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Everything posted by Vrilyze
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Criminals Looting Police
Vrilyze posted a question in Tourism <span style='font-size:0.7em'>(Q&A)</span>
I came here to get some kind of closure since a friend and I were having an argument about "If a police officer is killed can't you loot their special items and use them?" while he said "Yes" it pained me to think of it being a possibility of criminals being able to run around and handcuff people, use police batons, or wear police armor for extra protection. It didn't add up to me and the thought of that happening would be extremely over powering and you could easily take over the town with just a few thugs and spawn kill people. So, can you use specialized police items? -
(Updating list as I get more ideas) Not sure if this is in the game already, but here are some cool concepts that are based off of the "Art museum", "Paintball", and "Movie Theater" as they are very nice additions to the game. So I thought of some other things of the same kind of genre, I see them as "Tourist Attractions" or other kinds of entertainment and the culture of what "Identity" should have someday. ________________________________________ Average Level Difficulty Concepts (Reasonable to Question) * Starred concepts make more sense if you continue them with the "More Advanced" projects listed. Amusement Park - A main amusement park resort (Water park, Roller coasters, Food Stands, Haunted House, ect. Should be extremely big and amazing looking like Tokyo Disneyland) Resort / Honeymoon / Amazing Visual Scenery - Beach Resorts ( Like Sandals Resort, clear waters & tropical plants, animals, and atmosphere) Traveling Entertainment - Carnival (Carousel, Ferris Wheel, Bumper Cars, Swinging Hammers, Octopus, Tilt a Whirl, ect. a tiny carnival/circus that travels around to different areas) Festive / Events - Festivals (Music Festival - I know someone who would love something like Ultra, Food Festivals, Holiday Festival) Fair - Clothing Fair / Goods Fair (Pop up event that sells unique clothing / Items only sold by console) Shows - Car Show (Pop up event that sells rare sports cars only sold by the console) Live Entertainment - Sports Centers (Players should be able to play a sport and if they're extremely good they can get in on the Sports Centers) * Museums - Historic Museums (Should be able to find rare fossils around the world to give to the Museum or hold onto and auction off) * Historical Artifacts & Treasure! - Ancient Ruins & Temples to explore and gather rare treasure from them to keep, sell, or steal. (codes & messages required to break into different rooms devs can give hints about each treasure hunt) To have ancient ruins and temples you should first give identity a real history as to why those items are valuable. * Historic Entertainment - Medieval Entertainment (There's a place called "Medieval Times", they do real life jousting on horses, dress in medieval clothing, give you a medieval meal, and for an extra fee; you can pay to sit in the throne, eat like a king, wear a crown, and tell what you want the actors to do to each other while watching them and eating your meal.) ________________________________________ Miscellaneous Concepts (Reasonable to Question) Identity Wiki / Interactive Dictionaries in Game - A wiki section devoted to explaining in depth on the information of items, with an in game item called the "Dictionary" that you can open and click on words that will then pull up Identity's official Wiki Page. Example: History of ALL the Businesses that surpassed 1 month and what their purpose was, the time opened and time closed. Toggle to see all the currently present owned stores. Identity Interactive Map in Game - A consistently updated Map that works with the "Wiki" mapping out all the businesses, farms, dig sites, ect. For players to toggle their map to. Clicking on any of the dots located over a specific site will pull up the wiki with the information on that site. ________________________________________ More Advanced Concepts (Culture, Globalizing, Planet, Solar System) Warning! If you shit yourself when thinking about things too hard DON'T READ THIS SECTION! Note: No, I of course do not expect these concepts any time soon or at all! This is the "ADVANCED" section. These are idea's I will be putting out there to the general public. This is more for those who take interest in thinking "bigger" or give reasonable alternatives to help make some of these ideas easier to achieve. Culture and History of Identity - Story line of it's history and how it became of modern day civilization. Have a historic museum solely about Identity and where things started. For example "Massive stone statues were carved 10000s of years ago this is what they look like" then you can throw in if Identity will become a "Planet" within some kind of solarsystem. If you guys will add that some day waaaaaaaay into the future you could add in some aliens. You could base it