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Things you DON'T like about GTA IV

funkmastergeneral said:
I like to drive places personally, warping by taxi is unrealistic and boring
I agree... but that comment was for the complaints that driving is long and boring.

Thing is, it is a great convenience.
 
border said:
At any rate, you've helped illustrate my point -- how was I supposed to know that I can't kill my target until after the bridge? And when I finally get to the bridge, how is the game communicating to me that "Okay, now you can kill him"? There's no cutscene to break things up or let you know that something has changed. That's why I feel like I need a guide to tell me when it's time to do what (chase versus kill) -- because the game never really tells you what you're supposed to be doing.

I've noticed that when your doing scripted car chases, the guy slows down A LOT once the scripted portion is over and it's pretty obvious he's killable then. It's a pretty shitty tactic, and bores the hell out of me when I fail a mission several times.
 
If you guys haven't figured out how to panic stop a car yet, just think about what your parents taught you when you don't have ABS. Pump the brakes baby. For some reason, pumping the brakes will stop you a whole ton faster than slamming the brakes. It's like none of the cars have ABS.

Also, I don't want to hold a button to run. If I wanted to walk, I wouldn't move the stick as far. I think we all have a solid grasp on analog controls by now. Sprint button would be fine, but run button can kiss my ass.
 
aku:jiki said:
Yeah, there are several missions that break your rules. It's just completely random if and when you get to shoot someone before they reach a destination, and I think the worst part about it is that the confusion could so easily have been cleared up in a matter of seconds.

Simply just don't word the mission the description like this: "chase and kill person X." Just remove the "and kill" part in pre-scripted missions until you can actually kill the person you're chasing. Then tell us to kill them when we actually can. Problem solved.

border said:
Wow, that's all scripted? The barrels and the logs fallling off the semi-trucks were the first things about the game that really floored and impressed me as awesome, emergent events. To know that it's just scripted kind of kills that for me.

At any rate, you've helped illustrate my point -- how was I supposed to know that I can't kill my target until after the bridge? And when I finally get to the bridge, how is the game communicating to me that "Okay, now you can kill him"? There's no cutscene to break things up or let you know that something has changed. That's why I feel like I need a guide to tell me when it's time to do what (chase versus kill) -- because the game never really tells you what you're supposed to be doing.

Hmmm... I agree for a mission early on when you don't know the system without some text that explains what is going that is bound to lead to confusion but once that is in place that model is pretty much the model throughout in most car chase missions (i.e you doing a chase)

Although If I'm wrong on a bunch of missions I'm more than willing to admit it as it's hard to remeber some of them. Give me a few examples of the car chases missions where you can kill the guy early in a car chase in a car without a prescripted bit. Honest request because I'm having trouble remembering them at the moment.
 
One thing that really bothered me about the scripted nature of this game:

During a mission you're following someone and there are police involved. At one point out of nowhere a semi barrels into a cop car. I thought this was awesome until I retried the mission and found that the semi hits the cop car at the exact same spot.

Or like the mission where you're chasing someone and they're causing other cars to flip over and get in your way. It doesn't matter if you get spun around or fall behind somehow they will hit those cars regardless and they'll hit the same spots ignoring any manner of physics that might come into play.

It completely breaks the immersion of this game and really makes me wonder why R* went for atmosphere over game design when the missions clear show that this isn't the case.
 
border said:
Wow, that's all scripted? The barrels and the logs fallling off the semi-trucks were the first things about the game that really floored and impressed me as awesome, emergent events. To know that it's just scripted kind of kills that for me.

At any rate, you've helped illustrate my point -- how was I supposed to know that I can't kill my target until after the bridge? And when I finally get to the bridge, how is the game communicating to me that "Okay, now you can kill him"? There's no cutscene to break things up or let you know that something has changed. That's why I feel like I need a guide to tell me when it's time to do what (chase versus kill) -- because the game never really tells you what you're supposed to be doing.

The thing is, scripting is both good and bad. Bad in the sence that the same thing will happen everytime. Good in the sense that sometimes they script some really fucking awesome scenes. I mean, wouldn't it suck if you did this epic mission and for some reason it just came off 'meh' because nothing exciting happened. At the same time, the scripting makes it so that the mission was truly memorable for everyone. I just think it need to be a good mix. I see pros and cons to both.
 
