GTA Online Casino Penthouse (The Diamond): Info, Price ...

gta online casino best bet

gta online casino best bet - win

[PSA] Horse gambling still gives races with >100% player return value, making it profitable earlygame with zero effort.

I'm not sure if this is a "glitch" per se as the code is working "correctly", but it's probably a lot more lucrative than intended--and now is as good a time as ever to remind everyone of this decent money-making method which requires virtually no Rank or assets except a few dozen grand in starting cash.
  1. Convert about $20,000~$60,000 to casino chips. Keep in mind you can only do 20k per ingame day.
  2. Play Inside Track, paying attention to the odds on the two best horses which should be between 1/1 (Evens) and 5/1.
  3. If those two horses have 2/1 and 3/1 odds or higher, max bet on the lower of the two. This is a profitable game, and while you may still lose some games, statistically you will gain chips this way.
  4. If the two best horses do NOT have 2/1 & 3/1 or higher, bet the minimum on whoever and run the game just to refresh the board.
  5. Watch your chips slowly but surely rise over time, assuming you are not astronomically unlucky.
Note: If the other horses have high enough odds, there are cases where games with horses under 2/1 and 3/1 (but not Evens & Evens) are still profitable to bet on, but the math on that is a bit trickier, and using a calculator costs time; this is why I usually stick to 2/1 & 3/1 or better. Also while technically you average the same profit betting on any horse, higher-odds horses make luck a bigger factor, which you probably don't want.
For best results, map Tab to a mouse button to max bet quicker (PC), and do this muted in the background while you watch YouTube or something because it's...also incredibly boring. Profit per hour fluctuates according to RNG of course, but seems to average better than 2x VIP rotations assuming you don't have a Buzzard or Oppressor MK2 yet to efficiently grind with.
EDIT: I'm surprised this wasn't more popular, it's been around for awhile even if it kinda becomes obsolete once better money making methods become available (and it's so...boring...). If anyone's interested in the math and theory for why this works to better understand it, I found the original post explaining it. Keep in mind this all revolves around Inside Track's sloppy method for picking odds, and in the other games (and obviously real casinos), the house always wins.
https://www.reddit.com/gtaonline/comments/ciuz70/ultimate_gambling_guide_for_gta_online_odds/?utm_source=amp&utm_medium=&utm_content=post_body
submitted by Brasparo to gtaglitches [link] [comments]

Online Cheating FAQ

Free tools & menus
Although the majority of free menus ARE viruses, scams, detected etc. As far as I know there is 1 decent free menu, decent as in safe to use any paid menu can easily out-class it and can probably crash there game.
The free tools/menu that I would recommend are
Kiddons Modest Menu - https://www.unknowncheats.me/forum/grand-theft-auto-v/433685-kiddions-modest-external-menu.html
This is the one and only free mod menu out there. Its recovery options and tools are lacking however you can set your own experience level with it. It also has a god mode option and a basic vehicle spawner. You can make a decent amount of cash with this menu by going into Online Services/Casino/Rig Slot Machines and remove the limit. With this play the Egyptian themed slot machine and always bet max. You will win every time and you’ll make around 2.5mil per loop, you can cash out the chips to cash. It’s a slow method but the most effective one with kiddons and it still beats dropping yourself or grinding.
GTAHaX - https://www.unknowncheats.me/forum/grand-theft-auto-v/275597-gtahax-1-52-external.html
This is a stat editor for GTA 5, it’s only really useful for setting your character stats, unlocking locked items and skipping heist preps. You cannot modify your xp or cash with this although there might be a way to modify your health, which would be pointless as all menus include a god option. This is also free, Its not a menu but I still include it as it is a cheating tool.
GTA 5 Online Mechanics to know for modding
GTA 5 is a P2P, or Peer to Peer game for online. There are two special types of players used for this, Host and Script Host. Hosts will be hosting the lobby and most menus, except for kiddons ofc, have an option to use a host kick that will kick ANY player in the game, regardless of what protections they have enabled. This is basically an UNBLOCKABLE kick, this is why becoming host is so valued, some people will even kick ½ the lobby in order to gain host. As a host your game can still be crashed or kicked by other modders though, it depends on whether or not your menu is good enough to withstand the kick. Some mod menu’s. You then only need to kick one person. After host there is script host, you can take this away from any player WITHOUT kicking them, although kicking them also works, Script host has a stronger kick than normal but it can still be blocked, so even though it’s nice to be script host it isn’t required or even super helpful.
Paid Menus and what they are good at
I’ll be listing menu’s then talking about them and what they have pros/cons at. There isn’t an exact tier-list however as it mainly depends on what you want
Luna – This is the mod menu I personally usually use, its quick to update and has pretty good recovery options, kicks and protections. As far as I know it’s got the best protections from other menu’s as well as kicks/crashes. It’s not the most stable menu however and I’ve noticed that I crash more with it than normal, although not an extremely high amount. It costs $25 and can be got from https://lunacheats.org/welcome/ Not taking sides, menu was either taken down by a C&D or it was an exitscam. There is no proof of a C&D, articles use Luna as source and Luna use Articles as source but there is also no proof of an exitscam as menu was doing pretty well at the time they got rid of it.
Impulse – Impulse has a few tiers, I’m not too familiar with the individual tiers however Impulse is usually known for its good trolling options, last I checked its recovery options were not that good however it’s still a good menu if you’re looking to troll. It can cost $15 - $50 depending on what tier you get. You can get Impulse from https://impulse.one/
Disturbed – Disturbed is a medium tier menu in my opinion, its not good at crashing other people or protecting against other menu’s however it has great recoveries and it is cheap. It costs around $10-$15. I would not recommend buying Disturbed VIP as your better off getting a different menu. You can get it from https://www.w1tch.pro/
Phantom-X – Phantom-X is also a cheaper menu, It compares to Impulse in the sense that it’s good for trolling and I’ve even seen some people say its better for trolling. However Phantom-X doesn’t seem to be good at that much else. From what I’ve heard its pretty stable. It can be brought from https://recoverygods.xyz/ there main website is pretty hard to find and after 30 minutes of searching I could not find it’s official website as I’ve not personally used Phantom-X.
Paragon – Paragon is one of the more expensive menus. It’s very stable and has a pretty nice looking menu in my opinion. I’ve used it for a while during the free weekend and liked it. It used to be known for its great protections but recently it’s been lacking in protections. However it has decent trolling options, more recently it seems like an all-around menu. You can get it from https://paragoncheats.com/
Ozark – I haven’t tried Ozark much, it’s a cheaper menu but its also in beta. It looks promising and has some unique features. Apparently it has a WIP Lua Injector which is great news for people who are in special groups or know how to code Lua. You can get it from https://ozark.gg/
2Take1 – 2Take1 is usually considered to be the best menu out there, especially if you know Lua as it is the only menu with a working Lua injector. However it is also the most expensive menu and it also partially uses a subscription model, the menu costs $140 to permanently keep and it can be brought from https://2take1.menu/
Menu’s that you should NEVER get
I’ll just list these off without much elaboration as they are usually stolen code, have poor support or are viruses.
Free Youtube/Ebay/Discord Menus – 99% of these are going to be viruses and the other 1% is going to be detected. Don’t install Kiddons from a youtube video go to the unknowncheats link I posted, make an account and get it from there if you want it.
Kingpin – Pretty bad over-all, usually considered to be the worst menu out there.
Never get any mod menu’s that are new, they can be exit-scams and will usually take the cash
and bail after a month. Examples of these exit scam menu’s are
- Over
- Hypno
- Indara
A lot of these exit scam menu’s are also using stolen code.
Resellers
Since most mod menu’s use bitcoin only there are resellers which can sometimes charge at a slightly higher price but will deliver the menu and accept payment forms like PayPal. These are resellers that I know of/am aware of. If you know of a reseller comment it below and I'll add it.
realdudesync
radiantcheats
recoverygods
freshkeys

