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GTA VI Online Speculation, Wishlist & Discussion


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ImmortalKombat

I hope gta 6's online follows the same path that gtao has of releasing free dlcs and not locking any part of it behind a real money paywall (obviously excluding single player dlcs, if that even happens). The current landscape of gaming and the live service nature of games has me a bit concerned escepially since R* added a battle pass for rdo and with the recent inclusion of gta+ for current gen consoles locking a few things behind it. But I also doubt they'll go overboard with the monetization cause they definitely need 6's online to succeed cause as soon as it's out gta 5's online activity will definitely drop down (slowly but surely) and if it's bad then they basically lose both their money making services which they won't risk doing.

The-Ghost
On 2/12/2023 at 1:49 AM, Whosain said:

for the love of god invest in Actors for our online Characters because im not having another 10+ years of  added missions with a mute protagonist 

I'd like an option.

 

Because to me, a voice adds a bit of pre-determined personality to the character, I don't like it for Online, I've already seen our characters do stupid stuff I otherwise wouldn't agree on if I had the choice. 

3 hours ago, ImmortalKombat said:

I hope gta 6's online follows the same path that gtao has of releasing free dlcs and not locking any part of it behind a real money paywall (obviously excluding single player dlcs, if that even happens). The current landscape of gaming and the live service nature of games has me a bit concerned escepially since R* added a battle pass for rdo and with the recent inclusion of gta+ for current gen consoles locking a few things behind it. But I also doubt they'll go overboard with the monetization cause they definitely need 6's online to succeed cause as soon as it's out gta 5's online activity will definitely drop down (slowly but surely) and if it's bad then they basically lose both their money making services which they won't risk doing.

the "battle-pass" for RDO wasn't actually that bad besides the last one where they put some advantageous items as rewards.

 

As a matter of fact, the first iteration of the Outlaw Pass is to me one of the best implementations of a "battle pass" in a video game.

 

And I am saying this as someone who isn't a big fan of Red Dead Online.

Do you think a GTA Online character will be able to carry over to GTA Online 2? Of course, real estate, cars, lvl we can't do it, but 10% of our money, max 50 RP, maybe 3 of our cars as a limit to be transported by cargo plane from Los Santos to Vice City.
Sorry for my English.

  • Like 2
54 minutes ago, TIDZIMI said:

Do you think a GTA Online character will be able to carry over to GTA Online 2? Of course, real estate, cars, lvl we can't do it, but 10% of our money, max 50 RP, maybe 3 of our cars as a limit to be transported by cargo plane from Los Santos to Vice City.
Sorry for my English.

They might let players keep character appearance but given it's gonna be more advanced engine i can see even that be out of possibility. As for other things, no way in my opinion. I wouldn't wanna do that even if there was an option, it's a new game with new criminal career and new online character/s. I could maybe roleplay that my current online character made contact with one from online 2.0 off screen to fund him  some small money to start business in Vice City if they maybe allow some  starting cash for players who play current GTAO as they would be somewhat of returning players.

Trafficante

I don’t play much Online, though I wouldn’t want R* to allow for character migration. It opens up a new bag of worms.

 

It’s a fresh game and there should be a fresh start.


Better yet, if there’s a fresh start there’s more demand for Sharkcards.

Would you guys want them to make GTAO2 have private sessions from the get go with everything being 100% soloable if you so choose, or for them to try and make the multiplayer aspect to "work" ala defensive mode in RDO (which I think could've been slightly better imo)

 

PS: Hope this is the right place to ask this.

Edited by Xilurm
  • Like 1
Totallycasual
Just now, Xilurm said:

Would you guys want them to make GTAO2 have private sessions from the get go with everything being 100% soloable if you so choose, or for them to try and make the multiplayer aspect to "work" ala defensive mode in RDO

 

This would be the only circumstance in which i would try GTAO, i know it seems to run counter to the point of the game, i just don't give a f*ck and have zero interest in playing with other people.  If i can treat GTAO as a single player RPG style game and chip away at most of the content on my own, maybe i'll give it a go. 

