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Posts posted by Kean_1
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Just now, Savage_Reaper said:
So I'm suppose to ignore the guy on top of the train station shooting at me while I'm trying to get a stranger mission from Aldren? Come on man. You can't be serious.
I don't know what to say Reaper. You complain about trolls but then do exactly what they want you to do.
Obviously what you're doing is working for you so carry on. I'm just trying to give you advice on how to avoid them.
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22 minutes ago, Savage_Reaper said:
Has nothing to do with finding players. When they shoot at me, it is always in the back. They want to try and get an easy kill or cheap shot. I have no problem defending myself but I have seen an increase in players taking pop shots at you.
I was in Rhodes last night and this guy was on top of one of the house picking people off (still blue). I shot him and he followed my posse around on a mission. I didn't chase him, but he kept coming back like a mindless zombie. Than he called in two buddies to form a posse. There is no way I'm going to give a moron like the satisfaction of getting a kill on me just to parlay. Hell no. BUT....I shouldn't be punished is he keeps eating my bullets.
My reference to finding players was simply to show that it's not easy to know where people are until you are in close proximity. .....or they are color coded as a threat.
Personally, I wouldn't be hanging around a town where someone is sniping from a roof but his reaction doesn't surprise me especially after you chose to engage him. I'm not saying it was wrong to do so but you shouldn't be surprised at this reaction. It's always been that way with folks like that in those situations. Nothing new.
As they say, don't poke the bear.
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10 minutes ago, Renascent said:
Just a little note, but you can be tracked via eagle eye. I'm not sure for how far, but I noticed that when someone shot at me then ran. He was just far enough I couldn't see him on the map. Saw the trail and followed in the general direction and he thought he was clear so he wasn't moving.
And yeah someone saw me crash my mission wagon and didn't even try to kill me or mess with the mission. He just kept skinning the wolves he apparently just killed. I was honestly surprised, but still hurried out of there just in case he changed his mind lol.
Thanks. I heard about that.
If it's anything like tracking animals then I would assume it's just as hard to follow when they are in flight. .....especially when someone is using terrain to their advantage.
We had a posse that was wreaking havoc on players in Blackwater and then came our way when were at the final delivery point in a mission. My friend was AFK and I was hunting. ......just letting the clock run out. I then noticed these griefers heading toward us so we decided to finish the mission and head out. We didn't run far and just watched. They continued to our last known area but then stopped because they obviously had no clue where we went. It was refreshing for a change. No more wasted time running form these trolls.
Thanks for the heads up but even if one these guys ever does pick up our trail, I think it will still be easy enough to lose them using the terrain and environment around me while in a full gallop.
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27 minutes ago, HuDawg said:
Ya know.. for me. The hunting changes I actually like.
Feels more right. Full animal = full pay.
Yeah..... I farm so much meat and hides in my hunting spot that I simply stow the first 2 or 3 star, 4 legged, whole animal I kill. Same with the two sides of the horse. Usually turkeys, geese or whatever I think will get more money. I skin the rest and farm the materials.
Now, I'm not taking into consideration individual cost differences but just judging by my usual haul, time spent, etc., my profit is essentially the same.
30 minutes ago, madfretter said:Have you died while hunting? I'm curious if we still lose the pelts on the horse.
I think I lost pelts once but I recall being surprised a couple times when they were all still there when I expected them not to be. I need to pay more attention to this.
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8 minutes ago, Savage_Reaper said:
Exactly . I can't stop running into them. Then I am punished because a posse who can't shoot for crap keeps coming at me? The new system is a joke. I have tried to feud with so many posses, but none wants to accept. They rather keep shooting at my posse and feeding us kills. Next thing we know Dog the Bounty Hunter and his Merry Men show up. Weak. I have had more people shoot at me since update than every before. Granted most suck and parley after I kill them once, but it is annoying. The update Tuesday was for two reasons. 1. Cut the balls off the economy by nerfing hunting because players with tons of cash will not buy Gold Bars. 2. Punish the player base for all the people who abused the St Denis Cop Ladder BS to level up.
I can only speak from my own experience but we haven't really had any issues so far with griefers. .....but then again, we tend to avoid those colored threats on the map. I also find they are also much easier to evade once they have you in their sights as we can now use terrain and distance to disappear from their radar. I did that with the guy I had to kill the other night. I didn't repeatedly go after him. I simply rode on and within seconds, we were out of his range.
It's hard enough to find fellow players sometimes when they spawn in. We use that to our advantage when trying to get away from annoying griefers / trolls.
I'm sad to hear about the feud feature being an "option" for the aggressor. Personally, I think that should be forced. In fact, I think I'll submit feedback on that to R* as well as the self-defense/bounty concern.
In all honesty, we have found RDO to be a more friendly place in our travels after the update. It seems (again, IME) blue players are becoming more trusting of other blues that they come across.
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Yeah, I did some hunting last night and after trading in a typical haul, I got about the same amount I normally do.
I still find hunting lucrative in this game after the update. A plus is that I now get paid for all my pelts too.
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7 hours ago, Renascent said:
The base prices for cougar carcasses were lowered among other big money animals like bucks, seems to match single player prices. Herons and spoonbills only give one feather regardless of quality. Those types of things, the stuff people were making bank on. And y'all act like hunting is the only way to make money. Story mission waiting it out while hunting still works. Posse up and do stranger missions, the dailies. Hunting isn't the only thing in this game.
We went hunting last night in my favorite spot and there were plenty of birds, deer, little critters and even more exotic animals to be had. I loaded up like I normally do and rode into town. With meat, feathers, horns/antlers, pelts, whole carcasses and other bits my payout was what it normally is for that amount of time I spent in the field.
To be honest, I find hunting just as lucrative as I did before. What I really like is that I'm now being paid for pelt that I didn't used to get money for due to a bug. I wasn't losing a lot but it all adds up.
