. To need the game to be broken to appeal, something very tragic about that. It's a game of missed opportunities.

 

After GTA:O proved ongoing popularity and longevity along with R*'s targets to sell cards and gold, here it was inevitible prices would be daft IMO. Unfortunately there's just nothing we can do as there'll always be a market for R* to target. Just like how game prices are going up, we could all here stop buying them but it wouldn't put a dent in things overall. 

 

Sucks to have less power as a consumer these days, lol. But it really sucks that R* split the community so much we can't impact our game and all we get is the smokescreen feedback crap they obviously ignore too much. To see other franchises with dedicated communities help their games grow is nice to see and something I long for with R*, but if anything, R* go backwards like when they stopped engaging with crew activities and stopped people discussing their games on the social club. Why even call it a social club now, lol. Dumb!

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StyxTx
Posted (edited)
3 hours ago, Buddy Hightower said:

Well you respawn when you die so does anything really matter?

If we had perma-death and you started over with nothing, prices would be lower on everything.

Doesn't matter to me, I have more money and gold than I'll ever use, but then I don't spend any on clothes like so many people do.

 

When naturalist came out I was able to get all trinkets right away, but the prices for those is a joke too.

 

However, if I was just beginning the game I wouldn't bother. Most people don't have 10-12 hours available each day like I do, not that I am on anywhere near that long anymore. If I had only a few hours per day I wouldn't waste it by grinding to buy things at the ridiculous prices. As I said, I feel sorry for new players.

 

Personally, I'm all in favor of permadeath. Just imagine griefers who get killed having to start all over again.

Edited by StyxTx

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Buddy Hightower
1 hour ago, StyxTx said:

Personally, I'm all in favor of permadeath. Just imagine griefers who get killed having to start all over again.

Me too.

Perma-death makes it hurt when you die - especially if you fall of a cliff or something that's 100% your own doing.

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DentureDynamite
Posted (edited)
1 hour ago, StyxTx said:

Personally, I'm all in favor of permadeath. Just imagine griefers who get killed having to start all over again.

Ugh; griefers aside, I prefer keeping what I earn/collect in-game.

 

As detailed and ultra-realistic as Escape from Tarkov is, the top two reasons I no longer play it are the constant tension/stress and regular player item wipes. A ton of IRL time is lost on having to re-buy/trade/loot content all over again.

 

RDO's system isn't perfect (still quite a few bugs), but I don't mind it erring on the generous side.

Edited by DentureDynamite

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StyxTx
Posted (edited)
1 hour ago, DentureDynamite said:

Ugh; griefers aside, I prefer keeping what I earn/collect in-game.

 

As detailed and ultra-realistic as Escape from Tarkov is, the top two reasons I no longer play it are the constant tension/stress and regular player item wipes. A ton of IRL time is lost on having to re-buy/trade/loot content all over again.

 

RDO's system isn't perfect (still quite a few bugs), but I don't mind it erring on the generous side.

I know most people would not like permadeath. I bought the PC game just to be able to start over. I had gotten bored with my PS character. I'm at a point in the game now where there is nothing for me to do. At the very least with everything maxed out, the money and gold I have, there is no incentive for me to play at all. All I'm accomplishing by playing is killing time.

 

It would be real nice if they'd speed up content drops or drop one huge one.

 

I think one of the main reasons I have been enjoying State of Decay is the permadeath. It makes you strategize much better knowing that if you blow it, that's it. Definitely makes the game much more challenging than RDR.

Edited by StyxTx
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ALifeOfMisery
Posted (edited)

The main reason permadeath will never happen is that it would completely undermine R*s monetisation model.

 

The only real progression in RDO, and GTAO for that matter, is the accumulation of wealth and acquisition of items. Very few people would drop money on gold bars if a moderately well placed arrow from another player from outside of minimap range could reset their progress.

 

I'm not saying I'm completely against permadeath as a concept, just that RDO isn't that game and R*/T2 definitely aren't that kind of company, especially where major IP's are concerned.

