R* really needs to deal with all the AFK xp farming idiots. This morning I got put in a lobby with six others, 5 of which were AFK. The match went on forever, because apparently a certain amount of players need to finish before the countdown starts.
Damn, GTA Online to a tee.
This sort of shit was so common in GTA Online matches, especially those that paid 2x XP or cash. So sad to see that Rockstar simply refused to learn any lessons from how much of a designed mess that game was.
In GTA Online this would take the form in one example of those adversary modes where one team has to escort a VIP to the end of a level, while the other team has to kill the VIP. The rewards system, though, rewards a long match above and beyond anything else, and because there was no auto team balancing (or it could be toggled off), you'd get one team of 6 protectors, another team of 1 or 2 assassins, and the VIP. Within short order the VIP would get to the escape point and then just stand behind cover while all of the defenders would stand there, and if you were an assassin trying to play the mode they'd just mow you down, but in most cases, the assassins would just stand there... finally with 10 seconds left after a 10-min match of literally waiting at the finish doing nothing, the VIP would cross the line and everybody would get $40k, which would work out to like... $240,000/pay-per-hour which was very high at the time. So it ruined the mode. Anybody who tried to win or play it straight would be booted or harrassed.
What's sad is they've designed the game this way. They didn't design it to
not be fun but they designed it ot maximize shark card/bar sales, which leads players to do shit like this and ruin it for everyone who *just wants to play a game* ... instead of exploiting the game modes for the highest pay per hour bull shit.
Sucks.
Only good thing is that most people are way, way more skeptical of RD Online than they were GTA Online.
No, fuck these AFK'ers. If they're so against this "bullshit" leveling system, they can always play another game. But no... let's put a rubber band on our controller and annoy the shit out of people that try to play the game properly. Fuck that.
Sure, fuck the AFKers too, but this is the fault of Rockstar's design. Whenever you look at videogame players
doing the wrong thing follow the incentives. The game has perverse incentives: It rewards people who don't play the game, and punishes people who play the game. GTA Online had this exact problem with the overwhelming majority of modes (seems like everything
but races and the 4 heists, tho even races weren't immune... For instance, I'm sure everybody remembers playing the race that went around the penitentiary because you could do a high lap race in a short period of time to maximize money, so everybody would vote over and over and over to play that race, which was the simplest, most boring race in the game... Rockstar's response wasn't to make other races pay more, but rather, they patched it so that you could only do a race once before it started paying 50% reward), and Rockstar ignored it because this sort of bull shit encourages people to buy cash cards.
I'm sure Rockstar would like some balance where they make fun online modes and also have people buying cash cards, but for all of their talent in creating amazing single player games, they show no talent in making balanced, exciting, fun to play, rewarding multiplayer games. It's just a different mentality for them. Their online games are developed
primarily from the perspective of making an XP grind to encourage cash cards. Games like Fortnite, Rocket League, PUBG, etc., are the opposite: Their is opportunity for grinding to sell cash cards, but the games didn't start out primarily to serve that master... Rocket League is a great example of a game that knew that one day they'd monetize the hell out of the game, but they first started by doing one thing really, really well, with the best possible gameplay experience, AND THEN knew that later they'd cash in on that. Rockstar's methodology is the opposite: How can we cash in on this, and then build shitty gameplay systems around that.
An economist should do a study of Rockstar's online games because they're a
entry-level course in perverse incentives. It's kind of expected that they'd get it wrong in GTA Online which seemed overly ambitious, but here we are 5 years later, and they've made the same mistakes in Red Dead Online.
Nah thats stupid, if they implement pvp servers then fine, let players have the choice but don't force shit like that on people
People are only fishing because there's fuck all else to do/nothing worth doing for money.
Rockstar online games in a nutshell. This is the same thing with whatever the bogus CEO missions were in GTA Online. They had one of the highest 'pay per hour' rewards, so people would modify their routers to get put into solo public lobbies and fly a helicopter around the map for an hour a day to make their daily bread.
In RD Online, it's fishing. I kinda wonder how many people would ever play a fishing game for the fun of it.
This game is currently for sale on PS4 and Xbox:
Kinda wonder whether anybody spending hours a day fishing in Red Dead Online would be interested in buying an actual fishing game, or if they're fishing because it's the most lucrative form of
work in what is supposed to be a game.