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How should Rockstar handle the Community Series?


Tez2
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As part of the drip-feed, Community Series/Jobs is Rockstar's new take on Rockstar Verified Jobs. Additionally, a UGC Spotlight website module is being worked on for the Newswire, allowing them to display the Job details and an option to bookmark on the Newswire without resorting to visiting the Socialclub site.

 

There's a new updated Deathmatch Creator most likely coinciding with the release of Community Series. The updated Creator features Modifier Sets which are a new set of options offering more ways to customize the Deathmatch to your liking. Credit & thanks to @rootcause, as he showcased all the new labels within the Deathmatch Creator.

 

Spoiler

DM_H_AAMR = Set this to allow players to use armor from the Weapon Wheel.
DM_H_AMB = Set up the ambient world such as time of day and weather.
DM_H_ANMS = Add a new individual set of game settings.
DM_H_ASNK = Set this to allow players to use snacks from the Weapon Wheel.
DM_H_BLP = Set up various blip modifiers to show or hide players with this Modifier Set applied to them.
DM_H_BLP_CT = Control the duration of the camp timer. Players who stay in the same location for longer than this duration will be blipped on the minimap.
DM_H_BNDS = Customize the size of the Play Area that players will need to stay inside during the Deathmatch.
DM_H_BNDS_OOB = Set how long players can be out of the play area before being killed.
DM_H_BNDS_SOOB = Customize the size of the Play Area that players will need to stay inside during the Deathmatch. At least one Spawn Point is out of the Play Area.
DM_H_CGM_C = Copy the settings in this Modifier Set to another.
DM_H_CGM_CA = Copy the settings in this Modifier Set to all other Modifier Sets.
DM_H_CGM_D = Delete this Modifier Set.
DM_H_CGS_BOU = Set the play area for the player.
DM_H_CMBT = Set up various defensive modifiers for players with this Modifier Set applied to them.
DM_H_CMBT_BH = Set players not to receive extra damage from headshots. Setting this means that any shots that hit the player's head will not count as a headshot. This may affect other in-game systems, such as scoring.
DM_H_CMBT_BT = Set players with this Modifier Set applied to not be taken down in one hit by a melee takedown.
DM_H_CMBT_DWD = Enabling this will prevent players with this Modifier Set applied to them from dropping ammo to collect when dying.
DM_H_CMBT_ER = Set a level of explosive resistance that scales with maximum health value.
DM_H_CMBT_G = Set up combat-related options.
DM_H_CMBT_H = Set a multiplier to scale the maximum health of players with this Modifier Set.
DM_H_CMBT_HMR = Set the percentage at which your health will stop regenerating.
DM_H_CMBT_HR = Set to enable or disable health regeneration.
DM_H_CMBT_HRS = Set the speed at which your health will regenerate.
DM_H_CMBT_IA = Select the type of infinite ammo applied. This option applies to all weapons and overrides set ammo amounts from the Inventory options for this Modifier Set.
DM_H_CMBT_SH = Set the percentage of your maximum health to start at.
DM_H_CONV = Using this setting will trigger an update on this Deathmatch, which will allow the use of new features, such as Modifier Sets and Scoring type settings.
DM_H_DCGS = The default Modifier Set for this Deathmatch. These settings will be applied to all players that don't fit the criteria of other Modifier Sets.
DM_H_DISACT = Set actions to disable when the condition is met.
DM_H_DISACT_0 = Set this to disable the player from being able to enter any vehicles.
DM_H_DISACT_1 = Set this to disable the player from being able to exit the vehicle they are currently in.
DM_H_DISACT_2 = Set this to disable the player from being able to use the vehicle's handbrake.
DM_H_ECF = Setting this option allows the following features to run in this Deathmatch. These features may conflict with some Modifier Sets:~n~- Bull Shark Testosterone~n~- Killstreak Perks~n~- Bounties~n~- Idle Increased Damaged Taken~n~- Power Plays
DM_H_ENDCON = Set up how the Deathmatch will end. Set a Time Limit, Target Score or change the scoring style.
DM_H_ENDCON_ANS = Set both the Team and Free-for-all Deathmatch score HUD elements to show during the Deathmatch.
DM_H_ENDCON_L = Set the number of lives players will have in Free-for-all.
DM_H_ENDCON_NIT = Set the Deathmatch to use the Free-for-all Deathmatch score HUD elements, even when in Team Deathmatch mode.
DM_H_ENDCON_ST = Enabling this will cause the end positions and rewards to be based on Free-for-all scoring in a Team Deathmatch.
