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So I’ve been up all night spinning the casino wheel. I spin, wait for prize then, disconnect my WiFi, the game then heads to single player. I reconnect my WiFi sign into social club and go back online and I can continue to spin. Keeping all the money, chips and RP points , and properties I win. I’m doing this for the car but noticed I keep all other rewards.
submitted by Driraq to gtaglitches [link] [comments]

Patch Notes for Cayo Perico Heist Update 1.52

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

GTA Online Fixes

Game Stability and Performance

Matchmaking & Networking

Content

Awards and Daily Objectives

Properties

Vehicles

Clothing

Miscellaneous

Story Mode

submitted by PapaXan to gtaonline [link] [comments]

20 Overlooked Single Player Indie Games

Introduction
We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games.
I'm going to order them according to Metacritic Critic Ratings. Some of the games towards the bottom have a pretty low rating that I personally disagree with, but it's only fair that you hear from more than just me. While the reviews are low for some games, this is partly due to how few reviews there are for some games. #19 on the list has a 49% for the Xbox One version of the game due to it only having two reviews, while the PlayStation 4 version has a 90% rating due to it only having one review, despite both versions being functionally the same. This high level of variance usually occurs when a game only has a few reviews.
Price will include a link to the U.S. store page of the game. Price is in U.S. dollars.
1. Inertial Drift
2. Cursed Castilla (Maldita Castilla EX)
3. Valfaris
4. Pumpkin Jack
5. Pato Box
6. Ultra Hat Dimension
7. Momodora: Reverie Under the Moonlight
8. The Count Lucanor
9. Late Shift
10. Unbox: Newbie’s Adventure
11. Spark the Electric Jester 2
12. Remothered: Tormented Fathers
13. Four Sided Fantasy
14. SINNER: Sacrifice for Redemption
15. Tamashii
16. Verlet Swing
17. Warlock’s Tower
18. The Bunker
19. Hayfever
20. Cybarian: The Time-Traveling Warrior
Conclusion
My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Pumpkin Jack.
Have you played any of these games? What are some other overlooked single player indie games?
See my post below for some upcoming indie games to look out for.
submitted by Underwhere_Overthere to XboxSeriesX [link] [comments]

Patch notes and changes [PSA]

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

GTA Online Fixes

Game Stability and Performance

Matchmaking & Networking

Content

Awards and Daily Objectives

Properties

Vehicles

Clothing

Miscellaneous

Story Mode

submitted by YtBipolarGamers to gtaglitches [link] [comments]

20 Overlooked Single Player Indie Games

We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games.
I'm going to order them according to Metacritic Critic Ratings. Some of the games at the bottom have pretty low critic ratings. I personally disagree with the low scores of these games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews.
Price will contain the U.S. PlayStation Store link to the game.
1. Hayfever
2. Valfaris
3. Four Sided Fantasy
4. Bleep Bloop
5. Horizon Shift ‘81
6. Daggerhood
7. Momodora: Reverie Under the Moonlight
8. Ultra Hat Dimension
9. Remothered: Tormented Fathers
10. Reverie
11. Inertial Drift
12. Cursed Castilla (Maldita Castilla EX)
13. Pato Box
14. The Count Lucanor
15. The Bunker
16. A Tale of Paper
17. Late Shift
18. SINNER: Sacrifice for Redemption
19. Verlet Swing
20. Neon Drive
Conclusion
My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Bleep Bloop.
Have you played any of these games? What are some other overlooked single player indie games?
If you’re looking for more indie games to play, see my post here:
submitted by Underwhere_Overthere to PS5 [link] [comments]

