Leaderboard


Popular Content

Showing most liked content on 08/16/2016 in all areas

  1. 5 points
    Greetings everyone, Today I'd like to update you guys on some progress for Identity. Below, you will find new pictures that haven't been shown to the public eye yet. We know you are waiting so eagerly to play, but please remember everything takes time. Thanks to everyone who has shown the developers support thus far!
  2. 3 points
    This is an example of when we decide to go for game-play over realism. Prison is a big part of Identity; we've created a whole sort of mini-game surrounding prison life and we expect that while most people will want to get back into the world as soon as possible, some people may wish to make a life for themselves in prison. You can't just enter the prison, you are sent there after being arrested for a significant crime. You will also not go to prison for small things like speeding and such, as there are small jails. We're referring only to the release from prison here.
  3. 2 points
    Oh... Shots fired....
  4. 2 points
    I like the Idea and yes I can tell you that the community owned servers can turn permanent death on, as the developers said we would have that option. Its a great Idea and would be great to have implemented as a option for community servers. My Idea is sorta similar to yours but a bit changed; so if you die you could have a force name change as because your character dies and that instead means yes you keep all your stuff but it just forces a new character name and maybe a change in back story so really its like what you said "inheriting" your old characters items he wouldn't have lost. Also it could mean that your character also gets a slight change of appearance, hairstyle/ looks in general but the only thing is you would maybe keep those things like gang position and such. Anyways great idea.
  5. 2 points
    Once there are more available and I'm given the thumbs up, yes!
  6. 2 points
    I've updated the topic with one more screenshot of another hairstyle on the female model.
  7. 1 point
    Times have changed and crime is diversifying. Street gangs and other ethnic crime syndicates have sprouted up all over the place, but none warrant the quick shudder of fear when hearing the name la cosa nostra, "this thing of ours". Italian organized crime is the deadliest criminal organization on the island of Identity, if not the whole Earth. The Luprano crime family is a family started by Frank Luprano from Bari, Italy. He migrated to Canada and then to the Island where he started one of the largest crime syndicates in the world. The Luprano family is a pan-Italian cosa nostra family with it's members originally from other North American cities with mafia families, as well as home grown mobsters, and new blood imported from Italy. All made men in the Luprano family have southern Italian heritage with blood lines from places such as Sicily, Napoli, Bari, and Calabria. The family has a strict code of honor, and all members must take the oath of omerta. The family is involved in a vast array of criminal activities that include: extortion, loansharking, book making, fraud, kidnapping, drugs, illegal weapons, contract killing, robberies & much more. Almost anything that makes a hefty profit is of interest to the family, as well as legitimate and semi legitimate business endeavors. A mobster who is a hybrid of a street tough guy and an earner is rare and extremely respected. Both are essential for the family. Street guys play more of an enforcer role, laying down beatings, intimidating, murdering as well as doing things such as extortion and what not. Street guys are street smart and are traditional gangsters. Earners on the other hand are the brains of the family. They are the ones that make the big money, making big schemes and scams, without getting their hands as dirty up close and personal. When we call ourselves a family, we mean it. Once you take the oath to enter la cosa nostra, "this thing of ours", you will be treated as family; a brother, a father, or a son. You are expected to do the same. As a made man you will be treated with the utmost respect, you will get better opportunities to make money, and enjoy many privileges from the family, such as the police looking the other way in certain cases, discounts, and protection from other criminals. *Nothing can break the family bond, we die for each other to preserve our way of life, our secrets, and the bond of family.* Below is an old version of the hierarchy, to show the basic outline of the family. A new hierarchy can be found underneath for comparison. (I am aware that IRL a family would not disclose it's hierarchy, however, this is a game and part of the benefits of being part of the family is respect and fear from others knowing you are a part of it, as well as rank.) Ranks: from greatest to least Boss/Don: The leader. The boss makes all the most important decisions and gets a cut of everyones money. He usually doesn't get his hands dirty but creates big schemes and is always guarded. He oversees the business of the family as a whole and makes decisions that benefit the family. The boss can authorize large plans.The boss is present at every initiation ceremony. Underboss: Second in command. He supervises the street bosses, and deals with many issues that they need assistance in. He gets paid from the street bosses and turns over a large portion to the boss. The underboss acts as a consultant to the boss, along with the rest of the inner circle. Most of the concerns of the capo's and their crews are dealt with by the underboss, who acts as the voice and representative of the Don. The underboss consults the Don and the rest of the inner circle regarding very important issues. The underboss is next in line to be boss if the boss resigns. The underboss can create large crime plans and authorize them too. He is also usually present at the initiation ceremonies. Consigliere: Advisor; third in command. The