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Everything posted by Jinx
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I'll be perfectly honest here, I do not think that the large majority of people really understand what Identity is, or could, be. Just a quick browse through these forums makes it clear that most people are expecting Altis Life 2, or GTA Online with an economy, look at the youtube comments and it's even worse. The concept of a 'life' mmo seems to be totally lost on a lot of people. The concept, to me anyway, is clear. As soon as possible we will get our own server, we want to create a living, breathing community, but even we understand that this is going to have it's limitations, it's not real life after all. Someone driving down the road mowing people down IS going to ruin the immersion aspect for many people, does that happen in real life? well yes obviously, but the simple fact is that the majority of people can go through their entire lives without ever seeing such an event. The key to Identity, for us, is going to be players who want to be a part of something bigger than themselves. Everyone will serve the community, everyone will have their part to play, killers, thieves, cops, doctors, everyone. But note the key phrase 'serve the community'.....the game is not even out yet and I've seen people loose their shit on these forums over being the 'baddest' or the 'biggest' and that says to me that it's all about them and NOT about a persona created for a game, and that's self serving. We'll need people who are willing to loose, we'll need people who are willing to let their chars' die. Consequences are going to be vital to the success of Identity. The simple truth is that a lot of pvp is not really about winning, it's about beating someone down, and before we get into an argument about that let's make something clear, I've played one of the most brutal and unforgiving pvp games there is, World War Two Online & it has a fantastic community.......because the players are there to play a game & NOT beat someone down, compare that to toxic communities like Call of Duty or GTA Online or The Division.....enough said. Asylum will give us the tools, what each one of us do with those tools will, no doubt, be totally different. Personally I don't see the point in doing something here that can be done better in GTA Online.....or done better in The Division (and yes I play both) this is Identity. Clearly some players just want the freedom to do what ever they want, well good for them, but they won't be bothering the folks on our server. People will die, people will be drug addicts, people will commit crimes.....but people will save lives & build businesses & families, and they'll have the option to live out mundane lives if they want....WITHOUT being run down by some fool who gets off on making other players miserable. I'm a huge fan of what Asylum are doing, but I know, from experience, that ultimately it's the players will make the difference here. If Identity can attract all those niche players who hate what GTA Online is, then it'll succeed, if not then it'll fail.
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Triple A games do not reveal a fucking thing until at least the late beta stage, and sometimes not even then, and FYI, there has never been an mmo that has been crowd funded and launched, so stop talking rubbish, so.....just for you I'll say it again because you're obviously not understanding........... THIS IS AN MMO
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Seriously? So you have a bad day at the office, and the way to cheer yourself up is to go home and be a prick to someone in a game, and that's mentally rewarding? I have to say at this point, you and I enjoy gaming with very different people. In context, role playing the bad guy is fun, IN context. Within the confines of the story being told or the scenario being played out, but if simply being bad is what's fun, then I think we've got a problem. That's why I said, a corrupt cop could be useful, but only in context. There are enough video's of Trolls in Altis Life 'being bad because it's fun' to explain this to you, they're 'fun' is ruining someone else's day, and that's really not healthy.
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Remember, it's a cap.....it means you can only have three hundred people on a server at any one time.
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I don't agree with that, the main reason most people like being 'evil' (and yes this applies to role play) is because it gives them a good excuse to be nasty, and as a close second, the other main reason is because, usually, they can get away with it, not so in Identity simply because it will have consequences. The idea of corrupt officials shouldn't be dismissed, however, it would need to be with the consent of everyone involved & with strict rules about not using game mechanics ( i.e tipping off a player being chased) From a rp point of view it could be good, but like I said, it would need to be story driven.
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I believe this is something we've not seen so far. Trolls/Griefers like those you see in Altis Life etc could easily be the death of Identity because with social area's like bars/concert halls etc......an open pvp system would be insane. I'd imagine they'll use 'safe zones' or at the very least make pvp consensual. Identity with open pvp would just turn it into GTA Online, very quickly.
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I'd like to apologize in advance for what comes next: You my friend are a moron, Identity is an MMO ....one more time just so you can't claim you missed it.....Identity is an MMO......okay are we clear on that now? The average mmo can take anywhere between three to five years to develop, so the fact that you are seeing footage in a year AND taking into account that Asylum only have nine people working on it full time, is actually pretty amazing. Try doing some simple research before posting maybe? Now granted, Identity will not need much voice acting, it will also not need the traditional quests either, so some time will be saved there. But take into account the systems like jobs & careers etc, I'd imagine anyone who expects to see this hit launch before 2018 is going to be disappointed. Now try to remember Fataldutch........NOT a single player game right? it's an mmo.
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Looking dam good guys
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I'm pretty sure they've already mentioned concert stadiums as being a feature. (oh and just so you know the server limit is 300)
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What will you do? Tough one to answer beyond 'we'll be running a server' really. With such scant details available it's almost impossible to work out most of what will be needed. Political system, Emergency Services etc etc are all going to need more information from Asylum before we can actually begin advertising for the roles we'll be needing, or finalize the types of systems we'll want.
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Like every idealist ever born you can twist any fact to make a half truth, and yet you don't really have an answer for even the simplest of questions other than to spew more half truths & twisted analogy..........actually now I come to think about it you're the perfect politician lol. I'd go back to making pipe bombs in the basement if I were you.
