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Showing most liked content on 08/23/2018 in Posts

  1. 5 points
    Developer Blog Update Ramping up It's been busy as usual here at the Asylum office! For the past few weeks, we've had our testers running through all of the systems in the Town Square and a whole lot of progress has been made toward release. They've done an awesome job in finding the remaining bugs, and our team's been doing an equally awesome job in squashing them. As you likely noticed when following the Dev Tracker on our website, we're down to the testing stages on one remaining task. We've been working on this one for a while as there were a couple significant bugs encountered. These bugs were deep in the engine and were show-stoppers. Fortunately, we've recently defeated them and put them behind us. We're now knocking out the remaining minor issues being found by our testers and things are looking great. With the new website online (more on this below) we're soon going to be handing out Steam keys for those with access to the Town Square. This doesn't mean you can play just yet, but we're getting close enough that we're going to be bringing you on board in preperation. If you're wondering how it's going to work, it's really pretty simple. Once we launch this feature shortly, you're going to be able to log into your game account on our website. You'll then see the option to link your existing Steam account. Once you've linked your account, you'll be given a key which, when entered into the Steam client, will add Identity's Town Square to your game library. You won't need to log in to play, as we know who you are based on your Steam account. I'd recommend following us on social media (Twitter and Facebook especially) to watch for this coming announcement. Gangs and Warfare We're changing the Identity Insider format! Instead of larger insiders once in a long while, we're going to be sending out more frequent updates. We're talking a few each month! These Insider updates will paint a detailed picture of Identity's full gameplay experiences. To kick this off, we posted the following update on our new website just yesterday: Identity Drug Cartel Concepts (click image for more) You've made stacks of cash pushing drugs and the odd robbery, but when push comes to shove, you'll find strength in numbers. A gang is a group of ruffians with the goal of obtaining power and infamy through the domination of those around them. Gangs are often at war with one another as they compete for limited resources, whether it's turf, drugs or blood. There's no shortage of criminal activity in the world outside of gangs, but true power belongs to the syndicates and cartels with the strength and fortitude to rule over their rivals. Comradery Identity is all about working together with your friends, and gangs are the social structure geared towards crime. You can belong to only one gang at any time, so choose where your loyalty lies. Your gang has a full rank structure and the leaders can control access levels for each member based on that rank. As your gang grows, it can also unlock additional perks for all members. The gang leadership can designate any home owned in the world as the HQ, giving access to all members of the gang. Hang out with your gangmates and stockpile weapons, drugs and anything else you can get your hands on. Your HQ, like your personal homes, can also be used for respawning on death. This makes it an important rally point when *#!% hits the fan! Cartels Cartels are conflict areas which are controlled by one gang at any time, providing the owners with control over trade and traffiking of their related substance throughout all the land. To the victor goes the spoils. The cartel zone is a functional HQ for the current owners. Turf Identity Turf Neighborhood Concept Take control of city neighborhoods with gang turf zones. While cartels control substances across the world of Identity, the gangs who dominate a neighborhood have direct influence over criminal organizations in that area, such as drug dealers. Lookouts in the area will spot rival gangs in the streets of your turf and text message members of your gang in the area. Controlling gangs get access to a safe house in the area, tightening their hold. Warfare Dominate gangs who cross your path and prove your strength. Declare war on your rivals and hunt them down. Gang members who are at war are completely vulnerable to one another through the stress system, and so you need to be on the lookout at all times. Prey on your enemies until they submit to your demands. When declaring war on another gang, the other gang must accept the spoils set by the agressor. The spoils can include cash, turf, real-estate and more. When one side has had enough and ends the war, they forfeit those spoils to the stronger gang. In Identity, most items people carry can be taken if they're killed. What's theirs, is yours. War is hell. New website is finally here! The Identity website has had an overhaul to prepare for the Town Square release and Steam integrations. The new website brings all kinds of cool new features, mostly for the game account systems and the Identity shop! We're also going to be filling up the About page with all sorts of new information from the Insider releases. Now that the website has a true and proper shop, you can now get your hands on cool new items without having to buy entire packages. The shop now has all kinds of exclusive items, including apartment pets! You'll be able to get your hands on friendly critters for your home in-game as well, although those featured on the shop are only available there. Some of these items