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GTA VI Online Speculation, Wishlist & Discussion


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On 1/29/2023 at 2:59 PM, Tez2 said:

 

 

  • The game will still be P2P, but with a hybrid model. As in the game server would handle some parts like the session for players joining/leaving or merging the session itself with another session as well as handling minigames and gang (posse) ...etc.

 


I wonder whether this hybrid system provides a better option to detect cheating.

 

Bear with me if my amateur scripting knowledge is badly articulated…

 

There are some legitimate native functions a host needs to call - for example, teleporting another player if they’re joining a mission you’ve set up. So mod menu devs can abuse this by calling the function when the game doesn’t intend you to ruin another players experience.

 

Now, if you have a R* server in with p2p it could require that all instructions coming from the host are sent to it for their connection to be maintained. If you fail to do so, you’re kicked out of the session. The problem is mod menu devs will probably find a way to send a different signal to the R* server to make it look like they are not doing anything wrong.

 

But they’ll also need to broadcast the functions they are running via the p2p connection to the other players. If they then relay that back to the R* server it’s clear if there is a discrepancy and something funny is going on.

 

The question is, if you’ve got conflicting broadcasts, who is the cheater? Well with enough p2p connections all reporting back to the R*, if you assume fair players outnumber the cheaters, it will be clear which account is broadcasting malicious code.

 

Personally I think crypto is basically the latest pyramid scheme, but my understanding is the ledger system used to verify transactions works a bit like this: there are that many legit computers all confirming with other the “truth” it would cost more to cheat the system than return could be made out of it.

 

Would a system like that work?

On 1/29/2023 at 9:59 AM, Tez2 said:

Expect GTA Online 2 to be built upon RDO's foundation as proved by the leaked videos.

 

  • The game will still be P2P, but with a hybrid model. As in the game server would handle some parts like the session for players joining/leaving or merging the session itself with another session as well as handling minigames and gang (posse) ...etc.

 

  • The catalogue, much like RDR2's Wheeler, Rawson, and Co., will return in a new form. Rockstar may feature a parody of Amazon's store to have it as the face of the company behind the new catalogue. Online shopping. No longer having to visit clothes shops when we can order clothes from the catalogue. Rockstar will definitely mock the gun laws in America by establishing that as your right to order weapons from an online catalogue. 😄

 

This will change the formula of event weeks as well. We will have the "Offers & Rewards" menu instead of the "After 72 hours" rewards. So you can end up with a collection of discounts applied whenever you like with expiry dates.

 

  • A Gang/Crew system much like RDO's Persistent Posses. Think of it like a Motorcycle Club or a CEO Organization with 7 players. The difference being that when you log off, the gang/crew won't be terminated.

 

The problem with RDO's Posse system is that when the leader isn't around, the posse is technically disbanded until it is "reformed" thus having to invite back the current members. And members don't benefit much from the Persistent Posse gameplay. Unfortunately, Rockstar didn't resolve the issues brought by the feedback criticizing GTAO's Organization/MC system.

 

You can't contribute to a shared fund so the posse as a collective bear the costs of upgrades. The Posse Leader has to be the one launching activities/missions. You can't embark on a side quest the leader sends you off. There should be like a cut percentage, you can tune to your liking, of the monetary rewards from stealing shops or completing heists. You can choose not to contribute OR to giveaway 1% - 5% of the money obtained to the Posse.

 

Basically, all the things that make you feel like you're part of a gang or a crew in real life. Not some hired goons.

 

  • Progression paths for Criminal Careers.

The Career Builder on GTAO PS5 & XSX versions is most likely backported from GTA6. Offering us X (amount) Career Paths to choose from. Much like Roles in Red Dead Online. Don't expect the contents to be the same of course, but the concept remain the same.

 

  • Cryptocurrency

We have gold bars in RDO as a second currency. We are much likely to have the same in the new GTA Online. Cryptocurrency is the most fitting label for the new currency.

 

  • We may or may not have private lobbies.

Rockstar introduced a new session management system with Red Dead Online. Ensuring the gameplay experience remains "seamless" throughout the play session. This would solve the core issue of waiting long periods of time staring at the clouds in GTA Online. But comes with a pushback influenced by design choices.

