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Cayo Perico Heist Guide (Edited)

Cayo Perico Heist Guide (Edited)
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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
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What I need to see in RDO.

  1. Horse selling/wild horse capture
Rockstar already said this would happen.
You can't even add anything new without players getting mad that they still don't have this.

2) Mansions/houses (camp reconstruction)
Basically make a upgradable version of camp.
I don't really care about the non-realism that I can move the location of my camp/house/mansion.
Another place I can drink w/posse.
Another place I can play poker w/posse.
A PHYSICAL horse stable where I can see my horses in their stalls in freeroam. Not just the one I'm currently riding. Basically an instance like the moonshiner shack.
A farm/garden=No herb hunting, no catalogue purchases.
Chop firewood cuz whynot its already in the game. Add that stump to camp please.
Literally something as simple as this could make players so happy. If you're too lazy to add this at least make property in Saint Denis rentable or some shit. The camp is not a home and I do not feel like my character has a home, which just feels unsatisfying and incomplete. Didn't exist in GTA5 where I have like 5 homes.
\/ (And finally and most importantly) \/
3) Fix horse racing. What we have now is disgusting.
Remove the fucking weapons.
Make REAL changes to horses and their stats so it matters. Make a few breeds competitive between each other like in GTA5.
Remove ALL current races and create actual fucking race paths though the map for many different races. None of this back and forth checkpoint garbage. You did it in GTA5 what went wrong here?
More race wins a horse has = higher selling price up too a cap. Because fucking realism.
GTA5 cars actually matter because races actually exist. People care about them.
There is NO horse racing in RDO, what we have is a violent bullshit clusterfuck, and the bullshit pseudo races in RDO make all horses completely fucking worthless in my eyes because I CAN'T FUCKING RACE WITH THEM.
When I youtubed the races and saw that garbage I can't even describe my fucking disappointment and anger. Has ANYONE at rockstar even watched the movie Hidalgo? Because that's bad ass horse racing that I want to see in the time period I want to see it. Epic music starts playing as players reach the last checkpoint and race to the finish. The 1st and 2nd place side by side racing to the finish, one slowly pulling away from the other, both players on the edges of their fucking seats.
https://www.youtube.com/watch?v=I1jjnr_jklw < Hidalgo
DID YOU SEE THEM SHOOTING EACH OTHER? I hate you rockstar... :(
Great way for you to remove a load of profitability from this game. Don't even bother with horses anymore because without this it doesn't even matter, like at all. You completely ruined it and destroyed any value people had over the horses. Horses are completely valueless except for how fast they can get you across the map in freeroam. Nobody buys horses for the non-existent races. Aside from dailies nobody even does the fucking "races" because they're not even fun.
So many different cosmetics you can add for certain amount of race wins like in GTA5. For both the player and the horse. What you have now is not just dead, its also a dead end.
If you really don't want to waste all the "effort" by removing the terrible races we have now, change the name to "Death Race" and create a new mode called "Races" that are actual fucking races. Nobody will play death races anyways so I would just say to delete that trash from the game to save space for better future shit.
I was so excited for the races and to see that RDO doesn't even have real races completely ruined my motivation to care about the horses or anything like that. Add a new super fast Arabian for 250 gold? Don't care, can't race it.
You are not making content faster than I can grind to purchase it. Meaning barely anyone is going to buy gold because there is no pressure to do so. Say I spend my remaining gold on something, then a new super horse comes out and I care deeply about real races so I would probably drop $25-$50 on the game to get it because it would take a week or more to get the gold to buy it and by that time something else that's cool would be coming out that costs gold that I would also want. THUS FORCING ME TO BUY GOLD. Well not really forcing but puts pressure to do so, which this game desperately needs. The only people who should be able to buy everything are the 12+ hour a day grinders. Not me, a 6+ hour a day grinder when new content is added and a maybe 1+ hour a day grinder when I'm bored. I can buy everything. I shouldn't be able too.
This isn't because we get too much gold. Its because there is never enough new content to spend it on. Too many 1 time purchases. Imagine buying a horse 3 times and each time its too slow to win races, so you'd have to grind to get a horse that's actually competitive in its speed. An RNG element that keeps you playing because each horse even of the same breed is slightly different, giving each horse a sort of personality beyond appearance. Horse racing during this time period was a rich person sport. Beginners shouldn't be able to win horse races with the starter horse. They shouldn't be able to win races at all and a big goal for beginners would be to get wealthy enough to be able to race competitively with the other end-game players. Similar to Runescape and the sand casino if you know about that, beginners can't go to the casino they'll get rekt and lose all their money. Its an end-game activity. I want races as more of an end-game $$$ and gold sink activity rather than something you do when you're bored or daily hunting. Something you do for FUN end-game, not something you do to make money end-game. Rockstar keeps adding ways to grind, but nothing to grind FOR. I don't want another business. I already have a bunch and lots of gold and money. Give me an activity to $spend$ crazy on, like real horse races.
This is what I want to see. This would make me play RDO for 6+ hours a day again. Instead of popping in for a few dailies, maybe a trade run then leaving for CSGO or Valorant.
I just want to preface that I do love RDO, and I have purchased gold because I want to see this game succeed. I have everything and 200+ million in GTA5 and I've never and will never purchase a shark card because I don't really care if GTA 5 succeeds or not. RDO is a completely different story. There are so many GTA copycats but nothing like RDO.
I want to race so badly in this game and I'm just not able too. The most similar I can get is running away from griefers as they try to catch me with their slow ass horses.
submitted by ApexMoon to RedDeadOnline [link] [comments]