7 hours ago, Renascent said:I do think they need to rethink the fact that defending ourselves when someone is clearly bright red gives you a bounty. But I'm hopeful if we scream hard enough they'll change it, soon.
If there is a way to do it that works well, I agree.
Personally, I don't have as much of a problem with the bounty system as some do. I've had a posse member get killed by a low level player we crossed paths with (likely just scared). I shot them with my shotgun riding up behind my team mate. Instant kill and a 20 cent bounty. We simply rode on. ....I paid the bounty at a later time when filling up with ammo at the post office.
Something else I found interesting is when I was riding the train through Saint Denis, I heard shooting and then a posse jumped on board with me. They knew I was there but didn't approach. They were being chased by lawmen / posses. I don't know how many they killed (it was a lot) but they never turned dark red like continual murderers do.
I dunno..... Seems to me you have to do a lot to get a higher bounty on your head whether that's indiscriminately killing fellow players or vigorously defending yourself. So far, I don't have a problem. Also, griefers have almost been a non existent problem for us since the update so far. ......which is great in my book.
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48 minutes ago, HuDawg said:
Whats something bad?
In this game you can blow someone's head clear off and chunks go flying.
That's what I was thinking.....
He's been been playing online and Dad is worried about the story? IMO, if you have to ask then it's probably safe to say the game isn't for him.
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Hi Shelly and welcome to RDR2.org.
First, I should mention that this site is not affiliated with Rockstar or 2K in any way. This is a fan site.
If you are interested in providing feedback directly to R*, they have set up a website specifically for this purpose during the course of hte beta:
https://www.rockstargames.com/reddeadredemption2/online/feedback?step=f2e50892
Of course, we hope you continue to share your opinions, feedback and experiences here as well but that link will give you access to R* Support.
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@Voss, Since you asked, here's the list:
Quote[February 26, 2019] New Content – PS4, Xbox One
- Over 300 new items of clothing will be added for male and female characters in the Red Dead Online Beta
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A new weapon has been added to the Red Dead Online Beta:
- Rare Shotgun
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12 new emotes have been added to the Red Dead Online Beta
- Hell Yeah
- Bring it On
- Yeehaw
- Point and Laugh
- Fancy Bow
- Prospector Jig
- Gag
- Good to See Ya
- Weep
- Tough Guy Nod
- You Gonna Cry?
- Who, me?
New Content - PS4 Early Access
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A new weapon has been added to the Red Dead Online Beta
- Jawbone knife
- 177 clothing tints will be added for male and female characters in the Red Dead Online Beta
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Three new emotes have been added to the Red dead Online Beta
- I’m Hit!
- Blow Kiss
- Point
New Features / Updates – PS4, Xbox One
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Changes have been made to player blips in the Red Dead Online Beta:
- Visibility of blips over long distances has been reduced
- Players in other towns or region are no longer visible on the map
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A new system to highlight aggressive players has been added to the Red Dead Online Beta:
- Map position (and the position of Posse members) will become more visible to other players
- Player blips will become progressively darker if they are hostile
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Changes have been made to the Law in the Red Dead Online Beta
- Criminal behavior now carries bounty values and honor consequences that scale based on the severity of the crime.
- Bounty Hunters have been added to the Red Dead Online Beta
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Changes have been made to Parleys and Feuds in the Red Dead Online Beta
- Players are now able to initiate a Parley that applies to their attacker’s entire Posse after a single kill. Alternatively, players can challenge an opponent by initiating a Feud, Posse Feud or Leader Feud after one kill
- Daily Challenges have been added to the Red Dead Online Beta
- Updates to make horse cargo more persistent have been added to the Red Dead Online Beta
- Updates to make Loot more persistent have been added to the Red Dead Online Beta
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Player and Posse Assassinations now factor in a players’ aggression level when selecting targets
- Players with dark red blips are more likely to be selected as targets
- Updates have been made to the PVP matchmaking for Stranger Missions
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The following changes have been made to weapon balance in the Red Dead Online Beta:
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All Weapons
- Slightly reduced the range at which players can achieve critical damage from headshots
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Varmint Rifle
- Increased accuracy spread when distracted to bring the weapon in line with other fast-firing longarm weapons
- Reduced lock-on range
- Increased damage dealt to other players with body and limb shots
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Carcano Rifle
- Greatly increased damage dealt to other players
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Rolling Block Rifle
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Greatly increased damage dealt to other players
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Greatly increased damage dealt to other players
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All Weapons
- Weapons purchased via the Social Club catalogue website will now be delivered to the stored weapon inventory on the horse instead of replacing one of the equipped weapons
- Increased the visibility of trail effects for arrow projectiles, making it easier to see both where the projectile lands when firing and where the projectiles are being fired from
- Fire / Poison Arrows will now yield a regular Arrow when picked pack up after being fired
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Changes have been made to multiple Ability Cards and their indicators:
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All Dead Eye Cards:
- Dead Eye no longer gives perfect accuracy (except when using the card Paint It Black)
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The Short Game:
- Required distance to the enemy has been reduced, with the damage dealt increasing the closer the player gets to the enemy
- This Ability becomes active for two seconds when damaging a nearby enemy
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Peak Condition:
- Sprinting drains less Stamina at all Tiers
- Maximum damage bonus has been reduced
- Damage bonus now scales with the fill percentage of the Stamina Tank
- This Ability becomes active for two seconds when dealing damage
