How To Unlock GTA Online's Secret Casino Mission

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List of Known Bugs In The Cayo Perico Heist DLC + GTA Online:

To avoid multiple, repetitive post on all the bugs in GTA online, especially since the latest DLC release, this post will contain all the common bugs and will be updated as more are discovered and workarounds are found.
Please leave any other bugs you've encountered in the comments below and they may be added to the above list, but please note that this is not meant to be a discussion thread, it's meant to list common bugs so players who encounter them know they are not the only ones experiencing them.
Any comments/replies beyond simply listing a bug will be removed, and the user may be temporarily banned from the sub.
Before leaving a comment, please review the above list, and the comments below to see if what you're about to post has already been listed or commented on.
If you see a comment with the same bug you've experienced, please upvote it so we can see how many others are also experiencing that issue.
Posts about any of these bugs will be removed.
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Bugs related to the Cayo Perico Heist DLC:

  1. Not being able to join friends / error message displaying prompt declaring a certain player hasn’t finished the GTA Online tutorial.
  2. Not being able to deliver various pieces of heist equipment to the Kosatka during missions.
  3. During the Plasma Cutters mission, taking a picture of the heist prep board in the safe house won’t register and you can’t send it too Pavel to progress the mission.
  4. During the RO-86 Alkonost Plane delivery mission and the Velum delivery mission, the delivery checkpoint will be stationed at the casino, either the garage, front door, or music locker enterances will be highlighted.
  5. During the Longfin boat delivery mission the delivery checkpoint will not register the Longfin once it has reached it destination.
  6. When poisoning the water tower on Cayo Perico, players have reported either themselves or other players dying randomly.
  7. When hacking into El Rubio’s compound, players have reported being stuck on a static as the game loads the cameras in the compound.
  8. When quitting GTA Online after doing a Cayo Perico Heist mission prep, the game won’t save your last prep, requiring you to do it again.
  9. The Cayo Perico primary target value will sometimes not display correctly and there as issue the incorrect amount of money for stealing the primary target on hard mode.
  10. In the Cayo Perico heist finale, selecting the drainage point as your entrance into the compound won’t register correctly on your map, with the highlighted icon being the main entrance rather than the back.
  11. All of the Pariah’s spoilers won’t display visually for any player.
  12. When using the track pad to open the interaction menu on the PS5, the game soft locks you out of using your interaction menu again.
  13. When escaping the compound, sometimes the boats at both the main dock and north dock won’t spawn.
  14. Killing the juggernuat may cause the alarms to go off in the compound, even if done stealthy.
  15. Both the Tom Conners missions and the English Dave missions sometimes bug up and don't allow you to deliver an objective to the yellow circle.
  16. When entering the compound, plyers are reporting disconnects, either the host of the heist leaves the game or another team member will leave randomly.
  17. When leaving the compound, the game will not give you a way to escape, leaving you softlocked in the compound.
  18. In the heist finale screen, platers report not being able to buy a heist support crew.
  19. When completing the Cayo Peico heist, players report that they discount from the game as soon as the heist is finished, leaving them without their payment.
  20. Some players report that the payouts are incorrect when being divided out to players, as an example, a 30/70 payout will change to a 15/85 payout when the heist ends.
  21. Some players report losing their payout as soon a they reset the game.
  22. Prep missions for the Cayo Perico heist will not start randomly.
  23. During the Alkonost setup mission the laptop needed to progress the prep mission will not spawn.
  24. During the Alkonost setup mission the plane will start smoking instantly when leaving the hanger, causing the plane to prematurely blow up before the mission ends.
  25. When scoping out Cayo Perico for the second time, (steal the plane from the drug dealers,) the yellow dot mission marker will not display, not allowing the player to fly to Cayo Perico.
  26. During the scope-out mission for Cayo Perico, players report the supply truck not spawning in.
  27. When collecting the Chakra Stones for English Dave, collecting all he stones will not prompt the next mission objective.
  28. When trying to obtain the safe codes from the head of security the casino penthouse, players report the main target not spawning, effectivly softlocking the player in the penthouse.
  29. "Invisible guards" patrol the compound after you rob it, resulting in your player character getting caught.
  30. Guards will sometimes not show up on the radar when on the Cayo Perico heist finale.
  31. Players report different weapon loadouts, entry points, and exit points on the final heist rather than what they choose on the finale screen.
  32. Players report that when entering the drainage pipe and surfacing into the compound, the game breaks stealth and puts you into combat.
  33. The Madrazo files will sometimes get replaced with an entirely different target all together on a first run of the Cayo Perico heist.
  34. Delivering anything to the Music Locker will sometimes not work.

Bugs related to the Casino Heist DLC and GTA Online Broadly:

  1. Cannot deliver heist prep equipment: The vehicle will enter the yellow circle and nothing will happen.
  2. Cannot deliver product from businesses: The drop/delivery won't register, or you enter the delivery circle and it won't register.
  3. Cannot deliver Business Battle goods: Will not register when entering the yellow circle.
  4. Falling through the map.
  5. Getting stuck in the man trap or spawning under the map during the Casino Heist, or being disconnected.
  6. Oppressor MKI, or any car floating in the air.
  7. Flying over the water and respawning on the beach.
  8. Changing lobbies but being put back into the same one.
  9. Not receiving Elite bonuses after completing the Casino Heist.
  10. Starting a Casino Heist and having no objective point on the map, causing players to have to leave the lobby.
  11. Having to setup the Arcade again after previously doing the setup mission.
  12. Vehicles/aircraft not spawning after being requested either from the mechanic, Ms. Baker, or through the interaction menu.
  13. Nightclub technicians will stop producing certain products.
  14. Certain vehicles losing their resistance to rockets/explosives. MOC, Avenger, etc...
  15. Infinite loading screens
  16. White screening during the Casino Heist end screens.
  17. Heist cuts not being properly distributed after completing Heists.
  18. Casino Heist being stuck once you leave the arcade: Can't move, etc...
  19. Rewards in Arena Wars, or other jobs, not being properly calculated for the person in first place.
  20. Trade prices not unlocking after completing the Casino Heist.
  21. When searching for a casino heist through quick job in your cellphone, there's a chance it bugs out and upon joining the room, you're unable to see the finale board where you'd normally see the percentages and ready status.
  22. On silent and sneaky, there's a chance the guards that are supposed to be moving around and patrolling stand completely still. This is both helpful and annoying in different parts of the heist and if you haven't got duggan shipments completed, you're pretty much fucked or forced to get creative.
  23. On Big Con, sometimes the exit disguises don't spawn even though the run was done completely undetected (I've experienced this with gruppe sechs entry).
  24. When collecting daily vault, sometimes it might happen that you get stuck in the animation without being able to stop.
  25. The stockade sometimes spawns in the wrong arcade.
  26. Getting stuck in an endless dancing loop during the Casino Heist setup for the level 2 keycards.
  27. Incorrect getaway vehicles will spawn for the Casino Heist.
  28. In Sumo(Remix) the wrong team will be awarded the win.
  29. Mechanic will sometimes not spawn and the player will not be able to modify their vehicles.
  30. MC business raids not sending message to players.
  31. Dying during the explosives prep mission for the Casino heist can lead to a long, or infinite respawn.
  32. During the Prison Break Heist Rashkovsky will not move, be invisible, or die after parachuting from the plane at the end of the Heist.
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Please report bugs directly to Rockstar You can also link this post to them as well.
If you have lost money due to a bug, please open a support ticket.
-7DeadlyFetishes
submitted by 7DeadlyFetishes to gtaonline [link] [comments]

Patch Notes for Cayo Perico Heist Update 1.52

[December 15, 2020] – New Content in Grand Theft Auto Online

GTA Online Fixes

Game Stability and Performance

Matchmaking & Networking

Content

Awards and Daily Objectives

Properties

Vehicles

Clothing

Miscellaneous

Story Mode

submitted by PapaXan to gtaonline [link] [comments]

Cayo Perico Heist Guide (Edited)

Cayo Perico Heist Guide (Edited)
PRESS START<
Hey everyone since the update in GTA this newest heist has been the most profitable and easiest way to make money. So I wanted to create a guide to help others master this heist, and to help those who are struggling with it.
Note: This guide is for new players, first timers, and anyone who is struggling to complete this heist. Please use this as reference to deepen your understanding of the heist. If you have a better strat, more power to you. This however is my strat, criticism is welcome.
So to begin, you will have to buy the Kosatka (submarine), which is located on warstock for 2.2mil. It also has upgrades you can buy but the most noteworthy upgrade is definitely the Sparrow upgrade (1.8mil) this upgrade will make traveling back and forth much easier since your sub is located in the sea.
Noteworthy things about sub:
  • If you hover above your sub with a sparrow you can instantly enter it.
  • You can get free snacks at the cafeteria
  • You can fast travel; if you never completed the heist its 10k, after completion its 2k
  • Your toreador vehicle can enter through the bottom
  • You can call dingy if you can not afford the sparrow
After you get the sub you’ll be introduced to characters and will have to go to LSIA, where you will travel to Cayo Perico, after you arrive everything henceforth is pretty straightforward. After you escape the party you will have to enter the main island through the checkpoint ( Google Boom Gate), PLEASE DO NOT SWIM AROUND THE ISLAND. You will waste so much time doing so, just run through the gated door next to the checkpoint and avoid entering enemy cones, watch for vehicles and watchtower cones. The biggest things to scope out are the infiltration points and exfil points; the airport strip is already marked, the biggest point to scope out after you hack the cameras is the drainage tunnel. This will require swimming, the drainage tunnel is located on the coast of El Rubio’s compound you can dive and find it, Pavel will give you a vocal cue when you find it. When you are looking through cameras after hacking make sure to cycle through every camera, turning to find secondary points, stop until you get back to the Panther Cage. Don’t bother scoping anything else like bolt cutter’s or grappling hooks, because you will not need them. I added a map of Cayo Perico to show where everything is, please note that there are many ways to do this heist this is just my way of doing so. After you found the drainage tunnel and finished your objective, get caught and make your way to the airport strip to leave. Also note there are different Primary targets the first time will always be the files the second will vary, look in the tips for scoping out to see the rankings.