 

This system requires public lobbies to be well populated to perform at its finest level. If you ever end up within a low-populated public lobby in RDO, chances are you will find yourself in a new lobby within a few minutes. Plus, since the game still rely on P2P, the matchmaking service would rely on your geolocation to matchmake with nearby players. If most of the nearby players are in private lobbies, the system may not perform at the expected level.

 

At the end of the day, it's Rockstar's design choice to offer us private lobbies or not. They may make adjustments to maintain low-populated public lobbies and only merging/splitting them at crucial levels.

 

Rockstar may still ditch private lobbies and instead offer us private instances for every activity. Like choosing to do a Sell Mission in either a private instance (Suffering 5% - 10% decrease in profits) or a Near Sale in a public lobby (No Global Signal) or a Far Sale in a public lobby (Global Signal + High Demand Bonus). Thus, you're only in private during an activity and immediately return to a public lobby upon completion.

Do you still think Rockstar security will still be absolute sh*t? 

I don't want to be a buzzkill but I think GTA 6 Online will be heavily monetized. I expect a lot of cosmetics, items, perks (cash boosts, XP boosts) and gameplay features (like fast travel, cooldown skips, trip skips) to be locked behind real world money. I expect "outlaw passes" like they had in RDO with some things exclusive to those who pay.

For those who don't want to pay, I think it will be the same old deliberately grindy mission design with long drives, long cooldowns, etc. deliberately designed so you get fed up and buy GTA+.

@CaliMeatWagon You can still order guns online, if you know where to find them. I get a lot of requests from dealers, and really cheap ones just by scrolling through social media. I imagine the catalogue to be online, in GTA's instagram.

 

Also, having crypto as a means to buy businesses only would make sense. You need an independent, almost-untraceable currency to chip into those kind of stuff. As for gameplay, it would be a win-win situation for R* and us. We get to buy the money-makers in the game and probably the cosmetics and vehicles come in cheap because we already paid for the DLC.

 

@Tez2 your idea sounds good. I imagine it being like a contact mission, where there's a "wait screen" where you can invite other players to sell your stuff and choose the appropriate delivery vehicle/difficulty, then it spawns you to an instanced lobby.

Edited by DODI3OG
17 hours ago, Xtra510 said:

Do you still think Rockstar security will still be absolute sh*t? 

Remote exploits where a cheater crash/kick or mess with you without being in-game are already patched on RDO since a game server handles all the session stuff.

 

Spoofing Rockstar ID where you try to view the profile of a cheater, but end up with an error or invalid data is no longer possible as well.

 

I am not sure if RDO utilizes this, but a game server can handle player reports. So that when you report someone, the report is sent to the server who demands info from the cheater. That way, cheaters are no longer aware of "who" reported them. The cheaters may still spoof the data back to the game server, but they would be flagged for extra manual review from Rockstar staff. (Yes, Rockstar does have staff monitoring sessions from time to time)

 

The more reports from unique players, the higher a reported player is prioritized for manual review.

 

You would still face cheaters who are in god mode, who are invisible and can teleport to you. Without dedicated servers, Rockstar is unable to verify the integrity of player actions. Since a player client should never be trusted.

1 minute ago, Tez2 said:

Remote exploits where a cheater crash/kick or mess with you without being in-game are already patched on RDO since a game server handles all the session stuff.

 

Spoofing Rockstar ID where you try to view the profile of a cheater, but end up with an error or invalid data is no longer possible as well.

 

I am not sure if RDO utilizes this, but a game server can handle player reports. So that when you report someone, the report is sent to the server who demands info from the cheater. That way, cheaters are no longer aware of "who" reported them. The cheaters may still spoof the data back to the game server, but they would be flagged for extra manual review from Rockstar staff. (Yes, Rockstar does have staff monitoring sessions from time to time)

 

The more reports from unique players, the higher a reported player is prioritized for manual review.

 

You would still face cheaters who are in god mode, who are invisible and can teleport to you. Without dedicated servers, Rockstar is unable to verify the integrity of player actions. Since a player client should never be trusted.

ty for the response :)

1 hour ago, Tez2 said:

Remote exploits where a cheater crash/kick or mess with you without being in-game are already patched on RDO since a game server handles all the session stuff.

 

Spoofing Rockstar ID where you try to view the profile of a cheater, but end up with an error or invalid data is no longer possible as well.

