futurefields
Diamond Member
- Jun 2, 2012
- 6,470
- 32
- 91
is Rockstar still giving everybody who plays online in October $500,000? im thinking of starting online mode tommorow.
is Rockstar still giving everybody who plays online in October $500,000? im thinking of starting online mode tommorow.
The problem is they have to associate a value with the things you strive for in the game (cars, houses, money) and without said punishments to discourage other players from destroy that value, you just get a bunch of people running around blowing things up that are valuable to you. Kind of like if WoW let other players kill you and take your hard earned loot and mounts. Nobody would want to raid 40 hours a week so they can go afk for 10 minutes and come back to some ass hat taking all their stuff. That was a large complaint in Ultima Online (but, it worked so well a lot of the older players loved that there was actual risk involved). They alternative is they punish the "bad sports" or they make everything have little to no value.
Gamers today are mostly cry baby carebears or trolls (which usually end up as cry baby carebears when someone the same back to them).
Personally, I haven't even played the online because it just doesn't sound like fun. Which doesn't really matter to Rockstar, because I bought their game already.
Because that removes part of the struggle of obtaining the stuff. If just doing a few missions have you the best of the best and you never lost anything, there would be very little point of having the "struggle" to obtain them at all. You might as well just start with the best so everyone is equal.OK, but why assign the values they have? I understand the point of doing jobs and random tasks to earn money. I understand spending the money on better things; better guns, better cars, better apartments with bigger garages, etc. But why include penalty costs for playing the game? If I saved up enough money to buy a Ferrari and I blow it up while playing the game, why charge me a fee to restore it? I've already bought the thing, let me have it forever now.
The story line was awesome, but it felt really short.
I've been resisting GTA Online, but I got on last night. I hated it at first. One of the other players from that first drug fetch mission killed me after it was over :\ After respawning I found an empty cop car in the middle of the road with the lights still going. Kind of cool. I drove it around for a minute until someone killed me again.
I turned it off for awhile.
When I came back I was ready for the post-apocalyptic style anarchy. Run. Drive. Always be moving. Now I'm enjoying it. It would be nice if they had some sort of faction system so that there were some relatively safe zones. Maybe gangs? I always liked the gang aspect in GTA2.
OK, but why assign the values they have? I understand the point of doing jobs and random tasks to earn money. I understand spending the money on better things; better guns, better cars, better apartments with bigger garages, etc. But why include penalty costs for playing the game? If I saved up enough money to buy a Ferrari and I blow it up while playing the game, why charge me a fee to restore it? I've already bought the thing, let me have it forever now. It's not like this would be a new feature for Rockstar; you could buy horse deeds in RDR and spawn the horses literally whenever you wanted. There wasn't a cost associated with it each time; you buy it once, its yours forever, no questions asked. Why can't the same be true of cars in GTA?
Or dying. Why does dying carry a monetary penalty? I can understand killing someone giving you a reward, since that's how videogames work, but why does dying punish you? Counter-strike has an ingame economy where you need to spend money to buy weapons; can you imagine if it took money away from you every time you died? As soon as one person had better equipment, they'd never lose because no one else is able to save up to buy something better to defeat them. If I join a game now and I'm playing against people who have miniguns, I'll just get slaughtered over and over and never have a dime to my name; how is that fun for me? How does that game design make any sense at all?
It's like the developers became so obsessed with realism they forgot that real life often isn't fun. No one wants to pay for car insurance, or deductibles for repair, or hospital bills. Why include them in a video game where you're going to be trashing your car and dying alot? It's an asinine decision.
For GTA Online the goal is to get people to buy in-game money with real money. What other way to force people into that than nickle and dime you in game.
Yeah as soon as the first next update comes out, you will get 250k then at the end of the month another 250k.
At what point will I get it? I signed up for Xbox Live Gold yesterday and created my character and completed the tutorial. Do I need to go somewhere to find it/activate it?
http://www.rockstargames.com/newswire/article/51603/new-gta-online-title-update.htmlFixes numerous issues that were causing vehicle loss and/or loss of vehicle mods
Fixes an issue where the incorrect car is replaced when choosing to replace a car in a full garage
Fixes an exploit allowing players to sell the same vehicle multiple times
Fixes an issue that caused personal vehicles to be duplicated
Fixes an issue where some players were unable to pay utility bills on an owned apartment or house
Fixes an issue where players were not getting Crew invites in-game
Fixes an issue where the starting point for the tutorial race was not appearing
Fixes issues with joining Jobs from within a player-owned garage
Fixes issues with players getting stuck while using playlists
Fixes additional issues causing black screens, long load times, and players getting stuck in the sky cam
Adds details in the UI to clarify that characters created while Rockstar cloud is unavailable are temporary (non-saved)
Adds changes to the character creator to make better-looking default characters with the “random” option
Players now only lose a maximum of 500 GTA$ upon death in Freemode
I haven't gone online in about a week, mainly working on story mode and am about 26% finished. Trevor is hilarious. The only crappy thing was that I took him into Los Santos very early on in his segment and took the Bugatti and put a bunch of money into it and parked it out in Sandy Shores in his garage. I come back after saving the game and it wasn't there anymore...
The only time I upgraded a car the entire game was when the mission forced me to.
I'm really enjoying the online now that I actually started playing it. Took me 2 hours to get to level 11 and make 50k cash.
OK, but why assign the values they have? I understand the point of doing jobs and random tasks to earn money. I understand spending the money on better things; better guns, better cars, better apartments with bigger garages, etc. But why include penalty costs for playing the game? If I saved up enough money to buy a Ferrari and I blow it up while playing the game, why charge me a fee to restore it? I've already bought the thing, let me have it forever now. It's not like this would be a new feature for Rockstar; you could buy horse deeds in RDR and spawn the horses literally whenever you wanted. There wasn't a cost associated with it each time; you buy it once, its yours forever, no questions asked. Why can't the same be true of cars in GTA?
Or dying. Why does dying carry a monetary penalty? I can understand killing someone giving you a reward, since that's how videogames work, but why does dying punish you? Counter-strike has an ingame economy where you need to spend money to buy weapons; can you imagine if it took money away from you every time you died? As soon as one person had better equipment, they'd never lose because no one else is able to save up to buy something better to defeat them. If I join a game now and I'm playing against people who have miniguns, I'll just get slaughtered over and over and never have a dime to my name; how is that fun for me? How does that game design make any sense at all?
It's like the developers became so obsessed with realism they forgot that real life often isn't fun. No one wants to pay for car insurance, or deductibles for repair, or hospital bills. Why include them in a video game where you're going to be trashing your car and dying alot? It's an asinine decision.
Stimulas payments have arrived.
Question - why no running in apartments and garages? takes forever to get anywhere