Poll

What is your favorite Grand Theft Auto game?

GTA 1
17 (2.5%)
GTA 2
4 (0.6%)
GTA III
12 (1.8%)
GTA VC
23 (3.4%)
GTA SA
133 (19.4%)
GTA LCS
4 (0.6%)
GTA VCS
1 (0.1%)
GTA IV
69 (10.1%)
GTA TBOGT
6 (0.9%)
GTA TLAD
1 (0.1%)
GTA CW
6 (0.9%)
GTA V
409 (59.7%)

Total Members Voted: 682

Author Topic: Grand Theft Auto Megathread - OP 3.0  (Read 703064 times)


Okay this is just weird to see tho
damn, i forgot the characters were modelled after their real life counter-parts.

https://support.rockstargames.com/hc/en-us/articles/204657218

I never understood this kind of thing. Why have a release date x days away, if you're going to have a separate date where the game is complete and you can actually download it, but not actually play it?

I never understood this kind of thing. Why have a release date x days away, if you're going to have a separate date where the game is complete and you can actually download it, but not actually play it?
So you can play it on release date.

I never understood this kind of thing. Why have a release date x days away, if you're going to have a separate date where the game is complete and you can actually download it, but not actually play it?
Games are finished significantly before release date for a billion reasons. One of them being distribution.

It would take me 43 minutes to download under perfect internet conditions.
That's not counting Steam's tendency to throttle downloads.

So, over a year after release and i have finally played heists (although only a little bit as my character is relatively low level and doesn't have enough money for a big appartment with facilities for setting up my own heists).
And I have to say, I'm kind of disappointed with it.

The missions themselves are pretty cool and the vehicles you unlock to buy are awesome, albeit crazy overpowered.
But getting people to actually join you and be the least bit intelligent or capable is just nearly impossible.
It seems that 9 times out of 10, the host will probably kick you early in the lobby, or will set up terrible teams (giving the flying roles to people with 0 flying skill for example), or in the heist finale they'll try to seriously skimp you on your cut, or all the more likely, 3/4 through your mission the host will disconnect or lose connection, and everyone else gets kicked out and all progress is lost.

Add on to that the fact that you'll probably get someone unbelievably low level or just stuff on your team and they'll keep dying. Which doesn't help when the team gets a single extra life if on normal difficulty, but otherwise has none on hard. And somehow a single person dying causes you to have to start from a checkpoint (normal) or from the very beginning (hard). This despite the fact the person who died might have completed their task for the mission and be completely expendable (yesterday while playing a mission where we had to steal, drive, defend and deliver vehicles across half the map we had to restart at the very beginning because one idiot got out at the very end when we were delivering and jumped in front of the final vehicle parking, got run over and died).

Then if your teammates don't manage to kill themselves they get each other killed. They'll completely neglect that they're in a team and won't work together, as I experienced when a player driving a jeep with a mounted gun on it, which was intended to be used to defend the teammates in other less defendable vehicles being chased by waves of enemies, just forgeted off and left them behind where they got killed.
It doesn't help when those teammates also have no mic and can't coordinate. Somehow every prepubescent boy and redneck handicap in freeroam is constantly screaming nonsense or abuse down their microphone, but there's not a peep from anyone in your heist.


And then outside of the heists themselves, the introduction of fully armoured vehicles and mounted cannons means you'll be constantly slaughtered in the street. And if you do happen to retaliate then your only chance is to use explosives such as rockets and tanks. And because of Rockstar's stuffty insurance system destroying those vehicles (because the drivers are unreachable in their vehicles impenetrable by means of regular guns) will cost you $6000-16000 a pop, which is pretty much 25-75% of whatever you can hope to earn in any heist setup mission, should you even manage to complete one of course.

So, over a year after release and i have finally played heists (although only a little bit as my character is relatively low level and doesn't have enough money for a big appartment with facilities for setting up my own heists).
And I have to say, I'm kind of disappointed with it.

The missions themselves are pretty cool and the vehicles you unlock to buy are awesome, albeit crazy overpowered.
But getting people to actually join you and be the least bit intelligent or capable is just nearly impossible.
It seems that 9 times out of 10, the host will probably kick you early in the lobby, or will set up terrible teams (giving the flying roles to people with 0 flying skill for example), or in the heist finale they'll try to seriously skimp you on your cut, or all the more likely, 3/4 through your mission the host will disconnect or lose connection, and everyone else gets kicked out and all progress is lost.