Disturbed keys can only be brought through there discord. You can find a link through there site (W1tch.pro)

Updates: V1.1 Added more Resellers, Crossed out Luna
submitted by Game-Crunch to GTAOnlineCheats [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]

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]

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]

Every Major Issue With GTA 5 Online

Okay let's just get this straight, GTA 5 and Rockstar sucks doodoo. They are milking the living hell out of this game, there are way too many issues that could easily be handled, and the community is the worse than every other game combined. With that being said, I have constructed a small list of every major issue (that I could come up with) in GTA 5 Online.

  1. Sharkcards
The sharkcards are shit to put it mildly, they are expensive, they are pointless and anybody who buys them should be forced to drink dog piss.

  1. Oppressor Mk II
Ah yes, the vehicle of the giefers. The Oppressor Mk II is so OP where it ranks #1 in all tier lists. I'll bet you $200 that you can ask any developer, staff member or anybody who has ever worked at Rockstar during the development of GTA 5 and they will say that they have not ever created a more powerful monstrosity than this. It’s a flying bike with missiles, it can’t get any better.
  1. Connection issues
I pay for the best internet distributor in my country, yet every 45 minutes my game freezes and I get kicked to story mode. How in the flying fuck does a game that costs 265 million to make, and earned over 6 BILLION dollars since its release not have the ability to get their fucking servers to properly work or get some that actually work.
  1. Modders
There are 4 types of modders.
  1. The one who uses mods for personal gain.
  2. The one who uses mods to ruin other peoples experiences.
  3. The one who uses mods to help other players.
  4. The one who doesn’t even fucking use them.
Which one do you think is the most common one? Of course it’s the 2nd one. Which takes me to the next point.

5. Anti-Cheat System
I would like for you to tell me how many times you have heard of seen a modder get banned? If you’re like most people, you would say 0, if you have seen 1 or more, count yourself lucky because the anti-cheat system is as productive as my 2 inch penis in the bed. It doesn’t work properly and I’m not the only person to say that.

6. Chat Censorship
The game is rated M for mature, it’s intended for adult audiences, there is absolutely no reason for censorship to exist in this game. If you are able to put a strip club, murder, gore, torture, robberies, extreme violence and “ghosts” in a game, you should be able to put in 2 swear words into your fucking message when typing a goddamn sentence in a public or private session.

