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Difficultylevel
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Everything posted by Difficultylevel
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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.]
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OP I get you, I really do but, but the dev's need to get onstream and talk. even if it's to kill the rage. simply state where they are this week, where they aim to be next and then be upfront if the TS can't be released for the next X months. Communication is everything and I drop in daily to find nothing new. That's a problem as the release is supposedly imminent. Tracker needs to be scrapped, it's a dead duck. Rust do it well, open comms mid and end of week. Yes it's a full time job but it doesn't have to be at the same level of polish but simple, open comms are important.
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Just a quick intro from a gamer in Scotland. Looking forward to police or business RP.
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Looks like we're going to have a ceilidh come launch of the beta =)
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What Was Your First Online Multiplayer RPG?
Difficultylevel replied to Veeblefetzer's topic in The Pub
not my first but my longest played was SWG, pre-CU. Loved that game to bits.