Credit to Sportskeeda
Tips for Scoping out
  • On your second time doing the heist you will start at the air strip. There are 2 dirt bikes located at the strip one by the entrance to the strip and one by the solar panels next to the power station. You can take the bikes and drive up and over the checkpoint to get to the communications tower faster. At the checkpoint to the left there's a little stone wall in front of the guards tower. You can drive the bike up the ledge and get over it, for a quicker way you can also drive the bike up the ledge a little bit in front of the wall to also get over.
  • If you solo, scope out any important secondary point. There's a secondary point in the airstrip hangar, at the entrance of the hangar look right to see the box you can climb, use this to get to the second floor to get the secondary point. (To clarify check the targets spawns and only mark coke and weed; do not mark weed at the strip and north dock only coke, mark weed at the main dock)
  • When you are heading to the communications tower to hack, pay attention to the guard, if there is a guard, the box is located up the tower, if there is no guard it's on ground level.
  • You can kill yourself or get caught to go back to the airstrip.
  • You can also poison the guards water supply to weaken them but unless you're going aggressive don’t bother.
  • There are boats out in water you can steal but I would only do this to scope out the drainage tunnel the first time.
  • You only need to scope infiltration points and exfils points once, secondary targets and tools must be scoped out every time.
  • Secondary targets and tools are RNG based so if you're looking for tool and it’s not there it’s because of RNG
  • Secondary Targets Rank: Gold>Cocaine>Paintings>Weed>Cash
  • These also will fill your bag different
  • Gold=66% Cocaine=50% Paintings=50% Weed=37.5% Cash=25%
  • The price for secondary targets are RNG based but Gold, cocaine, and Paintings have the most value
  • Secondary Targets Values are RNG based.
  • Gold=332k, Cocaine=220k, Paintings=189k, Weed=147k, Cash=80k-90kCredit goes to u/FMT_WL1
  • Primary Targets Ranked: Panther Statue 1.9M>Pink Diamond 1.4M> Bearer Bonds 1.1M> Ruby necklace 1M> Tequila 900k
Preps
In order to start the heist you must do preps, for this heist you can do however many you want but for this guide you will only need to do 5. Keep your sub in Los Santos until the fifth prep mission, if you decide to do the longfin prep you can keep your sub at Los Santos.
Prep 1/ The Cutting Torch:
This prep mission is pretty straightforward, head to the construction site and land close enough. Before heading in, try to locate the yellow hard hat and put it on, this will make the enemy non-hostile, which makes for an easy mission. Your job is to locate the torch in a tool box. You can find it by looking in the box, it's a blue torch, search the box and head back to your sub. Also when searching for the box try to avoid staying in the enemy cones for too long and bumping into workers because this will make the enemies hostile if you do these.
Prep 2/ Safe Code or Plasma Cutter
There are two missions. The mission will vary on your primary, if you have the bearer bonds it’s the safe code, anything else it’s the Plasma Torch.
Safe Code Mission: Head to the casino at the entrance, after entering turn left and enter the elevator (if you have a penthouse you can go up without entering the parking garage). You will have to find a car in the parking garage. It's a yellow cheap car, it never changes. After finding it you will get the card which will allow you to head up into the penthouses, after getting up there search for two guards and head shot with a suppressed weapon. If done right you will calmly walk into the apartment, you can then search the penthouse for the target, he will never change. It's a guy with a cowboy hat, kill him and leave the penthouse, you will have to fight your way out. If you slam into the entrance of the penthouse you will have to fight your way in. After getting the code get back to your sub.
Plasma Cutter Mission: This is pretty straightforward, for ease take your oppressor instead of your Sparrow for higher mobility. You will have to head to the office to get the plasma cutter, but it’s not there. Pavel will instruct you to find the board and take a picture of it, the board is easy to find. Afterwards he will locate them and ping it on your map, they usually always spawn near Vinewood hills or the beach. Take them out with your oppressor missiles and fly over the bag and leave cause they will spawn two cars to shoot you.
Prep 3/ Fingerprint Cloner: This mission is simple, you will have to head to a location on your map, outside are two cameras, ignore them and walk into the garage, after entering take cover behind the box forward and blind shot everyone with your shotgun. After the enemies are dead hack the laptop in the back and head to the archives. Outside the archives are cameras, shoot them and go inside. Pavel will tell you that you're looking for a small card, it always spawns in the back in the desk square, grab it and head back.
Prep 4/ Weapon Load out: Always buy the suppressors, as for which load out I suggest the Conspirator due to the sticky bombs (there is a bug where you will get suppressors without buying them, just in case purchase it to be safe). There are two possible missions you can be given. One is in Los Santos in an office, for the other you will have to follow a Valkyrie up North.
Weapons Possible Mission 1: Pavel will send you to an office in Los Santos you can either go through the ground entrance or the roof, I suggest the roof entrance but no matter what you will have to fight inside. Once inside clear the office and head to the back to find the gun safe, it’s always located left of the desk on the wall, hack the laptop on the desk and open the safe. Grab the weapons and leave. If you enter on the roof you can fly back but two chopper’s will spawn, shoot their gunman on the sides and hellies will be useless. Another suggestion is to leave immediately, and snack up to restore health. On ground level the hellies will still spawn again shoot the gunman and head back to the sub.
Weapons Possible Mission 2: You will have to head to Elysian Island to find the Valkyrie you do not need to stay close to it. You can predict it’s direction and head North to clear the camp on foot, also avoid destroying the Avenger and the Valkyrie. Do not destroy the Valkyrie until it becomes a target on your mini map or you will fail the prep. After clearing the camp head into the Avenger and kill the enemies, afterwards parachute out and leave before more Merrywheather show up.
Prep 5/ Kosatka: ( You can also do the Longfin, but I prefer Kosatka as an approach vehicle.)
This is a simple mission, after starting it head into your sub driver seat and fast travel to the nearest location near the ping. After you arrive dive your sub over to the location, once you get near get on your periscope and missile the boats and the helli. You can sink your sub and engage auto-pilot under water giving you better access to the enemies sub. Try to avoid beaching your sub on shallow water and put it in the middle of the yellow circle. Leave the driver seat and exit your sub, dive into the water and look for the other sub with a yellow marker on top. After entering the enemies sub you must locate the jammer. You have two paths, one on the right, this is usually where it spawns, take the ladder down and watch your corners cause enemies are brutal in this mission. After entering the engine room look for a black box with a blue screen at the bottom of the stairs if it's not there head back the way you came. Take the left path and make your way to the control room WATCH THOSE CORNERS. If it's not there head to the back of the control room and take the stairs down, follow the path it will lead you into the torpedo room, that another spawn. Leave and head back to your sub.
Prep 5/ Longfin
This mission is located in Los Santos basically you can take a phantom (Semi-truck) to the police station to pick up a boat of which you can use as an approach for the heist. This mission is simple: you basically go and pick up a phantom, afterwards you drive to impound to pick up the longfin. You will be met with enemies. The one I did was the cop impound, you can enter with your phantom and drive out. It's best to clear the area, and let the cops kill you for an easier delivery (you can't call Lester). You can use your own Phantom wedge to clear vehicles out of the way.
(during the heist you can use this get loot before you enter the drainage tunnel , this can be quicker way if your loot is out the way)
This includes the scope out and the preps
This includes the scope out and the preps
Tips For Preps
  • The biggest tip is the Sparrow, this will make prepping a joke, the only time you won’t need it is during the plasma cutter and Kosatka missions, but that's due to mobility.
  • You can see the cutting torch it’s blue
  • You can blow up the Valkyrie and end the mission to get the office mission to save time, I highly suggest this ( I do this mostly because you have to follow the helli up North and wait for it to land.)
  • The preps are the same, they never change
  • Save the Kosatka heist for last so you can do all 4 preps in Los Santos
The Heist
Time to Start the Heist. Go to screen and tab to Finale and shift over to continue to start the mission. Once you get to the selection process pick your options. It should be Kosatka or Longfin, Drainage, Drainage, Main docks or Kotsatka, and Day Time (there's very little difference between day or night). If you're playing with others you must hurry through the selection screen because if you take too long the cuts will reset due to a bug.
Squad Run
When you begin the mission you will have to make your way to the drainage tunnel, if you chose the Kosatka you will have to swim to the tunnel, but if you chose the Longfin you will have to drive the boat to the tunnel. Once you arrive you will have to cut the bars at the gate, a suggestion to do this is to go in a circle three times and cut whatever remains. Afterwards swim through the tunnel and enter the compound.
Compound
Once you enter the compound you will have two directions to go, the left or the right. My way is to go to the left, up the stairs is a guard next to the storage staring out at the water, head shot him and make your way to the courtyard. If you followed my instructions the two guards at the pool will be to your left. In the courtyard there should be a guard coming, wait for him to stop and head shot him. After that, ready your shot at the two guards at the pool, choose your target. Since you're in a squad, ready your shot, as a suggestion one person can count down from three to one to shoot at the same time to eliminate any mistakes ( these two guards usually drop the gate keys). The next is to eliminate the juggernaut, the way to identify him is by his red cone and red skull icon. He can be killed by a single headshot, if you and your squad were quick with the guards at the pool he should be arriving, take him out. In front of the pool there are two separate guards, one will be in front of the office building to identify him, the camera is facing the pool, if you time it correctly he will be to the right of the camera making for an easy elimination. The other guard is North East of the front of the pool, or to the right of the guard you just killed. You can eliminate him if you want too, the reason I do so is because me and my mates can all access the storages without worry. Next are three guards at the office, to identify them they will have red cones. One of the guards will be moving North towards the main gate and then will move South towards the pool. You have two options, one is to wait for him to head North and take him out, or you can head shot him when he’s coming South. To achieve this there are stairs directly in front of the pool, if you take the stairs up to the right you now have enough elevation to see the guards head ( this is tricky to explain which is why I will also have a video example for visual clarification.) After taking the guard out you can head up the stairs into the office area, once up the stairs head to the right, for clarification the pool will be to the left and main gate to your right. Head down the corridor if you have done this correctly the guards back will be facing you, take him out. To your left are stairs that leads to the office, take them up, at this point the guard at the top will start to move. You have two options, one you can wait behind a corner and hit the guard or if you are quick enough the guard will stop for a brief moment, giving a chance for an easy headshot. At this point you can enter the office, where you can grab the second keycard, the first keycard is dropped by any guard you have killed ( it usually drops on the first kill, but this is RNG based). In the office there are three things you can do, one is you can hack the elevator which leads to the basement, ignore this hack. The other things are either a painting that can randomly spawn in the office, and a safe on the right wall in the back of the office. Open the safe to get anywhere between 50k to 100k, THIS DOES NOT TAKE SPACE. When you have everything, start to loot up and fill your bag by going to the storages located around the compound, to open the storages you will need the two keycards and two people. You and your squad mates will have to swipe your card at the same time to open the door, another suggestion is to use the three to one countdown to sync swipes. The South Storage will have a guard moving, the guard is located to the left of the two guards you killed at the pool, take him out and watch for the camera. After you are done, please make sure to save space for the basement storage, make your way to the basement gates, they are located beneath the office building to the left and right, it does not matter which gate you choose. Once you are in the basement you will be presented with a hack, it may look daunting but in fact it is rather simple, I suggest matching the top first and making your way down. Afterwards loot up and grab the Primary Target, it is really straightforward to do so. At this time Pavel will tell the players that more guards have arrived, if you have followed thus far, you do not have to worry. Exit the basement, and head North to the main gate there should two guards, one will be moving the other stationary. You can take the stationary guard, you can also take the guard moving but if you and your squad can make it to the gate without doing so, go ahead. The host will be prompted to select the escape route, select it and a cutscene will begin. After you will be located outside the compound.
Kill in this order
Outside The Compound
You and your squad will be outside, if you are satisfied with your loot head left to the coast, you can jump off the cliff into the water. Once in the water you can swim off the island ,just keep heading straight and eventually you will have escaped. You can also try to steal a boat; note that some have claimed that boats may not spawn but if you manage to grab a boat this can make getting to and from much quicker. If you are missing loot head forward and take the guard next to the bike out, one person will have to head left toward a guard near a helli take him out and plant four stickies on the chopper. At the same time the other members will turn right towards the checkpoint, there should be three guards two together and one separate, and a camera behind the two guards. Take the one separate out, then the two guards, and the camera. Around the checkpoint are three bikes plus the bike with the very first guard killed. One of the bikes is hidden to the left of the checkpoint booth the other is directly in front. Start making your way towards the main docks, turn right into the jungle the moment you leave the stopping checkpoint. Pay attention to the guard tower to your right and avoid his cone, at this time Pavel will tell the squad that El Rubio’s helli is on the move, activate the stickies and he will retreat away from the island. Once you are close enough to the docks go on foot, your objective is to loot and take the boat off the island. There are two secondary loot locations, one is a warehouse with a guard and camera outside, take them out and loot. The other is located to the right with two separate guards, please refer to Sportskeeda map to see the location. Take them out and loot. Afterwards there are 3-4 guards you have to take out at the docks, to leave without alerting the guard. Two guards standing next to the boat, and one or two stationary guards looking out at the water. After clearing the guards, grab the boat and escape Cayo Perico. Congrats you have now completed the heist.
Note: You can approach the compound in any way you choose, my way is a bit complicated but with practice you can clear the compound at the same time as other routes. Feel free to adjust the route in anyway, my route is just a reference to get an idea as to how to approach the compound.
Note: I do it the same exact way when I solo, but since I’m solo I can skip guards and head to my objective. For the Solo run I go for cocaine, you NOT have to do this. I do this to maximize my profit, and since I am competent in my abilities I can clear the mission without many mistakes.
Solo Run
The strat is the same except it will be harder to take out the two guards by the pool, the major difference is you can not open the storage's to get gold or loot, you might be lucky to get painting in the office but that's RNG. A good tip when taking on double guards is to find a good angle, after killing one the other will flinch, he will prop his head up giving you the shot. You can scope the rest of island to find the most profitable loot which is cocaine, if there is none then get weed and cash (by scoping out I’m referring to checking the spawns for coke, if there is none at North docks and the Air Strip I ignore them, I do not mark every item only Coke and any profitable items at Main Docks). After leaving the compound there will be a guard in front of you next to a bike, kill him. Turn left and head to the next guy next to a helli, kill him and plant four stickies on the heli, do not activate them yet. Go back the way you came, there will be three guards at a checkpoint two together, one standing away. Kill the one standing away and then prepare to kill the two guards, after their dead shoot the camera and jump over the stop rail. You will have to be quick because a car will drive towards the checkpoint so make sure to do all that quickly. You have two options: you can swim off the island and finish the heist, or you can head to Main Docks to fill your bag. If you chose the latter run North East into the jungle towards the guards tower, but far enough away so he can’t see you. On your way to Main Dock Pave El Rubio helli will show up on the map, wait for Pavels vocal cue when he tells you that Rubio is in his helli, and then activate your stickies, boom Rubio will retreat. Now you can make it to your objective in peace. You can loot at the Marijuana fields but you may have to take out three guard towers and a single camera, as well as two guards near the fields. I’ll leave this to your gut if you think you can make it to the warehouse without messing up please do so. If you want to head to North Dock and the Airstrip you either can swim there which will eat a lot of time or you can take the boat at the docks to get there faster. Trade off is that if you swim it will take up time, but if you take the boat you will have to clear out guards to safely remove the boat from the dock. If you are satisfied with anything you get then just clear the area with loot and swim or steal the boat. This is for the Airstrip if you do not plan on going here IGNORE this. The Airstrip is an easy place to navigate since a lot of the guards are far from each other so you can clear the airstrip easily. There are two loot spawns one at the hangar with one guard, and a warehouse with two separate guards. There's guard outside the hangar kill him, and go inside, if your loot is on the second floor, look for a forklift and pick up a box lift and it up then press the box against the back of the hangar below a blue tarp you can then climb the lift and the box to get access to the loot. The other airstrip loot spawn is an easy place to clear, one guard will be moving you can head shot him from the hangar, at the warehouse there’s a camera shoot it and inside the warehouse is a guard questioning his career choice, kill him. If you need to head to North Dock head there by bike or by foot, you can loot without killing any guard. After you're done just swim off the Island, or take the boat. Congrats, you have just completed the heist solo.
Note: I will be adding a second strat to clear the compound, the reason for this is because a Redditor provided the strat. I do not mind adding his strat, but I must remind everyone that you can tackle the heist in any way you feel comfortable with.
I missed that gate keys, so I killed more than I should have.
Solo Run Second Strat:
Essentially, it is the same as the other one, except for going left you go right. Your first target are the two guards at the pool. They should be to the right of you, find a good angle and head shot the first one, wait for the second guard to finish flinching and kill him. The juggernaut should be making his way towards you, wait for him to exit the camera’s view and kill him. If the gate key drops pick it up and kill the guard in front of the pool he should be past the camera. Take out the camera and wait for the moving red cone guard to turn his direction North, once he turns around go up the stairs and kill him. Move towards the second red cone guard his back should be facing you, hit him and ascend the stairs. The last guard on top should be moving. You can either wait behind the corner and hit him or speed around the corner to head shot him, it’s up to you. Loot the office safe and make your way to the basement. Finally, use the gate keys to open the basement, hack and grab the primary target. Afterwards head up towards the main gate, a new guard will spawn, you can wait for the moving guard to move out of range, and kill the stationary guard. From there you can run to the gate and exit the compound.
I had brain fart at the hacking lmao
Heist Tips
  • You can swim off the island from any direction
  • You can steal boats for faster escape but that's up you
  • You can sticky El Rubio’s helli for to get him to retreat
  • In the compound you can jump ledges after clearing the enemies
  • For double guards, get a good angle after you head shot one guy the other will flinch, you can get the shot slightly after, or you can risk shooting him until he’s dead.
  • Guards do not react to dead bodies, in day time their visibility is the same as night, an Isolated guard can’t alert if everyone is dead. You can run, guards will only react if you're close, if you miss a shot and it gets near a guard or makes noise this will alert.
  • You can jump into the ocean to die quickly if you alert inside the compound
  • If you find a key you can open the desk to get a golden gun
  • If your underwater and a patrol boats cone is on you, they can’t see you
  • Cones can be obstructed by objects
  • ? Civilians may be able to alert guard?
  • Solo is more profitable than playing with friends due to not sharing a cut
  • If you don’t have to kill don’t, less interaction is good
  • Being stealthy is the best way, if you alert restart
  • You can aim in and hold the sprint button to walk faster
  • To activate hard mode, you have to start the heist when it becomes available
  • Try to avoid killing guards near the camera cones, the reason being is because this can alert the guards if the camera sees the dead body. Ironically, guards do not alert they seem one.
Game Over>
That's it ladies and gentleman, I hope this guide has helped anyone. I’m aware I’ve definitely went too in depth in this guide but I enjoy making it, Happy Grinding -Leaus
submitted by Leaus- to gtaonline [link] [comments]

Patch notes and changes [PSA]

Patch Notes for Cayo Perico Heist Update 1.52
[December 15, 2020] – New Content in Grand Theft Auto Online

GTA Online Fixes

Game Stability and Performance

Matchmaking & Networking

Content

Awards and Daily Objectives

Properties

Vehicles

Clothing

Miscellaneous

Story Mode

submitted by YtBipolarGamers to gtaglitches [link] [comments]

What I'd Like to see in Updates going forward.