7. Vehicle Prices
This point is kind of connected to point 1 regarding sharkcards. There are a variety of vehicles for purchase in GTA Online, boats, cars, motorcycles, planes, helicopters, anything you can get your hands on. There are up to 464 vehicles in GTA 5 online, and around 15% of them costs over 2 million dollars, that is 32 dollars, 31% of the vehicles costs over 1 million dollars, which is $20 in sharkcards and 48% of all vehicles costs over 500k, which is about $10. This means that almost half of all vehicles in GTA online costs you a total of 10 DOLLARS TO BUY. The afterhours DLC costs about 6.2 times as much as the original game does.
8. Arena Wars
That one bitch, Bryony or whatever, keeps calling basically everybody who hasn’t bought a workshop for the stupid ass Arena Wars. The award is pathetic, being a level 20-50 and playing Arena Wars is like a kid being bullied at their first day of school, but the kid being 6 and the bullies being 24. It’s rocket league in GTA 5, it’s just another cash grab. It’s just like freeroam but with a smaller map and with worse rewards. It’s just amazing how the DLC could fail so quickly.

9. Guns
Widowmaker is the main issue with this. It's cheap for its power, it's a laser gun with a rate of fire faster than me losing my will to live after playing this god forsaken game.
10. Community Behavior
You cannot go 20 minutes without getting shot by another griefer, modder or general assholes who you haven’t done any harm to. The community is filled with people insulting each other, griefing, being assholes and not knowing how to show respect to each other. It has come to the point where the Discord is 80% made only for community assistance. Just got killed by a guy 37 fucking times because I quit his heist when he started trolling. It was like 20-37 because I didn't want to fucking fight him, and for some goddamn reason he got 2 of his fucking friends to help me. Ain't nobody want 2 oppressors and a Hydra on their asses.

11. Heists
It has gone 7 years as of the creation of this document, yet we only have like 8 heists in GTA online, the Casino Heist, the Doomsday Heist, Series A Funding, Humane Labs, Prison Break, Fleeca, Pacific Standard and whatever. 80% of the time you get teamed with people who cannot communicate, are toxic and disrespectful or leave early or late-heist.

12. Load Times
The load times in GTA Online is worse than Loading Screen Simulator. For the people with extremely good internet like me, it takes about 7-9 minutes to load. A friend of mine who had a mid-tier connection had to wait for 24 minutes to get into the actual game. If you tab out it will “load” perpetually, meaning that it shows it as loading but it doesn’t do jackshit.
Loading online from Story Mode is cloud simulator. -Combat Wombat
what the fuck

13. Phone Calls
I have bought a high-end apartment, nightclub, facility, vehicle warehouse, office, money factory, MC club, basically a majority of the things purchasable, yet I constantly get phone calls to buy more. This is not only about purchasing properties either, it’s Lester, Bryony, Tony, everybody who spam calls you to do shit. When you’re in a call you can’t jump, aim, equip guns, shoot. Fucking Maude and the treasure hunts as well, the rewards are insulting. I do not want to randomly kill people, I do not want to spend 15 minutes trying to find a treasure that 25% of the time doesn’t even exist.

Tell me if there are any other issues, which wouldn't surprise anybody because this game has gone to absolute shit, and I will edit the post.
submitted by Nathantis to gtaonline [link] [comments]

With the next NFS in works, here is an extensive list of features I would enjoy seeing deployed into the game.

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

[TIMELINE] Analyzing The Past to Predict the Future - Everything We Should Consider on the Road to GTA VI
[QUICK MOD NOTE] This post was originally posted by Lenlfc on GTAforums, original post here. ALL CREDIT GOES TO HIM FOR ALLOWING ME TO DO THIS. It's extremely detailed and extensive, but it also gives a full look at previous leaks and speculation about GTA V, RDR 2, and the upcoming GTA VI. It's well worth your read if you're at all interested in speculation and leaks for GTA VI, considering it has a lot of information about how Rockstar has done things in the past, and how they may do things with GTA VI. It also has all of the confirmed information we have for GTA VI, like everyone has been asking for. Enjoy!
LENLFC will also be updating his original GTAForum's post often when new, reliable information comes out that is worth adding to his timeline.
TL:DR: This is very long. Please don't be mean if you think I went too far. I just wanted to be as detailed as possible, and compile as much evidence and proof as possible, so we can work out the most accurate and likely scenario. I've never done anything like this before. So please be kind.
Hi. So, Red Dead Redemption 2 has come and gone. Feels like forever we waited for it. Hard to believe it released almost 4 months ago. It's that time when many of us will start looking forward to the next Rockstar game. I have been on this site since the first leaks for GTA V popped up online. In that time, I have watched fairly quietly, barely getting involved. I've read a lot, and enjoyed it all, but never actively helped out. I want to warn you all that this post will be pretty lengthy, and as I'm not a regular poster, my formating or writing may not be the best. But I'm a big fan of Rockstar Games, and have a weird fascination with remembering small things. So I wanted to try my best to compile everything we know about how Rockstar go about making their games, what they have done in the past and do some crazy conspiracy theory like deducing to try to predict when, where and how we can find clues to GTA VI, and when they may announce or release it.
Firstly, I'd like to credit and thank Dan Dawkins. Many of you may not know who he is, but long story short, he's a journalist, and back in July 2011 he wrote an article in the magazine PSM3. In the article he predicted many things about GTA V (some correct, some incorrect) he researched all the available data and pooled it together, and used that to speculate about GTA V. That was a massive influence on me growing up, on how to speculate responsibly and use common sense to work out where a game or series may go next. So thank you, Dan!

