Post: What do you want to see in Grand Theft Auto Online?
07-29-2015, 07:10 PM #1
RedBloodzz
Do a barrel roll!
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I made this thread to ask the community what they want in gta and what they don't really like about gta. I don't really mind how the game is now as I enjoy it but some things could be added to game to make it more fun. Comment below! Smile

The following 2 users say thank you to RedBloodzz for this useful post:

Saint Goofy, upgradetoday
08-03-2015, 03:41 PM #20
H4MZ4
Little One
Originally posted by reps
I want to see GTA drop some of the crazy textures and add some FPS into the game! it's running very fuzzy lately on PS4. I probably get around 20 FPS with such great graphics which I would chop a bit for 60fps.


How do you know it's at 20FPS?
08-03-2015, 07:17 PM #21
Kifel
Gobble
1. A new crew priority option to stop you accidentally shooting crew members.
2. Some sort of indicator to warn you that a player is coming out of passive.
I also want them to fix the game. It annoying when you get sniped by someone you cant see.
Last edited by Kifel ; 08-03-2015 at 07:22 PM.
08-03-2015, 07:38 PM #22
Sen
:usa: :usa:
Originally posted by Kifel View Post
1. A new crew priority option to stop you accidentally shooting crew members.
2. Some sort of indicator to warn you that a player is coming out of passive.
I also want them to fix the game. It annoying when you get sniped by someone you cant see.

I like the first one.
For the second one just look at the map, you are able to see if he comes out of passive mode.
08-03-2015, 07:50 PM #23
Kifel
Gobble
Originally posted by Sen View Post
I like the first one.
For the second one just look at the map, you are able to see if he comes out of passive mode.


I meant people who do it to get kills. They come next to you and quickly get out of passive to kill u.
08-03-2015, 07:54 PM #24
Sen
:usa: :usa:
Originally posted by Kifel View Post
I meant people who do it to get kills. They come next to you and quickly get out of passive to kill u.

Yes i know what you talking about! Just check the map and you can see if he is still in passive mode or if he tries to come out of it.
08-03-2015, 11:28 PM #25
because of how choppy it is, and comparing it to PS3's 30FPS
08-04-2015, 12:11 AM #26
Sen
:usa: :usa:
Originally posted by Offsets0x00 View Post
thanx

Thanks for what? You really should stop spamming buddy.
08-07-2015, 11:04 PM #27
PlainOldMe-101
Bounty hunter
Given i've no actual problems with how any of the PS3/XBox One and PC versions run - i'm not out to suggest 'tweaks', but i will say that they should seriously look at some of the more seriously developed mods and see what the message is.

For example, proactive support of game modding isn't bad thing - it never did Doom and Quake and countless other legendary titles any harm. I'd rather they proactively supported modding and even looked at the really high quality 'add ons' and realised the spirit of them would actually be of content value to the game, rather than endless repetitive mostly money making exercises (how many different multi-million dollar supercars do you really need?).

At least they could take a look back to what made GTA outstanding from day one way on back, consider that maybe they hit a peak of excellence with the original GTA:SA (which is still popular with modders and mod users and will run on almost anything that has an x86-64 processor these days easily) and realise that the Rage engine may be technically improved over the old Renderware based one,but at a seriously high resulting price. Think about how IV & V would have been in an enhanced evolution from Renderware engine, but retained the core efficiency of RW. Many more happy PC users and long-term GTA fans would be burning holes in credit cards at software outlets rather than have nuke a couple of plastics just upgrading hardware to make running GTA V vaguely a going concern.

Now if the better evolved Police mods became supported modes, and suchlike RPG mods, so making the immersive scope of the city more than fancy vistas and regular player and ped nuking and violence for violence sake (lets face it, the AI controlled cops are nearly as bad as the player criminal personas and twice as dystopian). In the big picture, the city represented has many aspects that could be exploited to provide alternatives to mere thuggery criminality (or fighting criminality) - and yet all we get is 'low hangin fruit' stuff. That was ok when it was a simple title (back in the I & II days), but now there should be higher goals than feeding egos with easy low hanging fruit gameplay.
08-08-2015, 12:35 PM #28
PlainOldMe-101
Bounty hunter
Since posting, i realised that there are some extremely simple changes, could be integrated/enabled immediately (as appropriate) and change the tone slightly.

This game does, like most of these FPS or FPS-based 'armed to the teeth' titles, assume that you are kinda a bit of an executioner on the quiet or at least indifferent about the fact you just took a life to avoid being pinned with a bounty for carjacking. There are times, and sometimes just due to player motivation and/or player's intended role-play of character, where you don't want to necessarily do lethal or crippling 'put them away' damage.

Example - you could just as easily (using the Tranquilizer mod for SP) have a 'tranq' official weapon mod where you can opt for a dart firing version (or selectable secondary weapon mode) so when you don't want to 'put them away' and maybe punching their lights out isn't gonna be a sound strategy (good example - the Lost missions where you steal vans and bikes) but being able to employ a carefully targeted non-lethal shot (carefully, as there are places you can shoot a tranq into which will kill a person) solves the other half of the stealth issue.

Secondly, and it's just a matter of metadata changes, take out the imbalance where cops go mental when a PC commits a crime, and yet react with keystone kop mentality vs AI peds - if the Real Life mod shows anything, there's a vast difference between the borderline schizophrenic imbalance of ped and cop reactions to weapons and actions between the RL-modded version and stock responses - for me, at least when the RL levels of overkill occur, it's kinda justified and makes the game more interesting tactically and conduct wise .

In the same vein, revert the balance where peds suddenly become Michael Schumacher/Ayrton Senna when they panic (in missions or jobs mostly) or realise they are targetted whilst normally drive with indifference and barely competent ability. Whilst we are at it, take out the rest of the main imbalances - unarmoured PV's shouldn't be stronger than the regular street vehicles (cinematics be damned), it would make you think about your approach to driving if your vehicle could be as easily trashed or incapacitated as a picked up 'street' find and the 'heroic' imbalance where players have more HP/Health than peds and that body armour in-mission armed peds use is borderline super-duper enhanced SHA in effect - if they are wearing basic armour, it should be as effective as PC basic armour etc (again, cinematics be damned).

So those two general areas alone could literally add extra depth to the game, redressing imbalances and enabling stun/tranq use outside of plot device restricted purposes, and if the Tranq mod demonstrates anything, it wouldn't be as hard to implement in the main code any more than it would take any real time to redress the metadata-based imbalances.

Remember, in the cinematic world - heroic ability and feats look 'cool', but when you have to employ tactics out of necessity due to complicating factors and extremely natural vulnerabilities - it makes you approach things in a completely difference 'head screwed on' way.

If anything, you could easily redress of the imbalance through metadata editing yourself - but it's kinda an isolated empty gesture when everyone else's version is maintain the imbalance. Hence why it's about time the imbalances were dropped or at least revised (i only touched on a few of them).

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