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Arsen Vitiuk

Grand Theft Auto III Chain Game Lounge

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GTA_CAT

Hell wish I could play this

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Johan

Why did the last round go past 100%? Never seen that in the 30+ rounds I've played

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SorveteQuente

 

4 minutes ago, Johan said:

Why did the last round go past 100%? Never seen that in the 30+ rounds I've played

TubewayArmy completed Paramedic several times, that glitched out the game's progress counting.

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GTAKid667

In the previous round of the Chain Game, Paramedic was completed multiple times in order to assess how the game percentage was affected by repeated completions of the side mission which led to an overall completion percentage at the end of the round of 103.25%. Several players have commented on the increase in completion percentage with varying viewpoints and it has led to a discussion of whether or not we should continue to allow multiple completions of Paramedic in future rounds of the game to intentionally affect the overall game completion percentage and push Chain Game Rounds above 100% at the end of the round.


We'd like to hear from as many players of the Chain Game as possible to help inform our decision. We've added a poll to the Chain Game Lounge that we'd like as many participants of the Grand Theft Auto III Chain Game to vote in to share their opinion on whether Paramedic should be allowed to completed multiple times in future Chain Game Rounds.


Over the course of Round 93 we will also be contacting several players to receive more detailed feedback, and anyone who wishes to share their feedback is welcome to contact 123robot or GTAKid667 privately or share their opinion here in the Lounge. It is strongly suggested that for Round 93 Paramedic is not completed more than once while we make an overall decision on the matter, so that we aim for 100% Completion at the end of the round.


Thanks in advance for your feedback, and continuing to participate in the Chain Game :)

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DEALUX

I wasn't aware that replay glitches weren't allowed. Honestly, this rule seems arbitrary. It's not a game breaking glitch if used properly (i.e. during rampages and Firefighter, as opposed to "duping", which would result in stuck mission text or blips on map).

 

By the same logic, using any glitches to gain access to locked areas is also akin to cheating or not playing the game as intended. I mean as long as anyone has access to info on how to perform these glitches that don't ruin the save file then I fail to see how it would be unfair for other players. You either use these glitches or you don't. It's personal preference.

 

I didn't think that I would say this but I think I'm done with the Chain Game.

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GTAKid667
1 hour ago, Dealux said:

I wasn't aware that replay glitches weren't allowed. Honestly, this rule seems arbitrary. It's not a game breaking glitch if used properly (i.e. during rampages and Firefighter, as opposed to "duping", which would result in stuck mission text or blips on map).

 

By the same logic, using any glitches to gain access to locked areas is also akin to cheating or not playing the game as intended. I mean as long as anyone has access to info on how to perform these glitches that don't ruin the save file then I fail to see how it would be unfair for other players. You either use these glitches or you don't. It's personal preference.

We've recently decided to disallow the use of replays during Missions and Side Missions following a detailed discussion amongst the Staff Team and after receiving detailed feedback from roughly 15 players and followers of the Chain Game.


The Chain Game has always had a strict view on Cheats and Modifications, disallowing any use of them during Chain Game turns as they can cause adverse affects to the Save File and provide players easier access to rewards as well as taking any aspect of challenge out of the game by providing the player with benefits that would otherwise not be naturally obtainable in a regular playthrough of Grand Theft Auto III.


I do not personally agree that this is comparable to either Mission Duplication or, particularly, the ability to cross islands. There are multiple methods of being able to cross over to another island in the game, one of which is by jumping over the Callahan Bridge that would not require the use of any cheats, glitches, modifications or other alternative methods that would be outside of 'intended play', yet even factoring in the glitches that are possible, none of them are known to cause any long lasting or save file altering effects, or benefits to the player that could not be obtained by crossing to another island by jumping the bridge.


The Replay Feature would have originally been intended by Rockstar to be used only for viewing recent gameplay. However, over time there have been multiple exploits devised from the use of replays that cause effects comparable to cheating. The ability to instantly pass Firefighter is something that would be comparable to using a Modification or Save File Editor to instantly pass the mission in the save, and the same would be said for Rampages which also then give you additional ammo that could be just as easily generated using a cheat code or trainer. There are also additional uses of the Replay Feature that have the potential to statistically alter the save file and produce cheat-like effects to a Chain Game Save File, which for a game that has always had a strict No Cheats or Modifications policy, would in itself be a double standard to allow such a method to be used freely in Chain Game Turns.


In mind that there may be players who wish to use replays for their intentional purpose, we still continue to allow the use of the Replay Feature and exploitations of it outside of Missions and Side Missions where they cannot cause an adverse effect to the save file, meaning it is still possible to use several of the common exploits. It is also still allowed to use replays as a method of Special Vehicle Collecting, in the same way Mission Failure and the use of Mission Duplication which does not result in any undesirable side effects, are also allowed for the same purpose.


We're always open to hear the thoughts of all Chain Game Players on our current rules and intend to shape the game based on the feedback we receive so that we can create a game that is enjoyed by as many players and possible, and have a set of rules that the majority of players are happy with and can agree to. In the research we undertook before implementing this rule change, the majority of people we contacted were either in favour of the rule or said that they would not be affected by it leading us to decide to implement the rule in the latest rounds. It would seem that of a whole Chain Game Round, this rule is only likely to affect the method that Firefighter is completed and prevent the use of replays in Rampages to gain additional ammunition, which I would consider to be a fairly minor affect. 


There may be some players who disagree with the rule and that is understandable, it is hard when you run a community of 20+ regular participants to keep everyone happy, but we have done what we felt was the best decision to have made in the circumstances. It is not expected of you, or anyone who disagrees in the rule, to complete Firefighter or Rampages and you're more than welcome to leave those down to other players if you do not feel that they are something you want to complete without the use of replays.


This is something that will also be true of the new suggestion that Paramedic should only be completed once within a Chain Game Round, there may be players that disagree with it but statistically, Paramedic has never been completed more than once in all 91 Regular Rounds and 8 Starter Save Rounds preceding Round 92, and the majority of players have so far been in favour of disallowing the repetition of it to keep the statistics clean.

 

1 hour ago, Dealux said:

I didn't think that I would say this but I think I'm done with the Chain Game.

I find this to be an extremely disappointing comment for someone that has played and supported the game for so long, both as a long term player and a previous member of Chain Game Staff, and I'm sorry that this rule change has led you to feel that way.

Edited by GTAKid667

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DEALUX
1 hour ago, GTAKid667 said:

I do not personally agree that this is comparable to either Mission Duplication or, particularly, the ability to cross islands. There are multiple methods of being able to cross over to another island in the game, one of which is by jumping over the Callahan Bridge that would not require the use of any cheats, glitches, modifications or other alternative methods that would be outside of 'intended play', yet even factoring in the glitches that are possible, none of them are known to cause any long lasting or save file altering effects, or benefits to the player that could not be obtained by crossing to another island by jumping the bridge.