FACTS

Now, onto the main topic. What do we know about GTA VI? Not a lot. Dan Houser recently said that they're thankful they're not releasing GTA VI while Trump is in office. While he's never actually quoted as saying they won't release it while Trump is in office, I think journalists used that for a catchy headline. But the point remains. GTA is heavily based on British satire of USA. The current political climate makes it very difficult for them to do this. If we take it literally, GTA VI won't release until 2021 or 2025, depending on how long he is in office. Unless I have my dates wrong. I'd be willing to bet they had 2021 in mind. However, my personal take on this was that Dan simply meant "thank god we're not releasing GTA VI in 2018" And knowing it'l take them years to even release their next game, Trump will no longer be President.
We also know Rockstar Games will make another GTA. And that is about it. If there is anything else concrete, that we know, that I have missed please let me know.

THE PAST

GTA V TIMELINE
Here's where we start digging and look to the past, what Rockstar has done before and try our best to work out their timelines and how they go about things. Now, in order to do this, I'd like to begin with GTA V, as that is when Rockstar Games transitioned into the one big game every 5 years, as opposed to the game every year studio.
April 20th 2009 the first ever build for GTA V was created. I'm not sure if this is when development officially began, or just the date of the first build. Either way, I doubt there is much difference. They were busy working on TBoGT at that point, having just released TLaD 2 months prior. This was discovered from the Build Log. I will go into detail on this later. However this wasn't discovered until 2014, I just thought it was worth putting here to stamp the timeline.
The earliest rumors for GTA V began on July 26th 2010, with reports of Rockstar researching locations in and around Hollywood. Rockstar declined to comment on this, saying they don't comment on "rumors and speculation". To this day we still don't know if this was legit, or otherwise. However the game did end up being set in Los Santos. So it was either true or coincidentally correct.
Next came the domain name leaks on February 25th 2011. That date might be off by a couple of days, but the original GTA V Leak Topic has it dated to the 25th. (Fun fact, this is the leak and topic where I signed up to GTAForums!) Very GTA sounding website names. After GTA IV introduced the internet to us, it was no surprise to think GTA V would expand on that, and the domain names registered sounded right out of a GTA game. This was proven true, as the websites did appear in game.
On March 8th 2011 more fuel was added to the GTA V fire, when the codenamed "Rush" casting call was leaked online. Like the website, they sounded like something out of a GTA game.
This was further expanded on the 29th of March when Take Two put out a private casting call, further hinting at development on GTA V being well underway.
October 5th 2011 In an Asked & Answered article, 2 users asked about the next GTA, with Rockstar replying with the following
“When are we going to see a new GTA????? #bestgameever” - received via Twitter“When's the new grand theft auto coming out?” - received via Twitter
Big, big shout to all Grand Theft Auto fans worldwide who we know are anxious to hear about what’s next for the franchise but we don’t have any news at this time.All we can say is, right now, we’re focused on our next upcoming releases which are Max Payne 3 as well as L.A. Noire for PC, Red Dead Redemption Game of the Year Edition and Max Payne for mobile devices. When and if we have anything to report regarding the Grand Theft Auto franchise, you know that we’ll do so here at the Newswire or on our Twitter or Facebook.
And then it happened. GTA V was officially announced on October 25th 2011 at 12pm BST, linked below.
https://twitter.com/RockstarGames/status/128788090969001984?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E128788090969001984&ref_url=https%3A%2F%2Fgtaforums.com%2Findex.php%3Fapp%3Dcore%26module%3Dsystem%26controller%3Dembed%26url%3Dhttps%3A%2F%2Ftwitter.com%2FRockstarGames%2Fstatus%2F128788090969001984%3Fs%3D20
This announcement came only 20 days after saying the above on October 5th 2011
This goes to show that Rockstar can say one thing, then surprise us weeks later.
The first trailer then debuted on November 2nd 2011
Everything past this point, until release I feel is not relevant to this discussion. It is more to do with post announce schedules and marketing, and when to expect news or updates or trailers for an already announced major game. If this topic does well, I could add it, or put it in a spoiler box so it's optional detail. Otherwise the next points worth talking about come into play upon release, and where Rockstar go after this.
September 17th 2013 GTA V finally releases. We rejoice.
October 1st 2013, two weeks after the launch of GTA V GTA Online launches.
This is where it gets interesting and complicated. We know now that their next game was Red Dead Redemption 2. However, Rockstar weren't finished with GTA V. Many people claim that Rockstar stopped caring about their fans and gamers, citing images like these
You can actually pinpoint the year Rockstar discovered microtransactions.
Now, I bring these up, as it is important to understand just how Rockstar now operate. Love it or hate it, but GTA Online has allowed Rockstar to not release games as often. Allowing them to work on one game as Rockstar Studios, where they all work together, instead of separate teams, like Rockstar North (GTA) and Rockstar San Diego (RDR) for example. The income from GTA Online has seemingly allowed them to spend 5 years working on Red Dead Redemption 2, perfecting a masterpiece. Allowing them to make the game they wanted, and allowing them to take all the time necessary to innovate and make a living breathing world even more so than GTA V did.
Some time in January 2014 the GTA V Build Log was found. Apparently it was on the game disc, and dedicated fans dug into the files and found it. I bring this up, as it reveals some key interesting details. such as the date of the first GTA V build/when GTA V development began. This is important as we can use this information later to try to work out when they may start their next project.
Throughout 2014 Rockstar were hard at work developing the PC, PS4 & Xbox One versions of the game. I don't know how much work that would be, but they weren't simple upres versions of the game. They included new features and plenty of big enhancements. The PC version was delayed into 2015 for added polish. And leslie Benzies took a sabbatical on September 1st, for 17 months.
The next key detail to note is from January 2016, I think. Leslie Benzies leaves Rockstar North. I feel this is important to note, as it could have delayed a lot of Rockstars plans, as a lot of staff left with him, Rockstar would go on to deal with a lawsuit which could only be an unnecessary distraction. There was a topic here on GTAForums discussing it. Needless to say the whole situation was pretty shady and the details don't really matter too much.
Rockstar had also planned single player DLC for GTA V, multiple datamines suggested 3 packs, as well as Ash735 on Neogaf confirming this. We can take this with a grain of salt, but if it were made up, then it's a pretty dull and uninteresting thing to make up.
They had also promised Heists for GTA Online, which was quickly becoming very popular. I personally believe (And this is where speculation begins) that the SP DLC was the unfortunate victim in all of this. They HAD to get the next gen versions out, as if you're launching an online game, you can't rely on players sticking with old consoles when the next gen consoles launch only 2 months after GTA Online launches. They had to get Heists out, which were promised before the entire game even released. More so than the SP DLC, which was just a closing line on a Newswire article, albeit multiple times. And development on their next game ramping up, going into full production, combined with the restructuring of Rockstar North due to Leslie Benzies leaving... SP DLC may have been an unfortunate victim.
Article 1
Article 2
Article 3
GTA V launches on PS4 & Xbox One on November 18th 2014
PC version launched on April 14th 2015
Rockstar Games are now done with development on GTA V, now solely focusing on GTA Online updates, in terms of Grand Theft Auto
April 3rd 2014 Thanks to @EVOLUT7ON for bringing this to my attention. In a Q&A with DJ Whoo on BallerStatus, he allegedly reveals he will be in the next GTA, which will be in Liberty City again. BallerStatus. And thanks to iNero for his topic.