Another 10 Overlooked Single Player Indie Games

There are also some links within the first link that discuss indie local multiplayer games as well.
Introduction
We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games once again.
Details About the List
I'm going to order them according to Metacritic Critic Ratings. Steam is the only one on the list with all 10 games featured (Steam has 10 of them, Switch has 9 of them, PlayStation 4 has 7 of them, and Xbox One has 5 of them), but the Switch gets more reviews than the other platforms, so I will it use the Switch version of all the games for their review scores, except #8, where I will use the Steam version, since that’s the only version of it available. The two bottom games have pretty low critic ratings (60% with 1 Critic Review and 53% with 2 Critic Reviews). I personally disagree with the low scores of these two games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews.
Currently 9 of the games are on sale on Steam right now, and 5 of them are on sale on Switch. None of them are on sale on the PlayStation 4 or Xbox One at the moment.
For the purpose of this post, I’m just going to stick with saying “achievements” and “getting all achievements” instead of “trophies” and “platinum trophy” since Steam has all 10 games on the list. You can basically substitute these with “trophies” and “platinum trophy” if you’re a PlayStation gamer. I will make mention of the two games on here that don’t include a platinum trophy however.
Platforms will include a link to the U.S. store page of the game for each platform. Price is in U.S. dollars.
1. Ultra Hat Dimension
2. Bot Vice
3. Valfaris
4. Inertial Drift
5. Golf Peaks
6. Horizon Shift ‘81
7. Pato Box
8. Primal Light
9. Tamashii
10. Neon Drive
Special shoutout to Valfaris which is my favorite game on the list and, again, one my favorite 2D run & guns ever.
Have you played any of these games? What are some other overlooked single player indie games?
submitted by Underwhere_Overthere to Games [link] [comments]

As someone who spends $1000+ a year on video games, here's my perspective on what is putting me off from spending money on RDO

I feel like Red Dead Online in general has highlighted some worrying trends in regards to Rockstar's design philosophy and I am concerned about the online experience in their future titles such as GTA 6.
 
I don't expect this post to have any massive impact on the future of RDO, but I wanted to share my expectations and attitudes as a consumer in hope that it might help Rockstar gain a better understanding of their audience. After all I have money that I am willing to spend and they seem to be after, there just hasn't been a reasonable incentive to do so.
 
For a long time GTA:O was my main source of entertainment and I used to regard Rockstar Games as the best video game publisher in terms of quality and value of the experience their games provided.
 
When RDR2 released two years ago, I was excited by the massive step-up in terms of complexity and immersion from GTA:O. I was also quite burnt out with GTA so I was prepared to turn RDO into my main source of entertainment.
 
I didn't own a console so instead I decided to save and build a high end PC in time for the game's PC release. I was prepared to commit 100% to this game.
 
October 2019 came, my PC was ready and I pre-ordered the Ultimate Edition.
I got the game, played Story mode through all of Arthur's chapters, but stopped when I reached the Epilogue - I was excited to get into Online and see how it felt. And then it all fell apart.
 
Meh, the game felt a bit GTAish at the start, but I didn't mind it so much. I think I experienced some bugs or technical issues that made me take a break from the game and wait for a fix.
 
I was away for the holidays and then travelling for work so I get back to the game in late January. I finish John's story too and then head back into online. At this point I'm greeted with a message that Outlaw Pass season 2 is in progress.
"Great, so I've already missed one?" I tell myself. I was not aware at that point in time that Steam PC players didn't even have access to Outlaw Pass season 1. But this was already starting to become a deal breaker for me and I'll elaborate on it further:
 
What is the appeal of Rockstar's games?
 
Let's take a look at GTA:Online, Rockstar's most financially successful title, success which they are probably trying to replicate with Red Dead Online.
I don't know what goes through the minds of other players, so I'll share my personal experience.
Before I stumbled upon GTA:Online in 2017 I had been mainly playing World of Warcraft for 3 or 4 years, but I was at a point in life where I just started my first full-time job and no longer had the time to pour into an MMO. I remember I used to describe it as "I come home from my job and have to log onto my other job" on raid night. I was also fed up with 90% of the game's content becoming irrelevant whenever a new update came along. it was just the same gameplay loop in a different packaging.
 
So what was so special about GTA: Online?
 
The biggest aspect for me was the Sandbox experience. It's an open world environment, you can fuck around freely, there is no linear gameplay imposed upon you or other restrictions that limit gameplay for the purpose of "balance".
You are also free to experience the game at your own pace. There is no FOMO (fear of missing out) mechanic dictating that you play now or risk being locked out of content permanently.
 
Another big element of GTA Online that appeals to me is Customization options for the purpose of immersion and roleplay. The game contains so many references to Hollywood tropes and it allows you to act almost any persona that crosses your mind: Pablo Escobar, killer clown, every Charlize Theron role I can think of, the list is endless...
 