consigliere is a very intelligent man who is also usually a lawyer or accountant. He manages the families finances, helps out with the cops, and helps out the family in the court of law. He is a direct advisor to the boss and in the inner circle along with the boss, underbosses and enforcers. He is usually present at initiation ceremonies. The consigliere usually associates with high status people like the mayor and chief of police. He is paid directly by the boss or underboss since he doesn't usually make collections or do dirty work. He usually also creates large money making schemes. Enforcer: Our family has the rank of enforcer as a high ranking position in the family. This position is achieved after plenty of dedication and reputation. This person acts as our most reliable hitman, that takes care of the most dire of problems. He is personal bodyguard to the inner circle and is part of the inner circle himself. The enforcer organizes the most elaborate of hits and is extremely feared. Street Boss: The Street Boss is an important position, and there are three Street Bosses, one for Ash Hill, one for Roseport, and one for Turtle Beach. Each street boss oversees the activities of the capo's and their crews in their respective cities. The Street Bosses resolve issues that the capo's need assistance in, such as territory disputes with other criminal groups, or any issues that may occur between crews in the same city. They are also involved in managing large scale business deals and schemes in their city, ensuring smooth collaboration between the crews to accomplish big jobs. Any issues that are too risky or important are brought to the inner circle, however, the Street Bosses are highly respected men, who are capable of making important decisions. They are paid kick up from the capo's that they supervise, and kick up a percent of their earnings to the underboss. The Street Bosses are present at very important meetings and can be present at initiation ceremonies. Captain/Capo: Captains' in charge of their own crew of soldiers. There can be many captain's, but they must each have at least three or four soldiers underneath them. Captain's are highly respected men of honor that are usually on the street with their soldiers making money doing collections, and other illegal activities(although they might also do some legal stuff.) A capo supervises and takes care of any problems in their neighborhood that they control. While they and their crews are under the guidance of a Street Boss, they still have a good deal of freedom on how they run their crew.The capos can create some medium sized schemes but anything too large must have permission first from higher ups. They get a cut of money from their own crew which they must kick up some to the underboss. The capos represent their crews and can usually be present at initiation ceremonies, especially the more powerful capos. Each individual crew is named after its capo.(The capos in-game last name.) Soldiers: The muscle of the family. They are on the streets doing the daily activities of the mob. They must pay some of their earnings to their capo. Soldiers can make some small schemes but usually take place in medium sized ones orchestrated by their capo. Although soldiers are the lowest made members, they are still very powerful amongst society because they are made men. Once you have taken the oath of Omertà in an initiation ceremony, you become a made man, with the rank of soldier. Soldiers may have a small group of associates and wannabees that help them and give them cuts of money but it's not necessary or always constant. A soldier in a crew can be assigned by their capo as their right hand man. This simply means that they will likely have temporary leadership over the crew when the capo is in prison or takes a large leave of absence, and may aid the capo in making large decisions. Hardened soldiers who specialize in killing can be known as hitmen. The confidente di consigliere, or more simply, the Confidente, is an intelligent man that acts as a confidant to the consigliere, that is strongly involved in the family's businesses, finances, and relations with outsiders. Although these are sub ranks within the soldier rank, they have slightly more prestige over a regular soldier. Associates: People not yet made into the family but that work with them. These can be wannabees or future prospects for the family but also people that can't join such as non Italian criminals, crooked cops, judges and people of other crime groups. If they want to be made, they have to be sponsored and presented to the inner circle of the family by the particular crew they work with. Although associates aren't as protected by the mafia and are not made, they can sometimes still warrant some reasonable power and respect. To be made you must be of Italian descent (since I cannot verify this and want to give people a chance to have fun roleplaying you must atleast act and respect Italian culture, try watching some mobster movies or the sopranos if you are unsure or need a refresher). Mobsters must dress appropriately, atleast most of the time and during meetings (no silly ridiculous things like tight pants or pink cars, atleast not while doing mafia duties.) Made men are feared and untouchable by other made men and the public because of the extreme retaliation for going against them. They carry influence anywhere they go and even the police and government will not attack these well organized killers. Once a person is made, nobody within the family or outside can kill them. To be killed by someone within the family, they must have the permission of the inner circle (boss, underbosses, consigliere, enforcers) otherwise they will be killed themselves. If anyone from outside the family kills a made family member, they will be dealt with quickly. * To be part of cosa nostra is an honor and privilege as everyone will envy the power and respect that you carry. * Soldiers must kick up money to their capo