

Voss
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Everything posted by Voss
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Decaying playing base maybe a blessing in disguise
Voss replied to HuDawg's topic in Red Dead Online
This game is just about dead! Anyone who comments that they game is ok because they see 22 players in a session doesn't understand math. In theory that could mean there are only 22 players in total (I realize that's not the case, but you get the point). I just think they are completely under staffed from a developer perspective. It makes sense they keep adding PVP updates because those updates are isolated code branches that do NOT have an impact on the free roam world so they think its an easy win as an update delivery. They whole team should be fired! -
I'm just not getting a execute menu option. Just beat or dismiss. If I dismiss I still have the knife, but back into hand to hand combat. It's like I'm not getting an advantage for attacking first.
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I get that its a cool visual effect but is it actually doing more damage? A varmit rifle can kill with a single headshot (granted the animation is quite as graphic as with a slug to the head)
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Do some weapons do more damage based on "proximity" ? Does a shotgun do more damage than the stats reflect vs the Lancaster based on the distance to the target?
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So I get the double barrel and/or sawed off draw, but what about the pump and repeating?
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I can't seem to just attack with a knife. It always seems to want to grapple with first. Is there a way to run up and just starting slashing?
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Am I missing something, but just looking at the stats for the weapons why would you ever use a shotgun over the Lancaster?
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What about having a "single voice to R*" on features/changes the players on this Forum can form a consensus on? Could use the polling feature and maybe one of the moderators could use that data to develop a "direct communication" with a R* resource to voice our support and ideas. Rather being all negative (I'm guilty )hopefully create some good will and help R* come out with incremental updates to keep the players engaged.
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Exactly. People get bored and end up finding something to do. It's a wild west game not a hunting and fishing game. I want to shoot people as well, but want to do it under some game play structure. Give the players a reason to interact in more true game play style and they could take advantage of this world/engine they have created.
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I haven't seen a new story mission in a long time. I was thinking of something that was more part of the daily game. I guess if you're saying that R* could easily implement this because they already have something similar it seems like a no brainer and would add more player involvement.
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Is that for Story missions only or the in game missions as well?
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I'm sure not what that means "make yourself available for story missions". Maybe I have missed that.
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Would it be fun or useful for there to be a hired gun feature? Instead of be invited to a random posse maybe could just be hired for Mission X. I'm not a big fan of just teaming up with people I don't know, but wouldn't mind taking on a job on a one and done basis.
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They could fix the griefing by actually giving the players something to do. I hate to say it, but I don't really hold it against the griefiers any more. It's not for me, but I understand it and can of enjoy taking some punks out since that's really the only game play that currently exists.
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Yeah It's somewhat common. I had to get out and move one to get them going again to get by them during a mission. R* needs to call Elon Musk to get some AI driving tips
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I think the person who killed you should be able to still kill whomever they want if they want to try to prevent you from doing something. They are locked for 60 seconds. That's enough time to get the body and take off. Again it would be a choice....not one that you have to choose But would be a really easy interaction to include in the game to add some actual game play. Similar to the ridiculous player/posse assassination missions. All they need to do is make it worthwhile for the player being targeted to have more to gain if they choose to fight. First one killed gets the XP. If you are the target you can find a good place to setup and wait. One kill and that's it. The have the engine to build an incredible game and get the feeling either they have a lot of things hardcoded that is preventing them to implement new features that should be pretty straight forward or they are not playing the game themselves.
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The bounty enhancement I was proposing would allow the person who was "griefed" to kill the griefer then deliver the corpse to a PO within X minutes for a reward (nothing crazy so its not abused). But this would be optional. You kill the griefer and you they are locked for 60 seconds. You can choose to pick up the body and play or just run away. At least it would add some game play to griefing when it does happen. I would not think this would encourage griefing since they have nothing to gain...only will get locked out for 60 seconds.
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BropolloCreed79great feedback. Follow up: 1. If they can't increase the numbers of players on a session then in my opinion the game is doomed as a multi player experience. There is only so many times you can deliver the same wagon/boat/horse to the same places with a 99% success rate. That's not a game. That's work Most of the time we don't even see another player just a few bandits that pretty much just lay down. 2. It's been almost 4 months of "Beta" and they have not added any new missions to my knowledge. This is leads me to think the engine has been hard coded to a point where they are not able to add new mission content easily. 3. The bounty system I proposed would should not encourage griefing at all it should minimize it. If someone griefs you they are put on pause for "60 seconds" (or whatever) and you have the option to pick there body up (only the players has this option). Its up to you if you choose to play it that way. Then it becomes opened up t the world. 4. I would hope most advanced players are not just out griefing. It's tough to get XP my spending your time doing that. I was skilling some ducks and someone blew up to steal the ducks. That's part of the game and not griefing. Overall the world is not really providing a game experience any longer. It has potential, but its trying to cater to everyone and it's ended up with a world that I don't think is fun for anyone. It's disappointing because they have created a beautiful engine with a lot of potential and maybe it would help a lot if they would release a road map so I would get excited about something and maybe stay involved.
