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Next DLC Speculation Topic Mk XI


Spider-Vice
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There is a precedent for adding old cars to different classes (only once though iirc with the Sterling GT being added to sports). They should remove the karts from the sports class and create a karts class. Some have said add them to the OW class but that would be half assed. We’ve gotten two new classes on the last year or so, adding one specifically for karts would be the ideal move.

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1 hour ago, Timsalabimbo said:

No, just a deathmatch. There is no racing in this game mode.

 

Thats just boring......

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6 hours ago, Tez2 said:

Store Hold-ups pay double money and RP. Let's goooo :kekw:

Good time to invest in a regular Kuruma

 

ab8.jpg

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Well putting Go-Karts in the Open Wheel class would not only make sense, but would allow people to do "more in-depth racing" like having a staggered start situation, whereby the smaller Go-Karts set off nice and early with a good lead, only to be chased down by the bigger and much more powerful Formula Open Wheelers. 

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23 hours ago, Ethereal_NYC_ said:

i wonder if the maps are compatible with gtao; that is what i assumed was the hint in cayo

I'd be pretty stoked if any previous game maps enter GTAO. Probably the millionth person to say this but it would be unreal if LC from IV was added north east of the V map even if there was no bridge or anything and you could only fly/boat there (as long as my mechanic can still deliver my cars lmao)

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1 hour ago, Gaffa said:

Well putting Go-Karts in the Open Wheel class would not only make sense, but would allow people to do "more in-depth racing" like having a staggered start situation, whereby the smaller Go-Karts set off nice and early with a good lead, only to be chased down by the bigger and much more powerful Formula Open Wheelers. 

A Kart class could have all the features of the OW class (ghosting a-holes, tire types, functioning pits) without getting lumped in with the OW cars. The last thing OW races need are trolls zipping around in karts..

Edited by AUScowboy
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43 minutes ago, fanboi69 said:

I'd be pretty stoked if any previous game maps enter GTAO. Probably the millionth person to say this but it would be unreal if LC from IV was added north east of the V map even if there was no bridge or anything and you could only fly/boat there (as long as my mechanic can still deliver my cars lmao)

I personally hate the idea of an official inclusion of IV's Liberty City or any other map simply being placed next to the map of LS, like those LC in V mods where LC is just a quick flight over the Palamino Highlands.

 

Fun raised the idea quite a few months back of E&E having Cayo Perico always active in the main overworld, seeing as we know it's stored just past where the USS Luxington spawns. I figure that would kinda ruin the exclusivity of Cayo Perico. It's described in-lore as an island off the coast of Colombia, not the USA, so if it were more like a fan concept Project America's where the islands are full-on a map of GTA V's distance away from LS, would be a little more sticking to that idea. On top of that, it would make a joke out of the Cayo Perico Heist, for as simple a setup that Heist has, we still have to go about finding a way to approach and enter the island, either undetected by the sonar and ATC/AA defenses El Rubio has covering the whole island. If Cayo Perico were to be always present in the E&E overworld, I'd hope that there would be an auto-kill barrier preventing players from getting anywhere near it... unless it were for a Business Battle or some special in-game event.

 

Geting back on topic of Liberty City, I'm sure you've no doubt seen those fan concept maps of GTA V that include San Fierro and Las Venturas that have the cities as spits of civilisation and just land masses full of nothing seperating them? In the hands of R*'s map designers, they could pull something like that off while shrinking those voids into something sensible but not desolate nothing in terms of game design, which would be cool since those are cities that are supposed to be on the same side of the US. When it comes to Liberty City though? That's supposed to be on the other side of the continent, so speaking from the mindset of this is a game from 2013 that we're talking about adding a whole new city to; I'd rather just see it be it's own lobby.

 

What would be cool to see R* replicate for a mutli-map GTA game is something that only GTA 3/LCS did; Have the map be connected to landmass that's inaccessible to the player, only instead of having the only 2 tunnels out of the game world be blocked by construction, have them act as teleports to other the other maps, as well as airports, like LSIA seems to be hinting at with the single "Keinemusik Beach Party" option it currently has. Say you start driving into said tunnel, and there's a series of no nonsense signs in there that tell you which lane/turning to take depending on which city you want to go to. As for the over land border to keep players in, make land untraversable and keep the distance death barrier for planes boats & scuba divers that GTA V has.