Edited by Totallycasual
  • Like 2
TheOriginalGunslinger
13 minutes ago, Xilurm said:

Would you guys want them to make GTAO2 have private sessions from the get go with everything being 100% soloable if you so choose, or for them to try and make the multiplayer aspect to "work" ala defensive mode in RDO (which I think could've been slightly better imo)

 

PS: Hope this is the right place to ask this.


If I can add another thing to this but regarding player blips on the radar it most likely won’t be like Red Dead Online would it? The more far out you are away from other players the blips are never visible on the map unless you are close to players. I liked this but in that game it felt more intimate in that setting in a sense. Roaming around and randomly coming across players in that Free Roam setting compared to GTA Online where blips are visible always on the map no matter how far you are.

 

However, I’m curious if some of you guys would like that? Keep the blips how they are in GTA Online currently or have them fade away when you move away from people (when you notice it) like in Red Dead Online?

Edited by TheOriginalGunslinger
5 minutes ago, TheOriginalGunslinger said:


If I can add another thing to this but regarding player blips on the radar it most likely won’t be like Red Dead Online would it? The more far out you are away from other players the blips are never visible on the map unless you are close to players. I liked this but in that game it felt more intimate in that setting in a sense. Roaming around and randomly coming across players in that Free Roam setting compared to GTA Online where blips are visible always on the map no matter how far you are.

 

However, I’m curious if some of you guys would like that? Keep the blips how they are in GTA Online currently or have them fade away when you move away from people (when you notice it) like in Red Dead Online?

I like the way they work in RDO. It makes sense. It's also better because then players can't hunt you down to grief you. I also like that the hostile players are visible from afar so players can know to avoid them or hunt them down.

  • Like 1
Spider-Vice
2 hours ago, Xilurm said:

Would you guys want them to make GTAO2 have private sessions from the get go with everything being 100% soloable if you so choose, or for them to try and make the multiplayer aspect to "work" ala defensive mode in RDO (which I think could've been slightly better imo)

 

PS: Hope this is the right place to ask this.

Considering advances they have made with GTA V Online in that direction, I have a feeling/hope that's indeed what we're gonna get from the get-go. Obviously they'll still promote playing with others, it is a multiplayer experience, and I'm sure there'll be new experiences in GTAO2 which will be better with others, but I have a feeling they aren't gonna restrict us as much as they used to with GTA V Online at the beginning.

  • Like 2
Sanctuary II
6 hours ago, Totallycasual said:

 

This would be the only circumstance in which i would try GTAO, i know it seems to run counter to the point of the game, i just don't give a f*ck and have zero interest in playing with other people.  If i can treat GTAO as a single player RPG style game and chip away at most of the content on my own, maybe i'll give it a go. 

As a purely story mode player, same. I've never been interested in Online multiplayer games but with the way Rockstar leaves single-player as a one-and-done and doesn't support it with DLC these days, their online experiences only become sort of intriguing in the sense that I get more out of the game. Seeing the simpler multiplayer modes older titles like GTA IV and RDR1 as well  the solo co-op missions with Franklin and Lamar in The Contract DLC have captured my attention though. If we get more solo friendly lobbies, modes and missions in GTAO2, then it'd be the only scenario where I would try online and maybe even play it for a while even (if it's fun enough for me) and treat it as a single-player RPG GTA experience as you said. Just one with more grind and a mute protagonist, which isn't too unfamiliar for me there.

  • Like 1
4 hours ago, TheMadTitan said:

and a mute protagonist

I actually hope we ain't mute this time. The GTAO protagonist never makes any sound, with the exception of coughing during the Short Trips missions, which when it happened actually surprised me. The RDO protagonist on the other hand actually makes a lot of sounds, when they get hit, laughing, screaming etc, so that's an evolution, sort of. If they actually make it "singleplayer - everything soloable" first, they could have the protagonist be voiced. Heck, have them be properly motion captured as well, like in story mode. In the chance that you actually get more players with you they could be chilling in the background instead. So the player who hosts the missions would always be the one talking.

