Random event spoilers:
Does anyone know if Packie becomes a heist member if you save him?
Holy shit the checkpointing in this game is awful at times (Near end of the game)Going to rescue Lamar and I have to run each person to the setup point if I die, each time? And there are one shot kills in this mission...
Ahahahaha just did the Madrazo mission wherethe plane goes down. First of all that was amazing, and then secondly when Trevor says change of plan and I'm thinking "he killed Madrazo and he's gonna concrete his body". He confirms he didnt, and then out pops the wife :lol
Man this game. It might be my favourite ever.
invest in a company, take out their competetion.
:lol y'all need to stop customizing car, garages are clearly fucked up. I'm holding off on putting any serious money into cars at the moment.
Excellent post and I agree 100%.This game is a massive achievement, but Rockstar has got to figure out where the series is going in terms of character durability, health systems, and combat in general. In my opinion, what they use in V simply does not fit the design of combat, nor the situations you find yourself in frequently.
Your health bar, for example, only regenerates to 50% and you need food or a health pack to get it back up to 100, neither of which are marked in any way through the HUD or map. Combine that with a super punishing physics system, at times extremely precise enemies, one hit kills from animals and explosions, and lack of damage feedback barring some superficial bullet holes.... They're still wrestling with where to draw the line between "more realistic" vs "gamey" and I don't think they found the balance. You take damage from EVERY bump, police and enemies are quick to raise arms, you can die from relatively short drops, you can die from being flung through the windshield, you can die from being hit by traffic ; these characters are obscenely fragile for the kinds of situations you find yourself in all the time in GTAV, and I have to wonder what Rockstar was thinking.
Combat, too, doesn't feel designed for this kind of health system. You're bombarded by enemies from all angles in missions after Trevor enters the picture, and along with the still awkward combat mechanics, it's impossible to ever feel comfortable in combat. You WILL be hit, you WILL struggle with cover, you might trip for no reason, you might be caught unaware and killed before you can even draw you weapon, you WILL die questioning where the shot came from, etc. etc. This is probably why they still rely on hard lock solutions to make it easier instead of properly balancing enemy numbers, sight lines, or changing the health system. Wearing armor barely matters because before you know it, a few crashes and tumbles later, you've wasted the whole thing before being shot at.
It's no surprise that RDR, which did away with this health meter, was much more manageable and freeing in its open world, while MP3 was properly balanced as a pure linear shooter and worked better with a health meter. GTAV is sitting awkwardly in the middle with a TON more going on all around the player that the game asks you to do or that can happen randomly, all of which can kill you, and it doesn't mesh. The game's not difficult, it's just punishing for no reason.
For as much as GTAV excels in world building, tons of unique animations, and tons of unique situations for even the smallest of missions, I can't help but feel like Rockstar (North, at least) is still behind the curve in playability and combat design. Some of these decisions man, IDK.
This game is a massive achievement, but Rockstar has got to figure out where the series is going in terms of character durability, health systems, and combat in general. In my opinion, what they use in V simply does not fit the design of combat, nor the situations you find yourself in frequently.
Your health bar, for example, only regenerates to 50% and you need food or a health pack to get it back up to 100, neither of which are marked in any way through the HUD or map. Combine that with a super punishing physics system, at times extremely precise enemies, one hit kills from animals and explosions, and lack of damage feedback barring some superficial bullet holes.... They're still wrestling with where to draw the line between "more realistic" vs "gamey" and I don't think they found the balance. You take damage from EVERY bump, police and enemies are quick to raise arms, you can die from relatively short drops, you can die from being flung through the windshield, you can die from being hit by traffic ; these characters are obscenely fragile for the kinds of situations you find yourself in all the time in GTAV, and I have to wonder what Rockstar was thinking.
Combat, too, doesn't feel designed for this kind of health system. You're bombarded by enemies from all angles in missions after Trevor enters the picture, and along with the still awkward combat mechanics, it's impossible to ever feel comfortable in combat. You WILL be hit, you WILL struggle with cover, you might trip for no reason, you might be caught unaware and killed before you can even draw you weapon, you WILL die questioning where the shot came from, etc. etc. This is probably why they still rely on hard lock solutions to make it easier instead of properly balancing enemy numbers, sight lines, or changing the health system. Wearing armor barely matters because before you know it, a few crashes and tumbles later, you've wasted the whole thing before being shot at.