are only available for a limited time. Some of the new items include: Custom T-Shirt Graphic - Upload an image which can be placed on T-Shirts you create in-game! Each image can be used on 10 shirts. Vanity License Plate - Show your style with a custom license plate, visible on your in-game vehicle. Vanity Phone Number - Want a number that's easy to remember? Get a vanity phone number for yourself or your business. More Apartment Floorplans - Floor plans which haven't been available since Kickstarter, including the enormous Penthouse. Huge Clothing Packages - Clothing packages including clothes with dozens of original brands. Pets! Cats, dogs and more - Pets currently available include sphynx and tabby cats as well as pugs, maltese and the shiba inu (doge?). Another important note: when the new payment options (aside from PayPal) go live, we'll shortly after be removing all of the old packages. We will at this time never again be selling cash, so there's not much time remaining to get starter cash before Identity goes live. This is not something we plan to sell again in the future, but all who have it in their account will be able to claim that cash once on each server. Visit the New Identity Site Now! The Twitch Clips If you've been following Identity's development closely, you probably already know that developers stream their work live on the Identity Twitch channelevery Tuesday and Thursday. We also use that time to answer almost every question that gets asked about Identity's development and gameplay. Now that we've been doing this a while, we've answered a lot of questions. Our awesome community manager, BeachBall, has taken the time to compile a massive list of questions linked to clips where they're answered by a developer. Get comfy and head over to the Twitch Clips Directory forum thread. If you haven't found this already, be prepared to spend a good bit of time listening to all sorts of awesome information. This is the best place to get to know the fine details Identity! -- John VanderZwet Let's Make Identity Great! Identity's development is going great thanks to the support of people like you, but systems like these take a lot of manpower and resources to create. Identity has an awesome community behind it, but when more people know about what we're creating and our budget grows from pledges, we can not only work faster but we can do more, too. If you're as excited to play Identity as we are making it, help spread the word. The gaming industry has needed a game like Identity for too long; let's make it great together!
  2. 5 points
    This is correct. A game really only gets one first impression, so we have to make sure that it's (for the most part) a positive experience. Even if a game is marked as beta or early access, if the first impression fails people will almost never return. Thus, we're making sure everything is running smoothly. There were a couple pretty significant bugs with this last task which were the result of problems with the engine, quite deep down. We've worked around them now and things are looking good. Your friendly moderators are testing up a storm for us. There are bugs, but nothing major, and they're being squashed.
  3. 4 points
    I do agree there's a lot more information on the gang system to be had, so I'll address your concerns. Comradery The perks that can be unlocked for your gang are more convenience bits and cosmetics. Identity is being consciously designed in a way that should minimize the need to "grind". You won't feel the need to unlock these perks and many aren't things that you could grind if you wanted to. The gang HQ is designated when a gang is formed and must be a location in the world. Apartments are not valid HQs. We're still fine-tuning the time between HQ changes, but it's going to be quite long -- days, at least. The storage in the HQs is controlled by the rank hierarchy. Some people can have access to store items, but not remove them, and so on. There seems to be confusion on the mechanic, here. Gangs are cartels; cartels are not collections of gangs. Thus, one gang functions as a cartel when it has control of a cartel zone. I can see why you'd think of it as an alliance, given what a cartel is in reality, although for gameplay purposes the one gang "controls" the cartel. Any house can be used as a gang HQ, and the turf area it's in (if any) is unrelated. Turf doesn't lock anyone out from the region, but instead adds convenience, some additional income for the gang, and can be used to track rival gangs easier. All land is also not turf controlled; it's only within the cities. The turf safehouse is not a home that can be owned by other players outside of controlling that turf. As for the police interaction with turf, the police aren't there to eliminate the turf regions. Instead, they can negate the benefits of owning turf if they control the region with effective law enforcement. The income produced by the turf zone is based on illegal activity, so the police can directly influence it's effectiveness. The cartel owners will have direct influence over the production, transportation and sale of the substances that they control. They don't trigger "missions", but instead affect the related gameplay outside in more fluid and natural ways. There is a short cooldown on war declarations, but they can't be used as a griefing mechanic because they're consensual. The other gang must accept the war, and either gang can end the war at any time. If a gang is being overwhelmed, it's up to them to either hide from their rivals or to end the war. Wars are won when one side is tired of being being attacked and ends the war, as described above. There