Edited by Xilurm
Trafficante

I’d like it to be a single player mode online. That’s it.

 

The reason being is that even if I play with others whether it’s GTAO or RDO, all they do is kill the enemies ASAP and move to the next objective. What I want is a decent shootout, I don’t care about doing the mission as fast as I can. But then if I take it slow, I’ll miss a cutscene or some lines of dialogue.

 

Been playing RDO last month & this guy is already riding with the sheriff while I was killing off some bandits (we had to split), and when I arrive, the sheriff is already mid-story. It’s the little things, but they’re annoying especially for us “story people.”

 

I’m not talking about slooooowing down etc., but all I see is most people literally race to the next objective. Granted they’re probably replaying the mission for XP/$ so they have all the cool weapons etc. But honestly, they don’t even take cover and all that. You can imagine what I mean. It honestly looks like racing lmao.
 

I mean, the elite players will kick anybody who doesn’t have a mic when doing heists.

 

Anyways, I believe the problems arise when you put 2-4 people in a mission & have the same amount of enemies, so that would need to be changed. GTAO has annoying enemy spawns with auto-aim, that’s a no-go as well.

 

Most of the missions are steal, kill, deliver, protect, smuggle, follow, plant, race someone or something. There’s a lot of leeway to make it solo-friendly & expand it in line with the amount of people attending our mission.

Edited by Trafficante
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The-Ghost
11 hours ago, TheOriginalGunslinger said:


If I can add another thing to this but regarding player blips on the radar it most likely won’t be like Red Dead Online would it? The more far out you are away from other players the blips are never visible on the map unless you are close to players. I liked this but in that game it felt more intimate in that setting in a sense. Roaming around and randomly coming across players in that Free Roam setting compared to GTA Online where blips are visible always on the map no matter how far you are.

 

However, I’m curious if some of you guys would like that? Keep the blips how they are in GTA Online currently or have them fade away when you move away from people (when you notice it) like in Red Dead Online?

I was one of those that complained about them being on all the time when RDO first came out before they changed them.

They fit that game, but the current system of GTAO also fits GTA, so keep stuff as they are is my take on it.

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12 minutes ago, Trafficante said:

The reason being is that even if I play with others whether it’s GTAO or RDO, all they do is kill the enemies ASAP and move to the next objective. What I want is a decent shootout, I don’t care about doing the mission as fast as I can. But then if I take it slow, I’ll miss a cutscene or some lines of dialogue.

I know that feel. Every time I'm doing something with friends in GTAO they always rush. I have a friend who always gets out of the car before I stop it, which makes him take more time because he tends to fall over each time. Then there's missions with stealth. They tell me stealth sucks in GTA which is why they don't bother. Sure, it ain't MGS, but then how come I'm doing it just fine when I'm on my own.

 

Still fun to play with friends though. It's the complete randoms that I don't really care about.

4 hours ago, Player_02 said:

since the next part is on the same engine, you can add a connecting plot between parts by adding tasks to tuners and vip contracts. sry my eng lang

 

Next part.. meaning GTA 6? it will not be on the same engine as V, at all. Is called RAGE engine, but is a different iteration, like Unreal 3 and Unreal 5 are not the same engine.

Into Something

1. More flexible and proper Character Creator (something like Saints Row 2 or at least Red Dead Online);

2. Definitely more grounded and relatable storyline about CRIMINALS at the first place, not an another cringey Marvel movie about saving The Earth from crazy Elon Musk's AI with flying motorbikes;

3. Reasonable economy system;

 

Am I asking too much? :(

21 hours ago, Trafficante said:

I don’t play much Online, though I wouldn’t want R* to allow for character migration. It opens up a new bag of worms.

 

It’s a fresh game and there should be a fresh start.


Better yet, if there’s a fresh start there’s more demand for Sharkcards.

I've been thinking of this lately, and I gotta admit I'd rather dump my character than deal with an all-rhino/savage/Hydra session.