 

I am not sure if RDO utilizes this, but a game server can handle player reports. So that when you report someone, the report is sent to the server who demands info from the cheater. That way, cheaters are no longer aware of "who" reported them. The cheaters may still spoof the data back to the game server, but they would be flagged for extra manual review from Rockstar staff. (Yes, Rockstar does have staff monitoring sessions from time to time)

 

The more reports from unique players, the higher a reported player is prioritized for manual review.

 

You would still face cheaters who are in god mode, who are invisible and can teleport to you. Without dedicated servers, Rockstar is unable to verify the integrity of player actions. Since a player client should never be trusted.

I think this just shows that GTA Online was never meant to take off like it did, or not expected to.

 

The infastructure of the game is sheit at best.

18 hours ago, LastTiger said:

I don't want to be a buzzkill but I think GTA 6 Online will be heavily monetized. I expect a lot of cosmetics, items, perks (cash boosts, XP boosts) and gameplay features (like fast travel, cooldown skips, trip skips) to be locked behind real world money. I expect "outlaw passes" like they had in RDO with some things exclusive to those who pay.

For those who don't want to pay, I think it will be the same old deliberately grindy mission design with long drives, long cooldowns, etc. deliberately designed so you get fed up and buy GTA+.

The first outlaw pass for RDO was soo good, I liked it a lot, but it all went downhill from there.

 

The next game will be designed to get the most out of us from the get go, GTA+ is a proof of that, it will be there day one on in the new game.

 

I have always been worried about the next GTAO, and it is for stuff like this.

 

I have hopes they don't mess it up.

22 hours ago, Matushka said:

I think this just shows that GTA Online was never meant to take off like it did, or not expected to.

 

The infastructure of the game is sheit at best.

Yup. It was probably meant to work like GTA IV's MP at best, but with more missions and free-roam activity. Now, it's basically a game on its own. A lot of people basically never paid for the DLCs. I only paid around $40 at most, $50 if we're gonna count the current-gen version. Not that I'm encouraging MTX, it's kind of unfair to expect them to extensively maintaining servers while a lot of veterans never put down a single penny. I don't think all business in GTA O2 will be locked behind crypto, but I think they'll hand some of them for free, like the Acid Lab, with bonuses from GTA+.

 

I've been playing this MMORPG called RF Online for more than a decade, on and off. Finally gave up in 2020 after I spent $20 for a three-month premium membership + a useable weapon (to get a fully-built character, you basically have to pay $100 for a gear bundle or just wish your faction wins that afternoon, so you can mine for resources). That server closed down because a lot of players from my country got to have the best weapons from a moderator for FREE!! Basically they ran out of funding for the maintenance fees and they had to close it. Things like those happen to other servers too, not just that ones in my region. It was mostly PVP and there were a lot of times where one faction got too overpowered and a lot of people started leaving.

I know this is likely impossible but map updates. For starters, I want Online for 6 a month after release to give players time, then from there, the Online protagonist basically continues the story from where Lucia and Jason left it off, meeting contacts and such. The map updates overtime, so some buildings may be demolished, some construction sites may be built and whatnot. Not too much change though as to make sure it is sustainable.

8 hours ago, Retro_Causality said:

Do you guys hope to see Jason and Lucia involved more in gta online 2.0 then the V counterparts were?

Most likely. My guess is really uneducated, but I think we'll have a lot more double down-esque missions online or they could even make all the SP missions compatible for online.

 

8 hours ago, BloxedRetro said:

I know this is likely impossible but map updates. For starters, I want Online for 6 a month after release to give players time, then from there, the Online protagonist basically continues the story from where Lucia and Jason left it off, meeting contacts and such. The map updates overtime, so some buildings may be demolished, some construction sites may be built and whatnot. Not too much change though as to make sure it is sustainable.

Me too! I've been ignoring SP more and more when I got deep into online. I hope the map updates over time works, they couldn't pull it off well in GTA O probably due to spaghettified codes. They put some missions on a particular area and they end up forgetting which missions they were, so they just leave them be. That's the same reason why they didn't add more trees in the Current-gen versions even if they could. As Tez said, they have a more efficient coding now, so they can easily find and fine-tune freemode stuff, so it's more likely to happen.