My trophy rankings of GTAV on the PS4

Hi there, so I platinumed GTAV a while ago and I ranked them based on difficulty, how long they took, and just generally how fun they were to achieve. This also is kind of a walkthrough of some sorts and includes tips for some of the more difficult ones. Oh and keep in mind that this is just my opinion, some trophies can be achieved easier by other people.
And there is some swearing in this, but that shouldn't be a concern considering this is talking about GTAV Pick option C at the end of the game so you don't miss any achievements
  1. Pimp my sidearm- works on any gun, recommend beating the game and then fully mod a pistol for the cheapest results.
  2. Los santos customs- beat the game and take franklins car (trust me, do franklin's car) and go to a Los Santos customs and buy every option
  3. A lot of cheddar- When you finish the game go to one of the stock websites and purchase every stock you can, which means you should be able to purchase 40 million worth of stocks at a time, do this until you unlock the achievement. This should take around 2 minutes.
  4. Out of your depth- Purchase a boat or call a taxi (if you do the taxi achievement before this one the taxi skips are free) and go to the ocean, drive or swim to the very end and swim down to find a shark, annoy the shark so he will kill you. Depending on how you do it should only take around 5-15 minutes.
  5. Off the plane- nothing needed to be said here, just complete it.
  6. Clean sweep- Just stay behind cover and purchase snacks and body armor, and use a gun like a pump shotgun or a one-shot weapon, such as the revolver.
  7. Trading pure alpha- you can do this anytime within the game, just purchase a stock and then kill yourself repeatedly until next to your stocks a green arrow pointing up appears, sell it and you should get the achievement. Can take up to 5 minutes if stock prices don't go up quickly.
  8. Three-man army- Play as franklin and call Micheal and Trevor and pick them up, get a wanted level and stay in your car, kill a cop so you can get 3 stars, and start driving away but still have the cops on your ass. Do this for 3 minutes and you should get the achievement easily. Make sure your car has some armor upgrades though.
  9. Alls fare in love and war- After beating the mission Mr.Philips you are able to purchase businesses when you're able to play as franklin purchase the taxi business for 200k and then you should get a call after a while, do the job and you should get the achievement. The missions themselves don't take a long time, maybe around 5-10 minutes, if you don't get the achievement to try to do another one.
  10. Red mist- After completing the Trevor Philips industries mission this will just look like standard strangers and freaks, complete it, and then the others should pop up after you finish the one before. Complete all 5 and you should get the achievement. Can take up to 30 minutes to an hour if you're not good at it, I recommend trying to get the gold for all these for another achievement.
  11. Altruist acolyte- There are certain markers that will appear as you get close to them, play as Trevor and go to the "Domestic" random event, there are a few closer to the location such as the hitch lifts but I wasn't able to spawn them. Drive to the cult and you should get the achievement after the cutscene. Took me around 10 minutes if you use the domestic random event.
  12. Wanted: Dead or alive: This will also appear as Trevor strangers and freaks, after doing it you will get an email giving a picture of where he should be hidden, you can search it up on youtube as I did and capture him, don't kill the target no matter what, deliver him to Maude and you should unlock the achievement. Took around 10 minutes.
  13. Kifflom! Play as Micheal and go to the Epsilon Program website, and pay the 1000 dollars to start this, I recommend using another guide for this but whenever you need to do something like wear the robe for 5 days just go to Michael's house and sleep until you are able to go on another mission, and when you need to walk around the desert for 5 miles just walk in a circle. this can take up to 3 hours if not done correctly.
  14. San Andreas sightseer- Purchase a helicopter for the quickest results but can be done using a car or a boat. Travel around and get 95% of the map uncovered, you can tell if it's uncovered by it being transparent, meaning you can see through the map. The reason why I recommend a helicopter is you also need to uncover the ocean as well, which can be done with a boat but the helicopter is faster, you can either steal one or purchase a helicopter hangar and a helicopter. Took around 5 minutes because I already had a lot of the map uncovered.
  15. Multi-disciplined- You'll need to get a single gold in only one of the shooting range challenges, triathlon, a flight school lesson, a sea race, a street race (which only franklin can do), and an off-road race. Complete all of them anyway for 100% achievement. This can take up to 30 minutes to an hour if you aren't able to gold one.
  16. TP Industries arm race- After beating the mission Mr.Philips you need to purchase the hangar after beating the mission, it should cost 100,000 dollars. You get a special marker for the dune buggy and the airplane, there are 10 in total, 5 for the dune buggy (which is mainly just collecting supplies) and another 5 for the airplane (which is also mainly just supply drops) After doing the two quick save your game and reload it for the two missions to spawn. Can take up to an hour if doing the quick save method.
  17. Crew cut- To easily finish this you either need to make a crew for a friend to join or join a friends crew
and play a contact mission with them to get the achievement.
  1. A new perspective- Just leave one of the characters in the first person and just wait for the 15 hours or play some of
the story in the first person, I just recommend leaving it on overnight.
  1. Calling digits- reach rank 20 and have 5000 dollars, call up Merryweather and ask for a backup helicopter.
20- stick up kid- rob every store on the map, can take up to an hour depending on how fast you move to each store.
21- enjoy your stay- for this achievement you need to play golf, play tennis, play darts, arm-wrestle,
win a shooting range challenge, rob a store, buy a lap dance, buy any clothes, buy a tattoo and change your hairstyle. Make sure you win or lose the sports activities because if your teammate leaves in the middle of the match it won't count.
  1. Three-bit gangster- Pretty simple since ranking up is easy, just play 3x or 2x events or contact missions for the best RP. Can take up to an hour or two.
  2. American dream- You're most likely going to need at least 1,000,000 dollars for everything, grind the 3x or 2x event or play heists for money.
  3. 4-bit gangster- Same as a Three-bit gangster but more grinding is required. Can take up to 5 hours of pure grind.
  4. Full refund- After rank 50 have a friend call Lamar so he can call a thief on you, kill the thief and take back your money. Takes around 5 minutes.
  5. The midnight club- You can have a friend let you win 5 races by going to the menu-jobs-races and then
invite your friend and have you win 5 with a custom vehicle, depending on the map you play on
(I recommend taxiing, takes around 2 minutes to complete it) this can take up to 10-30 minutes.
  1. Backseat driver- Do this with a friend, wait for people to join or join a rally race, and then guide them through the map. Once again I recommend making the rally race so you can play on a map you are familiar with.
  2. Run like the wind- I did this in a solo match, I stole a car, got a bounty, and survived a GTA day (which is around 48 minutes) Move around and don't get kicked, you can die by anything but another player. You can do this with a friend where they have Lester give you a bounty.