- This Ability becomes active when stamina is below full
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Slow and Steady:
- Dead Eye drains when damage is taken
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Eye for an Eye:
- This Ability now works while the player is in Dead Eye
- Dead Eye on each given headshot has been reduced at Tier 2 and Tier 3 to allow consistency with other Ability Cards
- Dead Eye is only granted if the headshot kills an enemy
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The Unblinking Eye
- This Ability becomes active while in Eagle Eye
- This Ability becomes active while in Dead Eye
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Winning Streak
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This Ability becomes active for two seconds when damaging an enemy
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This Ability becomes active for two seconds when damaging an enemy
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All Dead Eye Cards:
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Changes have been made to the following Free Roam Events:
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Free Roam Event – Cold Dead Hands:
- Players can now only hold the bag for 1 minute consecutively before it is forcibly respawned
- Players will now receive 1.5x the normal points for carrying the bag during the final minute of the event
- Two bags are now spawned during the event
- Locations have been updated
- Maximum player count has been reduced to 16 players
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Free Roam Event – Dispatch Rider:
- When a player mounts the objective horse, they are now invulnerable and cannot be targeted for a short time, their Health, Stamina and Deadeye Tanks are refilled, and their Cores are overpowered for 60 seconds
- The objective horse now does not spook, run out of stamina, or become incapacitated
- Maximum player count has been reduced to 16 players
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Free Roam Event – King of the Castle:
- The maximum player count has been reduced to 16 players
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Free Roam Event – Cold Dead Hands:
General / Miscellaneous – PS4, Xbox One
- Fixed issues that resulted in game crashes, freezes and general stability issues
- Fixed issues that resulted in the game crashing after running for long periods of time
- Fixed issues that resulted in players getting stuck in extended or infinite loading screens
- Fixed an issue that resulted in missing dialogue when interacting with some members of the world population
- Fixed an issue that resulted in incorrect dialogue responses when interacting with some drunk members of the world population
- Fixed an issue that resulted in missing audio for some horse reactions and behaviors
- Fixed issues that resulted in missing audio reactions to player clothing combinations
- Fixed issues that resulted in missing or incorrect weapon or explosion audio effects
- Fixed issues that resulted in missing or incorrect audio from some in-game menus
- Fixed issues that resulted in incorrect audio effects when interacting with objects and structures in the world
- Fixed issues that resulted in missing or incorrect dialogue subtitles
- Fixed an issue that resulted in incorrect bounty prices for some witnessed crimes
- Fixed an issue that resulted in Lawmen repeatedly mounting and dismounting their horse when pursuing a player
- Fixed an issue that resulted in bounty hunters being unable to arrest a player who has surrendered
- Fixed an issue that resulted in Lawmen not reacting to players hijacking a wagon in clear view
- Fixed an issue that resulted in players gaining an immediate wanted status after killing a witness while there were no other witnesses nearby to observe the second crime
- Fixed an issue that resulted in Lawmen getting stuck trying to navigate to a player who is in water
- Fixed issues with spawn positions of Lawmen in some areas of the world
- Fixed an issue that resulted in some line-of-sight checks to be skipped by investigating Lawmen
- Fixed an issue that resulted in the theft of some horses to not register as a crime
- Fixed an issue where combinations of ‘Tap to Hold Delay’ and ‘Control Scheme’ options in the Settings menu would result in a delay before the player starts running
- Fixed issues that resulted in menus and other user interface elements overlapping
- Fixed an issue that resulted in temporary blank or missing sections of the Pause Menu
- Fixed an issue that resulted in truncated or overlapping text in some menus
- Fixed issues related to the appearance and behavior of shop menus - such as the Stable, Gunsmith and Wardrobe
- Fixed an issue that allowed some player controls to be accepted while in the Satchel menu
- Fixed the visibility of map blips by increasing their size when hovered over on the Map and adding the option to adjust the size of both map and radar blips through the Settings menu
- Fixed an issue that resulted in missing or incorrect information when hovering over some map blips
- Fixed issues with the Social Club menus and news feeds
- Fixed issues with missing characters, prompts and truncated text for some text in East Asian languages
- Fixed issues with spelling and grammar for game menus, map locations, help text and error messages
- Fixed an issue that resulted in some weather effects such as rain and snow to appear as flat sheets or columns above the player
- Fixed an issue that resulted in incorrect textures and lighting effects on some combinations of player clothing
- Fixed an issue that resulted in some clothing items rendering incorrectly when viewed in the mirror
- Fixed an issue with the display of player shadows while using weapons in first person mode
- Fixed an issue that resulted in some shadows cast on dynamic cloth to display in low quality
- Fixed an issue with water reflections and lighting when swimming in first person mode
- Fixed an issue with the appearance of sparks on train tracks when turning and braking a locomotive
- Fixed issues with full-screen effects and particle effects that resulted in them displaying incorrectly at resolutions higher than 1080p
- Fixed an issue that resulted in turret weapon muzzle flash effects rendering incorrectly when using the turret in first person mode
- Fixed an issue with sniper scopes and other user interface elements which resulted in graphics displaying incorrectly
- Fixed an issue that resulted in items that could not be looted to be highlighted incorrectly when using Eagle Eye
- Fixed an issue with the description for Bread Bait that showed an incorrect world location for finding Perch and Redfin Pickerel fish species
- Fixed issues with spelling and grammar for item descriptions and compendium entries
- Fixed an issue that prevented certain breeds of horses from being hitched outside the Valentine Saloon
- Fixed an issue that resulted in the player’s horse dying instantly after certain collision impacts, such as cliffs or trains
- Fixed an issue that resulted in incorrect animations when a player’s horse landed on a slope after vaulting an obstacle
- Fixed an animation issue with swapping and storing certain weapons on your horse