is no need for an artificial mechanic to determine who's won. We fully expect that some gangs (likely larger ones) will keep the war active for a long time. In our experience with similar mechanics (we've implemented similar systems in several other production games, and learned a lot about the psychology and use of the mechanic) it usually doesn't take long for one side to give in. If that's not the case, and they're enjoying the competition, it's there for the fun. As for the police, killing someone in a rival gang is not considered legal in any sense. The penalty is a little less harsh than killing another player who's not involved, but there is most definitely a crime involved in either case. The largest difference is the stress mechanic here; rival gangs are always treated as though their members are fully stressed to your own gang. Everything about the war mechanic is quantifiable" We've learned through years of experience with similar systems, and we've implemented similar mechanics in games in the way you describe, as well as even having only one side need to start the war. Simply put, when you're at war with another gang you can quickly get overwhelmed and that's not fun for the gang on the receiving end. Gangs are social structures at their core, and nobody should be forced to play in a mechanic they don't want to; in reality, war isn't for everyone. Many players won't have a desire to participate in such worldwide PvP. Wars will most often happen in one of two cases: either some sort of rivalry will form between the groups, and war will be declared as a way to punish the other side, or wars will be declared for the ongoing fun of conflict. Remember, you don't need a war declared for rivalries to form. Identity is all about emergent gameplay. As for the looting of your victims, there are some items which cannot be looted. Items like weapons, on the other hand, can indeed be taken. Keep in mind here that Identity is built with competition in mind, and a cheap and plentiful weapon can be deadly as fast as a rare and powerful weapon. For example, if you've died recently and lost your assault rifle, that'll set you back. However, having a 9mm pistol you had in storage can still be incredibly deadly if used well. Our goal is to make sure that a skilled new player will be competitive.
  4. 2 points
    Thanks for the updates and yes, I think we'll benefit from meatier, more concise and frequent updates.
  5. 2 points
    Problem is people are salty because of what has been going on with this game or vaporware or whatever it is. I'm going through this right now with Camelot Unchained. Over 3 years backing and delay after delay. The development team here isn't doing ANYTHING to calm it down with transparency. Everyday we come on here and it's the same bullshit and people just get more and more angry. Funny thing is there isn't anything really to do in Town Square honestly. You will run around for 2 hours then be bored and all of this will start all over again until the next module comes out in 2025. I almost put some money down, glad I didn't, been through this with way too many games. I learned my lesson long ago.
  6. 2 points
    The next dev blog goes out Thursday (tomorrow).
  7. 1 point
    THE ROYAL FAMILY PARTY PLATFORM ICA Politics Award - For whoever has been most active and engaging in the political arena. The ICA Politics Award goes to @LuciousTimes - Joel Keys _____________________________________________________________________________________________________ Policies (Simplified) : SOCIAL SECURITY: Social Security should be privatized (not to be confused with private savings accounts, but rather, private investments). JOBS: Pro small business. Supports giving small businesses and large businesses a 10% tax on corporation profit ( profit means after employees, inventory, and other expenses have been paid for) so that more jobs can be created. TAXES: Taxes will be a very simple flat tax. 13% of your reported yearly income. 10% tax will be placed on corporation profit, not income. ECONOMY: Supports free market competition and entrepreneurship, corporate deregulation and cutting entitlement spending. SECURITY/DEFENSE: Believe in a limited missile defense. Oppose nuclear buildup in the U.S. Believe that peace is achieved through worldwide relationship building. LEGAL/TORT REFORM: Supports tort reform and limiting victims compensation,especially for frivolous lawsuits. IMMIGRATION: Support illegal alien’s ability and right to become citizens and giving them more protections under the law. FAITH: Advocate free exercise of religion. EDUCATION: Promote school choice/vouchers and homeschooling. Supports voluntary student supported prayer in school. Opposes gender and race quotes in colleges. ABORTION: Generally pro-life with emphasis on promoting alternatives to abortion. ENERGY: Wish to find environmentally friendly energy sources and solutions. Oppose private increased drilling, especially in the U.S. However, government may be held to no large environment restrictions. HEALTHCARE: Strongly supports a complete separation of healthcare and state. However, in Identity our government will provide healthcare as the National Health Service introduced in 1948. 