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I was a bit annoyed by the RS Classic at first, it coulda been a Comet Classic, but it actually looks way better as a widebody 2 door. Hopefully it has race interior options, if so it will make a much better looking rally car.

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55 minutes ago, AUScowboy said:

A Kart class could have all the features of the OW class (ghosting a-holes, tire types, functioning pits) without getting lumped in with the OW cars. The last thing OW races need are trolls zipping around in karts..

 

Having a "Go-Kart" class when there's only two vehicles seems kinda' dumb unless they plan to expand it. "But Gaffa that's exactly what happened with the Formula cars" - but the difference is, not only were there races for us to actually use the Formula vehicles on (unlike the Go-Karts), Rockstar also expanded on those two vehicles and gave us two more with a future DLC update. 

Most people who are into racing recognise a Go-Kart as an open wheel vehicle, usually the first stepping stone to actually becoming a Formula driver in real life. 
A Go-Karts class makes sense but perhaps makes less sense for two vehicles only; whereas the Sports class makes even less sense and is just laughable. How is a Go-Kart a sports car? 

 

What would be better... at this stage in the game... is a checkbox type system or something where race lobby hosts can select either a certain set of vehicles for that race out of a single class, multiple classes of vehicles, or a certain set of vehicles from multiple classes. 
Or perhaps even better would be to allow the player to create up to 3 of their own "classes of vehicles" so to speak, which would allow easy designation of "high tier", "mid tier" and "low tier" performance vehicles, as an example, which would be set by the player(s). 

Edited by Gaffa
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Black-Dragon96
3 hours ago, AUScowboy said:

I was a bit annoyed by the RS Classic at first, it coulda been a Comet Classic, but it actually looks way better as a widebody 2 door. Hopefully it has race interior options, if so it will make a much better looking rally car.

You are lucky. From what I habe seen you can completly strip it on the inside and make it a full racecar.

I had hoped that we could do that with the calico but sadly the whole radiobox stays on that one no matter what.

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Just realized Rockstar added tunable variables to enable the Go Karts within the creator mode. Wouldn't be long until we have player-made Go Kart races.

 

Heck, Rockstar may publish theirs in a future event while at the same time enabling the Go Karts in creator mode.

Edited by Tez2
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Some of the replies to this tweet by @Tez2 are jumping to premature conclusions, IMO:

 

 

 

Bear in mind that we've just had some missions that reuse business property interiors (bunkers, clubhouses) with the Auto Shop contracts - so it's not necessarily a sign that the next update is 'After Hours 2' or anything.

 

...come to think of it, they might be placeholders left over from possible scrapped contract ideas - or maybe for new contracts in a future update. Possibility of a follow-up update to Tuners? After all, it was the most popular update launch ever - and a follow-up in the style of Lowriders: Custom Classics would mean they could add new vehicles to Tuner races, new R*-created races, and probably add more unlockable things to all the hundreds of Car Meet rep ranks, while they're at it...

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2 hours ago, Tez2 said:

Just realized Rockstar added tunable variables to enable the Go Karts within the creator mode. Wouldn't be long until we have player-made Go Kart races.

 

Heck, Rockstar may publish theirs in a future event while at the same time enabling the Go Karts in creator mode.

Maybe someone spoke some sense into their heads that are so far up their asses that they couldn't understand why the Karts needed actual races instead of memed deathmatches.

 

Or maybe they just saw how so little players are actually playing those.

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Quinn_flower

There are Christmas liveries....one of them is cyberpunk one and the other is the amazing Hermes clean version. 

 

I have them them already don't ask how it happened.

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20 hours ago, No Homing said:

Soon this won't be a game anymore, but just a music platform instead.

We are living in Napster...... we, the players, are the virus. 