who kicks up to the underboss who kicks up to the boss. The consigliere is paid by the boss or underboss separately. Oath: made members will have to take the oath of omerta In an initiation ceremony. You must always remain silent about the family and loyal. Hangouts: We are based in Ash Hill but have crews in other cities. I don't know how the map is exactly, or how in depth the business system is, but my goal is for the family to buy a few businesses on a street and turn the street into a little Italy. We can have a cafe or pizzeria there which we will operate out of. This area will have a large cosa nostra presence, with plenty of wise guys hanging around. If you have any question, message me or comment, we are opening our books for members. Stata buon, Frank Luprano Don Franco Luprano A short list of Italian and Italian-American Phrases: Grazie (Pronounced "grats-ye")= Thank you Prego (Pronounced "preh-go")= Your welcome Come Stai? (Pronounced "co-meh st-eye")= How are you? Bene (Pronounced "beh-neh")= Good Uagliò (Pronounced "wall-yo")= "Hey kid", it can be used in a good or bad way as well. Giovanotte (Prounounced "jova-note")= An expression of endearment to a younger person. Barese (Pronounced "Ba-reh-zeh")= Someone or something from the City/area of Bari, in southern Italy. Sicilian/Siciliano (Prounounced "See-chili-anno")= Someone or something from the island of Sicily, off the coast of southern Italy. Paesan (Pronounced "pie-zan")= A friend, usually of Italian descent. Compare (Prounounced "comb-pa-re")= A very close friend. Amico/Amicu (Pronounced "a-meek-oh" or in Sicilian, "a-meek-oo")= Another, and most direct word to say friend. Stronzo/strunz' (Pronounced "Strown-zo" or in Barese, "stroonz")= Big piece of shit. Merda (Pronounced "mare-da')= Shit Gavone(Pronounced "Gav-own")= Stupid prick Cazz (Prounounced "cats") = Dick U' cazz (Prounounced "oo cats")= Literally means "the dick", but is an expression that means "nothing", in a pissed off way. Stu'cazz/stugots (Pronounced "stew-cats")= Calling somebody a dick. Cornuto/cornutu (pronounced "corn-oot-oh" or in Sicilian "corn-oot-oo")= Cuckold, can be used to curse someone Riccione (Pronounced "rick-yown")= Someone who is homosexual. Ciao (Pronounced "chow')= Hello/goodbye Mangia (Pronounced "mon-jya")= Means "eat". Mannaggia (Pronounced "mana-jya")= Used in a similar way to saying "damn it". Ma che cazz' sta fasc'? (pronounced "Ma-ke-cats-sta-fash")= Barese for "what the fuck are you doing?" Stunad (Pronounced "stoon-ad")= Dumbass Putana (Pronounced "poo-tanna")= Whore Cidrul (Pronounced "chidrool")= Moron Vaffancul (Prounounced "Bafangool")= Go fuck yourself. Cretin' (Pronounced "creh-teen")= Barese word for cretin/imbecile Scarole (Pronounced "sha-roll")= Money Trimone (prounounced "tre-moan")= Barese word for idiot/incompetent. Minchia (Pronounced "mean-kia")= Wow Mizzica (Prounounced "meats-ika")= Sicilian phrase, used similar to minchia. *Updated Hierarchy* https://docs.google.com/drawings/d/1SH2qp2b9Muc-s8AFtVkPl7bGfIj-WXSVX_PbdpJC1ME/edit https://docs.google.com/drawings/d/14Cih0vfowNwCYvpoJmlKxywW4tyIk8teDeyiq1hZ_ds/edit *And many more associates.*
  8. 1 point
    Are the modules Alpha or Beta? The Modules are not any kind of beta but serve more as a Alpha! The Beta will be the closest thing to the full game. When is the Beta going to release? There is no current release point for the Beta except after all 3 modules are released. (Late 2018 is my estimate) When is this Game going to release? There is no point for when it is known to release. (My Estimate will be Early 2019 Release) Town Square Release Schedule? The first Module is due to release 21st March 2018 30th November 2018 as so the developers can be sure to hit the release date. 21st March 2018 Countdown When is there going to be game play footage? The next video is said to be on Gun Mechanics, and I would hope to think it will be shown before the S.W.A.T. Module. Crime & Punishment Gameplay: https://www.youtube.com/watch?v=GT2b4YvylI4 Character Creation + Quick Tour: https://www.youtube.com/watch?v=kctp79UE5sI Day/Night + Interiors + Interactions: https://www.youtube.com/watch?v=tNcJj4C_8ZE Homes/ Apartments: Hotels are free, apartments are infinite, all will get to try an apartment in town square, and there will be limited houses around the map, and that Homes can Store items and are useful as HQ's for gangs. Pledges/ and Prices: Some pledges will stay and prices of them will increase while the rest of the pledges will be removed from the store completely. This will be done when the new Website launches which will likely be Early 2018 and so make use of the time left! New website has already been launched. Higher packages are likely going to be removed during Town Square release or later on. Pledge Car Insurance: There will be life time insurance for the pledge cars/ vehicles. Server Player Capacity: The server player capacity is going to be between 300 - 500 players per server! Server size: Will be 300-500 players. What will the size of the "Town Square" be? The "Town Square" module will be as stated a Town Square and there is no "Figure" on the size of it as of yet! Will this game be released on Consoles? No this game is exclusively for PC however after the full game release the Developers will look into console porting. MoTown's Answer to a post on the forum: Our official answer on the topic of consoles is that we have no current plans to release Identity to console platforms, but have promised to do our research into what it might require after our PC launch. This is not a promise that Identity will be available on console, simply a promise to look into it. At the moment, it would be fair to say that it is outside of our scope and budget. Will this game be for MAC and Linux? Yes it will but I don't know if it will be shortly after launch of the game. Will there be AI (Artificial Intelligence)/ NPC's be roaming the map? No, this game is a player run game, but will have a few NPC's