PepsimanVsJoe said:
One thing that really bothered me about the scripted nature of this game:

During a mission you're following someone and there are police involved. At one point out of nowhere a semi barrels into a cop car. I thought this was awesome until I retried the mission and found that the semi hits the cop car at the exact same spot.

Or like the mission where you're chasing someone and they're causing other cars to flip over and get in your way. It doesn't matter if you get spun around or fall behind somehow they will hit those cars regardless and they'll hit the same spots ignoring any manner of physics that might come into play.

It completely breaks the immersion of this game and really makes me wonder why R* went for atmosphere over game design when the missions clear show that this isn't the case.

I think it was simply a design call. The same way as I mentioned that having pre-scripted light gun missions to show off certain things in SA was a design call.

If I was too look at it from their perspective I would argue they wanted to try to have the best of both worlds in the sense that chases have pre-scripted movie like elements and un-scripted elements. Not saying I fully agree with the design call but I think that would be the argument. Same as why certain games have Quick Time Events mixed in with more traditional free form elements.
 
funkmastergeneral said:
I've noticed that when your doing scripted car chases, the guy slows down A LOT once the scripted portion is over and it's pretty obvious he's killable then. It's a pretty shitty tactic, and bores the hell out of me when I fail a mission several times.
I believe the whole point of that was to keep people from being annoyed by enabling them to beat the mission.
 
Stoney Mason said:
I think it was simply a design call. The same way as I mentioned that having pre-scripted light gun missions to show off certain things in SA was a design call.

If I was too look at it from their perspective I would argue they wanted to try to have the best of both worlds in the sense that chases have pre-scripted movie like elements and un-scripted elements. Not saying I fully agree with the design call but I think that would be the argument. Same as why certain games have Quick Time Events mixed in with more traditional free form elements.

Exactly! They wanted to provide some Hollywood type escape scenes/moments and being scripted is really the only way to achieve such a thing for sure, on the money. Some missions wouldn't be nearly as epic without it. I for one enjoy a good balance, and I think for the most part they did a good job. Again it just came down to a choice they had to make. Double sided blade indeed.
 
slasher_thrasher21 said:
The thing is, scripting is both good and bad. Bad in the sence that the same thing will happen everytime. Good in the sense that sometimes they script some really fucking awesome scenes. I mean, wouldn't it suck if you did this epic mission and for some reason it just came off 'meh' because nothing exciting happened. At the same time, the scripting makes it so that the mission was truly memorable for everyone. I just think it need to be a good mix. I see pros and cons to both.
I think the scripting is mostly counter-productive to any sense of immersion, and particularly annoying because so little information is communicated to the player. I hate having the sense that I have to sit through 5 minutes of chasing an invincible enemy just so some barrels can fall out of a truck and I can momentarily be impressed by those barrels. I'd like to think that with my ingenuity and skill I should be able to end a chase within 60 seconds like I could in GTA3.....but it's just not possible anymore because they've put the game on rails now.
 
JCtheMC said:
How about you actually play the game?

Haha exactly, people talking about the game not being straight forward enough, but then not play the missions I don't understand them.

I mean the game can be as linear as you want it to be actually.
 
Just finished the game and it felt really lackluster.

Why should I care that a random date who never put up died? She wasn't even slightly developed, wasn't any less annoying to take out than any of the other dates/friends. It was even more lackluster when the girls family (who were far more developed than her) didn't even get involved? Instead I end up with Jacob again, for a weed dealer he sure gets a lot of attention from Niko and the government.

I also felt they pussied out with the whole "special someone" arc, rather than giving the player something engaging and exciting they decided to try and be clever and failed out it. Giving us what could of been an epic confrontation to simply driving to the airport and making an arbitrary choice.

On a final note they even managed to fuck things up with Dimitri, I hated the bastard and wanting him dead when he kidnapped Roman. Then he does nothing for 15 hours other than attempt to blackmail your gay pals boyfriend, talk about loss of momentum. Rockstar should of went with the obvious, when you finally got rid of Dimitri it should of been revealed he was working for the war traitor, hence his interest in Niko and Bernie instead of the pretentious "we're too clever to do the expected ending" mess we were given. Oscar caliber writing? Seriously?