EDIT: Realized I forgot to add a TLDR so here goes nothing lol:
Buy a mansion and have AI run your MC businesses, CEO businesses, and Bunker. Start a crew of AI and start building yourself up as a kingpin. Then, buy a customizable private island and start a cartel. Open up massive labs and add entertainment for tourists, if you so desire. Compete against AI-run cartels for control of major cities in the GTA universe (Even ones that aren't accessible in GTA online). Become allies with other cartels or enemies. Topple other cartels and take control of their assets. (Islands, territory, production, etc.) Go head to head with the government like Pablo Escobar did or stay more lowkey like the Cali Cartel.
Now I want to preface this by saying I have no insider information whatsoever. This is literally just what I’d like to see going forward in this game.
So moving forward after the Cayo Perico heist (which is the best money maker in the game by far) I’m not really sure where there is to go for Rockstar. I highly doubt they want to make something that pays even better than this because of shark card sales. So from here, I think they could head in a slightly different direction than heists with every other update.
-The Mansion Update: The apartments in-game are borderline useless for everything but the garage. You can do the original heists but that’s about it, unfortunately. I’d love to see mansions added into the game with the highest-end one being something like 20 million and the lowest end being say 5 million. From the mansion, you can get a central area to control all your businesses. Maybe you can get a massive garage with this. (A 40-60 car garage like the CEO office) Beyond this, you can start a crew and have them work under you as dealers for your various businesses (MC, Bunker, Nightclub, Vehicle warehouse, and Crates). You have to pay the dealers say 10-20 grand a day but they manage your business and sell them for you and pay you the money. You can also give them secondary tasks like going to collect money from your businesses, etc.
Now the big update
-The Cartel Update: Owning the mansion will be a precursor to all this content. With this update, you would be able to buy your own private island. My thought is it would be extremely expensive. Starting at around 30 million and going up to say 80-100 million. With this update, you can take the crew that you had with your mansions and expand it to become your own cartel. All of your businesses would run through this. Bunker, MC, CEO, and any others you may have. You’ll have bigger and better labs and warehouses on this island than you do in LS but you’ll still own the ones in LS. You can hire hitmen and enforcers or even hire old characters from prior DLC’s as these roles. (Vincent, for example) You’ll be able to employ drug dealers such as the Madrazo’s and new ones too. They employ dealers and move your product. They get a percentage based on how good they are. Eventually, they’ll be able to move all the products you can produce across all businesses. For example, the Madrazo’s could be good at moving your drugs but then not be very good at moving your weapons and vice versa with a new character. You’ll be able to choose which dealer moves which product. You can get your products and shipments seized and again that will depend on the quality of dealers you employ.
The Island itself will be originally blank except for a small airport. It will cost money to build labs and bunkers for your island but they will be worth it. They will be much bigger and able to store way more product and completely AI-controlled and maintained. You’ll start out with a smaller house on one side of the island that you can designate as your residency space. You can build guard towers and security checkpoints which will help boost the morale of your employees as well as keep your island safer from enemy cartels and the government. You can build entertainment spaces like a casino and nightclub or even a nightclub if you want to have tourists come to your island. This will be a security risk, of course, but will bring in money for you. You’ll be able to build garages below your home on the island and store whatever cars there that you want. You would be able to build yourself a race track if you wanted to. If you run out of room on your island you’ll be able to upgrade your island to a bigger one with a slightly different layout. It certainly would not be cheap but you’d have more space. Once you run out of space on the biggest island that’s as big as your cartel will be able to get until you topple other cartels and take control of their operations.
Now the big part of this DLC would be the AI-controlled cartels and government. We have one cartel in the game now to some extent (El Rubio) and you’ll be able to interact with these cartels. You’ll be able to choose what to say to them and how you handle business. If you choose to be offensive towards them and take over their territory they won’t like that which will start beef between you and them. You can have wars and, if you play your cards right, topple the cartel and take its resources and territory. You can also ally with other cartels and use each other’s routes and just generally help each other out.
If you topple another cartel (AI-controlled) you take control of their resources such as their island, territory, and supply lines. You can annoy other cartels if you wish by selling in their territory, robbing them (Cayo Perico heist), and killing their soldiers. This will make them less trusting of you if you do it obviously but if you’re careful they’ll be less trusting of everyone. Including any allies they have and this can be used to weaken them and hopefully topple them. The goal would be to become the biggest drug lord in the world which would probably mean toppling other big cartels. Play your cards right and these cartel leaders will have their guards lower around you and your cartel and you can make a move against them and kill them and topple the cartel swiftly. Of course, none of your allies would trust you anymore but you would have toppled a cartel and given yourself more control. The territory would be split up with you selling in LS and other cartels arguing over Vice City, Liberty City, Las Venturas, San Fierro, London, Capital City, etc. These areas would not be able to be traveled to but you would be able to see which cartel controls which cities and the cities population and a few other stats. Any cities added in future games that came to GTA online as free-roam areas would be added to that list, of course.
You can be a high profile drug lord like El Chapo and Pablo Escobar or you could be more low profile like the Cali Cartel. These are the two extremes but you can always fall somewhere in the middle. You can raise your public opinion meter by giving out money, building apartment buildings, parks, etc. With this update, there would be elections introduced. Only for President and maybe one or two other government roles but they can be elected and they’ll have different stances on issues that directly affect you. One can be hard on the cartels or another can be more lenient and open to working with them. If you want to go the low profile route you can try and rig the election in favor of the candidates you want to win. Of course, this won’t always work but you can always try. If you go the high profile route you can just assassinate (or attempt to, depending on how good your hitmen are) the candidate you want to lose. You’ll also have a meter of popularity and at each point the citizens of the country will either love you or they’ll hate you. The higher your popularity the easier it is to conduct business, higher prices for your products and if the government ever decides to launch a manhunt against you the citizens won’t help the government catch you. This will be seen as you’ll be able to move around LS and any other new cities freely and all you have to do is just stay away from police stations as much as possible. If you commit a crime or are seen near the police station you’ll instantly get a 5 star wanted level that you can’t cancel using Lester. If you use a CEO ability or any of your cartel abilities to try and bribe the police it’ll only take it from a 5 star to a 4 star. If your relationship with the public is bad it will be much harder to move around the city. There’ll be police checkpoints near any businesses, homes, or offices you have. You will be able to get around them but it won’t be easy. On your island, you’ll be completely safe and won’t have to worry about getting wanted. Of course, there will be a limit to how much stuff you can do before the government steps in, in a much bigger way. If your cartel kills too many politicians, cops, or other government officials the manhunt will become much larger and more intense. By this point, the relationship you have with the people will be essentially down the drain so everything with the low relationship will apply in this situation.
If your relationship is this bad you will essentially be staying on your island and away from the mainland because it won’t be safe for you. But periodically, the government will send the military to your island to try and take you out. You and the crew you employ as island security will have to hold off the military and at least attempt to kill them all. It won’t be easy but it will be possible. If you’re allied with any AI cartels they will send reinforcements to help you. This will happen for two weeks straight every two days unless you raise the meter with the citizens. After these two weeks of hell, the manhunt will reset back to just the low punishments and your island will be safe again. If you get killed by the military you will lose a lot and respawn in Bolingbroke with some of your crew coming to break you out. This will be a tough fight but it will be scripted like a heist mission and if you die then it will restart. After you’re outside the prison you’ll need to lose the cops, no help from Lester or CEO/Cartel abilities either since you won’t have a way to contact them just yet. After you lose them you will need to escape to a warehouse of yours that isn’t known by the police. (Facility or new underground safehouses) until you decide to make a break for it and try to get back to your private Island. Once back, most of your workers will be in jail or dead so you’ll have to hire new ones. Your lead enforcers and hitmen won’t be killed but will be in jail so you can decide during your escape whether you want to attempt to break them out too. If you choose no, you’ll have to hire a crew of players to break them out. You’ll pay something like 1 million per player and the players will have to break them out. To sum up the price of getting caught it will probably cost you somewhere in the region of 30 million dollars of lost product and workers on the low end and around 75 million on the high end.
Your cartel will bring in lots of money for you. Somewhere around 5-10 million per week on the low end and 30 million at the high end. You will NOT compete with other players, only against AI cartels. Elections will be for you and you alone, not other players.
As you can see this will be an endgame thing primarily based on the amount of money the buy-in would be. For the first update, it will be mainly vehicles that the people without a ton of money can buy but if you have a high-end apartment you’ll be able to become a kingpin for an AI-controlled cartel. It’ll be something to get your foot in the door and build some infrastructure for yourself. The pay won’t be amazing as you won’t be able to build that big of a crew but it will be something. Probably 50-100 thousand every GTA day. Eventually, the players will (ideally) save up money to buy the mansions which will mean you can employ more people and go higher up in the food chain with the AI cartel you chose. Eventually, once you get enough money to buy the private island you can split off from the AI cartel and start your own. You’ll be able to bring the infrastructure you built up under the AI cartel to your new cartel. The AI cartel will not like this for obvious reasons and this will set off a lot of beef and wars between your cartel and the AI cartel.
submitted by SJQuakesForever to gtaonline [link] [comments]

