Gta 5 hunting pack remix
/r/GrandTheftAutoV
2011.10.25 13:42 /r/GrandTheftAutoV
/GrandTheftAutoV - the subreddit for all GTA V related news, content, and discussions revolving around Rockstar's critically acclaimed single player release and the ongoing multiplayer expansion of Grand Theft Auto Online.
2014.04.11 18:11 GTA Reddit Hitmen
An online seek n destroy based in Grand Theft Auto. Join the crew and come hunting with us! http://socialclub.rockstargames.com/crew/reddit_hitmen Wanna send out a hit? Simply submit a text post with a picture of your target and any additional information (name, location, reasoning, go as mad as you want) and wait for the confirmed picture of the target once the job is done.
2014.06.11 05:16 Nature is Metal
Badass pictures, gifs and videos of the awesome yet vicious cycle of nature
2023.03.29 06:09 StepwiseUndrape574 GTA 5 Online Invisible glitch - Modded outfit
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2023.03.29 06:08 StepwiseUndrape574 GTA 5 Modded Account β
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2023.03.29 06:07 Clean-Department2902 Kind of a Noob but situationally
Hey all,
Recently decided to pick zombies back up, going for high rounds in solo. I do the easter eggs/buildables when necessary but if i can help it i just go for the bare essentials needed to get further. I actually first played Zombies when WaW dropped, had some casual fun with it. Then when Black Ops came out is when i first really started trying to go for higher rounds and learning the maps. Dropped off for a bit, BO2 kinda turned me off because Tranzit just didn't land for me and I didn't have a console or a PC for a few years and missed out on Bo3, grabbed Bo4 on a whim and was not pleased with how they changed zombies so I kinda just dropped it
Over the pandemic i got bored and grabbed Cold War, i thought some of the zombies maps were kinda neat (namely Mauer i actually really think that map is cool in concept but because its cold war doesn't reach its full potential) Eventually i just said screw it and grabbed BO3 on PC with all the DLC and fell back in love with it. Some of the newer maps (Origins, Der Eisen, etc) are a bit strange to me because im used to the WaW/BO1 map structure where its very straight forward. i did however absolutely fall in love with Shadows of Evil. To the point that I went out of my way to learn everything about that map. Ive actually pretty much figured out (and used some videos) how to get the shield, the pack a punch and civil servant by about round 5-7 and the apothicon servant and sword shortly after. Thus far my best solo run record is 27.
On a side note, from back in the day I got pretty beast mode with the WaW/BO1 maps. My best record solo is about 50 in Der Reise. as a team somehow me and my friend managed to get to like round 64 on Five of all maps which I hear many consider to be a pretty difficult map. With BO3 workshop creations on steam I can actually play Mob of The Dead finally. Really hope someone just does every Pre-BO4 map.
anyway, id love to hear the perspectives of other group members on my situation. its always weird going back to something you enjoy to find its drastically changed.
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2023.03.29 06:07 edryk My minimal Fix for my Biggest Gripe: Extrinsic vs Intrinsic Motivation: Abolish Levels
To start, I thoroughly enjoyed this game and do think it is fine as is. My biggest issue was that both Challenges and Collections indicated to me that a large swathe of the game seems to require completionism to even want to engage. After finishing the game, I felt that there was still a large amount of content I had yet to engage with and did not want to simply leave abandoned, so I hacked at my challenges and collections like a chore until I was more comfortable with the mound of content I was abandoning. This was not fun, and I think it was because the content had no pay off outside of completionism. I seek to propose a fix to this with minimal mechanical changes to the game as a whole.
My proposal: place more of the optional content on the critical path by removing the level system and moving its functionalities to other parts of the game.
The level system is largely unnecessary since it can be bijectively mapped to another number that can already serve the RPG function of "number that grows as you go", that being the challenges completion percentage. Since the ONLY way to gain "xp" is by completing tasks that contribute to challenges and you need 100% challenges to MAX your level, they are both measuring the exact same thing at the exact same rate. The tautology is unnecessary.
But what of the other functions of levelling up? There are only a handful of things your "level" meaningfully contributes to in this game:
Health Points,
Talents, (side)
quest gating and
loot. Your effectiveness as a wizard/witch in combat is largely detached from your "level" and more affected by your armour specs and spells available to you.