RDR2 TIMELINE

August 2013 Roger Clark's first day on set, for Red Dead Redemption 2
Roger Clark: "My first day on the project was in August of 2013. With the context of this particular installment, I was the first to come on, apart from Rob and Ben who worked on the previous chapter."
4th September 2014 Rockstar San Diego start hiring for next gen consoles. They allegedly went on a hiring spree for an upcoming project. Which we would later find out to be Red Dead Redemption 2.
December 11th 2014 Actor Jorge Consejo posts a selfie on Instagram, wearing a typical mocap or performance capture suit. However it doesn't match the one used in GTA V
September 2015, [Original Source] Rockstar started hiring for more jobs. They seem to relate to a stealth based game, but so far they haven't released anything that would indicate what they were hired for.
Then the leaks start happening...
November 29th 2015 An ex Rockstar employee hints that RDR2 is their next project. The infamous “Really, Dumbass. Really? Two“ comment by Danny Ross, on Reddit. Archive of actual post
April 13th 2016 the map for RDR 2 leaks on NeoGaf. This was unprecedented. The map for a huge open world Rockstar Games game has never leaked online 6 month before the game was even announced. Link to the map.
October 18th 2016 Rockstar finally announce Red Dead Redemption 2, after teasing in the days leading up to the 18th.
July 27th 2017 Stuntman, Tim Neff's online resume leaks that he worked on RDR2 and GTA VI. He denied involvement in RDR2, but claimed he worked on GTA V, and that it was a mistake. He also had personal instagram photos from Rockstar San Diego, with captions strongly suggesting he was there for work. He denied it, saying it was just a photo taken outside that anyone could take. He quickly removed them. He was not credited in GTA V, but by RDR2's release he is indeed credited in RDR2.
Friday September 29th 2017 A reddit user posted a thread mentioning a recent leak which had been deleted. I do not know the date that it was originally posted. But it was over a year before the game released. And was entirely accurate. these leaks will serve a purpose later on.
December 25th 2017 GTAForums User @Jabalous brings to our Attention the actor Jorge Consejo, his previously mentioned Instagram selfie, and his CV/Resume. Which mentions min being in GTA 6, playing the role "The Mexican" (Featured).
CGI meaning motion capture work, etc.
In April of 2018, I'm not sure of the date, maybe the 18th? The article has since been removed. But I copied the article into a notepad file. Trustedreviews.com published an article based of a memo and some notes about the game. They claimed to have received this information in August 2017, but didn't post it due to fears it was fake. It wasn't until Rockstar released a screenshot that matched one that they had also received that they decided to publish this information, now believing it to be genuine. Here is an image of the text copy of the article (reddit formatting issues)
November 1st 2018 Rockstar sue TrustedReviews for £1M Essentially proving the leak to be true. Although the game itself proves it to be true, it's interesting that Rockstar sued for that much. Or sued at all.
January 6th 2019 Rockstar start hiring for next generation
Rockstar's career opening page - Credit to @el carlitos for that one!
-----------------------------------------------Unconfirmed Speculation-----------------------------------------------
January 30th (Specific date still debatable) Film Florida have guest Leah Sokolowsky on their podcast. She briefly mentions a recent change in her work
Recently as you're aware we've had a change in the types of productions that are coming to our state. So I've also been very fortunate to get a large client that has hired me to arrange basically site tours and visits. It's uh digital media company. And I've signed an NDA so I can't disclose who it is. But they've been exploring various areas of our state, and of other states in the south east. And I've been planning and arranging those visits for their personnel and that's been kind of a very interesting expansion of what I normally do, as well.
Here's the link to that quote.
It's suggested this is Take Two Interactive/Rockstar Games, as a reddit user claimed on October 6th 2019 scouts were looking around his area, and asked for permission to take photographs of the building. Which was later followed up by a photograph of an alledged document/contract as proof on October 8th 2019
-----------------------------------------------End of Unconfirmed Speculation-----------------------------------------------
February 13th 2019 VP of product development Jeronimo Barrera departs Rockstar Games after 20 years. This might not seem anything significant, but it's one of his quotes that I think it very important.
"If I had stayed at Rockstar it would have been more GTAs, more RDRs and less of this other stuff going on out there right now." While that is nothing concrete. It does indicate that Rockstar will be working on Red Dead and GTA for the foreseeable future. That won't surprise many of us, but it's just a little detail that gives us hope that GTA is next, and not another franchise like Bully, L.A. Noire or Max Payne, for example.
April 18th 2019 a former Rockstar India employee has mention of creating vehicles for GTA V and upcoming GTA 6 in his artstation resume Thanks to ApolloThunder's post.
Now those are the most important details I feel. Now I may have missed some other details people might find important. In August of 2017 the stunt actor Tim Neff was involved in a alleged leak for RDR2 & GTA 6. It was quickly 'debunked' Although many believed there were holes in the methods used to debunk it. And his removal of Instagram photos taken at Rockstar San Diego was suspicious to many users. I do not believe it holds enough water to use it as any evidence. But we can use it to speculate.
July 9th 2019 Jorge Consejo likes and quotes a tweet about him being in GTA 6

