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Showing most liked content on 12/17/2017 in all areas

  1. 1 point
    Hey Guys, I thought I would share with you a little guide I designed a few years ago for businesses in Arma 3 Life. It's a simple business model that worked pretty well. It's more or less an algorithm for any business you choose to make. It allows for your employees to be paid, and will minimize them breaking off for sole profit. It is purposely written so that anyone can understand. --------------- Business Model System This is the business model system for maximum efficiency for any business. This model uses a percentage based pay and is designed to be easily modified and easily implemented. Here is the Key for the following guide: A- Overhead (This is the money you need to cover your expenses) B- Profit (This is the money you make after your initial investment has been covered) C- Employee Payroll (This is the money for you to pay your employees) D- Investors Payroll (This is the money to pay your investors) ----------------- Generally speaking you need to arrange all of your investors payroll and your employee payroll to only come from your profits. It is important to remember what your total investment is, your profit, and your payroll. Be sure that you keep an eye on your finances. This is an example of the business model: Your total Overhead (A) is $1000 You have one investor, who has invested $1000 into your business in exchange for 5% of your profit (B). This places a $20,000 valuation on your company. You have one employee plus yourself. Your employees and investors make 5% of your profits. From 100% of your profit (B), you now owe 10%, which leaves you with 90% of your profit. Your profit is $5000. This means that $250 goes to your investor, $250 goes to your employees. 90% of your profit or $4500 is now left over. You invest $2000 into your Overhead this time. You have the same amount of investors. Your company's valuation is still only $20,000. You have gained another employee plus yourself. You have banked $2500. If your profit from a $1000 investment was $5000, this means you made $6000 from the total investment. In turn you expect to make double because of your investment of $2000. This puts you at a $10,000 profit. 5% of $10,000 is $500. You pay your employees $500 and your investor $500. This leaves you with a total of $9000 profit. This algorithm is a progressive system. You do not have to pay any specific percentage, I was simply explaining the math with the easy percentages. ---------------- Q: Why would someone work for me, if they could make the same amount as me? A: Your employee pays no overhead, he uses your equipment, he uses your services, he uses your resources. He has no risk involved. If he is robbed, it is not his money he is losing. (Or She). Also, your employee will scale with more employees and more profit. Whereas if he were to do it all on his own, he would make the same singular profit without the ability to scale, unless he were to create his own company. (Or She). Not to mention, you could promote the employee to making more of a percentage. Q: Why not split the profits evenly? A: You can do that! Except you do need to take out your next expenses before dividing up the profit. Always cover your next venture. Q: Why bank the money? A: The reason for banking your money is insurance. If you are robbed, or an expensive piece of equipment is lost, stolen, or broken, you need to be able to cover those expenses. You pay yourself, the same amount as you pay your employees. You bank the remainder for upgrades and incidentals. Q: Is this the only system that works? A: Heavens no. There are many different systems that work, this is just an easy one to start with until you get your feet wet. ----------------------- Should you have any questions, or anything you would like to add to this guide (Business Model) please reply and leave a comment.
  2. 1 point
    Hey, folks! So this looks like a pretty interesting project, I've been a backer for a couple of years now. It seems the devs have very ambitious plans for this game and its mechanics. It seems they have talked about everything from business, real estate, the job market, crime, entrepreneurship etc. There is, however, something I haven't seen been discussed much, at least not on the forums. What am I refeering to? Well, quite frankly my post is about the economy of Identity. Now, as a big fan of economics, I clearly understand the depht and complexity of our modern economy, of the real world , that is. I do, however, have some inquiries about how the economy of this game will function. Will there be several currencies (with different exchange rates etc.)? Will there be a stock market and publicly traded companies? How will investments work, if possible to invest? Will there be a nominal interest rate, and, with that, a rate of inflation? How about government spending and debt? Will the unemployment rate affect the overall economy? Will there be business finance? Maybe you need to hire an accountant to keep track of revenue and expenses. Generally, how will economics work in this game? I would really hate for it to just be money showing up in your bank and that's it. It would be cool to see a much more complex economy than in games such as GTA 5. Maybe someone with some insight could inform me a bit. Thanks _)
  3. 1 point
    I was thinking about who is and isn't active on the forums, but honestly I couldn't really wrapped my head around everyone that is and isn't active. Especially in parts of the forum I'm not very active in. I believe there should be an Identity Check-In. A simple check to see who is and isn't on the forums, where on the forums, and how long they spend on the forums. That way we can rank our most active players and so forth. Just an idea @Paratus and @Beach_Ball !
