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This is not really a suggestion but more of a perspective. There's two groups when it comes to games or products, the clients (gamers) and the producers(devs). For a game to have sucess both parties must have a balance. Gamers must be satisfied with their gameplay and devs with their revenue. Taking Minecraft as an example , it has success and people still play it till this day. Now we have to learn from that sucess. Crafting your items from stuff you had to grind was the main appeal of Minecraft and not the graphics. Graphics are just a bonus here, it's immersion. Lets now have a look at something that had potential but never had sucess. Dayz had a lot of potiential but was never polished and was darn boring. Why you ask ? What makes a player happy is to be proud of his accomplishments, in Dayz you died and had to restart from scratch. I suggest Identity to have 2 servers, 1 hardcore and the other peaceful. One where you die and restart and the other where you restart with penalties. This is only for the satisfaction of the broad audience. For the devs side now, profits is their main concern here. The integration of a market in the game with real world currency would highly help devs with their expenses and profit. Taxes on items could go directly to the devs ex: 10-15%. I have logs that I need to sell, I could sell 1000 logs for 10$ and devs get 15% of that transaction. That an idea which Valve loves using. Also for this to work a minimum amount of " wood logs " for sale should be established in the market. Putting 10 wood logs in the market at a value of 0.01 $ each isn't going to get enough transaction money to the devs. Imagine if Identity is the first mmo game where anyone could make money online from. Yes, there's games online where you can male money out of but the devs are usually too thursty for money and the game gets bad reputation. Reputation and good feedback is the most important thing in the early stages of the game. It takes only one bad review to stop someone from buying and joining the game. I posted earlier for mining to be integrated into the game which means the terrain will need to change and thats hard on a graphics card in a mmo game, that's only an idea. I have more ideas like: marriage, animal breeding, fall damage and possible death, loading screens when joining someone "house" or "farm", paying people to help you build stuff in your terrain and much more.  Now for the issues :

 

How are we going to cashout our earned money ? 

A: With paypal integration into the  game

How will mining work and crafting ? 

A: Mining involves modifying the ingame terrain which is hard on a graphics card but if the terrain is local (singleplayer) that's not an issue. 

Isn't making a game singleplayer make it risky for hackers to duplicate items to sell it on the market for profit ?

A: Not if an internet connection is needed to launch the game and to play the game. Data encryption will make hacking almost impossible. Making every item in the game have their own generated key will make it even more impossible because if an item is dupplicated the key is also the same which will make spotting and removing items easy. 

Why animal breeding ? 

 

A: Money is the answer. Buy a cow on the market for 300$ and breed it to make extra $$$. Breeding time would take a couple months though. Not making it easy. 

Won't this need powerful servers to run that much data ? 

A: Yes but making the market integrated from the first day is a bad idea. Main focus should be to grow the community through advertising. Advertising will provide revenue to the devs which will make getting more servers easier. 

 

Note: Sorry for grammar. My native language is not English. 

 

 

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On 15/05/2016 at 8:24 AM, MickxalGaming said:

This is not really a suggestion but more of a perspective. There's two groups when it comes to games or products, the clients (gamers) and the producers(devs). For a game to have sucess both parties must have a balance. Gamers must be satisfied with their gameplay and devs with their revenue. Taking Minecraft as an example , it has success and people still play it till this day. Now we have to learn from that sucess. Crafting your items from stuff you had to grind was the main appeal of Minecraft and not the graphics. Graphics are just a bonus here, it's immersion. Lets now have a look at something that had potential but never had sucess. Dayz had a lot of potiential but was never polished and was darn boring. Why you ask ? What makes a player happy is to be proud of his accomplishments, in Dayz you died and had to restart from scratch. I suggest Identity to have 2 servers, 1 hardcore and the other peaceful. One where you die and restart and the other where you restart with penalties. This is only for the satisfaction of the broad audience. For the devs side now, profits is their main concern here. The integration of a market in the game with real world currency would highly help devs with their expenses and profit. Taxes on items could go directly to the devs ex: 10-15%. I have logs that I need to sell, I could sell 1000 logs for 10$ and devs get 15% of that transaction. That an idea which Valve loves using. Also for this to work a minimum amount of " wood logs " for sale should be established in the market. Putting 10 wood logs in the market at a value of 0.01 $ each isn't going to get enough transaction money to the devs. Imagine if Identity is the first mmo game where anyone could make money online from. Yes, there's games online where you can male money out of but the devs are usually too thursty for money and the game gets bad reputation. Reputation and good feedback is the most important thing in the early stages of the game. It takes only one bad review to stop someone from buying and joining the game. I posted earlier for mining to be integrated into the game which means the terrain will need to change and thats hard on a graphics card in a mmo game, that's only an idea. I have more ideas like: marriage, animal breeding, fall damage and possible death, loading screens when joining someone "house" or "farm", paying people to help you build stuff in your terrain and much more.  Now for the issues :

 

How are we going to cashout our earned money ? 

A: With paypal integration into the  game

How will mining work and crafting ? 

A: Mining involves modifying the ingame terrain which is hard on a graphics card but if the terrain is local (singleplayer) that's not an issue. 

Isn't making a game singleplayer make it risky for hackers to duplicate items to sell it on the market for profit ?

A: Not if an internet connection is needed to launch the game and to play the game. Data encryption will make hacking almost impossible. Making every item in the game have their own generated key will make it even more impossible because if an item is dupplicated the key is also the same which will make spotting and removing items easy. 