- Fixed issues with incorrect positioning when taking cover against certain types of vehicles
- Fixed issues where the selected weapon ammo type would be reset after dismounting a horse
- Fixed an issue that had a chance to cause persistent camera shaking after aiming and firing with scoped weapons
- Fixed an issue that resulted in weapons not automatically cocking while shooting from cover in first person mode
- Fixed an issue that resulted in the Double-Barreled Shotgun not being able to reload after exiting cover in some circumstances
- Fixed a camera issue that occurred when aiming with scoped weapons from cover while in first person mode
- Fixed animation issues when firing and reloading certain weapons in cover
- Fixed an issue with animations that could occur while running/crouching with the Bow in first person mode
- Fixed an issue that resulted in the player experiencing a temporary loss of control while maintaining weapons in first person mode
- Fixed an issue that resulted in camera problems when attempting to maintain a weapon while standing on a moving vehicle
- Fixed an issue that resulted in a slow fade-in delay of the reticle when aiming with an attached scope
- Fixed an issue that resulted in a blurry effect when switching between different engraving styles at the Gunsmith
- Fixed issues with the camera while firing the Hotchkiss Cannon in first person mode
- Fixed issues related to animal animation, movement and behavior
- Fixed an issue that resulted in some incorrect waypoint routes when navigating long distances on the map
- Fixed an issue that resulted in the player getting stuck under river rapids and unable to surface in certain locations
- Fixed an issue that resulted in incorrect animations playing for members of the world population
- Fixed an animation issue that resulted in enemies appearing upright after being knocked down and trying to recover
- Fixed an issue that prevented hogtied enemies from being dismembered when run over by a train
- Fixed an issue that resulted in some shopkeepers becoming hostile to the player when unprovoked
- Fixed an issue that resulted in the player slowing down when trying to sprint across some rope bridges in the world
- Fixed issues in the world that resulted in players becoming stuck between objects / buildings when climbing
- Fixed an issue that resulted in incorrect gore/dismemberment visuals to appear on some members of the world population once killed
- Fixed an issue that resulted in floating hats to occur on some members of the world population
- Fixed an issue in the Mission ‘Polite Society, Valentine Style’ that resulted in erratic animal behavior when trying to lead the horse back to its owner
- Fixed an issue in the Mission ‘Who is Not Without Sin’ where the Mission would unexpectedly fail despite the witness being successfully threatened
- Fixed an issue that resulted in an incorrect response from the law after completing the Mission ‘Paying A Social Call’
- Fixed an issue that resulted in players who retried the Mission ‘The King’s Son’ from a checkpoint being unable to open a required door
- Fixed an issue that resulted in the player’s longarm weapons being offset on their back after completion of the Mission ‘A Quick Favor for an Old Friend’
- Fixed an issue with the weapon holding animations of some guards during the Mission ‘Advertising, the New American Art’
- Fixed an issue with some cutscene animations during the Mission ‘That’s Murfree Country’ when the player is wearing certain clothing combinations
- Fixed an issue that resulted in the starting locations of some Horseman challenges to be incorrectly detected, preventing challenge completion
- Fixed an issue during the Poker minigame where winning animations may not play in some circumstances for games with multiple pots
- Fixed an issue where an NPC would not react to the player robbing their Camp in clear view
- Fixed an issue where the Journal would not appear in the cutscene after achieving 100% completion
- Fixed an issue that resulted in the player requesting a ride would accidentally hijack the driver of a vehicle
- Fixed an issue where players were unable to lock-on and interact with certain characters in specific situations
- Fixed an issue that resulted in some Compendium entries not unlocking if collectable weapons were collected immediately after failing certain Epilogue Missions
- Fixed an issue that would result in being unable to skin Legendary Animals after destroying the animal’s limbs
- Fixed an issue that resulted in the player’s knife clipping through their outfit while using non-standard gun holsters
- Fixed animation issues with cutscenes that occur during Co-op Missions
- Fixed issues with the help text in Red Dead Online Beta Co-Op Missions
- Fixed an issue that resulted in some Stranger Missions not launching correctly
- Fixed an issue that resulted in players getting stuck after delivering the vehicle in the Gun for Hire Mission ‘Repossession’
- Fixed an issue that resulted in the Mission not ending as expected in the Gun for Hire Mission ‘Horse Theft’
- Fixed issues with map blips in the Gun for Hire Mission ‘On the Hunt’
- Fixed an issue that resulted in players not being brought into Missions who should have been
- Fixed an issue that resulted in Posse Versus to incorrectly end immediately after starting
- Fixed issues with spawn positions in the Free Roam Event ‘King of the Castle’
- Fixed an issue that resulted in players being placed in Free Roam rather than their Mission after launching a Gun for Hire Mission
- Fixed an issue that resulted in the player not being placed in the vehicle at the start of Gun for Hire ‘Caravan Escort’
- Fixed an issue that resulted in a stolen horse from a Coach Holdup disappearing while the Mission was still in progress
- Fixed animation issues with cutscenes that occur during Stranger Missions
- Fixed an issue that resulted in some building doors to be locked during Hideout events, preventing event completion
- Fixed an issue that resulted in Hideout Events not launching correctly
- Fixed an issue that resulted in players getting stuck on the results screen at the completion of a Showdown Mode
- Fixed an issue that resulted in players receiving no points for the first kill in the Showdown Mode ‘Name Your Weapon’
- Fixed an issue that resulted in players getting stuck on a black screen after completion of the Showdown Mode ‘Name Your Weapon’
- Fixed an issue with sudden death in the Showdown Mode ‘Name Your Weapon’
- Fixed an issue that resulted in players getting stuck after finishing the Showdown Mode ‘Most Wanted’
- Fixed an issue that resulted in players incorrectly receiving the spectator alert screen when attempting to join the Showdown Mode ‘Gun Rush’
- Fixed an issue that resulted in player character portraits not displaying on Showdown Mode leaderboards
- Fixed an issue that resulted in players spawning and being unable to participate after accepting an invite to a Showdown Mode that was already in progress
- Several optimizations to matchmaking and network performance
- Fixed issues that resulted in player positions, animations and interactions being out of sync between different players in a session
- Fixed an issue that resulted in players getting stuck when trying to join a Mission in progress