One thing that GTA Online did well and I used to praise them over other games for it was the inclusion of Universal Reward/Currency. Any activity you carry out in the game rewards the same currency, it's always meaningful progress towards your next goal. You had the ability to purchase it via Shark Cards, but the microtransaction served as an alternative in order to save time, not as a means of unlocking content behind an exclusive paywall.
With the Arena Wars and the Casino DLC it looks like Rockstar has been experimenting with new ways to milk both "player engagement" in the form of time spent grinding secondary currency and revenue in the form of microtransactions. They can go claim to their shareholders "our playerbase is more active than ever and also spending money on the game". It just feels very limiting and at least the Arena Wars currency comes across as an artificial incentive for people to engage in gameplay that R* is not confident about it being popular on its own.
 
So I've established what were the most appealing elements of GTA:O as a consumer: 1.Freedom of Sandbox environment 2.Immersion and Roleplay in the form of customization options 3.Unique Currency serving as the means of progression
 
Now let's take look at Red Dead Online. You've got a Rockstar title that is expected to play out as a sandbox, but displays the characteristics of a live service game. Here's a definition of a live service game, see if it rings a bell
 
In my opinion, time-limited exclusive content should have no place in a sandbox game. I like the Outlaw Pass as an idea, it gives people something to work toward. I am just not a fan of the thought that development time goes into creating the rewards, they're added to the game, take space on my drive, but they are just locked forever with no means of obtaining them.
It just diminishes my perceived value of your product. "Oh great I didn't play from the start? Time for an incomplete experience." Not to mention the fact that PC players are getting an incomplete product by default because Outlaw Pass 1 was never available on their platform.
Some would argue that it's rewarding players who have been playing from the beginning. At what cost? It's also penalizing new players. Players that would've easily spent money on the pass, they just picked the game up too late, so now they are locked out of features forever.
  As someone who has missed almost 3 Passes worth of content, this is my biggest gripe about the game and what's holding me back from committing to the game to the point where I'd be willing to drop real life money on it.
  And I'm not arguing about getting the rewards for free. I am arguing for making that content available through other less efficient means. I didn't play the game when I was supposed to play it and now there's less content available for me. Oh sure, that'll definitely bring me back to the game and not make me abandon it on the spot. You can still reward players who buy the pass by unlocking the rewards for them, but why lock content forever and devalue the experience for any future player that buys your game? You could add them on a rare rotating stock for a ridiculously high gold bar price. There's a gold sink for you right there, now you're giving people a reason to spend money on your game. Or I don't even know, sell the passes again at some later time. You probably have the technology to allow players to purchase multiple passes and keep one active at a time. Just make old passes no longer reward gold or whatever.
 
Rockstar, you're concerned with reducing people's means of obtaining gold while also falling behind on delivering meaningful content. That's cause you're digging your own hole with your shortsighted approach on FOMO, working on adding content to the game only to then lock it away. But most importantly, you're establishing your stance: "Monetization by all means, screw player experience, screw a quality integral product, pay us right now or risk the game becoming more incomplete."
 
Some would argue that the Outlaw Pass is just cosmetics. I would totally get that point if this were a MOBA or a FPS or any other genre where gameplay is the predominant feature. But have a look at what's the most popular GTA content on Twitch: roleplay. Immersion and Roleplay have always been defining features of Rockstar games. Time-limited exclusive content just detracts from the value proposition of a sandbox game. If not cosmetic options, what else is there to work towards in RDO? It's not supposed to be a competitive game. K/D has no meaning, high scores have no meaning, It's a Club Penguin with guns and horses. Also the whole point falls apart because with Outlaw Pass 4 and 5 there are actual gameplay upgrades that are featured as time-limited exclusives,
 
The perceived loss of value from missing one outlaw pass was what made me drop the game again back in January. I picked it up again a month ago and I was actually enjoying it to the point where I was prepared to buy gold for the Outlaw Pass. Inaccessible content was a minor issue that I was willing to overlook since it didn't look like I missed out on any gameplay impacting features from previous passes. But oh boy, Rockstar, you didn't even try to be subtle in the latest update. You just reinforced the statement that you're after my money at any cost. I get that daily challenges had to be addressed, but at least the nerf didn't lock away access to content. But now you're taking gameplay impacting upgrades and holding them hostage behind a time-limited paywall. To me that's a sign that you're willing to compromise the quality of gameplay for a Q4 financial boost. It's very hard to justify spending money on this game at this point when there is no sign of good will from its developer.
 