It's no surprise that RDR, which did away with this health meter, was much more manageable and freeing in its open world, while MP3 was properly balanced as a pure linear shooter and worked better with a health meter. GTAV is sitting awkwardly in the middle with a TON more going on all around the player that the game asks you to do or that can happen randomly, all of which can kill you, and it doesn't mesh. The game's not difficult, it's just punishing for no reason.
For as much as GTAV excels in world building, tons of unique animations, and tons of unique situations for even the smallest of missions, I can't help but feel like Rockstar (North, at least) is still behind the curve in playability and combat design. Some of these decisions man, IDK.
But what does online based mean? Are you competing with other real players?
Also, what's the best way to build strength?
:lol y'all need to stop customizing car, garages are clearly fucked up. I'm holding off on putting any serious money into cars at the moment. Saw on Rockstar's support site that they've gotten a lot of reports about the problem and are looking at it. Hopefully they can fix it with a patch.
GAF, why am I unable to skip taxi rides?
I call a cab, select a destination, and then I only get the option to hurry up, stop the cab or get out. The 'press X to skip' option doesn't appear even if I tell the driver to hurry up.
Am I missing something? It's given me the option to skip before, but most of the time it doesn't. It's taking me ages to get to places and I'd prefer to just fast travel if I could.
That's it! Thank you.Try changing the camera.
Playing with fire man!But there's no fun in that!
You lost me at the still awkward combat mechanics. The actual mechanics are absolutely fantastic. Aiming and shooting is fantastic. Just turn free aim on to see that. Movement it smoother than it has ever been which in theory makes for good open shootouts. It's just like Max Payne 3 without bullet time and it works really well.This game is a massive achievement, but Rockstar has got to figure out where the series is going in terms of character durability, health systems, and combat in general. In my opinion, what they use in V simply does not fit the design of combat, nor the situations you find yourself in frequently.
Your health bar, for example, only regenerates to 50% and you need food or a health pack to get it back up to 100, neither of which are marked in any way through the HUD or map. Combine that with a super punishing physics system, at times extremely precise enemies, one hit kills from animals and explosions, and lack of damage feedback barring some superficial bullet holes.... They're still wrestling with where to draw the line between "more realistic" vs "gamey" and I don't think they found the balance. You take damage from EVERY bump, police and enemies are quick to raise arms, you can die from relatively short drops, you can die from being flung through the windshield, you can die from being hit by traffic ; these characters are ridiculously fragile for the kinds of situations you find yourself in all the time in GTAV, and I have to wonder what Rockstar was thinking.
Combat, too, doesn't feel designed for this kind of health system. You're bombarded by enemies from all angles in missions after Trevor enters the picture, and along with the still awkward combat mechanics, it's impossible to ever feel comfortable in combat. You WILL be hit, you WILL struggle with cover, you might trip for no reason, you might be caught unaware and killed before you can even draw you weapon, you WILL die questioning where the shot came from, etc. etc. This is probably why they still rely on hard lock solutions to make it easier instead of properly balancing enemy numbers, sight lines, or changing the health system. Wearing armor barely matters because before you know it, a few crashes and tumbles later, you've wasted the whole thing before being shot at.
It's no surprise that RDR, which did away with this health meter, was much more manageable and freeing in its open world, while MP3 was properly balanced as a pure linear shooter and worked better with a health meter. GTAV is sitting awkwardly in the middle with a TON more going on all around the player that the game asks you to do or that can happen randomly, all of which can kill you, and it doesn't mesh. The game's not difficult, it's just punishing for no reason.
For as much as GTAV excels in world building, tons of unique animations, and tons of unique situations for even the smallest of missions, I can't help but feel like Rockstar (North, at least) is still behind the curve in playability and combat design. Some of these decisions man, IDK.
This game is a massive achievement, but Rockstar has got to figure out where the series is going in terms of character durability, health systems, and combat in general. In my opinion, what they use in V simply does not fit the design of combat, nor the situations you find yourself in frequently.
Your health bar, for example, only regenerates to 50% and you need food or a health pack to get it back up to 100, neither of which are marked in any way through the HUD or map. Combine that with a super punishing physics system, at times extremely precise enemies, one hit kills from animals and explosions, and lack of damage feedback barring some superficial bullet holes.... They're still wrestling with where to draw the line between "more realistic" vs "gamey" and I don't think they found the balance. You take damage from EVERY bump, police and enemies are quick to raise arms, you can die from relatively short drops, you can die from being flung through the windshield, you can die from being hit by traffic ; these characters are ridiculously fragile for the kinds of situations you find yourself in all the time in GTAV, and I have to wonder what Rockstar was thinking.
