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Showing most liked content on 10/21/2017 in Posts

  1. 3 points
    DEATH!!! This is where i have my issue with Identity. Death should really be a more serious issue. Dying then respawning in a safe area with all your belongings apart from your wallet maybe doesn't seem to be the best solution. What if you want a top politician killed for being to corrupt, or if you want to take a rival business owner out of the equation. From what I see at the moment there us no way of doing that. Kill him, Rob his wallet then watch him respawn with all his wealth job and or business still there. And it's not as if it's easy to die anyway. There is always ten minutes for paramedics to get to you and save you. And given that's it's going to be difficult for players to access deadly weaponry in the game. Players dying really shouldn't be a regular thing. So when it does happen. Consequences should be more severe for the deceased in my opinion.
  2. 3 points
    True, imo a player should lose everything he owns once he dies, and start over with a completely new character. That would solve it.
  3. 2 points
    "Announcing the release date this month" ... no offense but this has been "announced" multiple times and just delayed. Not to mention release dates are, most of the time, estimates... Now all I see is false hype being created by people who have yet to understand there is barely anything to do in this module. Really makes me worry for the game's development process.
  4. 2 points
    Yea but to my understanding it won't be that easy for players to kill another player. And as I said, you still have the chance of paramedics saving you. On your other point of players accidentally killing themselves. Well then it's there own fault and of course though, this will make players a lot more careful while playing when they have so much to lose. It will add to the realism that identity is looking for as well I imagine.?
  5. 2 points
    Picture from Facebook comments
  6. 2 points
    As a gamer with professional experience in product management, and having worked on a life server in the past, I find it interesting how every new game gets the "It's never going to happen" treatment. Regarding your worries about the development process, if you have never worked in software development or ever had a go at setting up your own altis life server, I encourage you to try it! What you will find is a never ending list of things to implement, bugfix and balance. I worked at it in a team of 3 and you very quickly realize the amount of time it requires to make a product people want to play. I spent many many days working 14 hrs or more on the project. Then I would hop on to an Asylum server and see they added 10 different things and balanced this or that, all on a network of servers to cater to 400 people at a time. Its impressive. Now completely change game engines, learn what its limitations are, change development languages, and all the new math you need to figure out AND get it to work together nicely together with everything else without so much as mistyping a single semicolon. It takes even more time. Honestly the little bit of video and media they have presented seems impressive to me. As far as people get concerned with a lack of constant updates, my best guess is they are too busy working on the backend(as they stated + videos of lines of code aren't as sexy as a pile of drugs and guns) and having to balance that with a need as a company to manage their public relations and put their best foot forward. It all takes time. On the business side, they just hired more people on, rented an office. As someone who has run a company making first to market products, these steps by Asylum certainly DO NOT scream to me, scam artists! What it does seem like, is they are pushing FULL forward to making the game they, and others could see that altis life could be. And as far as the release date for the alpha goes, yea it's hype by them, but they definitely need those that support it to tell their friends and raise more cash $$$. Someone might say, but they raised "800k-1million dollars!" I can't say for Canada, but in most of the US, every employee a company adds, their payroll costs the company like 15-18% more than what you see at face value. So if they now have 10 employees(idk) they might have this year covered but I'm sure they still need more. That's not forgetting, but not getting,into the interpersonal dynamics of running an efficient team while keeping them motivated and on task. Making ANY new product takes a lot of time and balls. Maybe some have done it faster and more that you never hear about quit, not every game is developed by a 1 man wonder, sometimes it's just regular people with passion for an idea. Asylum didn't let me down as a casual on their Arma servers and with the 10 Oct update I don't have any reason to believe why they would now.