2 hours ago, Commander S said:

Some of the replies to this tweet by @Tez2 are jumping to premature conclusions, IMO:

 

 

 

Bear in mind that we've just had some missions that reuse business property interiors (bunkers, clubhouses) with the Auto Shop contracts - so it's not necessarily a sign that the next update is 'After Hours 2' or anything.

 

...come to think of it, they might be placeholders left over from possible scrapped contract ideas - or maybe for new contracts in a future update. Possibility of a follow-up update to Tuners? After all, it was the most popular update launch ever - and a follow-up in the style of Lowriders: Custom Classics would mean they could add new vehicles to Tuner races, new R*-created races, and probably add more unlockable things to all the hundreds of Car Meet rep ranks, while they're at it...

They could be tied to use with only expanded and enhanced edition as well. (New missions using the nightclub that is)

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4 hours ago, Tez2 said:

Just realized Rockstar added tunable variables to enable the Go Karts within the creator mode. Wouldn't be long until we have player-made Go Kart races.

 

Heck, Rockstar may publish theirs in a future event while at the same time enabling the Go Karts in creator mode.

My plans for tonight are settled, then. be making some SMK and MKA circuits

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Worth noting the unused variables tied with Nightclubs were found within the new Stunt Races Rockstar published back in May. One of those races was made on March 11th and it still had those variables within its file. It could have been planned for a contract that got cut at the last minute, or it's planned for the next update.

 

The added functionality to handle Nightclubs within a mission doesn't really suggest After Hours Part 2, as @Commander S said, we have the new contracts that reuse clubhouses and even the Meth lab. This simply allows them to customize this mission-specific nightclub to their liking.

 

The interesting part is that the Business Hub is featured too and now has two interior IDs, this would suggest that the main goal is to reach the Business Hub whereas the Nightclub simply serves as the entry by visiting as a guest and slipping thru the crowd. Then, all the shooting and chaos would occur in the Business Hub, which explains the addition of the new interior ID.

 

Could be a cut contract, or it might just happen to be part of the bigger update that usually overshadows the summer update. Just like what happened when LS Summer update released and a whole category of unused variables was added, that we only find out later on that it was reserved for Cayo Perico. If anything, this suggests Tuners Part 2.

Edited by Tez2
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SummerFreeze
14 hours ago, Need For Madness Auto said:

QVcwep7.png

 

Found this comment to be useful here i think

I got the Futo GTX from winning 1 sprint race a day over 4 days... which I was doing anyway. So yeah, no idea what his guy is getting at. Winning 3 sprint races over 7 days he could have gotten a Futo GTX quicker by doing one Cayo Perico Heist. Is Rockstar gonna remove the CPH because they hate giving away stuff so much? And the Sultan RS Classic will likely become the best vehicle for Street Races, so I don't think saving your money there is a good suggestion. Dude should try playing a different game; that's the only way to let Rockstar know his frustration.

 

14 hours ago, AUScowboy said:

I was a bit annoyed by the RS Classic at first, it coulda been a Comet Classic, but it actually looks way better as a widebody 2 door. Hopefully it has race interior options, if so it will make a much better looking rally car.

It does, except for some reason no steering wheel or seat changes. Other than that it has the usual race interior options.

Edited by SummerFreeze
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ItsJustJohnny
22 hours ago, Tez2 said:

Man, the Kart Krash modes doesn't live up to my expectations. Basically, like @Tomtomsengermany said, vehicle vendetta with karts.

 

Karts installed with machine guns and power-ups that includes turning into an RC Tank or Sasquatch. You have like 3 lives.

 

Should have been made as GTA Races with power-ups than this.

Is there any chance kart races will be added as well? Or is this it?

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So Juggernaut can no longer be pistol whipped or killed with single headshot mmm R* are doing very weird changes to make the heist boring so people go and do money glitches lol btw I dont think that killing the mini-gun guy in the heist matter I never killed him it doesnt matter 

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1 hour ago, Unknown Insider said:

So Juggernaut can no longer be pistol whipped or killed with single headshot mmm R* are doing very weird changes to make the heist boring so people go and do money glitches lol btw I dont think that killing the mini-gun guy in the heist matter I never killed him it doesnt matter 

 

Doesn´t he have less armor when we have done the disruption mission? He just took one shot to the dome. But that was because I maybe used the armor piercing rounds.....