--------------------------------------------------------------------

As for the original point raised, I get it, I'd far rather payouts and prices be period authentic. I don't need to see unrealistic amounts in the top right corner to feel like I'm achieving something. In fact, I find it somewhat ridiculous that, for the time period, with the amount of money and gold he's sat on, my character would be sat with his feet up, not riding around taking odd jobs and slaughtering people.

 

The issue is that most players just wouldn't get their heads around what would, without thinking about it, look like very low payouts for missions. They just wouldn't take into account what would actually be a lot of money back in the late 1890's. 

 

R* still charge a ridiculous amount for in game items, I'm not, and would never, defend that. But I also realise that realistically scaling payouts, and the "economy" as a whole, would be problematic from a player satisfaction point of view, for many players.

Edited by ALifeOfMisery
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StyxTx
Posted (edited)
29 minutes ago, ALifeOfMisery said:

The main reason permadeath will never happen is that it would completely undermine R*s monetisation model.

 

The only real progression in RDO, and GTAO for that matter, is the accumulation of wealth and acquisition of items. Very few people would drop money on gold bars if a moderately well placed arrow from another player from outside of minimap range could reset their progress.

 

I'm not saying I'm completely against permadeath as a concept, just that RDO isn't that game and R*/T2 definitely aren't that kind of company.

--------------------------------------------------------------------

As for the original point raised, I get it, I'd far rather payouts and prices be period authentic. I don't need to see unrealistic amounts in the top right corner to feel like I'm achieving something. In fact, I find it somewhat ridiculous that, for the time period, with the amount of money and gold he's sat on, my character would be sat with his feet up, not riding around taking odd jobs and slaughtering people.

 

The issue is that most players just wouldn't get their heads around what would, without thinking about it, look like very low payouts for missions. They just wouldn't take into account what would actually be a lot of money back in the late 1890's. 

 

R* still charge a ridiculous amount for in game items, I'm not, and would never, defend that. But I also realise that realistically scaling payouts, and the economy as a whole, would be problematic from a player satisfaction point of view, for many players.

Well it doesn't matter to me if they use economics from those years or today. The money you receive, from looting for example, should match what things cost. 45 cents from looting 10 bodies vs. what you have to pay for anything. My God, how do NPCs survive with the prices? Would anyone actually follow a enemy gang leader carrying a whopping 7 cents? LOL

 

I do agree with the part about what my character would be doing right now with all the $ and gold he has. No way I'd be out huffing it around the map. I'd be living in some mansion hiring people I needed for whatever. That's why it's really hard for me to get into the game anymore. Nothing else to accomplish. Let me buy a mansion, or better yet a ranch, and hire outlaws or whomever, kinda like running a business. lol

 

I remember someone made a point that RDRO is pretty much a short term game and looking at the high percentage of low ranked players, even on PS, that's pretty much the case. After a certain point it's pretty much over. No matter what they come out with, since it's all drip feed, I can buy everything without putting much of a dent in my balance. I got to the gold and money level, by playing 10-12 hours every day for about 8 months, thinking that somewhere down the line they'd be putting stuff out there in larger updates that would cost me a bundle resulting in me getting back to the grind, but in 2 years it's been drip, drip, drip, and most of the stuff they put out every week I already have or can't use since I'm already maxed out on all the role levels. So really, the game is not geared toward high ranked players.

 

As I said earlier though, if I were brand new to the game I'd play it for a few weeks but with the prices the way they are I'd end off saying screw it.

 

It would be nice if they'd make the NPCs a lot harder to fight. At least that would add a bit of fun. The idea that one person can take out an entire enemy camp without any real damage to themselves is weird and even if by some chance you get killed, no sweat, respawn. I can sorta understand how players would prefer going after other players since it is pretty boring with NPCs, even the lawmen.

 

I think the autoaim should be taken out and get rid of tonics and cards. That would add a real element of skill and challenge to the game that is seriously lacking.