  7. 1 point
    Beginning of a new era Wow, what a month; busy and exciting and full of promise! While the developers have been hard at work getting the Town Square module ready to go, I've been preparing our new office space and interviewing potential Asylum developers. We've raised almost $800,000, allowing us to expand in a big way and bring on loads of new talent. Asylum Entertainment's new home If you read my last dev blog you'll remember that we had just scouted out office space and had narrowed our search to one. Now we have the keys and I've been working hard to get it operational. I never want to see another hex key again! It's almost hard to imagine that we've been working on Identity with a team spread out around the world. The talent of our small team has astonished me. It's exciting to consider how finally working in a formal setting is going to boost productivity. Not only is working in an office such as this going to make it easier to work together, but we've been on a hiring craze. Having sifted through hundreds of applications over the past few weeks and interviewing dozens of skilled individuals, we've selected most new developers to join our team. Our programming manpower is now three times stronger. Finally, after all this time we're now able to afford a full-time community manager. Joining our team at the new office location next week is Identity's community manager, Brandon! You'll be hearing from him very regulary. We're committing to keeping you in constant contact with the development team. Keep an eye on our website as well as social media! Town Square on the horizon! With our new studio starting up next week and the new programming talent coming on-board, our goal of the Town Square release is getting nearer. It's big news: the official Town Square release date will be announced in the month of October. With all of the changes affecting our productivity in such a positive way, we need to see how everyone works together over the next few weeks. This will allow us to give our fans a date with which we can be confident. We've got the Twitch We wanted to give you a glimpse of the game development process and have been streaming on Twitch to show you how it's done. Four hour (or more) long streams have gone live since my last dev blog; keep an eye on Identity's Twitter for future stream announcements. We try to have at least one development stream per week. As a fan of Identity, one of the things you're going to enjoy most is the flurry of videos which will be coming soon showing off the social features of the Town Square. For a simple social module, there's a good bit of fun things to do! New in the Town Square Our lead programmer, Henrik, has been hard at work these last couple of weeks refactoring our housing system to make it more stable and better performing for the Town Square module release. Everything's looking great at this point and he's very excited to get a bunch of new help over the next couple of weeks. With more great talent joining our art team, we're producing assets and new environments at an astonishing pace. Interiors we only hoped to have in Town Square by its release have gone from concept to reality very quickly. Last dev blog I showed you the concept art pieces produced for the police station. The police station was something we didn't expect to be available in the initial Town Square release, but with our art team hard at work we're getting a lot done. Below you'll find the lobby as it is in-game. The police station in Town Square will be a place for you to learn about the policing career, but it will also eventually feature a shooting range for you to test the weapon systems in Identity. Police station lobby in Town Square Our character and clothing team has also been adding a large variety of things to wear in the Town Square. Both clothing and accessories are being added all the time. Note the attention to detail and excellent quality of the clothing pieces in Identity. New sweater clothing What's to come In summary, we've been moving along with Identity's development at a great pace considering the size of our team; however, our team is growing in a big way right now. New developers are selected and some are starting at the new office as early as this coming week. Once the new guys have been oriented and we get an understanding of their work, we're going to be able to analyze the tasks remaining and give you a release date for Town Square. This is a big deal; Town Square isn't all that far off now and we're already preparing and planning for the next module: SWAT. I hoped to release a video showing combat systems already, but most the remaining work for that falls on myself as the other developers are busy with the real systems for Town Square. I've not had much time over these weeks from preparing the office, so that's on hold a bit; my priority is getting the Town Square module into your hands as soon as possible. Because we're getting further along now, and with the added manpower, we're going to soon start releasing small gameplay videos showing off the different aspects of Town Square. Finally, Brandon is joining Asylum as a dedicated full-time community manager! Brandon will be keeping you up to date constantly. Our silent days are soon to be over! -- John VanderZwet Deja Vu! (I've just been in the place before...) Salutations again! This time it's Brandon talking. John's been too busy to update the site, so I'm here to finally add the 10th Developer Blog to the corresponding section of the forums! You've most likely seen this update if you've been active in "The Town Square" section of the site, so I apologize for not having anything new to share in terms of screenshots or stuff like that. D: No need to get the pitchforks out though! I might have a few things to tide you guys over! (Please don't poke me aaa.) Charles (the game developer sitting beside me in the office) is currently in a skype call with another programmer on the team getting the 411 on the current build of Identity. They're walking through some stuff in regards to the Unreal Engine and talking about all sorts of things that are t o t a l l y beyond me. I took some java and C programming courses as electives when I was in University and MAN, I've had a newfound appreciation for coders ever since. I'll see if I can get some tangible information about the specifics of what Charles is working on after the call, because all I see is a mixture of math and player models! In other news, I've been hanging around in the discord, answering questions where I can and seeking advice from the higher-ups when I'm stumped. It's been going quite well actually! There seem to be a lot of fans enthusiastic about seeing more of the office, so I'm going to try and get a picture or two up on the @Identityrpg twitter. Charles has a 3 monitor setup that looks pretty sick, the lucky dog... Oh! Have I mentioned that there's a channel dedicated to posting small WIP models and other treats in the discord? It's #new_media! Check it out when you get a chance! The fiber internet for the office has also finally been installed! Like, completely! No more router issues or anything, I'm typing this up from a wired connection right now! With this, I should be able to join the stream later today so I can finally speak with the other developers. I'm very excited, and I hope to see some of you there! I don't think I'll actually be playing a game (I'm absolutely trash at most shooters but I swear I'm gunna train up for module two), but I'm very interested in getting my voice out there and meeting some of the developers that I haven't had a chance to speak with yet! Thanks for sticking around everyone! I'll get more information to you ASAP! Have a good one! -B
  8. 1 point
    I think it would be a great idea to add public transport to the game especially for those who are starting out in the game and only have a bike which wont really take you to point A to point B very quick. they should be at a reasonable price to ride these transport services maybe around $15 for a taxi and $5 for the bus also small things like being able to be a bus or taxi driver as your main job and maybe passengers pay less for there journey if the drivers break laws like speeding or passing red lights also if this was added i think to be a bus or taxi driver you would need to go through a drivers test before you are able to be hired for these jobs.
  9. 1 point
    No problem, if you need anymore help just message me or @ me, I would be glad to help you.
  10. 1 point
    Find it. If you want to be taken seriously, get a profile picture, make a big detailed post, and start using correct grammar. In the business world, you must be professional otherwise you will be seen as a joke. I don't mean to be rude or harsh, but I wish to see you succeed and I am starting you out on the path of success.
  11. 1 point
    They should have some NPC buses and trains (if they're able to enable that) running at all hours for players who don't have the funds to purchase a vehicle.
  12. 1 point
    Thanks to @HairyGrenade aswell!!!
  13. 1 point
    i agree but i think if you get shot around 3 times in the body you will bleed out and there should be like a certain time period where someone working for the hospital can pick you up and revive you. for arms and legs you should be able to live no matter what youll just have to wait for an ambulance.
  14. 1 point
    Oh ok that makes sense I'm a student too, and I blasted a part of my savings into this game, but I'm confident it'll be worth the price
  15. 1 point
    The pledge vehicles can be driven and well any vehicles can be driven without that drivers license, it is just if you get caught then you will get a fine or go jail etc. However to receive a drivers license you will have to take a test (Tutorial) and so it is an automated process. I hope this clears things up for you. Regards, LuckyDuck.
  16. 1 point
    Every business has a unique phone number. You as the business would try advertise that number so that people can get the number easily.
  17. 1 point
    "there is barely anything to do in this module. " When compared to what the full game will be like, correct. However, module 1 is our first look at the game and its probably the most important out of the 3. People don't like what they see in M1? They probably wont return for this game again, so it's kind of make or break for the development team. (This is my view on it, I'm not trying to state facts)
  18. 1 point
    Welcome aboard! Or more like the Cazy world
  19. 1 point
    I am sure the CEO of "Supreme Clothing" is the guy named "Supreme" on the forum. @SupremeLeader
  20. 1 point
  21. 1 point
    i only suggest one car, because this is my car irl. lol
  22. 1 point
    I would love to see cars from the 70's 80's and 90's for example the old jap card like the Datsun 1200 ute and the ae86 corolla but also others like the ke70, ke30, ae71 corolla both wagon and sedans and stuff like the 180sx, r32 skyline and the s13 Sylvia all with extensive body and engine mods like intercoolers, rims, lowering suspension etc. would also like to see some 4x4s like the old Toyota hilux and Willys jeep.
  23. 1 point
  24. 1 point