Some thoughts on free-roam:

 

1. Like RDO, players should be visible on map only when they are within a particular radius. However, you can choose to reveal your location to all players or to your friends or to your crew members.

Exceptions:

- If a player is in a weaponized vehicle, your visibility radius becomes very small for them but you can see them on the map from very far away [I do not like weaponized vehicles in free roam but I expect R* will add them]

- people with high degree of aggressive behavior are marked at larger distances (depending on level of aggressiveness). Very aggressive players are marked for all players no matter where they are.

 

2. Passive mode/Defensive mode: Basically like Passive mode in GTA 5 Online, but you can use weapons/fight against NPC enemies during free-roam missions or non-PvP activities (robbing stores/houses, clearing hideouts etc.).
- Passive mode players have a smaller detection radius.
- There's a cooldown on going into passive again after leaving it once. The cooldown increases if you attack other players first and if your aggressiveness meter is high.
- When you leave passive mode, players near you are notified and your visibility radius becomes larger.

 

3. Fast travel: [I am assuming the map is huge with multiple cities/towns/islands.] There should be reasonable cooldown (10 minutes?) and price on fast-travel so that players aren't always fast travelling and never driving. Aggressive players should have longer cooldowns.

- Taxis can be called to travel to fixed points within a city/region.

- To fast travel to large distances (other cities or regions):
-- visit a bus station to travel to bus stations in other towns - use for towns with no train stations or air fields.
-- visit a train station to fast travel to train stations in other towns/cities (use in town/city with no air fields)
-- visit airports or select helipads (or an owned property with a helipad) to fast travel to any other air fields or select helipads
-- visit a dock to fast travel to any other dock or to any island.

 

4: No calling mercenaries or air-strikes or muggers. If a player attacks you, then you can place a bounty on them. Players who attack others first or have high aggressiveness meter can't place bounty on others

 

5- I hope there is no Kill/Death ratio for free-roam PvP. [There should be K/D and W/L for PvP game modes. K/D and W/L are not visible in free-roam and only visible during the relevant game modes.]

  • Like 3

https://gamesual.com/news/live-service-games-are-dying-out/

Quote

"The hard part is that there are already games with this function that work perfectly, GTA Online being the example that first springs to mind. If you are wondering if that game was profitable, it made Rockstar 5 million dollars a day at its height."

 

 

https://tech4gamers.com/the-live-service-gaming-genre-is-failing/

Quote

"Many of these examples also include an excellent gameplay loop at their core."

"Despite the setbacks, publishers are adamant that live service is the way forward for gaming. Ubisoft has continued to try its luck with genres like free-to-play battle royale games, but the developer has not found much success yet. 

Sony is also looking to become a significant player in the market, with several live-service games planned in the next three years. This includes existing IPs like The Last of Us and original games from developers like Haven Studios."

 

What do you guys think of this? Do you think GTAO 2 can still take off? I think more people will give it a chance if they stray from doing the same mistakes they did in GTA V Online.

Edited by DODI3OG

Just a little thing I want to see, because it's super annoying in V. If I call for my vehicle, don't give me sh*t for not being near a suitable road. I don't need that extra immersion of my f*cking mechanic delivering my vehicle to me. When he does, we don't even see him anyway as our dang vehicle spawns outside of our sight. When I want to spawn a certain vehicle, have it spawn instantly within a short distance of where I am. I know this can be done.

 

I just hate having to walk all the way to a damn suitable road, especially if you spawn in the middle of the goddamn mountains or whatever. Also, get the f*ck rid of that wait timer when a vehicle we use gets destroyed. It doesn't do anything but annoy me. You can still call in all your other vehicles that can cause the same damage or whatnot, but I can't have the vehicle i want to use spawn in? give me a break... 

 

Get rid of these type of annoying features and it'll make the game much more enjoyable.

All I want is invite only. Only open lobbies might have worked for RDO, but that's because it has a very different player-base.

 

GTAO's player-base is a cancer and will ruin any experience you're trying to have.

MORE LIKE EARLY V ONLINE PLEASE!!!

