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PvP Player respawn and PvP Crime (Press Charges) Change Idea


Infectious
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NOTE: This thread is NOT for how to alleviate, or reduce PvP. It is 100% for those who want and enjoy PvP, but want it to be impactful and less repetitive. If you don't want PvP, set Defensive or Parlay and move on. These changes would have ZERO AFFECT on your playstyle as it ONLY affects Non-Parlay respawns. 

 

Got 2 numbers changes that is basically a single idea because neither change works well without the other. Both changes will tie in together to create some semblance of impact in PvP, both with dying and in griefing/killing. A bit of a long one, so bear with me. 

*Also, attempt to read the whole material as many questions or concerns could be answered yourselves. 

 

Currently, when a player dies in PvP, they might respawn around 20-50 (just a guess) meters away. This needs to be changed.

 

1. Increase Player respawn distance much further:

*Solo Player Bounty target deaths is much further than normal respawn and already implemented in-game. Make this baseline. 

*Parlay respawn rules and posse in-fighting WILL REMAIN THE SAME

*POTENTIALLY could ONLY be while players are red/enemies

 

1. Gives players a reason to actually engage in PvP. Prevents nonstop pointless deathmatches.

  • PvP player missions would be far more fruitful as you wouldn't have to deal with repeatedly killing opposing players 30+ times while attempting to complete them. 
    • Nonstop deathmatches might be fun for some (Feud exists for a reason), but I imagine most PvPers want impact, or substance to their PvP. 
    • Penalty for dying most likely = failure, but it goes both ways. 
  • Creates real ganking (below).

2. Ganking = Impact.

  • Gives time to do the things you need to, such as completing what you need to without constant competition.
    • Player acting suspicious around your legendary carcass/pelt? Shoot them in the face and not worry about the risk. YOUR hideout, YOUR loot? Shoot them in the face and not deal with their thefts.
  • Satisfaction of the kill as they can't just respawn right in your face. 
    • Players you kill can't immediately retaliate (unless you both Feud) and either take the normal, now long distance respawn for a chance at revenge if they can find you again, or they Parlay for the normal, currently short distance respawn, but can't retaliate. 
  • Goes both ways as it allows attackers to gank and grief, while also allowing anti-griefing players to get rid of pesky potential threats. 

3. Player bounties in posses actually doable.

  • Solo bounty targets respawn a large distance away when killed, as it should be. 
  • Currently, bounty targets part of a posse have normal respawn rules, meaning infinite respawns. This would change.
    • Say there's 2 players in a posse, I should be able to eliminate both immediately and not have to deal with them afterwards. 

 

Example: Me and another guy started a bounty hunt on a player in a 5 man posse. Needless to say, it did not end well. It did not matter how many times we killed, they could keep coming back repeatedly after only a few seconds, making it essentially impossible to complete as there was not enough time to do anything other than shoot. If I hunt down a target and they kill me, that's fair game and I lose. If I kill them, they lose. 

 

4. Players can defend missions/wagons.

  • Currently, attacking players will almost always succeed because of infinite respawns, whereas defending players have essentially 1 chance. This would change.
    • Defending players in missions/wagons would only need to kill their attackers a few times at most, depending on time remaining. 
    • Attackers shouldn't be given infinite chances. 

5. "Feud" would have an actual function.

  • Currently, the "Feud" option has no function as it doesn't actually do anything different from normal fighting.
    • If players want their little constant deathmatch then this option already exists and would give players a stronger reason to ACTUALLY USE IT. 

6. "Parlay" still exists as an option and WOULD NOT be affected by respawn changes, as it has its own rules.

  • This respawn would remain the same as to keep the option for non-pvpers to essentially "opt-out" of PvP and not be horribly penalized for not wanting to engage in the first place. 
  • Gives players the option to respawn relatively close to where they died, without needing to take a long distance respawn, as the respawn rules would remain the same.
    • Creates dilemma of Parley respawn (no retaliation) vs Normal (long distance; potential retaliation) respawn.
  • Currently, Parlay respawns are further distance than normal respawns, which makes zero sense considering you become invulnerable after a Parlay anyway.

7. Gives an even stronger reason to use tonics. At least, health tonics.

  • Currently, there's very little reason to use those $3.50 health tonics just to win a 2 second engagement, only to have them come right back after 3 seconds. This would change.
    • Coming across another player might be reason enough to pop that health tonic as dying has an actual consequence now and popping that tonic might just be enough to prevent that death. 