To address the easiest first, the
loot system, as flawed as it is, is only made more frustrating by the very unnecessary armour level requirements. The level requirement is very loosely linked to the specs of the piece, with armour sometimes having lower specs but higher reqs, making it utterly useless. You will also find that the armour found is not entirely random, with the specs (on average) growing as you progress, meaning the game takes into account your "level" (read: challenge completion percentage) when generating the loot. Since the game already has the mechanism of growing the specs of your loot as you progress, the level gating can just be removed with
no other changes necessary. It isn't OP to suddenly be able to wear armour 2 levels above you since you virtually never find armour more than 5 levels above you, and it probably has a lower armour rating anyway.
With regards to
Health Points, which folks may not have even noticed increased whenever you levelled up, I propose moving that to the
Merlin Trials. Many have pointed out that Merlin Trials serve no function after achieving max inventory, further exacerbating their repetitive nature. what if they served 2 possible functions? Similar to how in Zelda's Breath of the Wild where you can choose between health or stamina, I could see a simple game mechanic where completing Merlin Trials gives you points that you can put towards increasing your inventory or health bar, giving the player meaningful choices on what to focus on and how to progress their game. Thematically, the merlin hologram summoned may periodically (after every 5 trials maybe) ask you if you want more inventory or health.
With
Talents, I feel that the talent system is already quite flawed with the inability to re-spec your talent points, and the arbitrary limitation of forcing the player to choose talents to never unlock. Rather than think about what talent a player might want the most next, the player can get pre-occupied with considering which talents they plan on never activating. My proposal is to move the ability to unlock talents to a criminally underused aspect of the game:
assignments. Like many others, I feel that we do not spend nearly enough time at Hogwarts and more assignments would give us extrinsic reasons to return to our favourite professors. It makes sense for the teachers who taught us the spells to teach us how to improve the effectiveness of the spells. The talents would become rewards for further assignments. There is an entire section of the quest UI dedicated to assignments that feels underused. The spells that are taught by Sebastian can have their associated talents be rewards for completing more Crossed Wands rounds, or Sebastian "assignments" completed in the undercroft, thematically related to his study of dark magic. I would keep the Talents interface as a way to turn on/off the talents you have unlocked through assignments, in the event you situationally don't want their effects.
As for
Quest Gating, as already stated, your "level" is largely detached from your combat effectiveness so its use as an indicator for difficulty is largely moot. I feel that its greater purpose in this function was to slow down your game, encouraging you to go out and "level up" (read: complete challenges) before continuing with your quests. I feel that this functionality could be transferred to a new bandit camp system I am proposing now which involves the already established game systems of owls, infamous foes and of course,
bandit camps.
The idea is that instead of soft-gating your companion side-quest lines behind "levels" which imply combat difficulty, between side quests you would be tasked by your companion (Natty/Poppy/Sebby) to "investigate" their enemy faction. How this works is that after a companion quest, Natty, for example, would task you with "investigating" a number of Ashwinder camps, and will send you an owl after you have defeated enough, prompting the next quest or telling you that you've done enough until your next quest. This prompts you to engage with the bandit camp system throughout the critical path of the game. Additionally, a sufficient number of camps defeated could prompt an infamous foe to throw down the gauntlet and send you an owl, challenging you to a fight. These foes can also serve as the gating element that prompts the next part of the side-quest line. This would help thematically placing the defeat of these foes onto the critical path, rather than hunting them down after their factions have been defeated in the main questline. Natty would have you clear Ashwinder Camps, Poppy would naturally have you clear Poacher camps, and Sebby's prejudice has you clearing Loyalist camps. In a world where Amit was a companion, he might have asked for Spider Camps to be cleared.
In conclusion and TLDR, the level system is unnecessary and its functions could be easily shifted toward aspects of the game begging for more extrinsic motivations to engage with.
Original Level Function: | Proposed replacement: |
Loot Reqs | just remove |
Health Points | Merlin Trials |
Talent Points | Assignments |
Quest Gate | Bandit Camps |
Thoughts?
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2023.03.29 06:07 StepwiseUndrape574 GTA 5 Modded Outfits π° All outfits
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2023.03.29 06:07 StepwiseUndrape574 One of the most exciting possibilities for GTA 6
One of the most exciting possibilities for GTA 6 is the inclusion of a character creator. While previous games have allowed players to customize their character's appearance to some extent, a full-fledged character creator would give players even more control over their in-game avatar.
