iiMStevo

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iiMStevo last won the day on July 5

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29 Farmer

About iiMStevo

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  1. KIngPin

    While nothing stops players from using this... doesn't it remove from the role-play experience and overall immersiveness of the game? If you lose access to your phone, surely being a true "Kingpin" would mean you'd have certain cops on your payroll anyway, and those cops would visit the prison to relay your messages... or visitation at the prisons would be something that allows you to send your orders out (so long as your communications aren't monitored or are in code)? Simply being the founding member of a gang of criminals does not make you a Kingpin... it's your outreach of power as a criminal, and your general "Untouchable" status that defines you as a Kingpin as you're never tied to the crimes yourself.
  2. I'm not forgetting that games can die... however it isn't often the case where games die because players can't play at 300FPS on ultra low graphic settings. While I agree, rendering individual blades of grass in town square isn't really necessary... however, if you put that same graphic-altering scenario in the wilderness, and you have players hiding in long, individual blades of grass, that's where it becomes less about graphic-altering, and more about game-altering. If on low settings, or having options to remove those blades is available, that can be the difference between a criminal being completely hidden, or completely exposed, and be based on what settings you have - which removes aspects of gameplay which should not be available in a game designed to be as immersive as this game intends.
  3. Counterfeit Money

    You have to think; how would counterfeit money serve the game? With your description it would be in your inventory as "Counterfeit money"... so when you pay someone it, either A: it would just go straight into their bank and become valid money (or be rejected by the bank, and the player would be like "Ok, so pay me actual money this time")... or B: it would enter their inventory as "Counterfeit money" and therefore lose it's purpose instantly since the player would see their actual balance hasn't increased and they now have "Counterfeit money" in their inventory... The only possible way I could see this serving any purpose at all would be with the following; 1. It simply adds value to your cash wallet and isn't classed as an additional item but something like a "hidden item". 2. Once a player tries to deposit the funds in the bank, the money gets flagged, they lose the money, and end up being wanted for counterfeiting (whether the player created the money or not is irrelevant, since they tried to deposit it in a bank). 3. Certain shops have the ability to test for counterfeit money, and refuse you access to buying goods until you have no counterfeit notes. 4. Players have no way to detect counterfeit money until they either go into the shop, or bank, (otherwise counterfeit money would again serve no purpose since players would just naturally check all funds coming into them after the first time they get scammed). 5. It should cost around 80% of face value to produce the counterfeit money, so it isn't manipulated (Imagine someone making 30,000,000 in counterfeit and it costing next to nothing to do so? They'd flood the server with counterfeits and no players would be able to do anything about it until that player gets caught for counterfeiting - it'd run the whole market into the ground since everyone would have given the counterfeit player all their items and products for free). Ultimately though, you have to think of the bigger picture... say all of the above was implemented, how often would the counterfeit system be used, and how effective would it actually be? It'd be a fair bit of coding to establish it, and would the effort put in justify the return? While it sounds a unique idea, and there's room for expansion on it (levels of counterfeit quality, and chance of it being detected in shops etc), aside from itself being a "money cheat" in a sense, it could cause more problems in the game than it would create viable scenarios.
  4. It may be the same vehicles, but with exclusive paint jobs.
  5. 1 week per task remaining. After that, it has steam verification to go through though... and no idea how long that takes, so I would assume it will be maybe a few weeks after 25th July.
  6. From what I gathered... you can't lose vehicles at all once purchased. So even if you buy a standard vehicle and it gets destroyed, you get it back the next day. Vehicles can be stolen too, but you still get them back the next day.
  7. I had a discussion with a couple of mods about the additional revenue streams Asylum could explore in this question thread; You can share your opinion, or simply read up some of the answers in there.
  8. So how do you lose money once you’ve earned it if nothing is expendable?
  9. Karaoke Bar Song Requests

    It’s not coming home
  10. Is this just the exclusive content, or no cars or clothing can be looted? I get that an actual apartment cannot be stolen, nor can the content inside it... but if burglary or theft is completely removed from the game, that’s a whole avenue of illegal activity removed from the game?
  11. Karaoke Bar Song Requests

