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The Red Dead Online B*tch & Moan Thread


The Holy Diver
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2 hours ago, rollschuh2282 said:

not really next DLC related...but is it just me, or is it rather difficult to get low honor?

i mean...iirc there are so few things that give you bad honor in freeroam, while almost everything gives you good honor.

like you can´t even hunt without getting good honor.

i want to complete the low honor missions, but when i take a break, it´s like not even a day later i have more than enough high honor again.

i shot up rhodes 3 times already to get low honor, and all 3 times it went back to high honor in less than a day

 

Killing bounties and tranquilized animals is the best way to keep honor low! If they just could remove good honor from feeding the horse I would be happy....

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1 hour ago, Nerfgoth said:

Killing bounties

Precisely the reason why I'm always maximum negetive honor. Killing targets also doesn't affect gold payout either.

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4 hours ago, ventogt said:

I for the first time used the MTU method yesterday, and all I can say is "wow".  Random events happening left and right.  Still were some bugs [aka a freeroam bounty icon came up and then just nothing was there] but I was shocked.  In 25 minutes, I had 2 hideouts pop up, and I haven't seen a hideout in a year playing public sessions.  It also tried to session merge me 5 times that I was aware of as a "network error" message popped up in the corner 5 times.  Still was solo the whole time.

 

I'll be playing this way for a while and see if I can regain some love for the online portion.  

Yes, and I say we should enjoy these methods while we have them. Some players have complained (to Rockstar also, from what I've heard) that these methods hamper their gameplay by causing instability on regular servers. I don't believe it's  true--but I doubt I would stop using them even if I thought they were affecting regular servers. I've been here since beta and there has always been screwy stuff going on with this game so I'm not going to blame us glitching servers as the reason regular servers might have issues.

 

Random events pop up the way I believe they are supposed to while we are in those servers. Animals (regular and legendary) seem to occur with the frequency that we believe is correct also. My original intent was just to avoid griefers. The "correct" spawning frequency of events and animals is just a very fortunate side effect for me--and I gladly take it.

 

Though I play in them 99% of the time, some that I know use them only occasionally to hunt for a legendary or to do a long distance delivery with friends for company on the ride. 

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FuturePastNow

I'm glad the same firewall rules used for GTAO on PC now work on RDO. The game is so much better without lots of players. Not because of anything other players do- aside from a couple of idiots with mod menus I haven't had a bad experience with randos in months- but the game's world comes alive when the player population is low. Every event spawns. Every legendary animal is there for the taking. You get ambushed frequently, gang hideouts and moonshiner stills are everywhere. It's not how R* wants RDO to be played- they want these events to be scarce- but it's how the game should work.

 

You can even still play with friends if you can whitelist their IPs; I've been in firewalled sessions in GTAO with a dozen people before. I'm not sure how many RDO can handle before the map starts taking events away from you, but it works fine with at least five players.

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I was thinking of possible reasons for R* not allowing solo lobbies and one thought I came up with is that they want lobbies with much lower spawn rates for everything to keep players playing longer in order to level up or earn money and gold.  Makes the number of users who stay on longer look better. About everything they have done seems to be to that end.

22 hours ago, FuturePastNow said:

You can even still play with friends if you can whitelist their IPs; I've been in firewalled sessions in GTAO with a dozen people before. I'm not sure how many RDO can handle before the map starts taking events away from you, but it works fine with at least five players.

I think once it goes over 9 or 10 people it starts to slow down.

Edited by StyxTx
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5 hours ago, rollschuh2282 said:

not really next DLC related...but is it just me, or is it rather difficult to get low honor?

i mean...iirc there are so few things that give you bad honor in freeroam, while almost everything gives you good honor.

like you can´t even hunt without getting good honor.

 

Horse stealing and horse killing, will tank your high honor.

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FuturePastNow
2 hours ago, StyxTx said:

I was thinking of possible reasons for R* not allowing solo lobbies and one thought I came up with is that they want lobbies with much lower spawn rates for everything to keep players playing longer in order to level up or earn money and gold.  Makes the number of users who stay on longer look better. About everything they have done seens to be to that end.

I think once it goes over 9 or 10 people it starts to slow down.

I suspect that in their gameplay design, the reward from free roam activities is "balanced" around most players being able to do maybe one or two per hour. "Balanced" around you playing for a few hours and maybe getting a chance to catch a Legendary. "Balanced" around you seeing a treasure map on a tree once a month instead of every day. But Rockstar's idea of balance frankly sucks.