 

 

Edited by StyxTx
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1898
Posted (edited)

Permadeath no but a challenge or award or bonus for staying alive (excluding player attacks) for X amount of time would interesting, forcing us to be more careful and strategic or just plain run if necessary when dealing gang hideouts, moonshine competitors, random attacks etc.  Then we wouldn't feel so invincible against these NPCs.

 

Edit: Posted at the same time as @StyxTx above. He said kinda the same  thing.

Edited by 1898
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DentureDynamite
Posted (edited)
14 hours ago, StyxTx said:

It would be nice if they'd make the NPCs a lot harder to fight. At least that would add a bit of fun. The idea that one person can take out an entire enemy camp without any real damage to themselves is weird and even if by some chance you get killed, no sweat, respawn. I can sorta understand how players would prefer going after other players since it is pretty boring with NPCs, even the lawmen.

I'd have no problem with that -if- R* fixed the hoard of other issues along with it; namely, the animation lock issues and rubber-banding crap, shots not registering on NPCs (numerous ones there), let alone the slew of inconsistent and downright ridiculous AI issues that make the game look really stupid (could write a small book on those).

 

There are games from more than a decade ago that had AI lightyears ahead of RDO (Crysis, for example). Heck, even GTA Online's AI has cops that will correctly shoot an NPC/gang that attacks you.

 

I don't know who wrote RDO's AI script(s), but they either need more time to make it work properly, or they need to get someone else who actually knows what they're doing.

Edited by DentureDynamite
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StyxTx
Posted (edited)
1 hour ago, DentureDynamite said:

I'd have no problem with that -if- R* fixed the hoard of other issues along with it; namely, the animation lock issues and rubber-banding crap, shots not registering on NPCs (numerous ones there), let alone the slew of inconsistent and downright ridiculous AI issues that make the game look really stupid (could write a small book on those).

 

There are games from more than a decade ago that had AI lightyears ahead of RDO (Crysis, for example). Heck, even GTA Online's AI has cops that will correctly shoot an NPC/gang that attacks you.

 

I don't know who wrote RDO's AI script(s), but they either need more time to make it work properly, or they need to get someone else who actually knows what they're doing.

I agree totally. Those animation locks can be a bit bothersome. Also how NPC's can hit you when you're behind a rock but your bullets deflect off a leaf. lol

 

There are just so many AI issues I would almost think the AI was written specifically with the idea that no one but kids under 12 years old would be playing. Have to make it easy for them.

 

People talk about immersion but I can't get truly immersed in a game when the NPCs are not treated equal to the human player. Suspension of disbelief is not exactly a strength of mine. lol

 

In a different game I was playing last night I took an NPC companion with me to attack an enemy NPC outpost with 3 enemies in it thinking it would be the same as it is in RDR. Well, I ended off getting severely injured and was forced to run away while my companion got killed. That companion is gone forever. I know better than to use my RDRO strategy in that game anymore. Anyway, even though it's difficult, it is a lot more fun.

Edited by StyxTx
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Assblaster

We had permadeath in AD&D, Gamma World and Boot Hill rpgs and it worked fine. We used an inheritance house rule so it wasn't all bad; and it made dying something you had to be careful to avoid. Our characters didn't die too often in our campaigns. Anyway a video game could be made exactly along those lines, with an inheritance system to make losing stuff less painful, but I don't think Rockstar is innovative enough to try something so different from the norm. I think it would be a revolutionary concept though, and could be made to work if tweaked just right. We had terrific fun playing with permadeath, it was great grief to lose the characters once and for all, but it was fun to reroll new characters and start fresh. Game never gets old that way.

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StyxTx
Posted (edited)
25 minutes ago, Assblaster said:

We had permadeath in AD&D, Gamma World and Boot Hill rpgs and it worked fine. We used an inheritance house rule so it wasn't all bad; and it made dying something you had to be careful to avoid. Our characters didn't die too often in our campaigns. Anyway a video game could be made exactly along those lines, with an inheritance system to make losing stuff less painful, but I don't think Rockstar is innovative enough to try something so different from the norm. I think it would be a revolutionary concept though, and could be made to work if tweaked just right. We had terrific fun playing with permadeath, it was great grief to lose the characters once and for all, but it was fun to reroll new characters and start fresh. Game never gets old that way.