Now We Use All This Information to Speculate

The first clues we should look for are reports of Rockstar scouting locations. We know from articles and or interviews that Rockstar take thousands of photographs when creating their worlds, so any reports of Rockstar Staff i researching locations should be a very good indication. However, they can be very secretive.
Same goes for Rockstar or Take Two registering domain names or sending out casting calls. So far we've heard nothing of the sort. again, we don't always hear these things. I don't recall hearing anything about casting for RDR2 at any point between 2012 & 2016.
Combined with the fact that Rockstar only just released RDR2 4 months ago. I think it's pretty safe to sat development on their next game hasn't fully begun yet, or will do very soon. If we look back to the build log for GTA V, they created the first build on April 20th 2009. pretty much one year after GTA IV released. By that logic the first build for GTA VI would have been created in September 2014, right? Well, considering they had to work on the next gen and PC versions for so long. I'd wager they started much, much later. We know that these days Rockstar operate as Rockstar Studios, all working together on one game at a time. But if the NeoGaf user is to be believed, pre production for GTA VI began in 2012, which is actually entirely believable. As Rockstar began work on RDR2 almost immediately after RDR1. "In early 2011, Dan began chatting with Rockstar San Diego about how Red Dead Redemption 2 would look and who the characters would be. Late that summer, he says, he had a “broad outline and rough flow of the game defined.” By fall 2012, his team had completed rough scripts for many of the game’s missions and started doing read-throughs on video conference calls with directors of game play, art design, and animation from Rockstar offices around the world. " Source
Now, unlike Red Dead Redemption, Grand Theft Auto is not a game about specific characters, like RDR is with John and Dutch's gang. So It's safe to say after GTA V, the Housers did not sit down and come up with scripts or ideas for GTA 6 revolving around those characters. But never say never. They could use this as an opportunity to bring back Michael Franklin & Trevor, working of some of the ideas for the Story DLC for GTA V, instead of scrapping it entirely. For the first time ever, GTA could be a direct sequel using the same protagonists. This however, I believe to be incredibly unlikely. But I thought it was worth mentioning.
So, they've finished RDR2. What Are Rockstar doing now? I believe they're hard at work on the PC version of the game. Many people don't believe it will release on PC, citing the fact that RDR1 never released on PC as evidence. I don't believe that is fair, as we know RDR1 was a mess, and was in such a bad state that they were lucky to release it at all. Rumours and alleged leaks stated the game was a coded mess, and they weren't willing to go through all the hassle of porting it to PC. We also know PC games typically have a high paracy rate, and Rockstar aren't fond of spending all that development time and cost on such an effort for little reward. Here's a clip of Lazlow talking about releasing their games on PC, and joking wanting to make their money back first. It's from 2010, right before RDR1 released. I think he was making a joke, but hiding the truth in there. Which leads me to believe that RDR2 could come to PC, but in order to make their money on that, also release it on PS5 & the Next Xbox, like they did for GTA V. Considering the gap between GTA V on PS3 & 360 and GTA V on PC (19 months) we could see a similar gap with RDR2 on PC. If that is the case, we could see a PC release in May 2020. At which point next gen consoles would likely have been announced, assuming Sony repeat their February reveal as they did with PS4. Or soon to be revealed at E3 a month later. It's not beyond the realms of possibility that they re release on Next gen with native 4K on PS5, higher frame rates, or other enhanced features. Next gen consoles will be backwards compatible, but if they want to keep RD Online going, a newer version with higher player counts could be a good option.
Speaking of next gen consoles, until specs are set in stone, I don't think Rockstar will announce anything. Dev Kits are allegedly being sent to some developers right now. Sony first party studios are already working on PS5 games. Guerilla, for example. I'd wager Sony's relationship with Rockstar is a good bet to think they have them, too. So, what does this mean?
Well, let's look at when Rockstar announced RDR2. 18th October 2016. 18 months after the PC release of GTA V, 3 years, 1 month after the initial release of GTA V. Lets assume they stick to a similar pattern, both GTA V & RDR2 were announced in October. It could be a good bet for what month to expect an announcement. However, GTA IV was announced in May 2006, with Peter Moore's infamous Tattoo. So...
Now let's look at when Rockstar started hiring for RDR2, which was September 2014. It took them 2 years to announce their next game. And they had the base map planned out within 19 months. We just don't know when the photo of the map was taken, just when it was leaked to the public (april 2016). But we do know Rockstar always start with the world. For GTA V, that discussion started as GTA IV was wrapping up – almost five years ago – although the latest game has been in full production for just three years.
“It comes from the idea first,” Benzies tells us in his office at the studio.
Where is it going to be set is the first question. Then that defines the missions; you’re doing different things in LA than in New York or Miami. The map and story get worked up together, and the story is a basic flow of how it works out so you can layer the missions in. Source
I think we can safely say that Rockstar already know where the game will be set, and Aaron Garbut is already hard at work at creating a concept of a map. If he hasn't already.
Based of that information, I'd say Rockstar are hiring for their next game, which will be PS5 and Next Xbox exclusive, Likely to be GTA 6, and will need 2 - 3 years of development before they are able to reveal it with a trailer. Putting the game at a 2021 - 22 reveal, with a 2023 - 24 release. I do believe the upcoming generation, and Rockstars desire to outdo themselves every time will only slow them down. Their games take so long to develop, and I can't see them putting out GTA 6 in the same timeframe as GTA V, from GTA IV. More likely to be similar, if not longer than GTA V to RDR2.

