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2 pointsYou can collect resources by chopping trees and mining in Identity. digging is downplayed so you are just able to plant different crops.
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1 pointToday we have launched the new Identity website, bringing you the most up-to-date information available on Identity game features, media and development news. This website is still temporary while a studio of web-ninjas completes our new epic website, but you'll now find much more regular updates here at IdentityRPG.com. Be sure to check out our DevTracker for all the latest from our community manager, Motown. Motown answers questions on social media and these forums every day, so it's the best place to be to find the latest tidbits of information on Identity. We'd love to hear your feedback and suggestions for the Identity website!
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1 pointWe at Asylum Entertainment are very excited to tell you, our community, how you will be able to get into the game sooner than you think! Identity's modules are small portions of Identity which will be released before Identity is ready for the world. This lets you experience part of the game months sooner than otherwise possible. The first module you'll be getting your hands on is a social environment which we've called Town Square. The Town Square will include all major social components, and will allow you to finally create and customize your characters. You can meet hundreds of new people and explore several cool features of the peaceful city life. For more details on Town Square, check out the modules page on the Identity website. Following the release of Town Square you'll experience SWAT player versus player action and eventually vehicle races of all sorts. We'll be bringing you more information on the modules as they progress!
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1 pointDEV BLOG #001 Greetings Citizens, It has been just over a year since you helped successfully kick start Identity into existence! We want to thank you all for your continued support by providing you all with regular updates following the development process for Identity. Engaging with our community is one of the best ways we can show our thanks, and a development blog is a perfect opportunity for us to bring you along for the ride. As you’ve seen throughout the past year, there is no game out there that is quite like Identity, and through your support, you have proven to us that Identity is a vision worth turning into a reality! Feedback has shown us that you all really appreciate our attempts to respond to virtually every question we receive on social media. Twitter and Facebook have been a huge boost in exposure for Identity, and so it is time we begin to explore other avenues of exposure to help our community understand a bit more about the game. In the coming months, our fans will see their first glimpse of gameplay for Identity! We are all extremely excited to show off our first gameplay video, which will fully explore the mechanics of apartment and housing customization. With this video, you will see that we have stayed true to our original art direction from the original Kickstarter trailer, while maintaining high standards in realistic lighting and graphics. We can safely say that we have improved many of the areas of our design that needed attention since February last year. Apartment & Housing Customization Apartments and houses within Identity will have a fully customizable interior. You will be able to change the wall paper on every wall in every room, place furniture anywhere there is space on the ground, swap out doors, windows, baseboards, crown moulding, and even wainscoting! We have made no compromise to the level of detail in which you can customize your apartments or homes, in order to truly express your sense of home decor. With this level of control, there is virtually no chance that the interior of two homes will ever look alike. There will be hundreds of furniture items available to purchase in-game in every style and design, from traditional to contemporary. Furniture in Identity can even be crafted, sold, or traded to other players, and those who wish to try their hand at crafting hand-made furniture from a variety of materials can place a crafting table anywhere they wish inside their homes! And if you wish to share your space with a partner, friend, or even a group of friends, homes and apartments will be available for sale throughout the world that support multiple roommates depending the size of the space and how many bedrooms are available. The home-owner may even grant build permissions to any number of roommates, even visitors, to help them decorate their living space. When you are finished, invite your friends over to compliment you on your interior decorating skills! If you’re anything like us, we know you will spend more time cleaning up this virtual home than you do your real one! Radio This week, our team has also placed a lot of our development efforts into building a functioning radio system that will allow you to listen to your favorite real-world radio stations through placed radio objects inside your virtual home, or car! Yes, you can flip through the channels in your car radio, which will also broadcast to the immediate area outside your car. Imagine driving down the street and having everyone you pass know you listen to NSYNC! One other major part of this feature that we are excited to tell you about is player