  3. Show off- Use an upgraded vehicle (preferably franklin's personal car) and search up a guide for all locations, ill put a link to the guide I used in the description, while most are easy 10 of them are a complete bitch, and took me around 15 minutes just to do one of them because of the requirements. This can take up to 3-5 hours.
  4. From beyond the stars/a mystery solved- I can't really decide on which one is harder so I will group them up into one, both took me around 3 hours to do since there are so many. You can use the rockstar social club website or use a guide on YouTube as I did.
  5. Waste management- After the second heist Micheal or Trevor and purchase the old dock for around 250,000 dollars, while it can be confusing just follow the dot on the map. Took me around 2 hours to do.
  6. Close shave- Look up a guide, it's pretty much required for this. Buy the buzzard helicopter for the under the bridge and keep in mind not to do too much damage to your helicopter or it won't count, while most recommend stealing a jet from fort zancuddo I instead bought the mallard for 250,000. Took me around 3-4 hours.
  7. Decorated- In GTA online there are certain rewards for doing certain things such as killing people with a pistol a certain amount of times, every single platinum that I earned were headshot kills, sniper kills (not sure how to be honest) Kill people using melee weapons, kill people using sticky grenades, kill players in GTA online, kill psycho's (I recommend doing most of these in deathmatches) win 10 waves of survival, (it's painful and achievement on its own), rob 20 stores which is also an achievement, pay for 25 lap dances (all you need to do is pay for the dance and then exit it) buy 25 haircuts, have a friend drive you around for a few hours (sit in a car with your friend in it, pretty simple one) Flippin hell (go to a stunt race with a flying car, get high in the air and do the flips) steal vehicles (pretty simple) Achieve the fastest lap in a race (can be done with a friend) land jumps 300 feet in a road vehicles win every deathmatch and race mode (can be done with a friend) participate in 25 races, buy 25 pieces of clothes (just buy 25 shirts) get the most kills in a 4 player survival (not too hard unless you camp all game, can be done with a friend) get the most kills in a gang attack (also can be done with a friend) shoot cop choppers down (when you get 3 stars start shooting the choppers down with a homing missile) win every race mode at least once (needed for 2 achievements) get a tattoo on every body part, win a race in a custom vehicle (needed for achievement anyways) wheelie for over 2000 feet (I don't remember getting this one, but the best way is to do it at the airport) Activate a 2 person key switch (I did this on the diamond casino heist) Complete the fleeca heist finale, do the aggressive approach on the diamond casino heist and earn 1,000,000 dollars and use the elevator on the diamond casino heist.
  8. Solid gold, baby!- Do the heist setups and the strangers and freaks, every mission and strangers and freaks I got a gold in (not including prologue) was
Franklin and Lamar, Complications, Fatheson, marriage counseling, friend request, chop, the long stretch, daddy's little girl, the good husband, carbon rifles, Mr.Philips, Trevor Philips industries, Deadman walking, did somebody say yoga, by the book, Tow truck, boiler suits, masks, The multitarget assassination, Mr.Richards, Hang ten, Fresh meat, The ballad of Rocco, reuniting the family, Architects plans, doting dad, fire truck, meltdown, stingers, every gauntlet, something sensible, the times come, every Pulling favors, every rampage, shift work, Grassroots Micheal, grassroots the drag, Paparazzo, paparazzo the sex tape, Paparazzo the highness, every vinewood souvenirs expect Al Di Napoli, Exercising demons-franklin, liquidy risk, minute man blues, exercising demons Micheal and Trevor, targeted risk, uncalculated risk, a starlet in vinewood, chasing the truth, the last one, delivering the truth.
I may have missed a few but those were the ones I counted, this can take up to 5-10 hours unless if you already have quite a few on gold. You don't have to do every single challenge at once, so you can try to beat the level as fast a possible, reload it and try to get as many headshots as required for example.
  1. Career criminal- This one requires pure fucking grind, let me tell you everything I did for the 100% completion. for hobbies and pastimes, I did Stunt plane time trials, 3 medals in every shooting range challenge, won every race (meaning offroad, street, and sea,) won every sport, got par or under in golf (getting par or under is required,) Bail bonds quarry and farm, every flight school mission, every arms traffic race (required for an achievement anyways,) got a private strip club dance, hunting, yoga and parachuting. Only franklin's strangers and freaks are required, my random events were the ATM robbery, Bike theft 1, construction accident, gang imitation, mugging 1, 2, and 3, security van 3, 4, and 6, sportbike theft, a countryside gang fight, a deal went wrong, and the drunk driver. To find out the spawn points of the random events go to the rockstar social club. All 30 misc were buying a haircut, weapon, any clothing, a car mod, a tattoo, and 5 properties, a vehicle from a website, ride the cable car, use the car wash, go on the rollercoaster, friend activities (meaning call up Micheal, Trevor, or franklin as any of the 3 characters) Visit the cinema, bar, play tennis, darts, golf, go to a strip club, 25 stunt jumps, 8 knife flights, rob a store, purchase stocks, watch T.V. (do at Micheals) complete a booty call (Play as Trevor in a strip club and get one of the girls like the bar to the max and drive them to their apartment) 25 under the bridge, walk and play fetch with chop, get 30 submarine pieces (one of Micheal's strangers and freaks) 30 nuclear waste (it's an achievement anyway) get all 50 spaceship parts and letter scraps (both achievements.) This can take up to 10-20 hours, it's a fucking pain.
  2. Unnatural selection- Holy shit, this took me so fucking long to do, me and 2 other friends grinded for 10 hours straight and couldn't even beat it. Buy max snacks and body armor and the best map to do is the nuclear silo,
there is a certain hiding spot near the stairs and the stairwell that if you hide behind it's super difficult to get shot unless you peak for too long. Use the combat MG, does a lot of damage and can shred through enemy health, be careful at the beginning when getting health and armor not to be out for too long for else you will lose all your health and maybe even die. This took me prolly around 10-30 hours to complete.
  1. Above the law- This requires so much god damn grinding that I grinded for 3 days straight, I started grinding hard on level 67 and got to level 100 by doing the 3x event "Target assault race" But by the 3rd day, it was this stupid deathmatch where if you die you can come back to life by an enemy dying or some shit, heists are also good ways of gaining RP, and heist setups too. this took me around 10-20 hours to complete starting from rank 67.
  2. Numero Uno, the requirements for this achievement is to win a single Bike, Land, Sea, Air, Rally, and GTA-Race, win a Deathmatch, Team-DM, Gang-Attack, and Survival (10 rounds), and win Arm Wrestling, Darts, Parachuting, Golf, Tennis and Shooting Range. So not only do you need to complete the survival bullshit but more on top of it, now everything but a rally race, team deathmatch, and survival you can boost with a friend. But even then this still took me around 10-40 hours to complete due to the fucking survival bullshit.
submitted by Aliasiscancer to GrandTheftAutoV [link] [comments]