Yeah. The companion that was lost was one I really liked and pretty valuable to the community with her skill set. Now I'm more careful about who I take with me and leave the nonexpendible ones back at the base even though they are also some of the strongest people in the group. The NPCs didn't stand out in the open, didn't stop to load their weapons while standing in plain view, kept moving and took cover when they were not moving, etc. There is also no autoaim. I love it.

Edited by StyxTx
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Buddy Hightower
Posted (edited)
16 hours ago, StyxTx said:

It would be nice if they'd make the NPCs a lot harder to fight. At least that would add a bit of fun. The idea that one person can take out an entire enemy camp without any real damage to themselves is weird and even if by some chance you get killed, no sweat, respawn. I can sorta understand how players would prefer going after other players since it is pretty boring with NPCs, even the lawmen.

This ^ 1,000X

The game is far too easy and solo friendly. just playing co-op or solo there is almost no way to die if you are just a little bit careful and have any plan what-so-ever. Of course when you do die on the rare occasion, it means nothing. You lose nothing. This is why so many people start "griefing" to use this forum's point of view, because there is nothing else to do and there are no negative effects to dyeing. 

 

However, if they "make the NPCs a lot harder" all that really means for them is make them have laser precision and take almost no damage. 

 

I'm just about done with online gaming in general. It's always the same old sh*t - everything dumbed down to the lowest common denominator and everything they develop has to lead people to buy micro-transactions. I would much rather pay a monthly fee (like old school MMORPGs) and have the devs focus on fun and innovative game play.

16 minutes ago, StyxTx said:

Yeah. The companion that was lost was one I really liked and pretty valuable to the community with her skill set. Now I'm more careful about who I take with me and leave the nonexpendible ones back at the base even though they are also some of the strongest people in the group. The NPCs didn't stand out in the open, didn't stop to load their weapons while standing in plain view, kept moving and took cover when they were not moving, etc. There is also no autoaim. I love it.

I assume you are referring to State of Decay 2.

I really hope SOD3 keeps the perma-death aspect....

Edited by Buddy Hightower
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StyxTx
Posted (edited)
50 minutes ago, Buddy Hightower said:

This ^ 1,000X

The game is far too easy and solo friendly. just playing co-op or solo there is almost no way to die if you are just a little bit careful and have any plan what-so-ever. Of course when you do die on the rare occasion, it means nothing. You lose nothing. This is why so many people start "griefing" to use this forum's point of view, because there is nothing else to do and there are no negative effects to dyeing. 

 

However, if they "make the NPCs a lot harder" all that really means for them is make them have laser precision and take almost no damage. 

 

I'm just about done with online gaming in general. It's always the same old sh*t - everything dumbed down to the lowest common denominator and everything they develop has to lead people to buy micro-transactions. I would much rather pay a monthly fee (like old school MMORPGs) and have the devs focus on fun and innovative game play.

I assume you are referring to State of Decay 2.

I really hope SOD3 keeps the perma-death aspect....

SOD3 has a really good foundation to build off, for sure.

50 minutes ago, Buddy Hightower said:

 

However, if they "make the NPCs a lot harder" all that really means for them is make them have laser precision and take almost no damage. 

 

 

My idea of harder is much better AI and their offensive/defensive skills be on par with humans. This stupid crap of some enemy coming from a few hundreds yards away, on foot, trying to look big and bad, with a machete in his hand and making no effort to use cover is a sitting duck and is pathetic and completely illogical. The way it is now everyone knows the outcome before they go into the stuff. They'll win with barely a scratch.