 

9 or 10 people sounds about right to me.

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cmon rockstar just add the ability to buy old outlaw passes . Started playing at pass 4 but want the older ones so bad

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>wagon liveries

yay, I can put pinstripes on a vehicle I use for maybe 5 minutes out of every 5 hours I play. Is this what we’re supposed to get stoked over? 

Still no expansion on gambling
Still no expansion on fishing/angling

Still no expansion on birding

Still no heists

Still no dynamic freeroam stagecoach/train robberies

Still no horse/livestock rustling

Still no expansion on period-correct clothing

Still limited weapon options

Still no comedy content like bicycles or motorised carriages

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8 hours ago, Rev. Gnash said:

 

Horse stealing and horse killing, will tank your high honor.

Also, if you kill a sedated animal.

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travilanche

I honestly don’t know what could save this game. It seems lost to me at this point. Those of us who have been there from the beginning have so much money...but there will never be anything in this game worth buying. They need to add things worth spending tens of thousands of dollars on and there’s nothing they could add that would be worth that much. The economy in this game needs to be redesigned from the ground up. As it stands right now it makes no sense. 

Edited by travilanche
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Kirk Lazarus

Pulleez... imagine 12 months of us waiting for wonderful fullfillment only to find: A skin or two. For a wagon. Was that the best a worldwide team could offer to help the corporate franchise along.  It's pretty embarrassing if you look at it from the outside in.  There's ways publishers and developers can work to be easily successful, then there's ways Rockstar works with Take 2.

 

giphy.gif

Edited by Kirk Lazarus
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Shadowfennekin
4 hours ago, éX-Driver said:

>wagon liveries

yay, I can put pinstripes on a vehicle I use for maybe 5 minutes out of every 5 hours I play. Is this what we’re supposed to get stoked over? 

Still no expansion on gambling
Still no expansion on fishing/angling

Still no expansion on birding

Still no heists

Still no dynamic freeroam stagecoach/train robberies

Still no horse/livestock rustling

Still no expansion on period-correct clothing

Still limited weapon options

Still no comedy content like bicycles or motorised carriages

The bounty wagon is likely the one that gets any use the most. Driving from point A to B

 

While hunting just gets summoned to get stuff dumped into it, then despawned. I toss legendary animals in there and tell it to f*ck off until I'm ready to visit Cripps again and drop it all off

 

If hunting or the trade wagon liveries cost gold, nobody's gonna buy that. At least give us some use for CASH! I have 20 f*cking grand, that is NOT from no-life collecting, endless grinding or anything. I sell moonshine, give legendary pelts to Cripps and sell at 100 crates... the money adds up fast. Before I started Outlaw pass 5 I was 11k, passed 20k as I hit level 80

Edited by Shadowfennekin
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1 hour ago, Shadowfennekin said:

The bounty wagon is likely the one that gets any use the most. Driving from point A to B

 

While hunting just gets summoned to get stuff dumped into it, then despawned. I toss legendary animals in there and tell it to f*ck off until I'm ready to visit Cripps again and drop it all off

 

If hunting or the trade wagon liveries cost gold, nobody's gonna buy that. At least give us some use for CASH! I have 20 f*cking grand, that is NOT from no-life collecting, endless grinding or anything. I sell moonshine, give legendary pelts to Cripps and sell at 100 crates... the money adds up fast. Before I started Outlaw pass 5 I was 11k, passed 20k as I hit level 80

I agree, but what is there to spend cash on? It’s the Old West, not the modern day. There are no million-dollar Hypercars or private jets or yachts or mansions to blow your cash on. What could an Old West gunman spend his money on? Clothes, guns, liquor.. the most outlandish thing you could we could realistically buy is one of them there new-fangled horseless carriage contraptions, but even then that wouldn’t cost more than about $1000-$2000. There’s only so many new hats or revolvers that can be added before that content gets stale, and buying up properties GTAO-style just doesn’t fit the theme of the game. 
 

Honestly, making money a main incentive in RDO was probably the biggest error they made right out the door. The challenge of surviving should’ve been the main focus of Online, not mindless hoarding of material wealth. Should’ve taken a page out of the book of survivalist games by turning the Single Player “hunt and dress warmly to not die” elements up to 11, and made money-making just an ancillary component of that.

