Public transportation system in NC

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Night City is such a beautiful place, trains make you observe it like no one else does. I mean, look at the pictures or try to ride on the train yourself, you can see the city from a whole different angle. Such an amazing and detailed world, yet we have limitations of appreciating the beauty of it. Well, if you know how, atleast you can manage to hop on them.
 
Only a handful of people would actually use them once the novelty wears off because of the fast travel system.

How often do you take a Taxi in gta 5?

You don't.
 
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I`m all in for trains but taxi is something completely useless. Just check what is average speed of any traffic in a city and how much it would take to get from one place to another. Its a lot of implementation and you would use it maybe twice. Focus of trains which are already present at some point and relatively easy to implement and improve general city traffic so its not lifeless as it is now.
 
Only a handful of people would actually use them once the novelty wears off because of the fast travel system.

How often you do take a Taxi in gta 5?

You don't. Just whining for the sake of whining.
I don't use Fast travel because I feel it is weak and immersion-breaking. I would prefer they replace the FT with a call for a taxi instead. The player can kick-back and watch the city as the taxi drives to the FT terminal you chose to go to. And just for the majority of people that do use FT, a skip ride button (which I would never use).
 
I`m all in for trains but taxi is something completely useless. Just check what is average speed of any traffic in a city and how much it would take to get from one place to another. Its a lot of implementation and you would use it maybe twice. Focus of trains which are already present at some point and relatively easy to implement and improve general city traffic so its not lifeless as it is now.

The traffic is completely bugged out anyways with cars driving through walls etc.

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I agree that currently traffic AI is pretty bad, however I believe it is something they will fix eventually and secondly it is already used for many of the gigs/quests where you ride along with someone. Sure those gigs/quests are traveling on rails, but so would a taxi going from FT terminal 1 to FT terminal 2. The map already creates a visible path from your location to your selected gig, shop, FT terminal, etc. The taxi only has to follow that path.
 
Having a working public transportation system might seem like a nice-to-have and not a must-have. But, consider this: CDPR were trying to create an open world game. I believe they failed and managed to create an open space game. Open, mostly empty, dead space.

Having stuff like random apartments that you can enter, dogs you can pet, benches you can sit on, fountains to drink from, shops to shop in, gyms to exerciswe in (think GTA: San Andreas from 2004), random encounters, people to talk to, etc, is what creates an open world. Without those things it's not a world, it's just empty space. Transportation and traffic is a pretty vital part of a living, breathing world.

I love the pics of people exploring the railway system! Have you guys seen any traces of the apartments that V was supposed to be able to buy in the game before the cuts? I would assume they would be close to the train stations for convenience. Would be cool if they were still visible in the game.
 
Have you guys seen any traces of the apartments that V was supposed to be able to buy in the game before the cuts? I would assume they would be close to the train stations for convenience. Would be cool if they were still visible in the game.

I think I already investigated the whole system of monorail tracks in every part of the city. Unfortunately, there's no sign of any additional V's apartment (beside the one on top of the megabuilding that we get to visit during the ending).

As far as I know, the only (almost functional) structure that is partially build and not used in the game is the casino.
 
I think I already investigated the whole system of monorail tracks in every part of the city. Unfortunately, there's no sign of any additional V's apartment (beside the one on top of the megabuilding that we get to visit during the ending).

As far as I know, the only (almost functional) structure that is partially build and not used in the game is the casino.
I don't remember if it's near an NCART station, but I found an empty apartment you can enter on the floor below the one cop lady's apartment you need to convince to leave town.

Out of the whole building, those are the only 2 rooms you can enter. Which got me thinking just now with your convo "What if V started out with a crummy apartment and as you gained eddies and street cred, you could move up to progressively better homes?" That would be cool.

Having a working public transportation system might seem like a nice-to-have and not a must-have. But, consider this: CDPR were trying to create an open world game. I believe they failed and managed to create an open space game. Open, mostly empty, dead space.