filling up the boring jobs which you and I would not do for hours on end e.g. standing at the tills of a shop, also they will be in the un-ownable shops too and they will be around in back-alleys to represent a (Black Market Dealer and Drug Dealers). Will there be any aircraft in this game? No there will not be aircraft in this game but the developers did mention a glider and possibly in the very far future they could still add them but that's not certain. Will there be Undercover cops? No, The reason why there won't be undercover cops is because the developers want a distinctive difference between cops and civilians/ criminals. How many buttons will be in the game? Probably more, but there will be radial menus for some things that will cut down on buttons. What steering wheels are supported? So far the Thrust-master ones are confirmed. ( if its a popular steering wheel, it'll work) Will this game be VR supported? Yes, the developers are working on it and want to be able to have VR supported because they want to use it too when playing the game. Unfortunately they don't think it will be supported at full game release. Is this game Subscription based? No! You buy the game (passport) and then you can play anytime with no more paying. Is there in-game Purchases? (read next question and the answer) Yes. Is this game Pay to Win? No, You can only buy cosmetic items. (Items which don't give players advantages). What are the system requirements? There is no official knowledge yet as its too early to say, but if you can run games like GTA V, Arma 3 and Ark you should be fine. System requirements are on Steam: https://store.steampowered.com/app/792990/Identity/ How is in-game money going to work? Money will be as close and realistic to the USD. What are the names of the 3 cities? Ash Hill, Roseport and Turtle Beach. Can you break in/ raid someones home? No, police cannot raid your house and also no one can rob your house. In correspondance to police not being able to raid your home, it is that you cannot enter your property if wanted either. What age rating will the game be? This game will be Rated 18+. Can you live with someone? Yes you can but you have to have a bedroom for every person who lives in your house. This even includes if you marry someone! Gangs: There will be a gang system, such as making a guild in MMO's. Gangs will have ranks and even HQ's which can be someone's house where all gang members have access or a shop a gang member owns. In Town square, there will not be a gang system YET, but there will be a friends contact on your phones and you can easily roleplay your gang, to begin with. You can have biker gangs, as there are Bikes (such as the ones in the pledges) and leather jackets. You can put insignias on your clothes to show off your gang. There won't be designated gang categories, such as Biker gang or Mafia, but you can Roleplay your gang to be any type you want. There will, however, be areas of the map designed for specific sub-cultures, such as bars that are Biker themed, such as Biker Club Bars. A player can always buy a bar, make it a Biker Club / Bar and make it the HQ of their Biker Gang, or the same with a Mafia gang, etc... Stress System: The Stress System is the games anti-RDM (random deathmatch = randomly killing people for no reason) system. What happens is everyone has a stress level, and if you stress is low, you take less damage, and high, you take normal damage. When you pull out a gun, you instantly get high stress, and when one is aimed at you or you are near a fight, your stress will slowly rise. This helps you to fight back and try and get the advantage on a gunman by using the stress system to your advantage. In weapon customisation: People always ask if there will be silencers or 8X scopes, and there will not be any long range optics or silencers in Identity. Murder: WILL be auto reported and you will be instantly wanted, other crimes require witnesses and a 911 call. Can you Marry? Yes, you can marry both sex. ~~~~~~~~~~~~~ Reddit and Exclusive interview questions and answers Below ~~~~~~~~~~~~~~~ Weapon Customisation? Weapon customization is quite detailed. Some weapons have more room for changes than others of course, but things like stocks, grips, sights and even paint/finish can be customized. Weapon actions are one of those things that don't work well in video games, mostly because no matter what you have in the game you're still firing with a mouse, and it will feel counter-intuitive making it over-complicated. For example, if you have a double action pistol and pull the trigger, your mouse click is all the same no matter if the hammer is back or forward so we need to design around the peripherals people are using to play. Weapon jams are something you can encounter. Our weapon physics are incredibly advanced and was one of the first systems completed long ago. We can create magazines of any size which hold physically accurate ammo. Calibre and even type (holopoint, FMJ, etc) have an effect on trajectory. Our programmer on the weapon physics read a lot of papers to get proper formulas, and they function off the same math used by real-world forensics. A bullet fired in Identity will travel almost identically to the same being fired in the real world, even when it comes down to things like stopping power versus penetration. Will there be physics to shoot through walls or boxes? Things that a bullet would usually go though in real world situations. Absolutely. Bullets are influenced by the material they hit. If it's wood, it will pass right through it with very little change to velocity, but a thin sheet of metal may still allow the bullet to pass through, yet reduce velocity enough that it may not kill, or do much damage to its target on the other side when it impacts. 1. What is in game prison like? 2. Is it like real prison with guards, rec time, shiving, and keeping a tight grip on the soap? 3. How does the drug manufacturing and trafficking work? 4. Can I get methylamine? 