- Fixed issues that resulted in problems with matchmaking, displayed network error messages, or being disconnected from the server
- Fixed an issue that prevented a player from joining a session after accepting an invite from another player
- Fixed issues that resulted in in-game invites not being received by other players in some circumstances or resulting in error messages when sent
- Fixed an issue with profile switching that resulted in a player being unable to join the Red Dead Online Beta until the game was restarted
- Fixed an issue that resulted in players incorrectly receiving the alert “Unable to download Mission data at this time. Please try again later. [Error: 0x99470000]”
- Fixed an issue that resulted in Job matchmaking with posse members continuing after attempting to leave the Red Dead Online Beta via the Pause menu
- Fixed an issue that resulted in players losing functionality after using the Replay Mission option
- Fixed an issue that resulted in the ‘Posse Infighting’ and ‘Team Posse Infighting’ options being incorrectly greyed out
- Fixed issues that resulted in players being unable to send or receive Posse invites
- Fixed issues with Ability Card descriptions
- Fixed an issue that resulted in the Online main menu incorrectly showing a Persistent Posse as joinable when other Posse members were not currently online
- Fixed an issue that resulted in animated transitions between matchmaking and lobby menus not appearing for some online Co-op Missions
- Fixed an issue that resulted in the list of friends on the Player menu not being correctly sorted by online status
- Fixed an issue that resulted in flickering button prompts on the Abilities menu while switching between cards
- Fixed issues where incorrect text would appear on some network error messages
- Fixed an issue that resulted in some players not receiving inventory notifications after skinning an animal
- Fixed an issue with an incorrect character limit being displayed while selecting a name in the Character Creator menu
- Fixed an issue that resulted in old character information to display on the Player menu after deleting and creating a new character
- Fixed an issue that resulted in player rant to be displayed incorrectly on the Progress menu
- Fixed an issue that resulted in voice chat options in the Settings menu to not save correctly
- Fixed an issue that resulted in the ‘Hunting Profits’ statistic to not update correctly on the Player menu
- Fixed an issue that resulted in a flashing button prompt when attempting to lasso and hogtie another player in a Free Roam session
- Fixed issues that resulted in incorrect prompt text when interacting with Mission givers and Shopkeepers
- Fixed an issue that resulted in floating player names displaying in incorrect positions
- Fixed an issue that resulted in some Lawmen losing their radar blips while still in combat
- Fixed an issue that resulted in a crime going unreported after looting a dead lawman in view of other Lawmen
- Fixed an issue that resulted in Lawmen and other world population reacting incorrectly to explosions caused by thrown Dynamite
- Fixed an issue that resulted in crimes not being reported for looting the Saddlebags of hitched horses in towns
- Fixed an issue that resulted in players not gaining a Wanted status after reviving fellow Posse members who are involved in combat with Lawmen
- Fixed an issue that resulted in melee crimes against the world population not being detected properly
- Fixed an issue that resulted in some items not appearing on the item wheel after purchasing from the Handheld Catalogue or Social Club Catalogue website
- Fixed issues that resulted in clipping and intersection problems with different combinations of player clothing
- Fixed an issue with the shop transaction system that could have caused errors, queued duplicate transactions or prevented repeated purchases of an item
- Fixed an issue that resulted in some unlocked Award belt buckles not appearing in the Wardrobe menu
- Fixed issues that resulted in incorrect colors to be shown between the Wardrobe menu and clothing models
- Fixed an issue that resulted in the player’s stored hat not appearing on the horse inventory wheel after returning to Free Roam after a Mission
- Fixed an issue that resulted in the player not being able to put away certain held items such as treasure maps and the Handheld Catalogue
- Fixed an issue that resulted in the Special Swamp Lure not being available to purchase in the Handheld Catalogue
- Fixed an issue that resulted in players’ horse Cores to immediately drop after making it flee then recalling it
- Fixed an issue that resulted in floating tugboats appearing and persisting in the world between Free Roam sessions
- Fixed animation issues related to entering, exiting, hijacking and sitting on vehicles as well as interaction with mounts
- Fixed camera issues while using vehicles in first person mode
- Fixed an animation issue that could occur when viewing other players hanging off the exterior of a vehicle
- Fixed animation and behavior issues when aiming and firing weapons from the passenger seats of some vehicles
- Fixed an issue that resulted in vehicles not being able to be driven after swapping reins between two players
- Fixed an issue that resulted in players getting stuck when attempting to enter the trolley in Saint Denis
- Fixed issues that resulted in stowed pelts disappearing or dropping from the player’s horse when interacting with other nearby players
- Fixed an issue that resulted in player saddles disappearing after transitioning from a Job to Free Roam
- Fixed an issue that resulted in other players appearing to face the wrong direction while aiming and shooting a weapon from Horseback
- Fixed an issue that resulted in weapon degradation to be reset after cleaning a weapon during a Showdown Mode
- Fixed an issue that resulted in some repeater and rifle weapons not registering headshots correctly while firing near the weapon’s maximum range and using an attached scope
- Fixed an issue that resulted in the reticle size not updating if the player died while holding a drawn Bow
- Fixed an issue that resulted in weapon pickups not glowing correctly while playing Showdown modes under certain circumstances
- Fixed an issue that prevented inventory help text from appearing when attempting to collect certain weapon pickups when the player inventory was at maximum capacity
- Fixed an issue with incorrect inventory notifications when attempting to collect multiples of the same pickup type in quick succession
- Fixed an issue resulted in some weapons being able to be fired as fully automatic under certain conditions
- Fixed an issue that resulted in missing or invisible weapons during the introductory cutscenes of the Red Dead Online Beta
- Fixed an issue that resulted in the player’s weapon briefly disappearing from their hands when leaving the Maintain menu
- Fixed an issue that resulted in duplicate Throwing Knife pickups to appear in the world after being thrown by another player in the session
- Fixed an issue that resulted in players being unable to throw some projectile weapons in team-based Missions
- Fixed an issue that resulted in some thrown melee weapons disappearing from the player’s inventory after transitioning from a Job back to a Free Roam session