The Replay Feature would have originally been intended by Rockstar to be used only for viewing recent gameplay. However, over time there have been multiple exploits devised from the use of replays that cause effects comparable to cheating. The ability to instantly pass Firefighter is something that would be comparable to using a Modification or Save File Editor to instantly pass the mission in the save, and the same would be said for Rampages which also then give you additional ammo that could be just as easily generated using a cheat code or trainer. There are also additional uses of the Replay Feature that have the potential to statistically alter the save file and produce cheat-like effects to a Chain Game Save File, which for a game that has always had a strict No Cheats or Modifications policy, would in itself be a double standard to allow such a method to be used freely in Chain Game Turns.


In mind that there may be players who wish to use replays for their intentional purpose, we still continue to allow the use of the Replay Feature and exploitations of it outside of Missions and Side Missions where they cannot cause an adverse effect to the save file, meaning it is still possible to use several of the common exploits. It is also still allowed to use replays as a method of Special Vehicle Collecting, in the same way Mission Failure and the use of Mission Duplication which does not result in any undesirable side effects, are also allowed for the same purpose.


We're always open to hear the thoughts of all Chain Game Players on our current rules and intend to shape the game based on the feedback we receive so that we can create a game that is enjoyed by as many players and possible, and have a set of rules that the majority of players are happy with and can agree to. In the research we undertook before implementing this rule change, the majority of people we contacted were either in favour of the rule or said that they would not be affected by it leading us to decide to implement the rule in the latest rounds. It would seem that of a whole Chain Game Round, this rule is only likely to affect the method that Firefighter is completed and prevent the use of replays in Rampages to gain additional ammunition, which I would consider to be a fairly minor affect. 


There may be some players who disagree with the rule and that is understandable, it is hard when you run a community of 20+ regular participants to keep everyone happy, but we have done what we felt was the best decision to have made in the circumstances. It is not expected of you, or anyone who disagrees in the rule, to complete Firefighter or Rampages and you're more than welcome to leave those down to other players if you do not feel that they are something you want to complete without the use of replays.

 

I find this to be an extremely disappointing comment for someone that has played and supported the game for so long, both as a long term player and a previous member of Chain Game Staff, and I'm sorry that this rule change has led you to feel that way.

I was making the opposite distinction. "Duping" is a technique used by speedrunners to trigger two missions (side mission + main mission) at the same time to speed up certain parts of the game or insta-pass certain story missions. That does actually glitch the save file (e.g. you get stuck blips, or permanent side mission text on screen) but using the replay feature during rampages and firefighter is not comparable to duping or cheating or using trainers in my opinion. It does NOT affect the save file in any way AFAIK and neither does it affect the stats. It is a glitch like any other glitch.

 

That's irrelevant since glitches like the crusher glitch are still allowed, which is not the way R* intended you to use the crusher and other parts of the game involved in the glitch. What about flying the Dodo then? R* said it themselves, the ability to fly it is in itself a glitch. They did not intent to make it flyable. The comparisons with save editing and the use of trainers isn't really helping your case either. You can still manually increase your ammo count by picking up the weapons at the safe houses. It would take long but it is doable. The reason fires are put out during replays is that the game stops cars from burning during replays (presumably to prevent you from dying if any cars would explode near the player during a replay). This has nothing to do with cheating. It is the way the game was coded. This exploit does not affect the game in any way either.

 

I mean you should have instead consulted some people who have intimate knowledge of the game's code and how it works (e.g. spaceeinstein) if you were actually worried that any of these glitches could bug the game.

 

Overly strict rules (and especially arbitrary ones) are the killer of all fun. They are the thing that ruins any community.

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GTAKid667
1 hour ago, Dealux said:

I was making the opposite distinction. "Duping" is a technique used by speedrunners to trigger two missions (side mission + main mission) at the same time to speed up certain parts of the game or insta-pass certain story missions. That does actually glitch the save file (e.g. you get stuck blips, or permanent side mission text on screen) but using the replay feature during rampages and firefighter is not comparable to duping or cheating or using trainers in my opinion. It does NOT affect the save file in any way AFAIK and neither does it affect the stats. It is a glitch like any other glitch.

 

That's irrelevant since glitches like the crusher glitch are still allowed, which is not the way R* intended you to use the crusher and other parts of the game involved in the glitch. What about flying the Dodo then? R* said it themselves, the ability to fly it is in itself a glitch. They did not intent to make it flyable. The comparisons with save editing and the use of trainers isn't really helping your case either. You can still manually increase your ammo count by picking up the weapons at the safe houses. It would take long but it is doable. The reason fires are put out during replays is that the game stops cars from burning during replays (presumably to prevent you from dying if any cars would explode near the player during a replay). This has nothing to do with cheating. It is the way the game was coded. This exploit does not affect the game in any way either.

 

I mean you should have instead consulted some people who have intimate knowledge of the game's code and how it works (e.g. spaceeinstein) if you were actually worried that any of these glitches could bug the game.

 

Overly strict rules (and especially arbitrary ones) are the killer of all fun. They are the thing that ruins any community.

I'm aware of the process of duplicating missions but as with replays, there are several variations of this and not all of which have a permanent affect on the Save File. Two of the possible uses of duplicating missions, one of which you've mentioned heavily, are to instapass missions and to collect certain special vehicles that are otherwise unobtainable. It does not take a lot of research to see that not every use of it leaves a permanent side effect in the save file, and the Chain Game's stance on such a situation remains that duplication can be used if the player has the intention of collecting special vehicles that do not cause permanent blips or any other undesirable effect to the save file.


However, this has nothing to do with the area of discussion we're looking at and I fail to see how it is in any way relevant, as I have already stated it is not comparable to the use of replays. You could justify under the same argument that there are cheat codes and modifications that may not have an effect on the save file, yet they are also not allowed to be used aside from the exceptions that we've listed in the Opening Posts.


I don't like the hostile attitude that is coming across in your message, and it would seem to me that you have done virtually no research to back up any of the claims you're trying to make. The Chain Game Staff team have spent a lot of time looking into the various uses of replays, some of them do affect statistics, some of them do cause unwanted side effects to the save file and some of them are used for the purpose of instantly passing missions such as Firefighter, which would be the same as using cheats, modifications or any other form of save file editing to pass the mission. You have repeatedly mentioned how you do not believe that there is an effect, but we have taken the time to actually investigate the situation as opposed to making assumptions. There wasn't a need to contact any 'specialist' for the matter as I was well aware of the uses of the replay feature that you clearly are unaware of.


While I would agree that the crusher glitch is not an intended feature of the game, it does not have any overall effect on the save file and can't be used to instapass a mission or gain any other additional benefit outside of creating a DP Vehicle, which would not be a valid argument in this case as both replays and mission duplication are still allowed for the purpose of collecting Special Vehicles.

 

Your argument about the Dodo makes little sense, so I have very little to say in response to that. It not only has nothing to do with the discussion, and has no affect on the save file at all, but I'd be sceptical to believe that because a member of staff at Rockstar wrote a sentence saying it wasn't intended to fly, it is the absolute truth. They say in the same article you're referring to that School Buses were "nonsense" yet you'll be able to find a vehicle that looks very similar to a School Bus Render on one of their own websites and there are other online articles from the pre-release era of III that have suggested it could have been an inclusion in the game.