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2023.03.29 06:07 StepwiseUndrape574 One of the biggest selling points of the Grand Theft Auto series is its sense of humor
One of the biggest selling points of the Grand Theft Auto series is its sense of humor. From its tongue-in-cheek commentary on American culture to its over-the-top characters and situations, fans love the series' irreverent tone. With GTA 6, fans are hoping for even more of the humor and satire that has made the series so beloved.
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2023.03.29 06:06 StepwiseUndrape574 Make GTA 5 Online Modded cars for free
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2023.03.29 06:06 Flaky-Investigator-4 [PS4] H: Q50C90RW Railway Rifle. W: Weapon/Apparel Offers.
2023.03.29 06:06 MeGoBoom57 First time getting a motorbike!
| Never seen a motorbike at the stores and have never gotten one in my random pack mail orders! Really happy! Didnβt add the flair to my post, but this is a βunicornβ for me! submitted by MeGoBoom57 to HotWheels [link] [comments] |
2023.03.29 06:06 Flaky-Investigator-4 [PS4] H: Q50C90RW Railway Rifle. W: Weapon/Apparel Offers.
2023.03.29 06:05 StepwiseUndrape574 GTA 6: Rumors, Leaks, and Speculations
The anticipation for GTA 6 has been building up for years now, and with each passing day, new rumors, leaks, and speculations emerge about the game. Some sources claim that the game is currently in development, while others argue that it's still in the planning phase.
One of the most popular rumors is that the game will be set in Vice City, the fictional version of Miami, Florida. This is based on some leaked information from a supposed insider who claimed to have worked on the game. However, this has not been confirmed by any official source.
Another rumor suggests that the game will have a female protagonist, which would be a first for the franchise. While this is an exciting prospect, it's important to take this information with a grain of salt until it's confirmed by the developers.
There have also been speculations about the release date of the game, with some sources claiming that it could be as early as 2022, while others argue that it won't be released until 2025 or later.
As always, it's important to remember that rumors and leaks should be taken with a grain of salt. The only official information we have about GTA 6 is that it's in development, and until Rockstar Games confirms anything else, everything else should be considered speculation.
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2023.03.29 06:05 StepwiseUndrape574 Grand Theft Auto V Loads Up To 92 Percent Faster On PS5 Than PS4 In Early Tests
Grand Theft Auto V is notable for all kinds of reasons. It's the most expensive video game ever made, and also one of the very most successful, by any measure. It sold so well that Rockstar kept the online service for the 7th-generation (PS3 and Xbox 360) releases of the game going from release in 2013 until late last year. It had moved over 150 million copies as of last August, in fact.
That number has surely gone up since then, and it's probably going to continue going up for years to come thanks to the updated re-release that's now available on the PlayStation 5 and Xbox Series consoles. We've already written about what's included in the re-release, but the short version is that it adds higher-quality assets, ray-traced lighting, and 60 FPS options to the exclusively-30-FPS console releases.
ssd sony ps5 2
Unfortunately, another notable aspect of GTA V is its interminable loading times, especially on the consoles. Well, arguably the biggest change this console generation has been the move to solid-state storage instead of the spinning rust used previously. Both families of 9th-generation game consoles support disk I/O tens of thousands of times faster than the 8th-generation consoles.
Naturally the new release of GTA V reaps the benefits of that in its load times. Over at IGN, they put the new release through its paces and found that load times are drastically improved across the board. Selecting "replay mission" can find load times as much as 75% faster on the new system, while loading autosaves was slashed from over two minutes to around 20 seconds on Sony's latest machine.
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As showcased in IGN's video, the difference upon starting a new game is even more mind-blowing. On the PlayStation 4, it took 2 minutes and 18 seconds to load from the menu to the new-game heist sequence. Performing the same operation on the PlayStation 5 took just eleven seconds. The player was able to get halfway through the mission on the PS5 by the time the older system finished loading.
We feel it's likely that this enormous improvement isn't merely the work of the fancy SSD, but also that of the PS5's potent Zen 2 CPU cores as well as some software optimizations. Players of GTA Online may recall that an enterprising developer found a simple optimization (arguably, a bugfix) that slashed loading times by 75%. Rockstar even paid out a bug bounty to the developer.
We still haven't heard back from Rockstar on when or if these improvements will be finding their way to the PC version of the game, nor whether there will be a charge for the update if they do. It seems likely that Rockstar is gauging the playerbase's reaction to such a thing. You can pick up the refreshed release on PS5 for $10 right now, or on Xbox Series XS for $20, but both prices will rise to $40 after three months, so get while the getting's good if you're not willing to wait a few years for GTA 6.
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