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-XII-Wacko

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Everything posted by -XII-Wacko

  1. Its certainly a gross understatement to write off MTA as a "slightly better mod" compared to SA-MP. It provides so much more functionality. I can't see SA-MP making a game like stealth or interstate 69. Even yet, those are just stepping stones of what could be. I think your only really valid point, as I mentioned on page two, is that SA-MP came a lot earlier and it has a freeroam/rpg element to it that everyone is used to. A lot more functionality, yes. A lot more useful functionality? That's open for discussion. Also, MTA promised to be the "revolution" with big marketing language and hype-feeding in every blog post posted. People thought it'd be perfect, which its not by far. Hell, even i thought SA-MP would be screwed if MTA was as good as it looked in the videos. Bummer it wasn't. Back to the point: Maybe all of the functionality hasnt really been discovered by the scripters or has been well-crafted into a good GM. You assume to much if you think that nobody on QA team played SA-MP. If you want my honest opinion I tried several servers and got bored after 5 to 10 minutes. Like jfk and dragon I am a more competitive person. I like fighting in areas where it doesn't take 10 minutes to find the next fight (wherein its probably some guy who's gonna flee who doesn't like fighting). I found the combat in SA-MP pretty unsynced when around a group of players and then I would just get a crash randomly every now and then. Now I'm not preaching that MTA is flawless but I saw nothing special that SA-MP was providing. You can't say things like anti-cheat are not a problem simply because SA-MP did not have it. It was a monopoly at the time, there was no choice for mp. There was no alternative. GTA:Rumble barely worked but it attracted people. SA-MP got firstmover advantage and that is huge. That truly was an MTA mistake. The cost of extensive control over the game was bugs constantly introduced and a feeling that everything had to be picture perfect. Its not even MTASA:DM anymore. It should be called MTASA:SDK. As far as the 0S comparison goes, an OS is quite harsh. I am easily switched over to another software, say IE to Firefox, providing it convinces me its good enough. I think MTA has the ability to accomplish that. SA-MP doesnt have the aim to be the best synced multiplayer there is. It's aim is to have an acceptable sync at high player counts, and still not use a ton of bandwidth. And on a sidenote SA-MP DID have an anti-cheat, and a very effective one too. Too bad it got dropped. As far as i know, a hack never lasted longer than two weeks on it. All there is now is basic protection. filterscripts usually take care of most of the common cheats though (godmode, weaponhack, speedhack etc.), so a proper server admin has nothing to worry about. Switching browsers isn't really the same as switching games. Browsers are pieces of software that essentially provide the same result, but with a diffrent frontend whereas mods/games have communities and in this case scripting files attached to them. It's a bit harder to drop all of that. Anyways, I think everything is being oversimplified as far as only the gamemodes being the problem. As I mentioned before we know the lack of certain features like parachutes and controller support (which SA-MP has, again forcing it to be standard), bugs, no anti cheat, etc. are causing issues. 500 MTA vs. 4000 SA-MP isn't that bad for the time being. Its only been two months and theres still lots of time before GTAIV pc. Currently there are 52,257 registered accounts for MTA. That alone proves that MTA is not "out" of the picture yet. I'd say MTA has all the features it needs to be succesful: An anticheat can be scripted, parachutes aren't that big of a deal and controller supports only affects that small group that plays with a controller. That can't be the reason that not even a thousand players can be arsed to drag their ass onto MTA at the same time. Another sidenote: SA-MP has already peaked at 8500 players and it usually gets near that, so your figures regarding SA-MP are wrong. 52,257 registred players isnt a lot. SA-MP has been downloaded millions of times, and thats just the official mirrors. Provided 10% of the downloads turn into active players (conservative guess), that comes down to 100,000 active SA-MP players. This is a two pronged attack here, hopefully the community can learn some good scripting and come out with some nice gamemodes (with experienced QA scripter help). Meanwhile, we'll do our best to patch up the problems (fyi controller support is planned and parachutes are being worked on). I can only hope for the best . I dont want this discussion to change into an SA-MP vs. MTA discussion though. Too bad you're sort of pointing it in that direction (i'm not saying i'm innocent). I only mentioned it because i think SA-MP is a big factor in why MTA isnt crowded (yet?).