GTA Online didn't need all these extreme incentives of monetization and look how well it performed. RDO feels like monetization came first and the game was build around it. Every feature feels like it was designed to psychologically entice me into spending and that's its biggest flaw. Everywhere I look I see a price, but I don't see value.
submitted by Aeliasson to RedDeadOnline [link] [comments]

Grand Theft Auto VI (My Concept) (Part 1)

Hello people of gta6, this is something I've been working on for a while now, it's my ideal concept for Rockstar Games' future title, Grand Theft Auto VI.
This is a long post however, you have been forewarned.
So, with all that being said, hope you guys enjoy it!
Let's begin with an overview:
Grand Theft Auto VI is the biggest Rockstar title yet, approached with the most advanced systems ever. GTA VI will be released on Xbox Series X, PS5, and PC only, with the online mode (more on that in the next part) releasing a month after release. The game itself takes place in 3 key locations (technically 4):
  1. Vice City (Expanded and Enhanced), in the fictional state of Flores (based off Florida)
  2. Carcer City, in the fictional state of Garrison (based off Detroit, Philadelphia, and Chicago)
  3. The People's Republic of Del Castillo (Based off of Cuba and Brazil, respectively)
  4. Liberty City (VERY linear, certain portions of story playable)

Vice City:

Vice City has been greatly expanded, and now includes 2 other key locations based off of Orlando and Tampa: Mamba and Paxville. Paxville is based off of Orlando, and includes 2 different theme parks: Fun-World & AnimalDome (both based off Disney World/Universal Studios and SeaWorld).
Fun-World is a one-stop shop for having the most fun you can have. From fun-rides to the weird candy the man near the entrance sells, players can ride rollercoasters, take pictures with mascots, and do side-missions from the management and employees of Fun-World.
AnimalDome is a bit more based on SeaWorld and appeals to players that want animals in the game, whether in hunting, fishing, or even exploring. A new side-activity you can do is hunt for legendary animals (all across the map) and donate them to AnimalDome for rewards. It ranges from lost fish in lakes and oceans near untouched waterfalls, all the way to rare birds in forests alike.
The landscapes such as the marshlands are similar to Bayou N.W.A from RDR2, with alligators and crocodiles alike in wetlands, with many other secrets to uncover.
One key icon is the Gator Chain, which is based off the real life Florida Keys, 8 islands pulled together by a single highway.
Another key icon is the Green Pastures, which is based off of the real life Everglades, a subtropical wetland in the heart of south Florida, filled with all kinds of natural society.
A new air force base, Fort Kayak, is also included within the state as well.

Carcer City:

The newest addition to the series, Carcer City is supposed to be gloomy and dark, that of rivaling Vice City's vibrant feeling with the lights shining at night. The roads are narrow and sleek, and are very easy to get lost in because of the grid zig-zag layout. At day, you find old factories blowing out dark smoke, with lower class people getting ready to go work in their old crusty cars. The feeling heavily changes at night when you find the darker parts of the city emerged. Get yourself downtown and on rooftops of buildings, you'll find yourself feeling like Batman looking down at all of Gotham City.

The People's Republic of Del Castillo:

This is solely an island based on the likes of Guarma. On one side, you have favelas in a small, compact, linear city with a mini-airstrip for an airport, while it slowly moves onto tropical forests on the other side of the island. Free roaming is fine, but be careful as there are others who are watching you. Be aware at all times no matter what.
As for Liberty City, a small portion is only playable for certain missions only, incredibly linear.

Gameplay:

The gameplay is similar to that of a mix between IV/V (realism and arcadey-ness). The car feeling is similar to IV when crashing and whatnot, but also contains elements of V's driving. Interaction with NPCs is more realistic and grounded. Walk around in a suit and people ask if you have somewhere important to be, walk around in punk clothing and get trash thrown at you. Red Dead Redemption 2's interaction system with NPCs returns with a new change: multiple dialogue options. Say you choose to greet an NPC and ask if they need help with anything. They might say yes and you could be given with two choices: a) "Sure, I'll help out!" or b) "Alright, well, hope it gets done then!".
You can choose the way the characters are. Aside from antagonizing NPCs, you can pave a path for these characters depending on the way you want.
Wanted levels return, as well as the 6th star. Here is the new way the wanted system would react when given stars:
A new gameplay experience that is added is backpacks or duffel bags. This will not be realistic in the sense where it will weigh down your character and slow them down. You can store different things in either one now, whether it be snacks for refilling health, armor, or other materials you can find. You can find collectibles across the map and store them in there.
Another returning feature is the stats: energy, driving, and flying. Energy encompasses the other stats such as stamina, strength, etc. The more energy you can max out, the more stamina and more health you have. Driving and flying are the same as before.