DM_H_ENDCON_STL = Set the number of lives this team will have.
DM_H_ENDCON_TL = Set the number of lives each player on this team will have.
DM_H_ENDCON_TLT = Set how team lives will work in this Deathmatch. They can either be shared between all players on the team or each player on the team having the set amount.
DM_H_ENDCON_TTS = Set the score that this team needs to reach to win the Deathmatch.
DM_H_ENDCON_WB = Set a team to win by default if there is no clear winner.
DM_H_ENDCON_WC = Set the type of win condition for this Deathmatch.
DM_H_FF = Enabling this will cause players on this team to be able to take damage from each other.
DM_H_FTW = Set the number of rounds that the Deathmatch will last for. The first player or team to win that many rounds will be the winner. This can be changed in the Lobby.
DM_H_INV = Set up what weapons and equipment players will have with this Modifier Set applied.
DM_H_INV_UI = Enable the use of this inventory when this Modifier Set is applied. By default all weapons, including pickups, will be removed and weapons selected in this inventory will be applied.
DM_H_LDMT = Lock this Deathmatch to only be playable as the set Deathmatch Type, preventing it from being changed in the Deathmatch Lobby.
DM_H_LOB = Set up the Lobby for this Deathmatch.
DM_H_LOB_LV = Enabling this allows the Number of Lives option to be shown and used in the Lobby. This will let players change the number of lives in the Lobby.~n~The option will be hidden if the Deathmatch is being played as a Team Deathmatch and teams have a different number of lives.~n~It is recommended to keep this set to 'No' to preserve the Deathmatch that you are making.
DM_H_LOB_LW = Enabling this allows the Lock Weapons option to be shown and used in the Lobby. This will let players change the Lock Weapons type in the Lobby.
DM_H_LOB_SC = Enabling this allows the Target Score option to be shown and used in the Lobby. This will let players change the target score in the Lobby.~n~It is recommended to keep this set to 'No' to preserve the Deathmatch that you are making.
DM_H_LOB_TL = Enabling this allows the Time Limit option to be shown and used in the Lobby. This will let players change the time limit in the Lobby.~n~It is recommended to keep this set to 'No' to preserve the Deathmatch that you are making.
DM_H_MDMS = An individual set of game settings for this Deathmatch, applied to players that fit the critera of these settings.
DM_H_MODS = Customize aspects of this Deathmatch with modifiers that can be set to all players or specific teams.
DM_H_MOV = Set up various modifiers that control the movement of players with this Modifier Set applied to them.
DM_H_MOV_BAM = Setting this option will prevent players with this Modifier Set applied to them from jogging by default when they have a weapon equipped.
DM_H_MOV_BC = Setting this option will prevent players with this Modifier Set applied to them from climbing. This option does not affect jumping or performing a combat roll.
DM_H_MOV_BCR = Setting this option will prevent players with this Modifier Set applied to them from performing a combat roll. This option does not affect climbing or jumping.
DM_H_MOV_BJ = Setting this option will prevent players with this Modifier Set applied to them from jumping. This option does not affect climbing or performing a combat roll.
DM_H_MOV_IS = Setting this option will give players with this Modifier Set applied to them infinite stamina.
DM_H_MOV_MS = Control how fast players with this Modifier Set applied to them will move.
DM_H_ONH = Set up various rewards that players with this Modifier Set applied to them will receive when damaging another player.
DM_H_ONH_AQ = Control how much ammo will be awarded to a player for damaging another player.
DM_H_ONH_AT = Select what type of ammo will be awarded to a player for damaging another player.
DM_H_ONH_FF = If set, on hit rewards will also apply to damage inflicted on friendly players. To edit this option, please enable 'Friendly Fire' for at least one team. Friendly fire options can be found in the Combat Settings menu in Deathmatch Details.
DM_H_ONH_GA = Set to award the player ammo for damaging another player. Additional ammo will be applied to the selected weapon group.
DM_H_ONH_GH = Control how much health will be awarded to a player for damaging another player.
DM_H_ONH_GR = Control how much armor will be awarded to a player for damaging another player.
DM_H_ONK = Set up various rewards that players with this Modifier Set applied to them will receive when killing another player.
DM_H_ONK_AQ = Control how much ammo will be awarded to a player for getting a kill.