all off of earth's stuff but make it as if you're creating your own civilization. (To me what's the fun in exploring something I already know in the real world? That's what I love about videogames. Their creativity, difference, and similarities.) By giving addition to the "Culture" of identity and what the different cultures could inherit, you can add in a whole lot of other fascinating things with your own choice of design. For example you could create a "Yik yik" fruit native to the "Orsik" people of "Juskar" which live high in the frosted mountains and "Yik yik" is a yellowish pink star shaped fruit that grows off a tree that looks like a "Lepidodendron" tree that has gone extinct in our world. For now the real world is a very good template to copy off of before expanding far off into this more abstract realm of creativity. Human Advancement - As years (or "x" amount of time) go by for this game, you could give it a "new era" where it surpasses the modern era into a futuristic era. When town square becomes more "of the past" thing and is considered a historic momentum to be preserved. That would be fascinating. Evolving all the architecture into something more "futuristic" looking for some areas while preserving others for other players to maintain. Then you could have pockets of people who enjoy the modern era and be considered almost like "meditates" to those who want to embrace the more "futuristic" era of the video game. You can constantly evolve the game at whatever pace you wish. Just look up "Pre War Exploration - Fallout 4" to see designs. Space Exploration - Space exploration, like a NASA site. Launch rockets & satellites, into orbit. Travel out on a spaceship (again if you wish to use the "human advancement idea" you can evolve those rocket ships into something more practical. Plasma ships. Creating a sun to harvest plasma. ect. ) go out and travel to the moon, or other "planets", Identity could even have 2 moons! Here is what it would look like if Saturn was much closer to earth. A Bigger Planet - Here is just a tip to Dev's "You don't need to worry about the size of your planet." It can be extremely tiny so long as it is a planet, this would let you guys continue on into the solar system development, THEN you could create an entirely new planet much bigger for players to go to, just have a bridge between the two planets and make up some random history that this other planet happened to fly out of it's solar system and conveniently stopped close by to the original planet. You could even make it a huge event for players to build the bridge! Then if players no longer need the old planet you can destroy it. To destroy your old planet make raiding ALL things readily available! Have a nuclear fallout! Put up warning signs for players to move over to the NEW planet so the old planet becomes a wasteland, dangerous, and apocalyptic land! Throw all your garbage on the old planet! Continue to explore the old planet! Have the old planet become a 24/7 PVP zone! The idea's are endless and wonderful! So only the mighty can continue to explore the old land for undiscovered and abandoned treasures!
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everything The Encyclopedia (Work in Progress: might finish/might not)
Vrilyze posted a topic in Ideas & Suggestions
Disclaimer: Take note that these things are not taken from the game, but are ALL suggestions. So do not hold me accountable for anything you don't see in the game. _______________________________ RESOURCES _______________________________ Mining Equipment: Ores: Gold _______________________________ Hunting & Trapping Protected animals Swans, Dodo Bird, Snow Leopard, Fin Whales, Rhinos. Poaching them becomes a crime; but may have better stats for eating them or become a fashion status because of their rarity. Equpitment: ↳Game: Pheasant, Blackbuck, Quail, Emu, Crocodile, Hare, Squirrel, Opossum, Wild Boar, Reindeer, Moose, Deer, Raccoon, Coyote, Black Bear, Fox, Cougar, Bobcat, Raven, Crow, Beaver, Lynx, Anser ↳Fishing: Fish: Cod, Tuna, Salmon, Eel, Bass, Mackerel, Monk fish, Red Snapper, Anchovy, Trout, Swordfish, White Tuna, Pike, Perch, Carp, Catfish, Flounder, Shark, Sardines, Whales: Beluga, Crustaceans: Lobsters, Prawn, Soft-Shell Crab, Mud Crab, Surf Clam, Shrimp, Crayfish, Krill, Marron Molluscs: Squid, Octopuss, Snails Bivalvia: Clams, Oysters, Cockles, Mussles, Scallops, Razor Clams, ________________________________ Agriculture & Apiculter Types of Agriculture include: GMO (bigger plants, longer life, better stats, etc.), Organic, Hydroponics, Mechanical Harvesting, Traditional. Types of Apiculter include: Traditional Beekeeping, Modern Beekeeping, Wild Beekeeping. Equpitment: ↳Crops: Vegetables: Cherry Tomatoes, Tomatoes, Potatoes, Carrots, Garlic, Onions, Cucumber, Lettuce, Celery, Broccoli, Cabbage, Cauliflower, Artichoke, Leeks, Radish, Horse Radish, Squash, Beetroots, Bell Peppers, Mushrooms, Asparagus, Eggplant, Spinach, Fennel, Zuchinni, Kale, Turnip, Brussel Sprouts, Sweet