8. Numbers shouldn't be required, only encouraged. 

  • Completing missions shouldn't require a posse to compete with the same or more enemy players. 
    • A solo player shouldn't be nearly required to grab another person just because a mission has more than one opposing player. 
  • Larger posses already have the numbers advantage in a fight, so they shouldn't also by default win because of poor respawn mechanics. 

 

Basically, ganking and getting rid of pesty players becomes much more doable and doing missions with PvP becomes possible without requiring a 5 man posse. If I come across a 3 man posse attempting to destroy my wagon and I take them all out before they're able to, I should only have to deal with them another go or two. Spawning players much further away gives players the chance to not only successfully defend, but also successfully attack depending on the mission. Dedicated players might be able to return to a mission and make another attempt depending on how much time is left, but a second death might just end their crusade. Players still have the currently existing Parlaying option if they'd rather choose the normal respawn, but no retaliation, route. 

 

With the above changes however, griefing would only get far worse, which is where I come to the next point. A small, but effective, "press charges" tweak. 

 

2. Increase Player-Killing penalties by bumping up the "Press Charges" penalty from .50c to $5. 

  • Gives a real penalty for player murders and keeps griefing a little more in check. Makes players think twice before randomly shooting a player entering town or for their 3 star buck. 
  • A $5 charge immediately puts players eligible to be hunted by Player Bounty Hunters as another deterrent, which creates more PvP Bounty Hunting interactions.
  • Adds a form of "degradation" as $5 is quite hefty for a kill. Players who enjoy PvP and ganking can have their fun, but at a cost. 

 

That's it. With these changes, while non-parlay respawns create a distance based consequence, I feel like it would more than likely help make the PvP scene a bit more "healthy." Attacking/defending missions would be far more reasonable/doable and those who want nonstop action already have the "Feud" option still available to them. Griefers will be penalized with a much larger charge cost, which would more than likely be a strong enough deterrent to cause would be aggressors to think twice, while also making PvP Bounty Hunting much more lively. 

 

2 numbers changes instead of fully fleshed out ideas, so I imagine the work wouldn't be too difficult for R* to implement, while still being effective. While other ideas might be specifically catered for PvP scenarios (such as create 1 or 2 life mission scenarios), they require actual implementation of new ideas, whereas simple number tuning might require the least degree of effort to implement. 

 

Edited by Infectious
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I would rather just let me turn off PVP; there could be a half hour cool down, or something (to prevent someone 

from griefing and then turning off PVP.)

 

Defensive is not enough, while lots of penalties and things would only exist to stop people from

PVPING you (or at least as much, as you say) while it would be easier to cut to the chase and let you turn it off.

 

Sometimes you just want to do stuff, while there are always showdowns and such if you really

want to PVP.

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While that would be a nice option for those who don't want PvP, I'm speaking from the perspective of someone who does want it, but wants it to be impactful and less frustrating. I don't enjoy the constant back and forth never-ending deathmatch style that we currently have. I want to be able to kill someone and have the impact from that death be enough that I may or may not engage with them again. I also understand that PvP Matches exist, but they're not only full of botters/hackers, but I've always enjoyed World PvP far more as it doesn't take me out of the world. Mixing in PvE with PvP isn't a bad thing. Creates a constant sense of danger wherever you go which would normally be much more exhilarating if dying actually did anything. 

 

Defensive in general should = no PvP, but at the cost of some penalties, such as slightly less experience and cash gain from missions and such. Risk and reward and whatnot. 

Edited by Infectious
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4 hours ago, Infectious said:

Currently, when a player dies in PvP (or PvE), they might respawn around 20-50 (just a guess) meters away. Absolutely atrocious. This needs to be changed to a MUCH FURTHER distance (honestly 300-500 meters; or assume the distance from Emerald Ranch to Valentine; Tumbleweed to Armadillo) for multiple reasons.

 

That doesn't make any sense to me at all. Having such a large respawn distance would instantly kill any PvP in this game. If you were randomly shot then you would respawn so far away that you wouldn't get a chance to get any kind of payback. What you would get is more noobs running around shooting you randomly and sending you half way across the map knowing that they would be perfectly safe and could make an easy getaway. And if a few players wanted to have a bit of PvP fun together then it would be such a pain riding all the way back between kills that nobody would bother. And your trader sale example would make no sense either. All the seller would have to do is shoot you once and you'd end up so far away that you wouldn't stand a chance of getting back for a second go. And if killing a trader send them half way across the map then one shot is all it would take to move them so far from their wagon there is no chance they would sell. I agree that it's crazy when you respawn ridiculously close to a seller but I do think they need to be close enough to be able to defend their goods. If you know what you are doing then you can destroy any trader wagon. We routinely do it even when there are 6 or 7 defenders. Traders need to be given the opportunity to reasonably defend their sale and attackers need a reasonable chance of stealing it. It sound like you're just a bit miffed it was hard for you to steal. I don't think there was anything wrong with the fact you were only able to get one bag. It's supposed to be challenging. You just need to get better at it.