If the main substance of your argument is "the way it was coded", you could easily say that cheats should be allowed because they were coded into the game, and that there shouldn't be an issue with being busted or wasted during your turn or an issue if you repeatedly fail missions, yet for several years you happily participated in the Chain Game accepting those rules for what they were. 


I also don't think that your suggestion my comparison of save editing 'is not helping my case' because you can collect weapons at safehouses. In this scenario, one method is allowed and the other isn't and you seemingly have no issue. However, you can complete Firefighter without replays and it would take longer but is easily doable...

 

We ultimately chose to implement the rule based on a wide range of player feedback and personal research that we took time conducting, it was hardly 'arbitrary'.  As I mentioned in my previous post, the majority of players that are currently playing the Chain Game were either in favour of the rule being implemented or were indifferent. It was our responsibility to make a decision that we felt would best represent the player base and had we decided to continue with allowing replays, knowing the side effects that can be caused, we wouldn't be listening to our community. You act as if such a minor change in the rules has the potential to ruin the Chain Game Community without realising that the very community you talk about were the ones who were asked and consulted throughout the entire process.


We intend to make the Chain Game a positive and fun experience for as many players as we can and we continually listen to the feedback that is given to us. Any player or member of the community is welcome to come to us with feedback at any time if they are unhappy, as you have done, and we take all comments seriously and look into doing what we can. There wouldn't be a Chain Game here today had it not been for the participants and we're lucky to still have a very active game running 8 years since the game began and nearly 17 since Grand Theft Auto III was first released. If the players we had asked were mostly in favour of keeping replays, it would have been a consideration to have not implemented such a rule, in the same way that if the majority of players were to come to us and say that they did not like the implementation of the rule, it would become a strong consideration to remove or adjust it.


However, I will mention again, that the players were mostly in favour of the rule and going against that would have been going against what the majority of our players wanted. I'm really sorry that you feel the way you do, I'll once again state that there is no obligation for you to complete either Rampages or Firefighter in your turn if you're unhappy that you will be unable to use replays. I think it'd be a shame for you to decide to leave over what I would consider to be a minor rule change, but at the moment this is the rule that is in play and is what all participants are expected to follow.

Edited by GTAKid667

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DEALUX
17 hours ago, GTAKid667 said:

I'm aware of the process of duplicating missions but as with replays, there are several variations of this and not all of which have a permanent affect on the Save File. Two of the possible uses of duplicating missions, one of which you've mentioned heavily, are to instapass missions and to collect certain special vehicles that are otherwise unobtainable.

 

I don't like the hostile attitude that is coming across in your message, and it would seem to me that you have done virtually no research to back up any of the claims you're trying to make. The Chain Game Staff team have spent a lot of time looking into the various uses of replays, some of them do affect statistics, some of them do cause unwanted side effects to the save file and some of them are used for the purpose of instantly passing missions such as Firefighter, which would be the same as using cheats, modifications or any other form of save file editing to pass the mission. You have repeatedly mentioned how you do not believe that there is an effect, but we have taken the time to actually investigate the situation as opposed to making assumptions. There wasn't a need to contact any 'specialist' for the matter as I was well aware of the uses of the replay feature that you clearly are unaware of.


While I would agree that the crusher glitch is not an intended feature of the game, it does not have any overall effect on the save file and can't be used to instapass a mission or gain any other additional benefit outside of creating a DP Vehicle, which would not be a valid argument in this case as both replays and mission duplication are still allowed for the purpose of collecting Special Vehicles.

 

If the main substance of your argument is "the way it was coded", you could easily say that cheats should be allowed because they were coded into the game, and that there shouldn't be an issue with being busted or wasted during your turn or an issue if you repeatedly fail missions, yet for several years you happily participated in the Chain Game accepting those rules for what they were. 


I also don't think that your suggestion my comparison of save editing 'is not helping my case' because you can collect weapons at safehouses. In this scenario, one method is allowed and the other isn't and you seemingly have no issue. However, you can complete Firefighter without replays and it would take longer but is easily doable...

 

We ultimately chose to implement the rule based on a wide range of player feedback and personal research that we took time conducting, it was hardly 'arbitrary'.  As I mentioned in my previous post, the majority of players that are currently playing the Chain Game were either in favour of the rule being implemented or were indifferent. It was our responsibility to make a decision that we felt would best represent the player base and had we decided to continue with allowing replays, knowing the side effects that can be caused, we wouldn't be listening to our community. You act as if such a minor change in the rules has the potential to ruin the Chain Game Community without realising that the very community you talk about were the ones who were asked and consulted throughout the entire process.


However, I will mention again, that the players were mostly in favour of the rule and going against that would have been going against what the majority of our players wanted. I'm really sorry that you feel the way you do, I'll once again state that there is no obligation for you to complete either Rampages or Firefighter in your turn if you're unhappy that you will be unable to use replays. I think it'd be a shame for you to decide to leave over what I would consider to be a minor rule change, but at the moment this is the rule that is in play and is what all participants are expected to follow.

Is this about "Salvatore Called a Meeting" or am I missing some other mission that requires this? I think we're talking about two different things or I'm missing something. In a speedrunning context, duping specifically involves a side mission or a rampage that can be triggered via replay or not. It doesn't always result in stuck text or blips but it does in some cases. I wasn't aware that you needed a speedrunning strat to collect a vehicle. The CP Stretch does not require duping. The old guides I remember for the other special cars did not require duping either.

 

It's hard to gauge the tone of a few paragraphs of text but you're the one that's being snarky now. I don't care enough about the Chain Game to get mad about this. You keep saying that these replay glitches are analogous to using cheats (as if that were self evident) but you haven't actually brought any arguments to back that up. It does sound hypocritical since other glitches are still allowed. I honestly don't see how special vehicles warrant any sort of exception. And the irony is that you actually admit that certain uses of replay glitches don't brick the game, so why are the other uses bad? Do you have any proof that my examples of using the replay glitch actually affects the game in any way? I'd be shocked if you did. Also, yes, someone who actually knows the game's code could tell you how these glitches might affect the game or not, better than just plain testing.

 

Wrong. The crusher glitch can actually brick the game and this was investigated a year or two back, although it was used to disable collision for the ambulance (to prevent gang members from destroying the car). Wildbrick did this and either the Taxi or Paramedic mission was permanently removed from the game. The way this happened was that he used the Caps-Lock key (i.e. side mission toggle key) instead of the "look behind" key. This seems to brick the game for some reason or perhaps it also has something to do with the timing of the release of the button(s) upon entering the ambulance. I take it that this specific use of the glitch is not banned yet and it is actually safe to do if you do it properly. But even the classic use of the glitch to make a vehicle DP is analogous to cheating (i.e. using a trainer) by your own logic and thus should be banned.

 

That's literally the only reason why any of these glitches are allowed or considered fair: because they are a feature of the game, regardless of what the developers intended.

 

And the issue with the analogy is that it is utterly false. You're merely comparing the results but the methods are completely different. No one is tampering with the save file or game's code at runtime (via a trainer) by using these glitches.

 

It is arbitrary because my uses of the replay glitch do not affect the game in any way. "Insta-passing" Firefighter still gives you 60 out of 60 fires extinguished stats and it does not affect the save file in any way. Same for the rampages.