  4. 1 point
    Hey there. I've been a backer of the game for a few years now, but only recently decided to make a forum account. Can't wait for the town square module to be released. I have a good feeling about this game.
  5. 1 point
    In response to the fourth statement, the developers confirmed that government agents shall be capable of utilizing the revenue that is generated through taxation to engage in investments, such as subsidies for businesses that benefit the economy. I had memorized a statement indicting that governors could conduct theft on the taxpayer's reserves. Thus, it could be applied to subsidies or government spending.
  6. 1 point
    We hope so, but we don't know for sure. It's a little tight in that there's only a week and a half before the guys are on a short break for the holidays, but they're hard at work!
  7. 1 point
    Family matters It was just a month ago that we announced the official release date for the Town Square module. Since then, we've been hard at work turning that promise into a reality. Team expansions, UI drama, family additions and a whole new Unreal Engine amounted into a crazy time! For me, the biggest news this month was the arrival of my second beautiful daughter, Aria, on the 19th. It's been a lot of fun and not as sleepless as I expected. It meant a week off for me although the team in the office hadn't skipped a single beat while I was away. My week away was the first week of work for two new developers here at the office. Andrew (McWOLF), a gameplay programmer, and Artur (Archer), a UI/UX designer and developer have joined the team. Both have already proven themselves to be great at what they do! You've got questions, they've got answers Identity's community members and YouTubers have interviewed the developers. Your questions have been asked; check it out to see what the developers say about the way Identity is played! IDENTITY RPG DEVELOPER Q&A NOVEMBER, 2017 Identity Game - Podcast - Developer Q&A - #2 Join us on Twitch at 4PM EST on Tuesdays and Thursdays to watch Identity's developers at work. Most of these streams also have other developers present to answer the questions of those watching, live! Are you interested in hearing answers to other questions? Our developers have been answering questions on live streams for some time now and Brandon (BeachBall), our community manager, has compiled an enormous list of questions and answers. Check out the TWITCH CLIPS DIRECTORY forum thread. The little engine that couldn't We're really excited to show you gameplay footage, not only of the Town Square module but what you can expect to see beyond the modules! We've been hard at work on this, but our aging build of the Unreal Engine just couldn't cope with the advanced vehicle physics systems we're implementing in Identity! This meant it was time for the dreaded engine merge, something our lead programmer Sone has been fearing for years! Every once in a while (usually every year or so) we have to merge all of the modifications we've made to the core Unreal Engine into the latest release. It's an absolutely enormous undertaking, but it's done and good to go. Now that we're running the latest version of the engine, we can support more advanced technologies and we can bring you a more immersive experience, even in the Town Square. Just wait 'til you see what we're doing with vehicles! The UI disaster! Early in the month we hit a road-block. Our licensed middleware system for the user interface in Identity, Scaleform, was discontinued! The industry leading system would be no more, and we had to make the tough decision to abandon it now to save grief in the future. It was like a slap in the face. All of our user interface code had to be scrapped and replaced! While Scaleform was a Flash based system, our new UI would not be. We've signed on with Coherent Labs, and the new UI is under way. While unexpected, it's actually a blessing in disguise! Our new Coherent system allows for faster development, and while it's a minor setback now it'll speed things up considerably going forward. Our new guy, Artur, is dedicated to the user interface in Identity and our UI will be stronger now because of it. With Artur's help, I don't expect this to affect development time for Town Square even at all. We have more hands on deck to cover the added work. On the horizon With our expanding development team, we're able to focus our efforts in more areas of Identity's development. With vehicle and weapon systems now getting attention, we're once again progressing towards a short but feature packed gameplay video for you guys to check out. Keep your eyes out on Identity's Twitter and Facebook! -- John VanderZwet