3% of all taxes will be put towards all healthcare needs. Doctor & Dental! FOREIGN POLICY: Strongly supports worldwide coalitions and multi-national programs. Supports aid for disadvantaged countries. Supports the UN. PEACE. UNITY. FOREVER. CAMPAIGN FINANCE REFORM: No restrictions on contributions form any legal resident. Believe that politicians holding an office should not be able to run for another seat until term is over. ENVIRONMENT: Supports privatizing federal land. Believe in cap and trade market based air pollution reductions and that the market should regulate itself. GUNS: Limited gun control. GAY RIGHTS: Pro private choice and equality including marriage. Laws (Detailed) : Due to the game environment the worst punishment for a crime is prison time and fines. So, for all crimes criminals will be punished by fine and/or prison time. THESE ARE FIRST OFFENSE PRISON TIMES, EVERY ADDITIONAL OFFENSE WILL HAVE YOUR TIME DOUBLED ( NOT EXCEEDING AN HOUR) WITH A $1000 FEE ATTACHED. SO, IF YOU PLAN TO MURDER 5 PEOPLE YOU MIGHT WANT TO BE PROSECUTED FOR ALL OF THEM AT THE SAME TIME. MURDER - 1 Hour THEFT OVER $5000 - 1 Hour THEFT BETWEEN $1000 & $5000 - 45 Minutes THEFT UNDER $1000 - 30 Minutes POSSESSION OF ANY ILLEGAL DRUGS - 30 Minutes ANY ACCOMPLICE ACTIONS OF ANY CRIME - 15 Minutes Five Characteristics of a Lucious Times Economy The main features of a Times economy are as follows: (a) Factors of production are owned by the individuals. (b) Every individual has freedom to start business of his own choice. (c) All economic activities are guided by the motive of profit. (d) Individuals are the owners and acquire property and pass it on to next heir after death. (e) Government has little role to play in the functioning of the economy. Prices of goods and services are determined by the market forces of demand and supply. Important Business Information Tax on businesses is 10% on company profit. After employees have been paid, inventory bought, etc. Depending on what the company reports as profit a business could nearly have no tax! The Tale of Lucious Times Lucious grew to be homeless on the streets of Los Angeles. In a city of crime Lucious had to be on the lookout at every turn. In Lucious' young life he grew to be very aware of the crime filled city and knew he had to do something to ensure his safety. At 15, Lucious started an organization with a few neighborhood boys called "The Peacekeepers". These boys were brutal. They cleaned the streets of crime in the most direct ways possible. Showing up to criminal hideouts and wasting away every member present, making fake visits to prisons and jails to poison and eliminate those criminals on the inside, making appointments with the LAPD to let THEM know how things would be done. The Peacekeepers were vigilantes at the finest. The city soon had a crime rate so low new schools were being built and more people migrated to the lovely city of Los Angeles. Through all the harsh deeds The Peacekeepers had done Lucious never was present for the actual action. He was the mastermind, the planner, the brain of the whole operation. Sitting behind a desk as leader of The Peacekeepers. Oh how things looked great! Lucious had made something out of nothing and became a city icon and hero as he grew older. Though soon, things made a turn for the worst. Lucious' closest partner, his beautiful fiance was capture by a man known by the name Gustavo Fring. A now well-known high profile methamphetamine drug lord. He did so because by cleaning up the city Lucious made distribution for Mr. Fring come to a complete stop in the area. Lucious grew furious, so furious he began to walk into a whole new light. The Peacekeepers became a weapon at Lucious' disposal. He thought long and hard and then finally had a plan. After finding where Fring was located Lucious and his team of over 200 men approached the location, guns loaded and ready for anything. However, Fring was already aware of Lucious' presence and decided to retaliate. Fring killed Lucious' fiance, then sent out total war upon Lucious and his men. In the end only two men were left standing; Fring and Lucious. After few words, Lucious caught leverage and killed Fring. Though Lucious was severely injured by gunshot. He called the LAPD. With quickness, Lucious was saved and had chance to speak with the LAPD Chief of Police. He thanked Lucious for his doings and after a long conversation of tears the chief left. Lucious began to realize how much he'd loss. All his men, his fiance, his hold on the city from crime all gone! Three weeks later Lucious walked out of the hospital, grab all $789,211 he'd raised with his people, and began to leave town for a new home. A place called Turtle Beach on Identity Island. However, when he got to the town line he found something waiting for him. Over half the city was standing their with gold-colored gold-scented candles. Some of them stood to give thanks, but many stood ready to follow him wherever he went. A woman by the name of Dorris Jean approached Lucious and told him this: "We give these candles to represent who you are to the city. Forever will you be the gold we all love, the gold we all know has provided, the gold we all know will pay the price. For to us you are a leader and friend. For you have become like royalty in this city. And with you royalty we be your royal family." Lucious was proud. All negative feelings previous washed away. Lucious now felt the obligation to continue to lead. For he knew he was wise and could give great leadership. This time he wouldn't limit himself to the leadership of a groups of boys who run a city, no. That was below him now. Now he needed to lead in higher heights where he could have greater impact and influence. A position of power such as Governor would do the trick! So he then decided to venture into the political field of leadership once he arrived in his new home. A few hours later after a celebratory evening Lucious and the now called Royal Family left. 12 days later they arrived in Turtle Beach on the Identity island and the rest is soon to be foretold...