Combat, too, doesn't feel designed for this kind of health system. You're bombarded by enemies from all angles in missions after Trevor enters the picture, and along with the still awkward combat mechanics, it's impossible to ever feel comfortable in combat. You WILL be hit, you WILL struggle with cover, you might trip for no reason, you might be caught unaware and killed before you can even draw you weapon, you WILL die questioning where the shot came from, etc. etc. This is probably why they still rely on hard lock solutions to make it easier instead of properly balancing enemy numbers, sight lines, or changing the health system. Wearing armor barely matters because before you know it, a few crashes and tumbles later, you've wasted the whole thing before being shot at.
It's no surprise that RDR, which did away with this health meter, was much more manageable and freeing in its open world, while MP3 was properly balanced as a pure linear shooter and worked better with a health meter. GTAV is sitting awkwardly in the middle with a TON more going on all around the player that the game asks you to do or that can happen randomly, all of which can kill you, and it doesn't mesh. The game's not difficult, it's just punishing for no reason.
For as much as GTAV excels in world building, tons of unique animations, and tons of unique situations for even the smallest of missions, I can't help but feel like Rockstar (North, at least) is still behind the curve in playability and combat design. Some of these decisions man, IDK.
So the videos on the internet actually work and are hosted by the social network? I assumed 'Too popular to display' or whatever was just them not wanting to put videos into the browser.
You lost me at the still awkward combat mechanics. The actual mechanics are absolutely fantastic. Aiming and shooting is fantastic. Just turn free aim on to see that. Movement it smoother than it has ever been which in theory makes for good open shootouts. It's just like Max Payne 3 without bullet time and it works really well.
Everything else about this post i bang on and can be attributed to one thing. The unforgiving health system. Simply tweak the health system to be more forgiving to account for how aggressive enemies are, various things in the world that can hurt you and how much damage you're generally taking. A better health system is all that's required. The actual combat mechanics are fantastic and are definitely the way going forward.
And while health isn't marked on the map, all shooting ranges have a vending machine, and the safe houses have respawning health packs.
The combat feels off to me as well. I use free aim and it feels like there is a huge deadzone or something. I can't aim very well at all and I'm decent at shooting games (tps or fps) usually. It's an improvement over their past games and doesn't really affect how much fun I have so I don't really care though.
If you're using the standard lock on aim, the game is unbelievably easy, and there are check points everywhere. I can't imagine how easy it'd be with more, and fully regenerating health.
And while health isn't marked on the map, all shooting ranges have a vending machine, and the safe houses have respawning health packs.
The actual missions have been pretty easy so far for me. Mission design seems pretty tailored to the health system actually. It's messing around where the quick deaths are annoying.
You lost me at the still awkward combat mechanics. The actual mechanics are absolutely fantastic. Aiming and shooting is fantastic. Just turn free aim on to see that. Movement it smoother than it has ever been which in theory makes for good open shootouts. It's just like Max Payne 3 without bullet time and it works really well.
Everything else about this post i bang on and can be attributed to one thing. The unforgiving health system. Simply tweak the health system to be more forgiving to account for how aggressive enemies are, various things in the world that can hurt you and how much damage you're generally taking. A better health system is all that's required. The actual combat mechanics are fantastic and are definitely the way going forward.
If you're using the standard lock on aim, the game is unbelievably easy, and there are check points everywhere. I can't imagine how easy it'd be with more, and fully regenerating health.
And while health isn't marked on the map, all shooting ranges have a vending machine, and the safe houses have respawning health packs.
So I been experimenting with stocks and so far best thing to invest in is this.
First do the hotel assassination with Franklin, Invest in Betta before the assassination, everything you got, sell it at 81%
dont do any more assassinations until the main story line is finished.
you got more cash that way.
then do the rest of the assassination missions with Franklin.
Invest in Debonaire pre mission, sell once it has reached its peak, then buy in on redwood as it should go up, for a around 250-300% profit. Save and test this first, if it aint going up, load the previous save before you invested.
Invest in iFruit before mission and sell afterwards when it has reached its peak.
Cash in on Vapid AFTER the mission, sell at 100% profit.
Invest in Gold Coast pre mission, sell after fora 80% profit.
Now you take all that money that you made and invest in the side quest, when you drive that dude to the airport and buy into Trinkle for around 30% boost.
This game is a massive achievement, but Rockstar has got to figure out where the series is going in terms of character durability, health systems, and combat in general. In my opinion, what they use in V simply does not fit the design of combat, nor the situations you find yourself in frequently.