1. Identity's prison is very much a game within a game. As a prisoner, you can join one of three prison factions and battle for territory, or just hang out in the recreational room and chat and interact with other prisoners while you wait out your time. You'll be able to craft a crude shank and attack others, or attempt a prison escape as a group that the police will be forced to respond too from across the map. There are no player prison guards though. The decision for that was mostly just because we couldn't find a way to keep it engaging and fun. We don't want people to be forced to sit and watch other players. 2. For those in prison however, when they've served their time, they may simply exit the prison through a series of corridors that only they have access too, or if they just have a lengthy prison sentence, they can request a trial which will notify random players across the map to report for jury duty, in which case they will plead their case, and have their fate decided on by a vote whether to be released early, or spend the rest of their time behind bars. 3. & 4. In the outside world, there are a number of drug manufacturing processes, including the production of meth, heroin, cocaine, and marijuana. Each has its own unique crafting process. For instance, in order to cook meth, which is the highest paying and most valuable drug in Identity, it will require the player to purchase a mobile RV, convert it into a meth lab, and then steal all of the ingredients from across the map in certain factory locations. They'll then have to spend time cooking the meth through a series of time-based processes that determine the quality of the product before finally selling it to an NPC drug dealer for a big payout (or you can consume it if you feel like cutting into your hard-earned profits). 1)Price when the game releases 2)Will there be realistic payments for the jobs(on official servers)? I really hate it when you deliver a huge track full of diamonds and get 10k for it just breaks the immersion 3)Will the items take physical space inside the car not only for furniture but with job items as well (Weed, diamonds,etc) and will you be able to put more staff in the car if Let's say you have a 4 man vehicle but its only you and a friend inside so you have 2 sheets left will that mean extra space? 4)Will the things you buy have realistic prices? For example if you buy a Ferrari it will cost you something like 150k? 5)Will there be real life cars in the game or unlicensed cars like in gta v 6)Will there be any A.I cops or enemies? 7)Will i be able to raid other players houses? 8)Will there be a report system so you can instant report someone if he rdm's/vdm's you 9)Will there be an in game recorder so you can have proof for rdm ? (something like plays.tv lets say) 10)will there be a casino? 11)Any micro transactions? (not for cosmetic items) 12)Can you compare the driving to another game so we kinda know how driving will be like ?(i hope not like arma) 13)Will you be able to shoot while inside a vehicle 14)will there be rebel items like armored(extra armor and guns)vehicles, helicopters, jets. 1. Currently, you can pre-order, or pledge early for Identity for as low as $15 (without beta access) or $30 (with beta access) from our website @ identityrpg.com - however, we expect the price of the game to jump up to about $45 when it hits steam, as steam takes a pretty large chunk of income from each sale. 2. Expect Identity's currency to be realistic in value, so your pay will also be realistic. A pair of shoes may cost about $40, and a decent car around $30,000. A lot of games reward players with such high numbers in currency and damage though because there seems to be a psychological attracting to larger numbers, so we can understand why games do it but it won't be that way in Identity. 3. Items will take up physical space inside the trunk of a car. When a player accesses the trunk, there is a 2D grid placement system in which each item takes up a number of squares on the grid depending on its shape and size. The largest items will not fit inside the trunk of a small car, so a big semi-truck with a trailer may be necessary. 4. Oops, I answered this with #2 as well. 5. There won't be real-world cars or brands in Identity. We can't afford the license fees to include real brands in our game, and we're almost certain these companies would not want their brands associated with vehicle damage, or some of the criminal and illegal elements also featured in the game. 6. There won't be AI cops out in the game environment, driving police vehicles, or paroling streets. If there are any, they will simply stand behind a desk at the station recruiting new player officers or providing information. 7. You will not be able to raid another players house, or enter their house without their permission. We want player homes to be your personal space, safe from any outside influence. Players are going to put a lot of effort customizing their homes, and we don't want to jeopardize or disturb the work they put into it. 8. RDM/VDM isn't an enforced rule on official servers, but there will be a tool for reporting these actions on private servers who create rules for these actions. Instead, on Official servers, we have a stress system in place to discourage random attacks or griefing. 9. There won't be an in-game video recording tool, but you can use 3rd party video recording software like OBS, Fraps, or Shadowplay. 10. There will be casinos in Identity, but they are not player owned. 11. Micro-transactions exist for cosmetics, some vehicles, and some apartments, and will be claimable across all servers (hopefully including private servers). We will not sell weapons. 12. Expect driving in Identity to be realistic, much like Grand Theft Auto IV, not V. Players won't be able to survive crazy stunt jumps in Identity, and enough damage could disable your vehicle. Unfortunately however, we cannot easily do a damage model like you might expect to see in BeamNG. Damage has to be networked across the server, and we feel transmitting that much damage data could hurt performance. 13. You won't be able to shoot from inside your vehicle. We want to discourage random acts of violence for the sake of roleplay. 14. There won't be any armoured vehicles in Identity, apart from maybe SWAT trucks. We don't want to give anyone a PVP advantage based on vehicle armor. Aircraft are also not present in Identity, as it is important to us that players do not skip over potential encounters they may have gotten into while driving, and of course because we don't want the world to feel smaller by flying quickly from point A to point B. If anyone thinks of more FAQ questions please comment and I can add them in.