GTA is missing something and here’s my solution

GTA is so fun because of your ability to cause chaos and start shit shows but I feel like it’s missing something, and I have an idea for how that can work.
Basically my idea is that the game has become more peaceful and true unadulterated chaos is more rare to see. You’ll see the occasional jet griefer but as a whole you don’t see people having fun just blowing stuff up anymore like you did in the old days.
So my idea is called chaos points
Chaos points are a weekly thing that rotate a wheel of redeemable items or abilities that can be purchased, so every week there’s a different thing available and that said thing will not be available again for some time until it goes back in shuffle.
Here’s how they work.
When you get a wanted level, every minute you survive is worth 10 chaos points, and this multiplies for every level of star you have.
Wanted levels from missions, sales, jobs, etc. DO apply, but only at 1/10 efficiency. So 1 minute in freeplay is 10 minutes of grinding, this is to encourage people to actually mess around and have fun the old fashioned way and not try to maximize earnings or whatever. You also get chaos points for kills, which are once again at 1/10 efficiency in jobs.
PVP jobs and heists are the exception, because these are meant to be fun activities. So kills on those specific jobs will award double points every other kill or every other minute, so you’d basically end up with about 1.5x chaos points.
Chaos points show up as a little number just like RP, it would be a little CHP bubble upon a successful trigger of a chaos point
You can store up some chaos points for the next week, but you can never have more than 5000 CHP at once. The reason is because the items you can redeem CHP for is about 3k CHP. So it protects people from over grinding if they can only have 5k. Which is exactly enough for 1 items and 2/3 of the way there for the next item them want to buy.
So here’s the various ways to get chaos points
NPC kills
Every hostile NPC kill you get will range from 1 to 4 points, needing 10 hostile NPCs to get a point if doing this in a mission or job or what have you. Points are awarded based on the “fun factor” of the kill. Only hostile NPCs that are currently aggroed onto you count toward this.
Anyway, that’s like 750 NPC kills to get 3000 points, which is achievable if you consistently are going on tank rampages or whatever but you’re unlikely to want to do that in one sitting.
Player Kills
These work the same way, except you’d receive 3, 6, and 12 points respective to the individual categories. This is to encourage player vs player interaction. Plus pvp against real players just requires more skill to begin with. You would not however receive points for killing players who are doing free mode events or sales or anything. I don’t think there should be any extra incentive to be mean to people who just won’t to grind.
This would mean 250 player kills to get 3k CHP. Which isn’t bad, I probably get 25 in a single playing session if I’m feeling like PvPing so if I wanted to grind that I bet I could get that done in a weeks worth of play
Some absolute bottom of the barrel cheap tactics will not award anything, like for instance orbital cannons, kills using the mk2 homing missiles (free sim missiles are fine), killing the same player more than 4 times in a 2 minute period, using a weaponized vehicle (aside from plane bombs) on players who aren’t, killing players on the AFK timer, etc.
I’m not saying to straight PUNISH these people, let them play the game how they want, but they just wouldn’t get to use those methods of killing to earn CHP. If they want free kills they can just fight npcs this way. If they just want the kill that’s fine but it should take some level of skill to grind out your CHP
PvP completion
After completing an adversary mode or death match, you will receive 100 chaos points as winner or 20 as loser.
This, as I mentioned, is 1.5x player kills, so you’d need about 167 high quality PVP kills in a week, plus the bonus you get for winning. So now reaching 3k points is seeming pretty achievable, because if you consistently win 50% of the time with an average 9 base level kills per round, that’s like 30 rounds of play to reach 3k points. That’s totally doable. Way more so than just free mode, so maybe people would actually play those pvp modes if it was good for grinding
Races
You get 1 point per checkpoint plus 50% of your score for finishing the race in its entirety without DNFing, and you double this amount for receiving first place with at least 2 other opponents finishing
So if you finish 67 of a 68 checkpoint race you get 67 points and that’s 45 of those races to get 3000.
If you finish that last checkpoint you’re looking at 22 races
And if you consistently finish first that’s only 11 races, perfectly doable
Heist completion
You will receive a bonus 50 chaos points per completion rank. So bronze gets 50, silver 100, etc.
Completing a heist challenges will double any and all points gotten on the heist. So if you got 200 points between the heist and the completion ranks, you’d get 400 when it’s all said and done if you did the elite challenge. Or 800 if you got a first time bonus with that. Stuff like that.
So in theory, just by setting up and finishing prison break with all platinum and an elite (thats 4 setups and an elite challenge finale) you get 1200, over a third of the way to 3k
That’s also perfectly doable
Be warned! You will not receive as much CHP if you are not playing with other players. The whole point of the idea is having fun with other players by competing or playing with them. So if you do a 1 man Cayo perico, that will only be 50 points as a completion award instead of 200 because there’s not 4. Plus casino and cayo only give completion awards for the finale anyway so grinding those is less efficient.
It’s a fair balance since those heists are so good for money but not chaos point grinding whereas doomsday and the apartment heists are really good for CHP
Spending
CHP spending would have about 5 items per week, they cannot be bought for money, ONLY CHP. Costing 3000 CHP each, which means it might take a long while to get it but you can certainly get it done in a whole weeks worth of time if you care enough
The types of things you’d see on the list would be in the same vein as the following, obviously there would be much more. Like 20x the amount of suggestions I have down below. But these are just some ideas I had for the types of things you’d buy.
The way these work is when you’re actually customizing an item you’d find an option that wasn’t previously there, kinda like how holiday horns will show up then disappear.
As you can see, these are all mainly free mode items that make messing around more fun:
This works by allowing you to put KERS on a zentorno for instance, or a kuruma, cars like that. This is not a strong boost like the f1 cars more like the Lectro KERS. It would be incompatible with the most elite cars of the division like the pariah in sports for instance, but in compatible cars like the T20 in supers for instance you’d be able to use this weak KERS boost in races.
This ONLY unlocks it on the car you buy it for, you have to buy it again to put it on another car
Like the previous suggestion, you pay the fee and then it unlocks the glass on that ONE specific car you bought it for. It’s the kind that takes several shots to break. You can put this on the specific armored cars that don’t have it, such as the insurgent or nightshark, or the side windows of the halftrack, or on arena wars windows, etc. not just any car only armored ones
These would be double whatever your hard mode pay is set to, so instead of how hard mode pays out 1.5x on the apartment heists this would be 3x, or on doomsday it pays 1.25x this would be 2.5x
Extreme mode would only be unlocked on the individual heist you pay for, and it would be incompatible with casino or cayo perico. Which is in part because that’s OP and also, you can’t really set the difficulty for those game modes in the first place.
as for difficulty, You’d have 0 lives, auto aim works like free aim assisted did back in the day, npcs have doomsday act 3 AI, and the weapon you choose to start with is the only gun you have in the entire heist unless the mission requires you to use something in addition such as a flare gun. No snacks or body armor.
As a cherry on top, all stats are reset to base levels regardless of if you maxed them out, and stats like gun recoil, bullet spread, aircraft turbulence, are increased
Your ammo resets back to max every check point reached, meaning that if you so choose to do this mission using special ammo types you won’t be screwed when you run low on ammo
Setups on extreme mode will pay the host as compensation for the difficulty, otherwise people would do setups on easy exclusively which wastes a lot of the point
This would be like a halloween week item. You’d have the jump, and the super punches like director mode. Just no invisibility, access to guns, or access to vehicles like you can in the free mode event. Your health is 3x normal and you heal double speed up to full health.
Fun thing to mess around with but you need to consider it’s not really OP, as some dude with a pistol could 1 hit you. It’s much more like being a walking arena war issi than anything.
You’d be able to buy these in the character appearance menu. They would be 99% cosmetic but a few animations might have some utility to them given the fact they make your character move different
You could buy, say a thief animation set which lets you have a Franklin lock pick animation, you could sneak in a full crouch.
You could buy a cowboy moveset, which replaces the animations with the red dead animations where they fit, so you’d do a slide rather than a roll, you run different, you have different fight moves. The tackle or choke animations wouldn’t transfer I imagine but maybe they could be used as the stealth takedowns for this moveset
Last item idea I have for you today will be:
This works kind like the skydive cheat animation mixed with the oppressor mk1 glide. Basically you hold your arms out, there would be flaps between your arms from the suit, and you’d be able to glide off of buildings and land in a roll. The suit would be unable to access certain vehicles such as motorcycles
So as you guys can see, it would be worth it to save up for the featured items, but at the same time it’ll be very difficult to buy more than 2 per week and you’ll have to wait a long time before it’s back in the CHP cycle
Impact
The most fun parts of the game, like pvp, or heisting would be played more. You’d see more people in planes fighting other people in planes rather than in planes getting cheap kills off level 2s. Sure you’d see some of that but it’s just gonna encourages more even playing field battles. Like maybe you’d see more tank fights and less jet griefing if the pvp community were focused on unlocking the new Chaos Point item instead of just leveling up their KD
Heisting would be more fun, having a goal behind it instead of just getting more money to buy more nothing.
Late game players would have something to grind toward, because they can’t just buy whatever items they want. They need to actually play the game, in fact it’s IMPOSSIBLE to save up a ton of CHP and you’re forced to play the game.
It also adds a bit of rpg mechanics, like unlocking the rare and exclusive special items and stuff. I feel like there’s a little bit of that like RP rank unlocks and stuff but it’s not enough to keep late game players interested. So having cycle based unlocks that it’s REALLY hard to unlock all at once could solve this issue
submitted by TheCoochieSnatcher69 to gtaonline [link] [comments]

List Of Working Glitches! [Mod Post]

This is the Working Glitches Thread! This is always being improved, and if you have any recommendations please let me know in the comments or send me a direct message. If you know a glitch is working on any other platform I haven't included or doesn't work anymore, also let us know. If a platform is in italics, it means it is unsure. Strikethrough means it is patched, and no longer works.
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Money & RP Glitches:
3 Card Poker Glitch - PS4, Xbox - Solo Slight RP Glitch - PS4, Xbox, PC - Solo AFK Money Job - PS4 - Non-Solo
Re-supplying MC/Bunker Glitch - PS4, Xbox, PC - Solo Replay Heist Glitch - All Platforms - Non-Solo (Not) A Great Money Glitch - PS4, Xbox, PC - Solo
Daily Vault Glitch - PS4, Xbox, PC - Solo Double Money When Robbing Stores - PS4, Xbox - Solo Change Casino Vault Target Glitch - PS4, Xbox, PC - Solo
Duffel Bag Glitch - PS4, Xbox, PC - Non-Solo 3 In 1 - RP and Money Glitch - PS4, Xbox, PC - Non-Solo Bogdan Easier Way - PS4, Xbox, PC - Non-Solo
Same Vault Contents As Last Heist - PS4, Xbox, PC - Solo Floating RP Glitch - PS4, Xbox, PC - Solo Insurgent Duplication Glitch - PS4, Xbox, PC - Solo
RP Glitch - PS4, Xbox, PC - Solo Arena War Race RP Glitch - PS4, Xbox, PC - Non-Solo Possible Workaround For Account Reset - PS4, Xbox - Non-Solo
Solo Car Duplication Glitch - PS4, Xbox - Solo 50k Every 10 Mins - PS4, Xbox - Solo MOC Car Duplication Glitch - PS4, Xbox - Solo

Player Based Glitches:
TP During VIP Work Glitch - PS4, Xbox, PC - Solo Paramedic + Noose Outfit Glitch - PS4 - Non-Solo Topless Character Glitch - PS4, Xbox, PC - Solo
Invisible Arms Glitch - PS4, Xbox, PC - Solo Make It Rain Action Without Losing Money - PS4, Xbox, PC - Solo Up'n Atomizer In Any Car Glitch - PS4, Xbox, PC - Non-Solo
Outfits And Duffel Bag Guide - PS4, Xbox, PC Thermal Vision In Any Vehicle Glitch - PS4, Xbox, PC - Solo Floating Glitch - PS4, Xbox - Solo
Yellow Rebreather Glitch - PS4, Xbox, PC - Non-Solo Inside Of FIB Building Glitch - PS4, Xbox, PC - Solo Low Poly Graphics Glitch - PS4, Xbox, PC - Solo
Free Appearance Glitch - PS4, Xbox, PC - Solo Outfit Glitches - PS4, Xbox - Non-Solo Weapons In Casino Heist Glitch - PS4, Xbox, PC - Solo
Any Color Helmet Glitch - PS4, Xbox, PC - Solo Frozen Action Glitch - PS4, Xbox, PC - Solo Powerful Sawed Off Shotgun Glitch - PS4, Xbox - Solo
Can't Fall Off Bike Glitch - PS4, Xbox, PC - Non-Solo Yellow Rebreather Glitch - PS4, Xbox - Solo "IKEA" Duffel Bag Glitch - PS4, Xbox - Solo
Transfer Duffle Bag - PS4, Xbox, PC - Solo Easy Duffel Bag Glitch - PS4 - Solo CEO Outfits in Casino Heist - PS4, Xbox, PC - Solo
Easy Wall Breach Glitch - PS4, Xbox, PC - Solo Duffel Bag Glitch - PS4, Xbox, PC - Solo Cop Outfit Glitch - PS4, Xbox, PC - Non-Solo
How To Get Railgun And Stun Gun In GTAO - PS4 - Non-Solo Blue DuffelBag Glitch - PS4, Xbox, PC - Solo Digital Como Joggers Glitch - PS4, Xbox, PC - Solo

Miscellaneous:
LS Water to Gruppe Sechs Glitch - PS4, Xbox, PC - Solo Inside The FIB Building Glitch - PS4, Xbox, PC - Solo Hydra Speed Glitch - PS4, Xbox, PC - Solo
Wall Breach Glitch - PS4, Xbox, PC - Solo Tank Launch Glitch - PS4, Xbox, PC - Non-Solo Guns In Casino - PS4, Xbox, PC - Solo
Opp MK II Unlimited Smoke Glitch - PS4, Xbox, PC - Solo Trailer Dupe Glitch - PS4, Xbox, PC - Non-Solo Weapons During Casino Heist - PS4, Xbox, PC - Solo
Skip Heist Setups Glitch - PS4, Xbox - Solo Fun Launch Glitch - PS4, Xbox, PC - Non-Solo Teleport Glitch - PS4, Xbox - Solo
Casino Heist Free Optional Preps Glitch - PS4, Xbox, PC - Solo Dead Body BMX Glitch - PS4, Xbox, PC - Solo Very Useful :) Out of Map Glitch - PS4, Xbox, PC - Solo
Revolver Spam Glitch - PS4, Xbox - Solo Solo Public Session With AHK - PC - Solo Friendly Headhunter Glitch - PS4, Xbox, PC - Solo
No Kick Glitch - PS4, Xbox, PC - Solo Flame Shooting Op Mk 2 - PS4, Xbox, PC - Solo Lucky Wheel Glitch - PC - Solo
Picard Manoeuvre - PS4, Xbox, PC - Solo Kinda Bypass Sell Limit - PS4, Xbox, PC - Solo Free Special Weapons - PS4 - Non-Solo
Bunker Research Glitch - PS4, Xbox, PC - Solo Bypass VIP Work Cooldown - PS4, Xbox, PC - Solo
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• There is a very helpful scammer list for B2B Bogdan by YoGamer1044, make sure to check it out here before hosting one for someone.
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Have a Question about a Glitch?:
Ask the poster of the glitch inside the post, rather than this main page. People there created it, found it, or at the very least have been using it recently, and are far more likely to give you the correct answer.
———————————————————————
Have a Glitch That Isn't Linked Here?:
Make/Link a post and send me a PM and I will put the post here. (We appreciate your contribution!)
———————————————————————
| Need any help? Message the mod team. |
submitted by Najmul190 to gtaglitches [link] [comments]

GTA false banned my dad

So my dad's friend and I convinced my dad to get gta because it was cheap, and unlike other shooter games like apex, gta isn't high octane all the time so he can kinda keep up with us, shoot some ai, and not feel bad for slowing us down. I thought I found a game we could play together that was low stress and fun. But last night my dad logged out after helping me move some cargo. a few minutes later he was like "oh I forgot to go to the casino for my free roll today". so he logged back in went to the casino did his roll then when he left the building there were some modders outside who decided to troll him. so they did the usual money drops, doll drops, they killed him a few times and he was just kinda laughing while shooting at them, which did nothing but its fun to try to kill them sometimes. eventually after about 100 transaction error screens the game crashed and when he tried logging in again it said he was now banned for a month and all his stuff will be reset.

to put things in perspective my dad is a 50 year old semi computer illterate 100% disabled navy veteran who, in general, hates all technology because it all breaks after he touches it. and out of this lobby the newb, cripple, who can barely summon a car, and never knows what's going on because he gets tunnel vision and just ignores all the texts and calls got banned not the modders trolling him.
submitted by Bubonickronic07 to gtaonline [link] [comments]

List Of Working Glitches [Mod Post]