The Diamond Casino & Resort FAQ Megathread

Last updated 2:00 EST, 27 July
RIP my inbox
All new posts asking about information already provided here will be removed and redirected here to reduce redundancy.

Release

As of 5:15 EST, the update has released on PS4, Xbox One, and PC.
  • 3.4GB on PS4
  • 3.2GB on Xbox One
  • 2.9GB on Steam
  • 2.6GB on Social Club.
On the note of releases... Some countries will not be able to access certain content from this update due to gambling laws. Thankfully though, players from these countries will still be allowed to download the update in general.

Money for Diamond Casino

For ways to make money to afford the new DLC content, along with methods to make an empty lobby to do CEO/MC work, check the Mega Guide.
Tips
  • You only need $50,000 to register as a VIP! If you have at least that much, you can register as a VIP for 4 hours and get access to VIP missions (which can be done in an invite only session), giving you a lucrative way to save up.
  • If you own both a crate warehouse and vehicle warehouse, you could use them together to make more money overtime than you could by using either exclusively. Use your sourcing/exports between crate pickups and sales, and you'll be getting the best of both worlds, gaining from the postive money-making aspects of both.

Content and Prices

Content that has initially released with the update.
Southern San Andreas Super Autos
  • Weeny Issi Sport - $897,000
  • Vapid Caracara 4x4 - $875,000
Legendary Motorsport
  • Annis S80RR: $2.6million
  • Enus Paragon R: $905,000
  • Obey 8F Drafter: $718,000
  • Truffade Thrax: $2.3million
Penthouses
  • Cash Pad: $1.5million
  • Party Penthouse: $3.78million
  • High Roller: $6.5million
  • "Design Your Own": $1.5million
Penthouse Customizations
  • Colour options: $215,000 or $258,500
  • Pattern options: $92,000 - $210,000
Penthouse Addons
  • Lounge Area: $400,000
  • Media Room: $500,000
  • Spa: $800,000
  • Bar and Party Hub: $700,000
  • Private Dealer: $1.1million
  • Office: $200,000
  • Extra Bedroom: $200,000
  • Garage: $800,000

Gambling

As this is a Casino-centric update, there's plenty of ways to gamble away your hard-grinded money.
The gambling in this game centers around a new form of currency, called Chips. These chips are pretty much like real-world gambling chips, with a one-to-one dollar value, except you keep your chips when you leave the casino. Chips are an actual currency in GTA Online, as they can be used to purchase exclusive items from a shop inside the casino, along with being used to bet with when playing the Gambling Games, listed below
  • Slot Machines: There's plenty of options to choose from, but they all perform the same way. Spend some chips, and let the RNG decide whether or not you earn anything from it.
  • Blackjack: Casino style blackjack with up to four simultaneous players, all of which play against the dealer. Anyone who beats the dealer individually wins, anyone who the dealer beats individually loses, and if the dealer gets Blackjack (an Ace and 10/face-card), everyone immediately loses. Assuming your initial hand isn't a Blackjack, you have the option of doubling-down, which doubles your initial bet with the caveat of only being able to hit once.
  • Poker: Three-card poker. You make your bets, check your hand, and similar to Blackjack, each player wins if their hand is better than the dealer's, and the dealer beats whoever has a worse hand than him. While there is no option to double-down, how much you win does depend on how good of a hand you have. The better your hand, the more you win. Also, while you can fold your hand, you lose your initial bet anyway.
  • Horse Racing: Pretty much standard horse racing bettering. You choose a horse, you put your money down, and if you bet correctly, you get double the amount you bet in return. Otherwise, you just lose the amount you bet.
To gain more chips, there is a counter inside the casino where you can buy them, however you are limited in how many you can buy per day (real-world 24 hours). As standard, you can buy a maximum of 20,000 chips per day, but if you own a penthouse of any tier, you can buy up to 50,000 chips per day. Chips can also be traded in for money, but there does not appear to be a limit on this. No matter how many chips you win from gambling, it appears that you can trade them all in at once for the equivalent dollar value.
Lastly, there is the Wheel. It's a roulette wheel that you can only spin once per day, which costs $500 per spin. There are twenty reward slots, and since some rewards are in multiple slots, they have greater chances of being selected. The biggest note about this wheel however is that there is one slot in which you can win a free car! What makes this so significant is that since the car takes a 1/20 slot on the wheel, that means you still have a 5% chance of winning a free high-value vehicle! Compared to most online games, that's pretty much the most generous RNG you can get.