 

Also, I hope they get rid of Shark Cards totally and just focus on having paid DLCs instead. If they go to the paid DLC route, then garages will be locked behind paywall anyway.

 

I think initially garages will not be locked behind paywalls just so people would warm up to their use. Once people feel the need for these garages, they're gonna want to shell out cash for the next DLC for access to one.

 

People buy DLCS>they play the DLCs and earn in-game money>they use the in-game money to buy vehicles.

Trafficante
1 hour ago, DODI3OG said:

I've been thinking of this lately, and I gotta admit I'd rather dump my character than deal with an all-rhino/savage/Hydra session.

 

Also, I hope they get rid of Shark Cards totally and just focus on having paid DLCs instead. If they go to the paid DLC route, then garages will be locked behind paywall anyway.

 

I think initially garages will not be locked behind paywalls just so people would warm up to their use. Once people feel the need for these garages, they're gonna want to shell out cash for the next DLC for access to one.

 

People buy DLCS>they play the DLCs and earn in-game money>they use the in-game money to buy vehicles.

It sounds like a good idea but R* will never go down this road.

 

If it’s a paid DLC, people can review it on YouTube before paying for it. Some will like it, some won’t.

 

Whereas if you offer a free DLC and only charge for in-game money (not cosmetics or some weapons etc), more people will pay for it to speed up the process of buying whatever they wish for, not a specific weapon/cosmetic that only appears to a certain % of users.

 

It’s just smart business mate. Much better than any other studio that actually charges for cosmetics or p2w stuff.

 

Btw, I’m talking about online DLCs/updates. SP stuff doesn’t sell as well unfortunately.

The-Ghost
5 hours ago, Baryon said:

 

Next part.. meaning GTA 6? it will not be on the same engine as V, at all. Is called RAGE engine, but is a different iteration, like Unreal 3 and Unreal 5 are not the same engine.

Well, they're not the "same" but they are just better and upgraded versions of each other, it's not like they throw everything away and start from scratch for each one of them.

 

It's like Frostbite of DICE.

Sanctuary II
15 hours ago, Xilurm said:

I actually hope we ain't mute this time. The GTAO protagonist never makes any sound, with the exception of coughing during the Short Trips missions, which when it happened actually surprised me. The RDO protagonist on the other hand actually makes a lot of sounds, when they get hit, laughing, screaming etc, so that's an evolution, sort of. If they actually make it "singleplayer - everything soloable" first, they could have the protagonist be voiced. Heck, have them be properly motion captured as well, like in story mode. In the chance that you actually get more players with you they could be chilling in the background instead. So the player who hosts the missions would always be the one talking.

Oh, I agree. When I said mute, I only meant as in they don't talk, not that I want them to be lacking a voice again. I'm hoping they grunt and moan like the RDO character , (which btw I'm just first learning from your comment they could also scream and laugh too) and overall be more expressive. I like your idea for how to have the protagonist be voiced in solo mod, but again, the issue always arises from Rockstar having to pay different actors for years with each new update. At the very least, I'm hoping all their animations are mocaped in general in GTAO2.

11 hours ago, Trafficante said:

It sounds like a good idea but R* will never go down this road.

 

If it’s a paid DLC, people can review it on YouTube before paying for it. Some will like it, some won’t.

 

Whereas if you offer a free DLC and only charge for in-game money (not cosmetics or some weapons etc), more people will pay for it to speed up the process of buying whatever they wish for, not a specific weapon/cosmetic that only appears to a certain % of users.

 

It’s just smart business mate. Much better than any other studio that actually charges for cosmetics or p2w stuff.

 

Btw, I’m talking about online DLCs/updates. SP stuff doesn’t sell as well unfortunately.

Smart Business is subjective, though. But, I think you'll always be right saying SP stuff doesn't sell as much. That's why live-service games are mostly online. There's basically nobody to impress, one-up, and defend yourself from in SP.

 

With Paid DLCs like RDR2 and GTA5O's open-for-all type of businesses, more people will likely feel like they have to cash in on new businesses since it's always more money, unlike RDR2's class-specific businesses.