 

It may seem minor to you but the fact that these glitches exist makes the game more fun. It's boring to only be able to complete missions in the "vanilla" way. We've all played the game that way a million times.

 

Edit: I actually don't care about Firefighter since it's such an insignificant part of the game but using the replay glitch to do rampages is somewhat useful in my opinion. That extra ammo you get is nice and arguably useful (it beats collecting that ammo manually).

Edited by Dealux

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GTAKid667
8 hours ago, Dealux said:

Is this about "Salvatore Called a Meeting" or am I missing some other mission that requires this? I think we're talking about two different things or I'm missing something. In a speedrunning context, duping specifically involves a side mission or a rampage that can be triggered via replay or not. It doesn't always result in stuck text or blips but it does in some cases. I wasn't aware that you needed a speedrunning strat to collect a vehicle. The CP Stretch does not require duping. The old guides I remember for the other special cars did not require duping either.

 

It's hard to gauge the tone of a few paragraphs of text but you're the one that's being snarky now. I don't care enough about the Chain Game to get mad about this. You keep saying that these replay glitches are analogous to using cheats (as if that were self evident) but you haven't actually brought any arguments to back that up. It does sound hypocritical since other glitches are still allowed. I honestly don't see how special vehicles warrant any sort of exception. And the irony is that you actually admit that certain uses of replay glitches don't brick the game, so why are the other uses bad? Do you have any proof that my examples of using the replay glitch actually affects the game in any way? I'd be shocked if you did. Also, yes, someone who actually knows the game's code could tell you how these glitches might affect the game or not, better than just plain testing.

 

Wrong. The crusher glitch can actually brick the game and this was investigated a year or two back, although it was used to disable collision for the ambulance (to prevent gang members from destroying the car). Wildbrick did this and either the Taxi or Paramedic mission was permanently removed from the game. The way this happened was that he used the Caps-Lock key (i.e. side mission toggle key) instead of the "look behind" key. This seems to brick the game for some reason or perhaps it also has something to do with the timing of the release of the button(s) upon entering the ambulance. I take it that this specific use of the glitch is not banned yet and it is actually safe to do if you do it properly. But even the classic use of the glitch to make a vehicle DP is analogous to cheating (i.e. using a trainer) by your own logic and thus should be banned.

 

That's literally the only reason why any of these glitches are allowed or considered fair: because they are a feature of the game, regardless of what the developers intended.

 

And the issue with the analogy is that it is utterly false. You're merely comparing the results but the methods are completely different. No one is tampering with the save file or game's code at runtime (via a trainer) by using these glitches.

 

It is arbitrary because my uses of the replay glitch do not affect the game in any way. "Insta-passing" Firefighter still gives you 60 out of 60 fires extinguished stats and it does not affect the save file in any way. Same for the rampages.

 

It may seem minor to you but the fact that these glitches exist makes the game more fun. It's boring to only be able to complete missions in the "vanilla" way. We've all played the game that way a million times.

 

Edit: I actually don't care about Firefighter since it's such an insignificant part of the game but using the replay glitch to do rampages is somewhat useful in my opinion. That extra ammo you get is nice and arguably useful (it beats collecting that ammo manually).

Yes, there are several Special Vehicles in the game that can be obtained using duplication, replays or other side mission exploitations which include the Stretch from "Salvatore's Called a Meeting" but is not limited to just that vehicle. Some of the methods that are required can add permanent effects to the save file such as permanent blips, which aren't allowed for use in the Chain Game, but there are methods that do not have any known effect on the save file after using. The special vehicle community, much like the speedrunning community, continue to investigate new possibilities and can discover new methods to obtain vehicles as well as discovering new vehicles to obtain using such methods. Yes, 'old guides' may not make mention of this, but through evolution a lot of these guides now contain outdated information or do not cover every single possibility.


I'm not specifically interested in the speedrunning context of duplicating missions because the Chain Game isn't a speedrunning platform and so there will be cases where all possibilities of such features are likely to be discovered and tested on the Chain Game Save and it is our responsibility to look at such possibilities beforehand so that we can make a judgement and clearly outline what the rules are to prevent any possible issues that could occur. This is the same case with replays, which is the main point of discussion that you continue to seem keen to move away from or compare to other features that are not really comparable as we have both already agreed.


I think that the passive aggressive tone in your previous reply, where you seem insistent that the implementation of this rule was arbitrary and that we require a 'specialist' to look into the game code suggesting that we're not well versed on the possibilities of the replay feature and aren't in a position to make fair judgement on it, is not only disappointing to hear from you but completely unnecessary and is not the way that I expect anyone to speak to me or any other member of the Chain Game Community.


It is hypocritical to suggest that because I am yet to provide an example of how replay glitches can cause an issue in a save file I haven't researched the possibilities of the Replay Feature before implementing the rule and have no knowledge on the subject, when you have failed to provide a consistent or valid argument for the use of replays in any of your responses thus far. It is clear to me that you have done absolutely no research into the possibilities yourself besides what you knew beforehand as you'd be able to find examples of how they have an effect on the save file had you bothered. I do not wish to draw attention to the possible uses of replays here in the Chain Game Lounge, neither do I think that you deserve any further response on this matter due to the attitude expressed in your post. As I've previously stated, I do not expect to be spoken to like that and will not be taking time to reason with somebody who feels that is an appropriate way to respond. All I can suggest is that you should take the time to research the matter yourself so that you are better informed rather than trying to suggest that my argument is false.


The issue you mention with the Crusher Glitch and the possibility of preventing the "Taxi Driver" side mission from being re-activated is an issue that we've had on a couple of occasions in the past, with the earlier incident you are referring to occurring back in 2013. WildBrick142 had used the incorrect key combination in his turn, using the side mission toggle key instead of the look behind key when he tried to emulate the glitch, and it was later discovered that "Taxi Driver" could no longer be activated.


We were forced to revert progress during the round to an earlier turn and at the time I had decided that going forward the Ghost Ambulance method of completing "Paramedic" was banned from any further use in the Chain Game, noting that this was a relatively new glitch that hadn't been thoroughly tested, and it had seemed based on this occurrence in one of the first ever uses of the glitch in the Chain Game that the glitch possibly had flaws that would be save damaging. You reacted to the ban saying that it was not necessary as you believed that it was directly down to how the player had attempted to activate the glitch and so both you and I had a further discussion on the glitch as well as a separate conversation I had with thehambone, and we took the time to look further into exactly how the glitch worked, how it should be activated and why it caused the issue in the Save File.


Once we were sure that it did not pose any threat of damaging the save file if activated correctly, the ban was lifted. In your response you seem to suggest that it is comparable to the replay ban and note that it was not a banned glitch in the Chain Game, yet you were completely involved in the entire process of it being banned and then later lifted which you seem to have not mentioned. While I would agree that this is an occurrence where the crusher glitch could have the possibility to cause a save damaging effect which I had not previously mentioned, I disagree that the 'regular use' of the glitch to create a DP Vehicle is something that under my analogy should be disallowed.