This is the Working Glitches Thread! This is always being improved, and if you have any recommendations please let me know in the comments or send me a direct message. If you know a glitch is working on any other platform I haven't included or doesn't work anymore, also let us know. If a platform is in italics, it means it is unsure. Strikethrough means it is patched, and no longer works.
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Money & RP Glitches:
Facility Heist Glitch - PS4, Xbox, PC - Solo 3 Card Poker Glitch - PS4, Xbox - Solo Slight RP Glitch - PS4, Xbox, PC - Solo
Gold Glitch 2.0 - PS4, Xbox, PC - Non-Solo SP To MP - Expensive - PS4 - Solo Money Making Guide - PS4, Xbox, PC - Non-Solo
Facility Duplication Glitch - PC - Solo AFK Money Job - PS4 - Non-Solo Guide To Duping - All Platforms
Re-supplying MC/Bunker Glitch - PS4, Xbox, PC - Solo Replay Heist Glitch - All Platforms - Non-Solo $500,000 Per Hour Glitch - PS4, Xbox - Solo
(Not) A Great Money Glitch - PS4, Xbox, PC - Solo Casino Replay Glitch - PS4 - Non-Solo Freeze Time Glitch - PS4, Xbox, PC - Solo
Daily Vault Glitch - PS4, Xbox, PC - Solo Replay + Gold 2.0 Glitch - PS4, Xbox, PC - Solo DMO Glitch + Frozen Money - PS4, Xbox - Solo
Double Money When Robbing Stores - PS4, Xbox - Solo Casino Gold Glitch 2.0 - PS4, Xbox, PC - Non-Solo Change Casino Vault Target Glitch - PS4, Xbox, PC - Solo
Duffel Bag Glitch - PS4, Xbox, PC - Non-Solo 3 In 1 - RP and Money Glitch - PS4, Xbox, PC - Non-Solo Bogdan Easier Way - PS4, Xbox, PC - Non-Solo
DMO Glitch (Freeze Money and Get Modded Cars) (SaveWizard) - PS4 - Solo GCTF Glitch - PS4, Xbox - Non-Solo Sp To Mp (No SaveWizard) - PS4 - Solo
Repeat Time Trial Glitch - PC - Solo Scuba Dupe Glitch - PS4, Xbox - Solo Gold Glitch 2.0 Improved - PS4, Xbox, PC - Non-Solo
Chips To Money Glitch - PS4 - Non-Solo Apartment Money Glitch - PS4 - Solo Office Car Dupe Glitch - PS4, Xbox - Non-Solo
Freeze Chips Glitch - PS4 - Solo Sp To Mp - Xbox - Non-Solo GCTF With Frozen Money - PS4, Xbox - Non-Solo
Dupe Glitch - PS4, Xbox - Non-Solo Apartment Money Glitch - PC - Solo Frozen Money + RP Glitch - PS4 - Solo
Car Dupe Glitch - Xbox - Solo Apartment Glitch - Xbox - Solo Apartment Money Glitch - Xbox - Solo
Same Vault Contents As Last Heist - PS4, Xbox, PC - Solo Solo Dupe Glitch - PS4 - Solo Faclity Dupe Glitch - PS4, Xbox - Solo
Casino Heist Replay - PS4, Xbox - Non-Solo Chip Glitch - Xbox - Non-Solo Frozen Money + RP Glitch - PS4 - Solo
Apartment Money Glitch - PS4 - Solo Bypass Money Wipe - PS4, Xbox, PC - Solo Bypass Chracter Reset - PS4, Xbox, PC - Solo
Floating RP Glitch - PS4, Xbox, PC - Solo Apartment Money Glitch Improved - PS4, Xbox, PC - Solo Dupe Glitch - PS4 - Solo
Stop The Bunker Sale Countdown - PS4, Xbox, PC - Solo Stromberg Duplication Glitch - PS4, Xbox, PC - Solo Time Trial Money Glitch - PS4, Xbox, PC - Solo
AFK Survival Job Glitch - PS4, Xbox, PC - Solo

Player Based Glitches:
Clothing Transfer Glitch - PS4, Xbox, PC - Solo Director Mode Glitch - PS4 - Solo TP Glitch - PS4, Xbox - Solo
TP During VIP Work Glitch - PS4, Xbox, PC - Solo Invisible Shoulders Glitch - PS4, Xbox. PC - Solo Duffel Bag Glitch - PS4, Xbox, PC - Solo
Any Outfit From Doomsday Heist Glitch - PS4, Xbox - Non-Solo Illuminated Flashing T-Shirt Glitch - PS4, Xbox - Semi-Solo No Wanted Level Glitch - PS4, Xbox, PC - Solo
Coloured Duffel Bag Glitch - PS4, Xbox, PC - Solo Paramedic + Noose Outfit Glitch - PS4 - Non-Solo Godmode Helicopter Glitch - PS4, Xbox - Solo
Topless Character Glitch - PS4, Xbox, PC - Solo Free Appearance Change - PS4, Xbox - Solo Car Merge Glitch - PS4, Xbox - Solo
Invisible Arms Glitch - PS4, Xbox, PC - Solo No Wanted Level Glitch - PS4, Xbox, PC - Solo Godmode Van Glitch - PS4, Xbox - Solo
T-Shirt Over Bodysuit Glitch - PS4, Xbox, PC - Solo Special Cars To Friends Glitch - PS4, Xbox - Non-Solo RP Glitch - PS4, Xbox - Solo
Make It Rain Action Without Losing Money - PS4, Xbox, PC - Solo Up'n Atomizer In Any Car Glitch - PS4, Xbox, PC - Non-Solo Outfits And Duffel Bag Guide - PS4, Xbox, PC
Thermal Vision In Any Vehicle Glitch - PS4, Xbox, PC - Solo Stab City Survival Glitch - PS4, Xbox, PC - Solo Stand Up While Driving - PS4, Xbox, PC - Solo
Alien Outfit Without The Mask - PS4, Xbox, PC - Solo Duffel Bag Glitch - PS4, Xbox, PC - Solo Floating Glitch - PS4, Xbox - Solo
Topless Character Glitch - PS4, Xbox - Solo Radio On Foot Glitch - PS4, Xbox - Semi-Solo Yellow Rebreather Glitch - PS4, Xbox, PC - Non-Solo
Inside Of FIB Building Glitch - PS4, Xbox, PC - Solo Low Poly Graphics Glitch - PS4, Xbox, PC - Solo Off The Radar Glitch - PS4, Xbox - Solo
Save SecuroServ Outfits Glitch - PS4, Xbox - Non-Solo Strip Club Godmode Glitch - PS4, Xbox, PC - Solo Off The Radar Glitch - PS4, Xbox - Non-Solo
GCTF Workaround - PS4, Xbox - Non-Solo Free Appearance Glitch - PS4, Xbox, PC - Solo Outfit Glitches - PS4, Xbox - Non-Solo
Launch Glitch - PS4, Xbox, PC - Non-Solo Weapons In Casino Heist Glitch - PS4, Xbox, PC - Solo Any Color Helmet Glitch - PS4, Xbox, PC - Solo
Get Inside Celebration Garage Interior - PS4, Xbox, PC - Solo Frozen Action Glitch - PS4, Xbox, PC - Solo Get Inside Of Franklin's House In GTAO - PS4, Xbox, PC - Solo
DM Outfits Glitch - PS4, Xbox, PC - Solo Powerful Sawed Off Shotgun Glitch - PS4, Xbox - Solo Cant Fall Off Bike Glitch - PS4, Xbox, PC - Non-Solo

Miscellaneous:
Out Of Map Glitch - All platforms. - Solo LS Water to Gruppe Sechs Glitch - PS4, Xbox, PC - Solo Hydra Speed Glitch - PS4, Xbox, PC - Solo
Inside The FIB Building Glitch - PS4, Xbox, PC - Solo Car to RC Bandito Merge Glitch - PS4, Xbox, PC - Solo KERS On The PR4 Glitch - PS4, Xbox, PC - Non-Solo
Hydra Speed Glitch - PS4, Xbox, PC - Solo Same Approach Glitch - PS4, Xbox, PC - Solo Car To Car Merge Glitch - PS4, Xbox, PC - Solo
Wall Breach Glitch - PS4, Xbox, PC - Solo Tank Launch Glitch - PS4, Xbox, PC - Non-Solo Arcade Dupe Glitch - PS4, Xbox - Solo
Wallbreach Glitch - PS4, Xbox, PC - Solo Opp MK II Unlimited Smoke Glitch - PS4, Xbox, PC - Solo TP To Aircraft - PS4, Xbox, PC - Solo
Tuning From RC to Car Glitch - PS4, Xbox - Solo Trailer Dupe Glitch - PS4, Xbox, PC - Non-Solo Name Any Vehicle Glitch - PS4, Xbox, PC - Solo
RC To Car Merge Glitch - PS4, Xbox, PC - Solo Matte With Pearlescent Glitch - PS4, Xbox, PC - Solo Aircraft Godmode Glitch - PS4, Xbox, PC - Solo
RC To Car Glitch - PS4, Xbox - Solo Skip Heist Setups Glitch - PS4, Xbox - Solo Corrupted Save Glitch - PS4, Xbox, PC - Solo
Guns In Casino - PS4, Xbox, PC - Solo Weapons During Casino Heist - PS4, Xbox, PC - Solo Own Guns During Motor Wars - PS4. Xbox, PC - Solo
Fun Launch Glitch - PS4, Xbox, PC - Non-Solo Teleport Glitch - PS4, Xbox - Solo RC To Car Glitch - PS4, Xbox - Solo
Casino Heist Free Optional Preps Glitch - PS4, Xbox, PC - Solo Unlimited Orbital Cannon Glitch - PS4, Xbox - Non-Solo Dead Body BMX Glitch - PS4, Xbox, PC - Solo Very Useful :)
Guide To Becoming A Dupe God - Yes. I have no clue what consoles I should put here. Out of Map Glitch - PS4, Xbox, PC - Solo Matte Pearlescent Glitch For Planes - PS4, Xbox, PC - Solo
Revolver Spam Glitch - PS4, Xbox - Solo Atomizer In Turreted Vehicle Glitch - PS4, Xbox, PC - Solo Atomizer In Jobs Glitch - PS4, Xbox, PC - Solo
Thermal Vision Glitch - PS4, Xbox, PC - Solo Solo Cargo Sale - PC, PS4, Xbox - Solo 3 Person Merge Glitch - PS4, Xbox, PC - Non-Solo
Get Noose Outfit As Exit Disguise - PS4, Xbox, PC - Non-Solo Vigilante Teleportation Glitch - PS4, Xbox, PC - Solo Free Casino Extras - PS4, Xbox - Solo
Store Terrorbyte In Any Garage - PS4, Xbox - Non-Solo 5 Glitches That Aren't Patched - PS4, Xbox, PC - Non-Solo Car To Car Merge Glitch - PS4, Xbox - Non-Solo
Give Cars To Friends Glitch - PS4, Xbox - Non-Solo Solo Public Session With AHK - PC - Solo God Mode Jet Glitch - PS4, Xbox - Solo
All Vault Layout Plan - PS4, Xbox, PC - Non-Solo

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Some Helpful Tips About This Subreddit:
• Please read the rules before you post.
• Please stay civilised, and do not be rude towards others.
• Please do not comment stupid things such as “I didn’t use this glitch”. Seriously, what’s the point?
• Please do NOT post gamer tags anywhere on this subreddit. If you need to tell someone, just PM the person.
• If you see anyone breaking rules, make sure to report the post so we can get on it ASAP!
• If you’re desperate to ask a question, just ask on the weekly questions thread.
• We also have a chat which is quite helpful, and you can ask questions there and get a response.
• There is a very helpful scammer list for B2B Bogdan by YoGamer1044, make sure to check it out here before hosting one for someone.
———————————————————————
Have a Question about a Glitch?:
Ask the poster of the glitch inside the post, rather than this main page. People there created it, found it, or at the very least have been using it recently, and are far more likely to give you the correct answer.
———————————————————————
Have a Glitch That Isn't Linked Here?:
Make/Link a post and send me a PM and I will put the post here. (We appreciate your contribution!)
———————————————————————
| Need any help? Message the mod team. |
submitted by Najmul190 to gtaglitches [link] [comments]

An extensive list of features I would like to see implemented into TC2 or any future titles.