Just think of the possibilities they could’ve had building off a foundation of ‘survival’ rather than ‘collect money’. Every role would’ve been far better suited to that. Trader? You do it to earn the cash you need to buy the food and weapons you need to survive. Bounty hunter? Do it to earn the cash.. yadda yadda. And they could’ve expanded from there. Maybe you want to gamble your money as a high roller to try and earn enough money to survive. Maybe you want to hold up stagecoaches to steal what you need. As controversial as it might sound, maybe some sort of permadeath would’ve been the preferred thing. Or at least a WoW-style death system where when you die you lose your money and gear. Placing far greater incentive on trying to do the least risky choices. Trader/Naturalist puts you at risk of being killed by predators. Collector puts you at risk at being robbed by thugs after your loot. Bounty Hunter puts you at risk of being killed by criminals trying to escape. At any time, you run the risk of being ganked by rival players. Imagine how thrilling it would be trying to bring in a player bounty, knowing that if he kills you, you lose everything. And he runs the same risk. This might just cause him to either turn himself in peacefully, or maybe he might put up a fight.

 

God damn, just thinking of the opportunity we missed out on by shortsighted decisions by R* pisses me off.

Spoiler

Think of a system like this:

Any time you die, you lose all the money and weapons and satchel you have on you at that time.

If it's just $5 and a shotgun, you just lose $5 and that shotgun. If it's $50,000 and all your guns, you lose $50,000 and all your guns.

If you want to avoid this, you have to store your guns/valuables at your camp and your money at the bank. But anything being stored means you can't use it until you go and retrieve it. Can't buy anything without cash on hand either.

And let's add an additional threat: anything stored at your camp can be randomly raided by an AI raider gang. You have to fight them off (similar to those 'defend the travellers' freeroam missions currently in RDO) to save your stuff. If you die, you lose it all unless your posse members manage to fend them off for you. Conversely, any money stored at a bank can be robbed by other players during special free roam bank heists. Which leaves you the option of either joining in to try and save your own money (and rob someone else in the process), or help the local sheriff AI with defending the bank (and your own cash stores).

Obviously players who haven't got any money stored in that bank shouldn't be alerted to it; they should have to stumble across a robbery in progress to join in. This would make the bank robberies completely organic and dynamic. A player can, at any time, choose to just walk into the Bank of Valentine for example and hold the Teller at gunpoint and demand access to the safes. Of course, doing this by yourself means you have no way of preventing witnesses from just darting out across the street to the sheriff's office, unless you choose to kill them. But then, the noise will just alert them. But if a random player so happens to also walk in and see the situation, he can choose to aim a gun at any witness who tries to run out (thereby blocking the door and dynamically joining into your robbery), or he can simply just shoot you dead without incurring a bounty. Granted, there's no requirement you actually give him a cut of whatever you rob; you can just kill him once you get into the vault room.

And of course your money should be completely safe whenever you're not online; the only cash available to be robbed from banks is from whatever players are in the session.

Different banks have different amounts of cash, depending on where players have chosen to store it.

Let's say Saint Denis' bank for example has the best security, which would encourage more players to store their cash there, meaning there's a bigger reward if you manage to break in and rob it. But also you run a higher risk of dying and losing whatever YOU have on hand if you try.

Obviously, running a posse makes success in robbery/defending that much easier.

How much money each bank currently holds in that session shouldn't be displayed, so there's an even greater risk to trying to rob the place.

Let's also say the way the stagecoaches work can be like in real life; if you don't want to risk carrying all your cash in your pocket to a bank, you can instead pay a stagecoach to take it for you. The stagecoach should be unmarked, armoured, and defended by AI (whom you can assist by tagging along as a shotgun messenger should you choose to do so). And of course, if another player happens across the stage carrying your cash and manages to rob it, you lose every penny they take.

Let's say that the honour system and player bounties is tied to this: the more you harass and interfere with other players and their cash, the lower your honour falls. The lower your honour is, the further away your player blip on the radar appears. At highest honour, your blip on the radar should be permanently invisible. At lowest honour, people can see your blip from anywhere on the map. This can also be tied to your stagecoach deliveries; if your honour is low enough, other players could be alerted to any stage carrying your cash. Of course, you and your posse can use this to your advantage. Say you pay to only transport $5. Your high-honour posse members hide out behind a hill whilst you ride along with the stage pretending it's packed to the gills with loot. Some schmuck comes along to try and rob you, and *bam* your posse leaps out and guns the poor bastard down in cold blood, robbing him of whatever cash and provisions he had on-hand.