    It's coming home - The lightning Seeds, Baddiel + Skinner You know... just because it is
  12. Ah, yes... having a dedicated membership plan is different to having a premium membership system. SW; TOR has a premium side. You play the game for free if you buy it, but some functionality is restricted to prime members. Crafting for example is restricted where free to play players have 2 slots available to obtain craft skills, and premium members have a third slot. So ftp players would need two players to construct a high-level lightsaber that has all components at their highest craft skill level, where as a premium player would be able to fully craft the saver and all components on their own. There’s also shops available to premium players to buy additional gear which aren’t available for free to play players. I can understand why the devs don’t want a system in place that costs players money they aren’t willing to part with, hence why I personally think a simple micro-transaction system would be better than having both that and a DLC system for additional revenue.
  13. Thanks, LB. What was the reasoning behind rejecting the membership options? Essentially Identity is a stand-alone Altis Life game with more advanced features and (arguably) better coding... so with donators and membership subscriptions being the norm for Altis Life, it would seem a fitting solution for garnering extra income for Identity.
  14. Having both is a little concerning... A few examples of games that tried both and got a massive backlash; Destiny 2, Star Wars Battlefront 2 In the case of Star Wars, Dice and EA had to revert their policy on Micro-transactions as the player-base hated that they were charging $60 for the game, another $60 for DLC pass, and then had the game heavily reliant on buying "lootboxes" to get the edge with items and equipment. Personally I'd feel that for Asylum to do this on their first game could sever ties early on with their community. Going forward with one option should be more financially beneficial for the company and for the players (should Asylum look to develop further games if Identity is a success). If you compare the two options; DLC Pros: Fixed income per player, generally more accepted Cons: Separates players based on content Micro-Transactions Pros: Players pay what they can afford, payment is optional and players aren't content separated as a result Cons: Could limit in-game interactions based on exclusive content, varied income Overwatch is a good game to look at for successfully implementing micro-transactions which funds the game's DLC as well as generates a profit for the company (Blizzard). All DLC released has been free, and DLC is produced regularly. All players can play across all maps, and aren't separated based on how much money they've spent on the game which in turn creates a wider community to play in. For DLC, there aren't really any hugely successful games, as DLC has been a common occurrence in modern gaming since online gaming made DLC purchases easily available. The Halo franchise capitalised on this principle, but as the game went on, the player base dwindled and created inactivity for those few unable to play on the DLC maps due to players with DLC being paired together with each other... this in turn killed the popularity of the game as time went on (which ultimately doesn't happen with Micro-transactions). EDIT: The best comparison for DLC game I could draw is Arma 3 (since this game is based off the Altis Life mod)... how much of a pain in the arse was it trying to grab a gun off the floor you didn't have access to, so you couldn't fire it! Arma 3 separated a lot of the communities based on DLC level, which is definitely not something that should happen in Asylum. My personal preference (and probably not a popular opinion) is that Asylum would be better off creating Micro-transaction shops in-game where exclusive items are purchased... so long as any ordinary player could loot, or take the items for themselves without paying for them. This reflects life more accurately, since you can't be denied access to holding something in real life, because you haven't bought a DLC pass. EDIT #2: A somewhat taboo option would be to allow for "premium membership" plans that bill players monthly. Monthly subs are quite common place for RPG games anyway, but allowing those players access to items at discounted rates isn't necessarily pay-to-win, but also creates the company a stable income with additional perks in-game. This is something that happened frequently in Altis Life servers, and you'd gain access to donator shops which allowed for exclusive rifles to the server, or vehicles, or normally accessible gear that was discounted.
  15. What's the projected plan to cover DLC and Micro-transacitons? Games these days are littered with "bad" development because they base the games off of the magic money tree philosophy for gaming, which ultimately drives their fan-base away. Is Asylum looking at generating extra revenue after the game's release through DLC packs (and if so, what are they expecting to sell), or will there be continual micro-transactions available to immediately purchase items for real currency, rather than in-game currency (essentially converting the game into a pay-to-win game)?