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4 hours ago, Infectious said:

 

6. Parlay still exists as an option and WOULD NOT be affected by respawn changes.

  • This respawn would remain the same as to keep the option for non-pvpers to essentially "opt-out" of PvP and not be horribly penalized for not wanting to engage in the first place. 

 

I think the press charges and parley respawns could do with changing. I've never understand why when you press charges you respawn fairly close. You are indicating that you don't want to engage in PvP but the game still respawns you close to the attacker where you can be shot again. Parley sends you a long distance away but you can't be killed again anyway. These two really need to be flipped around. The rare occasions that I parley it become a massive inconvenience for me. I might have been hunting but I'm now sent so far away that any animals I was planning on skinning will have despawned.

 

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OP, lets say you have a legendary pelt and some bozo sneaks up and puts a bullet in YOUR head?

 

Now you'd be the one spawning halfway to Guarma with zero chance of defending your kill. That isnt very fair.

 

I agree with the bounty prices though. They should be way, way higher. Imagine 100$+ player bounties... THOSE are the guys that shoud be marked on the map for all to see, not some poor soul trying to complete a harmless delivery mission.

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5 hours ago, AmyStone said:

 

That doesn't make any sense to me at all. Having such a large respawn distance would instantly kill any PvP in this game. If you were randomly shot then you would respawn so far away that you wouldn't get a chance to get any kind of payback. What you would get is more noobs running around shooting you randomly and sending you half way across the map knowing that they would be perfectly safe and could make an easy getaway. And if a few players wanted to have a bit of PvP fun together then it would be such a pain riding all the way back between kills that nobody would bother. And your trader sale example would make no sense either. All the seller would have to do is shoot you once and you'd end up so far away that you wouldn't stand a chance of getting back for a second go. And if killing a trader send them half way across the map then one shot is all it would take to move them so far from their wagon there is no chance they would sell. I agree that it's crazy when you respawn ridiculously close to a seller but I do think they need to be close enough to be able to defend their goods. If you know what you are doing then you can destroy any trader wagon. We routinely do it even when there are 6 or 7 defenders. Traders need to be given the opportunity to reasonably defend their sale and attackers need a reasonable chance of stealing it. It sound like you're just a bit miffed it was hard for you to steal. I don't think there was anything wrong with the fact you were only able to get one bag. It's supposed to be challenging. You just need to get better at it.

 

Failing to see how it doesn't make sense. It's also interesting that you claim it would "kill" any PvP when very little PvP exists in the first place and I can't imagine it's because the majority of the playerbase are simply casual carebears. I very much enjoy PvP, yet hardly do any PvP myself because it's just impactless 24/7 deathmatches. 

 

If players want their little deathmatches, then Feud still exists. If all you want is "payback," then that's a poor reason anyways since "getting them back" still doesn't do anything. Killing that little level 3 for the 15th time in a row because he shot you while AFK doesn't solve anything. You don't get anything out of it. All you did was "show him up," but who cares? The point of increasing bounty cost to $5 is to prevent the whole "noobs and griefers running around wreaking havoc." $5 isn't a small amount just to kill someone who can simply parley for a normal respawn as they can now also be hunted by player Bounty Hunters. You're not forced to take a normal respawn. That's the dilemma. If you parlay, you respawn normally, but can't retaliate. If you normal respawn, you might get a chance at retaliating, but can't do so immediately and have to find them again. 

 

With traders and player missions, the problem currently is whoever has the larger numbers essentially wins, while slightly favoring the attacking player because they stand to risk nothing and burning someone's wagon while they're dead for 4 seconds is actually doable.  If a trader sees an opposing player coming to attack and they kill, then the attacker might get one, maybe two more chances at it. Currently, that player has to deal with them for the next 5 mins and all it takes is a single firebomb to ruin the trip. This has absolutely nothing to do with "difficulty." Only poor respawn mechanics. You act as if they'd be sent SO FAR that they can't come back, when I literally stated they can, but have much fewer chances. They're not respawning across the map like you so exaggerate.  