And of course, if you have a change of heart/no longer want to be harassed by other players, jumping in to assist in the defence of banks/stagecoaches that don't hold your money and assisting players in defending their camps could skyrocket your honour. You're risking your own skin to help others, after all.

Let's also say if your horse dies, you have to buy/break another one.

And let's include the hair/beard/weight mechanics from SP as well.

 

All of this adds up to making a FAR more engaging and thrilling experience where YOU feel like one of the pieces on the chessboard, rather than the person moving the pieces. YOU are living and experiencing life on the frontier, rather than just playing a western-themed version of Generic Looter-Shooter #3987124. Everything you do works on a strong risk/reward system.

And as for how Gold Bars could work in this system? Have them be unrelated to the permaloss system. That is, you never lose gold upon death and it can never be robbed from you.

 

Edited by éX-Driver
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17 hours ago, éX-Driver said:

 As controversial as it might sound, maybe some sort of permadeath would’ve been the preferred thing. Or at least a WoW-style death system where when you die you lose your money and gear. Placing far greater incentive on trying to do the least risky choices. Trader/Naturalist puts you at risk of being killed by predators. Collector puts you at risk at being robbed by thugs after your loot. Bounty Hunter puts you at risk of being killed by criminals trying to escape. At any time, you run the risk of being ganked by rival players. Imagine how thrilling it would be trying to bring in a player bounty, knowing that if he kills you, you lose everything. And he runs the same risk. This might just cause him to either turn himself in peacefully, or maybe he might put up a fight.

 

I've mentioned in the past I'd be in favor of something like that. Add a REAL risk to the game. It's damn near impossible to die in the game vs NPCs or predators, especially once you've learned all the predator spawn locations. No challenge.

 

It would also make griefing a real risk. Griefer gets killed, loses everything. But they'd also have to make defensive much more powerful defensively for it to be effective for those who don't wish to partake in someone else's bang, bang, shoot, shoot playstyle. Wouldn't be right if defensive players were to get killed and lose everything because some jerk wants to kill them just for being in defensive. NPCs would have to be strengthened to, at least, equal to a players strength and make their intelligece a lot better......better at using cover, not standing in the open while loading a weapon, etc. Some players say they like to fight other players because that is challenging. Well, make NPCs just as challenging. Other games do it, R* can do it too. I have no idea why R* has made online NPCs so weak and scared. In the story I can see why.

 

But overall, if permadeath is too tough, then yeah, lose everything you've amassed up to the point of death. Survival is too much of a gimme in the game.

 

If possible they could set up a different lobby choice for that type of risk/reward play so those who don't want to take the chance aren't forced into it. If they created a separate lobby they could also make it so it's strictly free aim for even more of a challenge. And for extra fun do not allow the cards. For me a lobby like that would be a blast and keep me playing, even without more content. The current content would be challenging enough to keep me involved with the risks involved.

Edited by StyxTx
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8 hours ago, travilanche said:

I honestly don’t know what could save this game. It seems lost to me at this point. Those of us who have been there from the beginning have so much money...but there will never be anything in this game worth buying. They need to add things worth spending tens of thousands of dollars on and there’s nothing they could add that would be worth that much. The economy in this game needs to be redesigned from the ground up. As it stands right now it makes no sense. 

Inserting some new weapons or allowing things to be purchased in cash instead of gold would go a long way [or allowing both payment options].  As it is there are things I would buy currently in game like gun metals, saddlebags, etc but so many things are locked behind gold that I'm not wasting gold on that crap.  If they introduce properties etc it sure would be nice to have some be $10K or something along those lines so that moneymaking would again have a point to it, but you know they are going to be focusing on players spending as much gold as possible at as high of pricepoints as possible to encourage shart card sales to milk yet more hard currency out of the playerbase.

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10 hours ago, travilanche said:

 there will never be anything in this game worth buying

Add more horses.

Imagine gta with the amount of vehicles that rdo has in horses.

Add more fkn horses.

Give us more fkn stalls for our horses.

I'm tired of having to delete them.

 

Overuse of the word "Fkn." LoL

 

 

 

Edited by *Lola
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6 hours ago, *Lola said:

Add more horses.

Imagine gta with the amount of vehicles that rdo has in horses.

Add more fkn horses.

Give us more fkn stalls for our horses.

I'm tired of having to delete them.

 

Overuse of the word "Fkn." LoL

 

 

 

 

And allow us to actually customize the components that make up the horse tack, I mean some of the saddles look absolutely gorgeous on the horse but when the nose of the bridle clips into the horse's nose ridge it is annoying.  