- Fixed an issue that resulted in incorrect animations playing when female players lit and threw the Fire Bottle
- Fixed issues where the world population would not flee or react correctly to the actions of players
- Fixed an issue with incorrect animations when multiple players take cover against the same object
- Fixed an issue that would result in the player’s stamina bar draining incorrectly while swimming
- Fixed issues and made improvements to the behavior of emotes and the functionality of the emote selection wheel
- Fixed an issue that resulted in the upgraded Saddlebag not increasing players’ carry capacity
- Fixed an issue that resulted in players getting stuck in a lobby after voting to kick a player
- Fixed an issue that resulted in players being incorrectly charged when using Fast Travel after joining a ‘Hunt the Posse’ activity
- Fixed an issue that resulted in the stats for 'Total Cash Earned' and 'Total Cash Spent' to appear incorrectly
- Fixed issues that resulted in changes to players’ hair and facial features to either change to a different style or be removed
- Fixed an issue that resulted in the player’s knife not displaying while cooking and crafting items in Free Roam
- Fixed issues with Showdown Series sign-posts appearing in Free Roam
- Fixed an issue that resulted in players losing all map blips after Fast Travelling
- Fixed an issue that resulted in players receiving an unresponsive button prompt after breaking down a bird in their satchel
- Fixed an issue that resulted in players getting stuck on a black screen after accepting an invite
- Fixed an issue that resulted in players having no map blips after quitting and being asked to spectate a Mission
- Fixed an issue that resulted in players being unable to rename their Posse
- Fixed an issue that resulted in players having no functionality after accepting a PSN Voice Chat Party invite
- Fixed an issue that resulted in spectating players getting stuck on the winning players screen
- Fixed an issue that resulted in trains to appear driving off the tracks
- Fixed issues with idle kicking on Xbox One
- Fixed an issue with the bank doors in Valentine
- Fixed an issue that resulted in players being unable to purchase items with gold
- Fixed an issue that resulted in players incorrectly losing pelts
- Fixed an issue that resulted in players being unable to craft Special Snake Oil
- Fixed an issue that resulted in female characters having male voices when vomiting
- Fixed an issue that resulted in players being unable to choose a gender for their horse
- Fixed an issue that resulted in Camp flag map blips flashing repeatedly
- Fixed an issue that resulted in the Parley help text flashing repeatedly
- Fixed an issue that resulted in a delay in displaying the map when loading in after quitting store menus
- Fixed an issue that resulted in players’ outfits being reset
- Fixed an issue that resulted in players’ weapon loadouts being incorrect
- Fixed an issue that resulted in the game being stuck in slow motion after transitioning from a Job to a Free Roam session
- Fixed an issue that resulted in erratic camera positioning when a player quit a Job or disconnected from a session while being locked onto by another player
- Fixed an issue that resulted in players falling through the world when hogtied and dropped at certain locations
- Fixed an issue that resulted in other players in a session to flicker or appear invisible
- Fixed an issue with incorrect combat behavior of enemies in multiplayer sessions
- Fixed an issue that prevented voice chat notifications from appearing while a player is crafting or cooking
- Fixed an issue that resulted in incorrect animations when attempting to purchase items from shop shelves without the required funds
- Fixed an issue that resulted in a player being unable to skin or pluck an animal under certain circumstances
- Fixed an issue that resulted in delayed hit reaction animations when shooting at players over long distances
- Fixed issues that resulted in players receiving inappropriate or duplicate play style awards on the leaderboard at the end of a Job
- Fixed an issue that resulted in team voice chat not working correctly when joining a Mission in progress
- Fixed an issue that resulted in the player becoming stuck in first person mode and unable to look around after transitioning from a Mission to Free Roam
- Fixed an issue that resulted in the ‘Buckle Up’ achievement showing incorrect progress towards completion
- Fixed an issue that resulted in players not receiving the option to equip the buckle after completing the 'Trade: Earn 100 Gold Nuggets' Award
- Fixed an issue resulted in some weapons not counting towards melee-based Awards in the ‘Sharpshooter’ category
- Fixed an issue that resulted in players not being able to break free from a grapple if it occurred while the player was resting
- Fixed an issue that resulted in a muted players voice chat to become unmuted after transitioning between several sessions
- Fixed an issue with female movement animations while the Gunslinger walk style is selected
- Fixed issues with incorrect skinning and looting animations for multiplayer characters
- Fixed an issue with misaligned animations when grappling and tackling other players
- Fixed an issue that resulted in weight not being represented correctly on the models of some female players
- General improvements to stability and performance
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21 minutes ago, Dissention said:
Take two stock is at 52 week low and article out today says they still make 5x as much on GTA as compared to RDR2 online. I do expect them to try to extract more time and or money in the near future. It's the nature of the monetized gaming business today.
I chuckled when I read that article comparing RDO to GTAO. Kinda like I do with a lot of the doom & gloom folks who say the game will fail.
Seems obvious to me given how RDO is still in beta and not even at the level of where it should be that it's not as successful as GTAO. Only time will tell but I know where I would place my money if I had to.
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13 minutes ago, BropolloCreed79 said:
I did not know that. That number seems very low and should be raised significantly for when the game exits Beta, imo.
Oh gawd no. Explosive ammo is already way overpowered. IMO, that would only make balancing issues worse in the game. As it is, not everyone wants to use it because of the associated costs and limited amount.
I actually wished they did away with explosive ammo entirely and tweaked the lethality of the other types as needed. ......but at least this way the relatively few folks who have it aren't running around with hundreds of rounds of this stuff. .....IMO.
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2 minutes ago, BropolloCreed79 said:
It'd be one thing if they were permanent items, but it's literally a grab bag of consumables that are single-use items each. As someone without the level requisite to purchase/craft explosive shells, a handful of ammo doesn't do much to benefit me. I could use them in a PvE or PvP element, and then switch over to regular once that pittance of ammo is used up.
Now a full compliment of explosive ammo.... that'd be a different story entirely.