DM_H_ONK_AT = Select what type of ammo will be awarded to a player for getting a kill.
DM_H_ONK_FF = If set, on kill rewards will also apply to friendly fire kills. To edit this option, please enable 'Friendly Fire' for at least one team. Friendly fire options can be found in the Combat Settings menu in Deathmatch Details.
DM_H_ONK_GA = Set to award the player ammo for getting a kill. Additional ammo will be applied to the selected weapon group.
DM_H_ONK_GH = Control how much health will be awarded to a player for getting a kill.
DM_H_ONK_GL = If set, an extra life will be awarded to a player or team for getting a kill.
DM_H_ONK_GR = Control how much armor will be awarded to a player for getting a kill.
DM_H_POS = Set if players in first or last place will be eligible for this Modifier Set. When applied to a team this will cover the entire team.~n~You'll need to test this against real players!
DM_H_SC_SC = Set the comparison type for this score condition when checking eligibility for the Modifier Set.~n~Equal is the highest priority, if there are multiple Modifier Sets being checked on a player.
DM_H_SC_ST = Set which score value to use when checking eligibility for the Modifier Set.~n~Individual Score takes priority over Team Score if there are multiple Modifier Sets being checked on a player.
DM_H_SC_STC = Set the score value to compare against when checking eligibility for the Modifier Set.
DM_H_SCR = Control how many points each kill is worth. You can set the base number of points scored per kill, in addition to granting more (or fewer) points to specific kill types.
DM_H_SCRB = Control how many points will be awarded when the player goes out of bounds.
DM_H_SCRF = Control how many points will be awarded when the player kills a friendly player.
DM_H_SCRG = Control how many additional points will be awarded for this type of kill. Positive values will add to the overall score, negative values will subtract from the overall score.
DM_H_SCRK = Control the base number of points that will be awarded for each kill.
DM_H_SCRP = Control how many additional points will be awarded when a player in first or last place is killed. Positive values will add to the overall score, negative values will subtract from the overall score.
DM_H_SCRPF = Control how many additional points will be awarded when a player in first place is killed.
DM_H_SCRPL = Control how many additional points will be awarded when a player in last place is killed.
DM_H_SCRS = Control how many points will be awarded when the player commits suicide.
DM_H_SCRST = Control how many additional points will be awarded when a player from a specific team is killed. Positive values will add to the overall score, negative values will subtract from the overall score.
DM_H_SCRSTT = Control how many additional points will be awarded when a player from this team is killed.
DM_H_SCRSWG = Control how many additional points will be awarded when a player gets a kill with a specific weapon group. Positive values will add to the overall score, negative values will subtract from the overall score.
DM_H_SCRSWGG = Control how many additional points will be awarded when a player gets a kill with this weapon group.
DM_H_SCRV = Control how many additional points will be awarded for a vehicle impact kill. Positive values will add to the overall score, negative values will subtract from the overall score.
DM_H_SHBO = Allows the bounds to be set up to shrink over a period of time.
DM_H_SPVEH = Set the vehicle that the player will spawn in when the condition is met.
DM_H_SUP = Set who this Modifier Set will apply to and what conditions must be met to have them applied.
DM_H_SUP_D = Set who this Modifier Set will apply to and what conditions must be met to have them applied.~n~Eligibility cannot be edited on the Default Modifier Set. You can see what is set up on the summary panel to the right.
DM_H_TC_TE = Set the amount of time that needs to have passed when checking eligibility for the Modifier Set.
DM_H_TEA_BAL = Options to control the balance of players across teams in a Team Deathmatch.
DM_H_WEP = Set up a damage modifier for this weapon group.
DM_H_WEP_AQ = Select between giving clips or specifying a number of bullets.
DM_H_WEPS = Set up percentage damage modifiers for weapon groups to increase or decrease damage done by players with this Modifier Set applied.
DM_H_WEPU_GAT = Set how ammo given by this pickup is allocated to weapons.
DM_H_WHN = Set when this Modifier Set will be applied to eligible players once the condition has been met.
DM_H_WHO = Set who this Modifier Set will apply to.
DM_H_WHO_TM = Set if players on this team should receive this Modifier Set.