This list will consist of the beginnings of an outstanding open-world racing game from many of the features I've conceptualized. I've always had a thought/fantasy in my head of taking some of the best features from many racing games and rolling them into one fantastic game. There have been so many quirks and great things across many racing games and even non-racing games that could be implemented into other racing games to improve upon games. I think some game developers and creative directors owe it to themselves to play many other racing games themselves to draw inspiration from other games and they should directly use polls in social media to see what people want the most, so resources can be allocated in that direction. I will refer to many games throughout this as I feel a lot of racing games (and other games in general) made over the last 15 years or so have features that could contribute to the concepts that would create a great game. Game abbreviations will include MC (Midnight Club), NFS (Need for Speed), TC (The Crew) FH (Forza Horizon), FM (Forza Motorsport), GT (Gran Turismo), GTA (Grand Theft Auto) and TDU (Test Drive Unlimited). This list will not be suggesting any locations, vehicle or part manufacturers directly unless something is used as an example, this is just features that could be incorporated upon a base game. Developers will obtain whatever licenses they can and I don't see this as a thing to extensively cover. An example is that we would all love to see Toyota, but obtaining their license recently has been difficult for many companies. One thing that I can't speak of as I have no personal use, is steering wheels. I'd like to hear some feedback on how to create the optimal steering wheel experience in a racing game.
Physics: Driving physics control the entire driving experience of a racing game so these are ultimately the most important thing to get correct. There have been many games that have gotten so many things right with a mediocre or worse physics system that detracted from the experience so much that the legacy of the games it applies to are tarnished regardless of how many other things are done well, with TDU2 is a great example. Ideally, they would be on par with FH4. Some extent of arcade physics would be nice, but not to the extent of some of the Ghost produced NFS games to where there is some oddly conflicting attempt of two physics systems fighting each other to determine if you are attempting to drift or grip. There would be a difference in the feeling of drivetrains and the AWD wouldn't be dominant over RWD in paved road scenarios, tuning and efficient driving could make RWD better due to the car being lighter.
Controller mappings/settings: I will continue to reiterate the ability to customize things to the user's liking should be the biggest priority in many categories. The ability to enable and disable vibration in the handles and triggers individually would be nice. It's good to have the choice setting of linearity and inner and outer dead zones. I will be using an Xbox controller for my ideal pre mapped settings. I think FH4 has the best control scheme, but could still use some improvement (and features). To maximize the inputs available, the photo mode should be accessed through the start/pause menu, rather than having them mapped to buttons that could be useful for other functions. The standard LT brake, RT accelerate, LS steering and RS camera (with the click of it being a 180 degree look back) are a very simple base scheme. LB to use the clutch, X and B should be downshift and upshift respectable, RB for the handbrake, A for nitrous, Y for rewind, LS click for the horn, the "select" button would be for interact/map when there's nothing to interact with, left d-pad would function the same way GTA5's would regarding the radio (including holding it + RS to select a specific station), down d-pad would function as FH4 does, where you can choose telemetry or a gps assistant, up d-pad could enlarge and extend the mini-map to give an idea of what is ahead. right d pad could pull up a list of mini functions, such as blinkers, headlights, windows, convertible roof, neon lighting, engine off, hydraulics, air bags, cruise control, etc.
Map/Environment: The map can be a real place or a fictional place. Being able to visit a real place from the comfort of your home is nice, but visiting a fantasy land with no creative restrictions would be nice. Some really cool things that were imagined could happen because there is no need to resemble a real place. Day/night cycle with a weather cycle depending on which part of the map you are on, where snow can be on top of mountains. The map needs to be large, no smaller than FH4, ideally larger than the individual TDU2 maps with little to no exploration restrictions. I'd like to see a couple very long straightaways or near straightaways to allow cars to top out on speed. This could be combined with a highway loop system that can wrap around a large portion of the map. Beaches, bumpy terrain areas for intense offroading and of course tunnels for the sound of engines roaring through and echoing. A moderately large mountain would be cool for a hill climb and maybe somewhere to descend from the mountain with multiple consecutive hairpins from the mountain would be nice for drifting. I’d love for the map to have spots to evoke nostalgia for many of us that have played many racing games throughout the year, with an example being when I played TC1 for the first time and I was in LA, it brought back fond memories of MCLA. Even some areas do not have to be specific, but some areas on TC2 reminded me of the speed challenges on NFSPS. Having a/a few tuning shops across the map would be really cool, along with a few NPC cars completely RNG based on model and visual customization so that every time you visit the tuners, you see something new so the tuner feels less stale over time. Barn finds/TDU2 style wrecks. Having racing tracks incorporated into the map that are accessible while in free roam and used for races would be cool, like TC1/TC2, especially an oval track with an optional infield layout. Having a parking garage or two would be nice as you can do many things with them. I liked how there was one incorporated in MCLA and NMFSMW(2012) provided a good experience while in them. We should have a GTA5 style 48 minute irl day/night cycle with about 10 hours in game (20 minutes irl) of nighttime and 14 hours in game (28 minutes irl) of daytime to provide a balance most would find enjoyable. While viewing the full sized map in the menu, we should be able to zoom out a lot or zoom in to nearly street view, like TC2. Roads need to have believable lane width, unlike how the lanes have become wider and wider every FH installment. We should have some back roads that are very slim and have room to accommodate one car width covering both directions. Gas/petrol stations are nice to see as that is something that some games don't include enough. The planes flying in TC2 add to the immersiveness. Having an airport with a long airstrip is something that is seen as important. It was a place for people to frequently congregate in GTA4/FH2 and the lack of a nice, unobstructed airstrip in FH4 is seen as something that's a letdown. Real life traffic cars with several color options each to increase immersiveness, also cars represent surroundings (taxis in the city, utility vehicles in a rural area, etc). Having pedestrians on foot can also add into the immersive feeling, including them reacting to your presence by having dialogue and running away if you're being reckless. Some places will be in various stages of construction (similar to GTA) and over the course of updates they'll come further along and finish construction and some will become interactive spaces. Some places will also become the sights of demolition.
Camera settings: Getting the right view and feel for cameras is important to giving you the most comfortable experience to get the feel for where your car is at and focus on surroundings in the way that is desired. Importantly, having bumper, hood, cockpit (with and without steering wheel) and chase cameras is a great start. There should also be an "action" camera with additional sense of speed, sensitivity towards turns, etc. Although this isn't a racing game, Rocket League inspired me to take a deeper dive into the thoughts of camera perspectives. Adjusting RL camera settings can assist your ability to be aware of surroundings and I'm sure the same would apply to actual racing games. Settings for RL that would be nice to apply to racing games would be the ability to turn on or off camera shake upon collisions, the FOV, distance of the camera away from the car (and distance gain relative to speed, if desired), camera height in relativity to the vehicle (could be important with SUVs/trucks) and angle at which the camera points towards the ground/sky. I'd like to see settings to turn vignetting and motion blur from a 0-100% scale. This effect is often used to create a sense of speed, but is often found to be disruptive towards viewing surroundings and braking zones. As I feel this would pertain to the player's perception/camera adjustment, I think the cockpit views should contain an adjustable seat, such as TDU1. Keeping something like the drift camera for cockpit views, along with the settings they have related to it in FH4 would be nice.
User interface/HUD: I think being consistent to many other racing games would be good in many ways. Ideally, the ability to adjust which corner things are in would be the best, but if the customization wasn't an option, this is how I think it should be. Having the speedometetachometeodometer in the bottom right would be nice, along with the ability to display it in an analog or digital format, such as FH4. The map should be on the bottom left and should have two levels of details for options; one being a minimalist design with no border that gradually fades out (similar to Grid Autosport's track layout minimap, mixed with the off road icon detail of FH4). The second map option should be similar to a mixture of NFS Heat and TDU1 in terms of borders on the mini-map and detail to show side roads/terrains. The ability to adjust the map rotating or not would be nice. We should also be able to see our recent driving path in a thin line on the map, such as TDU2. The race position should be in the top right and all other race details (total time in race and sprint race % or lap count, best and previous lap) should be in the top left. Another thing that could add into the immersion would be changing the opacity of the HUD, from 0-100% so you could make it mostly transparent, but visible enough to be useful if that is what is desired. Having an odometer built into the HUD would be nice as well. Games such as TC2 have the speedometer and mini-map flipped from the standard positions and it is a minor grievance. The speedometers in non-cockpit views should be able to resemble the car's actual speedometer as seen in TDU and NFS Shift. We should be able to filter the map well when in that menu, similar to FH4.
Event Types: Blueprints (FH3), random events where you can taxi or tail someone (TDU2), Drag races with proper street light, track light or an NPC human signaling in the middle of the road making the countdown (also with burnouts like NFSPS), score based drift racing, sprint races, circuit races, speed trap races (NFSMW), pink slip and money wager races (MCLA), unordered races (MC3), rivals (FH3/4), true street races and official sanctioned races (FH3/4 and NFSH) and end the game with a goliath type of race (FH3/4). Off road racing in the form of sprints and circuits would be nice. Bringing over speed traps, speed zones, drift zones and danger signs/long jumps from FH4/NFSH would be nice. Removing the potential disruption of traffic would be nice by ghosting vehicles in these situations, as FH4 has done. A route creator along the lines of MCLA/FH4 would be nice with the ability to add/remove some objects like barriers and ramps. The TDU2 style limited time events would be cool. Maybe a certain event would be worth double money or level progression. Some of the limited time races would utilize the places being constructed and demolished.
Online Play: Free roam such as TC2/FH4 in terms of grouping with friends is ideal, but have the option to have private lobbies (up to as many players as the developers can make work) and the ability to search for public free roam lobbies based on preferences of drifting, car meets, cruising, etc. Free roamers should be able to disable or enable collisions with random players not in their group. Lacking the collisions removes some of the immersiveness and the ghosted appearance ruins things such as drifting tandems and trains with random players. Something similar to Forzathon from FH4 could help players unite and group together and optionally have something to do in the lobby every hour. Ranked and unranked playlist organization like FH4, but make completely separate on and off road playlists for online along with a voting system for the class of racing and location. Online race collision penalties and ghosting similar to FH4. Free roam quick 1v1 wager races against other players in cruises. We should have the option to play through the campaign in a cooperative fashion, similar to FH4/TC2. Cross play would be nice to implement.
Driving Features: Race Driver Grid style rewinds as they're probably the smoothest working rewinds compared to the segmented rewind system in other racing titles. TC2 back on track compared to FH4 weird reset, FRIM (TDU2)/skill chain (FH1-4) in freemode to reward in small XP/money. The ability to enable settings on a 0-100% slider would be nice as well as a detailed damage model. The ability to render in more tire smoke than other games would be nice. I'm aware it requires a lot of system resources, but I would like to see how far it could be pushed on next generation consoles/and always-improving top of the line PCs. Using the car with manual transmission would allow us to put the car in neutral. Some vehicles with visible engines/engine components have a noticeable shake while idle, so seeing that would be nice. Being able to enable/disable fuel management (both for cruising/racing) would be nice, along with gas/petrol stations to refill the fuel and nitrous (just a drive-thru required). Slipstreaming other cars will make your car faster, not give nitrous like NFS. Nitrous should slowly regenerate like NFSMW2005, where there is also a slight delay for it to begin regenerating again, unlike TC2 where it begins regenerating immediately. Difficulty settings to lower driving assistance, if desired. Wipers operating along with rain buildup would clearly add some realism. Reversing your car would add a backup camera in place of the infotainment system displaying the map until you've left the reverse gear. While driving in the cockpit, the wheel needs to be given a 900ish degree rotation from lock to lock to add into the realistic feeling of being in a car.
Non-Driving Features: Players should be able to enter their homes similar to GTA5 and TDU2 and they should be able to have a vast array of customization for their house and a trophy room, which can be earned from high tier sanctioned races/tournaments (inspired by NFL 2K5/Auto Modellista), photos taken in game can be framed and displayed around the house (TDU2) and multiple garages and garage types like TDU/GTA along with the ability to interact with and move cars around different garages and spaces within the garages. The ability to test drive any car at any level of progression and visit themed new dealerships and used dealerships would be cool (TDU/TC). Character customization would be nice to control the appearance of your character, such as a plastic surgeon and clothing stores. The ability to control blinkers, headlights, windows, convertible tops/sunroofs, neon lighting, turning the engine off, operating hydraulics and adjusting air bags. Having a large variety of standard and gimmick horns. Using horns to control police lights to flash rapidly upon the horn being pressed, along with the siren remaining operating upon letting go of the horn. The internal navigation/infotainment screens of cars show the in game map/gps (TDU2). We could see the drone from FH4 return as it’s a good way to view tricky areas and get a live view of other players without obstructing them. Wheelspins (FH4) exist, but guarantee car or money and have the potential of earning clothes as a side bonus. We could maybe have a casino (similar to TDU2/GTA5) with various attractions, such as slots, a daily wheelspin for a rotating car weekly, the ability to bet on real life PvP races that the large room would randomly put you into spectate and other casino based activities. Our character shouldn't be mute throughout the story, we should be given a few voice choices for a little more personality for our character (similar to how Saints Row operates its voices). Car clubs would be cool, similar to FH3, along with leaderboards based on the clubs. Oil changes at the performance shops and car washes would be nice. Garages/dealerships and tuning shops will have various ambient noises (hydraulic lifts, airsaws, torches, metal slamming, etc.) and subtle music.
Photo mode: This deserves its own category and also can help a company market the game by users sharing their photos if the mode allows such great photos people will be prone to sharing them. We should have a filtetime of day/weather system like TC2. The focusing and motion blur of FH4 is well executed. We should be able to zoom in and out (adjust focal length) without it altering our field of view. We should be able to apply different lens effects, such as fisheye, rectilinear, etc. The camera should have the ability to position freely, in terms of raise, lower, tilt, rotate, etc. The maximum height for the camera needs to be much higher than FH4. The camera should have the potential to be on a gimbal, so it can remain even while a car is going up and down a hill to emphasize how drastic the ascent or descent is. All these features on top of standard stuff such as exposure, saturation, etc. Also, the live rewind and fast forward again option in TC2 is amazing. It’s easy to miss that perfect single frame shot on other games, but the ability to do that solves it.
Soundtrack: It needs to be eclectic with hip-hop, rock and electronic (maybe 2 of each) like modern and classic hip-hop and rock and electronic can be split between chill and hype. Maybe we can get pop, country and classical stations? Have a mix of some lesser known songs and also some billboard topping hits. Don't have stations where many of their songs sound very similar. Something great that could be added could be Spotify integration if any company can figure it out/contract Spotify. Groove integration was a good idea on FH, but Groove wasn't successful. Having the ability to fully mute all music sounds would also be nice (unlike FH4).
Vehicles: As I said, I will not be going over brands, but I would like to see a variety of entry level cars, sports cars, super cars, hyper cars and full on race cars. Concept cars would be great, as they are seen in limited fashion on most open world titles. I'd like trucks and SUVs as well for off roading and to maintain a wide variety of vehicles on par with FH4. I’d also like to see a vehicle categorization similar to FH4 (i.e. Hypercars, classic muscle, etc.). While I'd like to see a variety of vehicle types, I'd still prefer to see quality over quantity. Each vehicle needs to be replicated well and many should have extensive customization. We should be able to favorite cars and also choose a random car (totally random or random from favorites for whatever vehicles are applicable to the given event or freeroam. We should be able to tag vehicles as designed for off-road, wet driving, drifting, drag, etc. These will just be two examples, but we should be able to provide donor cars to speciality shops and convert them into improved, rarer editions. Two conversions that I'll reference would be converting a Porsche Carrera GT into a Gemballa Mirage GT or a Mustang GT into a Saleen S302. A growing variety of vehicles over the course of time, similar to FH4 and TC2.
Visual Customization: No visual adjustments will relate to performance gains or losses (i.e. camber, wheel swaps/sizes, bodykits, etc.) other than you will need to equip some form of spoilewing to adjust rear downforce. We should be able to set wheels smaller than stock, as well as larger. Track width should be an option with multiple sliders (like NFS2015). We should be given manufacturer options for paint, wheels and interior choices, etc. (TDU2/TC2). We should be able to save paint colors (MCLA), instead of just having them in recents and eventually disappear (FH). We should be able to adjust trim as chrome, titanium, gold, black, etc. (MC3) The paint options of NFS Heat and MCLA would be nice, such as gloss, metallic flake with size options, carbon fiber varieties, chrome, matte, satin, fading from left to right as well as top to bottom and the ability to add multiple colors in a color shifting paint job (MC3), colored nitrous (MC3/NFSH), colored tire smoke (GTA5/NFSH) and backfire (NFSH), tire design (MCLA/NFSH), wide body kits (both from manufacturers and developer designed), bumpers, spoilers/wings, skirts, mirrors and fenders (non real life brands can autosculpt like NFSC). Neon colors designs and patterns (TC2/NFSH), hydraulics (MCLA) and airbags (MCLA/NFSH) Brake calipers should be able to be from brands (MCLA/NFSH) or painted (TC2). Interior parts such as steering wheels and seats (MCLA), along with materials, alcantara, suede, leather, plastic, carbon fiber, chrome, etc. (TC2). We should be able to chop the roofs of some vehicles (MC3). Cars have individual licence plates and can get multiple states/countries given they fit the spacing allocated on each vehicle for them (MCLA) Tinted headlight and taillight housings are great options along with light bulb temperatures. Although it isn’t the taste of many people, we should be able to do all kinds of unique styles, such as monster truck (or at least an extreme lift), donk, bosozoku and even NHRA style drag body modifications (with optional wheelie bar) for some of the vehicles you would see them on in real life, but modifications this drastic will impact performance and vehicle hit box/collision physics. Vinyls on widows should be a thing with the ability to make vinyls able to utilize different paint materials (NFSH). FH4 has the numerical system to mirror and scale things fairly well. I’d like to keep the placement system of FH4. Also, the FH4 marketplace to download tunes and designs is the best I've seen, so that can be duplicated. As this will blanket all of the above, some customization parts should be recommended by a popular magazine or website. MC3 did this with Dub and created a fantastic game with a lasting legacy and many of the style options were relevant when the game was released and for a while after. We should be able to adjust tire width and profile, similar to MCLA. The ability to paint engine bays and accent parts would be nice, similar to NFS UG2. Custom exhaust tips/mufflers would be something nice that many other games have incorporated.
Performance Customization and Tuning: PI system like Forza with classes (but actively tuned for balance), different turbos for rpm ranges/turbo lag, supercharger. We should have different tire compounds, even being able to set for front/rear separately. As mentioned earlier, a RWD car that is tuned well and driven well should have the potential to beat an AWD vehicle due to it being lighter. Keeping the tuning settings of what you can adjust would be ideal. We should have the ability to combine the live tuning of NFSH, but enhance it while at a test track (with an off road area in the middle) connected to the tuning shop. You can isolate many tuning options and slide them around while hot lapping. I’d like the ability to run fat rear drag tires, unlike FH4 where it’s just a tire compound.
Audio: This is something that will be very important to many, so great sounds like the noise of turbos on NFS2015 and raw engine noises of FH2 and other games held to a high standard will be important to nail. Exhaust tuning from NFSH was nice, but I would like to see a little more of a difference in the sound with this idea further improved. Getting the proper transmission noises can be useful for cars on top of just the engine noise. Tires skidding is nice noise to get correct for realism as well. Having nice ambient sounds will also be important for immersiveness, such as birds chirping, waves washing up on the beach, wind noises and great echo sounds for traveling through tunnels or densely surrounded areas, such as down a row of highrise buildings). Other than making a car sound how it sounds and making realistic sounds for the environment, there is not much more to be said. It's a moderately limited description, but still something that is pivotal.
Story/post launch content: I would like to see a sense of progression built up throughout the game by starting in a low end car as someone who freshly arrived in the are the map takes place in (MCLA), maybe the antagonist could be someone who scammed you in a previous city or dismissed your talent at the beginning of the game. For me, the outright story isn't too important, but can contribute to how much you will enjoy a racing game. Any DLC map expansion needs to be seamless and not require a separate load in, similar to Burnout Paradise Big Surf Island bridge or (MCLA South Central expansion) and unlike FH4 Fortune Island. The 1000 Club was a great thing that occurred on FH1 that would be nice to bring reason to use every car and for the 100%ers to have something else to chase. Police are something that hasn't been done extremely well in a racing only game in a very long time, in my opinion. I would ideally focus on everything else before attempting to add police in. If they were added in, something along the lines of NFSMW (2005) would be nice, but with higher stakes. We should have an end-game hero car, similar to the M3 GTR from NFSMW, but make it a car that isn't already iconic from another game, movie or real life racing, as people wouldn't think of the hero car associated to this hypothetical game, but related to whatever it was previously iconic in, as whatever work that went into making it that car would go to waste as people would want to overwrite that design. Alongside the hero car, we should also have a couple cars that are unique variations of pre-existing cars (Dub Edition cars of MCLA) for other special events (MCLA hard tournaments/FH3 street race bosses). The post-launch support needs to be good, unlike NFSH. Adding cars monthly would be a great start, along with any necessary QoL updates.
Sorry for any formatting or grammatical issues. I’d like to hear any additional features to add into racing games from the feedback of other people or changes that they would prefer. Also, if there are any ideas in here that others would like to emphasize. Any of this content is free for content creators to recycle if that is desired. I’d like to see some of these ideas be passed around and heard to developers on what could be improved upon. Many games have great ideas and I’d like to see them build off of each other’s greatness.
submitted by jxfl to The_Crew [link] [comments]