Business and Missions

coming soon

FAQ

Are there any differences between the penthouses
For once, yes! Well, technically... they're the same basic property layout, but each option gives you different addon options.
  • The Cash Pad: The basic Penthouse with no property addons available . You cannot purchase a garage, extra bedroom, lounge, etc. with the Cash Pad. You can, however, purchase penthouse customizations (colour and wall patterns).
  • The Party Penthouse: Gives you certain of the addon options: the main Penthouse, the Extra Bedroom, the Lounge Area, the Spa, and the Bar and Party Hub. You are locked to these options, no more, no less.
  • The High Roller: Gives you all of the property addons as standard, and the most expensive penthouse customization options... this means that you cannot choose your own colour and wall patterns with this version.
  • The "Design Your Own": ...What should be the standard option. It gives you the basic penthouse and allows you to choose which addons and customizations you want, with an extra cost for each one, of course. Just get this one. You can also renovate this option later, allowing you to purchase more addons and change your customizations later.
What do the Penthouse Addons do?
  • Lounge Area: Allows you to purchase the other Penthouse Addons (except for the Extra Bedroom and Garage, which are the only items addons that can be purchased without a Lounge).
  • Media Room: You know the cinemas around Los Santos? The ones that play a few 5 minute animated films on repeat? That, but in a Penthouse.
  • Spa: Gives you access to a hot tub and a Personal Stylist. The Stylist's services are the same as the ones spread around Los Santos (hair, contacts, and make up), but they're all free.
  • Bar and Party Hub: Allows you to consume drinks that instantly intoxicate your character, along with access to special arcade games that aren't available anywhere else in the game.
  • Private Dealer: Allows you to play gambling games in your penthouse.
  • Office: Adds a standard computer, a Gun Locker, and a money vault (don't get excited, it's just aesthetic).
  • Extra Bedroom: Bedrooms in owned properties in GTA Online are used as spawn points, so why can you pay to have an extra one? Because you can now allow a friend of yours to claim it! The Extra Bedroom allows a friend of yours to use your penthouse as a spawn apparently, though the exact implementation of this is not completely clear.
  • Garage: Access to the Penthouse's garage bay.
How do I get the armored car?
  • To recieve the Enus Paragon R (Armoured), you have to complete the Diamond Casino's mission series, which you must own a penthouse to access. Once of the missions are complete, you'll be given the vehicle for free! But remember, it's uninsured and you only get it once, so immediately go into passive mode and take it to the nearest Los Santos Customs to insure it, or else you could lose the vehicle permanently.

Passive Mode

Good news, passive mode has been fixed!
  • Passive Mode can now no longer be active when using a weaponized vehicle
  • A Passive Mode cooldown of 2 minutes is now in place for players who have just killed another player
  • Players now must wait 5 minutes before they can activate Passive Mode again after disabling it
  • Players now must wait 30 seconds before they can disable Passive Mode after activating it
These changes make is so that grievers can no longer abuse passive mode, or at least no where near as easily. If you start to get the upper-hand on a griefer and destroy whatever death-machine they're using to troll you, or if you confront them in a death-machine of your own, they can't abuse Passive Mode to try to get the upper-hand on you!

Solo Session

Check the Mega Guide for ways to push yourself into a public Online session with no one else in it. Keep in mind that some missions and abilities are unavailable if there's no one else with you though!

Bugs and Glitches

  • Apparently on PS4 and Xbox One, you must have full size of GTA V available to download the update, so if you have less than ~60GB free, you may have trouble downloading the update. This does not mean that the entire game is re-downloaded, it just means that the update may not download if you don't have that much space available.

Credits

Special Thanks: u/Rebored_Warrior - Sent me the official patch notes link!
  • u/LordMcze - Information on countries that restrict players from gambling functions.
submitted by L131 to gtaonline [link] [comments]