 

Sadly, I have concerns for VI as a hole that it'll do the unrealistic superhero bullsh*t we see in Online in it's story, like Doomsday sh*t, Comic Book Villains like Friedlander, and the general corniness that makes it feel like they took a kids TV show script and just added "f*ck" into a couple sentences and called it a GTA script. I'm hoping VI online returns to a more grounded style, like Online's early days, more focused on being a criminal rather than being a super villain criminal corporate mastermind. The most I want to own in Online in terms of power is a mansion where I run a Drug Cartel like Tommy Vercetti or Tony Montana with a bunch of properties under my name, not a bunker or a special research facility, just a normal big boss villain.

Edited by BloxedRetro
19 minutes ago, BloxedRetro said:

MORE LIKE EARLY V ONLINE PLEASE!!!

 

Sadly, I have concerns for VI as a hole that it'll do the unrealistic superhero bullsh*t we see in Online in it's story, like Doomsday sh*t, Comic Book Villains like Friedlander, and the general corniness that makes it feel like they took a kids TV show script and just added "f*ck" into a couple sentences and called it a GTA script. I'm hoping VI online returns to a more grounded style, like Online's early days, more focused on being a criminal rather than being a super villain criminal corporate mastermind. The most I want to own in Online in terms of power is a mansion where I run a Drug Cartel like Tommy Vercetti or Tony Montana with a bunch of properties under my name, not a bunker or a special research facility, just a normal big boss villain.

I never liked any of that weird stuff with the bunker or research facility etc. It felt so stupid and unrealistic, especially with these dumb story characters acting like we've known each other for so long and super trusting... it's so lame. I'd like a more grounded thing, like you said.

 

I never go to any of these places either. I think they're linked to heists, but I never liked those that much either.. too much of a hassle to set-up and play with randoms.

9 minutes ago, Paper Mario said:

I never liked any of that weird stuff with the bunker or research facility etc. It felt so stupid and unrealistic, especially with these dumb story characters acting like we've known each other for so long and super trusting... it's so lame. I'd like a more grounded thing, like you said.

 

I have always disliked this entire facility and business stuff. You have so many buildings that you just never use, plus it's never been fun to play because you basically just drive from A to B. The office was nice, I really liked that and hope it returns.

 

The characters are one of my biggest complaints about Online. You never feel like a boss, you're always playing second fiddle and errand boy to some annoying asshole - even though you're the one spending millions on these buildings. You're always just a junior partner.

 

If anybody knows some of my posts, which I doubt because this is a gigantic forum and so on, you know that I absolutely loathe Lester.

Lester is a character that should have only been used on the initial heists. We could literally do anything he does by ourselves and I hate that they involve him in everything. All he does is sit around and make our ears bleed from his constant shouting. Oh and in the end he takes a not-so-small cut.

The character of Lester should be completely compromised and done by our new GTAO character in VI. I get that it's nice to have someone with inside knowledge, but let us collect the information by ourselves and then do the mission or heist like we planned it without anybody shouting through our earpieces.

Edited by VercettiGuy
  • Like 3

@DODI3OG what you think about skateboarding, some online players going around on skateboard :fartkek::cringekek:

3 hours ago, 44Orca said:

@DODI3OG what you think about skateboarding, some online players going around on skateboard :fartkek::cringekek:

Is it a mod?? I loved the skateboard mod in GTA SA. IDK if it was really in GTA V PS4, but some people, including me thought one of the pedestrians in Chamberlain Hills was skateboarding in the trailer.

12 minutes ago, DODI3OG said:

Is it a mod?? I loved the skateboard mod in GTA SA. IDK if it was really in GTA V PS4, but some people, including me thought one of the pedestrians in Chamberlain Hills was skateboarding in the trailer.

It was a feature that was dropped during development of GTA San Andreas

But yeah mods seem to exist for it as well

Edited by 44Orca
8 hours ago, Paper Mario said:

Just a little thing I want to see, because it's super annoying in V. If I call for my vehicle, don't give me sh*t for not being near a suitable road. I don't need that extra immersion of my f*cking mechanic delivering my vehicle to me. When he does, we don't even see him anyway as our dang vehicle spawns outside of our sight. When I want to spawn a certain vehicle, have it spawn instantly within a short distance of where I am. I know this can be done.

Why can't they just spawn them in like using a cheatcode? Maybe despawn the traffic if it's taking up the spawn area. It's so annoying that you can spawn an Avenger up close, but you can't spawn a chopper or Hydra without going to the nearest helipad. Like, if you don't have another aircraft, you're gonna have to fly over to them.