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Dickbutt Rant #1 Vagueness from the devs (FULL RESPECT
Jinx replied to Rem's topic in Ideas & Suggestions
Modern day Bounty Hunters are trained professionals, not contract killers like in the old west of the USA. The term 'dead or alive' is no longer applicable to the Bounty Hunter of 2016, they are subject to the law in the the same way as anyone else. It is illegal for a private citizen to place a bounty on someone, and doubly so if that bounty calls for the death of the subject. There is a vast world of difference between a Bounty Hunter and a Contract Killer, one operates within the boundaries of the law, the other one does not. If there is any role play involved or not, well that's not going to be something the Devs can code is it, that's going to be up to the players involved, all the Devs can do is put the systems in place. -
Possibly something along the lines of what Lord of the Rings Online has, they have fully functioning bands that actually go on tour in the game. The system they use turns keys on your keyboard into different musical 'notes'.
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You must be getting bored with creating a new account just to post the same comment every few weeks
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That's why you have admins. It's kind of obvious too from reading these forums that not many people here have played a game where role play is consensual. Many people state that playing on a server where everyone can be killed, at any time, makes things 'realistic', I beg to differ. In game terms the only player who suffers the consequences 99% of the time is actually the victim. In open pvp the only way to combat it would be to have the death penalty for a convicted killer.
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GTA Online once again confirmed that if game mechanics allow a player to do it, then they will, and there have been a LOT of games which have attempted to mix pvp with social play and failed massively, The Arma 3 mods are a myth and the countless griefing video's from those mods prove that. sure they have pockets of role play but they're hardly the functioning societies that will be needed to make Identity a success. Devs have said gun running will be in, therefore it's safe to assume that some kind of legal system for weapons will be in as well, the big question is going to be how open their system is to abuse, as far as the game mechanics go. I've only ever really seen one way to prevent it, and that's giving a player a 'consent' option so that they can opt out of pvp.
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They've turned down some approaches because they don't want to give up creative control, and signing with a software house often means you have to do exactly that. Also this type of game is a big risk, Identity is something of a sandbox & will mix play styles, what that ultimately means is that people with guns can wreck a social players experience.
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Or just making it more like GTA
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They've not said a whole lot about jobs or careers so far. Somewhere down the line (maybe not in time for launch) I'd hope they'd include sports to some degree, ones that both sexes can earn a living at such as Tennis & Soccer would make the most sense.
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The answer you are looking for depends on the type of server you'll be on. On a role play server the answer is both complex and simple. For example: On the server we'll be running the permanent death of a player will need that players prior consent, the reasons for which are quite simple. Role play involves quite a lot of time and effort, & multiple story lines can be woven by and/or around one players character, all of which can go right down the toilet if Billy Badass logs in one evening and wants to go on a killing spree because he's had a bad day. At the same time, this kind of system requires players willing to actually role play...... We are not going to be running a RL simulator we'll be running a RP sim, and while death is a part of real life, it doesn't have to be included in stories. If you do not wish your character to be killed off, don't involve yourself in stories/situations where you can expect to die, and if you DO (for example the player who decides to be a mobster then thinks that the rules allow him to be able to run around being as bad as he likes) then fully expect moderators to rule you to be permanently dead. As far as game mechanics go, the Devs have stated that a player can only be flagged as criminal IF there are witnesses to the crime i.e. they are seen and reported, and that cops can only arrest a flagged criminal. Therefore a player who is killed, and then meta-games by reporting his killer, won't matter, you can't call dead people to give evidence in a trial lol. Unlike fantasy role play, urban role play does require players who are willing to die, for example the life of many a mobster, even those at the top, is more often than not a short lived one. However, in game terms it really does not make that much of a difference for the criminal UNLESS you include the death penalty, jail time for assault with a deadly weapon would be much the same as jail time for murder. Successful RP servers will need good players, players willing to both live AND die in order to weave the stories that players will create.
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Here's the link for the November video you want so much....... https://www.youtube.com/watch?v=8SbUC-UaAxE
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Which is why an awful lot of games fail to reach full potential, because while they are designed with the best intentions it's the players themselves who limit the actual possibilities. All you have to do is read through the Criminals section on these boards. The majority of posts, if you read them, are actually quests for personal power as opposed to money making enterprises. The quest for 'realism' that a lot of games aim for is interpreted as 'do what you like if you can get away with it'.....and it just devolves into anarchy which, in fact, is about as unrealistic as you can get.
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Right....and you'd be hard pressed to find a more toxic place. The Division is another good example where players are given the chance to actually co-operate to make a better world, but choose to gun each other down instead. Human beings have proved, and done so all the way through history, that freedom of choice does not work, as Orwell said ''All animals are equal, but some animals are more equal than others''.
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Exactly Gene. Ideology is not politics........ '' * Legalize all firearms. (Armed society is a polite society) '' So these men: Arthur Shawcross Carl Panzram Wayne Williams etc etc etc are all people who utterly disprove THAT silly idea. In game terms he's talking about GTA Online.....is that a polite society? It's utter nonesense from start to finish.
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Well to be exact (which is what you seem to be trying to do here) ultimately the German people brought about World War Two by voting for Adolf Hitler & the NSDAP. Also let's remember that the NSDAP actually had no political agenda at all, so in fact, by being given the freedom to choose, an entire society almost brought about the destruction of ALL society and gave it over to a police state.......not the best example you could have picked really. Just like the NSDAP you yourself have no political agenda, you are, just like they were, an idealist. So was Lenin, and you can pluck from history a thousand other idealists who dressed themselves as politicians and led whole countries to the brink of extinction....Pol Pot anyone? I'd read the replies some of the folks here have given if I were you.
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