operated talk-shows which you can personally host, or tune-in and listen to, from your car radio or home. The way we currently have this planned out for hosts, is to have actual physical broadcast stations on the map that you can enter as a player and begin hosting your own radio talk-show. Player’s listening from their car or home can browse a list of channels currently being hosted at that very moment, and listen to you live, talking about government conspiracies and UFO’s! We are really hoping that this feature will have a major social impact for Identity. Like you, we see a lot of potential in something like this for budding stars within the community. We would absolutely love to see many of you sprout a career that started in a game we developed, and ended with us listening to your lovely voice on our actual car radio! The Town Square (Social Module) Many of you already know of, and are eagerly anticipating the release of the planned “Town Square” module that is currently still in production. While we can’t give you an exact date on when that will be ready, progress is steady, and we are as excited as you are to meet you all for the first time in a virtual environment. You may already be aware that Identity is largely influenced by a landmass in the south-eastern portion of the United States. The Town Square itself is only a small portion of a larger city built into the final version of Identity called Ash Hill, a reference to Asheville, North Carolina where we had originally planned to move Asylum’s office. We picked this area of the world particularly because it offered a wide range of geographical variance. The transition between Identity’s mix of biomes needed to feel natural, and this area offered most of what we had been looking for. As for the other cities in Identity, their influences may become more clear to you now. Myrtle Beach is obviously Turtle Beach in Identity, and Roseport is less subtle, but a mix between Atlanta and New York City. When we first started, we kept everything, including the structures and world props level to the ground, a mistake we have since corrected. We quickly realized that cities are rarely ever flat, and knew that setting that precedent now would benefit Identity in the future. The next time you see The Town Square module, we are confident that you will notice the difference compared to earlier screenshots, what such a small transformation makes for immersion in a game environment. Moving Forward We want to thank our community for being so patient with us. Over the course of the past year, we’ve seen many work-in-progress screenshots of assets destined for Identity, and while we believe they serve as a sample of the work we have already put into the game, we know that many of you are still anxious to see video. Our current priority is to get things ready to show off, or more specifically, the housing/apartment customization first. We are convinced that many of you will appreciate the time and effort we have put into this feature, so that you will be able to fully express yourself through your character and virtual home. We know we’ve been pretty quiet this past year, and the criticism we’ve heard from our fans on that through social media and the forums have not fallen on deaf ears! We will start to release regular updates through development blogs and continue to find new ways to interact with our community, to show you our gratitude for your support. You yourself can become more involved by contributing to the discussion with your ideas at www.identityrpg.com/community. We’ll see you there, and thank you again! Always remember that we are gamers too and we are as excited as you are to play Identity at launch!
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1 pointHey Guys, I thought I would share with you a little guide I designed a few years ago for businesses in Arma 3 Life. It's a simple business model that worked pretty well. It's more or less an algorithm for any business you choose to make. It allows for your employees to be paid, and will minimize them breaking off for sole profit. It is purposely written so that anyone can understand. --------------- Business Model System This is the business model system for maximum efficiency for any business. This model uses a percentage based pay and is designed to be easily modified and easily implemented. Here is the Key for the following guide: A- Overhead (This is the money you need to cover your expenses) B- Profit (This is the money you make after your initial investment has been covered) C- Employee Payroll (This is the money for you to pay your employees) D- Investors Payroll (This is the money to pay your investors) ----------------- Generally speaking you need to arrange all of your investors payroll and your employee payroll to only come from your profits. It is important to remember what your total investment is, your profit, and your payroll. Be sure that you keep an eye on your finances. This is an example of the business model: Your total Overhead (A) is $1000 You have one investor, who has invested $1000 into your business in exchange for 5% of your profit (B). This places a $20,000 valuation on your company. You have one employee plus yourself. Your employees and investors make 5% of your profits. From 100% of your profit (B), you now owe 10%, which leaves you with 90% of your profit. Your profit is $5000. This means that $250 goes to your investor, $250 goes to your employees. 