Your health bar, for example, only regenerates to 50% and you need food or a health pack to get it back up to 100, neither of which are marked in any way through the HUD or map. Combine that with a super punishing physics system, at times extremely precise enemies, one hit kills from animals and explosions, and lack of damage feedback barring some superficial bullet holes.... They're still wrestling with where to draw the line between "more realistic" vs "gamey" and I don't think they found the balance. You take damage from EVERY bump, police and enemies are quick to raise arms, you can die from relatively short drops, you can die from being flung through the windshield, you can die from being hit by traffic ; these characters are ridiculously fragile for the kinds of situations you find yourself in all the time in GTAV, and I have to wonder what Rockstar was thinking.
Combat, too, doesn't feel designed for this kind of health system. You're bombarded by enemies from all angles in missions after Trevor enters the picture, and along with the still awkward combat mechanics, it's impossible to ever feel comfortable in combat. You WILL be hit, you WILL struggle with cover, you might trip for no reason, you might be caught unaware and killed before you can even draw you weapon, you WILL die questioning where the shot came from, etc. etc. This is probably why they still rely on hard lock solutions to make it easier instead of properly balancing enemy numbers, sight lines, or changing the health system. Wearing armor barely matters because before you know it, a few crashes and tumbles later, you've wasted the whole thing before being shot at.
It's no surprise that RDR, which did away with this health meter, was much more manageable and freeing in its open world, while MP3 was properly balanced as a pure linear shooter and worked better with a health meter. GTAV is sitting awkwardly in the middle with a TON more going on all around the player that the game asks you to do or that can happen randomly, all of which can kill you, and it doesn't mesh. The game's not difficult, it's just punishing for no reason.
For as much as GTAV excels in world building, tons of unique animations, and tons of unique situations for even the smallest of missions, I can't help but feel like Rockstar (North, at least) is still behind the curve in playability and combat design. Some of these decisions man, IDK.
Why would you ever need to do that though? Just go next time you want to get armor or a weapon upgrade, etc. Just get a health pack when you want to go to someone's safehouse.it's kinda ridiculous having to speed to an amunation because you need to heal.
I'd be the first one praise "absolutely fantastic" combat mechanics. This game is not that. From far away it seems close enough to Max Payne 3, but once Trevor's section of the game starts and you're in gunplay heavy situations with a LOT of enemies and a lot of angles to cover, GTAIV starts to rear its ugly head again. This is RDR minus some stuff, with a few MP3 improvements added, but it's NOT the evolution of what they did with MP3.
So the same tedium as IV except even worse because there's no weapons van to bring you stuff.
The actual missions have been pretty easy so far for me. Mission design seems pretty tailored to the health system actually. It's messing around where the quick deaths are annoying.
I've played the first few Trevor missions. These missions are where the combat is starting to shine for me.
Great post.
You're spot on about combat and health. Outside of Trevor, who seems to take more damage due to his special ability? I never feel comfortable in gunfights. In past GTA games, during a heated car chase you had a window in which you could exit your car and run/jack another car. In GTA V, exiting your car during a 2-star chase is insta-death in most situations.
The over sensitive cops really kill the vibe. The response time/alert modes are ridiculous. The cops will chase you to the end of the world. If I drive into a secluded area, by all rights I should be safe (R* could take a few tips from NFS:MW). But no, they chase you up hills, pop out of nowhere in the desert. If you commit a 1-star crime, it ramps up to 2-3 stars with no other criminal action (other than driving or running away).
R* created an amazing game world. But there are some annoying/glaring flaws that break the immersion.
Really? Have you played Max Payne 3 and if so what do you think of the aiming in that? Because it's basically the same without the bullet time. I have no problem with it.
You can change the reticule in the menu. No complaints now.I actually really like the shooting. Using free aim here and have no big complaints, only minor one would be the small dot, but besides that the rest is great.
I actually really like the shooting. Using free aim here and have no big complaints, only minor one would be the small dot, but besides that the rest is great.
Why would you ever need to do that though? Just go next time you want to get armor or a weapon upgrade, etc. Just get a health pack when you want to go to someone's safehouse.
You think getting out of car with basically no health, while being chased by the police, to buy a hotdog is viable? In GTA4 it takes like twenty seconds. You'd be dead pretty much instantly.What about in the midst of a freaking chase? I can't count the number of times I've had to make a long-ass drive to a safehouse with next to no health, fearing a stray bullet from the insanely-accurate police, just wishing I could pull over next to a hot dog cart or a burger shot and get some damn health.