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i just brought the megaldon criminal starter pack thats worth around 10m people say what should i do and what should i buy


ghostcolin
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ghostcolin

title and also i have some experence with this game

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Gridl0k

The Gridl0k CESP:

 

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clinical oppression

Cheapest office ....Kotsaka night club agency and auto shop . 

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awesomefoot

The Free Office isn't at a bad location and is useful.

 

The Free Clubhouse isn't at a bad location either but it's not that good for money making. More useful for storing motorcycles if you're into them imo.

 

The Free Bunker is at an awful location but it doesn't matter if you focus on Research and Pay for Resupplies. (Research will burn a lot of money though, I'd wait for a Week when R* gives discounts on buying Bunker resupplies.)

 

The Apartment is pretty pointless since it's a 2 car garage. I'd stick to 10-car apartments or garages when you need them or they go on sale.

 

The 10-Car garage isn't at a great location either, down by the airport, but it's not bad for storing stuff.

 

The Counterfeit Cash is good for when you set up a Nightclub and have someone running that.

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SummerFreeze
Posted (edited)

Can you get a refund?

 

You only need a Kosatka because Mr. Rubio is like ATM *boop* *boop* *boop* *boop*

Edited by SummerFreeze
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RaigeGames
3 hours ago, clinical oppression said:

Cheapest office ....Kotsaka night club agency and auto shop . 

 

Nightclub isn't really necessary until you have all the businesses to make the most out of money laundering. The starter pack comes with the cheapest bunker but I'd invest in one closer to the city. The bunker is one of my most useful businesses because it runs in the background while doing other things and gives you a good chunk of change even if you buy supplies

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Nutduster

Get the Kosatka, watch YouTube videos about how to turn the island heist into a money machine, and prepare to get rich.

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clinical oppression
55 minutes ago, RaigeGames said:

 

Nightclub isn't really necessary until you have all the businesses to make the most out of money laundering. The starter pack comes with the cheapest bunker but I'd invest in one closer to the city. The bunker is one of my most useful businesses because it runs in the background while doing other things and gives you a good chunk of change even if you buy supplies

Night club safe is 50k per 48 mins ....at 100k switch djs ....easiest money in the game now . Bunker has fallen way off ....not worth it unless it pays double now.  Bunker takes 2 hours and 20 mins to use 75k worth of supplies ....then you have to sell it for 135k . You make 150 k from night club safe in the same time for zero work .  By all means play how you want but as far as money making,  Bunker is almost as trash as MC businesses . Although good to have them for nightclub stock 

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SummerFreeze
2 minutes ago, clinical oppression said:

Night club safe is 50k per 48 mins ....at 100k switch djs ....easiest money in the game now . Bunker has fallen way off ....not worth it unless it pays double now.  Bunker takes 2 hours and 20 mins to use 75k worth of supplies ....then you have to sell it for 135k . You make 150 k from night club safe in the same time for zero work .  By all means play how you want but as far as money making,  Bunker is almost as trash as MC businesses . Although good to have them for nightclub stock 

If you sell a full bunker solo, that's a lot more effective than MC businesses. But it all pales in comparison to the Cayo Perico heist anyway, and I agree nightclub popularity is a very nice, almost hassle-free income now.

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Nutduster
Posted (edited)
45 minutes ago, SummerFreeze said:

If you sell a full bunker solo

 

That's a very big if. Some of those sale jobs literally can't be completed solo, and if I remember right they require you to be in public. There are tricks to get better sale vehicles and to be in a solo public session, but it's a lot of work and too many variables for a fairly thin reward.

 

The almost completely passive income of the nightclub is really nice right now. The Kosatka is really what any starting-out and/or solo player should focus on, though. Have another thing (probably Nightclub) as a side hustle, but you'll mainly want to be prepping and running island heists to accumulate cash as fast as possible. Once you have a fat bank account, then do what you enjoy.

Edited by Nutduster
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SummerFreeze
Posted (edited)
23 minutes ago, Nutduster said:

That's a very big if. Some of those sale jobs literally can't be completed solo, and if I remember right they require you to be in public. There are tricks to get better sale vehicles and to be in a solo public session, but it's a lot of work and too many variables for a fairly thin reward.

 

The almost completely passive income of the nightclub is really nice right now. The Kosatka is really what any starting-out and/or solo player should focus on, though. Have another thing (probably Nightclub) as a side hustle, but you'll mainly want to be prepping and running island heists to accumulate cash as fast as possible. Once you have a fat bank account, then do what you enjoy.

Not really a big if, because you can restart the sale, which is very quick (since you can spawn right next to the computer) and only costs 1% of your sell value. Selling after 1 bar of supplies equals only 20% of full stock, so 5 missions. On the other hand, with a full bunker you have a 40% of getting a quick mission (2x phantom wedge, 3x single-drop Insurgent). Most of the 3x Marshall sales can be done from Farmhouse, too, but it's not necessary. So if you do the numbers you'll easily come out ahead in time effectiveness over doing 5 sale missions for the same value (minus the average ~1% loss for restarting). This is especially so if you DON'T restart single vehicle missions selling after 1 bar of supply, because a single Dune FAV sale will take as long as the 2 quick missions for selling a full bunker, and a single 5-drop Insurgent takes 1.5 to 2 times as long.

Edited by SummerFreeze
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Nutduster
Posted (edited)

That is all a lot of technical info to keep in mind for something that makes so little, especially when the alternatives are "Go to sub, set up heist, do heist, profit" or "Go to nightclub, fill popularity bar, gather free money from safe." I don't doubt that a dedicated, knowledgeable grinder can make something off the bunker, but for anyone more casual, there are far better options now.

 

Hell, I'd buy an Agency before a Bunker, nowadays. Agency assassinations pay 85K for about 5 minutes of work and again, there's not much to know other than "launch mission, follow instructions."

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Quinn_flower

Ask for a refund

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Plocospermataceae
7 hours ago, awesomefoot said:

The Free Bunker is at an awful location but it doesn't matter if you focus on Research and Pay for Resupplies. (Research will burn a lot of money though, I'd wait for a Week when R* gives discounts on buying Bunker resupplies.)

If you're fast tracking all of them, I don't think the resupply cost matters very much. I only got a bunker like a week ago, then I did like six Cayos and just sat in the bunker fast tracking until I unlocked the stuff I wanted. Then I shut it down, I just wish the agent would stop texting me to buy an MOC now

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ghostcolin

should i buy a galaxy yauct

 

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DrEeveell
7 hours ago, Nutduster said:

 

That's a very big if. Some of those sale jobs literally can't be completed solo, and if I remember right they require you to be in public. There are tricks to get better sale vehicles and to be in a solo public session, but it's a lot of work and too many variables for a fairly thin reward.

 

The almost completely passive income of the nightclub is really nice right now. The Kosatka is really what any starting-out and/or solo player should focus on, though. Have another thing (probably Nightclub) as a side hustle, but you'll mainly want to be prepping and running island heists to accumulate cash as fast as possible. Once you have a fat bank account, then do what you enjoy.

 

If you buy one set of bunker supplies for $75K, you'll get enough crates to sell for $210K to Los Santos, and there will be just one vehicle so you can do it yourself.

Everybody should know how to get a solo "public" lobby, it's not that hard.

I bought the Rte 68 bunker, it's right next to the free clubhouse and the immediate vicinity of the CESP free counterfeit factory, and the cheapest coke and meth labs are real nearby too. If you buy one load of supplies for the motorcycle businesses,  you'll get 2 1/2 loads of product to sell. I can do most of them solo with 2 vehicles, except for the garbage truck & postal van.

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SummerFreeze
14 hours ago, Nutduster said:

That is all a lot of technical info to keep in mind for something that makes so little, especially when the alternatives are "Go to sub, set up heist, do heist, profit" or "Go to nightclub, fill popularity bar, gather free money from safe." I don't doubt that a dedicated, knowledgeable grinder can make something off the bunker, but for anyone more casual, there are far better options now.

 

Hell, I'd buy an Agency before a Bunker, nowadays. Agency assassinations pay 85K for about 5 minutes of work and again, there's not much to know other than "launch mission, follow instructions."

Yeah, I said that twice in this thread already:

  

18 hours ago, SummerFreeze said:

You only need a Kosatka

15 hours ago, SummerFreeze said:

But it all pales in comparison to the Cayo Perico heist anyway, and I agree nightclub popularity is a very nice, almost hassle-free income now.

 

The argument was about comparing the bunker to MC businesses.

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Nutduster
Posted (edited)

Yes, we don't really disagree. I'm just trying to make sure that any newbie skimming through this thread understands that the bunker is *not* recommended as a money-maker anymore. For the research unlocks or some random content to play, it's fine, though.

 

Basically the only things I think are *financially* worth owning these days are, in roughly this order: Kosatka, Nightclub, Arcade (assuming you have at least one friend to do casino heists with), Office (import/export still does reasonably well for little effort), and Agency (if only for assassinations). The worst is the MC businesses, but they're worth owning just to get your nightclub accumulating those products automatically; just buy them, set them up, and then ignore them forever. The Auto Shop is okay if you flog the mini-heists that came with it, but they don't make anywhere near as much as the island heist for your time spent; the Facility only gives access to the most difficult and tedious heist and it doesn't even pay that well (though I actually really enjoy playing it with friends). The Hangar is flat-out not worth owning except as storage space for aircraft. And we've covered the Bunker thoroughly.  :)

Edited by Nutduster
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Nutduster

On a related note, I wish Rockstar would get off their lazy backsides and re-balance payouts on a lot of the older content to make it remotely worth the time and energy. They do this kind of stuff very occasionally (e.g. the recent massive upgrade to the Nightclub safe cash). But it seems like it would take them a minimal amount of time to go through and do it for everything. Nearly everything that came out before the Arcade/casino heist pays a laughable amount of money by current standards, so the only players you ever see doing any of it are new players who don't know any better. The rest of us have abandoned all that content.

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Jenkiiii

To any would be GTA online grinder I advise doing what you enjoy. Some of the tips in this thread are great, so listen to them... but while the underlying GTA goal is to make money, having fun while doing so is even more important, just focus on what makes a decent cash return and enjoy it. You don't have to be a machine and run back-to-back Cayo Perico heists or constantly run between all your business as though time is running out.

 

I have one very serious tip that any aspiring player should follow when accumulating their fortune. AVOID freemode skirmishing. Go into any assisted-aim lobby and you will see multiple pointless and endless battles around the map with jets, oppressors, armored vehicles, etc  You can get drawn in and before you know it, two or three hours of wasted time just to prove yourself against some random players. It can be great fun, but it drags you down and generates very little income. Avoid Rockstar traps that exist to inflate your ego and make you feud all day for peanuts.

 

Always remember that Rockstar - a multinational corporation - are cleverer than we are and want us to fight, either as the aggressor for our ego and lulz, or the defender out of pride and revenge.

 

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Jenkiiii
4 minutes ago, Nutduster said:

I wish Rockstar would get off their lazy backsides and re-balance payouts on a lot of the older content to make it remotely worth the time and energy.

So do I, but they never will. Why? Because of Rockstar marketing. 4X this week on various races. Last week 4X on freemode events. What would they market and promote if they didn't have poor payouts in the first place? Next week, poor paying Trevor missions or King of The Hill, or something else...

 

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Nutduster
5 minutes ago, Jenkiiii said:

So do I, but they never will. Why? Because of Rockstar marketing. 4X this week on various races. Last week 4X on freemode events. What would they market and promote if they didn't have poor payouts in the first place? Next week, poor paying Trevor missions or King of The Hill, or something else...

 

 

Fair point, though it also bothers me how penny-pinching they are with bonuses. You could literally quadruple payouts on the original heists, or triple Doomsday, and they would still pay less than the island or the casino. Half or more of the time, the weekly bonuses still don't make the focused-on activities worth doing except as a lark and a diversion.

 

For what it's worth, I agree that it's important to enjoy yourself, arguably more than making the optimal amount of money. It keeps the game fresh and staves off burnout. But the disparity between the "good jobs" and all the broke sucker-bait stuff is so great; I just don't understand that. It's like they WANT us to only flog the same three activities all the time.

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Jenkiiii
6 minutes ago, Nutduster said:

 

Fair point, though it also bothers me how penny-pinching they are with bonuses. You could literally quadruple payouts on the original heists, or triple Doomsday, and they would still pay less than the island or the casino. Half or more of the time, the weekly bonuses still don't make the focused-on activities worth doing except as a lark and a diversion.

 

For what it's worth, I agree that it's important to enjoy yourself, arguably more than making the optimal amount of money. It keeps the game fresh and staves off burnout. But the disparity between the "good jobs" and all the broke sucker-bait stuff is so great; I just don't understand that. It's like they WANT us to only flog the same three activities all the time.

Absolutely. Imagine a future gaming world where in-game currency can be cashed out into real money that we can spend on food, clothes, other games, etc? It will be here eventually. When that happens Rockstar will have to rebalance the in-game economy. Think of the crazy disparity between car prices at the moment. None if it makes any sense.

 

In the meantime, they don't do anything unless it's part of a DLC or can be marketed on a weekly basis, and it is so easy to provide a tool that tweaks a few variables that can tune payouts for spiked interest. We live in the doldrums where GTA VI is in full development and all of their creative talent is focused in that direction.

 

Game balancing in GTA V? Looooool, this is the tip of the iceberg in terms of how messy it is going to get over the next two years through their darling new cash cow GTA+.

 

My attitude? Accept the good times and enjoy what you can. Collect the passive income, which is great, and tweak car collections, outfits, stats, etc.; and, realistically, play/do other things until GTA VI is released.

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Joe Biden

Buy the sickest ride you see for sale ... profit :pirate:

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dieseltech20

All this helpful info and the only thing OP can do in return is ask if they should buy a Yacht?

 

Should have stopped responding at that point folks because they are obviously too stupid to do anything you recommend or they are trolling. 
 

 

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ChiroVette
22 hours ago, Nutduster said:

 

That's a very big if.

 

 

No, actually it isn't. There are TWO full bunker configurations that you can absolutely do solo. One is obviously the two Phantom Wedges, which is the easier of the two. The other is the Insurgents with the 15 minute timer, but NOT the 30 minute Merrywheather multi-drop missions. I only ever sell a full bunker. The easy strat is to put up the sell mission and if you get the buggies, Merrywheather, or the Marshal Off Road mission, just immediately switch session. The good news is that 99% of the time, when you do this right away, it sort of crosses off the one you just got, and you will almost only get one of the four remaining. You lose a couple of dollars each time you switch sessions, but nothing too bad. Average full bunker I clear an easy cool-mill.

 

On topic, I agree with the consensus, though, that by far, the BEST thing to spend any money on is the Kosatka. There is no other mode in this game that can make you more money nearly as fast, once you learn to bang out the solo Cayo Perico heists.

35 minutes ago, dieseltech20 said:

All this helpful info and the only thing OP can do in return is ask if they should buy a Yacht?

 

Should have stopped responding at that point folks because they are obviously too stupid to do anything you recommend or they are trolling. 
 

 

 

Okay, but in their defense, they asked "If" they should. The person may simply not know enough about GTAO yet to understand that the yacht is pretty useless for anyone that doesn't already pretty much have everything else.

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DrEeveell

Well, I could afford to buy a Kosatka, but I'm not going to until it's on sale. I know that if I buy it when it's *not* on sale, it will be the very next week.

 

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Nutduster
Posted (edited)
1 hour ago, ChiroVette said:

 

No, actually it isn't. There are TWO full bunker configurations that you can absolutely do solo. One is obviously the two Phantom Wedges, which is the easier of the two. The other is the Insurgents with the 15 minute timer, but NOT the 30 minute Merrywheather multi-drop missions. I only ever sell a full bunker. The easy strat is to put up the sell mission and if you get the buggies, Merrywheather, or the Marshal Off Road mission, just immediately switch session. The good news is that 99% of the time, when you do this right away, it sort of crosses off the one you just got, and you will almost only get one of the four remaining. You lose a couple of dollars each time you switch sessions, but nothing too bad. Average full bunker I clear an easy cool-mill.

 

 

I don't really want to keep arguing over the bunker in a thread not really about that, but it's important to not mislead new players into thinking this thing is particularly worth their time. So:

1) That "easy cool-mill" minus the cost of supplies to generate a full bunker is actually $675,000 in profits. It's not really a mill unless you did the resupply missions (and those missions are so terrible and tedious that I strongly urge anyone not to; that was Rockstar at the very height of their "traverse the entire map for minimal gain" bullsh*t).

2) Even the good sale missions (the two you mentioned) when done solo take 20+ minutes, compared to generally ten minutes or less for an equivalent nightclub sale, and are tedious to boot since you have to drive the same route twice (and get back to the bunker in the middle). A full-ish nightclub can be nearly twice the profit for half as much mission, and you don't have to restock it repeatedly to get it full in the first place.

3) Considering that 60% of the sales are not possible solo, it is not infrequent to have to piss away a bit of time and profit trying to get one sale mission you can actually do. (There is a trick involving parking your MOC to nudge the game to not give you certain sales, FYI, but adding more complication doesn't make me favor this business--quite the opposite...)

4) To reiterate an earlier point I made, I believe (correct me if I'm wrong) that you still have to be in a public session to sell your bunker. Which either means have a reliable method to get a solo public, or taking your chances/more session hopping when someone comes after you, etc. (I concede that nightclub sales also require a public lobby--again, last I checked--but because they are quicker and the vehicles are better protected, this isn't as bad. Ghost org will get you almost halfway done with most sale missions, so I do them in basically any lobby if I feel like it.)

 

If you are purely trying to earn, your time would be far better spent 1) setting up island heists, and 2) filling the gaps in between maintaining and selling your nightclub. Those two things will fill enough of your time that the bunker is quite unnecessary. Of course, if you just want more stuff to do regardless of how much money it makes, the bunker is fine and at least better than the MC businesses/air freight. But I would still never recommend it to a newbie trying to build a bankroll. Too much effort, too little reward, and too many annoying scenarios requiring you to session-hop.

 

Edited by Nutduster
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ChiroVette
Posted (edited)
16 minutes ago, Nutduster said:

 

I don't really want to keep arguing over the bunker in a thread not really about that, but it's important to not mislead new players into thinking this thing is particularly worth their time. So:

1) That "easy cool-mill" minus the cost of supplies to generate a full bunker is actually $675,000 in profits. It's not really a mill unless you did the resupply missions (and those missions are so terrible and tedious that I strongly urge anyone not to; that was Rockstar at the very height of their "traverse the entire map for minimal gain" bullsh*t).

2) Even the good sale missions (the two you mentioned) when done solo take 20+ minutes, compared to generally ten minutes or less for an equivalent nightclub sale, and are tedious to boot since you have to drive the same route twice (and get back to the bunker in the middle). A full-ish nightclub can be nearly twice the profit for half as much mission, and you don't have to restock it repeatedly to get it full in the first place.

3) Considering that 60% of the sales are not possible solo, it is not infrequent to have to piss away a bit of time and profit trying to get one sale mission you can actually do. (There is a trick involving parking your MOC to nudge the game to not give you certain sales, FYI, but adding more complication doesn't make me favor this business--quite the opposite...)