 

@Lucas7yoshi found out new Deathmatch animations for RPGs, Snipers and throwables, further indicating Rockstar's plans to feature the popular "RPGs vs Snipers" Community modes.

 

Spoiler

  

On 8/17/2022 at 6:19 PM, Lucas7yoshi said:

the wording on the top post of this thread kinda gives me the suggestion that this is for discussing upcoming content in GTAO in general aswell as new dlc

 

so i think its appropriate for me to post this here, it was posted elsewhere in now basically-dead threads and im not sure a better fitting place soooo....

 

Heres all the new deathmatch intro animations, these are not visible in any deathmatches as is (including the "upgraded" deathmatches which don't play any animations at all atm...) but are theorized to be added for the community series games which make use of snipers/rpgs and i guess throwables.

 

 

 

animation 4 and 5 of the throwables are unused, with neither having facial animations either

 

 

The point of this thread is to kick-start the discussion of the very core and important issue that could either spell doom for all of this into obliviousness. Or have people wonder which Community-created Jobs are featured next. The incentives. More specifically, the payouts. Because we all know your casual player isn't gonna care much if there's no 2x/3x bonus sticker on those Community-created Jobs.

 

The Community Series should, at the very least, be part of the Weekly Bonuses or, in case that's not feasible, be updated on a monthly basis whenever Rockstar does the Job Vaulting for their Adversary Modes. And obviously feature 2x/3x bonuses. Then, maybe, and that's a big MAYBE, whenever we receive a new DLC, we could have clothing items or other new stuff linked with Community Jobs. Anyways, what are your thoughts?

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GrandTheftPots

I think Gfred needs to be added to top of the list 

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Spider-Vice

I think we could speculate a thousand things about this before it releases, it remains to be seen exactly what they'll do with it once it releases. I assume those Community Jobs will have to be vetted by Rockstar once submitted, so I fully believe they can just do 2, 3 or even 4x bonuses on them like any other adversary mode.

 

To me, all this is is a way of having the community help maintain the game and keep the adversary modes fresh (it's not just a deathmatch creator AFAIK, there's more?) while R* focuses more resources on GTA VI. This could even go beyond GTA Online's support period, where the community can keep making and submitting much more complex jobs than they do currently, and vote on other players' jobs, and so on, to keep it alive without R* focusing on modes so much.

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I just like the idea that Rockstar actually (still) want to use community-created jobs in their game. I will say one thing however... The Mission Creator really needs to be a thing nowadays. 

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SM Grunge

Besides money bonuses, I guess perks can be a good way to make people join.

 

Way back in 2015, you could get shirts and free chrome wheels by doing stuff like completing 25 heists finales, set ups, getting kills in night vision, participating in captures and LTS, so you have at least some incentive to play those

 

Maybe stuff like "Complete 10 community series job to unlock the trade price on the latest vehicle" "Get 100 kills in community series deathmatches to unlock the latest weapon" "Win 100 races to unlock free engine upgrades in any LS Customs" that kind of challenges and perks.

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fluffball
5 hours ago, Spider-Vice said:

I think we could speculate a thousand things about this before it releases, it remains to be seen exactly what they'll do with it once it releases. I assume those Community Jobs will have to be vetted by Rockstar once submitted, so I fully believe they can just do 2, 3 or even 4x bonuses on them like any other adversary mode.

 

To me, all this is is a way of having the community help maintain the game and keep the adversary modes fresh (it's not just a deathmatch creator AFAIK, there's more?) while R* focuses more resources on GTA VI. This could even go beyond GTA Online's support period, where the community can keep making and submitting much more complex jobs than they do currently, and vote on other players' jobs, and so on, to keep it alive without R* focusing on modes so much.

well it is a deathmatch creator at it's core. You can't make rule based gamemodes with it like most adversary modes are. However there's plenty of options to modify the tdm experience as shown in the strings. 

 

And technically it'll allow for better kill based community jobs (sumo etc) since you can limit lives, add playzones + they added the shrinking play area feature from mission creator to it too :)

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Shiloh Comes

I think GTA used to be nice and simple, everyone knew where everything was, and what it all meant.