What seperates TDU from other racing games

So I've been an avid fan of Forza ever since the very first game. Owned and played every game, gotten the expansion packs, dlc, etc. I will always love Forza and always recommend it to my friends and such.
That being said, TDU will always be top dog for me.
First off, I think that Horizon 4 finally took a step in the right direction with the addition of houses. This is a feature I have wanted literally for years and years now. I think the idea of having houses in Forza is amazing, and definitely should be built on.
What I mean by that is, Test Drive Unlimited, Project Gotham Racing, and even Grand Theft Auto all have far more in depth housing in their games. I would absolutely love to see Forza adopt these ideas and have houses more interactive houses..
Forza kills it for their specific audience, they have Horizon for more casual players that want tons of models in a racing game and the ability to free roam, and they have Motorsport for gamers that want a bit more of a track racing sim. Need for Speed (in my opinion) has gone downhill since its golden days (original Most Wanted was my personal fav) but in fairness they have stayed true to their market, a street racing style of car game with extreme customizability and nitrous and police chases, etc. Other racing games have niche audiences they cater well too also, such as the Dirt series or even Ride for motorcycles.
So why does Test Drive stand out to me as my favorite, even though its so old now and definitely had its flaws?
Because it feels so real.
When I boot up Forza, I feel like I'm playing a video game as a racer. When I play NFS, I feel like I'm playing a video game as a street racer. When I play The Crew, I feel like I'm playing a video game as a street racer (this is why I feel like The Crew never lived up to "TDU Successor" expectations, I think it was going after the wrong market completely). When I play Dirt, I feel like I'm playing a video game as a rally driver.
When I play Test Drive, I feel like I'm living out my dreams.
I think that's what Test Drive does so well. I hate to compare it to GTA because obviously they're two totally different games but, I think part of why GTA V did so well especially when it first came out is because it really felt like an escape from reality for players. People would live out the lives they dream of in that game, walking around town buying mansions and penthouses with garages full of supercars and such. This is what Test Drive is all about in my opinion.
We all love cars right? And we love going fast. We love scenic roads, we love cruises, we love all that comes with that extravagant Ibiza lifestyle. Unfortunately, many of us can't live these dreams out in real life, and sadly might not ever be able to. I wish it weren't true but, for many of us that's just how things are. Some of us are more fortunate than others, and some may find themselves one day climbing the ladder of financial wealth and being able to live out these dreams, but for many of us we may never be able to drive a Ferrari or live in a mansion or cruise down the coast of an island with the top down at 100 mph.
Test Drive lets us live out these dreams. It makes it feel so much more real to me than all of the other ca racing games.
The houses are a big part of it. Being able to have your own house where you can:
  1. Walk around in
  2. Customize
  3. Walk into garage
  4. Re-organize cars in garage
Why do I think something as simple as in depth houses is so necessary for a racing game franchise? Because, in my opinion, its not all just about the racing. Obviously we all play the game for the thrill of adrenaline pumping love of speed that most of us can not replicate in real life.
Having supercar posters on the walls of our bedrooms, to now thanks to technology being able to visualize the exact car of our dreams, customized to our liking, and be able to sit in it then and explore... just so cool to me.
Being able to buy the cars in the game that you dream of in real life and visually see them filling spots within your garage is a very rewarding aspect that I seriously loved about this game. It sounds cheesy but I used to literally organize the cars in the garages how I wanted them and just have my character stand there so I could see them all 😂
Another big thing for me was dealerships. Instead of just going to a magical "autoshow" or something similar, in TDU you had to find the dealerships you wanted to buy a car from, and physically drive there. Then you would walk in and walk around to the cars in there, and could even take them on test drives before deciding to purchase them. Same theme here, feeling like its real life.
The Casino I think was such a cool aspect too, and the way you could do so much in there.
I think those are just a few examples of aspects in Test Drive that really helped it feel like an escape into our dreams, and thats why I personally always loved it the most out of every game. I would absolutely love to see these features return, and I honestly just hope they're not too tampered with.
As far as features I'd want:
Can we please not make this game incredibly easy. Or atleast maybe have a difficulty scale. I'm not saying in like the difficulty of driving but just the overall cash flow of the game. This is something that I personally feel Forza lacks, within the very first day my garage had like 40 cars in it lol. Now I have like 20 million in the bank and own pretty much every car in the game. I personally feel like, if you can get everything you want super early on, it leaves little left to be desired later. It makes it all feel unrealistic. Obviously you should be able to earn millions over time to buy whatever you want, but when you look at your yacht filled with supercars, it should feel rewarding. Like you've put work in and earned it. So please don't just throw millions at me within the first few races 😂 weird thing to ask I know lol.
I always thought gas needs to be more involved in racing games, so I think having gas tanks that can empty and the need to go to a gas station and fill it up is a cool aspect.
Exhaust sounds are key. Obviously the best way to capture realistic sounds is via actual recordings of the cars IRL, and if the mega-money maker Forza is even lacking in this department with tons of shitty sounding inaccurate exhaust noises, I don't have high expectations for Solar Crown. I'm just praying. Also one thing that always bothered me about other racing games is how, when you change your exhaust, the sound barely changes. In forza I don't think it even changes at all. NFS Heat has a cool feature where you can tune the sounds of the exhaust but that was even lacking. If I buy an exhaust, I don't want it to sound exactly like it did before. Either have the stock cars sound a bit quieter and more tame, or have the upgraded exhausts be more dramatic.
Other realistic features such as car reliability and health would be cool but I'm not sure how that could actually be put into practice.
Aesthetic is big in this game, so I'm hoping graphics are up to par but I'm not too worried because that's pretty obvious so I don't think it needs to be mentioned. This "wishlist" is more about the little details that made TDU shine.
In addition to big car dealerships for the brands in the game, I think used car dealerships would be cool too. Pulling up to a used dealer with more "normal" cars and affordable cars that aren't in the best shape but great for starting out is a cool concept. Honestly the old GranTurismo games did this pretty well with cheaper prices and the oil feature where a car would have bad oil which needed an oil change to get back to health. Implementing this concept would be interesting.
Another cool idea would be to make traffic more realistic. I'd say to have more cars in the cities, I think games always miss on this (for practical reasons such as having room to speed around in the city) but I think if there was more traffic it'd feel more realistic and since it's a video game we'd still find ways to maneuver and speed throughout them. Less traffic on backroads of course.
Also what kinds of cars you see in traffic. I mentioned this in a reply to a post the other day but, I think itd be cool if you would see cars in traffic according to how rare they are in real life (or roughly). I dont like it when I'm driving a lambo I just bought in forza and all of a sudden I see lambos everywhere. Make traffic be mostly normal cars, and have rare cars show up well, rarely. Maybe even extremely rarely for certain cars like hypercars and make it feel like a bit of a "hunt" like shiny Pokémon in Pokémon games lol.
Features that should be avoided:
Over the top character customization. Now I know people love their character customization lol, I think it's cool too. What I dont want is for this to become Fortnite. Like crazy wacky costumes and stuff like that, then when I go to the casino I'll feel like I'm in looney toons lol.
Jumps. Let us find natural jumps in the mountains if we desire. I dont like when there's forced jumps and ramps all over the place and it becomes more of a crazy rally game than what its meant to be.
Honestly just overall crazy stuff. If the games niche is feeling like a realistic interpretation of our dreams, I dont want dragons in it 😂 you know what I mean.
The fact that we are on this subreddit so early on tells me we're all pretty big fans of the Test Drive series so, im curious to share my opinions above with you guys and see what you think! Hopefully we're on roughly the same page with the vision I shared for this game and I'm not like totally off from what everyone else wants 😂🥴
submitted by zandrosmusic to tdu3 [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]