 

But I concur I also need more "fkn" stables and more "fkn" horses to spend my money on. 😉😁

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1 hour ago, Direwrath said:

 

And allow us to actually customize the components that make up the horse tack, I mean some of the saddles look absolutely gorgeous on the horse but when the nose of the bridle clips into the horse's nose ridge it is annoying.  

 

But I concur I also need more "fkn" stables and more "fkn" horses to spend my money on. 😉😁

 

I got friends on GTAO that can literally spend hours customizing their cars and spend small fortune on that. Why can´t we do it here? Wagons could have been what cars in GTAO are! I could see myself buying specific horses just to pull a wagon and put a cool color combo with accessorizes on it!

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darkmaster234
2 hours ago, Tez2 said:

Gunslinger & Outlaw are the honorable and dishonorable variants of the Land of Opportunities missions. As far as I recall, these weren't exactly seen as roles yet at that time. Take Bounty Hunting for an example. It was planned before release with an initial concept to introduce it as a type of freeroam stranger mission. Rockstar ditched that and expanded on it a bit. So, it was more like Rockstar was developing the basics, but halfway in, they changed course and expanded on them with Roles.

 

They had basic features like Horse/Wagon fences planned out, but predictably they want to tie them into a certain role. Anyhow, I looked up the term Teamster to find any references of which I've found the following

So, this would have been a freeroam activity to unlock buying coaches and participating in would classify you as Teamster. I believe Rockstar would've planned out the same concept with the Hunter. It would be interesting to see how this would be tied into a future role and how it would play out.

 

All that aside, the current season pass is codenamed season008b / vipseason008b, the digit simply references the ID of the update it arrived with. I'm not sure if this is a trend, but ever since the release of the Naturalist update, we seem to be getting two Outlaw Passes in one update. And I can see it continuing with the next update, since it would most likely feature the next phase of the Halloween Pass.

They are getting lazy as f*ck the updates... you just cant let a game like this 6 months without a cleansing patch.

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JtOGgId.png

 

it's really sad, it shows how kids are a big player base and rockstar care more to them. Listen r*, more/better updates = more players = more gold sales. You said back in 2019, you're planning heists but don't want to release it so fast cause the western is "slow-paced". We don't care, your game is dying and needs help fast. Also they didn't confirm but also didn't denied map expanision/mexico. So i'm waiting r*, no big updates in the next 1 year and i'm out lol

Edited by Chrom
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I think R* is planning in the long run to shut down the RDO servers for good...

Remember YOU paid for the story mode, the online is a freebie...

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25 minutes ago, roggek said:

I think R* is planning in the long run to shut down the RDO servers for good...

Remember YOU paid for the story mode, the online is a freebie...

 

and the 20 dollar online standalone? (which i bought because i've played the story on ps4)

The standalone attracted many new players, and they also leave rdo because nothing new happens lmao

 

hH3Q7Hd.png

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JohnMcLoviin
5 hours ago, Chrom said:

 

and the 20 dollar online standalone? (which i bought because i've played the story on ps4)

The standalone attracted many new players, and they also leave rdo because nothing new happens lmao

 

hH3Q7Hd.png

Less than 5k?  Dang..  😕   Is there a chart like that for consoles?

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36 minutes ago, Johnnny J said:

Less than 5k?  Dang..  😕   Is there a chart like that for consoles?

 

i don't think so, it's also just steam but pretty sure the player chart also drops on rgl and epic games.

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35 minutes ago, Johnnny J said:

Less than 5k?  Dang..  😕   Is there a chart like that for consoles?

 

Not what we know of but i think the steam chart is quite representative for every version of RDO! Most of players on my friendlist on console have either stopped playing or cut their time in half.

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2 minutes ago, StyxTx said:

I wonder how many of that 5000 are modders or businesses holding business meetings in the game.

 

well there was a huge ban wave because rockstar cracked paid modmenus and they are also offline now

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40 minutes ago, Chrom said:

 

well there was a huge ban wave because rockstar cracked paid modmenus and they are also offline now

There was a huge ban wave once before. Worked for a short while then it was back to business as usual for modders. Hopefully it'll work better this time. Where did you get the information about the recent ban wave? I can't find anything other than the one they did early last year. I ran across lots of modders since then.

 

With the number of modders there were that may account for a lot of that dropoff. 😅

Edited by StyxTx
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