 

Then they decided to stack jobs into series behind new icons and give no details on the splash screen and to be honest, the entire game is now just a baffling mess of nonsense. I look at the map and don't know what any of it means because I have no idea what random job I'll get in some random list.

 

I don't know who it's for or what it's for. All I know is, it's a mess, and I've gone from always taking part in events and bonus stuff to just ignoring all of it these days. Every Thursday I used to go through the list and see what was what. Now I don't care because it's always changing. It feels like so much of the world these days, like someone is trying to make a name for themselves by re-inventing stuff that was OK as it was. Everywhere you look, kids just starting out are trying to re-invent every wheel seemingly for no other reason than to get praise. Easier than actually having new ideas I suppose.

 

All they've achieved in my case and in those I've asked is to make us walk away from RS jobs, let alone user-created crap. It seems like everything they focus on today is weird. It's almost like we're getting trolled.

 

"Nevermind that lots of bits just fell off GTA and got broke, let's press on with re-arranging some job menus" because that matters more.

 

I give up. If they are going to listen to no one but 12yr old trainee sociopaths sending spam to their feedback site, then GTA will just be for 12yr old sociopaths from now on. Deal with it loyal longtime fans. We don't matter anymore.

 

I just cannot care about something this meaningless. I don't know what others see but I see a creaking car with bits falling off it that gets a respray a couple of times a year, which was OK before, but now everytime it's get delivered back, it looks better and there are new features, but the exhaust and mirrors fell off and someone left a mouldy sandwich on the back seat.

 

DLCs now mean as much about what you lose and what breaks than what is new. Jobs and menus are seriously at the bottom of most priority lists I think. Never forget one thing about this game, because it defines it - every Thursday they update stuff, and every Thursday you cannot get any information about what is new until later in the day when someone can be arsed, rather than it being all over the splash screen immediately.

 

Any of you, name one company you deal with, one good or service you patronise, where you would put up with slack crap like that. Name just one. But every week, you do. Why?

 

I hope those who care about job menus get what they want. Fans of actually playing the game don't anymore, so fans of discussing the architecture might as well. For every positive change we get negative ones these days. GTAO is treading water and sometimes actually leaking and rather than fixing the roof we're discussing where the coffee table and the pictures would look better than where they are now.

 

I feel like the map is not designed for players now, but rather to the tastes of whoever wanted to change it for whatever reason they wanted to do it. I now play on someone else's map, being spoon-fed a weekly bowl of THEIR crappy porridge. I wanted Cornflakes, but you seem to be saying I can only have porridge this week. Ok then, I'll go there because THEY have Cornflakes and I'll see you again when you remember who your customer is.

 

RS is currently being run the same way as governments and other entities. By focus groups essentially, and polls. The day you find yourself asking the people you attracted because of what you did, what you should do next, is the day you concede you no longer have an identity and will do what people want instead.

 

Get on the floor and bark like a dog RS, if you're taking stupid requests as a substitute for an actual plan these days.

 

It's 2022. Why now? Why after all this time, long after it mattered, do they give a crap about this now? They need to get back on the weed and off the Spice.

Edited by Shiloh Comes
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Hazzardtohimself
21 hours ago, Tez2 said:

How should Rockstar handle the Community Series?

 

With competence. 

 

Quote

How will Rockstar handle the Community Series?

 

Poorly. 

 

:r*:

 

Okay, seriously now (with a knowing nod that my scepticism will probably be correct

 

Maybe Rockstar will announce in advance that "October will be 'x-gamemode' month, so get to the creator and bring us your best! We'll showcase the ten most played / ranked (delete as appropriate) jobs all month with double/triple RP and cash for playing them. All featured creators will get 'generic-prize-here' with the most popular job earning its creator 'slightly-less-generic-prize-here'..." 

 

How that'll be judged and/or made universal between platforms is a whole other kettle of fish (with differing prop-limits, for example), unless the Community Series will be available to new-gen only..? Or separated by platform..? 

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6 minutes ago, Hazzardtohimself said:

Maybe Rockstar will announce in advance that "October will be 'x-gamemode' month, so get to the creator and bring us your best!

But in a month or two everyone will forget about it. These community jobs are just another garbage bag in a huge dump GTAO.

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