 

Yeah, someone could snipe the trader before they even get the chance to fight back, but that's where the "encouragement" of being in a posse comes from. One person might get sniped, but now the rest know where the sniper is and can retaliate like normal. 

 

"It's supposed to be challenging." Yeah, if the guy can reasonably fight back and kill me. Problem is the "challenging" part comes from infinite respawns 20 feet away and barely having enough time to complete a 5 second animation lock after killing him 6 times in a row. How is that something to just "get better at?" There's literally not enough time to revive the horse he just shot before he's right back down my throat. This isn't a L2P issue. Obviously the system is perfectly fine if you're in a posse, which by the sounds of it you're regularly in.

 

4 hours ago, Megadeus said:

OP, lets say you have a legendary pelt and some bozo sneaks up and puts a bullet in YOUR head?

 

Now you'd be the one spawning halfway to Guarma with zero chance of defending your kill. That isnt very fair.

 

I agree with the bounty prices though. They should be way, way higher. Imagine 100$+ player bounties... THOSE are the guys that shoud be marked on the map for all to see, not some poor soul trying to complete a harmless delivery mission.

 

That's kind of the point of ganking and it goes both ways as well. You could bag a kill, but have to defend 5+ times in a row before you could finally put that carcass on your horse, and that's only assuming you're the better player. They could also shoot your horse and now it might take 30 mins before someone turns in the kill. Players also can't "sneak up" because of the way the blip system works and they also generally don't know you even have a legendary until they're right up on you anyways. If you're cautious and suspicious, put a bullet in them before they have the chance to try anything. 

 

Always be aware of other players and what they can and might do. The penalties exist for both you and them. You might get ganked and lose out on a 3 star buck, but was it worth the $5 bounty? You could also gank them first and take the bounty, but not have to deal with them. 

Edited by Infectious
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31 minutes ago, Infectious said:

If players want their little deathmatches, then Feud still exists. If all you want is "payback," then that's a poor reason anyways since "getting them back" still doesn't do anything. Killing that little level 3 for the 15th time in a row because he shot you while AFK doesn't solve anything. You don't get anything out of it. All you did was "show him up," but who cares?

 

I do. It makes me feel better. But don't you understand how silly it is what you are suggesting? The person who gets randomly shot suddenly gets transported 5 minutes away from where they want to be and the person who did the shooting just gets a huge laugh out of it. So not only does someone get shot for no reason but they get even more inconvenience of having to ride all the way back to where they want to be and not be able to retaliate. It really is a crazy idea.

31 minutes ago, Infectious said:

"It's supposed to be challenging." Yeah, if the guy can reasonably fight back and kill me. Problem is the "challenging" part comes from infinite respawns 20 feet away and barely having enough time to complete a 5 second animation lock after killing him 6 times in a row. How is that something to just "get better at?"

 

It seems as though it's missed your attention that it's not you they are spawning next to but their cart. If you move away from the cart then you can spawn kill them from a safe distance until they get bored or frustrated and quit. It's my experience that most just quit anyway once their cart has been destroyed. Very few of them stick around to fight. You are also forgetting that you are stealing something that someone worked hard to earn. I think it's only right that the game should make it really difficult for you to do that. There are other tricks you can use but I'm not going to share them here. So yeah, you just need to get better at it.

Edited by AmyStone
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8 hours ago, Krommer said:

I would rather just let me turn off PVP; there could be a half hour cool down, or something (to prevent someone 

from griefing and then turning off PVP.)

 

Defensive is not enough, while lots of penalties and things would only exist to stop people from

PVPING you (or at least as much, as you say) while it would be easier to cut to the chase and let you turn it off.

 

Sometimes you just want to do stuff, while there are always showdowns and such if you really

want to PVP.

This would suit me fine.

Separate servers for pvp and pve.  REAL servers, not this p2p sh*te.

 

I have zero desire for pvp in any game.

I had fun in some showdown modes from time to time but could just as easily live without ever doing another.

Everyone who enjoys it have at it, I have no need for it at all, I really don't get the attraction, I'm not a shooter player and never will be.

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16 minutes ago, AmyStone said:

 

I do. It makes me feel better. But don't you understand how silly it is what you are suggesting? The person who gets randomly shot suddenly gets transported 5 minutes away from where they want to be and the person who did the shooting just gets a huge laugh out of it. So not only does someone get shot for no reason but they get even more inconvenience of having to ride all the way back to where they want to be and not be able to retaliate. It really is a crazy idea.