Special Vehicles have traditionally always been an exception to several Chain Game Rules and this has been the case for almost eight years since the Chain Game was first launched. Currently, a player is able to fail a mission, use a replay or a form of mission duplication (that does not add a permanent blip to the radar)  in order to collect a special vehicle if the only method to collect that vehicle requires it. You have been a semi-regular participant of the Chain Game since Round 1 and have never expressed any issue with this rule, yet now that replays are an exception, you seem to not understand why they should be. Similarly, you refuse to address that cheats, being busted and being wasted are also intended features of the game which are ruled against in the Chain Game, that you have also expressed no problem with.


I think that your overall argument is terribly inconsistent and I'm unsure of what the overall point you are trying to make is. I'm aware that you seem to think replays make the game more 'fun', which I don't understand in the context of Firefighter as it takes any form of interaction out of the mission and is nothing more than repeatedly pressing a key on your keyboard which is hardly thrilling, however the majority of regular players agree that the rule should be in play. We spent time conducting research on the matter and the feedback that we received from almost all regular players of the game suggested that the prevention of using replays during Missions and Side Missions was a rule that should be implemented.


As mentioned in my original message, it is hard to try and please everyone when you have a community of this size or larger, and so when making any decision we have keep in mind what the majority of the people that such a rule would affect would like to see. We purposely contacted some players that we know used replays in previous Chain Game Turns to hear what their stance on the rule was, and ultimately we came to a decision on the matter which is that currently replays are not allowed to be used outside of Missions and Side Missions. If you're only interested in playing the game using replays, you're always able to continue playing through the game yourself in your own playthroughs outside of the Chain Game.


For someone that claims to "not care about the Chain Game enough to get mad", you certainly seem to have had a lot to say. It is extremely unlikely that we are going to revert this rule on the basis that only you seem to be so unhappy with it, and once again I am sorry that you feel this way. I think it'd be a shame to lose someone like you as a player of the Chain Game, but I'm afraid there is nothing more I have to say about this. You're more than welcome to send me a message and we can have a further discussion about the rules of the Chain Game and why they are the way they are, but otherwise I think that is the end of my input in this discussion.

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DEALUX

This post is irrelevant.

Edited by Dealux

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DEALUX

Is there a way to access the subway from Portland in the beginning of the game?

Edit: lol I forgot about the crusher glitch.

Edited by Dealux

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SorveteQuente

Maybe if you use the crusher glitch in a car

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Parik

or you can jump over the Callahan Bridge and take a car down the subway to Portland if you don't want to use the crusher glitch. 😛

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DEALUX

I need something quick for the purpose of a 100% run. Crusher glitch whilst leaving Portland through the tunnel would be optimal. I've been practicing for a one sitting 100% run for a while now. If everything goes well, I will live stream it next Friday.

 

Here's what I practiced today:

 

 

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iguana

If you do crusher you'll have to run all the way to Staunton Island through the tunnel (I'm guessing you want the package).

 

If you allow death you can just deathwarp (megajump if you're using replays, otherwise grenades or get ran over by a train[might work, i never tried it lol]) after using ghost car to get past the barrier (since you can't get back in the car);

if you don't the second best is probably as Parik mentioned, enter the tunnel from SI or SSV and drive in the tunnel with a fast car.

Edited by iguaan

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GTAKid667


Chain Game Announcement!


A Special Round
When the Grand Theft Auto III Chain Game launched back in October 2010, it wasn't known that the game would still be running so strongly 8 years later with 94 Regular Rounds of the game being completed. It wasn't expected at one stage to surpass just 3 Rounds but having almost 100 Players participate over the last 8 Years, we have built a great community of players that have continued to stand by the Chain Game for a long time and have helped us to achieve more than we could have ever expected to.


In October, we will celebrate the Grand Theft Auto III Chain Game with a very special occasion, the 100th Round of the game. We want to make this as special of a round as possible and want to involve as many people in our celebrations from the players of past and present who have contributed to the various save files we've produced, to the supporters of the Chain Game and everyone that has had some impact in the game over the years.


We'll reveal more about the round soon, but from tomorrow across the next few months, the majority of players can expect to individually find out how they can be involved in Round 100. We hope to see as many people involved as possible, and look forward to sharing more with you all very soon!


Clarification on Round Status
Recently, we've received a lot of questions about the status of new rounds for each Chain Game. We have addressed several times the status of these rounds in Chain Game Announcements and so it is slightly disappointing that a few people haven't taken the time to read our latest updates on that matter. Here is some clarification on the status of each Chain Game:


Grand Theft Auto III Chain Game: We've just completed a month of back to back GTA III Chain Game Rounds, of which had a very good level of activity and interest. We're continuing to work on a lot of things for the game behind the scenes, including tweaking the Opening Posts as previously mentioned, but we will be continuing to launch rounds while this work goes on. Round 95 of the Grand Theft Auto III Chain Game is expected to be launched fairly soon.


GTA Vice City Chain Game: We're continuing to launch rounds for the GTA Vice City Chain Game having recently completed Round 36. Keep an eye on the Vice City Forum for the next round of the Chain Game when it launches.


GTA San Andreas Chain Game: Round 125 of the Chain Game is currently available to play in the GTA San Andreas Forum, with the current round fast approaching 90% completion.


Grand Theft Auto IV Chain Game: We had originally stated that the IV Chain Game was something that was considered to be a one-off round but, if the demand was there, we would look to provide future rounds "later in the year". It became clear that the demand was there after a very well received first round and so we had then stated in the previous Chain Game Announcement, which it doesn't seem some people have read, that we're continuing to work on III and VC but "stay tuned for more information on a future round of the Grand Theft Auto IV Chain Game". It was then addressed in the Chain Game Discord Server after a question was asked that it was not something to be expected "too soon" but is definitely something that we're working on.


The final line on this is that we're currently working on all Chain Games and there is a fair bit of work but we hope to have it done relatively soon. Our current priority is on the III and Vice City Chain Game as we're actively running rounds on both of these games right now, and we anticipate that both Round 100 of III and Round 50 of VC will be taking place in the near future which we're preparing for.


However, we absolutely plan to continue working on IV too and expect that there will be another IV Chain Game round within the next few months, but this is something that we are currently not ready to provide. When we're ready for Round 2, we'll make sure to let everyone know but understand that running the Chain Game is not as simple as it seems, and we aren't required to run another round of the game certainly not so soon after the previous round. I'd appreciate if the daily mentions and general inconsiderate attitude about it I've noticed comes to an end, I know we're all excited, but I promise it won't be that much longer of wait and we're working as hard as we can to get there quicker.


A Decision on Paramedic
In Round 92, Paramedic was completed multiple times during the round in order to assess how game percentage was affected by the repeated completion of the side mission. It was discovered that there is a bug which after each completion of Level 12 resulted in an additional percentage amount being given to the player and a repeat of the pager message detailing the rewards for the completion of the Level.


The round ended with an overall completion percentage of 103.25% which caused some confusion amongst players and resulted in a discussion with multiple viewpoints on whether we should continue to allow multiple completions of Paramedic in future rounds. We decided to ask for feedback in the form of a poll and more detailed feedback through personal messages so that we could internally have a discussion about the effects of the mission and make a final decision on whether we should allow the re-completion of Paramedic in future rounds once Level 12 has already been achieved.