  8. 1 point
    PT/BR: Olá amigos ! meu nome é Luiz, e gostaria de dizer que a comunidade Brasileira ama o trabalho que a Asylum está fazendo com Identity, estamos esperando ansiosos o lançamento desde revolucionário jogo. Particularmente sou um aventureiro do gênero roleplay, apaixonado por jogos do gênero, pois somos livres para escolher qual sera o próximo grande passo, e eu vejo em identity esta possibilidade, meu objetivo agora é deixar a marca de nexus neste fabuloso mundo. Obrigado a todos! Google Translate: EN/US Hello friends ! my name is Luiz, and I would like to say that the Brazilian community loves the work that Asylum is doing with Identity, we are looking forward to the launch since the revolutionary game. Particularly I am an adventurer of the genre roleplay, passionate about games of the genre, because we are free to choose what will be the next big step, and I see in identity this possibility, my goal now is to leave the mark of nexus in this fabulous world. Thank you all!
  9. 1 point
    The latest Identity Insider, Gangs and Warfare, is here! We're changing up the Insider format to bring you more information at a much quicker pace. In fact, you'll be getting multiple Insiders every month until we've covered most the core features of Identity. Today's Insider is about gangs and the systems which surround them. Find the Insider details on the "About" page of our website or, if you're lazy, click this here link.
  10. 1 point
    So we all know "Asylum Entertainment Inc" is giving us a lack of information on the update side, great models I will give you that! but it's not the most related as we want to see! I'm concerned what the game actually is gonna be like because the game has been developed for 4 years, sooner or later 5 years without any great gameplay or trailer! so take it or leave it, but I think I wasted 60 dollars of my income on something that's actually never coming out, just something to take in but ey, great games are coming out anyways this year. what do you think about their lack of information, or am I the only one who thinks it's a total waste of time to look everyday to check if they have updated their stuff on their site? Best regards Tongi
  11. 1 point
    I agree bro. Like they think it’s a huge budget, but it’s actually a really small one.
  12. 1 point
  13. 1 point
    3.7 years not 4 or 5. Don't ever pledge to something early if you feel you might ever think it is wasted on that something. Are you in the discord already, maybe come visit the discord. A lot of information, questions get answered also often in there! https://discord.gg/46GvAJk
  14. 1 point
    I believe that if they have not yet released it is why they are correcting minor bugs, like those of UI that are a real headache, throwing something incomplete will tarnish the image of the game, which is something that Asylum does not want at the moment.
  15. 1 point
    Are you trying to look smart? Hey, let's make a deal... if you are right, we all admit you are really smart and everything. If you are wrong, and the game really comes out, you promise you will never play the game, just watch other people playing.
  16. 1 point
    Hugs back at you, Brazil!! Looking forward to meeting you in game some day!
  17. 1 point
    So cartels read like a disaster waiting to be released. Always on PVP 24/7? Because there's a fat chance in hell of holding a HQ 24/7 if there's no lock ala eve online. So far, more information only leads to far many more questions. Bare bones info is in no way useful. As for wars between gangs, are there limits on the spoils? If not, then the obvious aim is to take 100% of turf in every war declared. I can't help but feel like this is a dev wishlist/fairy tale that hasn't been bull ringed to tackle the inevitable paradoxes or extremes these systems will create. Edit: more initial feedback. Let's review the details. 1. Comradery. Identity is all about working together with your friends, and gangs are the social structure geared towards crime. You can belong to only one gang at any time, so choose where your loyalty lies. [OK, cool, no different than the likes of eve, presenting the opportunity for espionage?] Your gang has a full rank structure and the leaders can control access levels for each member based on that rank. As your gang grows, it can also unlock additional perks for all members. [So like BDO etc. gangs will farm to improve and unlock upgrades but what are the perks? Stats aka gear or in-game functionality?] The gang leadership can designate any home owned in the world as the HQ, giving access to all members of the gang. Hang out with your gangmates and stockpile weapons, drugs and anything else you can get your hands on. [So will input into gang improvement be measured? ala Rend or will we get free loaders skims gear?] Your HQ, like your personal homes, can also be used for respawning on death. This makes it an important rally point when *#!% hits the fan! [Being able to designate any property as the HQ? How often? I can foresee gangs moving next door to the HQ of a different gang for fast spawn during raid/wars if we can flip bases without cooldowns or penalties, such as losing all bonuses for a fixed time period (24-48hrs).] 