Potatoes, Parsnip, Scallion, Rhubarb, Rapini, Daikon Grains: Wheat, Rye, Barley, Rice, Oats, Corn, Sorghum, Triticale, Millet, Sugarcane. Legumes: Green beans, Green Peas. Pulses(dried legumes): Soyabeans, Chickpeas, Fava Beans, Peanuts, Lentils, Kidney Beans. Oil Seeds: Yellow Mustard Plants, Black Mustard Plants, Sunflower Seeds, Flax Seeds, Hemp Seeds, Poppy Seeds, Sesame Seeds, Chia. Vines: Grapes Herbs: Dill, Mint, Basil, Cilandro, Chives, Oregano, Tarragon, Rosemary, Thyme, Bay, Parsley, Sage, Chervil, Tarragon Spices: Ginger, Saffron, Turmeric, Paprika, Cumin Seeds, Catnip. ↳Shrubs: Berries: Strawberries, Blueberries, Elderberries (risk of poisoning if not prepared properly), Raspberries, Cloudberries, Black Berries, Gooseberries, Salmonberries, Dewberries, Cranberries, Golden Currant Fruit: Pineapple ↳Trees: Fruit: Apples, Bananas, Oranges, Jackfruit, Coconuts, Mangos, Plums, Pears, Avocado, Papaya, Lychee, Peach, Pomegranate, Cherries, Grapefruit, Guava, Nectarines, Figs, Lemons, Persimmons, Tangerines, Limes, Ackee (can be poisonous). Nuts: Almonds, Cashews, Pecan, Walnuts, Chestnut, Hazelnut, Pistachio, Macadamia, Brazil Nuts, Pine Nuts. Spices: Cassia Cinnamon, Black Peppercorn, Cloves, Star Anise, Nutmeg, Beans: Cocoa Bean. Dyes: Cutch (brown), Gamboge Resin (Dark Mustard Yellow), Kamala (Red). ↳Livestock: Cattle, Horses, Swine, Goats, Sheep, Alpaca, Llamas, Camels, Rabbits, Donkey, Water Buffalo. ↳Poultry: Chickens, Ducks, Turkeys, Quails, Geese. ↳Reptiles: Frogs, Turtles, Snakes, Lizards. ↳Beekeeping: Italian Bees, Carniolan Bees, Caucasian Bees, Buckfast Bees, Russian Bees. ________________________________ Foraging & Gathering You must forage for things that you cannot farm. Equpitment: ↳Berries: Chokecherries (risk of poisoning), Red Huckleberry, Clasping twisted-stalk (can be a laxative), Crowberry. ↳Fungi: Black Truffles, White Truffles, Apricot Jelly Mushroom, Giant Puffball Mushroom, Bear's Head Tooth Mushroom. ________________________________ PROCESSING ________________________________ Other Equipment: Edible Gold ________________________________ Dairy Equipment: (Derived from: Goat, Cattle, Camel, Sheep, Alpaca, Llama) Milks: Unpasturized, Skimmed, 1%, 2%. Creams: Light, Half & Half, Heavy, Whipping. Cheese: Pecorino Romano (sheep), Parmigiano Reggiano (cow), Cheddar (cow), Feta (goat & sheep mix), Mozzarella (cow or water buffalo), Gouda (sheep, cow, goat), Brie (cow), Cheese Slices (cow), Swiss (cow), Blue Vein Cheese (goat, sheep, cow), Cottage Cheese (cow), Cultered Dairy: Butter: Frozen Desserts: ________________________________ Dairy Alternatives Equipment: Milks: Soya, Coconut, Almond, Flax, Hemp, Rice, ________________________________ ________________________________ Meats Equipment: ________________________________ ________________________________ Meat Alternatives Equipment: ________________________________ ________________________________ Alcohol Equipment: ________________________________ ________________________________ Canned Goods Equipment: ________________________________ ________________________________ Baked Goods Equipment: ________________________________ ________________________________ Beverages Equipment: ________________________________ ________________________________ Jewelry Equipment: ________________________________ ________________________________ Colourant Equipment: ↳Dyes: Organic Dye Lasers: Creation of highlighters, black lights, and glow sticks. ↳Pigments: ↳Inks: ↳Paint: ↳Food Colouring: ________________________________ ________________________________ Clothing Equipment: ________________________________ ________________________________ Make-Up Equipment: ________________________________ The "Cook Book" / "Recipes Book" will more than likely need it's own forum, which will be provided if this project is ever finished. I told you guys, I've got a wild obsession for food & catering.- 5 replies
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everything The Encyclopedia (Work in Progress: might finish/might not)
Vrilyze replied to Vrilyze's topic in Ideas & Suggestions
Unlikely. IMO all games should have their own official wiki page, since fan based ones can get hacked or wiped. Someone I knew would write out pages upon pages of wiki's and some asshat that got banned from the game decided to wipe it all, only until after a few more wipes did the Dev's actually decide to make an official one.- 5 replies
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Vrilyze replied to Vrilyze's topic in Ideas & Suggestions
Illustrated "crafting" example- 5 replies
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Vrilyze replied to Vrilyze's topic in Ideas & Suggestions