 

That's great for you, but not everybody shares that same mentality. I've been in the same boat of repeatedly killing the little pest who shot first, but I gain zero satisfaction from killing over and over, realizing it doesn't actually serve any purpose. Like I said, Parlaying still exists if you don't want the long distance respawn. The person who just killed you also takes a $5 bounty hit, so it's not a complete win for them. Players randomly killing you for no reason get very little benefit and you hardly take a penalty or loss. Your only penalty is you can't retaliate. You claim you get the inconvenience of travel time AND not being able to retaliate, when that's actually the opposite. Taking the travel time ALLOWS you to retaliate. Parlaying prevents travel time, but you CAN'T retaliate. 

 

What's crazy is the idea that you retaliating solves all your problems. If anything, you'd end up wasting more time (and money) with your pointless 10 min deathmatch until one of you finally gets bored and moves on.  IMO players randomly ganking/starting PvP hardly exists because their targets respawn 5 feet away anyways, so what's the reason to do it? The reason should exist, but the penalty severe enough to serve as a deterrent. 

Edited by Infectious
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1 minute ago, Infectious said:

 

That's great for you, but not everybody shares that same mentality. Like I said, Parlaying still exists if you don't want the long distance respawn. The person who just killed you also takes a $5 bounty hit, so it's not a complete win for them. Players randomly killing you for no reason get very little benefit and you hardly take a penalty or loss. Your only penalty is you can't retaliate.

 

What's crazy is the idea that you retaliating solves all your problems. If anything, you'd end up wasting more time (and money) with your pointless 10 min deathmatch until one of you finally gets bored and moves on.  IMO players randomly ganking/starting PvP hardly exists because their targets respawn 5 feet away anyways, so what's the reason to do it? 

 

Well not everyone shares your mentality either. All I can reply with are my opinions.

 

So you are suggesting that the person who kills you gets a $5 bounty just for killing you? That's even if you don't press charges?

 

Can't you see how this would kill PvP though? You could never have any posse fights in any location and over any area. You think that should be done in a very limited posse feud area. There's nothing more boring in opinion. You don't get to choose where to fight or more between terrains. 

 

Who said it would be a pointless deathmatch? If I choose to participate in that then it's obviously not a waste of my time.

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14 minutes ago, AmyStone said:

 

Well not everyone shares your mentality either. All I can reply with are my opinions.

 

So you are suggesting that the person who kills you gets a $5 bounty just for killing you? That's even if you don't press charges?

 

Can't you see how this would kill PvP though? You could never have any posse fights in any location and over any area. You think that should be done in a very limited posse feud area. There's nothing more boring in opinion. You don't get to choose where to fight or more between terrains. 

 

Who said it would be a pointless deathmatch? If I choose to participate in that then it's obviously not a waste of my time.

 

Yes, these are all opinions and they're all valid. 

 

I didn't even say you automatically get a $5 bounty, that's why I said change the "Press Charges from .50c to $5." Players aren't forced to press charges.

 

If you're talking about in-posse fights, then killing your own teammates obviously shouldn't apply. I'm sure the game can differentiate between enemy players and posse members given the fact that posse members don't turn "red." Posse member killing rules are also different from normal respawns given the fact that posse members respawn much closer than normal. If you're talking about posse v posse fights then that's just something R* would need to add in. 

 

Pointless because it is pointless to me and to many other players given how little PvP actually happens. I'm not meaning to insult your way of playing, just meaning to say not everyone finds it enjoyable, so to us it's essentially pointless. I'm not saying to remove it as deathmatches would still continue to exist through in-posse fighting and Feud options. 

Edited by Infectious
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10 minutes ago, Infectious said:

If you're talking about in-posse fights, then killing your own teammates obviously shouldn't apply.

 

I was thinking more about posse wars that go on. Not something I do but I know you get posses who meet up somewhere and fight together. It's become quite a thing but I've only accidentally encountered a posse war once.

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I still think separate lobbies would be welcomed.

 

PVP lobby = blips are visible, defensive is disabled, larger lobby size

PVE lobby = blips are as they are now, it is impossible to harm another player - essentially passive mode from GTA but for everyone - and other player's property (horse, wagons etc) cannot impact you (if someone wanted to try and troll)

 

Still waiting on friend and crew halos from GTA, as well as coloured blips to denote different posses, rather than the blue > red gradient we're stuck with

Edited by Talisman_83
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well there's a bunch of issues with this

- give people a reason to engage in PvP? if people needed a reason, I wouldn't start up the game and get a guy try and lasso me 10 seconds in, so you just hop server

- shooting a for no reason other than "he look at me weird"? don't give them another reason to shoot you, bro

- stop people from respawning after a few deaths? oh yeah, sounds super fun to just be stuck in a menu with a counter

- respawn far away? goodbye bounty, goodbye legendary carcass, goodbye trader goods, goodbye moonshine, I'm getting punished even harder for getting shot in the back of the head with a rolling block rifle?