The free Gold Bars that were distributed earlier in the beta process were much, MUCH more beneficial, as they could be used for more things earlier on, including cosmetics that are persistent and stay with your character. I use gold specifically for clothing and that's it.
Gold Bars would have been a fine thing to test via delivery system, but instead of "throwing away profit" by giving it away to test the system, they opted for items that I consider to be largely inconsequential in the grand scheme of the game's current iteration and economy.
If I'm not mistaken, that was a full compliment of explosive ammo. You're not allowed to equip more than 10 rounds at a time from what I understand. It's also quite expensive from what I hear.
I'm not bothered by the whole GB system or the items that are locked behind them. Its all essentially cosmetic or can also be bought with in-game cash. I was amazed some were taken back by the cost of emotes but then again, that kind if stuff doesn't interest me. I doubt I'll ever buy GBs in this game. ...never bought Shark Cards in GTA either.
There will be more events for bonus XP, cash rewards, etc. I would even guess they will have payouts for signing on during a particular time frame like GTA does.
Personally, I'm not bothered that they didn't give more away for free with the update. I'm ok with what they've provided so far.
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34 minutes ago, Vaderspupil said:
I am upset about the changes to the latest changes to the economy. I felt it required just the right amount of grinding before to make money for higher end expenditures such as weapons, pamphlets and ability card upgrades. Now one rabbit won't even cover the daily cost of camp and stable upkeep. I'll learn to adjust. I haven't had the chance to compare prices of all animals yet, but I do know that so far fish appear to be untouched, so I'll be doing a lot more of that.
Not sure how I feel about the balances as well either. I'll probably know more after tonight.
Seem meat was still fetching a good price as well as other bits. One other piece of good news is that I was actually paid for all the pelts in my inventory which never happened before. .......not telling how many hundreds of dollars I lost there over time.
Sounds like carcases pay less but perhaps whole ones will do better now which makes sense to me.
I have some rich hunting ground I use to collect game of all types which is where I'll probably be tonight.
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2 hours ago, BropolloCreed79 said:
I don't think you can consider receiving "garbage" as "gifts".
Clearly they're just testing out a delivery mechanism for having players gift Gold and/or Items to one-another.
Well, I wouldn't call the explosive shotgun slugs garbage. I also use the other items too so while they weren't impressive, I gladly accepted them.
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1 hour ago, Vaderspupil said:
Yeah, I don't think it's that big of a deal. I use slow & steady in combination with eye for an eye so lost deadeye is recovered in part by getting headshots. I mainly use it when clearing enemy hideouts, so the only real difference for me is before I wouldn't care about damage against me. I would stand out in the open and absorb bullets like a sponge. It would be fine as long as I got my share of headshots and kills in. Now, to preserve a little more deadeye, I might want to think about taking cover.
Me neither. I fully expected that things such as this would be tweaked along the way for balance but then again, R* has after all repeatedly said that RDO would be a work in progress even before launch. That includes weapons, the economy, etc. I felt several of these things needed it as well.
Personally, I never liked the idea of the whole ability card thing but it is what it is. I also felt they made players already at an advantage even more so.
I've paid money to upgrade such things and feel no loss. The way I figure it, everyone else is in the same boat too. These changes may have altered the balance between abilities but I'll simply adjust if I need to.
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11 minutes ago, MADCIBERKITER said:
Hi to you all,
what on Earth just happened to us? The abilities cards are broken. Slow and Steady is now the worthless piece of a 1000 bucks that you can own in your deck! I am raging! All that time to try to make money and finally be able to bring the card to tier 3 and BANG rockstar killed it! I seriously consider giving up!
Here are the details of what has been changed in regard to the Ability Cards. In your case, the only they say has been changed with that ability was that Dead Eye drains when damage is taken:
QuoteChanges have been made to multiple Ability Cards and their indicators:
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All Dead Eye Cards:
- Dead Eye no longer gives perfect accuracy (except when using the card Paint It Black)
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The Short Game:
- Required distance to the enemy has been reduced, with the damage dealt increasing the closer the player gets to the enemy
- This Ability becomes active for two seconds when damaging a nearby enemy
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Peak Condition:
- Sprinting drains less Stamina at all Tiers
- Maximum damage bonus has been reduced
- Damage bonus now scales with the fill percentage of the Stamina Tank
- This Ability becomes active for two seconds when dealing damage
- This Ability becomes active when stamina is below full
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Slow and Steady:
- Dead Eye drains when damage is taken
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Eye for an Eye:
- This Ability now works while the player is in Dead Eye
- Dead Eye on each given headshot has been reduced at Tier 2 and Tier 3 to allow consistency with other Ability Cards
- Dead Eye is only granted if the headshot kills an enemy
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The Unblinking Eye
- This Ability becomes active while in Eagle Eye
- This Ability becomes active while in Dead Eye
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Winning Streak
- This Ability becomes active for two seconds when damaging an enemy
This sort of balancing should be expected in a beta to be honest. Some of the weapons also have been tweaked (for the better IMO).
If you are truly upset by the changes then I would encourage you to submit your feedback to R* through their feedback page:
https://www.rockstargames.com/reddeadredemption2/online/feedback?step=f2e50892
Just a little advice..... I would suggest you include details as to what exactly you find wrong with the ability now as simply saying it sucks won;t do any good.
....and btw, welcome to the forums.
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All Dead Eye Cards:
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Yeah, what Vader said. I found those items in my lockbox in camp and realized that was what they meant.
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2 hours ago, Ringdangdooaloo said:
My biggest issue with this update is that it basically rolled out a giant SAFE SPACE in place of Free Roam. If you dare to play without your PSN friends this patch effectively has the entire RDR2 online community ghost you. Free Roam is not supposed to be about pure grinding, but that's all that's left if you cannot find the people in your session. There is no possible way to see where people are going crazy in a town and join in or stay away. There is no way to see where posses are doing missions and maybe join up. There is no way to find people hunting or fishing that might like some company. I get it: griefers exist and sometimes you want to be alone, that is no reason to turn Free Roam gameplay into a gigantic ghost town where everyone wanders around grinding like drones instead of enjoying the game with other human beings. People are alone enough in this world without being forced to be alone in Free Roam. lol ..........🤠
I honestly can't think of many folks who prefer to have randoms roll up on them while they are fishing or why you would want to, but I digress. Before the update I would have taken that as a potentially aggressive action and likely shoot you if you did. Personally, if I want to play with others, I play with friends and not randoms.