Why animal breeding ? 

 

A: Money is the answer. Buy a cow on the market for 300$ and breed it to make extra $$$. Breeding time would take a couple months though. Not making it easy. 

Won't this need powerful servers to run that much data ? 

A: Yes but making the market integrated from the first day is a bad idea. Main focus should be to grow the community through advertising. Advertising will provide revenue to the devs which will make getting more servers easier. 

 

Note: Sorry for grammar. My native language is not English. 

 

 

Firstly the game is multiplayer ONLY! and will not be singleplayer. Mining wil only be in set locations on the map if implemented. They know that advertising will generate them revenue as they said already they want to help community servers some way and I suggested allowing them to have advertisements to generate reevnue also. They already said that they are allowing cosmetic items to be as micro-transactions also because they need a way to pay for the official servers. They already have mentioned they will have a good crafting system in place. Also the devs said that they are going to make a in-depth anti cheat system to try stop hackers/ cheaters and such in the game from doing that stuff to exploit things. I am hoping that they will have a custom type donor system which means paypal will be implemented into the game.

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As far as I know the players themselves will be able to make clothing and such. Making some clothing or items micro-transactions wouldn't make sense. You can't go into a bank to buy money.

If you're talking about advertisement, I would suggest like ingame billboards for let's say Coca Cola or some other massive brand since you're connected to the internet. I would agree to the devs choosing their own commercials to show ingame, not like Google ads which starts showing me "Single muslims in your area" whenever I accidentally click on a video which briefly mentions the Ottoman empire on a time stamp that I wasn't even paying attention on. 

Note: Kindof sleepy right now and stressed over the thought of going to work.

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Well first of all Identity comparison to Minecraft isnt really a good example because Minecraft has single player and many more features that identity wont have but in general they are 2 totally different games appealing to diffeent audiences. A good example would be GTA 5 its been 3 years and people still buy the game why well because it has appeal and new content added all the time and Gta Online especially can represent a type of identity where players interact and play together and its socialising that they enjoy. Now identity is something of  rare game as you dont see many life simulators these days with such ambitions. Also there is no single player and the devs clearly stated Online only and that you wont make money real life especially of this game as it would ruin people interaction and some are money thirsty these days and wont play the game for fun you see identity isnt money hungry its a game where you roleplay and if you dont like that then this is not the place for you 

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24 minutes ago, LionKingGamer said:

Well first of all Identity comparison to Minecraft isnt really a good example because Minecraft has single player and many more features that identity wont have but in general they are 2 totally different games appealing to diffeent audiences. A good example would be GTA 5 its been 3 years and people still buy the game why well because it has appeal and new content added all the time and Gta Online especially can represent a type of identity where players interact and play together and its socialising that they enjoy. Now identity is something of  rare game as you dont see many life simulators these days with such ambitions. Also there is no single player and the devs clearly stated Online only and that you wont make money real life especially of this game as it would ruin people interaction and some are money thirsty these days and wont play the game for fun you see identity isnt money hungry its a game where you roleplay and if you dont like that then this is not the place for you 

Where are your commas, tut tut

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3 hours ago, Kickapoo said:

Where are your commas, tut tut

When do young kids (below the age of 15) add commas. 

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6 hours ago, LionKingGamer said:

Well first of all Identity comparison to Minecraft isnt really a good example because Minecraft has single player and many more features that identity wont have but in general they are 2 totally different games appealing to diffeent audiences. A good example would be GTA 5 its been 3 years and people still buy the game why well because it has appeal and new content added all the time and Gta Online especially can represent a type of identity where players interact and play together and its socialising that they enjoy. Now identity is something of  rare game as you dont see many life simulators these days with such ambitions. Also there is no single player and the devs clearly stated Online only and that you wont make money real life especially of this game as it would ruin people interaction and some are money thirsty these days and wont play the game for fun you see identity isnt money hungry its a game where you roleplay and if you dont like that then this is not the place for you 

Well, I would assume that different servers have different rules/mechanics related to strictness of RP. Money hungry is not neccessary a bad thing, everything cost money

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On 02/06/2016 at 5:57 PM, JamesLuck01 said:

When do young kids (below the age of 15) add commas. 

When they learn to in school at 7 years old.

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21 hours ago, Kickapoo said:

When they learn to in school at 7 years old.

well, in my experience, they learn to but don't do it at home.

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off topic comments stopper---------------------------------------------------------------------------------------------------------------------------------

it's a multiplayer game about having fun with other players :D

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18 hours ago, Shimozukachi said:

off topic comments stopper---------------------------------------------------------------------------------------------------------------------------------

it's a multiplayer game about having fun with other players :D

Comments stopper ---------------------------------------| Penetrated |----------------------------------------------------------------------------------------

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1 hour ago, JamesLuck01 said:

Comments stopper ---------------------------------------| Penetrated |----------------------------------------------------------------------------------------

ad blocker activated

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-------------------------------------AD BLOCKER, BLOCKER-----------------------------------------------------

Edited by DominikOnPc
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6 minutes ago, Shimozukachi said:

ad blocker activated

It failed because these are off topic comments...... nuked ad blocker    Kaaaaaaaaaabooooooooooooom

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1 hour ago, JamesLuck01 said:

It failed because these are off topic comments...... nuked ad blocker    Kaaaaaaaaaabooooooooooooom

upgraded to ad blocker - fallout edition ;)

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