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What's your ideal vision for Freeroam?


Archbell
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What's your ideal vision for Red Dead Online Freeroam?  

23 members have voted

  1. 1. What's your preferred model for Freeroam?

    • A savage utopia where players are encouraged to rob and kill others for personal gain, fend for themselves and be weary of those who cross their path
      1
    • A one Freeroam for all system where killing other players is possible but is discouraged by the inclusion of Passive Mode (similar to GTA Online)
      6
    • A system in which there are two types of Freeroam, a "Friendly Freeroam" where cooperative play is encouraged by the disabling of PVP and a "Normal Freeroam" where players are free to be whatever calibre of outlaw they wish to be
      19
    • None of the above, I hate all the possible Freeroams listed above
      0


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Across YouTube and this forum I can see that everyone has very different opinions on what Red Dead Online Freeroam should be, I'm talking in terms of how it should be set up and what playstyles it should cater to so save the micro transaction talk for another thread.

I'm interested to hear what you guys think Freeroam should be like and what you would've wanted Rockstar's top priority to be when developing Red Dead Online's Freeroam so feel free to post your opinions down below.

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R* need to use a lot of the different features from RDR1, the game was perfect for players who like a challenge or would rather just explore the world without constantly being killed. Personally I’d like the same modes for free roam to come back, just being new and improved. 

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I voted for the 3rd one. I don't mind if there is a friendly free room, if players like that.  But in a PVP mode, I just don't want a big logo hovering above my head making it impossible to hide from other people. That's the one change I would make to free roam. This is why I liked hardcore mode in RDR better. 

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3 hours ago, Jackthestripper said:

I voted for the 3rd one. I don't mind if there is a friendly free room, if players like that.  But in a PVP mode, I just don't want a big logo hovering above my head making it impossible to hide from other people. That's the one change I would make to free roam. This is why I liked hardcore mode in RDR better. 

I agree, I forgot about the GT/logo icons above other player's heads in Red Dead Redemption Multiplayer because I turned them off day one as I didn't like how they looked.

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21 minutes ago, Archbell said:

I agree, I forgot about the GT/logo icons above other player's heads in Red Dead Redemption Multiplayer because I turned them off day one as I didn't like how they looked.

You turned them off? I honestly didn't even know that was possible to do. It wouldn't be so bad if I could turn off the logo above my own head LOL

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1 minute ago, Jackthestripper said:

You turned them off? I honestly didn't even know that was possible to do. It wouldn't be so bad if I could turn off the logo above my own head LOL

Yeah, my guess is that Rockstar will go with the same system they used in GTA Online where you can only see GTA/logo icons when you aim at someone while in close proximity.

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I’d love for the progression to be vastly more doable in free roam activities than in GTAO

in GTAO Activities annoyed me and as I was doing solely free roam, damn the grinding is slowwwwwww.

id love the free roam to have more of an oomph in terms of impact for grinding. :)

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10 hours ago, Nega said:

I’d love for the progression to be vastly more doable in free roam activities than in GTAO

in GTAO Activities annoyed me and as I was doing solely free roam, damn the grinding is slowwwwwww.

id love the free roam to have more of an oomph in terms of impact for grinding. :)

I agree, there were a lot of ways to make money in GTA Online Freeroam but none of them payed too much and if they did they were extremely time consuming.

Rockstar did a good job with the After Hours Update though, they added random Product Crate Drops every 15 minutes which if you collect and return to your Nightclub before being killed by other players you can then sell the Product Crates for around 30K.

It's quick cash that nobody has any claim to but anybody can fight for, the only problem with this and many other Freeroam Activities being the vast array of military weapons and vehicles players can use to get an advantage, I'm hoping Rockstar bulid upon the Freeroam Activities from GTA Online like the Product Crate Drops while at the same time making PVP balancing a priority.

Imagine your riding around in Red Dead Online with your posse, you suddenly get alerted to the route of a train carrying cash, bonds or gold bullion which you can then attempt to steal and abscond with while avoiding any Lawmen or other players that may be persuing you.

The potential for Freeroam Activities like this where your not just killing for the hell of it but killing because your fighting for something valuable (cash, bonds, gold bullion etc) that you can use however you please really appeals to me.

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Ideally, I would like a lobby where you’re able to have pvp but it’s still more or less a friendly atmosphere.  Someone could start some sh*t in the pub but he likely won’t unless provoked, there’s realism to that. In GTA, if you don’t know the player headed towards you on the street, you can bet he’s coming to gun you down. You have to be on edge. I guess I want the unpredictability in a free roam but still have an agreement that we all won’t be dickheads. How you regulate that and not have it be a replica of GTA, I don’t know. 

 

On 9/16/2018 at 7:54 AM, Archbell said:

Yeah, my guess is that Rockstar will go with the same system they used in GTA Online where you can only see GTA/logo icons when you aim at someone while in close proximity.

Imagine not being able to distinguish a player from an NPC at all. Or maybe only when aimed or focused on them. Have the player removed from the mini map all together. You could walk right past them and not realize it. 