Someone asked for me to make a whole topic on what foods I would like to see in the game. I meant to just create a list of things that were only related to food, but things like "jewelry" and "clothing" can come from things like shellfish shells and fur from game. So I thought I may as well just include some of those. This list is suppose to be for reference for the "cook book" I want to make. Basically a list of foods, their ingredients required and their "crafting stages" example: Apples -> Sliced Apples OR Peeled & Sliced OR Diced Apples. So when you right click on a material that is able to be crafted into something else, a list of options should pop up that you can select from. You would need the required items in your inventory (for example an apple & a knife) to slice and peel. Because if you are right clicking on a Pie Dish and you only had the ingredients for an apple pie, I don't think you want to see the option to "craft a blueberry pie" when you don't even have the ingredients. To make things even faster there should only be 9 crafting options or less per crafting item. So you can simply just type "1" to select the first crafting option and keep right clicking the rest of your things.- 5 replies
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I have a violent obsession with food and cooking in games and how the food looks. The appearance and the stats of the food. I do not know what is already being a work-in-progress. I don't know if identity is a "survival" type game but it would be nice as it would give food a use and makes it more realistic. Other uses for it would be for health boosts but that seems more skeptical since I think Identity wants their PvP to be more realistic. It would be extremely nice for food to have the possibility to becoming something industrial in this game as well. Mass producing whole wheat flour for example. >You would need a wheat field and farmers to tend the fields. >The farmers would sell their wheat to a industrial factory in which they take the wheat berries and grind them into flour. >The flour is sold to a bakery or a grocery store for consumers to buy. >The bakery makes and sells whole wheat bread, muffins, and other goods. >The goods are sold to the customer to consume so they don't die of starvation. -To transport goods you must pay a truck driver, or truck driving company, or have your own trucks. Careers: Farm Owner, Farmer, Industrial Owner, Bakery Owner, Grocery Store Owner, Truck Driver, Security. Farm Owner: you can toggle to have random players come and pick wheat and they can choose to sell the wheat to a factory and you get a % of the profit or they can buy it from you after picking it for reduced price. OR you can rent out your plot to a player so they can become a farmer themselves. Farmer: When renting a farm or owning one you are permitted to use tools normal civilians cannot to help harvest crops faster. You should not be able to rob farm fields. Industrial Owner: Having more workers in your factory makes the production come out faster but it costs more money to keep it running. You should need a minimum number of workers to run a factory. You need to pay truck drivers to transport your goods to you or do it yourself. Security: Paid to keep crime at bay. Bakery Owner: You can run a bakery by yourself, or hire more people on to produce more goods to sell. You need to pay truck drivers to transport your goods to you or do it yourself. Security: Paid to keep crime at bay. Grocery Store Owner: You can run a store by yourself, you need to pay truck drivers to transport your goods to you or do it yourself. Security: Paid to keep crime at bay. Truck Company: You manage truck drivers. Truck Driver: You complete tasks given from company by moving goods. Security: Paid to keep crime at bay. Security should be a separate division from police. Such as a "Security Agency" which store owners can call to have a new guard on the premises because not all players can play 24/7 this can help aid in reduced crime rate all while the store owner can manage their business while be protected at all times. The guards are paid for their duration and if they don't do their job they can be fired instantly and only get paid for that amount of duration instead. Security would be more for players who don't want to hunt down the bad guys but want to still protect. While police would be for more head on and searching for bad guys and have an obligation to do so. Goods should be packaged and there should be card board factories that also provide boxes that factories also need so they can put their products into these boxes in bulk, then they can be hauled onto trucks individually by truck driver or workers. Multiple people can help to move things onto the truck so it takes less time to load up. For example a good transportation company will bring 20 people with them to load the goods on faster than a company that only brings 1 driver with them. These are all concepts that would be amazing to have implemented into any game.
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Here you go. I'm very lazy and may or may not finish it all. The "cooking" selection will probably have to have it's entirely own thread, but all the "recipes" that I will put in the "cooking" section will be from the main Encyclopedia contents so people can trace back to what the thing is or how to make a certain thing. AGAIN I AM VERY LAZY.
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Ugh everyone knows buffets that serve everything always have terrible sushi. But their torpedo shrimp are the best. My thoughts though are it should be mandatory to have different food outlets and the skill levels each would posses for their own cuisine. (like the example above, buffets could have medium skill stats for all kinds of cuisine but be surprisingly low when it comes to sushi/sashimi). Because if the outlets all had the entire menu with no downside players will just go to the same place over and over again if they served everything in 1 place. Because if most of the population revolves around just 1 outlet why bother going to any of the others if there's just going to be a lack of players in those outlets. In reality, I will go to a few of the same outlets but I will pick the best one out of them all and I will travel to it specifically for it's taste of food & atmosphere. Though even if the food is delicious at a place, if I witness the chefs or owners are rude to their customers (even if it wasn't me) I will not go back to that outlet. So unless they implement skill stats in which a Chef (who is far from the town/population) with a high cooking level can make extremely nourishing food better than it's competitors who are closer to the town, there would be no reason to travel so far to that outlet. If you haven't had Sushi or Dim Sum then you haven't lived.
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collection of concepts Tourist Attractions / Entertainment / Culture / History of Identity and More!
Vrilyze replied to Vrilyze's topic in Ideas & Suggestions
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collection of concepts Tourist Attractions / Entertainment / Culture / History of Identity and More!
Vrilyze replied to Vrilyze's topic in Ideas & Suggestions
LOL There is even a NOTE saying I do not expect any of it for the more "advanced" concepts. Even in response to the guy before you I even put that I don't expect even the average difficulty concepts to be implemented, and that's how low my standards are getting because of how scared some people are of ideas on these forums. Even something as simple as a Car Show, I asked that rare cars be spawned. That's not something that's player run, I stated it right in the suggestion of it. Any of the starred concepts are of moderate difficulty but make absolutely no sense unless you go back to the history of what Identity could be. So no, you couldn't even have something as simple as jousting or historical things unless you have them meaning. Even having Medieval clothing in Identity will not make sense unless identity itself has some kind of its own history to give it value. The amusement park idea could be run by AI or players. To operate a machine all day, pay a fee to go through the gates, bla bla bla. The point of even having things like that is so this game just doesn't turn into another GTA kind of game. To just use your logic against you, only 300 people. Not everyone is going to want to be a police officer or firefighter. A drug dealer could have his part time job running the carnival or operating the Farris wheel in a huge amusement park. It's more of a laid back chill job. Not only that but you and I both know this isn't even implemented yet and once identity is open to the public I'm expecting more people to join on overtime and if they had this as an ongoing project people would most certainly love it. Because you'd still get paid to do your job at an amusement park, hell if I wanted to I would just claim the entire amusement park with my clan so it stays alive and we get paid for running it. Yes, there are people like that out there, just like you have people out there trying so damn hard to get your average "boxing" or "trucking" company together. So to someone like me, I don't really care how many people there are, since I recruit people to a game. Because I am someone who would conquer that territory. I have yet to bother to tell any of them about this game yet, since I want to look into how much of this communities mind set is and what the dev's are thinking and doing, what are the staff of Identity like. If I find I have no interest, no point in telling others of something I'm not even interested in.- 13 replies
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collection of concepts Tourist Attractions / Entertainment / Culture / History of Identity and More!
Vrilyze replied to Vrilyze's topic in Ideas & Suggestions
Which is why the concepts are put into sections, with the first few being obtainable / reasonable. For example the "Car Show" idea should be average level of difficulty to do. Considering on what I've seen so far. Throw in some more car models that just aren't obtainable through regular labor and make them pop up in town square or a place designed to pop up the rare cars after an X amount of time (you could even make a giant Banana as a car model, I don't care. I would buy it because it's rare). Again it says I don't expect it anytime soon (even for the average difficulty ones), but it would be nice to have ongoing projects and updates to the game and an Amusement Park? I'd absolutely love and adore that. Surely as much as I love the paintball, cinema, and art museum that's already implemented an amusement park would be great for social interactions and more of a "fun" atmosphere. For example where else are these players gonna go in their spare time after labor and renting a place? To a diner. Art gallery. Or cinema. Do drugs. (Pretty much my boring ass city) What about people who like to travel to paradise and go somewhere more "fun" and jolly? Same goes for that "Car Show / Car Meet" and "Competitive Sports". I can see that this is meant to be more of a "mature" type of content. But having it too serious and gloom will kill the vibe of things. I'm sure you can get an idea of what I mean about the "atmosphere" of a game. Every game has an atmosphere for things. A wiki and map should be something every game should have. Dunno, to me when you say something like a "car show" and other things on the list is too ambitious to have you make me feel like I should have low standards for the game. That's just my point of view.- 13 replies
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An option to choose who your family is, both must consent. But never being able to remove them, only disown. You do not need the other players permission to disown them. The option to make a "will" in game. Should someone stop playing Identity IRL or die IRL their items and properties can be transferred to someone of their choosing in their will. You can always update your will. The way to know if a player has stopped would be if that players family member, or person in their will reports the player is inactive or has died. They would then have to wait 1 year before they could obtain their assets and items. Family members that are "disowned" cannot try to claim. If a player is married and their partner reports that they have died or are inactive, they will also have to wait 1 year for inactivity before being able to claim items. If a player has a will only the people in the will can recieve the assets. If the player has more than 1 family member it will Prioritize who is listed as their spouse, if no spouse, then child. If their family members are siblings, parents, cousins or aunts and uncles, it will go to who ever reported their death first. This is a nice way to keep businesses running even once people are no longer playing, they can pass on their assets to someone else. If a player comes back after a year they can dispute on having their things returned to them. After 2 years they can no longer dispute.