Beyond that all the new features they adder were lackluster and incomplete. Yay, we can hijack moving vehicles? Oh, only in certain missions... Oh, we can use the internet and cell phone to hunt down targets? Oh, only in certain missions. At least all the crap San Andreas added to the franchise added to the sandbox experience, it's such a shame to see so much of it taken out and so little replacing it. Oh, and for the love of god why did they get rid of property? I have so much cash and nothing to do with it.
 
border said:
I think the scripting is mostly counter-productive to any sense of immersion, and particularly annoying because so little information is communicated to the player. I hate having the sense that I have to sit through 5 minutes of chasing an invincible enemy just so some barrels can fall out of a truck and I can momentarily be impressed by those barrels. I'd like to think that with my ingenuity and skill I should be able to end a chase within 60 seconds like I could in GTA3.....but it's just not possible anymore because they've put the game on rails now.

They put the game on rails to an extent but really, this is partly what helps drive the more mature and better presented story. Which is what this GTA does better then all the others (imo). It might take you out of the immersion that anything and everything can happen on a unscripted level, but again, it came down to a developers choice. There obviosly trying to progress the series in some ways, and this is no doubt one decision they made. For the better or worse depending who you are.
 
Don't like...
-All the car chase missions. They can be cool when things go onto the bridges and straight-aways, but through the city...ugh.
-The targeting system in the heat of battle.
-Fearing that my game won't load.
 
eviltasan said:
Night time was seriously dark until i cranked up brightness/contrast from the default settings.
Just me?

It was unplayable for me as well without cranking up the brightness. I played with it up all the way for awhile but recently moved it down a couple notches.

Niko walks way to slow. It's annoying to have to hold A to run. couldn't it be where you push far forward on the analog stick to run and just a little to walk and A to sprint? nothing like being in a firefight using analog stick, a button, and fire button. instead of analog and fire.. with classic controls it makes it a pain.

Car Handling at first, but now not so much (I'm slowly liking the realism of it)

Not sure what it is, but even though the graphics are far superior to previous GTA's it still seems harder to make out objects such as weapons, etc on the ground.

No running while on cellphone, or crouching, or using cover, or getting into a vehicle, etc.
 
Spirit of Jazz said:
I also felt they pussied out with the whole "special someone" arc, rather than giving the player something engaging and exciting they decided to try and be clever and failed out it. Giving us what could of been an epic confrontation to simply driving to the airport and making an arbitrary choice.

That plot point seemed pretty effective to me. They built this up to be some huge thing, but for Niko, it really wasn't. He just thought it was going to be. In the end, Darko was nothing. An ''epic confrontation'' would have undermined the point.

(note- I spared Darko and I don't know what happens when you killed him)

Kate though, yeah, who cares. I hated when she'd call me up and sneer ''I ASSUME you must HATE me!''
 
I thought of something that I hate.

When you go up on top of the really tall buildings and zoom down to street level with the sniper rifle, there's no traffic or signs of life.

It... sucks... yet also makes me want a good I am Legend/The Omega Man game. Sort of an eerie mood.
 
I'm still early on in the game, so my only real gripe is the graphics.

They're simply unacceptable after playing Assassin's Creed and Crackdown. After the amount of grief those two games got for minor pop-in, animation, and collision issues, seeing Niko clip through Roman's fridge, miss the first door he tried to push open, and laughably climb fences...it's damn near a generation behind games that came out last year.

The draw distance and LOD is inferior to both of the aforementioned games, as is the framerate and anti-aliasing.

The only saving grace from a graphical standpoint is the physics really.

I'm still enjoying the game a lot so it's not bothering me too much, but I'm surprised the game wasn't knocked a bit more for technical issues.
 
Just sold the game on Craigslist to some guy for $42 cash. I had a loss about 13$ from my original purchase.

I played about 15 hours total and I want the game removed from my Gamercard. They basically took all the awesome additions from San Andreas (bicycles, sky diving)...and fucking removed them.

Multiplayer is worthless, gameplay is broken, the game has so many, many MANY technical issues. I wasn't even hyped for this game either, thank heavens.
 
permutated said:
Just sold the game on Craigslist to some guy for $42 cash. I had a loss about 13$ from my original purchase.

I played about 15 hours total and I want the game removed from my Gamercard. They basically took all the awesome additions from San Andreas (bicycles, sky diving)...and fucking removed them.

Multiplayer is worthless, gameplay is broken, the game has so many, many MANY technical issues. I wasn't even hyped for this game either, thank heavens.

Fuck dude. Harsh much?
 
Talladega Knight said:
Fuck dude. Harsh much? See ya.

Sorry, it's become engrained, I changed it. I mod a site where that word is a normal occurrence, I forget some times that other people aren't as used to it.