Story:

In terms of story, I think Project Americas' narrative based off of the leaks seem very interesting, and also makes for interesting scenarios gameplay-wise during the smuggling missions. Another feature I 100% want back is heists. They were done amazingly in V with their setups and then finales where you had somewhat of a variety was fun for the replay ability. The same can also be said for the Diamond Casino And Resort Heist and its diverse offerings.
For characters, in terms of playable ones, I would enjoy seeing 2 protagonists this time around, maybe a male and female if possible.
The game could end with 3 endings, one where our characters become enemies, one where they remain neutral (friends), and one where they begin a relationship or something like that.
Other characters could be possibly a funny crooked lawyer (think Saul Goodman), maybe another Phil Cassidy-esque character as well if we're heading back to Vice (IF that is).

Last Topic, Time Period (?):

So, this is the big one. I'm having some trouble picking what time period might fit well for my ideal game.
Normally, I would say the 1980s, but even then some people wouldn't really enjoy it, so I decided to take a look at past games and see where this game might fit well in terms of time period:
  1. GTA lll (2001): 2000s (2001 specifically)
  2. Vice City (2002): 1980s (1986 specifically)
  3. San Andreas (2004): 1990s (1992 specifically)
  4. IV (2008): 2000s (2008 specifically)
  5. V (2013): 2010s (2013 specifically)
  6. Online (2013-2020): 2010s - 2020s (Specifically unknown, speculated 2020)
With this being said, I think one time period that could totally work is the 2000s, but instead of 2008 like IV or 2001, I say mid 2000s: somewhere around 2004 - 2006, with some flashback missions dating back to the 1980s (1984, 1987, or 1989).
Now, the internet as we know it wasn't fully developed like how it is today, but it was still actively rising. Funny internet videos and downloading was the norm during that time. Rockstar, with its satire can actively parody the internet as it did with IV and V.
Instead of using the internet to buy cars, players now actively have to go to dealerships, each with their own specific kind of cars (legendary motorsport with their fancy cars, warstock with heavy vehicles, etc).
Now, for the flashback missions. Thinking realistically, it's almost impossible for Rockstar to create different models and whatnot for two different eras.
Now, what I PERSONALLY can see Rockstar doing, if they do decide to go down the flashback route, I can definitely see them create a VERY linear mission-design for a small portion of the map where a mission takes place, and changing some of the buildings and billboards to fit the era (in this case, the 1980s).
For example, take Vice City for example. There could be a portion of the city where the buildings are abandoned, roads are cracked up, etc. There could be a story mission where it takes place in 1984, in that exact portion of the city, where the roads are freshly paved, and the buildings are lively and booming.
RDR2's jump from 1899 to 1907 is justified, in the sense that most of the map is just environments without as many buildings as GTA.
So yeah, that's about it. Hopefully you guys enjoyed it, I have some more stuff on the way!
If you like to add some new ideas to the existing ones or add on ideas in general, please do so.
submitted by Zestful_Synthesis1 to GTA6 [link] [comments]

Rockstar and Take2: Here's some reasons you missed out on immense amounts of money by not architecting dedicated servers into your multiplayer setup

To bring everyone up to speed on network topology in games:
GTA Online uses what's called a peer-to-peer mesh network setup. This means that every PC/console on a connected session is talking to every other PC/console in that session. The preferred alternative for most multiplayer games is sever-client, where in every PC/console is talking with a single server.
With p2p mesh, this means that everyone shares authority. What this translates to is that a server is not the single authority checking for malicious activity, much of which anyone who has played GTA Online for is familiar with. This also means that anyone with the know-how can figure out what IP every other person is connecting from. This can lead to other malicious activity outside of the game.
But standing up dedicated servers costs money. Why not avoid that?
There are plenty of cases to be made where peer-to-peer connectivity makes sense, especially from a cost-savings perspective. But in some cases, like GTA Online, the benefits/gains from using a server-client setup far outweigh the costs.
So, in no particular order:

What Dedicated Servers Would Have Brought to RS/T2:

More purchases of cash in the Social store.
We'll start with the obvious here. When someone can get into a game and ask about [redacted method of obtaining money] and get a response 50% of the time, it's an obvious miss on being able to purchase prepaid in-game credit cards from the store. There's no incentive. And if they don't want to ask someone to do it, they can do it themselves.
Higher volume of Twitch streamers.
It seems easily correlated, but Twitch's research shows that livestreaming leads to better game sales. The reason this isn't streamed as broadly is because not everyone can get enough reliable people for a heist. Private sessions can be invaded by the same people who also [redacted method of obtaining money]. This is regardless of the privacy of a lobby, because those same people can find a unique identifier on the public Rockstar social site and join it, regardless of whether or not they're a friend or a crew member-- or simply not invited.
What this translates to are people who have such a low bar to pass to join a streamer's game and hold the experience hostage, crash the session or do any other number of malicious things. They can also impersonate people and send messages as them. So this further leads to things like not being able to do:
Twitch Rivals streams between competing streamer teams.
Imagine this: the game is pretty solidly protected from people who [redacted method of obtaining money] and those incidents they generate are rare, and when they do pop up, they're punished. So, streaming this game is far more viable. Competitive crews start forming, and Rockstar promotes an event with streamers where they're able to host lobbies and get 24, 36 or even 48 streamers in one session running 12 different crews for things like:
And so on and so forth. But because items have to be obtained through legitimate game mechanics, it also implements a grind. Maybe these groups/crews have been running for a while. But then you'd also be able to do:
Streamer Drops through Connected Accounts
We've seen other games do this, where viewers can get "drops" into their game by watching the streamer play it. These drops could have been literally anything that was on the Diamond Casino Wheel of Fortune. It could have even been a bonus spin at the wheel, to encourage getting the player in the game.
The Long-Term, Sharded MMO Experience
This translates to cash because people would be continually playing the game, which means more people paying for in-game cash and general popularity because more people would be streaming it, but this is the bigger buyback to the player, too.
Imagine a crew that worked hard at completing a certain set of heists on hard difficulty, no deaths, consecutive. Four people who are streaming their attempt like people do for raid bosses. And their reward was a unique yacht only available for them.
A ranked arena war system that awarded players who got 100 wins with a unique vehicle or livery.
The system could have been adjusted to make some things a grind. Making that money with friends, and then knowing that if someone had a high-end apartment, much less a casino penthouse, that they earned it through blood, sweat and hard work.
Powerful crews that were running around and happen to land on the same lobby and an all-out war with tactics, reinforcements and a consideration of cash drain to get the win in Los Santos.
These are the things that Rockstar and Take2 missed out on by not having dedicated servers with protections against [redacted method of obtaining money]. They were on the verge of greatness. They were this close. And I know that a lot of this translates over for Red Dead Online, too.

Is It Too Late to Do All of This?

No, I don't think so. If RockstaTake2 were to seek redemption from this, here's what they'd have to do:
Implement a dedicated server gamemode, and only allow characters created for this game mode specifically.
If people want to continue messing around in peer-to-peer sessions, maybe they allow that for a time before slowly forcing people over (because it's all about that money, right?). But create a new character (or duplicate the looks of one), and make it only available for play on controlled, dedicated servers.
You can even put Ye Olde GTA 5 spin on it and have Lester come in and say, "Yeah, I know the simulation was pretty fucked, right? It got hacked by kids on Christmas break. But anyway, now that you know what's possible out there in this stupid, god-forsaken world, well... uh, perhaps it's time we started making some money. And you remember Fleeca, right?"
Then people start off fresh, and work on earning things through the grind. I promise you, that'll net you some untold money and viewership. And I have faith enough that even if you made a very solid push into authoritative client-host conversion from peer-to-peer mesh, allowing the authoritative client-host to be controlled by Rockstar servers, you'd get something out of it.
And I will put a disclaimer on here: I don't know if the game engine is so archaic that it wouldn't allow for this kind of change. And if that is indeed the case, then the only thing that I can say is you missed out on all of the above by choosing to design what you did, because it is a proprietary engine.
But if you can, imaginary Rockstar or Take2 directory reading this, please, I implore you. Push for the change. This has been one of the best social games for me during lockdown, and I can't overstate how much everyone will benefit from this.
Sincerely,
~The Village Idiot
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