[PSA] About the Casino Wheel and winning the podium vehicle - the truth

Alright here goes nothing...
The reason I’m making it is because I’ve been seeing so many casino wheel “glitches” get posted lately that can be a bit misleading which has led to a lot of confusion about everything. So I’m hoping this can be helpful both to people already part of the community that have been looking for info on this and people new to here. I’ll try my best to keep checking in on this post and expand upon it to make it more useful time provided.
For the mods: I have flaired this as a PSA as although I go over the glitches/methods again, the main goal of this post is to provide more clarity regarding everything. I’ll be more than happy to change anything that needs changing.
So for everyone interested in winning the podium vehicle here’s everything you need to know:
——The unlimited spin “glitch” itself——
—— Increasing your odds of winning the vehicle——
When it comes to timing methods all they’re going to do is provide a degree of boost to consistency but not to the level some people would have you believe. Also if you’re going to try this make sure you load into invite only sessions as you will always get a fresh wheel (i.e. the wheel is set to its natural starting position). The wheel is still inherently random but because using these methods causes the wheel to spin at a slower and more consistent pace it is always drawn to land in a smaller range around the podium vehicle. So while there’s still always going to be some level of toss up regarding where it lands, you are limiting the options of where the wheel can decide to land. I don’t know how the wheel is programmed so I can’t say for certain how much of a boost to your odds this provides - in essence I don’t know for certain if it just goes straight from 1 in 20 odds to something like 1 in 6 odds and from what I’ve experienced and seen it doesn’t seem to provide a boost as substantial as that. If anything the biggest boost it provides is a mental boost as you feel much closer to winning it with every spin since if you don’t hit it always lands near the vehicle so it reduces the feeling that you’re banging your head into the wall praying to rngesus it will land on the vehicle and not clothing on the other side of the wheel for the 15th time in a row. Feeling like there’s less chance involved makes it a lot less stressful. Anyways, the sweet spots are as follows:
At the end of the day a lot of people have different opinions on the wheel that they throw around as fact when much of it largely stems from bias. For example, earlier I saw someone claim 4.18s was the exact time you need to spin the wheel to win. It’s not. Not only does that contradict the fifty other posts I saw claiming a perfect time but also just because you spun the wheel 10 times after 4 seconds and it finally landed on the vehicle at 4.18s doesn’t mean it’s going to be the same for everyone else. If the wheel had a perfect time to spin then why would your perfect time suddenly be different the next week? They’re not changing how it works every week - if they were going to do anything to it they’d make it so that it does the full rapid spin no matter how long you wait before spinning. Hell for all we know the varying spin strength was intentional on rockstars part to mimic the people who get all cheeky like that at prize wheels in real life. I mean if there was actually a perfect time to spin the wheel stemming from the weaker wheel spins there’s no doubt rockstar would’ve removed that from the wheel. Outside of glitches involving restarting the game which they can do little about, rockstar makes glitches that would threaten shark card sales a top priority. Yes, the live team working on GTA online is smaller right now (with most assets diverted to the next update and GTA VI no doubt) and they’re operating remotely so they’re running a little bit slower than usual in that regard (ex. The vending machine dupe received no attempt at being patched last week) but this is something that’s been around for a long time and if there actually was a perfect time to spin the wheel that guaranteed the podium vehicle every time that would surely fall under the umbrella of a shark card threatening glitch.
Anyways, apologies for veering off into a bit of a rant there. It’s just frustrating to see the sub get spammed with clickbait posts regarding the podium vehicle every week and then seeing the amount of inevitably confused or disappointed people in the comments. Sometimes the comments themselves can add to the problem as people who try it and do win are more inclined to come back and say “hey thanks it worked for me” and then try to give the people commenting saying it didn’t work advice when it’s all just confirmation bias. Hope I was able to clear up a lot of the misinformation out there and also provide some decent instructions on what to do.
Tl;dr - There’s no perfect time to spin the wheel. You can spin as many times as you want. There are a couple times to spin that can boost consistency of wins. Biggest benefit is mental. Instructions above.
Edit: Unsurprisingly I’ve seen some comments come in saying “4 second method works for me every time” or “you just need a specific momentum” without substantial evidence to back up their claims. So a quick rebuttal:
A) It’s physically impossible that I’m spinning the wheel down to the exact same hundredth of a second every week.
B) On both my accounts I’ve had 2 occasions where the winning streaks had no relation to using any timing methods. Like I said, the timing methods almost certainly do provide a boost to some degree to your odds of winning the vehicle so it’s no surprise that there will be more occasions where people enjoy a lucky streak. But based on available evidence it is safe to say the boost is not substantial enough to not make the people that enjoy this fall into the category of extreme outliers. Additionally, most of the people that comment this mysteriously go quiet or pop back up with a different claim after their luck runs out and they’re suddenly not winning it every time. If you ask later the more stubborn ones will say “oh something must’ve been changed or it was patched”.
It’s great if you’re having good luck on the wheel, but leaving a comment claiming that your way of doing one of the timing methods is the actual sure fire way of doing it is only adding to the wealth of conflicting information out there given how many different posts there are already claiming some variation of the same thing while also proving what I was saying in my post. If you disagree and you’re sure that your method is actually the right way to do it then I would implore you to add evidence to your claim and bring some more substance to your argument. I honestly hope I’m proven wrong - it would be awesome to have a way to win the vehicle without ever having to restart the game - but so far I’m just seeing the same empty claims that have led to so much confusion about it all in the first place.
Now if you have a creative method that you think works and expands upon the timing method beyond just claiming a different specific time or force of movement for the thumbstick I’d love to hear it and test it out.
submitted by OrganicHumanFlesh to gtaglitches [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.
submitted by jxfl to forza [link] [comments]