The nice thing about the anonymity of the proximity blips is that if folks want to be out in the wilderness or off the beaten path without being bothered, they can. .....vs. having a big target painted on their back for griefers to home in on. I can't tell you how many times I have had to leave an area or defend myself because a griefer targets me in an area that is away from everyone else. Now, they have no clue I'm there and that's how I like it.
Free Roam is not a ghost town. In fact, I found that towns were still populated with plenty of players. You just have to know where to look. Even on popular roads we came across fellow, friendly blue blips. You also have the option to join open posses in the Free Roam menu or before you start the session. There are ample opportunities to meet / join other people if you wish.
If you're looking for people causing a ruckus ("going crazy" as you say) in a town (if that's your thing), it's even easier as they will show up on your map at greater distances.
I have to say that before the update I treated everyone as a threat. After the update actually feel a little more trusting when I come across blue blips and I had a feeling they did too by the way they were acting. I also enjoyed the tension of not knowing where people were on the map especially when doing missions, hauling goods into a town, etc.
IMO, I never liked the whole idea of having a radar or knowledge of where other players are from great distances in this game. I did get used to it though and used it to my advantage but now that I've had a few hours with the new system, I like the idea of the short proximity.
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1 hour ago, BropolloCreed79 said:
If I had to guess, it's because the server is quicker to update one app than it is multiple connected systems (ps4's in your case) and reflect said changes. I.E. it can't update the server until all the players (all 20-32 of them in free roam) are able to be notified of the player status change at the same time. Since there's only one map to update on the app (as opposed to the 20+ in-game) it makes sense that the app would update first.
Yeah, thanks for the explanation. It makes sense.
The App served as an early warning of sorts but essentially reflected what I was seeing on the radar and map in the game. I'm just glad they sorted it out quickly or whatever the circumstances were.
It was only one session but I'm actually digging the multi-colored, proximity blips now. Those who have done enough killing or bad stuff to turn red will appear from the other side of the map. I will say that it does get a little distracting on the radar though since they appear on the edge and you never know how far away they are until you look at the big map or the App.
Those who are purple / pinkish also show up sooner but when you observe their behavior, it's easy enough to get a good feel of whether or not they will be hostile. The nice thing now is that I used to have to rely entirely on observation while now I have an indication that they may have already been hostile toward other players. .....and yeah, I take into account that they may have defended themselves but at least I can keep my guard up especially with those who turn dark red.
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1 hour ago, HuDawg said:
Well the red players may not even have been griefers.. Could have just been a player who defended themselves against a hostile player(s).
My blips red now.. And I've never shot anyone 1st ever.
But now.. thanks to R*.. Im a bad bad man..lol
No, they were
griefers"bad guys". It's easy enough to tell once they appeared on the map and you observed them for a bit. They were a group of 3 with two high level players buzzing around Blackwater. No one else as turning color in their vicinity.We were doing a mission delivering to a location at McFarland Ranch and they made a bee line for us. .....we were hunting and trying to run out the clock. As soon as we saw them getting close, we finished the mission and rode off. They continued toward where we were but then stopped and turned around. We disappeared from their sight and they had no clue where we were at that point. I loved it.
.....btw, one of their names included a phase about "trolling" people so yeah, that was a no-brainer I would say.
We eventually made it into Blackwater when they left the area and found the town crawling with blue dots except one who seems to be engaging NPCs. We went to the stores, did our business and left without incident. Ran into one hostil on a road. Killed my partner so I shotgunned him (dead). ......got a 20 cent bounty for it which I paid at a post office (seems it reduced to 10 cents by then. He never came back after us and we continued our session without incident.
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2 hours ago, Steven Kreg said:
dont get the emote then?
their has to be some things that are "glory items" that not everyone can have. what you want everyone to have access to everything. pass.
Yeah, that sort of stuff I don't care if they lock behind Gold Bars. Even clothing items and other misc. cosmetic items. There are still plenty of other products that can be purchased for money as well.
MTXs are the backbone of the GaaS model and what keep these types of games going. As long as it's not a P2W system and I can still buy plenty of other items with in-game currency I can earn, I don't care if they make some items exclusive to those who purchase Gold Bars. Hell, if someone wanted to (even given the grind), they could earn those too. ....or wait for promotional events, etc.
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4 hours ago, Fish47375 said:
All the D Pad does for me is the usual stuff. Satchel,Whistle and Catalouge,
It's in the Free Roam menu. You press the left D-pad once to bring it up. If you hold it down, then you get the catalogue which you don't want.
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UPDATE:
Well, I had a chance to play about 2 1/2 hours of RDO tonight and I observed two things.....
1) The radar blips now seem to be working like the in-game map. As Whale mentioned however, offenders can appear white in the App while they appear red on the in-game map. .....but the App isn't showing a bunch of pink player blips on the map like I initially noticed early this morning.
2) The App seems to show offenders sooner than the in-game radar or map. I don't know why this is but "bad guys" were showing up on my App about 30 seconds or so sooner than they did in the game. It's funny because you would think it would be the opposite.
Anyhow, it seems everything is sorted in regard to this concern now. My friend and I actually had a fun and relatively peaceful session. There was a particular group who remained red about the entire time we were on but they were extremely easy to avoid. .....and best of all, they had no clue where we were so it was easy enough to slip past if we wanted to.

So they added a KILL tax and Debt Collectors
in Red Dead Online
Posted
That's correct. More specifically: