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Everything posted by Phiedrus
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Hi @Twoist Welcome to the Identity forums. Glad to see you already got into the social part and got interested in some org. See you around!
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Hi @Ragnariu Welcome to the Identity forums. Tell us about yourself and what you'll be doing in Identity In my opinion we won't see an actual go-live until 2018. The good thing though, is that we'll be given the first three modules along 2017 before going beta, starting with the social Town Square during first quarter 2017.
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Hi Yes, I also got here looking for some new kind of open world MMO that, despite being in 2017, still doesn't exist and identity seems to me what I'm looking for. Hope we both find it here and start enjoying the first module already in Q1. Be welcome.
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Now that's an intro! It'll be good to have you around in game. Welcome!
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Hey Darok. Welcome to the identity forum. You got me curious about there.com and just had a look to it. Reminds me of Second Life where I once played the landlord game. That was looong ago. Not sure to what extent will identity be good for your projects, but machinimas sound very interesting. Let us know when you get something done. Until we can start enjoying some module, have fun in the forum!
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Welcome! As you'll soon see, even if we cannot yet play, you can already start creating your identity to some extent here in the forum's, get to know your future neighbours and even planning on joining some organization(s). Have fun!
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Everything that follows is only my opinion. In the concept pictures we only see civilian, SWAT police and other 'industrial' clothes, and I'm extrapolating the idea to the vehicles paintings or "camos". Among the foreseen jobs and careers, we know there will be police and SWAT, but not military, precisely because, being Identity some kind of evolution from the Altis Life Arma III mod to a more civilian concept, the military concept seems to be a bit out of the scope. That's my feeling. That being said, and exactly for the same reason of coming from an evolution from a military based mod, maybe such military skins assets do in fact exist and can be added for militia purposes. Personally, I would really like Identity to be more what you usually see out there while doing a norma life. Unless living near a base, you don't really see military stuff around. I would feel a bit weird and less immersive to see military stuff in a city that resembles New York. Just my personal taste. EDIT: Welcome to the forum!
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What kind of instruments would be cool to see ingame?
Phiedrus replied to ElectroCat's topic in The Town Square
From the recent interview to the dev team, this is what they said. Not too clear for me if there will be playable instruments, but doesn't sound like that much variety. But there's definitely something to start with. EG: Players would like to see an ‘entertainer’ profession , which could mean a performer, or musician? AE: There isn’t a specific career or profession in Identity for entertainers or performers, but we fully realize the potential opportunity for players to be recognized for their talents in Identity, and we’d love to see someone’s career take-off with the help and support of this game and its community. We’ve developed a number of features to assist players with their entertainment ambitions, including karaoke, live in-game radio talk shows hosted by players, and even a concert hall that players can rent out, select a theme for (classical, rock, talent show, etc), and invite other players to watch. Identity is very much a social game and we want its community to feel alive. -
This is quite an interesting topic. I never thought about the fact that if someone kills you, their respawned avatar couldn't remember anything as he is brand new in the world, therefore should have no reasons to look for revenge. A different thing is when you are taken to jail/prison. You would probably remember and want to find the person who took you there. Well that may happen in RL too, so nothing wrong here. So let's go back to the death case. In both cases, even if you didn't see the avatar name unless within certain range or aimed to (as it is explained in the faq), you could always have frieds who investigated the habits of a player to find where he can be taken down, or you could also 'camp' important places to find him. That, by the way, sounds like an appealing mechanic to me. But my point is, the only difference here is that in one case you know the name of the target, and in the other case you are not supposed to know it. And I can't figure out any way to counter it, or how complicated and impacting would be to implement one. Same goes for other metas, like giving information by skype supposedly not known by the character. Do you know any way this is effectively handled in other games? I'm curious.
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Q1) I'm in the group that thinks that 300 players in the same server is impressive, and I even think of ways in which the devs should think to split the population among different points of insterest. Imagine everybody trying to buy in the same shop... Q3) Voice is most likely the most convenient and preferred way of communication, but I'll be using text 99% of the time, so even if it's only basic, it'll be enough for a lone wolf like me.
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Hi there. Well I won't really be into music in Identity, but I'd really love to see some virtual band created ingame. My main point on answering is to thank you for sharing the link to the interview. It has very recent and valuable info that gives some input on the current vision of the game!
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If you want a reference of the intended gameplay, instead of GTA online, I think you should look to Altis Life. If you check the Kickstarter page, Altis Life is mentioned as the inspiration of Indentity. Also, the developers of the game are the same who created the Altis Life mod. The good thing is that a lot of those things have already been implemented in the mod. Altis Life has a long list of features that are announced for Identity. This both gives a good idea of what we can expect, and also relieves the difficulties a game made completely from scratch usually faces. Regarding your concern, you can get some input from the description of the game and check how the Altis Gameplay is about it. At its core, it is described as a criminals vs. cops game, although more of the civil activities many people are missing, they are creating this 'standalone' Altis Life which will include all those civil stuff so that this is not completely a shooter game, as it is Arma III, the game to which Altis Life mod is applied. Basically, you will start as a civilian, and then you can make money by doing jobs or getting into careers that can be legal or not. Only when you do crime, such as robbing a bank etc, you get a wanted status. From that moment, cops and bounty hunters have rights and probably tools (e.g. visibility) to catch and put the criminal in jail. But there's no point or reward on killing you while being a clean civilian if you make money by legit business, and there will be quite a few of those legal businesses. I would not be too worried as a civilian to be killed. As others have said, the dev team will take care of balancing the game.
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I still haven't searched too much about how will organizations work besides the website page, wich is not really deep. So I don't know if you can belong to more than one organization and what does it really mean in terms of game mechanics. But where I'm going is: besides the above, yeah sure, count me in! Hope to see you soon at Town Square.
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Name: Phiedrus Oliva Age: in his forties From (City, Country): European, but he doesn't feel attached to the place where he was born. That's like not really being from anywhere. Appearance (Body, Face): The proverbial average man. The one you would look at with the same interest you'd look to a wall. Attire: Jeans, T-Shirt. Job: Jack of all trades, Phiedrus does a bit of this and a bit of that, but he isn't known to by a successful career. Detail of House: Studio apartment. Detail of Car/ Vehicle: Usually an old car. When it's broken, maybe an old bike. But he needs none of those. Personality: Introvert, Phiedrus is an observer. He doesn't talk much. He listens, learns and keeps notes. You never know if he's day dreaming or if there's actually something big in his mind. Background: Phiedrus had what you would call a boring life. He never hurries, yet he accomplishes. A single living in an studio apartment, he is not in the race of wealth. He learned to need less. He is not his house or his vehicle or his money. The money is only important as long as he can buy time with it. And what he does with his time, usually at the library or in his studio, some say he's after something, but no one really knows...
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Will player created art (books or pictures) be available in all servers?
Phiedrus posted a topic in The Town Square
Hi. Wondering if anyone knows how this will work. I'll focus my question in the official servers, although nothing wrong if you have comments about private ones, either known facts or your thoughts. If I paint a canvas, I can submit the picture it to the art gallery. Usually only one copy (that is, the original one) exists in the entire universe in RL. Seems like it will exist in the server where I painted/submitted it. This makes sense, although it is also a bit limiting, because there could be many people interested in the picture accross all servers. There will be a library too (at the time of writing this post, it is already working in the development side). It will have public domain classics available for everyone. But I can write a book too. Different from pictures, there are usually many copies of a book (I can imagine that, for simplicity, there will be 'infinite' copies of a book). Will player written books be replicated in all servers? -
I think this is a very reasonable statement. Now, about what and when to buy, personally I'd say get the $30 package what will grant you immediate access when the first module is in. Personally, I'm slowly upgrading, currently CABBIE, planning to climb to a HOMEOWNER by the Town Square module comes. I plan to enjoy what Town Square can offer, and housing as well. I could also wait and get it once the module is in place, but as the devs say in the shop page, " each contribution helps us get there faster and with a more feature-full game! ". With this I just mean that what and when to buy depends heavily in your circumsntances/interests/hype/plans/etc.
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Mind elaborating? Which is the other way around?
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I stand corrected. I have searched for this info bit and couldn't find it. EDIT: Thank you @JamesLuck01 for pointing out! Lesson learned: I'll check my sources Now... you can actually lose your backer vehicle then?