- increase player killing bounty? doesn't it top out at $20 or something? and you only pay half that in your lockbox or post office, even if the max is $100, that's still a $50 price to annoy a guy 20 times for no reason other than personal enjoyment, and if they're bored enough to do that, they won't be scared off by that price

 

why not just fix defensive mode and make it take 100 shots to kill someone like Fallout 76 intended? include whatever they're riding so they can't shoot your moonshine for no other reason than to literally annoy you

I always had this thought to add a third mode called neutral, which is what offensive is now, but offensive would change into "I want to PvP, shoot me" shown by your new map symbol/colour, and they'd be selected for player assassinations too

 

fact of the matter is? people try and shoot me maybe once a day, and they're usually terrible shots, or doing it when I can server hop no problem

still though, nothing's more fun than have someone ride up to you, miss you point blank, get lassoed, put on their own horse which you scare off and see them wobble off into the distance

Edited by fuzzyballs01
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8 hours ago, Infectious said:

 

 Players also can't "sneak up" because of the way the blip system works and they also generally don't know you even have a legendary until they're right up on you anyways. If you're cautious and suspicious, put a bullet in them before they have the chance to try anything. 

 

Always be aware of other players and what they can and might do. The penalties exist for both you and them. You might get ganked and lose out on a 3 star buck, but was it worth the $5 bounty? You could also gank them first and take the bounty, but not have to deal with them. 

 

Huh? Lol thats incorrect. When i say sneak up I don't mean close range. Legendaries show up on minimap from very far away. Further than a blue blip. Ive come across people hunting a legendary animal in the distance more than a few times, and plenty others have as well, its more common than you seem to think. Sometimes I just sit back and watch from far out to see how they do. Most of the time i help out by firing a shot or two to help them down it faster. If I were a griefer, what's stopping me from waiting until they bring it down and then sniping them in the head from where I am? Now theyd be autospawning halfway to another city and I could just ride over and take the kill uncontested. Well worth a 5$ bounty

 

Youre assuming eveyone thinks the same way you do and plays the same way you do. And has only had your experiences. If youre going to be making widespread changes to the game system that affect EVERYONE then you have to ackowledge all players and all common scenerios. This is why they beta test. I guaraatee you most people are not going to be cool with autospawning miles away every time someone kills them.

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Note that Parlaying still exists. I did not say you're FORCED to take a long distance respawn. That's ONLY if you want the chance at retaliation. If you're doing a PvE mission, such as a bounty, and a player kills you, you Parlay and continue on with the bounty. I'm not removing the Parlay option. If a player snipes you for your legendary from half a mile away, they're more than likely not going to be able to get to that carcass/pelt before you show right back up after you Parlay. Parlay respawns are not terribly far, and I've even had them respawn me right back where I died. 

 

The whole point of long distance respawns is to give players doing PvP missions a chance at actually accomplishing something other than sitting in a 30 min deathmatch that goes absolutely nowhere and to give ganking real meaning, while also penalizing said ganking as to prevent it happening too often. If a player walks into town and I decide to shoot them in the face, I should be able to without them instantly retaliating and starting a pointless fight until one of us gives up out of sheer boredom, but I should also take a penalty for doing so. That's not to say they're FORCED to respawn halfway across the map, as they can Parlay for a short distance respawn just like they can now. 

 

9 hours ago, fuzzyballs01 said:

- increase player killing bounty? doesn't it top out at $20 or something? and you only pay half that in your lockbox or post office, even if the max is $100, that's still a $50 price to annoy a guy 20 times for no reason other than personal enjoyment, and if they're bored enough to do that, they won't be scared off by that price

 

As far as I'm aware, there is no limit. $20 is when NPC bounty hunters start showing up supposedly. If someone doesn't mind a large bounty and keeps ganking players, they should be able to keep doing it. It acts only as a deterrent to the majority. If a player wants to kill over and over, players don't need to humor them. Press Charges, Parlay and move on. This way you barely took a time loss since Parlay respawns aren't long distance and he still takes a $5 bounty. You act as if Parlaying doesn't exist. If you don't want to be repeatedly killed, you Parlay. 