  2. Its a shame you're not really going into my point though.
  3. Well i guess you're all right: There need to be more diverse and advanced gamemodes, and those modes should get popular. Thats going to take some time though. Now, another reason why MTA is not being received very well: It's too late. Allow me to elaborate. Back when San Andreas was released (or even before), two mods were announced: SA-MP and MTA:SA. GTA:SA got out, and both teams started coding away. MTA:Race came out first, and was well received. It had the first acceptable gameplay and sync, and ofcourse the awesome map editor. A little while later though, SA-MP 0.1 got out. It had fully functional scripting, a bit better sync than MTA (come on now, you cant say MTA:Race had realistic collisions and wasnt jittery, be honest ) , supported 100 players, wasnt too crashy and had enough elements to be played endlessly. Later on 0.1 was replaced by 0.1b, 0.2, 0.2.1 and 0.2.2. Yet no sign of MTA:SA. Hints were made of an pending release, but it simply took too long. Back to now: The SA-MP community is huge, theres a solid player base and more players are signing on every day. MTA is now out, and people aren't switching. Why? I'll answer that question; It takes more than a qualitative slightly better mod to completely disband a community and have them switch to your software. MTA:SA is without doubt both echnically and functionally a bit better than SA-MP, but it lacks something thats really worth abandoning all your scripts, rollplay items, saved money and friends on SA-MP for, and switching over. Theres the QA team, a few scripters, a few players who never picked up SA-MP and a few players banned from SA-MP that play MTA.The majority of the GTA Multiplayer community has adopted and embraced SA-MP from the start and has only grown bigger and bigger. It wont be easy for a competing mod like MTA to make them drop it even if its a better game. Like Linux vs. Windows: Linux is technically considered better, and yet 94% of the desktop PCs around the world run Windows. It was there when PC desktop usage was being adopted, and it's still there.
  4. As many others here i played samp. And yes (? lol) its cruising around. but: i stopped playing samp 3 days after the release, because it has no aim. i thought those who were waiting for mta had the same idea of gameplay as me. the opposit of samp, that means gamemodes with a point and (maybe) custom maps. i still want an answer(from those freeroamers): if youre just interested in cruising around without any mission or aim, what the hell made you waiting for mta? This nice mod wants to use its abilitys!!! You're not really getting what i mean. What i mean is that MTA has become so much more than GTA originally was. GTA was about going about San Andreas drivebying people, jumping off buildings with parachutes, earning money at casinos, shooting people for money, buying stuff with that money, modding your car and race with it etc. MTA is all of that (except for the parachute, but i'm sure thats just a matter of time), but it became so much more, that it lost it authenticity. Someone needs to create a gamemode which is like that modded LVDM that littlewhitey runs on his server @ SA-MP: Pointless, featureful but not forced, freeroam-ish and simple. Thats a mode that the player can do with whatever they like! Shoot people for fun, own buildings, form gangs or just simply have a race around the city with some friends. Don't forget that there's an area between boring freeroam and exciting on-your-toes objective-based team deathmatch Offtopic: Its perfectly possible to write gamemodes with an aim on sa-mp.
  5. Its not the little things. Remember SA-MP 0.1(b)? It didnt have a proper anti-cheat, it didnt support a lot of the features MTA has nowadays, it had a few nasty bugs etc. It wasnt half as good as MTA is nowadays, but it had a few big advantages: - Great servers up from day 1 with gamemodes that are constantly being developed, and fun to play. - Its GTA. Not the GTA game engine adapted to play CTF, climb haystacks or have monstertrucks with cookie wheels. Lots of players dont even like to shoot the other team, they like to gang up and cause havoc throughout the city. That's what caused it to break total player count records every month!. Even with the latest version, player numbers are still on the rise for SAMP. Its about the style, feel and GTA-ness of the mod. Im sure you wont really appreciate me (as being involved with the SA-MP team) to draw a comparison between the two, as it might be subjective etc. (it probably is). Think about it anyway
  6. it worked with the older versions. Ow well, i'll run it on another network PC then :*(
  7. I have an error with MTA:MA. I run the server on my own PC. When i use MTA:MA to connect to the server, it connects and times out =\ I cant type if i get connected. TIA!
  8. i had this with 0.4 where i was able to move 2 bikes at the same time
  9. No way, Really? Ah man really cant believe it!
  10. Lol azer u ripped that off the majestic forums
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