 

One time I spawned my OpMk2 from my Farmhouse Bunker, and it spawned at least a hundred meters away on the highway. I spawned my delivery bike to get to it, but it also spawned at the same location.

7 hours ago, VercettiGuy said:

All I want is invite only. Only open lobbies might have worked for RDO, but that's because it has a very different player-base.

 

GTAO's player-base is a cancer and will ruin any experience you're trying to have.

They worked for RDO because it didn't have aircraft and flying horses, and the map has a lot of winding trails over mountains and hills. Greifing another player is more of a hassle to the griefer.

 

 

5 hours ago, BloxedRetro said:

MORE LIKE EARLY V ONLINE PLEASE!!!

 

Sadly, I have concerns for VI as a hole that it'll do the unrealistic superhero bullsh*t we see in Online in it's story, like Doomsday sh*t, Comic Book Villains like Friedlander, and the general corniness that makes it feel like they took a kids TV show script and just added "f*ck" into a couple sentences and called it a GTA script. I'm hoping VI online returns to a more grounded style, like Online's early days, more focused on being a criminal rather than being a super villain criminal corporate mastermind. The most I want to own in Online in terms of power is a mansion where I run a Drug Cartel like Tommy Vercetti or Tony Montana with a bunch of properties under my name, not a bunker or a special research facility, just a normal big boss villain.

GTA Online's early days was okay, but it was a loooot more grindey. If GTA VI has solo-able heists that actually pay good money, then I'm okay with it. As long as there are other lucrative means like the Acid Lab and Crates to break up the routine.

 

Doomsday and some of the Gunrunning missions are also OTT, IMO. But, I guess they can tone them down without making them boring. GTA V online would have been more fun if it wasn't for the aimbot AI and predictive asshole drivers. Which seems to be absent in GTA VI.

6 minutes ago, 44Orca said:

It was a feature that was dropped in development of GTA San Andreas

But yeah mods seem to exist for it as well

I actually tried skateboarding back in the days, but I was afraid I was gonna have injure myself too bad. I'd love if I could do it in my favorite video game with some enthusiasts.

On 2/5/2023 at 2:09 PM, VercettiGuy said:

 

I have always disliked this entire facility and business stuff. You have so many buildings that you just never use, plus it's never been fun to play because you basically just drive from A to B. The office was nice, I really liked that and hope it returns.

 

The characters are one of my biggest complaints about Online. You never feel like a boss, you're always playing second fiddle and errand boy to some annoying asshole - even though you're the one spending millions on these buildings. You're always just a junior partner.

I would like to see more options for the online character, not others doing whatever they want to them. Example recent Drug Wars dlc, why did the Online Character took that beer? Yeah I get that to start missions but I prefer if there's more options, if they don't speak then aren't they "us"? the player? I want it to have more decisions that we can make instead of just forcing us something. Maybe different outcomes?

Edited by 44Orca
FollowTheMoney
6 hours ago, iSrirachaa said:

It's not about them posting their live game service nor just announcing GTA VI, its the fact that it's been 10 years since their last GTA and almost 5 years since their last game and it's bad enough it's been that long but it's even more hilarious that the live service game that you're pushing so hard only seems to have 2x GTA$ and RP bonuses almost every week, with no real content to keep people busy until you decide to announce your next project. This is one of the only live service games that don't have seasonal content, Fortnite, Apex and even Call of Duty releases fresh content every month, while R* has their big updates every 6 months to a year and in between that time it's just drip feeding cars and weekly bonuses. When's the last time RDO had a major DLC? Point is, if you're gonna make people wait this long for your next project and push your live game service so hard, give people something worth playing your live game service because right now, GTA Online is lackluster compared to other live games services and RDO is just flat out embarrassing lol


People also need to bear in mind that GTA Online was never meant to get to the stage it is now, it simply wasn't built for it. Its been broken for years and not really fixable until the new one comes out. They can do their best but it really is a miracle they've managed to keep it going as long as they have.

 

I don't get what people are expecting them to be able to do content wise. I don't know anything about game design but I can guess it is an absolute headache and technical nightmare to build and add everything they have so far into what is simply an outdated base. We're talking two console generations ago.

