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Post by vikoon on May 13, 2014 8:35:10 GMT -5
This has got to be one of the most lame additions to the game. I wonder how many man hours went into this piece of shit system. The terrible thing about it is even if you kill pedestrians or drive a random vehicle into the water, your mental state rises. I thought this was going to be based off of how often players kill other players in Free Roam and then it would have made some sense to me and still been useful. The way it is currently is just dumb. Vato was Psycho in like 15 mins of gameplay.
I am wondering what other people expected or think of this new "feature".
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finnhale
If you ever want some event to be recorded on a video, send me a message :)
Posts: 283
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Post by finnhale on May 13, 2014 8:44:20 GMT -5
Really? Pedestrians and random cars count? WHY, WHY, WHY!!! I thought this was going to be useful, so we could tell trolls from good guys. Why the hell did they think adding cars and civilians was a good idea? Fucking stupid is what they are! Haven't they ever played the game themselves?
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Post by Mick Dynamite on May 13, 2014 9:03:02 GMT -5
What you guys said. NPC kills should have nothing to do with it. It's a completely useless system if everyone in the game is red after a while.
I also don't understand why they had to choose a color that's already in use. Unless they've changed the way bounties look, I can see lots of bounty hunters going after a red dot only to kill the most aggressive douchebag in the lobby for no money. That's gonna get old really fast.
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vipr9
Underboss
Posts: 2,106
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Post by vipr9 on May 13, 2014 9:15:47 GMT -5
Who cares? If it did work right people would kill you anyway. It's irrelevant except for the bounty thing. Be honest how long would it take for some fool to sneak up on you in "nice" mode just to kill you?
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Vandal
XBL: Vandal42
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Post by Vandal on May 13, 2014 9:17:14 GMT -5
You gain RP by killing players with high mental state though.
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Post by Mick Dynamite on May 13, 2014 9:20:34 GMT -5
You gain RP by killing players with high mental state though. Which is nice, but not particularly useful for anyone over 120.
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vipr9
Underboss
Posts: 2,106
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Post by vipr9 on May 13, 2014 9:25:52 GMT -5
How much RP? Probably 50-100 which is not particularly useful for anyone.
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Post by Mick Dynamite on May 13, 2014 9:33:59 GMT -5
Who cares? If it did work right people would kill you anyway. It's irrelevant except for the bounty thing. Be honest how long would it take for some fool to sneak up on you in "nice" mode just to kill you? That's how it's always been, though. When a white dot approaches you there's no way to know if they're friendly or not until they shoot at you. If this system were actually implemented well it might not protect the first few guys that get griefed but it could warn other players and players who have just joined to be wary of the griefer. IMO that would require a system way more complex than just counting PVP kills, though. The issue with it now is, even if you removed NPC killing, fighting back against griefers also increases your mental state as well. It tells you who's fighting the most but it gives absolutely no information other than that. If they had some kind of statistic that tracked unprovoked kills, then you might have something useful.
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Post by kennie22 on May 13, 2014 10:22:59 GMT -5
Who cares? If it did work right people would kill you anyway. It's irrelevant except for the bounty thing. Be honest how long would it take for some fool to sneak up on you in "nice" mode just to kill you? That's how it's always been, though. When a white dot approaches you there's no way to know if they're friendly or not until they shoot at you. If this system were actually implemented well it might not protect the first few guys that get griefed but it could warn other players and players who have just joined to be wary of the griefer. IMO that would require a system way more complex than just counting PVP kills, though. The issue with it now is, even if you removed NPC killing, fighting back against griefers also increases your mental state as well. It tells you who's fighting the most but it gives absolutely no information other than that. If they had some kind of statistic that tracked unprovoked kills, then you might have something useful. Fighting against full on psychos don't raise your mental state.
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Post by vikoon on May 13, 2014 10:25:59 GMT -5
Who cares? If it did work right people would kill you anyway. It's irrelevant except for the bounty thing. Be honest how long would it take for some fool to sneak up on you in "nice" mode just to kill you? I care because it's already a broke fucking system. Instead of the game being white dots they are all going to be red. It's obnoxious and annoying to also have a warning pop up every time I run over a pedestrian or ruin a car. Do we really need a game telling us we are going insane by playing it the exact same way as we always have? I hope the obvious answer to this question is no...
What a lame ass, bullshit thing to implement in the way they have. Waste of time and resources and without logical thinking. Let's use red to determine people's mental states, it's not as if that color is being used for anything else on the mini map. Durrrrrrrrrrrrrrrrrrrrrrrr...............
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Post by Mick Dynamite on May 13, 2014 10:30:17 GMT -5
That's how it's always been, though. When a white dot approaches you there's no way to know if they're friendly or not until they shoot at you. If this system were actually implemented well it might not protect the first few guys that get griefed but it could warn other players and players who have just joined to be wary of the griefer. IMO that would require a system way more complex than just counting PVP kills, though. The issue with it now is, even if you removed NPC killing, fighting back against griefers also increases your mental state as well. It tells you who's fighting the most but it gives absolutely no information other than that. If they had some kind of statistic that tracked unprovoked kills, then you might have something useful. Fighting against full on psychos don't raise your mental state. Ahh, didn't know that. That's a good idea, at least. It still seems like an issue if they aren't fully psycho yet, though. Some guy attacks you first so you kill him back and both of your mental states gradually deteriorate.
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finnhale
If you ever want some event to be recorded on a video, send me a message :)
Posts: 283
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Post by finnhale on May 13, 2014 10:41:57 GMT -5
Oh yeah, the bounties. I didn't even think about that.
Apparently Rockstar didn't either.
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Post by Mick Dynamite on May 13, 2014 10:53:49 GMT -5
Oh yeah, the bounties. I didn't even think about that. Apparently Rockstar didn't either. Someone on reddit mentioned that the bounties are now red skulls, but I can't get on right now to confirm. Even so, who wants that much fucking red all over the map?
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Post by Drummerzone on May 13, 2014 11:09:37 GMT -5
I thought it was going to be based off of player kills, but if crashing your car or running over pedestrians count towards your turning psycho, then everyone will be red at some point which is dumb. It is near impossible to not hit SOMETHING when driving around. Hopefully your mental stat restarts every time you log into GTA Online. It did say though that hitting pedestrians or crashing cars turns you red slower than killing players, but still it is pretty ridiculous. I too thought telling bounties would be hard now, since there would be a bunch of red circles, though I think those with bounties have a cross-hair over their dot if I am not mistaken?
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Post by SkolVikings94 on May 13, 2014 11:56:09 GMT -5
Oh yeah, the bounties. I didn't even think about that. Apparently Rockstar didn't either. Someone on reddit mentioned that the bounties are now red skulls, but I can't get on right now to confirm. Even so, who wants that much fucking red all over the map? Bounties were/are (not sure yet) a different shade of red. And red "all over" the map? Come on. Not a big deal. I like this system, a way to gain RP is always welcome by me. It just simply doesn't bother me.
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