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I am sorry for your loss, I too recently lost a friend only a week after this post. His name was Sean Delaney. Passed away this February 12th.
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1) The same reason why you might not like being locked into something would be the same reason why someone else loves it. For example I enjoy being a very extreme person. I have a lot of pride in spending lots of time on something more than others, and being locked into something that I could never really leave unless I wanted to show I left it has something satisfying about it to me. Maybe a solution to this might be a "timer" to show the length you've been someones "friend" or "brother" online would seem more interesting. It's not something that locks you in so it requires more self discipline if you want a "lock in" effect, you should also be able to show that timer to other people in some way. This would make people who like to be secure in something be happy with the high numbers they have and the people who like freedom in changing labels. Kind of like how Facebook has that "Friend" anniversary thing. It's more of a social / community addition to implement. Or how Runescape rewards it's long time players with items after they have played for 5 years, 10 years, or 15 years, and so on. Also making their accounts themselves more valuable. Sure you may not get any buffs from being friends with someone for a period of time, but it would be nice to be awarded an achievement after X amount of years of being committed to a relation. Any kind of relation really, just like how Stores themselves should have anniversaries. 2) The "will" concept is more for if someone actually does die in reality, not an "inactivity" thing. The example I put above was for a more "happier" usage of it. So even if a year were to pass for that individual, they would still get more comfort just receiving the other persons items regardless. I don't know how else to explain it really, it's more of a rare experience to have someone you game with die on you. Not to be morbid or depressing but everyone dies. As an everyday example again, Facebook has a "Legacy" feature which is letting someone of your choosing to operate your profile after you die and an option to turn peoples profiles into memorials. These might not be very necessary to some people, but some people who like to leave their footprint, or have a very large community that follows them, it is a nice addition. Again, it's also reasonable if videogames don't have this type of addition yet. I personally don't know of any game that has it and recommended it for how unique it would make the game be. If there is a game out there that has this though it would be nice to know.
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Well. This post has become an extremely unfortunate coincidence for me.
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Careers Website Layout: Will there be more careers listed?
Vrilyze posted a question in Tourism <span style='font-size:0.7em'>(Q&A)</span>
Will careers like "Transportation" "Retail" "Medical" and "Agriculture" have their own tabs like "Police" "Crime" and "Politics" do? The "Other" careers section appears to be very clustered with many of the same ideas, but people don't seem to know it because there are other career ideas constantly overlapping the forum very quickly. Having new tabs for careers that are already confirmed to be in game can help reduce the same questions being asked if people go to the specific tabs they already want to know more about. Since even when using the "search" bar you may get more information you aren't interested in "ideas & suggestions" may not be very informative to the reader but it is more than likely to pop up. -
The two players would have to agree to there even being a will in the first place. I don't see it as something selfish at all, as it happens in the real world everyday for these reasons. But like I said though, maybe games aren't quite ready for ideas like this yet.
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There should be an autopay system, I seen somewhere that you can already autopay workers. So if someone had enough money already and had a good business it could keep going for awhile. For example I have a 10 year old son, he also buys the game. He has the choice to list me as his actual parent in game. I'm not looking for "children" I'm looking for a system that you can list family. Not something that's really meant for "role play family". You'd get no benifits from having anyone listed as family other than the "will" option. I've played many games where a close friend of mine will give me all their things when quitting but is unable to give over all their assets. While yes, in 1 case I have had a friend who gamed with me pass as well. It's more of a territorial/materialistic thing for a person if they have a friend/loved one that will no longer be around, sometimes people find it comforting if they were able to take up their friends previous works. Maybe its still too early for video games to have things of this detail, I dream of the day where a game can have all the essentials. _________________________ Dan is a Police officer Tom is a Civilian Dan and Tom are good friends, but not listed as relatives. Relatives can automatically be listed in someone's will and will not need to be requested. Dan has requested Tom if he would like to be in his will. Tom has accepted. Dan has told Tom he will not be playing any longer. Tom reports Dan's inactivity. Dan's items are: $1350 cash, 47 articles of clothing, 1 sports car, 1 bedroom Luxury Apartment, 1 House, 1 Coffee Shop, Police Car, Police Items, Furniture, Coffee Shop Tools, Food items, Weapons. Tom cannot take Dan's police items because he is not a police officer. Tom can "hold onto" Dan's assets once he's been inactive for 2 months; 1 Luxury Apartment, 1 House, 1 Coffee Shop. Tom already has a house, but he has the choice to sell his own house and take over Dan's. Tom sells his own house and holds onto Dan's. Tom cannot sell any of Dan's furniture until 1 year has gone by. But Tom can put Dan's items in Storage and put his own old furniture into Dan's home. If Dan's items break Tom will have to pay to fix them or he can use his own items. Tom uses Dan's coffee shop items to make coffee, it breaks but he does not repair it. If Dan comes back he will have to pay for the broken items, that is if Tom has decided to pay for Dan's assets to keep them running. If Tom chooses not to, they will go for sale like they normally would if a player does not pay rent to keep items running. 1 Year has gone by without Dan returning, Dan has selected all items that Tom will receive. Dan has selected "Everything" option. Tom receives all of Dan's cash, furniture, clothing, food, electronics, gear, and now has ownership of Dan's assets that he has paid to keep running. If Dan wanted more than 1 person in his will, he would have to select who would get what asset or items. If he only wanted Tom to have his business in case he ever returned he would only select "Coffee Shop" for Tom to receive. Two people would not be able to share an asset. For Dan's money, he would have to choose in what % of money each person would receive instead of an actual number.
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Hm, I like the year given because some people do spend 6 months away at places in real life. Boot camp for example or needing a new laptop to run the game. A year is a solid indicator that someone really is inactive. Maybe implement something that puts a persons property on hold if the person in their will (or family member) reports it. Have acceptions to this, maybe 2 months of inactivity the family member can have the choice to pay for the expenses of the property and "hold onto" the property until a year has gone by. Which will then give all the previous players items to the new owner. If the player rejoins the game within this 1 year process they can simply claim back their items.
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Anything with class, and a touch of vintage.
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- character creation
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All are my own thoughts. The board room is more "specific" in what jobs there should be while I enjoy brainstorming over how all things could connect with each other and on a detailed level to give concepts more concepts. To label them and make them more organized. You say "Box Service" was someones idea already and you're correct. But I'm not pulling this information from anywhere that's just how the real world is and that is why this is in the "Ideas & Suggestions" because I am interested in a "Food" concept and what's going to happen with the food in this game. For example, say instead of the Flour Factory it is a Water Bottle Factory. They would mass produce Water Bottles and need Plastic Bottles instead and they would instead need "Plastic" packaging for their Water bottles. I just picked something at random and it happen to do with cardboard boxes. -Fisherman catches Cod -> Sells Cod to Seafood Store -> Sells Cod to Seafood Restaurant (Restaurant buys from store) -Farmer farms Wheat -> Sells Wheat to Flour Factory -> Sells Flour to Seafood Restaurant (Restaurant buys straight from Supplier) -Chicken Farmer picks Chick Eggs -> Sells Eggs to Seafood Restaurant (Restaurant buys straight from Supplier) -Grocery Store Sells Vegetable Oil to Seafood Restaurant (Restaurant buys from store) -Seafood Restaurant has all ingredients to make Deep Fried Cod -> Makes Deep Fried Cod -> Sells to Customer I hope this makes more sense on what I'm trying to get at, I have a tendency to get off track and think of more ideas branching from it.
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I came across this video and fell in love with the game. I skimmed through a few forums but nothing that specifically revolved all around food being industrialized or the process of it being industrialized and what the possibilities were. The only things I've really seen are "Coffee Shop" which is nice but surely I hope there is more variety. I have underlined all the outlets that would be possible if you can: Fishing: Fish: Beluga's, Cod, Tuna, Salmon, Eel, Squid, Octopus Other: Lobsters, Oysters, Scallops, Shrimp, Crab. ________________________________ Farming: Vegetables:Tomatoes, Potatoes, Carrots, Garlic, Onions Fruit: Apples, Bananas, Oranges Berries:Strawberries, Blueberries, Raspberries, Black Berries Spices:Cinnamon Livestock: Cows / Dairy, Rice, Snails, Frogs, Horses, Ducks, Chicken, Eggs, Pigs, Other: Wheat, Sugarcane, Grapes, Coca Beans. _________________________________ Making: Wine, Champagne, Rice Wine (Saki), Chocolate, Cheese, Edible Gold, Soda, Chips, Canned Food, Cream, Butter, Whipped Cream, Icecream, Deep Fry Batter, Flour, Sugar, Pasta, Vegetable Oil, Yogurt. _________________________________ Find/Search: White Truffles. _________________________________ Grocery Store: Canned Goods, Produce Goods, Baked Goods, Dairy Goods, Baking Goods, Meats, Vegetables & Fruits, Chips. Luxury Restaurant: Gold, Beluga Caviar, Lobsters, White Truffles, Oysters, Champagne, Foie Gras. French Restaurant: Quiche, Crepes, Cheese & Wine, Mousse, Macaron, Les Escargots, Les Cuisses de Grenouille, La Viande de Cheval. Fast Food Restaurant: Hamburger, Fries, Onion Rings, Milkshake, Chicken Nuggets, Soda, Soft Serve, Deep Fried Chicken, Subs. Seafood Restaurant: Fish & Chips, Scallops, Prawn Cocktail, Crab Cake, Cockles, Clam Chowder, Mussels. Bakery: Bread, Muffins, Cookies, Donuts, Croissant, Baguette, Tarts, Cakes, Cup Cakes, Fruit & Meat Pies, Cinnamon Roll Candy Shop: Fudge, Chocolate, Lolipops, Tofy, Caramel, Candy Apples, Luxury Chocolates. Hot Dog Stand: Hot Dogs, Chili Dog, Sausages, Chips, Fries, Soda Ice cream Parlour: Icecream Flavours, Frozen Yogurts. Italian Restaurant: Lasagne, Pizza, Tortellini, Spaghetti. Mexican Restaurant: Quesadilla, Burrito, Taco, Flan Pudding. Japanese Restaurant: Sushi, Sashimi, Ramen, Saki. Chinese Restaurant: Chow Mien, Fried Rice, Dumplings, Spring Rolls, Wonton soup, Dim Sum; Har gow, Lo mai gai, Cha siu bao, Lo bak go. Vietnemese Restraunt: Pho, Bánh Mì, Gỏi Cuốn. Middle Eastern Restaurant: Shawarma, Mujaddara, Baklava. This is what I mean by I don't know how in depth the foods are because there are so many different types of foods and types of outlets, it would be a shame to only have so little diversity. The ideas I put out were all my own thoughts and how the real world works and with food marketing being the biggest in the real world. So though in this video is says how you can manufacture goods such as furniture and clothing, I did not know if there would be anything for food in the same manner. I didn't put this in the board room because it's not "specifically" for a single job or company but a network of ideas that have the ability to all be connected and what their purpose is individually (vaguely). They are just vague thoughts and if I needed to be more detailed with it they would have to be put out individually and each would have a good presentation of what that career would be like and the sub careers. For example a "Mechanic" Tree These careers may not be "point on" with the real world, but they give a way to group things into organized categories. Master Career: Master Mechanic (Can be a mechanic for all Mechanic careers) Career: Auto Mechanic L Sub Careers: Car Mechanic, Motorcycle Mechanic, Bus Mechanic. Career: Aircraft Mechanic L Sub Careers: Helicopter Mechanic, Plane Mechanic, Private Jet Mechanic. Career: Marine Engine Mechanic L Sub Careers: Motorboat Mechanic, Fishing Boat Mechanic, Cruise Ship Mechanic.
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What our paramedics look like in Canada.
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To make things more interesting, implementing a "death timer" such as banning a player for 24 hours if they die. This makes it so players play much more carefully because once a player goes down the medic's are notified and then the police, police then have the choice to kill the criminal or cuff them if the victim is "dying". But while you are dead you should be able to play some kind of mini game with the other dead players. A mini "after life" thing. While there's that there should be paramedics, if they arrive within 4 minutes of a player "dying" they can revive the player in 10 minutes and are paid when saving a life. "Dying" is the invincible state basically in which no matter how many times you try and shoot the person they will not die but their character will remain there, during this phase though their screen should be black until paramedics come or they die and go to the "after life". When you come back to the world you should spawn in a hospital with the game saying something along the lines of "The doctors manage to revive you"
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- death timer
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