The way I see it, pretty much everyone knows what the must-haves are at this point. I hope that the more people talk about the nice-to-haves, the better chance the devs might pick up on it and maybe add some of them to the game later :)
 
I agree that currently traffic AI is pretty bad, however I believe it is something they will fix eventually and secondly it is already used for many of the gigs/quests where you ride along with someone. Sure those gigs/quests are traveling on rails, but so would a taxi going from FT terminal 1 to FT terminal 2. The map already creates a visible path from your location to your selected gig, shop, FT terminal, etc. The taxi only has to follow that path.

Pay close attention to the traffic when you're in the pasenger seat during a job.

Most of it mysteriously vanishes.
 
Pay close attention to the traffic when you're in the pasenger seat during a job.

Most of it mysteriously vanishes.
And the same mechanics can be applied to taxis. That is unless they fix traffic first. Either way, still doesn't stop taxis from being possible and a choice I'd rather have. But then I'm in a very minor group I think.
 
And the same mechanics can be applied to taxis. That is unless they fix traffic first. Either way, still doesn't stop taxis from being possible and a choice I'd rather have. But then I'm in a very minor group I think.

That wasn't the point. The point was, that the only reason the passenger seat sections work is because they script the traffic. If that doesn't prove how utterly broken the AI traffic is, I don't know what will. That's a ridiculous amount of work to do from every point to point for something only a small handful will ever use.
 
That wasn't the point. The point was, that the only reason the passenger seat sections work is because they script the traffic. If that doesn't prove how utterly broken the AI traffic is, I don't know what will. That's a ridiculous amount of work to do from every point to point for something only a small handful will ever use.
Riding around with River through the city was not scripted traffic, The ride with River was scripted, but all the traffic around was not, it was still done though.

I know how broken AI is and it will be fixed at some point.

Also, it really would not be a lot of work to remove cars because as you yourself said, traffic in front of you disappears. The code is already there and I'm certain it's something like find ID of closest object in front of player location. If object ID's distance is less than x, dispose object ID.

Simple code that I've done myself looking for closest target to attack in a mobile game I was making years back.
 
Riding around with River through the city was not scripted traffic, The ride with River was scripted, but all the traffic around was not, it was still done though.

I know how broken AI is and it will be fixed at some point.

Also, it really would not be a lot of work to remove cars because as you yourself said, traffic in front of you disappears. The code is already there and I'm certain it's something like find ID of closest object in front of player location. If object ID's distance is less than x, dispose object ID.

Simple code that I've done myself looking for closest target to attack in a mobile game I was making years back.

Cause that's not jarring and immersion breaking at all. You know, immersion? The thing people wanting such a thing keep going on and on about.
 
IMO, the only limiting factor at this point is time. There's no such thing as not enough knowledge/experience, at least not from the perspective of the company. If a certain team of developers cannot figure out how to make a working transportation system, you take people from another team or hire some from outside the company until you have the right specialists for the job.
Money shouldn't be an issue either, especially after seeing how good the game sold.
 
Cause that's not jarring and immersion breaking at all. You know, immersion? The thing people wanting such a thing keep going on and on about.
It's like I said earlier, AI (including traffic) will likely get fixed eventually so that's really irrelevant.

The NCART system on the other hand would take a bit more work as I think there's modeling issues rather than just coding involved due to the invisible walls along the tracks that would stop V from moving while riding the train. They would have to be removed from the models themselves, then re-placed into the game. Then the train would have to be remodeled to have opening doors. Then all the coding involved to make it all work.

I do hope they add at least one of those in, preferably both.
 
So what was it - functioned? Processed? Jobbed?
The traffic wasn't scripted in that replaying the mission doesn't respawn the same cars in the same places with the same path every time. It's the same traffic with the same AI you get if you were to walk or drive the same path outside the mission.

If the traffic around the River quest ride were part of the scripted rails scene, it would be exactly the same every time.
 
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