  9. 1 point
    We at Asylum Entertainment are very excited to tell you, our community, how you will be able to get into the game sooner than you think! Identity's modules are small portions of Identity which will be released before Identity is ready for the world. This lets you experience part of the game months sooner than otherwise possible. The first module you'll be getting your hands on is a social environment which we've called Town Square. The Town Square will include all major social components, and will allow you to finally create and customize your characters. You can meet hundreds of new people and explore several cool features of the peaceful city life. For more details on Town Square, check out the modules page on the Identity website. Following the release of Town Square you'll experience SWAT player versus player action and eventually vehicle races of all sorts. We'll be bringing you more information on the modules as they progress!
  10. 1 point
    DEV BLOG #001 Greetings Citizens, It has been just over a year since you helped successfully kick start Identity into existence! We want to thank you all for your continued support by providing you all with regular updates following the development process for Identity. Engaging with our community is one of the best ways we can show our thanks, and a development blog is a perfect opportunity for us to bring you along for the ride. As you’ve seen throughout the past year, there is no game out there that is quite like Identity, and through your support, you have proven to us that Identity is a vision worth turning into a reality! Feedback has shown us that you all really appreciate our attempts to respond to virtually every question we receive on social media. Twitter and Facebook have been a huge boost in exposure for Identity, and so it is time we begin to explore other avenues of exposure to help our community understand a bit more about the game. In the coming months, our fans will see their first glimpse of gameplay for Identity! We are all extremely excited to show off our first gameplay video, which will fully explore the mechanics of apartment and housing customization. With this video, you will see that we have stayed true to our original art direction from the original Kickstarter trailer, while maintaining high standards in realistic lighting and graphics. We can safely say that we have improved many of the areas of our design that needed attention since February last year. Apartment & Housing Customization Apartments and houses within Identity will have a fully customizable interior. You will be able to change the wall paper on every wall in every room, place furniture anywhere there is space on the ground, swap out doors, windows, baseboards, crown moulding, and even wainscoting! We have made no compromise to the level of detail in which you can customize your apartments or homes, in order to truly express your sense of home decor. With this level of control, there is virtually no chance that the interior of two homes will ever look alike. There will be hundreds of furniture items available to purchase in-game in every style and design, from traditional to contemporary. Furniture in Identity can even be crafted, sold, or traded to other players, and those who wish to try their hand at crafting hand-made furniture from a variety of materials can place a crafting table anywhere they wish inside their homes! And if you wish to share your space with a partner, friend, or even a group of friends, homes and apartments will be available for sale throughout the world that support multiple roommates depending the size of the space and how many bedrooms are available. The home-owner may even grant build permissions to any number of roommates, even visitors, to help them decorate their living space. When you are finished, invite your friends over to compliment you on your interior decorating skills! If you’re anything like us, we know you will spend more time cleaning up this virtual home than you do your real one! Radio This week, our team has also placed a lot of our development efforts into building a functioning radio system that will allow you to listen to your favorite real-world radio stations through placed radio objects inside your virtual home, or car! Yes, you can flip through the channels in your car radio, which will also broadcast to the immediate area outside your car. Imagine driving down the street and having everyone you pass know you listen to NSYNC! One other major part of this feature that we are excited to tell you about is player operated talk-shows which you can personally host, or tune-in and listen to, from your car radio or home. The way we currently have this planned out for hosts, is to have actual physical broadcast stations on the map that you can enter as a player and begin hosting your own radio talk-show. Player’s listening from their car or home can browse a list of channels currently being hosted at that very moment, and listen to you live, talking about government conspiracies and UFO’s! We are really hoping that this feature will have a major social impact for Identity. Like you, we see a lot of potential in something like this for budding stars within the community. We