Sorry everyone.
 
revolverjgw said:
That plot point seemed pretty effective to me. They built this up to be some huge thing, but for Niko, it really wasn't. He just thought it was going to be. In the end, Darko was nothing. An ''epic confrontation'' would have undermined the point.

(note- I spared Darko and I don't know what happens when you killed him)

Kate though, yeah, who cares. I hated when she'd call me up and sneer ''I ASSUME you must HATE me!''

If the game were a narrative powerhouse I'd agree, however it's not. They sacrificed something that could of been a spectacular gameplay instance with a pretty meh addition to the meh plot. Like I said, they think they were playing it smart, they thought they had a great plot, in my opinion they didn't. All it did was cause the player to feel disappointed with the discovery which isn't a great thing when the plot pretty much misses every emotional point it goes for, the game left my disappointed and that was it, no great achievement.
 
permutated said:
Just sold the game on Craigslist to some guy for $42 cash. I had a loss about 13$ from my original purchase.

I played about 15 hours total and I want the game removed from my Gamercard. They basically took all the awesome additions from San Andreas (bicycles, sky diving)...and fucking removed them.

Multiplayer is worthless, gameplay is broken, the game has so many, many MANY technical issues. I wasn't even hyped for this game either, thank heavens.

I played it a bit more than 15 hours, but I pretty much agree with you. This and Resistance are the two most disappointing games I've played this gen.
 
Defcon said:
I played it a bit more than 15 hours, but I pretty much agree with you. This and Resistance are the two most disappointing games I've played this gen.

I still don't understand the hype behind Resistance. I don't have a PS3 but I still don't get it. I played Uncharted and I hear (and agree with) the hype, but Killzone and Resistance are both over rated.
 
The scripting is really starting to bug me. Its one thing to have your car blockade magically disappear - or have your perfectly arranged parking spot disappear because the mission parks your car somewhere else - BUT this just irks the shit out of me:

There is a mission where I have to retrieve a parked car and return with it (
Brucie's second job I think.
)

I get into the car and proceed to get jumped by two other cars filled with gun-toting freaks. I lay waste to one car of bad guys before making my escape in the mission car.

Now I'm screaming down the road but I've got a long way to go to complete the mission and I'm getting peppered with shots from the enemy car thats tailgating my every move.

Then I see my opportunity: As I come speeding down some side street I see a super-jump ramp ahead. I gun it, hit the ramp at top speed, and experience the smooth sensation of slow-mo super-jumping, flying like superman across this entire park, while seeing my pursuers stopped on the road behind me, along-side the jump ramp, shooting into thin air. I'm gone baby! Hah!

Or was I? AS soon as I land I look to my right and there is the exact same car I just left in the dust, far, far, behind me, and it's now magically right next to me and unloading hot lead into my windshield.

BULLSHIT. What is the point of options if the game's purpose is to limit or defeat them when they'd actually be useful?
 
What are the chances of them patching in an in-mission checkpoint save system? I just played one of the last, and one of the longest missions in the game, only to have my truck flip over because I hit a a curb during a turn, and now I have to start the entire mission over again? This isn't 1995, god.
 
Ok, the lack of a checkpoint system has pretty much made me put this game down.

Go kill Clarence. Ok, cool. Take down 200 thugs, decide his fate (I shot him), then MAGICALLY, I gain a star, cops swarm the place, I'm on the top of a building and it looks as if I jump, I will die. So, I have to fight through the cops to lose my wanted level to finish the mission. Of course, I'm shot dead. START OVER SUCKER! HAHAHAHA!

Seriously, no reviewer looked at this and didn't think this was fucking broken in 2008?
 
Kintaro said:
Ok, the lack of a checkpoint system has pretty much made me put this game down.

Seriously, no reviewer looked at this and didn't think this was fucking broken in 2008?

hype_elms.jpg
 
Jamesfrom818 said:
Everyone asking for a checkpoint system needs to shut their traps. How much easier do you want the game to be?

Nothing to do with easy. How about the fact that its a fucking waste of time. I dont wanna have to drive halfway across town just to get shot again.
Like the mission where you have to tail the drug dealer with Manny for like half a fucking hour only be greeted at the end with hot bullets of death in the warehouse. Or having to drive over to the carnival repeatly in order to shoot that biker punk.
Why cant I just start off at the action?
 
Kintaro said:
Ok, the lack of a checkpoint system has pretty much made me put this game down.