We received a large amount of very helpful feedback regarding this issue to help with our decision. It was interesting to hear of the different opinions that each player had and there were some points raised that previously we hadn't considered.


The Chain Game's goal each round is to complete Grand Theft Auto III "from zero to hero", starting from the very beginning of the game and taking the save file all the way through to 100% Completion. The additional percentage gained from Paramedic can be seen as affecting this goal, taking the game past this point and causing players to be confused as well as providing additional percentage to the player re-attempting that should otherwise not be there. However, ruling out the re-completion of Paramedic completely could be seen as harsh and unnecessarily restrictive to players who want to deliver additional patients so we've tried to reach a compromise on the situation.


From this point forward, it's recommended that Paramedic is only completed once, however, after Paramedic has been completed once in the round to Level 12 without failure, players can replay the mission to deliver additional patients but must not complete Level 12 again. This means that if a player is looking to deliver additional patients they are free to do so as many times as they wish but can only re-attempt Paramedic up to a maximum of Level 11 each time. The player is free to deactivate the mission at any Level on re-attempts of Paramedic but only if Paramedic has already been completed to Level 12


We'll add this into the Opening Posts for the next round, and hope that players are satisified with this decision. If there are any additional questions, feel free to ask them below.


I'd like to thank cryptorelic, hoXiu, iguaan, Johan, MrMateczko, NABN00B, oscareczek, Parik, SorveteQuente, Th3MaN1, TheAgniesia22 and thehambone for providing detailed and highly valuable feedback which helped us to reach this decision, and to everyone that voted in the poll.


I hope everyone has a great week! :)

Edited by GTAKid667

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GTAKid667


Chain Game Announcement!


Screenshots for Round 100
Thank you all for your continued support and participation in the Grand Theft Auto III Chain Game. It has been great to see such a high level of activity recently, and I hope that everyone has been enjoying their turns. We've just launched Round 97 of the game for anyone who may have missed it, and can't wait to see many of you participate in it!


We're getting closer and closer to the 100th Round of the Grand Theft Auto III Chain Game, now just a few rounds away from what is going to be one of the largest milestones and celebrations in the history of the Chain Game. We're actively involving as many players and supporters of the game as we can in the preparations for the round and it has been great to see our plans slowly coming together!


We're working on something for the Opening Posts of Round 100 that is open to contributions from all players and supporters of the game. For message contributions, all players should have received a message from one of the Chain Game Staff discussing this in more detail, but for anyone who is yet to get the message or isn't a player but would like to contribute, you're welcome to contact the Chain Game Staff with a message of congratulations for the milestone round. This can include your memories of the Chain Game, stories you may have of participation or a general congratulatory comment. If you've already contributed a message but would like to provide a secondary message or story, feel free to get in contact with the member of staff you initially discussed your message opportunity with.


We're now looking for Screenshot Submissions. We've seen a lot of screenshots over the years and know that some members like to take some throughout their turns to showcase in their turn posts. We want to see as many of your screenshots as possible, and will be including every one we receive into what we're working on (unless you're going to send 50 or something). These will not be displayed right next to your message contributions, though you are also free to include an image with your message if you choose. Feel free to either post your shots below, send them to a member of staff or post them in the Discord Server. Make clear you'd be happy for them to be in the post, and we'll be sure to do just that!


Don't have a screenshot? You still have three rounds to get some good shots! It can be a screenshot of absolutely anything you'd like, as long as it is of Grand Theft Auto III and taken during a Chain Game Turn!


I look forward to seeing your submissions, and hope you all have a great day! :)

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GTAKid667

Hello everyone!

In celebration of reaching 100 Chain Game Rounds, we will today launch Round 100 of the Grand Theft Auto III Chain Game, a very special round of the game that we have been planning and working on for some time.

There are a few modifications to the save file and other Opening Post features that will be included in the round, that we hope you all enjoy and take the time to read through.

I'd like to thank everyone for the support that they have shown the Chain Game over the years. For Round 100 we contacted a large amount of the community to include as many people as possible in our celebrations and were extremely grateful to see so many respond to us.

We're hoping to see as many members of the Chain Game Community take turns as possible during the round. In order for this to happen, I'd like to politely ask all regular players to be considerate, particularly in the early stages of the round, by allowing chances for non-regulars to get turns in. It may be tempting to take a large amount of turns in a day if the wait rules are being reset due to speed, but we're aiming for this to be a celebration that everyone can be involved in, be sure to remember that it's not a race.

I hope that everyone enjoys the round, lets make this a memorable celebration of the Chain Game. :)

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Th3MaN1

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5yJ1kLd.gif

Edited by Th3MaN1

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Johan

I missed the party :( Glad to see everyone's still active as ever!

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Filip

I missed everything. First of all, I am very grateful, dear GTAKid667 for helping me to get unbanned. He practically saved my old account by writing countless messages proving that I am worth unbanning. Such users should be respected by every single member on these forums.

 

And now:

Despite being informed numerous times by GTAKid667, I completely forgot about the last celebratory round 100. I would like to apologize. Back in the day I was a regular player and nowadays I rarely even launch GTA3, which is quite sad but life goes on, people get tired of everything etc., etc.

 

Honestly:

I bet everyone had that situation when they are constantly busy with life :D and when you finally find some free time, you prefer to play some updated games from Rockstar, like RDR2.

 

I would like to thank you very much for all those wonderful rounds played in the GTAForums Chain Game back in the day. Thank you Arsen Vitiuk and thank you GTAKid667 for your flawless maintenance of the Chain Game and thank you, dear participants.

 

I hope that it is not the last round. I am not a regular player nowadays, although I miss the GTA3 Chain Game very much but I think it is time for me to move on and partially forget about the Chain Game - I forgot half of the GTA3's tricks and stuff like that over many years without GTA3. Although, I think about taking turns from time to time (like 1-2 turns a week, maybe more if I am bored). See, when you play certain game a lot since its official release, it can slowly become boring, every time you finish it 100%. Especially when there are new Rockstar games being released which a lot of people want to discover and play. RDR2 is a revolutionary title, practically GTA-tier title, being a game produced in 8 years...

 

I hope you understand guys.

 

Best regards,

Filip.

Edited by Filip

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SorveteQuente

Intriguing poll. 👀

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GTAKid667

Chain Game Announcement!


Chain Game Island Divisions
Back in December 2017 we ran a community event in The Chain Game Discord Server called "Chain Game Factions" that saw all members of the server split into three groups based on vehicles in Grand Theft Auto III based on a suggestion from MrMateczko made in a Live Stream Chat. 


Following the success of the event and subsequent community events such as the Grand Theft Auto IV Multiplayer Session, we have decided to host another Chain Game Server Event for this festive season!


The Chain Game Island Divisions sees the Chain Game Players split into three "Divisions" based on the islands of Liberty City as in Grand Theft Auto III.


The Portland, Staunton Island and Shoreside Vale Division Members are about to meet the players in their division for the first time as they get separated into roles and each with their own private channel. They will then have the opportunity together to decide on a name for their Division as well as their Official Colours and a Division Leader.