would absolutely love to see many of you sprout a career that started in a game we developed, and ended with us listening to your lovely voice on our actual car radio! The Town Square (Social Module) Many of you already know of, and are eagerly anticipating the release of the planned “Town Square” module that is currently still in production. While we can’t give you an exact date on when that will be ready, progress is steady, and we are as excited as you are to meet you all for the first time in a virtual environment. You may already be aware that Identity is largely influenced by a landmass in the south-eastern portion of the United States. The Town Square itself is only a small portion of a larger city built into the final version of Identity called Ash Hill, a reference to Asheville, North Carolina where we had originally planned to move Asylum’s office. We picked this area of the world particularly because it offered a wide range of geographical variance. The transition between Identity’s mix of biomes needed to feel natural, and this area offered most of what we had been looking for. As for the other cities in Identity, their influences may become more clear to you now. Myrtle Beach is obviously Turtle Beach in Identity, and Roseport is less subtle, but a mix between Atlanta and New York City. When we first started, we kept everything, including the structures and world props level to the ground, a mistake we have since corrected. We quickly realized that cities are rarely ever flat, and knew that setting that precedent now would benefit Identity in the future. The next time you see The Town Square module, we are confident that you will notice the difference compared to earlier screenshots, what such a small transformation makes for immersion in a game environment. Moving Forward We want to thank our community for being so patient with us. Over the course of the past year, we’ve seen many work-in-progress screenshots of assets destined for Identity, and while we believe they serve as a sample of the work we have already put into the game, we know that many of you are still anxious to see video. Our current priority is to get things ready to show off, or more specifically, the housing/apartment customization first. We are convinced that many of you will appreciate the time and effort we have put into this feature, so that you will be able to fully express yourself through your character and virtual home. We know we’ve been pretty quiet this past year, and the criticism we’ve heard from our fans on that through social media and the forums have not fallen on deaf ears! We will start to release regular updates through development blogs and continue to find new ways to interact with our community, to show you our gratitude for your support. You yourself can become more involved by contributing to the discussion with your ideas at www.identityrpg.com/community. We’ll see you there, and thank you again! Always remember that we are gamers too and we are as excited as you are to play Identity at launch!
  11. 1 point
    CroftCo Security Forces We're CroftCo Security Forces. We're a private security company that was formed from the need to combat our own government that no longer served its people but its own greed. These are the jobs we have C.E.O ShadowedNation Field commander Croft Long-range weapons specialist (1) (will require training) Long-Range weapons assistant (1) (will require training) Ground unit for basic combat (9) (needs basic training) Tactical information officer (2) (needs combat training and spy training) Explosive specialist (2) (needs explosive handling training) Crowd control specialist (5) (will require training) HGV and HOV Drivers (4) (needs advanced driver training) Civilian specialist (3) (No training) Some of the things we do: - Private security - Shipping protection - Property security - Recon - Private investigations - V.I.P escort - And much more Contact the C.E.O or Field command for more information. If you would like to apply for any job please follow this link: https://goo.gl/forms/Fa39l6qMqxNsbXl13
  12. 1 point
    I take is this isn't purely a social call...
  13. 1 point
    Hi everyone, It's only now than i present at you, but i follow the game since the beginning. So, for my presentation : My name is Michaël, I have 16 years old and in the 9 december, 17 ^^. So, my pseudo role play is Michaël Smith, why? I don't know but i love this idea lol. Hum... For my provenance, i come to France, Cannes. Now, for my roleplay history : When I was young, I had a pretty easy life without worries. My parents always gave me all the love I needed when it was needed. Despite this, I experienced difficult times, like when our familly home caught fire. It's completely destroyed and we had to live on the streets because my grand parents did not want us welcome. And it is the most difficult stage that I have overcome, because as they say, our wounds make us stronger. So I continue my studies later with the ambition to never relive such humilliante situations than the street. So I started to teach myself in real estate with the aim to bring happiness to my buyers and to ensure that he does happen to anything. I also put in the sale (in almost all areas) in computer science, hunt, and I also put in the bank. Now! I managed my life, I could linger with rollex and go to my friends without worrying about their return. But what matter the money my bank account was, I did not like the show. After attracting malicious people and i don't want it. Later, I married a woman who made me do 2 children and then she went to live abroad and is made kill in a bank robbery. Obviously I was sad ...for my sons ( I have actually 2 sons ). And I have a brother, which he converted to obscure groups, so I talk to him more. And for several years now just my birthday, about 24 years, so I would see what prepared me. %Identity blog% I am very sorry for my bad english, so if you want the original text, you can mp me.