I have this weird tendency to enjoy certain activities in games when it’s presented as one of many side activities, over games where that activity is more fleshed out as the primary focus.

Driving in GTA is the perfect example. There are plenty of racing games out there with better physics, a licensed selection of cars, a proper career mode, the whole package. But I’ve noticed lately that I enjoy driving around in GTA a lot more. Simply for the fact that I can stop by the side of the road and get out when I want, or admire it in my garage, or wreck it without resetting the game. Basically it feels like I’m an actual person who owns and drives a sports car, whereas in racing games it just feels like I am the car and nothing more.
Same goes for casinos in games. When I play blackjack on my phone or with friends, I’m just playing for the sake of playing. When I play blackjack in Fallout New Vegas, I can win money, that I can then use to buy guns or supplies or something else that has nothing to do with the casino. I can even get banned from the casino. In a dedicated blackjack game I guess I’d be able to buy card skins or something, not much else.
I can shoot people in an FPS game, because that’s what you do, or I can play Hitman and not eliminate anyone unless I decide it furthers my own goals. Then that kill becomes so much more meaningful because I had agency, and I’m doing it to get closer to my target and not just because that’s the objective. I could’ve done something else, killed someone else, not killed at all, but I get to choose. I could even play it as a straight up shooter and the mechanics are clunky, but I decided to do that, I wasn’t told to do that, and that just makes it more fun for me.
Basically when it’s a side activity, yes it’s not gonna be as fleshed out. But how that activity exists in a larger world, and can interact with other activities, I just love that so much. Like yeah I can just buy some Tennis World Tour game and play tennis there. Or, going back to GTA, I can call a friend, pick him up, drive him to the tennis game, play with him, and drive him back as we have a conversation. That to me is so inherently satisfying. I don’t mean to suggest that I find more focused games inferior, one of my favorite franchises is Tekken which as a fighting game limits me to a small arena and I can’t do anything other than attack my opponent, and that’s fine. But I hope you know what I mean. Let me know your thoughts on the matter, I hope I’m not the only one who feels this way.
submitted by tenamonth to patientgamers [link] [comments]

An extensive list of features I would like to see implemented in the next Forza Horizon or potentially added to FH4 as it is still receiving support.