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On 9/21/2018 at 6:54 PM, CMcC said:

Ideally, I would like a lobby where you’re able to have pvp but it’s still more or less a friendly atmosphere.  Someone could start some sh*t in the pub but he likely won’t unless provoked, there’s realism to that. In GTA, if you don’t know the player headed towards you on the street, you can bet he’s coming to gun you down. You have to be on edge. I guess I want the unpredictability in a free roam but still have an agreement that we all won’t be dickheads. How you regulate that and not have it be a replica of GTA, I don’t know. 

The idea of a Freeroam where you can have PVP but it's still more or a less a friendly atmosphere sounds great but we as gamers can never have that, we can't have nice things because collectively we're a bunch of turds.

We're cattle in Rockstar's corral, if they opened the gates and said "Okay, we're opening the gates but if you leave before we count to ten the game will be broken for weeks".

Would we collectively listen? Of course we wouldn't, the game would break immediately.

They tried to make a hybrid of Friendly and Normal Freeroam in GTA Online by introducing Passive Mode but that just broke the game. It's like going to the cinema and expecting to enjoy the film when everyone watching the film with you has a pause button they can use at anytime.

 

On 9/21/2018 at 7:00 PM, CMcC said:

Imagine not being able to distinguish a player from an NPC at all. Or maybe only when aimed or focused on them. Have the player removed from the mini map all together. You could walk right past them and not realize it. 

This would be cool, I remember playing a game with my friends in Red Dead Redemption Multiplayer where we would turn our maps off, select one of the many cattle rustlers or misc criminals in Outfitter and walk around Thieves' Landing trying to kill eachother.

I don't think anything like this will be possible in Red Dead Online though as we're going to have a more in-depth character customisation system instead of character skins and from what I've seen the NPCs will probably look very different from our online characters.

Even if you couldn't differentiate between an NPC and another player by looks alone you'd still be able to spot other players pretty easily in most scenarios.

Player 1: "Damn, he ran into this town. He could be anyone of the people here, how we gonna find him?"

Player 2: "I see him, he's down the street teabagging a dead horse."

 

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I like it was in the 1st RDR, where you had PvP servers and PvE servers.  If you are into free for all, then play PvP mode.  If you prefer co-op or solo, then play the PvE mode.  You do the exact same thing on both, but you don't have the toxicity on both.  Individual loot drops, so you don't get a player doing all the work and some idiot run in just to grab the loot.

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  • 4 weeks later...

Very good points from everyone.  I think the biggest con for me in GTA Online was the theme park feeling and breaking of immersion.

I hope RDR Online focuses on seamless integrations of missions/dynamic events/story/emergent gameplay within the world (at least for PvE servers / Private servers).  Every time we are transferred to another loading screen or are grinding the same missions, it kills the immersion and feeling of being lost in a living world like single-player does.

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5 hours ago, Daimyo21 said:

theme park feeling and breaking of immersion

I'd be both surprised and disappointed in equal measure if they did anything even remotely pantomime in RDR2. Can't see it myself - this game seems far more serious. 

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GTAV was  based on the outrageous.  It was a game world focused on self indulgence, corruption, greed, parodies and over-the-top behaviour.  I believe RDO will be more about immersiveness in an era with more of a focus on detail and authenticity (to an extent).   

GTAV:O and RDO will be co-existing side by side.  I see no reason why R* would want to repeat the same exact gameplay experience of GTAV:O in RDO to be honest.  It doesn't fit in the RDR game world and I tend to believe RDO will be a more "serious" experience by comparison.  

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  • 2 weeks later...

I am hoping they have a big player counts per world so that when u come in your able to start at one of the big town's and can either go in your way and free roam or become part of the town in the sort of way where it would become your town. work in the general store for a wage or own it out right. Smae goes for the other businesses. Obviously you would have people starting there posse and going from town to town trying to cause mayhem but u would have player within town's that out there own and would protect maybe with some npc help from town folk.  Just my two cents worth.   

 

I also had a thought of a battle Royale mode for online.. pvp with the circle getting smaller like other games ,but in the final circle whatever remaining players left can not kill each other but instead have to defend the final circle against massive attack from Indians until final person that is dead wins. 

 

Never mind about above two post of mine.. I guess player count for online would be up to 35.. not really big enough for two above post. Oh well

Edited by Benjo
Triple posting.. tsk..
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On 9/25/2018 at 12:49 PM, YodaMan 3D said:

I like it was in the 1st RDR, where you had PvP servers and PvE servers.  If you are into free for all, then play PvP mode.  If you prefer co-op or solo, then play the PvE mode.  You do the exact same thing on both, but you don't have the toxicity on both.  Individual loot drops, so you don't get a player doing all the work and some idiot run in just to grab the loot.

I liked that system too but they ruined it by allowing other players to shoot your horse.

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  • 2 weeks later...

I'd like to see PvP hybridized with a wanted PvE system. Griefing can make the game more fun and immersive, it just needs to be limited. I'd make it so that if you kill another player outside of some sort of PvP event, you get an immediate dead or alive bounty on your head that can only be removed by the griefer leaving the area. And the area needs to be large enough that the griefer needs to basically book it on their horse for a solid 5 minutes or more.

This means another player could only grief you like every 10 minutes or so which wouldn't be that bad, but still add some tension when running into other players you don't know. There's a ton of other conditions you could add to tweak the system, but all that really matters is that I want there to be the tension for another player to just randomly kill you at any time, but also just a system that protects you from being killed over and over again to no end that feels immersive.

Edited by reddeaddavedemption
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