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Sad to say our posse has quit playing. But here are some really simple ideas that if implemented would encourage player movement and make the world feel more alive. 1. "Double" the number of players on a session. 2. Make some tweaks to some of the missions so they have alternate pickup and destination locations and make the route longer. 3. More raiders/bandits during missions to make it more challenging. It's like the game doesn't change if you are a level 10 or a level 100. 4. Player/Posse assassination missions should be more player vs player so the target doesn't just run. Encourage the target with double XP if they can kill the assassin. Whoever kills first. This should be a no brainer and take what is normally a wasted 5 minutes into an engaging experience. 5. Bounty system change: Player kills you for "no reason" you can pick up their body and take it to a post office for a bounty. Have 3 minutes to get it there and the player killed doesn't spawn back for 60 seconds. Any other player can try to get the body and take it for the reward with no penalty. There would have to be other details ironed out, but nothing ground breaking. 6. Missions that allow you to risk something. Say you want to risk/put up $5 per wagon to take escort them "across" the map. Each wagon that makes it earns you $5. You loose $5 for each wagon that does not make it. 7. Bring crafting back. ex: long range arrows take 1 eagle feathers, this could be whatever but would make grinding hunting more fun and would be the infancy of a commerce system. 8. Rare animals (don't over populate this (could even have an ability card that would help), but something for the folks that like to hunt/grind). Maybe their is a crafting element to this as well as rare animals can make/improve x item. 9. Incremental/small upgrades to weapons and accessories. This should have a high cost per item, but once you reach level 90ish there is no reason for money or XP. All of these should fit into the engine they already have built and would actually turn the open world into just that. More of a world with real people interacting with real people. They have done very little if anything to encourage player movement. Some of these would be just meta data changes for the most part and not that much actual coding.
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Trying to figure out if R* is catering to what they know the audience to be or if they just can't figure out how to make the game fun. What silo do you fall into? 1. Free Roamer: Play missions and intercept other missions (don't mind the occasional griefer) and grind when I need to stay alive (money and food) 2. Just want to explore and grind (kind of wish I had a private instance at times) 3. PVP and Free Roam events are my jam 4. Split my time pretty much doing some of all of the above. 5. GRIEFER! I fall into #1 and I play with a small posse. ***Short answers preferred to keep post relevant
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Maybe I'm missing something, but is this is what is new? 1. Logic on how the dots appear on the map and radar 2. A petty attempt at a bounty system that is nothing more than keeping track of kills with some cash penalty. No way that is more than a couple of days worth of development tops. The fact they couldn't even get the new repeated released tells us they are not putting resources behind the game any longer. It would be great to be a fly on the wall in the RS meetings for this...it's gotta be like one intern from RS on the phone with two dudes in Bulgaria discussing what color to make the blips on the radar.
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I'm going to recommend something like this to RS to help what I can already see becoming a problem if the implement some of the new proposed changes floating out there regarding griefing/bounty system. I can see players antagonizing players into shooting first. Was thinking the following would work. Player A rides up on Player B and hangs around within X feet of Player B for X seconds. Player B can kill Player A with no consequences if they shoot Player A while they are still within some radius. Player A shoots at Player B, but misses (they have this data because you see the bullet fly by). Player B can shoot Player A with no consequences. Player A is marked with something like Attempted Murder and turns red. No different than if Player A had just hit, but not killed Player B with initial shot. Other scenarios that should be included or does this sound crazy to even suggest?
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I think the only thing that was updated this week was a code roll back to from when at least some missions worked. Things went from no "Wagon" missions working to wagons finally appearing back in the world and more missions working. But I believe they had to roll back to and older version of the code because some of the older minor bugs came back. I'm guessing they were hoping to move forward, but couldn't get things working. Now only a handful of missions are even available to me. My assumption is they underestimated the effort to port the core code to a workable online version and are struggling with memory issues or something. This online game is pretty much un-playable currently unless you want to deliver a few bags. This just adds to the griefing because players are just bored. I realize it's being labeled a beta, but RS really dropped the ball here and not sure why they are not being more honest and open about the issues.
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I can't figure if the game is just broken for some users or all players are seeing the same issues. I have not gotten a mission (other than delivery) to work since Friday. We have noticed if there are no wagons moving around the missions do not work. Seems like a rendering/memory issue maybe. Is everyone seeing this same behavior. If you are getting working missions (Caravan, Supply wagon Bushwack) would like to know. thanks.
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Have you looted or found a pamphlet?
Voss replied to Major Dammidge's question in Questions & Answers
I have found 2 pamphlets in treasure chests. Both were the same. Special Horse Stimulate. Not sure if level had anything to do with it, but were found after level 90.