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Upcoming Improvements to the GTA Online Experience


Spider-Vice
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motomami
10 minutes ago, Scottiedog123 said:

 

I found the spawn location was always dependant on which way your camera is facing, (I imagine this will still apply) so you can have some say in where it will be, by facing (roughly) the opposite way to where you want the car to appear (camera not character).. Also useful for stopping it spawn on a freeway that's 50ft up in the air or some equally annoying place.

Yeah that's the trick but it's still annoying to do. I believe the only reason they do it like that is for "immersion".  So we can feel like it's still the mechanic delivering the car and not that it's just appearing from thin air. Which is stupid because i'm pretty sure the helis just appear in front of you.

Edited by motomami
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Just now, RyuNova said:

 

One Cayo per IRL day is still more than enough to buy anything in the game.

Yes, it's enough if cooldown is real world time of 224 minutes. If it's in game time then you are forced to play for more than 2 hours just so you can start heist again. They didn't specify this but given that they mentioned in game days it's mostly likely going to be cooldown that counts the time you spent inside game.

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dark1226

I would've liked to have the option to get less money but remove the cooldown. Heists are a major part of gta online and having to wait (this much) to play your favorite again doesn't feel right.

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PinbaII

Thank god they decided to start polishing the game for once. Done probably only to attract more OG players on next-gen consoles, but still good. And free for PC players :)

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needforsuv

I wonder if you can bypass the cooldown on cayo...

also

 

Quote

With this update, all Heists will be aligned to have the same cooldown timer of 1 in-game day (48 minutes) when playing as a group. [snip] Solo playthroughs of [snip]. And after stealing a high value Primary Target in The Cayo Perico Heist Finale, the higher value Primary Targets will appear less often for the next 72 hours, while the value of Secondary Targets will increase. This is 'intended' to encourage exploration and cooperation between players.

All heist getting a 1 day cooldown, so cayo already goes from 10 minutes to 48 minutes before Pavel calls you.

And see the fullstop after the solo sentence? That probably means the RNG tweak will also apply regardless if you're solo or not.

Will have to wait for Tez to confirm.

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Thomas The Dank Engine

Sad to see the Cayo grind go, but at the other hand it motivates me to try other fun methods to make money again. 

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Commander S

Wow. There's a lot of good stuff in there - stuff like the 'disregarding Freemode ganking for K/D ratios' is a sensible move, being able to restart a mission with snacks replenished fixes a common complaint with restocking for missiongs going back to GTA IV, and little things like being able to jog in nightclubs is definitely going to make things smoother.

 

Plus, I like the snacks/armour add to the weapon wheel - just makes good use of some unused buttons, without screwing with the existing layout (and thus player muscle memory). And racing fans are going to be pleased with stuff like removing world props/fixtures ("E&E"), and being able to resize checkpoints (so you don't go a little bit wide and miss them). Overall, it's good stuff - and definitely feels like a good balance of 'listening to what players want', and also 'seeing what players are doing, and making tweaks so players do stuff as intended'.

 

Hopefully this kind of thing becomes more common in future, because ...if you think about it, it's weird that an MMO-like online game has been going this long, and really only got one major balance tweak, back in 2014. So many ongoing online "live service"-style games get balance tweaks with nearly every major update, to keep things balanced based on new additions, and from observing what players are getting up to (and whether the game as designed matches the game as played) - meanwhile, GTAO has long felt like updates stacked on top of updates, with no consideration as to how newer additions will affect older stuff. So yeah, a long time coming, but very much welcome, and in the right direction - just hope it continues (and that this bodes well for how they're designing GTA VI's Online).

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Officer Friendly

Kind of disappointed they didn't touch Diamond Casino Hiest. I know it already pays well, and for me is the most entertaining in the whole game, however some of the setups are really a pain in the butt to complete. They could have adjusted the finale to complete it solo.

 

I like that the OG heists are now paying up to 2022 standards, however the 4 players requirement is still holding it back slightly.

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GAUNTLET HELLFIRE

This has almost everything I have been wanting. The only things that seem to be missing is the mechanic cooldown being removed and being far away from PV when calling another one in. I know I can easily return a PV to storage but if I am already on the phone with the mechanic it would just be a lot easier if my PV was returned automatically when I called another one in. I also hope PV will be delivered like helicopers, CEO vehicles and MS Baker vehicles right next to us.

 

I am fine with the Cayo nerf. We can now do anything in private sessions and the payouts have been increased you don't have to spend every minute in game doing the same scope out, 5 preps and finale over and over again. Mix in some payphone hits, Dr Dre contract, racing and business sell missions it is more fun than the same 7 missions over and over again. One Cayo heist a week will get everything you want every DLC or 2 a week will get the most expensive of everything in every DLC with money to spare.

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MaddenedGhost
21 minutes ago, PinbaII said:

Thank god they decided to start polishing the game for once. Done probably only to attract more OG players on next-gen consoles, but still good. And free for PC players :)

This is coming for all platforms.

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ZaxxerDog

I love this, this DLC will make me reinstall. Most of the changes here are like a 5 years late (for example snacks were the worst game design humanly imaginable and I don't know why we had to wait this long for an easy band aid fix) but still, those lazy bastards finally did something to improve the overall experience. Not sad for the Cayo grind going away either.

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You mean after 9 years we can finally use snacks without having to sift through a glorified debug menu? Based cockstar.

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Insoluble Fiber

from what i can tell from the image with the weapon wheel and the snack feature is that we wont be able to pick what snack? 

If that will be the case then i ll find it weird as different snacks have different amount of +hp 
 

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motomami

When you read the whole newswire multiple times but you don't see anything about them fixing the custom weapon wheel in missions... :sadkek:

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Jimbatron
1 hour ago, Spider-Vice said:

I don't think it's endgame YET but it'll be coming within the next year or two I'd say, especially if they start gearing up for GTA VI with a reveal and marketing.

This was my thought.

 

It’s potentially a long goodbye if the objective has shifted from shark card $ now, to keeping the player happy and engaged until GTA VI comes out - even if that is a couple of years. They do generally play the long game, it’s been nearly 4 years since a new game release.

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yumitsu

I'm kinda sad races and adversary modes are only a 50% increase. 50% for Doomsday Heist is nice but 50% for a race that pays out 10k if you come first is just 5k extra. These should be 2x or even 3x to compensate for the lower amount imo

 

 

(Amazing update otherwise)

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Black-Dragon96
1 hour ago, Barrtek said:

I really don't understand perico nerf in terms of they saying

First:
all Heists will be aligned to have the same cooldown timer of 1 in-game day (48 minutes) when playing as a group, 
So no casino recon 5 mins after completing previous one? Yes

Solo playthroughs of The Cayo Perico Heist Finale will trigger a cooldown of 3 in-game days.
3 days, one day is 48minutes our real time so... almost 2 hours and a half That's a lot


Second:
And after stealing a high value Primary Target in The Cayo Perico Heist Finale, the higher value Primary Targets will appear less often for the next 72 hours, while the value of Secondary Targets will increase. 
This is thing i dont understand
high value? But almost everything is high value? Isn't that the point of heist? to steal that one expensive item, i know that there is tequilla which is worth almost 1mln and diamond up to 1,4mln but its still a lost especially if you take your time to go around island and bag coke and you can escape with your 1,4-1,8 mln depending on main target.

And will appear less for 72 in game hours? But cooldown is already 3 days? so you would have to "wait" another 3 days or they just said 72h instead of 3days and its same thing? I dont know...
i like that value of Secondary Targets will increase

If someone understand that second thing i mention,quote me, 
But please, don't shout.

 

Well the way I see it, the for the second part, if you get a diamond as main target the chance of getting it the next time around will be lower.

For example the first round it had a chance of 25% (not an actual chance value) next round that goes down to 20% and the chance of getting the tequila goes up to 30%.

And that will stay that way for the next 72 hours aka. 3 real life days unless you do another heist and get it again reducing the value even more.

 

What might also happen is that the chance for EVERY high value item might go down. As in, you get the bonds, then the chance of ALL high value items (aka. Bonds, Chain, Diamond) will go down by an equal ammount.

 

What I dont know is if the value stays low for 3 days counting from the first heist (the one with standart values) or if it stays low for 3 real days counting from the most recent heist.

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motomami

So from what i'm understanding all those racing tweaks won't actually apply to Rockstar created races? It's only giving the options to add those things to player created races? Kinda sucks if so cause I don't play those much, wish it applied to all races. Especially the ghost until first checkpoint one. It's so annoying being in a race with 10+players and being f*cked right from the start cause everyone crashes into each other.

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Jimbatron

Thinking about the CP cool down of three in game days solo, eg 2 hours 24 min, vs 48 min with a team: if you wanted to grind, doing it with a friend, splitting the take 50-50 and alternating becomes favourable.

 

Although arguably doing other heists in between is better and you get more variety which is great. DD Act 3 looks pretty tasty now if you’re good at it.

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Spider-Vice
18 minutes ago, motomami said:

When you read the whole newswire multiple times but you don't see anything about them fixing the custom weapon wheel in missions... :sadkek:

I think there'll be more stuff in the patch notes tbh.

 

6 minutes ago, motomami said:

So from what i'm understanding all those racing tweaks won't actually apply to Rockstar created races? It's only giving the options to add those things to player created races? Kinda sucks if so cause I don't play those much, wish it applied to all races. Especially the ghost until first checkpoint one. It's so annoying being in a race with 10+players and being f*cked right from the start cause everyone crashes into each other.

I think the wording is just weird, doesn't seem to make any sense that they don't apply it to their own races.

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6 minutes ago, motomami said:

So from what i'm understanding all those racing tweaks won't actually apply to Rockstar created races? It's only giving the options to add those things to player created races? Kinda sucks if so cause I don't play those much, wish it applied to all races. Especially the ghost until first checkpoint one. It's so annoying being in a race with 10+players and being f*cked right from the start cause everyone crashes into each other.

Sounds like it. Ghosting cars that go backwards should be default in all races.

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GAUNTLET HELLFIRE

I was so excited about all the other changes I didn't notice contact missions weren't mentioned. Contact missions should be doubled at least or just have a fixed payout of at least 25k depending on the difficulty and with the time restrictions removed. Doing a contact mission and waiting around for a couple of minutes pays 10k and you have to wait for loading screens but VIP work pays more than 20k for a few minutes and payphone hits pays 85k for 5 minutes work. Contact missions can actually be fun with randoms because they can be done easy solo so people dying doesn't matter but no one plays them with the terrible pay when they can stay in freeroam and alternate between VIP work, cilent jobs and payphone hits for 10 times more money. With cooldowns in the time it takes to do 10 contact missions for 100k you can do 2 payphone hits for 170k and doing other stuff in between the cooldowns can get another 100k. 

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Jimmy McGill70
1 hour ago, ACR said:

Yes, it's enough if cooldown is real world time of 224 minutes. If it's in game time then you are forced to play for more than 2 hours just so you can start heist again. They didn't specify this but given that they mentioned in game days it's mostly likely going to be cooldown that counts the time you spent inside game.

I will bet anything you are right, it is in game minutes.  That will mean realistically, unless you play a lot, it will be hard to do it more than a few times a week.

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GAUNTLET HELLFIRE
20 minutes ago, Jimbatron said:

This was my thought.

 

It’s potentially a long goodbye if the objective has shifted from shark card $ now, to keeping the player happy and engaged until GTA VI comes out - even if that is a couple of years. They do generally play the long game, it’s been nearly 4 years since a new game release.

With GTA+ being quite cheap R* might be shifting away from sharkcard sales to GTA+. There around probably hundreds of thousands of people that never bought a sharkcard for the very high prices that will be happy to spend $6 on GTA+. DLC month is probably where a large chunk of sharkcard sales come from and with the 5 months without a DLC they now have a steady stream of cash coming in. I wouldn't be surprised if GTA+ makes them more money than sharkcards.

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Kiethblacklion

Lot's of changes that make me happy.

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RyuNova
1 hour ago, ACR said:

Yes, it's enough if cooldown is real world time of 224 minutes. If it's in game time then you are forced to play for more than 2 hours just so you can start heist again. They didn't specify this but given that they mentioned in game days it's mostly likely going to be cooldown that counts the time you spent inside game.

 

Yea, it will be interesting to see how the cooldown timer works. Do you have to be in the game for it to tick down or is it in the background?

 

Its going to be annoying if you need to be in game but if I can do a Cayo and then come back the next IRL day and do one again that's fine, I don't have the energy for back to back Cayos any more.

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23 minutes ago, yumitsu said:

I'm kinda sad races and adversary modes are only a 50% increase. 50% for Doomsday Heist is nice but 50% for a race that pays out 10k if you come first is just 5k extra. These should be 2x or even 3x to compensate for the lower amount imo

 

 

(Amazing update otherwise)

Me and GTAMen have been researching the race and adversary mode payouts.

 

This is how the race payouts would look like with the 50% increase. Also, this is with full players. The less players, the less payout.

Spoiler

 

 

And the default payouts for Adversary Modes with the 50% increase,

Spoiler

F6gLoHu.png

 

This is the payout per round. Two rounds means you receive double the value. Also, there's an extra time-based bonus too.

 

So far, the 50% increase is okayish with these payouts, but will only be appealing with 2x or 3x bonuses.

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UncleScrooge

More garage space is great but still no mention of an easy way to transfer vehicles between garages without having to drive them from A to B.

 

Maybe next time 🤞🏻

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20 minutes ago, Jimmy McGill70 said:

I will bet anything you are right, it is in game minutes.  That will mean realistically, unless you play a lot, it will be hard to do it more than a few times a week.

And that's my main gripe with cooldown, generally it's never good to restrict players and on how should they grind but if cooldown was real time thing, then i would be ok with it, because i don't play more than one Cayo daily, during the year 2 or 3 average per week and there are long breaks when i don't play at all. But this will force me to waste 2 in game hours dealing with morons who don't know how to play casino finale, forgot to do keycard lvl2 prep or simply didn't care enough to bother, failin stealth for 20th time, want me to hold their hands throughout whole finale so we can finally complete it.

Like someone mentioned here, everything becomes repetitive and boring, so is CP heist, but at least you can make great cash with it whenever you want. but starting tuesday if cooldown is in game i would have to play chore free roam activities with trash payout while waiting for business supplies to be ready for sale and CP cooldown to end and when novelty of these new improvements, one time wonder IAA missions, new cars, weapons end in a few weeks or so a lot of players  will be affected with this nerf, well grinders mostly but also those people who don't have time to play 3 hours every day and want to finish one CP daily or whenever they please. But hey, at least those who pay for gta+ probably won't have any cooldown.

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