 

Also, if a griefer could annoy someone "20 times," that means they chose a non-Parlay respawn and would need to take the minute or two to get back to where they died in the first place, meaning that griefer would need to stay in the same place for 20+ mins just to kill someone who can easily Parlay and forget they exist. 

Edited by Infectious
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8 hours ago, Megadeus said:

Youre assuming eveyone thinks the same way you do and plays the same way you do. And has only had your experiences. If youre going to be making widespread changes to the game system that affect EVERYONE then you have to ackowledge all players and all common scenerios. This is why they beta test. I guaraatee you most people are not going to be cool with autospawning miles away every time someone kills them.

 

I'm assuming the position that getting ganked occasionally isn't a big deal and your life isn't going to be ruined because someone stole your legendary pelt. Not like you won't get other chances for that legendary later. I've played FAR worse games where hundreds of hours could be lost from griefers. This game is INCREDIBLY lenient and the community has gotten so used to the leniency to the point that any change increasing penalties, or adding challenge is regarded as immediately "bad." 

 

I've seen countless threads from people complaining about griefers killing them as they come into town as if that 20 foot respawn was actually painful for them. They lost absolutely nothing other than maybe 5 seconds of time, yet there's a thread around every corner regarding this supposed "issue."

 

My change wouldn't give griefers any more power as you can still easily Parlay and move on. 

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1 minute ago, roggek said:

@Infectious

 

Why rant hrere?
Submit your ideas adressed to R* instead:

https://www.rockstargames.com/reddeadonline/feedback?step=addb2b0b

 

Not only was I not aware of direct feedback submissions (as most developers on games I tend to play use officials forums for suggestions) I'm also posting here to propose an idea to the community to get an idea for as to how well, or ill, received it would be. 

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24 minutes ago, roggek said:

Why rant here?
R* don't read these forums as far as we know...

 

Because it lets off steam; writing to Rockstar does nothing either  ;)

Well, or their response to PVP complaints was giving us 3 "solo missions" with a 24 minute cool

down before we can do any of them again...

 

"No Man's Sky", by Hello Games, is the only game I play where they directly do stuff players suggest.

 

"HEY, let us perm tame and summon pets!" ... One year later.... "Companions Update, more free stuff you suggested!!"

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2 hours ago, Infectious said:

Note that Parlaying still exists. I did not say you're FORCED to take a long distance respawn. That's ONLY if you want the chance at retaliation.

 

So you can retaliate if you spawn a 5 minute ride away? Can't you see  how crazy that sounds? Neither parley nor long distance spawn gives you any chance to retaliate.

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3 minutes ago, AmyStone said:

 

So you can retaliate if you spawn a 5 minute ride away? Can't you see  how crazy that sounds? Neither parley nor long distance spawn gives you any chance to retaliate.

 

Kind of the idea as that's the consequence to dying. Why should you be able to immediately respawn and kill them? 

 

You call it crazy when in reality, that's how literally every other WPvP game works. No other open world game that I've ever played gives you the option of instant retaliation. Get ganked in WoW, or any other MMORPG? ACTUAL 5 min run back. Conan Exiles, or Rust? You just lost all your stuff. 

 

They all have impact and consequences of death. This one does not. 

 

$5 bounty feels like a pretty fair "counter" and that's still not to say you can't retaliate. You claim you won't "get the chance," when you'd still very much have that chance if you can find them again. You're not respawning across the map and their blip will still appear when you get close, so it's not unlikely. Regardless, the retaliation you so want has zero impact currently, whereas it'd have far more impact if you exacted revenge and forced them a min ride back (you keep saying 5 mins when the only distance I may have stated would be from around Emerald Ranch to Valentine, which is FAR less than 5 mins; 5 mins can literally get you halfway across the map).

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2 hours ago, Infectious said:

I've seen countless threads from people complaining about griefers killing them as they come into town as if that 20 foot respawn was actually painful for them. They lost absolutely nothing other than maybe 5 seconds of time, yet there's a thread around every corner regarding this supposed "issue."

 

ignoring the fact that people don't just shoot other people once doesn't somehow make you correct, buddy

even if you stand still, they still ride over to where they can shoot  you and kill you again, it's annoying when you're bringing a bounty into Blackwater, only to be shot, having your horse shot, then shot again so your bounty escapes, and then shot another 4 times standing still so you just hop servers

can't remember a single time where a player only shot me once and moved on

are you lying to us, or to yourself?