90% of your profit or $4500 is now left over. You invest $2000 into your Overhead this time. You have the same amount of investors. Your company's valuation is still only $20,000. You have gained another employee plus yourself. You have banked $2500. If your profit from a $1000 investment was $5000, this means you made $6000 from the total investment. In turn you expect to make double because of your investment of $2000. This puts you at a $10,000 profit. 5% of $10,000 is $500. You pay your employees $500 and your investor $500. This leaves you with a total of $9000 profit. This algorithm is a progressive system. You do not have to pay any specific percentage, I was simply explaining the math with the easy percentages. ---------------- Q: Why would someone work for me, if they could make the same amount as me? A: Your employee pays no overhead, he uses your equipment, he uses your services, he uses your resources. He has no risk involved. If he is robbed, it is not his money he is losing. (Or She). Also, your employee will scale with more employees and more profit. Whereas if he were to do it all on his own, he would make the same singular profit without the ability to scale, unless he were to create his own company. (Or She). Not to mention, you could promote the employee to making more of a percentage. Q: Why not split the profits evenly? A: You can do that! Except you do need to take out your next expenses before dividing up the profit. Always cover your next venture. Q: Why bank the money? A: The reason for banking your money is insurance. If you are robbed, or an expensive piece of equipment is lost, stolen, or broken, you need to be able to cover those expenses. You pay yourself, the same amount as you pay your employees. You bank the remainder for upgrades and incidentals. Q: Is this the only system that works? A: Heavens no. There are many different systems that work, this is just an easy one to start with until you get your feet wet. ----------------------- Should you have any questions, or anything you would like to add to this guide (Business Model) please reply and leave a comment.
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1 pointI've scoured through the forums, but I haven't found a question that's quite like this. When I create a character, would I have to create a character for each individual server, or would it just be one character for all servers?
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1 pointThere will be food crafting, but it won't be for all foods, more for the ones that require cooking like spaghetti and such
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1 pointNot sure if this has been asked and or mentioned but yes, i'd like to see it. @HairyGrenade what do you know?
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1 pointI doubt it but I guess it would add more. @HairyGrenade please give insight.
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1 point@nartuo4tail Again please search or use the resources because this has been answered in the past. 1. this has been confirmed, gyms are in the world but at launch this won't be affected by the gym as it will be a feature which won't make it on full game release and will be added in future minor updates.
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1 point1. You can not destroy or build buildings for performance reasons, cutting down trees I am sure is possible but I am unsure about digging. Ps: Your English is not that bad compared to some on the forums, just you missed one single comma after "building". @HairyGrenade please more info thanks.
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1 pointThanks for the mention @nartuo4tail I am not sure but i know that you will go up to an npc to buy the stuff but that's as far as i know it goes. @HairyGrenade can give any more info.
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1 pointGood to see this sort of thing happening in Identity! I hope to see your business work out in game
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1 pointWhat? Offline mode? So you wanna play the game without interaction with other players? Buy games that are singleplayer then!
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1 point"Laissez-nous faire, laissez-nous passer. Le monde va de lui-même." "Let us do, leave us alone. The world runs by itself." $0 minimum wage. I doubt anyone is going to make very little in this game, just as in the real-world. A minority of people make minimum age in the real-world, and most are teens and young adults, and largely part-time workers. If one is making a living while earning minimum wage, then that one has some serious life issues, or is on welfare, or both. Otherwise, for the most part, people aren't trying to "raise a family of four" (a common claim) on seven US dollars per hour. By the time one has a family, that one typically has started a career of some sort. I can go very deep into economics for the economically illiterate (I do not intend offense there) if need be. In a proper free market full of competition and void of welfare leeches reluctantly working, there is good salary. Now, in regards to this game, once more, I do not think anyone will earn a horribly low wage, and if one does, then one can seek out another employer. Identity's simulated economy will not be nearly as complex as the real-world's economy, so keep that in mind too. My point is, a minimum wage would be unnecessary and would only be implemented in law as a "feel good."
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1 pointThis answers my inquiries. Thank you for taking the time to reply.