Participation in The Chain Game Island Divisions is completely optional and players are free to remain as a Regular Player if they wish. If you are interested in participating, you can head over to the Chain Game Discord Server now and let a member of the Chain Game Staff know which team you'd like to support.

 

I hope all players have a great day!

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DEALUX

Maybe a slight rule change is in order since the Chain Game is so active that taking a turn is quite difficult when the same 5-6 people (or rather 4) take turns one after the other. I literally sat here refreshing the page and someone took a turn seconds before I could post anything. No, I'm not joining Discord or whatever useless service to stay in touch with the other players.

 

Perhaps the 4 hour wait rule could be enforced for all players at all times, meaning no turn reset after 2 players take a turn. It would slow the game down a little, sure, but that would make it last a little longer.

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SorveteQuente

Turn is free now 👀

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DEALUX

I'm thinking of creating a similar game but with rules that are a bit different and less strict. It could run in parallel with the Chain Game if anyone would actually be interested.

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GTAKid667


Chain Game Announcement!


A New Year
I'd like to welcome all members of the Chain Game Community to a new year and hope that you all had a great time over the holiday period. I'm pleased to look back and say that 2018 was a very successful year for the Chain Game and I thank everyone who made that possible.


In April 2018, we launched the Grand Theft Auto IV Chain Game with a range of community members assisting in the preparation for this initial round. The round was very well received with 17 members of the community taking part and helping us achieve 100% for the first time, leading to a second round later in the year. I'm thankful of all members of the community who supported the creation of the new Chain Game, and was particularly touched to see such an outcome for the first round. There'll be more rounds of the game to look forward to throughout 2019 so keep an eye out so you're able to take part!


Following Round 1 of the new Chain Game, thehambone and I organised a Grand Theft Auto IV Multiplayer Event where several members of the community joined us for over an hour to play some classic Multiplayer Modes. It was a lot of fun to see so many players take part at such short notice and I had a really enjoyable time playing alongside members of our community, something I would absolutely love to see again throughout this new year!

We've also welcomed a large number of community members into the Chain Game Discord Server, as well as new members of the Steam Group and new followers of our Twitter Page. It has been nice to have a higher level of community interaction outside of the rounds hosted on the forum, from getting to know new members of the community better to being able to tease new rounds such as our tweets on IV Round 2 and III Round 100!


Of course, we can't forget Round 100 of the Grand Theft Auto III Chain Game! Special Rounds are always enjoyable to be a part of, and seeing so many members of the community both past and present have some part in the round was very touching to see. When I first contacted some of the older community members, I wasn't sure if I was going to get a response. Not only did I receive a response, but a much larger one than I was expecting. 24 Chain Game Staff Members placed Personal Vehicles in the Save File, an additional group of regular players participated in the Players Parking Feature, and we had some great images and messages sent to us for The Liberty Tree's Special Edition Publication. Thanks to everyone for being a part of such a special round!


We brought the year to a close with the Divisions Event, following 2017's Faction Event held within the festive period. Los Salvadores Portlandicos, Back Staunton Boyz and Shoreside Vigilante Fans established themselves choosing their leader and name, and then competed against each other in the Grand Theft Auto III Chain Game's first Generated Packages Round! They were each required to place 33 Hidden Packages on their islands and then search for the 66 Hidden Packages placed by other Divisions, with the Division who placed the last remaining package to be found being declared the winners. Shoreside Vigilante Fans were the winners of the event, and I'd like to congratulate them on their victory!


Unfortunately, following the Divisions Event the Chain Game Staff had a conversation which resulted in both TubewayArmy and 123robot leaving their positions in the team. I'd like to thank them both for their services to the Chain Game and the contributions that they had made towards the game during their time as Staff Members, they have certainly made an impact on both the game and the community and I wish them all the best for the future.


I'm aware that some members of the community, having read further information that was posted regarding this conversation, are concerned by what that they have read and are concerned about future Chain Game Rounds. I'd like to assure all members of the Chain Game Community that there will be no direct consequence to the Chain Game or the running of rounds due to these recent events and I will assure that we get back on track and keep the rounds running as normal so that you'll be able to get back to enjoying participation within the Chain Game for any of the Grand Theft Auto games. There is already a round of the San Andreas Chain Game available to play, and we're going to be heading over to Vice City once again in the near future, so look out for that!


However, I would like to take a moment to personally apologise for anything that anyone may have read about the event that they have found offensive and absolutely assure that there will be no similar circumstances in the future. I do not wish to make a public statement on the events, though I would like to state that I do not believe that the information available gives full coverage of the circumstances surrounding the conversation and that I do not believe I am a person intent of any malicious behaviour, a liar or am untrustworthy. I feel that these are very strong accusations and I'm very sorry that a few people feel this way, I ask that you give me the chance to prove that I am not that person. I completely acknowledge any wrongdoing on my behalf and would really like to encourage anyone who has been concerned by what they have read to send me a personal message. I promise to respond to every message that I receive hoping to provide clarity to their concerns, I have great care for the Chain Game Community and do not wish for any members to feel uncomfortable being a part of it. I would just like to make clear that if you wish to send me a message, I will not be tolerating any abusive messages, neither do I believe this is an appropriate way for any member of the Chain Game Community to behave.


Suggestions
I hope for 2019 to continue the success that 2018 saw and bring together the Chain Game Community to a place of unity once again. You may often hear me mention that the Chain Game Community is at the heart of everything we do and every decision we make, and the reason I say this is because of how true it really is. I have great care and respect for every single member of the community, even if you may not always believe that to be the case. You have all brought a lot of happiness to my life and it has been such a privilege to be leading this community now for over 5 Years. Together we can make 2019 a great year for the Chain Game and I hope as many of you will join me for another year of fun as possible.


I plan to get a lot done for the Chain Game this year and as part of that, I ask for anyone who has any suggestions for the game to contact me and let me know what is on your mind. It is clear from some of the changes that we have made in the last few years that we listen to all members of the community and try to provide the best experience for everyone as is possible. In particular, I have recently been made aware of some lack of clarity in the current Opening Posts in regards to Wait Rules. It indeed seems that the wording of the 4 Hour Wait Rule in particular could be worded better to prevent misunderstanding, particularly to those completely new to the Chain Game, so I plan to get around to updating this within the next week as well as include a few sections currently missing from the Opening Posts that were due to be included a while back.


If you have any further suggestions for the Opening Posts, Rules or any aspect of the Chain Game, you're more than welcome to contact me at any time. Thank you all for your continued support of the Chain Game, and here's to a great 2019! :)

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GTAKid667


Chain Game Announcement!


A General Update
We're already more than halfway through a year that seems to be passing us by fairly quickly. There hasn't been a lot of news regarding the Chain Game to report since the start of the year which is why we're only on our second Chain Game Announcement as we now begin August 2019, though there has been a committed effort behind the scenes to work on all aspects of the Chain Game to improve the overall experience of being a member of this community for all of our players.