2. Turf. Take control of city neighbourhoods with gang turf zones. While cartels control substances across the world of Identity, the gangs who dominate a neighbourhood have direct influence over criminal organizations in that area, such as drug dealers. [Are their limits between Turf ownership and Cartels? If not, there's no reason for all gangs to form a single cartel and own everything, defeating the purpose of the mechanic. Which leads to limits on gang sizes, are there any?] Lookouts in the area will spot rival gangs in the streets of your turf and text message members of your gang in the area. Controlling gangs get access to a safe house in the area, tightening their hold. [So if you have turf you get an HQ and if you're a gang you can use any property as an HQ, assuming not in someone else turf? if so, it locks out late comers as all land is owned turf, if not then it's going to be very messy.] Beyond this, gangs are painted as a closed system. Where are the Cops, the Law? This should be a three way fight. Gangs fight for turf and Cops fight to eliminate turf. 3. Cartels. Cartels are conflict areas which are controlled by one gang at any time, providing the owners with control over trade and trafficking of their related substance throughout all the land. [So, this sounds great but has no detail on how to acquire them or more importantly how to hold onto them?] Make no mistake about it, cartels are for only the most hardened of gangs. The areas surrounding cartels are stress zones, and you're entirely vulnerable in these combat areas. To the victor goes the spoils. The cartel zone is a functional HQ for the current owners. [Will actions of cartel owners trigger missions for cops and other gangs? i.e. escort/protect vs. track and trace vs. hijack/assassinate?] 4. Warfare Dominate gangs who cross your path and prove your strength. Declare war on your rivals and hunt them down. [What's the dividing line between griefing and gameplay? How often can we declare wars? If a gang declares war, are the cartels included ala alliances?] Gang members who are at war are completely vulnerable to one another through the stress system, and so you need to be on the lookout at all times. Prey on your enemies until they submit to your demands. [What does submit to your demands mean? Sounds like wooly bollocks as far as game design. How do you win a war? X kills, X cash disrupted? if there's no definable measure to win a war, then there's no reason to ever end them, as they allow for open 24/7 pvp on the server. Do wars cost money? How do Cops get involved, you know the forgotten part of this triad?] When declaring war on another gang, the other gang must accept the spoils set by the agressor. The spoils can include cash, turf, real-estate and more. When one side has had enough and ends the war, they forfeit those spoils to the stronger gang. [So if a doesn't accept b's offer there is no war, so nothing changes and the world gets stale. what's the point? Again, there should be external triggers such as stealing revenue or killing members. unquantifiable game design is bad game design.] In Identity, most items people carry can be taken if they're killed. What's theirs, is yours. War is hell. [it's PvP and to be expected that loot is lost but it means everyone needs a 'floor' ala Escape for Tarkov or gangs/players will get to a point of being broke and gearless.]
  18. 1 point
    Fisherman can be a Job, you catch the fish and go sell it to make money.
  19. 1 point
  20. 1 point
    The more that it's "explained", the more clear to see how apparently useless the tracker is. I hope going forward after TS release that they adopt a better model of handling information.
  21. 1 point
    2015 - 2018 = what 4 years? Strange because 15 + 3 = 18. Look, you need to read your post before posting it, because well you either are bad at maths or miss typing. It will be 4 years at the end of January 2019. Actually they are putting all the effort in but the task is being worked on and they are making progress but they have came across multiple bugs which had to be fixed before they could continue the task. They are also entitled to a day off, Saturday and Sunday are not a working day for them. They do overtime also but there is only so much a programmer can do in a day. We may not see the tracker visually changed but that doesn't mean the devs are idle.
  22. 1 point
    But I want 3500 different couches, lamps, and dresses plus shoes.
  23. 1 point
    As much as I dislike pessimism, this sort of mindset isn't helped by the Devs being in hiding. They've been working on a UI problem for ages now, it's the last module, the prices go up and no one knows what's happening with the game. If people were about to see or do something tangible to do with the game, like actually try this module that has been coming out for a long time, then people would probably be a lot more comfortable waiting.
  24. 1 point
    Hi is there gonna be any app for my phone/tablet? like use the ingame phone directly on to my tablet/phone , with an app you can buy in the google play store or apple store? Or something else like maybe a map you can project on your tablet/phone. Greetings Exe