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20 hours ago, Pedinhuh said:

Good time to invest in a regular Kuruma

 

ab8.jpg

To anybody wondering:

 

The regular Kuruma costs 95k, BP tires are a must so that's a extra 25k, the car is quite agile already and has good crash deformation so you don't really need any extra upgrades, leaving us with a total investment of 120k.

 

Robbing all the stores in the state in one go will pay you about 55k, it takes roughly 45 minutes to rob them all in one go, assuming that you don't die and just shoot the cashier to grab the loot yourself as its faster than letting him hand you the money and pays about the same.

 

So you need to cycle them all 3 times to make a profit.

 

Grab your Kuruma, park outside and rob the first store, move to the next store and park the Kuruma as close as possible to the entrance of the second store, then you go in to jack it, cops will be on your ass so just shoot the cashier and grab the loot, you're invulnerable while the animation for grabbing the loot is playing, follow this same strategy for all the other stores.

 

Cops will swarm you at the third or fourth store you rob, so it's better to be packing a assault shotgun to clear them up, do not use explosives as you really don't want to blow your car up.

 

If you cycle back to the first store that you robbed you can rob it again, but the Kuruma should be all banged up and needing repairs so it's better if you stop by at LSC to fix it up, conversely if you don't want to be hit with the repair bill you can just stop by any repair shop owned by another player, repairs are free in those.

 

Honestly, this was more fun than I expected!

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13 hours ago, Tez2 said:

Just realized Rockstar added tunable variables to enable the Go Karts within the creator mode. Wouldn't be long until we have player-made Go Kart races.

 

Heck, Rockstar may publish theirs in a future event while at the same time enabling the Go Karts in creator mode.

 

When I saw all that playing space of that empty test track garage in the car meet, the first thought that I had, was to see people or Rockstar making little indoor Kart tracks with the already existent Tire wall props.

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ItsJustJohnny
18 hours ago, Gaffa said:

 

Having a "Go-Kart" class when there's only two vehicles seems kinda' dumb unless they plan to expand it. "But Gaffa that's exactly what happened with the Formula cars" - but the difference is, not only were there races for us to actually use the Formula vehicles on (unlike the Go-Karts), Rockstar also expanded on those two vehicles and gave us two more with a future DLC update. 

Most people who are into racing recognise a Go-Kart as an open wheel vehicle, usually the first stepping stone to actually becoming a Formula driver in real life. 
A Go-Karts class makes sense but perhaps makes less sense for two vehicles only; whereas the Sports class makes even less sense and is just laughable. How is a Go-Kart a sports car? 

 

What would be better... at this stage in the game... is a checkbox type system or something where race lobby hosts can select either a certain set of vehicles for that race out of a single class, multiple classes of vehicles, or a certain set of vehicles from multiple classes. 
Or perhaps even better would be to allow the player to create up to 3 of their own "classes of vehicles" so to speak, which would allow easy designation of "high tier", "mid tier" and "low tier" performance vehicles, as an example, which would be set by the player(s). 

They could just do it like the Hotring races and lock the vehicle choice to only the go-karts. It works well and those races still have full lobbies in 2021.

 

Lumping go-karts into the same race modes or vehicle classes as other vehicles won't be possible because of their low top speeds making it impossible to do jumps that regular vehicles can easily clear and their small size making it boring to race on circuits that aren't narrower than regular tracks.

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I'll be down for a proper after hours part 2, if done correctly could be interesting, they could add music locker features inside our nightclub, able to dance with other players, order special drinks and more activities like drinking contests and such, they could add themed Cars, luxury suvs (cullinan) and more and luxury sedans, and new limos.

Hiring Vincent to security purposes and expand the hub that we have with mini heists and other business opportunities too, after hours felt lackluster in many ways, they sure can revisit the dlc and add a Lot of stuff. 

 

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tbf After Hours left me with such a sour taste in my mouth that I don't want to see anything related to it again, they almost completely missed the mark with that update and I think they would only miss it futher if they tried it again.

 

Tuners pt.2 though? Gimme dat!

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