Non-obvious tips for newbro's

GTA Online just got a boost in new players due to the free giveaway at Epic Games, myself included.
After playing and doing some research online I decided to write this brief no-nonsense "tl;dr" list of tips, sadly not included in the game itself, for my friends. As it got larger and more thorough I decided to post it publicly - hope it helps!
(June 2020; PC version 1.50, mostly applies to console too)
 
The order of tips is simple to technical, meaning arguably the most important stuff is near the end.
  1. Gameplay
  2. Equipment
  3. Business
  4. Settings
  5. Troubleshooting
 
[ 1. Gameplay ]
 
[ 2. Equipment]
 
[ 3. Business ]
Once you have competent equipment, consider investing your cash into a (single) Business to earn more cash later. Note that most of my info on this comes from other guides:
 
[ 4. Settings ]
First the important stuff:
The default keybinds are poor. Here are my recommended changes:
 
The "Online" > "Options" menu:
 
[ 5. Troubleshooting ]
This section is only useful if the game is malfunctioning somehow (which sadly is very common):
 
Lastly, and I had nowhere else to put this: You can currently get a free million and Pete's Arcade using an Amazon/Twitch Prime temporary offer. NOTE that it's set up so that although you can get the whole thing for free, it comes with automatic renewal for the subscription at 3 bucks a month. You can get rid of this either on the Twitch page or by contacting Amazon (chat) support.
Edit: Fill the arcade with the free games to get $3600 per "day" (48 mins). Optionally add the 90k game in the empty slots to raise this to the $5000 max (1400 more). You'll recoup the investment in: 90/1.4=64 "days" or 51.42 real-time hours.
 
P.S. If any veteran players have more tips to share in the comments I'd appreciate it.
submitted by Gessie00 to gtaonline [link] [comments]

what day does the casino car change gta 5 video

GTAO Diamond Casino & Resort - The Six New Cars And Which Models Were Based How To Change The Vault Contents During The Diamond Casino ... WARNING! DO NOT PLAY GTA ONLINE AGAIN UNTIL YOU KNOW THIS ... The REAL Reason Why Job Points (JP) Are In GTA Online ... GTA 5 - LSPDFR - How to Change Handling - YouTube 2 PLAYER PERFECT STEALTH GUIDE (THE BIG CON, $2,427,000 ... 5 Tips For MODDING GTA 5 - YouTube How To Sell your Kosatka/Arcade/Facility/Apartment/MC/CEO ... How To Win The Lucky Wheel Podium Car EVERY SINGLE TIME In ... What time does the Podium Car change in GTA 5 and which is ...

RP: 5 in 20. If you win the Podium Vehicle it will disappear from the Casino floor. Winning the Podium Vehicle for a second time in a week will earn you 20k RP. Also keep in mind the Podium Car changes every Thursday during the GTA Online’s weekly reset. This means you should check back each Thursday to know what car is currently available. Make sure you spin the Lucky Wheel on the casino floor every day for a 1 in 20 chance to win the nearby podium vehicle, which at the time of writing is a previously released GTA Online casino car Users are allowed to spin the Diamond Casino’s Lucky Wheel once every day, and each Podium Car changes after seven days on a Thursday. This gives you a total of seven chances of winning a new vehicle for free until the vehicle changes the next week. GTA 5 Podium car this week. The GTA 5 Podium Car for the week of May 7 to May 14 is the Cyclone. You get 1000 free chips from the cashier at the casino every day. One chip is equal to one in-game dollar. However, The Podium Car is a major reason why players love the Diamond Casino. GTA Casino release date. The GTA Casino release date is July 23, 2019 – in other words, right now. The GTA casino update time was before 11am GMT (6am ET / 3am PT. You can spin the Diamond Casino’s Lucky Wheel once a day, and each Podium Car refreshes after seven days on a Thursday. Basically, you have seven shots to get the vehicle of that given week.

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GTAO Diamond Casino & Resort - The Six New Cars And Which Models Were Based

The REAL Reason Why Job Points (JP) Are In GTA Online! Cheap GTA 5 Shark Cards & More Games: https://www.g2a.com/r/mrbossftwHave you ever wondered what Job P... About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features Press Copyright Contact us Creators ... This is a guide and walk-through for The Big Con Gruppe Sechs approach in the GTA Online Diamond Casino Heist. This will show you how to get every bit of mon... WARNING! DO NOT PLAY GTA ONLINE AGAIN UNTIL YOU KNOW THIS OR YOU WILL GET BANNED & LOSE EVERYTHING! Cheap GTA 5 Shark Cards & More Games: https://www.g2a.com... This video will show you guys how to changed the handing for any Tahoe or any other vehicle in the game! If you guys enjoy this video please make sure you gu... How To Win The Lucky Wheel Podium Car EVERY SINGLE TIME In GTA 5 Online! (UPDATED 2020) Cheap GTA 5 Shark Cards & More Games: https://www.g2a.com/r/mrbossftw... rockstar games has it to where these properties can not be sold the only thing you can do is trade it in [their rules not mine]i do not own the rights, no co... How To Win The Lucky Wheel Podium Car EVERY SINGLE TIME At The Diamond Casino In GTA 5 Online! - Duration: 10:41. MrBossFTW 2,782,490 views How To Change The Vault Contents During The Diamond Casino Heist To Get MAX Payout In GTA 5 Online! Cheap GTA 5 Shark Cards & More Games: https://www.g2a.com... 5 tips to not get banned modding GTA V Online (OBS caused the frames to be bad and I hadn’t noticed while editing) I DO NOT ENCOURAGE YOU TO MOD!For Rockstar...

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