Go kill Clarence. Ok, cool. Take down 200 thugs, decide his fate (I shot him), then MAGICALLY, I gain a star, cops swarm the place, I'm on the top of a building and it looks as if I jump, I will die. So, I have to fight through the cops to lose my wanted level to finish the mission. Of course, I'm shot dead. START OVER SUCKER! HAHAHAHA!

Seriously, no reviewer looked at this and didn't think this was fucking broken in 2008?

You should have dated Kiki.

But I agree, it's a huge oversight, and stops me loving the game as much as I could. I'm sick of having to drive to the mission place again every time I die.
 
Kintaro said:
Ok, the lack of a checkpoint system has pretty much made me put this game down.

Go kill Clarence. Ok, cool. Take down 200 thugs, decide his fate (I shot him), then MAGICALLY, I gain a star, cops swarm the place, I'm on the top of a building and it looks as if I jump, I will die. So, I have to fight through the cops to lose my wanted level to finish the mission. Of course, I'm shot dead. START OVER SUCKER! HAHAHAHA!

Seriously, no reviewer looked at this and didn't think this was fucking broken in 2008?
Seriously. Best game ever made - 99,4% on Gamerankings.

It's fucking ridiculous.
 
HK-47 said:
Nothing to do with easy. How about the fact that its a fucking waste of time. I dont wanna have to drive halfway across town just to get shot again.
Like the mission where you have to tail the drug dealer with Manny for like half a fucking hour only be greeted at the end with hot bullets of death in the warehouse. Or having to drive over to the carnival repeatly in order to shoot that biker punk.
Why cant I just start off at the action?

]Because driving there is just as much a part of the mission?
 
Jamesfrom818 said:
Everyone asking for a checkpoint system needs to shut their traps. How much easier do you want the game to be?

Agreed on principle, but I'm biased towards more difficult games. The no-checkpoint-thing is a relic of previous GTA games, but it does make you work for your victories.

And when retrying a mission it can be a very good thing to start you back at the beginning, because that gives you the opportunity to stock up on any gear you might need, as well as taking an appropriate vehicle with you: sports car for speedy evasions, Patriot for extra armor and seating, etc.

And yeah, you do have to drive back to your destinations (if you don't take cabs), but that time you take driving the route again actually helps build up map knowledge, which will come in handy when you need to escape the cops.
 
Safe Bet said:
I was referring to your complaint about cut scenes and your inference that Saint's Row and Crackdown were better games than GTAIV due to their lack of narrative.


I was saying that the core game play for SR and Crackdown (the driving, shooting, leveling up, customization, graphics, etc) were better.

To me GTA4 looks like a very old game with tons of cut scenes thrown in. If those cut scenes were laid around better core game play as found in SR and Crackdown, they would have had a great game.

Right now I'd rather just see all the GTA4 cut scenes and skip all the driving and shooting and "stars".

That's why the game is a mess to me.

I enjoyed GUN, and Warriors, and Table Tennis, a lot more than this. Too bad they didn't use some of their own game developments.

GTA4 seems very tired.
 
MMaRsu said:
]Because driving there is just as much a part of the mission?

And I finished that part of the mission so stop making me do it over. I wanna get back to the part I failed on, not the simple drive to point A shit
 
It amazes me how picky some of you are. I think the game has plenty of faults, but it in no way makes me want to stop playing the game. Every game I've ever played has faults. This is still a great game, I'm really wondering exactly what you were expecting. I don't find any problems in the game, "game-breaking" just minor annoyances. If you remember GTA3, VC, SA all had plenty of problems too, many of them worse. I still think this is the best in the franchise by FAR.

Having to hit the A Button to run sucks, but is it that bad that you want to sell the game?
The same goes with the scripted missions. I think they add some action/drama to what would be an otherwise boring mission. i do agree that a message that reads "go chase" or "go chase and kill" would clear up some confusion, and would be a REALLY easy patch.

The lack of checkpoints makes the game that much more hectic when Im running low on energy or being chased hardcore. There has to be SOME penalty for losing, otherwise it would be too easy.
 
rhino4evr said:
It amazes me how picky some of you are. I think the game has plenty of faults, but it in no way makes me want to stop playing the game. Every game I've ever played has faults. This is still a great game, I'm really wondering exactly what you were expecting. I don't find any problems in the game, "game-breaking" just minor annoyances. If you remember GTA3, VC, SA all had plenty of problems too, many of them worse. I still think this is the best in the franchise by FAR.