 

If you are purely trying to earn, your time would be far better spent 1) setting up island heists, and 2) filling the gaps in between maintaining and selling your nightclub. Those two things will fill enough of your time that the bunker is quite unnecessary. Of course, if you just want more stuff to do regardless of how much money it makes, the bunker is fine and at least better than the MC businesses/air freight. But I would still never recommend it to a newbie trying to build a bankroll. Too much effort, too little reward, and too many annoying scenarios requiring you to session-hop.

 

 

First off, lol then don't argue. Nobody is misleading anyone, jeeze. Obviously, bunker sales profit = collected money minus supplies.

 

1. I think people can decide for themselves whether this is worth their time. I personally think it is.

2. Why not do both? Duh! That's what I do when grinding. Sell a full bunker easily then sell my nightclub if it's ready. Doing one doesn't eliminate the other. $675K is well worth 20 minutes of my time, 15 for the mission and a couple of minutes if I need to change session. But that's up to the individual to decide for themselves. Sometimes I lose a couple of bucks changing sessions, but never more than a little.

3. About 50% of the time, I get one of the doable solo missions. Sometimes I have to change sessions once or twice, but considering that each time you do, the one you don't want is sort of crossed off the list, and you won't get it again, who cares?

 

A Cayo Heist is great, clearly the most efficient money maker in the game, but that should NOT preclude money grinders from doing Night Club Sales, Bunker Sales, Cayo Preps, and Cayo Heists.

Edited by ChiroVette
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Nutduster
Posted (edited)
10 minutes ago, ChiroVette said:

 

First off, nobody is misleading anyone, jeeze. Obviously profit = collected money minus supplies.

 

1. I think people can decide for themselves whether this is worth their time. I personally think it is.

2. Why not do both? Duh! That's what I do when grinding. Sell a full bunker easily then sell my nightclub if it's ready. Doing one doesn't eliminate the other. $675K is well worth 20 minutes of my time, 15 for the mission and a couple of minutes if I need to change session. But that's up to the individual to decide for themselves.

3. About 50% of the time, I get one of the doable solo missions. Sometimes I have to change sessions once or twice, but considering that each time you do, the one you don't want is sort of crossed off the list, and you won't get it again, who cares?

 

A Cayo Heist is great, clearly the most efficient money maker in the game, but that should NOT preclude money grinders from doing Night Club Sales, Bunker Sales, Cayo Preps, and Cayo Heists.

 

Yes, people can and should decide for themselves. For that matter, I still sell a bunker once in a blue moon just to do something different! Nothing wrong with it. But this thread was started by a new player looking for advice on what businesses to invest in first. I could not in good conscience tell him, or anyone else in his shoes, to START with a bunker. It's way down the list for the reasons I explained already (too much of a pain, missions too tedious, rewards not sufficient compared to other businesses). If you have ten million and that's it, buy the sub and the nightclub and start raking it in. That is my point. Later on, buy everything and do anything you want to do.

 

Why not do both? Because, again, he only has so much start-up capital. And en route to building a bankroll, he only has so much time, as well. Alternating Kosatka setups with some nightclub stuff will build his bank account quickly. He can get a bunker later and play around with it if he feels like it.

 

"About" 50% of the time? What is the actual math? I don't know it, but if it's true-random, it would be 40%. And I have never heard any evidence that the randomizer that assigns these sales "crosses off" one that you just abandoned. Again, I don't know for sure (maybe Fun does), but a lot of this stuff in the game is truly random--for instance, the vault contents mission of the casino heist, which might give you cash ten times in a row, or none, you never know. I wouldn't be too surprised either way, but I also would not hurry to urge a noob to take anyone else's anecdotal word for it. Anyway, here again the nightclub is a lot easier to mess with; you never have to switch sessions since all sales can be done solo. Unless of course you get attacked (but that is equally true of the bunker, if not more so, as the missions take longer).

 

And just for emphasis: I'm only comparing bunker and nightclub because this whole thread presupposes that he only has enough cash to buy a couple of businesses. Not all of them, not four or five of them.

Edited by Nutduster
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