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Pledge Help
Phiedrus replied to Cohen834's question in Tourism <span style='font-size:0.7em'>(Q&A)</span>
I'm don't have the actual information myself, and the following is just my opinion: Each and every pledge contains a passport. Such passport grants you citizenship including access to the world and more. This should mean that getting a passport is getting the game. Some of those pledges grant you, together with the passport, other goodies such as money, vehicles, housing... which are known to be yours forever, so we can only asume you will keep your passport for ever as well. -
I'm checking-in here as a new member of The Neighborhood. I invite you to consider joining us!
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For the sake of discussion, my opinion here is: Home invasion does exist in real life, so even if I don't plan to follow the criminal path, it is probably a good feature. But I'm highly afraid of the fact that, given enough time, once the invasion mechanics are clear, a dedicated group will most likely end up optimizing the process, and sistematically invade everyone's house as if it was easy. You can suggest making it 'very difficult' to invade to avoid griefing, but what does it exactly mean? Let's face it, unless we come up here with a completely new mechanic, what I have seen in other games is that it will be mostly impossible for an individual to invade a home, but quite easy for a fully dedicated group. That becomes frustrating overtime. Insurance is a very good idea. While not the solution to my concern, certainly is a nice immersion feature.
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Whenever something is subject to be damaged or stolen, I strongly agree with the idea of having the possibility of an insurance. But as I think it was said, as long as you cannot invade homes, there's probably no point, unless some kind of damage can be done in the house (like a fire from an unattended kitchen, etc.), but not sure this will be a thing. Regarding car insurance, I'm sorry I don't have my source handy, but I'm pretty sure I saw somewhere the expression 'lifetime insurance' for cars, referring to those cars purchased in pledges. It makes sense that buying this cosmetic enhancement, you can keep it forever. And this also supports the idea of insuring vehicles you purchase with in-game currency.
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Agreeing with this, I also think giving the community some tools to attempt a translation would be helpful, and I mean starting it already today. That doesn't mean the translation should be included in the game, but we would have already a good bunch ready in advance. Because as the website states, the developers will be adding new content, and the translations should have double work, first to translate the game itself, and then to catch up with the updates. Having the translation strings in advance would also help the community getting organized, creating tranlsation teams, conventions, workflows, etc. From what I've seen in the (short) period involved in the translation of Elite:Dangerous, it's not just opening a text editor and start translating. I don't think providing those text strings would impact their development effort. One more thing: the number of players coming from other languages shouldn't be underestimated... By the way, I hereby express my interest in being involved in the translation of Identity to Spanish.
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Dear fellow citizens, While I agree with you all pointing OP to check the search bar, there are many ways to explain the concept, no need to be so rude as some comments here. No need to quote anyone. Regarding grammar and correct English, sure we should do our best. Now, also please consider, even a native English speaker can make mistakes. I know because I see it everyday in countless forums. Those of you who are foreign speakers (like myself) or have learned any foreign language, you know the huge effort it takes. Those of you who don't, I invite you to do so; it's extremely rewarding, and it will give you a feeling of what I mean. And please consider the foreigner speaker's effort has made to communicate with you. Yes, I'm new here, I don't have too many posts. Yes, I haven't (yet) had to deal with the same question over and over. But I'm not new to the Internet. I've faced this situation elsewhere like any of you and I have never been so rude to a newbie. Because I want them to stay here long enough to learn how to use the search, to spend their money in the game I want to see developed and, in the long term, to refer to this community as a nice and welcoming one. It's not my intention to make any enemies here. I really expect to play and have fun with you all. Thank you.
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Can you earn money in townsquare? and will my progress save?
Phiedrus replied to lewis's topic in The Town Square
I assume that they have to 'stop at some point' in order to let us try a first 'iteration'. I mean, of course it would be great to have money, and then something else like transportation for the economy to work, etc... but what we are getting is one of the modules in advance, not the whole game. There's also the convenience of the feedback we can give from this module soon enough before implementing heavier features like economy. Only when you see the real playerbase behavior you can detect things (not necessarily bugs) that need adjustment or balance. It's better to tackle those before you really have to change deeper features like economy. I mean, economy needs social interaction first, so let's play and balance this before moving to the next step, and we won't regret not having done so in an earlier stage. The list of things we are getting is not small though. There'll be quite a few things that will keep me entertained long enough.