This list will consist of the beginnings of an outstanding open-world racing game from many of the features I've conceptualized. I've always had a thought/fantasy in my head of taking some of the best features from many racing games and rolling them into one fantastic game. There have been so many quirks and great things across many racing games and even non-racing games that could be implemented into other racing games to improve upon games. I think some game developers and creative directors owe it to themselves to play many other racing games themselves to draw inspiration from other games and they should directly use polls in social media to see what people want the most, so resources can be allocated in that direction. I will refer to many games throughout this as I feel a lot of racing games (and other games in general) made over the last 15 years or so have features that could contribute to the concepts that would create a great game. Game abbreviations will include MC (Midnight Club), NFS (Need for Speed), TC (The Crew) FH (Forza Horizon), FM (Forza Motorsport), GT (Gran Turismo), GTA (Grand Theft Auto) and TDU (Test Drive Unlimited). This list will not be suggesting any locations, vehicle or part manufacturers directly unless something is used as an example, this is just features that could be incorporated upon a base game. Developers will obtain whatever licenses they can and I don't see this as a thing to extensively cover. An example is that we would all love to see Toyota, but obtaining their license recently has been difficult for many companies. One thing that I can't speak of as I have no personal use, is steering wheels. I'd like to hear some feedback on how to create the optimal steering wheel experience in a racing game.
Physics: Driving physics control the entire driving experience of a racing game so these are ultimately the most important thing to get correct. There have been many games that have gotten so many things right with a mediocre or worse physics system that detracted from the experience so much that the legacy of the games it applies to are tarnished regardless of how many other things are done well, with TDU2 is a great example. Ideally, they would be on par with FH4. Some extent of arcade physics would be nice, but not to the extent of some of the Ghost produced NFS games to where there is some oddly conflicting attempt of two physics systems fighting each other to determine if you are attempting to drift or grip. There would be a difference in the feeling of drivetrains and the AWD wouldn't be dominant over RWD in paved road scenarios, tuning and efficient driving could make RWD better due to the car being lighter.
Controller mappings/settings: I will continue to reiterate the ability to customize things to the user's liking should be the biggest priority in many categories. The ability to enable and disable vibration in the handles and triggers individually would be nice. It's good to have the choice setting of linearity and inner and outer dead zones. I will be using an Xbox controller for my ideal pre mapped settings. I think FH4 has the best control scheme, but could still use some improvement (and features). To maximize the inputs available, the photo mode should be accessed through the start/pause menu, rather than having them mapped to buttons that could be useful for other functions. The standard LT brake, RT accelerate, LS steering and RS camera (with the click of it being a 180 degree look back) are a very simple base scheme. LB to use the clutch, X and B should be downshift and upshift respectable, RB for the handbrake, A for nitrous, Y for rewind, LS click for the horn, the "select" button would be for interact/map when there's nothing to interact with, left d-pad would function the same way GTA5's would regarding the radio (including holding it + RS to select a specific station), down d-pad would function as FH4 does, where you can choose telemetry or a gps assistant, up d-pad could enlarge and extend the mini-map to give an idea of what is ahead. right d pad could pull up a list of mini functions, such as blinkers, headlights, windows, convertible roof, neon lighting, engine off, hydraulics, air bags, cruise control, etc.
Map/Environment: The map can be a real place or a fictional place. Being able to visit a real place from the comfort of your home is nice, but visiting a fantasy land with no creative restrictions would be nice. Some really cool things that were imagined could happen because there is no need to resemble a real place. Day/night cycle with a weather cycle depending on which part of the map you are on, where snow can be on top of mountains. The map needs to be large, no smaller than FH4, ideally larger than the individual TDU2 maps with little to no exploration restrictions. I'd like to see a couple very long straightaways or near straightaways to allow cars to top out on speed. This could be combined with a highway loop system that can wrap around a large portion of the map. Beaches, bumpy terrain areas for intense offroading and of course tunnels for the sound of engines roaring through and echoing. A moderately large mountain would be cool for a hill climb and maybe somewhere to descend from the mountain with multiple consecutive hairpins from the mountain would be nice for drifting. I’d love for the map to have spots to evoke nostalgia for many of us that have played many racing games throughout the year, with an example being when I played TC1 for the first time and I was in LA, it brought back fond memories of MCLA. Even some areas do not have to be specific, but some areas on TC2 reminded me of the speed challenges on NFSPS. Having a/a few tuning shops across the map would be really cool, along with a few NPC cars completely RNG based on model and visual customization so that every time you visit the tuners, you see something new so the tuner feels less stale over time. Barn finds/TDU2 style wrecks. Having racing tracks incorporated into the map that are accessible while in free roam and used for races would be cool, like TC1/TC2, especially an oval track with an optional infield layout. Having a parking garage or two would be nice as you can do many things with them. I liked how there was one incorporated in MCLA and NMFSMW(2012) provided a good experience while in them. We should have a GTA5 style 48 minute irl day/night cycle with about 10 hours in game (20 minutes irl) of nighttime and 14 hours in game (28 minutes irl) of daytime to provide a balance most would find enjoyable. While viewing the full sized map in the menu, we should be able to zoom out a lot or zoom in to nearly street view, like TC2. Roads need to have believable lane width, unlike how the lanes have become wider and wider every FH installment. We should have some back roads that are very slim and have room to accommodate one car width covering both directions. Gas/petrol stations are nice to see as that is something that some games don't include enough. The planes flying in TC2 add to the immersiveness. Having an airport with a long airstrip is something that is seen as important. It was a place for people to frequently congregate in GTA4/FH2 and the lack of a nice, unobstructed airstrip in FH4 is seen as something that's a letdown. Real life traffic cars with several color options each to increase immersiveness, also cars represent surroundings (taxis in the city, utility vehicles in a rural area, etc). Having pedestrians on foot can also add into the immersive feeling, including them reacting to your presence by having dialogue and running away if you're being reckless. Some places will be in various stages of construction (similar to GTA) and over the course of updates they'll come further along and finish construction and some will become interactive spaces. Some places will also become the sights of demolition.
Camera settings: Getting the right view and feel for cameras is important to giving you the most comfortable experience to get the feel for where your car is at and focus on surroundings in the way that is desired. Importantly, having bumper, hood, cockpit (with and without steering wheel) and chase cameras is a great start. There should also be an "action" camera with additional sense of speed, sensitivity towards turns, etc. Although this isn't a racing game, Rocket League inspired me to take a deeper dive into the thoughts of camera perspectives. Adjusting RL camera settings can assist your ability to be aware of surroundings and I'm sure the same would apply to actual racing games. Settings for RL that would be nice to apply to racing games would be the ability to turn on or off camera shake upon collisions, the FOV, distance of the camera away from the car (and distance gain relative to speed, if desired), camera height in relativity to the vehicle (could be important with SUVs/trucks) and angle at which the camera points towards the ground/sky. I'd like to see settings to turn vignetting and motion blur from a 0-100% scale. This effect is often used to create a sense of speed, but is often found to be disruptive towards viewing surroundings and braking zones. As I feel this would pertain to the player's perception/camera adjustment, I think the cockpit views should contain an adjustable seat, such as TDU1. Keeping something like the drift camera for cockpit views, along with the settings they have related to it in FH4 would be nice.
User interface/HUD: I think being consistent to many other racing games would be good in many ways. Ideally, the ability to adjust which corner things are in would be the best, but if the customization wasn't an option, this is how I think it should be. Having the speedometetachometeodometer in the bottom right would be nice, along with the ability to display it in an analog or digital format, such as FH4. The map should be on the bottom left and should have two levels of details for options; one being a minimalist design with no border that gradually fades out (similar to Grid Autosport's track layout minimap, mixed with the off road icon detail of FH4). The second map option should be similar to a mixture of NFS Heat and TDU1 in terms of borders on the mini-map and detail to show side roads/terrains. The ability to adjust the map rotating or not would be nice. We should also be able to see our recent driving path in a thin line on the map, such as TDU2. The race position should be in the top right and all other race details (total time in race and sprint race % or lap count, best and previous lap) should be in the top left. Another thing that could add into the immersion would be changing the opacity of the HUD, from 0-100% so you could make it mostly transparent, but visible enough to be useful if that is what is desired. Having an odometer built into the HUD would be nice as well. Games such as TC2 have the speedometer and mini-map flipped from the standard positions and it is a minor grievance. The speedometers in non-cockpit views should be able to resemble the car's actual speedometer as seen in TDU and NFS Shift. We should be able to filter the map well when in that menu, similar to FH4.
Event Types: Blueprints (FH3), random events where you can taxi or tail someone (TDU2), Drag races with proper street light, track light or an NPC human signaling in the middle of the road making the countdown (also with burnouts like NFSPS), score based drift racing, sprint races, circuit races, speed trap races (NFSMW), pink slip and money wager races (MCLA), unordered races (MC3), rivals (FH3/4), true street races and official sanctioned races (FH3/4 and NFSH) and end the game with a goliath type of race (FH3/4). Off road racing in the form of sprints and circuits would be nice. Bringing over speed traps, speed zones, drift zones and danger signs/long jumps from FH4/NFSH would be nice. Removing the potential disruption of traffic would be nice by ghosting vehicles in these situations, as FH4 has done. A route creator along the lines of MCLA/FH4 would be nice with the ability to add/remove some objects like barriers and ramps. The TDU2 style limited time events would be cool. Maybe a certain event would be worth double money or level progression. Some of the limited time races would utilize the places being constructed and demolished.
Online Play: Free roam such as TC2/FH4 in terms of grouping with friends is ideal, but have the option to have private lobbies (up to as many players as the developers can make work) and the ability to search for public free roam lobbies based on preferences of drifting, car meets, cruising, etc. Free roamers should be able to disable or enable collisions with random players not in their group. Lacking the collisions removes some of the immersiveness and the ghosted appearance ruins things such as drifting tandems and trains with random players. Something similar to Forzathon from FH4 could help players unite and group together and optionally have something to do in the lobby every hour. Ranked and unranked playlist organization like FH4, but make completely separate on and off road playlists for online along with a voting system for the class of racing and location. Online race collision penalties and ghosting similar to FH4. Free roam quick 1v1 wager races against other players in cruises. We should have the option to play through the campaign in a cooperative fashion, similar to FH4/TC2. Cross play would be nice to implement.
Driving Features: Race Driver Grid style rewinds as they're probably the smoothest working rewinds compared to the segmented rewind system in other racing titles. TC2 back on track compared to FH4 weird reset, FRIM (TDU2)/skill chain (FH1-4) in freemode to reward in small XP/money. The ability to enable settings on a 0-100% slider would be nice as well as a detailed damage model. The ability to render in more tire smoke than other games would be nice. I'm aware it requires a lot of system resources, but I would like to see how far it could be pushed on next generation consoles/and always-improving top of the line PCs. Using the car with manual transmission would allow us to put the car in neutral. Some vehicles with visible engines/engine components have a noticeable shake while idle, so seeing that would be nice. Being able to enable/disable fuel management (both for cruising/racing) would be nice, along with gas/petrol stations to refill the fuel and nitrous (just a drive-thru required). Slipstreaming other cars will make your car faster, not give nitrous like NFS. Nitrous should slowly regenerate like NFSMW2005, where there is also a slight delay for it to begin regenerating again, unlike TC2 where it begins regenerating immediately. Difficulty settings to lower driving assistance, if desired. Wipers operating along with rain buildup would clearly add some realism. Reversing your car would add a backup camera in place of the infotainment system displaying the map until you've left the reverse gear. While driving in the cockpit, the wheel needs to be given a 900ish degree rotation from lock to lock to add into the realistic feeling of being in a car.
Non-Driving Features: Players should be able to enter their homes similar to GTA5 and TDU2 and they should be able to have a vast array of customization for their house and a trophy room, which can be earned from high tier sanctioned races/tournaments (inspired by NFL 2K5/Auto Modellista), photos taken in game can be framed and displayed around the house (TDU2) and multiple garages and garage types like TDU/GTA along with the ability to interact with and move cars around different garages and spaces within the garages. The ability to test drive any car at any level of progression and visit themed new dealerships and used dealerships would be cool (TDU/TC). Character customization would be nice to control the appearance of your character, such as a plastic surgeon and clothing stores. The ability to control blinkers, headlights, windows, convertible tops/sunroofs, neon lighting, turning the engine off, operating hydraulics and adjusting air bags. Having a large variety of standard and gimmick horns. Using horns to control police lights to flash rapidly upon the horn being pressed, along with the siren remaining operating upon letting go of the horn. The internal navigation/infotainment screens of cars show the in game map/gps (TDU2). We could see the drone from FH4 return as it’s a good way to view tricky areas and get a live view of other players without obstructing them. Wheelspins (FH4) exist, but guarantee car or money and have the potential of earning clothes as a side bonus. We could maybe have a casino (similar to TDU2/GTA5) with various attractions, such as slots, a daily wheelspin for a rotating car weekly, the ability to bet on real life PvP races that the large room would randomly put you into spectate and other casino based activities. Our character shouldn't be mute throughout the story, we should be given a few voice choices for a little more personality for our character (similar to how Saints Row operates its voices). Car clubs would be cool, similar to FH3, along with leaderboards based on the clubs. Oil changes at the performance shops and car washes would be nice. Garages/dealerships and tuning shops will have various ambient noises (hydraulic lifts, airsaws, torches, metal slamming, etc.) and subtle music.
Photo mode: This deserves its own category and also can help a company market the game by users sharing their photos if the mode allows such great photos people will be prone to sharing them. We should have a filtetime of day/weather system like TC2. The focusing and motion blur of FH4 is well executed. We should be able to zoom in and out (adjust focal length) without it altering our field of view. We should be able to apply different lens effects, such as fisheye, rectilinear, etc. The camera should have the ability to position freely, in terms of raise, lower, tilt, rotate, etc. The maximum height for the camera needs to be much higher than FH4. The camera should have the potential to be on a gimbal, so it can remain even while a car is going up and down a hill to emphasize how drastic the ascent or descent is. All these features on top of standard stuff such as exposure, saturation, etc. Also, the live rewind and fast forward again option in TC2 is amazing. It’s easy to miss that perfect single frame shot on other games, but the ability to do that solves it.
Soundtrack: It needs to be eclectic with hip-hop, rock and electronic (maybe 2 of each) like modern and classic hip-hop and rock and electronic can be split between chill and hype. Maybe we can get pop, country and classical stations? Have a mix of some lesser known songs and also some billboard topping hits. Don't have stations where many of their songs sound very similar. Something great that could be added could be Spotify integration if any company can figure it out/contract Spotify. Groove integration was a good idea on FH, but Groove wasn't successful. Having the ability to fully mute all music sounds would also be nice (unlike FH4).
Vehicles: As I said, I will not be going over brands, but I would like to see a variety of entry level cars, sports cars, super cars, hyper cars and full on race cars. Concept cars would be great, as they are seen in limited fashion on most open world titles. I'd like trucks and SUVs as well for off roading and to maintain a wide variety of vehicles on par with FH4. I’d also like to see a vehicle categorization similar to FH4 (i.e. Hypercars, classic muscle, etc.). While I'd like to see a variety of vehicle types, I'd still prefer to see quality over quantity. Each vehicle needs to be replicated well and many should have extensive customization. We should be able to favorite cars and also choose a random car (totally random or random from favorites for whatever vehicles are applicable to the given event or freeroam. We should be able to tag vehicles as designed for off-road, wet driving, drifting, drag, etc. These will just be two examples, but we should be able to provide donor cars to speciality shops and convert them into improved, rarer editions. Two conversions that I'll reference would be converting a Porsche Carrera GT into a Gemballa Mirage GT or a Mustang GT into a Saleen S302. A growing variety of vehicles over the course of time, similar to FH4 and TC2.
Visual Customization: No visual adjustments will relate to performance gains or losses (i.e. camber, wheel swaps/sizes, bodykits, etc.) other than you will need to equip some form of spoilewing to adjust rear downforce. We should be able to set wheels smaller than stock, as well as larger. Track width should be an option with multiple sliders (like NFS2015). We should be given manufacturer options for paint, wheels and interior choices, etc. (TDU2/TC2). We should be able to save paint colors (MCLA), instead of just having them in recents and eventually disappear (FH). We should be able to adjust trim as chrome, titanium, gold, black, etc. (MC3) The paint options of NFS Heat and MCLA would be nice, such as gloss, metallic flake with size options, carbon fiber varieties, chrome, matte, satin, fading from left to right as well as top to bottom and the ability to add multiple colors in a color shifting paint job (MC3), colored nitrous (MC3/NFSH), colored tire smoke (GTA5/NFSH) and backfire (NFSH), tire design (MCLA/NFSH), wide body kits (both from manufacturers and developer designed), bumpers, spoilers/wings, skirts, mirrors and fenders (non real life brands can autosculpt like NFSC). Neon colors designs and patterns (TC2/NFSH), hydraulics (MCLA) and airbags (MCLA/NFSH) Brake calipers should be able to be from brands (MCLA/NFSH) or painted (TC2). Interior parts such as steering wheels and seats (MCLA), along with materials, alcantara, suede, leather, plastic, carbon fiber, chrome, etc. (TC2). We should be able to chop the roofs of some vehicles (MC3). Cars have individual licence plates and can get multiple states/countries given they fit the spacing allocated on each vehicle for them (MCLA) Tinted headlight and taillight housings are great options along with light bulb temperatures. Although it isn’t the taste of many people, we should be able to do all kinds of unique styles, such as monster truck (or at least an extreme lift), donk, bosozoku and even NHRA style drag body modifications (with optional wheelie bar) for some of the vehicles you would see them on in real life, but modifications this drastic will impact performance and vehicle hit box/collision physics. Vinyls on widows should be a thing with the ability to make vinyls able to utilize different paint materials (NFSH). FH4 has the numerical system to mirror and scale things fairly well. I’d like to keep the placement system of FH4. Also, the FH4 marketplace to download tunes and designs is the best I've seen, so that can be duplicated. As this will blanket all of the above, some customization parts should be recommended by a popular magazine or website. MC3 did this with Dub and created a fantastic game with a lasting legacy and many of the style options were relevant when the game was released and for a while after. We should be able to adjust tire width and profile, similar to MCLA. The ability to paint engine bays and accent parts would be nice, similar to NFS UG2. Custom exhaust tips/mufflers would be something nice that many other games have incorporated.
Performance Customization and Tuning: PI system like Forza with classes (but actively tuned for balance), different turbos for rpm ranges/turbo lag, supercharger. We should have different tire compounds, even being able to set for front/rear separately. As mentioned earlier, a RWD car that is tuned well and driven well should have the potential to beat an AWD vehicle due to it being lighter. Keeping the tuning settings of what you can adjust would be ideal. We should have the ability to combine the live tuning of NFSH, but enhance it while at a test track (with an off road area in the middle) connected to the tuning shop. You can isolate many tuning options and slide them around while hot lapping. I’d like the ability to run fat rear drag tires, unlike FH4 where it’s just a tire compound.
Audio: This is something that will be very important to many, so great sounds like the noise of turbos on NFS2015 and raw engine noises of FH2 and other games held to a high standard will be important to nail. Exhaust tuning from NFSH was nice, but I would like to see a little more of a difference in the sound with this idea further improved. Getting the proper transmission noises can be useful for cars on top of just the engine noise. Tires skidding is nice noise to get correct for realism as well. Having nice ambient sounds will also be important for immersiveness, such as birds chirping, waves washing up on the beach, wind noises and great echo sounds for traveling through tunnels or densely surrounded areas, such as down a row of highrise buildings). Other than making a car sound how it sounds and making realistic sounds for the environment, there is not much more to be said. It's a moderately limited description, but still something that is pivotal.
Story/post launch content: I would like to see a sense of progression built up throughout the game by starting in a low end car as someone who freshly arrived in the are the map takes place in (MCLA), maybe the antagonist could be someone who scammed you in a previous city or dismissed your talent at the beginning of the game. For me, the outright story isn't too important, but can contribute to how much you will enjoy a racing game. Any DLC map expansion needs to be seamless and not require a separate load in, similar to Burnout Paradise Big Surf Island bridge or (MCLA South Central expansion) and unlike FH4 Fortune Island. The 1000 Club was a great thing that occurred on FH1 that would be nice to bring reason to use every car and for the 100%ers to have something else to chase. Police are something that hasn't been done extremely well in a racing only game in a very long time, in my opinion. I would ideally focus on everything else before attempting to add police in. If they were added in, something along the lines of NFSMW (2005) would be nice, but with higher stakes. We should have an end-game hero car, similar to the M3 GTR from NFSMW, but make it a car that isn't already iconic from another game, movie or real life racing, as people wouldn't think of the hero car associated to this hypothetical game, but related to whatever it was previously iconic in, as whatever work that went into making it that car would go to waste as people would want to overwrite that design. Alongside the hero car, we should also have a couple cars that are unique variations of pre-existing cars (Dub Edition cars of MCLA) for other special events (MCLA hard tournaments/FH3 street race bosses). The post-launch support needs to be good, unlike NFSH. Adding cars monthly would be a great start, along with any necessary QoL updates.
Sorry for any formatting or grammatical issues. I’d like to hear any additional features to add into racing games from the feedback of other people or changes that they would prefer. Also, if there are any ideas in here that others would like to emphasize. Any of this content is free for content creators to recycle if that is desired. I’d like to see some of these ideas be passed around and heard to developers on what could be improved upon. Many games have great ideas and I’d like to see them build off of each other’s greatness.
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