Having to hit the A Button to run sucks, but is it that bad that you want to sell the game?
The same goes with the scripted missions. I think they add some action/drama to what would be an otherwise boring mission. i do agree that a message that reads "go chase" or "go chase and kill" would clear up some confusion, and would be a REALLY easy patch.

The lack of checkpoints makes the game that much more hectic when Im running low on energy or being chased hardcore. There has to be SOME penalty for losing, otherwise it would be too easy.

The penalty is either reloading, losing money or losing guns and money. I dont see why I shouldnt be able to retry a mission from a checkpoint or from the start at my discretion.
 
GameGamer said:
I was saying that the core game play for SR and Crackdown (the driving, shooting, leveling up, customization, graphics, etc) were better.

To me GTA4 looks like a very old game with tons of cut scenes thrown in. If those cut scenes were laid around better core game play as found in SR and Crackdown, they would have had a great game.

Right now I'd rather just see all the GTA4 cut scenes and skip all the driving and shooting and "stars".

That's why the game is a mess to me.

I enjoyed GUN, and Warriors, and Table Tennis, a lot more than this. Too bad they didn't use some of their own game developments.

GTA4 seems very tired.

I don't mind an opinion but just to show a contrary opinion GUN which I played was short boring and awful in my opinion. The warriors is a fun game that for me gets reptitive very quickly. And Table Tennis is fun but it's table tennis and has pretty much nothing to do with this genre or really much of a comparison with GTA.
 
_tetsuo_ said:
The games already easy enough as it is. Checkpoints would not help that.

It's not a matter of difficulty. For instance, there's a mission where you need to drive 3 guys to a bank. NO PART of it is difficult, but the mission when you get there is. But if you fail, you have to waste your time driving back for 5 minutes before you can even attempt the difficult bit.
 
I'm getting GTA fatigue at this point. I've got about 50 gameplay hours and am not done with the main storyline, but I don't really feel like doing any missions anymore. They're basically all the same anyway and it's starting to show. I remember this being a problem with more GTA's, maybe I just wasn't in the mood to play the game today.
 
_tetsuo_ said:
The games already easy enough as it is. Checkpoints would not help that.

I ask for the game not to waste my time. I find it funny people like doing tedious driving sequences over and over when they arent even the part of the mission that is 1) interesting, 2) actually challenging and intense. If I was already at the place where the mission is, dont make me keep driving over there. You can warp me to the place where I got the mission but not to the mission itself. Oh no that would make too much sense.
 
Checkpoints won't make it easier. They just make it less time consuming. The "mission restart" option is just useless because every mission starts at a quest hub, and every quest hub is a long drive from where the mission actually takes place.

This is still a great game, I'm really wondering exactly what you were expecting.
Read the thread -- people wanted better car handling, better combat, a checkpoint system, less technical problems. They wanted something more than a minor evolution of the previous titles, really.
 
Jamesfrom818 said:
Everyone asking for a checkpoint system needs to shut their traps. How much easier do you want the game to be?

It's not about difficulty, it's about needless repetition. You know, that thing everyone hates? Most of the time when shit happens to me, it's on the tail end of a mission and some fluke bullshit happens. I don't want to do the entire fucking thing all over again. I don't to hail a cab, hit the spot, cut the CS, shoot up all the guys again, etc etc to finally get back to the spot I fucked up at. We have damned hard drives now. Would it have been so hard to set up multiple checkpoints per mission I could choose to skip to should I fail a mission?

The game isn't difficult by any means, but fluke shit happens in the game and it's needlessly frustrating to have to repeat the ENTIRE process from scratch because of it. It's not a hard concept to understand.
 
TheGreatDave said:
It's not a matter of difficulty. For instance, there's a mission where you need to drive 3 guys to a bank. NO PART of it is difficult, but the mission when you get there is. But if you fail, you have to waste your time driving back for 5 minutes before you can even attempt the difficult bit.


It takes you 5 minutes to get there? Either you drive as slow as Miss Daisy or you don't know how to squeeze through traffic. It only takes me like 2 minutes tops in a cab.
 
Jamesfrom818 said:
It takes you 5 minutes to get there? Either you drive as slow as Miss Daisy or you don't know how to squeeze through traffic. It only takes me like 2 minutes tops in a cab.

2 minutes needlessly wasted, especially since cabs arent always around unless you are in Algonquin
 
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