HunterOmen44

I just wanted to put this out there as it's playing on my mind for a while, most of you can tell, but I think GTAOnline Updates are a testing ground for GTAVI. Here are a few updates I think why:

The Diamond Casino & Resort Update: There has been a lot of speculation of "Las Venturas" entering the GTA VI World at one point, maybe as a future DLC... but why would R* work on a Casino update, with Blackjack, Roulette, Horse Racing and more... I think this was a testing ground to see what they could do with the mechanics of gambling and see how it would work in GTA Online and what players thought about it... With Red Dead 2 Blackjackto GTA Casino... I think this was either a slight hint of Las Venturas and I know its a stretch or they were messing around with a new mechanic to add into not only GTA V but future games too... just like how they did that Tennis game way back in the early 2000's

 

The Cayo Perico Heist update: Now this update was cool and interesting as we got a piece of the map within the GTA Online world for the first time ever. With GTA VI DLCS of Liberty City spreading, it may be a possibility (just like how South America was a big speculation early on). With this update, I think R* was testing "Travelling between 2 spaces" of the GTA World and how the machines coped back then. Of course, we had to wait for the next-gen Consoles for a smoother performance but for me, it went smoothly back on the PS4. Anyway, I think it's more likely that R* is planning some sort of travelling system in GTA VI... It could be South America (Which is unlikely due to the workload) or Liberty City... even Las Venturas as we have the technology now that can handle a larger map. 

 

What are your thoughts about this, and again I know this is a stretch but I thought It is a great topic to add and to speculate about. Also, I haven't played the last 2 latest updates so there could be more there...

On 5/15/2023 at 12:13 AM, HunterOmen44 said:

I just wanted to put this out there as it's playing on my mind for a while, most of you can tell, but I think GTAOnline Updates are a testing ground for GTAVI. Here are a few updates I think why:

The Diamond Casino & Resort Update: There has been a lot of speculation of "Las Venturas" entering the GTA VI World at one point, maybe as a future DLC... but why would R* work on a Casino update, with Blackjack, Roulette, Horse Racing and more... I think this was a testing ground to see what they could do with the mechanics of gambling and see how it would work in GTA Online and what players thought about it... With Red Dead 2 Blackjackto GTA Casino... I think this was either a slight hint of Las Venturas and I know its a stretch or they were messing around with a new mechanic to add into not only GTA V but future games too... just like how they did that Tennis game way back in the early 2000's

 

The Cayo Perico Heist update: Now this update was cool and interesting as we got a piece of the map within the GTA Online world for the first time ever. With GTA VI DLCS of Liberty City spreading, it may be a possibility (just like how South America was a big speculation early on). With this update, I think R* was testing "Travelling between 2 spaces" of the GTA World and how the machines coped back then. Of course, we had to wait for the next-gen Consoles for a smoother performance but for me, it went smoothly back on the PS4. Anyway, I think it's more likely that R* is planning some sort of travelling system in GTA VI... It could be South America (Which is unlikely due to the workload) or Liberty City... even Las Venturas as we have the technology now that can handle a larger map. 

 

What are your thoughts about this, and again I know this is a stretch but I thought It is a great topic to add and to speculate about. Also, I haven't played the last 2 latest updates so there could be more there...

New worlds to play in is always welcome. Putting in the appropriate pedestrians is where they'd probably work double on. The usual pedestrians, IMO could carry over from the base GTA VI to any map they make, but the dialogues for them may not be appropriate for that city. Examples are those pedestrians who say stuff like "Los Santos dadadada" "Davis dadada". Another thing is they should also work on putting in race/ethnicity-specific pedestrians, who speak the language.

I’d like a more polished business system. There’s a lot of flaws in how goods are produced and distributed in GTAO — some things make sense, others don’t. The way I see it, there’s two noteworthy sources of passive income in GTAO: Nightclub and Bunker. Both operate somewhat differently, but their features are what can be carried to the next generation of Online. I’d also want them to mix in things that RDO does well in the Moonshiners DLC.