  14. 1 point
    Thanks for the feedback! Like you said, I'm still not how I feel about the whole keeping your job after you die idea. On the one hand, it's going to be really annoying losing the role you have been working up to for ages, and the idea of working your way up from the bottom again might feel a bit offputting. On the other hand, like I mentioned before, losing your rank would let other people go up the rank ladder, and would mean the people at the top are only the toughest people will remain at the top and make a name for themselves. The negative of this is you could have relatively inexperienced people moving up through the ranks, or possibly even people who might not want to, especially in the case of smaller gangs, as they will be the next most experienced for that role, but I don't know, this is all speculation. For the most part, I would expect your ideas would be more likely to be implemented especially on the official servers, which have to cater for the masses, as my ideas are somewhat 'extreme', and more for the deep roleplayer
  15. 1 point
    So I know there are quite a number of other posts regarding this topic, but I'd like to share my own idea, as see what people think about my opinion. So, in my opinion, I think death should mean death, not respawning with a few items lost, and then continuing on the roleplay ignorant to the fact that you died. On the other hand, for this to be viable there would have to be an inheritance system in place so your new character can get the old characters property back, such as houses they bought, possibly gun they bought (legally), and clothes and stuff (however weird the concept of having a dead guys clothes may be :P), and then maybe the monetary value of certain items, and maybe the lease of a rented house could be transferred as well, and possibly the ownership of a business, but probably not a rank in a gang or a police force, although that could be debatable. The reason I think this work, is because it still keeps the importance of dying there, which would probably make people be more careful with their lives, and create some good roleplay situations, such as mourning the loss of a close friend/gang member, re-structuring the gang after the leader/other important roles die, and let people move up the ladder in gangs rather than just sitting at the bottom, with the more popular or experienced players sitting immortally at the top of the ladder until they either choose to retire the character or die. It would also make it more satisfying to kill an 'enemy' character, such as the leader of another gang, an opposing drug dealer, or even a political figure you who you disagree with, or getting revenge on a judge that locked up some of your gang members. Overall, I think it would create a richer role-playing experience, with a real element of fear, not daring to go into bad neighbourhoods alone and unarmed, and for important people being careful where they go, to keep out of harms way. This could also have a positive effect on having hostages, as if the police do not negotiate right, they will know that someone is actually going to die, and lose their life, for 'real'. On top of this, It's not like you would just die straight away after being downed, and if it was my decision if there was permanent death, depending on the injury I would suggest about a 5 minute bleed count for the ambulance to get to you and for the paramedics to stabilise you, before you die, although this time limit should really depend on how many paramedics there are, and how fast they can get to people, which can only really be found out through the test of time. Of course, in the eyes of many, this system has its issues. I Have heard people raise the issue of people basically not wanting to die, and one example used was being run over by a 13-year-old in a stolen car and dying from it, especially when they were the leader of a gang or something would be stupid and ruin the fun, or being randomly shot in the back of the head in the middle of the night by some Psyco. To me, this is all part of the fun, and is part of the roleplaying situation, and I can't really think of a way someone could kill you which wouldn't be feasible in real life, I mean in real life anybody could go out and murder someone, and this would work in game because I'm sure there's going to be a very good justice and law system, which would discourage people from doing these things, and would probably stop the type of people who would go on murdering sprees in their tracks relatively quickly. The death penalty, or long sentences, or even in extreme cases a life sentence would also, in my opinion, be a good way to counter this, as people would probably not want to risk this. It's also unlikely that people will just keep making new characters and murdering people, as guns are meant to be relatively hard to get because of the price, although I'll admit there is a slight chance for abuse here, although to be fair not much more than if there was a re-spawn system, which I think would only increase abuse I'm sorry for rambling on a bit, this is way longer than I expected it to be, but oh well . I'd love to hear what you think about my ideas in the comments, some of your ideas, and if you really can't be bothered to read it all, I can make a TL;DR version edit - Jesus christ I had a look on word and this is 800 words 0_0.
  16. 1 point
    Me too, especially the leather jacket!
  17. 1 point
  18. 1 point
  19. 1 point
    So for a while now i have been planing on being a normal shop owner who lives in small apartment, but at night sits out on a roof top with a rifle sniping criminals and i was wondering if anybody would join me? Also tell me if this is allowed because of RDM