 

They'll keep online going for as long as they can and they'll keep adding at least something for those who still play it, even if that is just cars and some clothing. The newswires are here to stay so theres really no sense in people getting frustrated at them.
 

If they didn't add these things and update a newswire promoting it then people would complain even more  :kekw:

  • Like 3
12 minutes ago, FollowTheMoney said:


People also need to bear in mind that GTA Online was never meant to get to the stage it is now, it simply wasn't built for it. Its been broken for years and not really fixable until the new one comes out. They can do their best but it really is a miracle they've managed to keep it going as long as they have.

 

I don't get what people are expecting them to be able to do content wise. I don't know anything about game design but I can guess it is an absolute headache and technical nightmare to build and add everything they have so far into what is simply an outdated base. We're talking two console generations ago.

 

They'll keep online going for as long as they can and they'll keep adding at least something for those who still play it, even if that is just cars and some clothing. The newswires are here to stay so theres really no sense in people getting frustrated at them.
 

If they didn't add these things and update a newswire promoting it then people would complain even more  :kekw:

I can agree that GTA Online wasn't expected to be as big as it was and yes the base it was created on wasn't initially structured to handle that type of content, but that doesn't make it impossible either. If modders can do it, so can they. Modders managed to retexture portions of Liberty City and literally add it into the game alongside Los Santos with no loading screens with NPC and traffic, meanwhile R*s "biggest map update" is a small island that requires a loading screen.

 

Modders have literally written entirely new scripts for social networking in game for direct and more fun communications with other players as well an entire drug making and dealing structure and so on. 10 years later and GTA Online has none of that, but GTA Online has a ton of businesses you can run which is literally just rehashed code. Bikers, clubs etc. is literally just running off the same code base, that's why they're all similar in how they work. I can go on and give a slew of different examples but then I'll just probably get thrown into the "B*tch and Moan thread" so you get where I'm going with this. There's a ton of content opportunities that's been proven to work on GTA V's code base they just simply chose to not do it. I'm confident the next version of GTA Online is rebuilt from the ground up which gives them a cleaner base to work with but it's clear they're making so much money from how GTA Online is in its current state they see no reason to make any big changes hence why all you get double RP weeks, new cars and a few big missions once or twice a year lol

FollowTheMoney
12 hours ago, iSrirachaa said:

I can agree that GTA Online wasn't expected to be as big as it was and yes the base it was created on wasn't initially structured to handle that type of content, but that doesn't make it impossible either. If modders can do it, so can they. Modders managed to retexture portions of Liberty City and literally add it into the game alongside Los Santos with no loading screens with NPC and traffic, meanwhile R*s "biggest map update" is a small island that requires a loading screen.

 

Modders have literally written entirely new scripts for social networking in game for direct and more fun communications with other players as well an entire drug making and dealing structure and so on. 10 years later and GTA Online has none of that, but GTA Online has a ton of businesses you can run which is literally just rehashed code. Bikers, clubs etc. is literally just running off the same code base, that's why they're all similar in how they work. I can go on and give a slew of different examples but then I'll just probably get thrown into the "B*tch and Moan thread" so you get where I'm going with this. There's a ton of content opportunities that's been proven to work on GTA V's code base they just simply chose to not do it. I'm confident the next version of GTA Online is rebuilt from the ground up which gives them a cleaner base to work with but it's clear they're making so much money from how GTA Online is in its current state they see no reason to make any big changes hence why all you get double RP weeks, new cars and a few big missions once or twice a year lol

I get what you're saying, i really do. But we can't use modders and PC servers as a reason to say "Look, they just don't care"

 

From what I understand, the fact it's on PC is the very reason that modders are able to implement these things on dedicated servers with the capability of it. Because GTA Online has to accommodate consoles, in order for them to do that it would involve completely rebuilding the entire framework from the ground up because the hardware the game was built for simply doesn't have the capability to do it. Its a victim of age. Great for PC players who can do it but totally limited due to the consoles. They can't run it as two separate games.

 

I honestly think that GTA Online 2 will show the updates and expandability you're looking for. After the success of V online, we know for a fact they are making the new one with the online side in mind and have stated that the goal is to have it built in a way that we can absolutely see the features you talk about and more added in over time 

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