 

But one example of what you said is the camp rescues. They have strengthened them by making them more immune to being shot. I've shot them in the head from point blank but they continue on until the receive one more shot. Hit them in the heart? Nope, they'll need at least one more shot. To me, that is the programmers cheating, not making the AI tougher. Maybe the R* people don't know any other way to do it. 🤷‍♂️

Edited by StyxTx
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Gettin up

You quoted me on the other thread sayin you arent doing the legendary bounties anymore, but anyone can do them with a good team and  alone when they are good enough, which doesnt take too long.
Idk why you complain about the prices of RDO when at the same time you complain there isn't more stuff to do?? If the prices werent as high as they are now there wont be any reason to make money.
If you are good on PS4 and PC already, I recommend buying the Xbox One for a new gaming experience.

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StyxTx
Posted (edited)
12 minutes ago, Gettin up said:

You quoted me on the other thread sayin you arent doing the legendary bounties anymore, but anyone can do them with a good team and  alone when they are good enough, which doesnt take too long.
Idk why you complain about the prices of RDO when at the same time you complain there isn't more stuff to do?? If the prices werent as high as they are now there wont be any reason to make money.
If you are good on PS4 and PC already, I recommend buying the Xbox One for a new gaming experience.

Because I'm not interested in legendarys or naturalist. It's just more collecting and I'm burned out with collecting. I have no interest in clothes so the pelts don't mean anything to me. When I run across one, I'll do it but I don't go out of my way to find them and to be honest they aren't much of a challenge and I have no idea what the difference is between going after legendarys and just dealing with the predators I have to deal with every couple of minutes. I'm just not interested in it.

Edited by StyxTx

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Gettin up
Just now, StyxTx said:

Because I'm not interested in legendarys. It's just more collecting and I'm burned out with collecting. I have no interest in clothes so the skins don't mean anything to me. When I run across one, I'll do it but I don't go out of my way to find them. I'm just not interested in it.

But Xbox would be a fresh start, right?

Not everybody is interested in the good ways of making cash. I mean in GTA that was good. In RDO? Not so much.

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StyxTx
Just now, Gettin up said:

But Xbox would be a fresh start, right?

Not everybody is interested in the good ways of making cash. I mean in GTA that was good. In RDO? Not so much.

I don't have an Xbox. I'm trying to just get games for PC from now on and am going to be doing away with the PS too. PC games have mods that add to them rather than hoping developers will decide to actually pay attention to what players want. I don't use mods online for RDRO and wouldn't in any other online game, but for offline, mods are a must.

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Gettin up
6 hours ago, StyxTx said:

I don't have an Xbox. I'm trying to just get games for PC from now on and am going to be doing away with the PS too. PC games have mods that add to them rather than hoping developers will decide to actually pay attention to what players want. I don't use mods online for RDRO and wouldn't in any other online game, but for offline, mods are a must.

I never modded my games after GTA SA. Are you talking about the graphics mods?

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SadieAdler

It is a shame Rockstar weren't able to retain real-life accuracy and authenticity when it comes to the economy in RDO. My friend and I always joke about the fact that Madam Nazar has us pay a couple hundred dollars for a shovel to dig for collectables, because we're pretty sure we could get one for just a couple of dollars if we went to the general store in Blackwater instead 😉

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StyxTx
6 hours ago, SadieAdler said:

It is a shame Rockstar weren't able to retain real-life accuracy and authenticity when it comes to the economy in RDO. My friend and I always joke about the fact that Madam Nazar has us pay a couple hundred dollars for a shovel to dig for collectables, because we're pretty sure we could get one for just a couple of dollars if we went to the general store in Blackwater instead 😉

Real life shovels today don't cost more than $25 - $30 depending on what you get, some are under $10. Hundreds of dollars for a shovel, a joke.

11 hours ago, Gettin up said:

I never modded my games after GTA SA. Are you talking about the graphics mods?

No graphics for me. Depends on the game. Civilization 6, for example, has many, many, many user created additions for all aspects of the game. Through those you can, basically, have your own unique game. It's good when players don't have to wait on developers to create things that are wanted.

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KGBeast

GTAO and RDRO are the most shameless and cynical pay to win sh*tfests I've ever witnessed. They have to jack up prices on small stuff so they can really jack up prices on big stuff and milk the paycows. Shilling the rubes. 

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