Add on to that the fact that you'll probably get someone unbelievably low level or just stuff on your team and they'll keep dying. Which doesn't help when the team gets a single extra life if on normal difficulty, but otherwise has none on hard. And somehow a single person dying causes you to have to start from a checkpoint (normal) or from the very beginning (hard). This despite the fact the person who died might have completed their task for the mission and be completely expendable (yesterday while playing a mission where we had to steal, drive, defend and deliver vehicles across half the map we had to restart at the very beginning because one idiot got out at the very end when we were delivering and jumped in front of the final vehicle parking, got run over and died).

Then if your teammates don't manage to kill themselves they get each other killed. They'll completely neglect that they're in a team and won't work together, as I experienced when a player driving a jeep with a mounted gun on it, which was intended to be used to defend the teammates in other less defendable vehicles being chased by waves of enemies, just forgeted off and left them behind where they got killed.
It doesn't help when those teammates also have no mic and can't coordinate. Somehow every prepubescent boy and redneck handicap in freeroam is constantly screaming nonsense or abuse down their microphone, but there's not a peep from anyone in your heist.


And then outside of the heists themselves, the introduction of fully armoured vehicles and mounted cannons means you'll be constantly slaughtered in the street. And if you do happen to retaliate then your only chance is to use explosives such as rockets and tanks. And because of Rockstar's stuffty insurance system destroying those vehicles (because the drivers are unreachable in their vehicles impenetrable by means of regular guns) will cost you $6000-16000 a pop, which is pretty much 25-75% of whatever you can hope to earn in any heist setup mission, should you even manage to complete one of course.
Pretty much this.

Is Pre-Loading where you can download the game before its completely out?

Is Pre-Loading where you can download the game before its completely out?
yes

i just noticed something
ceist
heist

coincidence?


i just noticed something
ceist
heist

coincidence?

except they have totally different meanings.

I never understood this kind of thing. Why have a release date x days away, if you're going to have a separate date where the game is complete and you can actually download it, but not actually play it?
For many, many reasons.

First things first. Video Games are always ready MONTHS before the release date. After the development period, developers make a series of "Release Candidates", which are essentially finished versions of the game which they submit to various console publishers for certification; the games are checked against TRCs (a list of requirements that each console publisher uses to ensure that each game meets a minimum standard before they greenlight for release on their platform officially, games that fail the TRCs and release are not allowed to be sold on their platforms officially, and hence won't have the correct logos and won't have the $10 console fee).

Eventually the game meets the critical TRC items, and the game "Goes Gold" (in the old days, the final release of a game was printed on a gold master-disc which would be used to print all of the discs for the public). Once the game is gold, it then has to be printed onto discs for retail release, and any special editions have to be packaged if they haven't been done already. Meanwhile, especially nowadays thanks to the Internet, the QA teams continue working on the current RC/Gold copy of the game so they can find any crucial bugs to be eliminated in a day-one patch.

Since the game is finally ready, especially in big AAA publishers, this is the most crucial time for the marketing department, since they have access to all of the game's content for their promotional material, and they're closing in on the date of release. They're not too early so interest will wane off, and they're not too late that sales don't matter any more. You'll notice that a lot of studios use the last few months to push their game hard.

They're not done yet. The tech support lines need to be established and tested, including creating the generic scripts and help advice for what the developers/publishers expect will be the most frequently asked questions during the first week. If the game is multiplayer, servers need to undergo more stress-testing and any final hardware installs and maintenance needs to be done pre-release. All of those discs that were printed now need to be shipped worldwide, and developers need to test that their game works through the digital storefronts (Steam, uPlay, Origin etc).

A few other reasons:

A) The game's release date is set long in advanced. As well as the retailers and support teams, journalists, marketing/advertising departments (such as the people who print ads on the sides of vehicles or at bus stations) and many other people spent LONG periods of time preparing for that specific date. Moving the date forward or backward is an extremely costly ordeal and can screw over many people in the process.
B) Games that can be pre-loaded generally are 15+GBs in size, and if you allow mass-amounts of people to download at once, it's going to stress the download servers for everybody and cause network blackouts. It's best to stagger downloads and allow a large percentage of people to download early, so that when the bulk of people come online on release day, you have a large portion of people who won't be downloading as much.
C) Those final days can be valuable towards putting together a final Day 1 patch for any last remaining bugs.
« Last Edit: April 04, 2015, 09:09:02 AM by McJob »

Is Pre-Loading where you can download the game before its completely out?
Generally you're just missing the exe.