In March 2019, a series of updates were made to the Chain Game Opening Posts that were considered too minor for a full Chain Game Announcement. The main focus in these updates was to improve the quality of the "Quick Start Guide" for all new players of the Chain Game, highlighting important rules that were previously only mentioned in the larger "Rules" section, which is not always read by players who take their first turn. The "Chain Game Lounge and Discussion Groups", "Taking a Turn" and "Wait Rules" sections saw minor rewording based on community feedback, in particular to try and clear up the common misunderstanding of how the 4 Hour Wait Rule works. The updates also brought new graphics to the Grand Theft Auto III and Vice City Chain Game, and new colour theme based Statistics Tables for all four Chain Games. In addition to these changes, minor corrections were made to the 100% Checklist, Special Vehicle List and other rule based sections of the Opening Posts.


We've also made a number of changes to our Discord, Steam and Twitter Pages since the start of the year and behind the scenes work is being completed all the time even though there hasn't been much we have released publicly. Throughout the rest of 2019 we plan to continue our efforts working on the Chain Game based on the feedback we've received from members of the community, and to also work on some unannounced plans that we hope to reveal more about in future Chain Game Announcements both in 2019 and throughout 2020. We're also looking for feedback on a few Chain Game Rules and plan to contact several regular players in the next few months to gather a range of opinions from the community that will help decide whether any changes will be made. If you ever have any suggestions or feedback for the Chain Game, you're more than welcome to send me a message with your thoughts, we're always open to hearing your suggestions.


In the meantime, we're planning to keep the rounds running and hope to see many members of the community join in and enjoy themselves. So far this year we've launched over 20 Chain Game Rounds across all four Chain Games and it has been great to see so many players, including new players, players we hadn't seen in a while, and regular players, all participating in the rounds and enjoying themselves. The continued support that members of our community show towards the Chain Game is so genuinely appreciated, and I'd like to thank you all once again for all you've done and continue to do for the game and for our community.


Additional Platform and Regional Support for Chain Game Round 100 Starter Saves
In October 2018 we celebrated a milestone for the Grand Theft Auto III Chain Game with the launch of Round 100. The Special Round was participated in by 23 Players and a special Starter Save was produced for the round that was contributed to by over 40 Members of the Chain Game Community. It is a round that will be remembered throughout the history of the Grand Theft Auto III Chain Game.


We had ambitions plans for the 100th Round of the game and how we wanted it to be, and at one point were unsure that we would be able to deliver on much of what we wanted with the time that we had. In particular, we contacted members for Personal Vehicles and comments for The Liberty Tree when they hadn't signed into GTAForums for over 3 Years, and it did not seem likely that we would be receiving a reply. But to our surprise, the community really delivered, and we heard back from nearly everyone that we contacted. It was important to us that these special celebrations had the community at the heart of the features we included as the Chain Game is focused around the community and without the effort players have put into the game over the years, we would have never been able to celebrate such a round in the first place. It was very nice to see so many former Chain Game Players and Staff get in contact and really show their support for the Chain Game at the time. We had some lovely comments in The Liberty Tree, and some lovely Personal Vehicle Locations, many of which had a more personal meaning behind their vehicle, location and colour choices.


One of the features that we included in Round 100 were Multiple Platform Saves, bringing the features of Round 100 to Starter Saves on PlayStation 2, PC and Android. While this may be considered a niche feature, it is one that I was personally proud of and one that I really enjoyed being able to deliver. As a player who grew up playing Grand Theft Auto on the PlayStation 2, who later found the Chain Game and started playing regularly on PC, I'd have never believed that some of the features I loved from the Chain Game such as Generated Vehicle Rounds would have ever been possible on the PlayStation 2.


You can grow used to believing that any form of modifications on an unmodified console isn't really something that was going to be straightforward or even possible when you have little understanding of how the game and its Save Files work. Inspired by the work OrionSR had done at bringing the San Andreas Chain Game features to the PlayStation 2 several years ago, I started to learn more about Grand Theft Auto III Save Files and with the help of thehambone and Parik eventually knew enough to know that this was all very much something we could deliver for Round 100. Turning on my old PlayStation 2 console, hearing the Grand Theft Auto III Theme Song and then loading up a coloured Save File Title to drive across the road from the Portland Hideout and see Th3MaN1's Personal Vehicle was a very special feeling, and one that certainly made me know that Round 100 had arrived.


We had mentioned during the round that we plan to continue investigating the possibilities of bringing the features of Round 100 to other platforms, even after the round had launched. This Save File will always be a special creation that we as a community had worked hard to put together. From those who have contributed to the Chain Game over the years and have a Personal Vehicle in the Save File to those who decided the Players Parking Vehicles, the entire Grand Theft Auto III Chain Game Player Base were included in the making of this Starter Save. It's a special Save File that I hope will live on in some form throughout the rest of the Grand Theft Auto III Chain Game's history, and it may so be that we never hear from some of the players who had contributed to the making of this save file again. I was worried at the time that some of the oldest Chain Game Players were never going to sign into GTAForums again to see the messages we'd sent them, so who knows if this is something we could ever pull off in a future celebration - Especially when another round number based celebration is probably at least another few years away.


I'm excited to announce the release of the following three Round 100 Starter Saves today:

  • PlayStation 2 - Japanese Region
  • PlayStation 3 - PlayStation Store's "PS2 Classics" Release
  • Xbox

It has been a great experience to revisit the Round 100 Starter Save over the past few months and bring the save to these new platforms and regions, though it did not come without a challenge. Creating a Starter Save for the Xbox Platform in particular was a more difficult task than was anticipated due to the way that the platform manages save files, but I have to give a Special Mention and Thanks to Parik who stepped in and offered his help to make an Xbox Starter Save possible (and in the end was the one who did the majority of the work).


The new Round 100 Starter Saves are now available for users to download and play in the Round 100 Starter Saves Folder on Google Drive. We hope that anyone who wishes to try them out enjoys them!


Updated Documentation for Round 100
The Round 100 Starter Save User Guide has been updated to reflect the addition of the new Starter Saves available for the PlayStation 2 Japanese Region, PlayStation 3 and Xbox. There have been new sections added to detail installation instructions for the new Starter Saves for users who wish to download and play them. The Xbox Platform Instructions are targeted at users who are using the Action Replay MAX Cheat Device, where transferring Save Files is achieved by using a Memory Card inserted into the top of an Xbox Controller, but alternative methods of transferring Save Files on both unmodified and modified Xbox Consoles are expected to work without any issues. 


The User Guide now also includes full documentation of the changes made to the Save File, as said would be available after the completion of Round 100. Three sections have been added that mention the 31 Vehicles that would usually spawn in the game but had to be moved in order to make room for the new vehicles, the 42 Vehicles that were added as part of the "Personal Vehicles", "Boat and Plane Spawns", "Faction Vehicles" and "Players Parking" features of the round, and a section that mentions the changed Perennial Spawn behind XXXMags that was coloured Yellow as a Special Thanks to TheAgniesia22 for all the great work she did in organising the Players Parking Feature.


Thanks once again to all members of the community for your continued support of the Chain Game, and I hope you all have a great rest of the week!

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DEALUX

I'm kinda down with an Xbox exclusive run of the Chain Game. I'll need to dust off my Xbox and remember how to FTP into my modded console for it but I wouldn't mind playing it again with a controller.

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