The Leaks

Remember when I said the leaks would serve a purpose later on? I find it highly suspicious that Rockstar had leaks as substantial as they had for RDR2, when they never had anything to that level before. They are usually incredibly watertight. So let's speculate as to why...

The Benz.

Isn't it strange how such a long time influential figure at Rockstar North was fired, and then leaks start popping up for their next game? It's no secret that there was more to his firing that we initially thought. Things went really bad between The Benz and The Housers. I think when he left the company, and many of his staff left, too. A lot of disgruntled employees may has decided to spill the beans on their next game out of spite. The entire game map leaking 6 months before the game was even announced, Epilogue spoilers down to finite details such as building a house or birthing a foal? Way too specific, and that's never happened for a Rockstar game before. I just find that suspicious.
So, why is that relevant to GTA 6? Well, it may end up not being relevant at all. But then I remembered the leak from last year, that stated GTA 6 was set in Vice City. Back then, I didn't believe it at all, as it was way too detailed for a game that wasn't even announced, and wouldn't be announced for at least 2 more years. Likely double that. Plus why did they choose The Know? And an anonymous source is always suspicious. But hey, nobody would be dumb enough to give their actual identity if it were legit.
But then I started thinking a while ago, at how detailed the RDR2 leaks were, and maybe, just maybe the person who tipped off The Know was legit, and the info was based of what was in pre production from 2012 [Unofficial Source]. The more I thought about it, I realized that Vice City, with the concept of crossing the border to South America is a simple enough concept that could have been decided upon during pre production (the world is the first thing they decide, remember?)

Why Vice City

2 reasons why it's starting to feel like a likely location. Reason one, GTA Online. They introduced businesses and gunrunning into GTA Online, and a lot of people enjoy that stuff. Vice City would be a great location to create content around that concept. I don't believe Rockstar would pick a location based on what would make Online popular, but after GTA Online's huge popularity after GTA V, they'd be stupid to ignore it. Reason 2 was the quote Dan Houser gave about not releasing GTA 6 during Trumps presidency. Again, I believe it's taken a little out of context, but it's his words about satirising America is what caught my eye.
"Both intense liberal progression and intense conservatism are both very militant, and very angry. It is scary but it’s also strange, and yet both of them seem occasionally to veer towards the absurd," Houser said. "It’s hard to satirize for those reasons. Some of the stuff you see is straightforwardly beyond satire. It would be out of date within two minutes, everything is changing so fast." Source
Then there was this quote from Leslie Benzies, also covered in The Knows video:
IGN Source
Any chance that Vice City might return in a future GTA?
It is always a possibility. There are a few references to the city in our current-gen GTAs so it is part of that HD universe, and it is certainly somewhere we would love to revisit. However Vice City, perhaps more than any other GTA game, was as much about the era as the setting. Miami in the 1980’s is so iconic it would feel strange to revisit the city in a different time period.
exploring grand theft auto vice citys lasting impact on gamer culture with rockstars leslie benzies city cover. Of course at some point we would like to have one big world containing all our cities and let the player fly between them and revisit their favorite areas, and in that context reimagining Vice City would be very interesting.
So according to Rockstar, albeit someone who is no longer at Rockstar, it would be strange to go back to Vice City in a modern day setting. If you combine that with what Dan Houser said about parodying America today, and how difficult that would be, is it possible that the next game could be set in the past? Again, combining those quotes, with alleged leaks, and the possibility for fun and exciting gameplay and Online experiences... Vice City is an incredibly likely setting.
The only problem is GTA 6 going into pre production in 2012. If the location was decided upon then. It would either be a happy coincidence, or they may have changed the location. Or, it never was Vice City, and this speculation is clever, but ultimately wrong.
One key piece of information is the Neogaf user, who allegedly states that it WON'T be Vice City. Citing that production notes going around when he still worked there stated possible locations and concepts. And that it is likely one of the 4 options listed in the quoted thread.
Small town gta - tight stories, scheduled characters, ridiculous levels of ambience, every home interior modelled. Every building enterable. More realism - if your wanted you are on the run for a while.
Vegas 1970s- CASINO?
Somewhere snowy - chicago/detroit
Mexico City
You have to consider that what they may have decided in 2012 changed, due to the popularity of GTA Online. They could have chosen a smaller, more detailed interactive world. But due to Online, decided they needed a larger world. Or the location wasn't right due to modern politics and ability to satarise, etc.
I do think GTA could return to the past eventually. Sam Houser has an incredible knowledge of pop culture, and is very intelligent. It would work well for them to go back to an older setting for a GTA game again. That isn't proof of that, or even a solid reason for them to do a prior setting. His knowledge can be used in any setting, past or present. But it's an interesting piece of information to think about.
Another possibility is Dan's words were as simple as GTA 6 won't release while Trump is in office, and therefore GTA 6 will be set in the present day, but by then the political climate may have settled down, or they think/hope things will be different by then, and what they choose to parody will be easier. i don't know.