-Having multiple sale vehicles that can be upgraded. This is arguably their best idea that they’ve done for sell missions, especially in Nightclub. Less complaints of driving garbage vehicles that were left behind in the MC business era for more authentic distributions across the map. This already kills off the delivery-boy stuff, since they’re prioritizing a shipment which can be packed in a larger vehicle if necessary.

 

-Warehouse technicians should return, but can also be upgraded, similar to changing out heist members. This speeds up the production of goods, but can be costly for an initial grind, so it can be left off for advanced operations. One of the problems with GTAO is that even when the player becomes rich, (or broke) the associates and their respective properties remain stagnant, and nothing can be done to alter them in a meaningful way.
 

I’d want full control over the business rather than simply micromanaging for extended periods of time. It should be the player’s priority to upkeep the business if that turns into their main source of income, including maintaining security, conversing with allies, and taking out rivals. Something else that was effective in growing the Nightclub’s inventory is the addition of Yohan Blair’s ability to source goods. When it comes to controlling the business, the player is then able to decide on what times to go on a “passive” route to make money, or a more aggressive path, similar to the Series A Heist. If they choose to gather their resources from rival gangs, they gather slightly more police attention from raids and from their enemies attempting to torch their business. Which leads me into my next point from RDO’s Moonshiners:

 

-Revenue agents (or inspectors) at roadblocks. When you’re about to sell a bunch of goods from a far distance, you’ll be stopped by some branch of law enforcement for an inspection of illicit goods. This was incredibly effective in RDO, and people had a lot of different experiences when dealing with them. Something that should be tinkered with in the next generation of Online is the ability to bribe them or to find alternative routes to evade them. The player can benefit either way, but killing them will obviously make things more difficult on a sale. If Rockstar felt like making it more challenging following that sale, perhaps you get an increase of federal agents in future raids to take down your business, sort of like bad karma.

 

-Changing up resources for sales. The value of your goods can vary based on the type of supplies you set out for. An easy way to split it up is from low to high types of supplies. Some of these purchased, others stolen, perhaps for some you could even look for exotic supplies that could be manufactured and sold separately to a different buyer. Being able to carry supplies in bulk should also be a thing, if you have the warehouse space to keep them in.

 

I’ve mentioned raids increasing based on your actions previously, but not much on security. Purchasing a security unit to protect in real-time against raids, recruiting corrupt individuals to decrease the possibility of them, or just working for them briefly when the heat becomes too much, such as a U.L. Paper scenario, just replace him for some DOA agent. It’d fit in with the conspiracies that American governments are working with some criminals for a mutual benefit, which is just satire on Rockstar’s end. There would need to be a lot of ways to deal with them, aside from the ones I just listed, as new players and veterans running a business should be able to still play the game without too many issues.

Edited by Garza
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Imakeepcoming

One thing I hope is completely absent from GTA 6 online is ridiculously OP vehicles like that MK flying missile bike BS, and aircrafts should be amazingly expensive. 

 

No shark cards either, It's not fair that wealthy trust fund kids get to buy everything at the start with real money then screws with us while we are hard at work grinding.

 

 

Pfffft no shark cards = a few million out of Rockstars bank balance so no chance of that happening.

 

 

An option to do your selling missions in a private lobby with a reduced reward that is there from the start would be good, not added 8 years later when nobody really cares about selling missions anymore

Edited by Imakeepcoming

Servers

1-Server menu which it gives a server list that features, player count, ping etc etc.

2-They should be featurable like IV multiplayer. You can enable/disable cops, friendly fire (let's say friend mode), NPCs and traffic.

3-Servers with better cheat protections. Not money tbf, i'm speaking about those cheats which it ruins your experience. That's why streamers play FiveM instead of Online. Because their experiences only getting messed by streamsnipers.

4-Filtering our choices. When I want to PvP, I want to click n' join to that server which it has friend mode disabled. 

5-Joining to an event in midgame.

 

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