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1 pointWell then, I would order some guns from you for self defense I came up with the idea cuz box will be in great demand, can be used by the mafia (transport money) or by other type of business (clothing ect)
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1 pointI believe it would take a bit of time but as the VOIP is a core mechanic of the game, i think it should be as important as colorblind mode if not more
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1 pointI have the same issue, if your headset doesn't have the option then set it to mono via the operating system
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1 pointEach individual private server but I think they may have the official servers synced at a point @HairyGrenade can confirm if this is correct or not.
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1 pointAgreed, I understand when you hit a milestone such as 500 or 1000 views, but not every 50 views or so *cough* Rick_Anderson *cough*
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1 pointI think there should be no minimum wage because it will be more competitive, plus no migrants because there is just one country in this game.
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1 pointI'm not really sure if this is the right section to post this but I haven't found any similar thread so I thought of explaining some common terms used in roleplay. All these terms are explained based on heavy roleplay gaming servers as seen in Arma 3, San Andreas Multiplayer, Multi Theft Auto and so on. I'll be editing this topic as soon as I come up with anything else! If you have any questions, I'd be more than glad to answer them and I hope you all find this useful. In-character ( IC ) In-character is a term used to describe everything that's related and happening to your character, including the actions he performs, his reactions to different situations and in-game encounters, as well as conversations he has with other characters. Out-of-character ( OOC ) Out of character describes everything that is not related to your character. Most games with an in-game text chat available use the parenthesis " (( and )) " when typing something out of character. For example, you ask your friend to join you on Skype. (( Hey bro, give me a call on skype! )) Metagaming ( MG ) Metagaming is the simple use of out of character ( OOC ) information and knowledge in character ( IC ). It is not allowed on most roleplay communities and it's really common because there are a lot of ways for people to metagame without you realizing it. For example, you're telling your buddy over Skype to come and help you out somewhere in-game because you're being chased by the police and you're almost out of fuel. Why isn't this allowed? Because you're using an OOC way to provide an IC information. How is it done right? You need to figure a way for your character to contact your friends' character about this, such as a text message. Another common example is seeing someone's name above their head and pretending you know them by calling out their name. Your character doesn't know the name of another character unless you met him and he introduced himself to your character, or he is a famous figure you saw on television/newspaper, or some other character told you his name and so on. Powergaming ( PG ) Powergaming has different meanings and it could be described as performing an act impossible for a human, forcing roleplay on other players without giving them a chance to respond, or roleplaying something that hasn't been made possible by the developers. For example, you try to pick up a truck like Hulk and smash the local hot dog stand with it. In first place, that's performing an act that is not humanlike, as well as roleplaying something that's not possible in game because you basically can't pick up a truck. Another good example is when someone is aiming a gun at your face and you immediately pull out your gun and shoot him. That's forcing roleplay on someone else because you didn't give him a chance to react. In real life, it takes a couple of good seconds to pull out your gun and shoot someone while in game you can do it in a second. Powergaming is often encountered around p2w ( play to win ) players, who are always looking to gain an advantage ( often unfair advantage ) over other players and now allowing them to react to a situation. Deathmatching ( DM ) or Random deathmatching ( RDM ) Deathmatching or RDM is killing another character without a sufficient or valid roleplay reason. For example, someone pulls out his gun and shoots you not no reason at all.. Revenge killing often falls under DM/RDM because if your character dies, his memory of the killer and the entire situation that led to the death will be wiped out completely.
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1 pointDanish due here too. I'm 33 and work as developer/consultant in my own company. I also do games in my company, but nothing I can live off yet Nice to see more danish people in here and guess you are, as me, looking very much forward to this game
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1 pointI'll be a waitress at a diner, maybe hopefully one day taking over the business. Or I'll just get a job at a bar or a convenience store
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1 pointHello and Welcome to the identity community! Please feel free to use the resources on this forum/ website to gather information on the game. If you have not found something within the resources, please don't hesitate to ask as everyone here is happy to help! Cheerio!