How about Las Venturas?

For the past few months, I've been thinking about the possibility of GTA 6 being set in Las Venturas. It's one of the locations mentioned as a possibility by @Ash_735 It's also a location that would be quite large, although not hugely diverse. However creative freedoms could solve that. If they return to a past setting as theorised. Then Las Venturas in the 70's or 80's could be seen as a pretty cool option. Like a lot of people, I'm a fan of Joe Rogan. Recently he had a guest on his podcast, Bob lazar. Whether you believe him or not is irrelevant. But he tells some interesting stories about working near Area 51, and working on alien UFO's. that really got me thinking... Wouldn't that be a perfect location for Rockstar to have some fun with? GTA V and RDR2 both featured UFO easter Eggs. There was a lot of mysteries tied to Mt. Chiuliad and Fort Zancudo. Can you imagine Area 69 returning, and what Rockstar may do with that? Now I fully understand that saying they may do a certain location, based of nothing other than easter eggs is a bit silly, but what else do we have? However, it does tie in with the notes (Vegas 1970's Casino?). Before RDR2 we never believed Rockstar would create a game, and build of a previous games map. After RDR2, we now know it's possible. I'm still not convinced they'd do it with GTA, as the GTA series is always an island, whereas RDR1 was a landlocked location. However, it is possible, however unlikely that they could build of Southern San Andreas and go east to Las venturas.
submitted by nitelytroll to GTA6 [link] [comments]

As TDU3 is under development, here is an extensive list of features I would enjoy seeing and hopefully some can be implemented.

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

The GTA Online Inside Track game in the Diamond Casino offers players the chance to win big just for predicting the winning horse, and make no mistake, there’s a knack to this as well as luck. Casino games in GTA Online. Now, I'm going to dive into the games that you can find at the Diamond casino, ordered from worst to best. 6) Slots. Generally the rule is this: the less strategy a game has, the worse it is for the player. And with slots, this is definitely the case. Simple ways of tricking the system and get unlimited chips and goodies. Other GTA Guides: 100% Completion Guide! Advanced Nightclub Guide. Beginner's Guide (GTA Online). Advanced Smuggler's Run Guide. Advanced Guide for MC Business. How to Make Easy Money The Diamond Casino of GTA Online allows its players to participate in various gambling games. This guide will help players learn the rules of each game and learn how to bring the most money home. GTA Online supports players in their endeavors to be one of the most powerful and feared players of Los Santos.Similar to the campaign, players will participate in missions to help build their ... Helpfully, we're already residing at the GTA Online casino, so have an insider view on the benefits of being a VIP member.Follow our lead, and we'll tell you exactly how much the GTA Online casino ... How to get GTA Online chips for free. The more chips that you have, the better your chances will be of winning big. You’ll receive 5,000 chips after paying the $500 membership fee during your first time entering the casino, and an additional 1,000 every day that you visit the Cashier Services booth. GTA Online casino chips are acquired by exchanging GTA$ with the cashier at a rate of 1 chip = GTA$1, and this was initially capped at a maximum of 20,000 chips in total per in-game day, which is ... The Master Penthouse in GTA Online sits beside the Roof Terrace atop The Diamond Casino & Resort, and comes with an infinity pool and stunning views. Also, it entitles the owner to Casino VIP Membership status, that grant access to special services like complimentary Valet , Champagne , and Limousine Services , as well as Aircraft Concierge and access to High Limit tables and VIP Lounges . In this GTA Online Casino Money Farming Guide, we will show you how you can get chips in the newly released Diamond Casino and Resort DLC in GTA Online. Chips are the new type of currency introduced with the Casino DLC, that allows you to participate in the various activities the Casino offers.

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