Bct Player 0.5.2 Download VERIFIED

0 views
Skip to first unread message
Message has been deleted

Malka Crickenberger

unread,
Jul 10, 2024, 5:01:47 AM7/10/24
to rekatavas

So today I noticed that Rockstar finally marked some player creations Rockstar verified. Now, I've personally published about 14 jobs, 8 still in the making and I've put thought and effort into all of them.

My question is this. What's the best way to get your jobs R* verified? So far I only do them with my friends and other random people who join the lobby and so far I got about 30-60 likes on each of them.

Bct Player 0.5.2 Download VERIFIED


Download Zip - https://tweeat.com/2yLvmE



The reason why I want my jobs verified is because I want my creations to be out there and given most of the ones I've seen created by others, they're generally awful. Not all just most. So far I received a lot of positive feedback on my jobs and I'm looking for ways to get them verified. I've put a lot of effort into them and I constantly keep updating and improving them, I receive all forms of feedback.

I can't enter a session without a MTARP saying like my created death match or like my created race. I wish there was a block all option on the 360. I haven't played one yet that was carefully thought out and tested. I don't give any vote in those cases.

And sadly, that's because the way likes are gotten is extremely biased. You practically have to join a huge crew like MP3 or IGN to get any noticeable numbers on your creations. This leads to people like myself and op, who put a lot of time into testing and perfecting our creations, without a big enough outlet for them to get noticed.

I know right... I usually say it in a very polite way. Yeah they're hard to find. People need to test each checkpoint respawning, camp positions in death matches, balance out the weapon power and spawn points and attempt to find a hot-spot and then fix it. Lots of people don't even bother with testing from what I've heard....

Yeah even checking the most liked matches on the social club.... Most are races that either go in circles or drag races or races with the minimum length with titles like ''1st=19k RP'' or ''HACKED RP!!!!'' Ruins the whole concept.

I strongly agree with what you said GTALegion, putting time and thinking into things and going through all the testing... You see a small detail in the race you want to fix and once you do, you gotta test the whole damn race again just so you can do the same thing after when you notice more flaws... It gets frustrating. Then you see people with the laziest of things with top likes, total nonsense...

Stuntjumpcity has jumps of truly epic proportion...
Nr 2 has been finished, even longer almost impossible jumps like from docks to airport hehehe

o no, a windmill is a deadly chopper race through the windmills ...

Stairway2heaven is 22 ramps combined into 1 big staircase that takes you to the top of the highest bridge, trialbike race...

TwistedMetall is a deathmatch with vehicles , ramps and weapons on the arena rooftop...

i made 30 things now,these are three of my favourites, enjoy...

what i noticed that was odd is those tracks have between 1k and 50k likes.. so i dont think its purely likes that count towards whether something gets verified status or not... that would be pretty redundant as Legion rightly pointed out...

personally ive only made one UGC race.... because I spent alot of time testing it myself, testing it with crew members in full lobbies and trying out different placement of props and checkpoints to get what i would consider the "perfect" track for the route i chose... Ive only actually updated it twice, once when a partcular checkpoint was causing trouble, so i added props and a better checkpoint placement, then one final time after adding one additional checkpoint and removing an unnecessary one... each time it reset my likes (which is fair) and now i only have 13 likes but no dislikes.... im happy with that as before i had about 23 likes and 3 dislikes... i figure i've improved the track...

problem is with no guidance on how to become R* verified it lends towards the like-whores getting first look, rather than R* looking at all the different dynamics... if i wanted to i could get alot of people together to just run and like my track, hell im on ps3 so i could jsut create multiple accounts and like it myself...... theres gotta be other reasons R* are verifying certain tracks.. possibly number of plays is a factor, as popular tracks will undoubtedly be something they are looking out for...

personally i just throw my track into a playlist alongside other UGC and Rockstar created tracks everyone's familiar with... i try not to worry about becoming verified, if i try too hard to get it ill feel hollow.. if R* pick it up themselves id consider it an achievement.. from the sounds of it id suggest the OP do the same, if you value creating good content then good things come to those who wait....

It's lame as hell, the LS Forum one is a direct copy of my first race. No way he released his before mine either since It was the first race I made and was published a couple of hours after release of the creator. I want my damn vanity plate.

My top job which had about 130 likes, I had to update a few days ago, the likes got reset. It had to be done so you gotta force yourself, either update it now or later when you'll have more likes to lose. it's better this way since at least they're functional.

And about finding good jobs, it's difficult. If you have friends or crew members who you know are good creators, ask them for their best stuff and also ask them if they knew any good creators, that's how I found some.

Sadly true. I've also created a few Team Deathmatch maps with real thought and effort put into them so that they're as fun, balanced, competitive and you could say 'professional' as possible unlike the typical one word titled map with a two word for description, a completely random map image and the name written in BLOCK CAPITALS with only randomly scattered spawns, Miniguns, RPGs, Tanks and Jets placed everywhere which are unfortunately overshadowing some of the better work from the community as I've noticed the R* Verified maps come from players with quite a bit of popularity off of YouTube or really large public crews.

So quite often, a 'like' or 'dislike' does not rate the content, but the experience. If someone decides they want to drive the wrong way round a course, smashing people up, a race might receive a number of dislikes - but this would not be the fault of the creator.

Perhaps it would be better to have the 'Bookmark this content' button more prevalent and have this measure how popular content is, rather than number of likes. Also the 'Replay' option could generate content score. You would only bookmark a race, or replay it, if you enjoyed the content.

Rockstar Social Club shows 'Jumps, Jumps, Jumps' as the best created content of all time, and it will do for many months. It's had nearly a million extra likes than the next nearest content, yet it only rates at 77%.

To get verified you have to make a rubbish track or deathmatch. Try making a race that gives large payouts, goes round in circles or has loads of jumps. Deathmatches have to have tanks and jets with sh*t spawn points. Making actually well made creations won't get you noticed sadly since the majority of players the #YOLOSWAG kids.

I had to stop doing quick join death matches due to the sh*t content that i'm getting put into. I played this one dm that was in the woods. As soon as I spawned I ran to a carbine rifle and got onto this rock to my left. I was up there until I ran out of ammo. I must of racked up at least 10 kills in no time before running out of ammo. I doubled back to my spawn and resupplied on carbine. I was tempted to go back to the rock, but it was just to boring and felt campy so I hoofed it around the map for the rest of the match.

At the end the host/creator sent me a PM saying that's what he was planning on doing, getting on that rock to camp and why did I leave the rock. He couldn't get to the rock because he spawned on the opposite side of the map.

I plan to ship on Steam, but have concerns about their DRM system. What I would like to do is have a "key" that players are required to use to enable their accounts in the game. Is there a way I can do this with PlayFab?

While we obviously can't prevent a hacked client from running your game, what you could do is distribute Coupon Codes to purchasers of your game, and have those be for an item in your game's catalog which you use as an "entitlement check". So, on login, have a Cloud Script run which checks the player inventory for the entitlement item, and then only provides some required data or server-side functionality required by the game if they have it.

How would this be automated then? It seems I allow everyone to create an account and have a webservice generate and send out a coupon code to redeem. How then would I get it into playfab? Otherwise I'd have to manually distribute them.

There's nothing to add to PlayFab - the codes are generated in your title, so the distribution is the only question. Since we're not the point of purchase, there wouldn't be a secure way for us to send them out to your customers.

7fc3f7cf58
Reply all
Reply to author
Forward
0 new messages