2 hours ago, roggek said:

@Infectious

 

Why rant here?
R* don't read these forums as far as we know...


Submit your ideas adressed to R* instead:

https://www.rockstargames.com/reddeadonline/feedback?step=addb2b0b

 

fun little fact about literally any forum out there?

- people use them to complain

- people use them for bad ideas

- people don't like being told they're wrong, their ideas are bad, or their complaints are ungrounded

 

I mean, just look at this thread, the guy just keeps on going and going and going

we had a guy in the Wasteland 3 forum where every other post was him saying "swearing in a post-apocalypse world is bad writing", and every time it started a 3 page argument with the same user

it's just what forumss devolved into, and I'm just thankful this isn't Reddit where everyone groups up on the "bully"

I got banned from the Steam discussions on RDR2 for saying "a system to smart people think it's stupid" when someone was complaining about the single player bounty system, they called it "starting arguments" because two people somehow assumed I called them stupid

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20 minutes ago, fuzzyballs01 said:

 

ignoring the fact that people don't just shoot other people once doesn't somehow make you correct, buddy

even if you stand still, they still ride over to where they can shoot  you and kill you again, it's annoying when you're bringing a bounty into Blackwater, only to be shot, having your horse shot, then shot again so your bounty escapes, and then shot another 4 times standing still so you just hop servers

can't remember a single time where a player only shot me once and moved on

are you lying to us, or to yourself?

 

Okay, how many times have I said PARLAYING STILL EXISTS? Have I NOT stressed that enough in this thread by bolding and repeating it multiple times already? Why are you arguing this with me when this is how the game CURRENTLY WORKS and would still CONTINUE TO WORK!? 

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oh boy, someone's upset

I'm starting t wonder if I have a special gift to make people read what they want so they can argue against it

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1 minute ago, fuzzyballs01 said:

oh boy, someone's upset

I'm starting t wonder if I have a special gift to make people read what they want so they can argue against it

 

Do you still not understand? Let me show you. 

 

You have a bounty as you ride into town. You and your horse get shot. You Parlay. You walk back to your horse and bounty. You turn in the bounty. Done. 

 

The ONLY way you could be getting killed multiple times is if there were multiple people you needed to Parlay with. 

 

If ANYTHING, my change would generally prevent being repeatedly killed (assuming you did not Parlay) because the minute or two it takes you to return would likely be long enough for said players to have moved on. 

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the distance would make my  bounty despawn, hell it'd make my horse despawn taking anything on it's back with it

my cart would be defenceless because all it would take is a single shot from cover to kill me, goodbye trader goods, goodbye moonshine

and don't tell me people don't fire at moonshine carts because they do

 

did you not read the first post I made in this "big baby waagh" thread?

you know what? I'm gonna do something you seem incapable of and just not reply anymore

nobody's gonna agree with you, buddy, all your ideas are bad

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51 minutes ago, fuzzyballs01 said:

the distance would make my  bounty despawn, hell it'd make my horse despawn taking anything on it's back with it

my cart would be defenceless because all it would take is a single shot from cover to kill me, goodbye trader goods, goodbye moonshine

and don't tell me people don't fire at moonshine carts because they do

 

did you not read the first post I made in this "big baby waagh" thread?

you know what? I'm gonna do something you seem incapable of and just not reply anymore

nobody's gonna agree with you, buddy, all your ideas are bad

 

1. Parlay respawns are NOT long distance. There is a difference between a normal respawn and a Parlay respawn. From the sounds of it, you've never done a Parlay so you don't even know how it functions, considering you switch lobbies when repeatedly killed when that's entirely unnecessary. 

 

2. If you are starting PvP missions, such as a Trader delivery, that is the risk you are taking, especially solo. The same as it is now. That is also not to say it's immediately gone as you wouldn't respawn far enough away that you wouldn't have another chance to get them back, assuming they didn't burn them. If they did burn them, that wouldn't change how it is now anyways, as all it takes is for attackers to kill you once to have enough time to burn your wagon. 

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50 minutes ago, Infectious said:

1. Parlay respawns are NOT long distance.

 

Yes they are. If I parley in Valentine I end up at least a minutes ride away over at the shacks to the east.

 

What I really don't understand is what you would gain from your suggested change. It seems like you don't want to get involved in unless pointless PvP. In that case just use the parley system that we already have then carry on with doing what you were doing. For those of us who do want to get involved in some PvP after being killed then a close spawn is exactly what we need.

 

 

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