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1 pointA xmilitary working as security and gunstore owner bringing self defense to the good people of the area one bullet at a time:)
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1 pointIs there any way we could work something out in an agreement about a business loan? I need to buy a factory and clothing store to make suits but I need suits to make money to buy the establishments, so if you could help me out by providing an affordable factory and shop, I will pay it back when my suits start selling. Also if we make this deal I would have a boost which would put me ahead of many competitors, significantly increasing profits.
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1 point@ChillBilly Thanks for sharing this model. It's simple and flexible. I think the community will greatly benefit from your help. Family First, Mission Always. Stay Safe.
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1 pointI know that you will be able to elect a governor on the servers, so i have been wondering how the bodyguards will work. Do you guys think the bodyguards should, or will have special abilities like being able to manipulate the VIP in dangerous situations and maybe grab them and push them into the back of a safe car? What other abilities should bodyguards have to keep their VIP safe?
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1 pointListen guys, I need a place where I'll feel safe, allowing players to rob houses will just be an exploit and a pain in the ass. I can already see my house getting robbed every 10 minutes and it's not fun. Also, houses will be like a safe spot where you can relax after a long day of avoiding muggers and murderers, so don't try to take that safe place away from me.
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1 pointThere should not be a age limit. It really depends on who you are as a person
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1 pointYesterday afternoon, for another Identity Insider, we've released a video detailing the workings of player housing in Identity and what it has to offer at our present point in development. This gives you a good idea of the level of fidelity we're going for in all of our key systems, and more videos will follow as we continue. Housing was chosen for our first video as our initial focus in development is for features present in the upcoming Town Square module. If you haven't already seen the video, check it out above. Housing as you've seen in the video is an excellent place to hang out with friends, but it has a lot of good practical uses, too! First, housing is the primary storage location for items you've collected. Whether it's a bookshelf full of books, a gun-rack with wall-mounted guns, or a crate full of junk, it's sort of like a bank for tangible stuff. Housing is also valuable for moderate crafting, too. Some advanced recipes might require a factory, but a lot of stuff can be created at your home using special crafting tables. A hydroponics table can even be used to grow small-scale plants, legal or otherwise!
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1 pointThis seems to be a extremely well worked out model. The main issue is the proper work of the employee. After a while trolls get in and fuck up the reputation you build up.
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1 pointToday we publish the first Identity Insider update, bringing you detailed information about key systems in Identity. Our website has expanded with a small page detailing corporations and their classes, also available below: Corporations in Identity You've made a lot of cash working odd jobs, or maybe even the odd less-than-legal task; now that you've had a taste of success, it's time to forge an empire. Corporations will allow the successful with a little extra cash to become driving forces in Identity's dynamic economy. Corporations are organizations similar to, but separate from, gangs and other social structures. They have the added ability of owning assets and issuing work orders to their real-player employees. Some assets, such as the largest cargo trucks, are available only to corporations. Once formed, the corporation is assigned a telephone number for public contact and the director (owner) can build a logo using an in-game design tool. It's then time to hire a staff and get to work. Classes of Corporations Delivery Delivery corporations can buy large vehicles for big hauls, vehicles not available to the general public. While any player can deliver goods in vehicles such as vans, to get the big-bucks you'll need to join a corporation. Legal Let's face it, crimes happen and criminals are going to be arrested. They'll need someone on the outside to convince the jury that they did nothing wrong. This is where legal corporations come into play, and their services aren't always cheap. Transportation People need to get from point A to point B and they don't always have the means to do that themselves. Transportation corporations own special vehicle assets including taxis and more, helping those in need get where they need to be. Manufacturing From the shoes on your feet to the sofa under your seat, almost everything in Identity is built and crafted by other players. Manufacturing corporations give their employees access to a wider variety of constructables and resources, for a cut of the profits. Always Expanding As with most things in Identity, we at Asylum will constantly be expanding this system adding new classes of corporations and building on those already available. Identity's release is only the beginning. If you have any ideas for a well-suited corporation class, let us know on the forums.
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1 pointHello citizens! It's been too long since our last developer blog entry, so I wanted to take the time today to update all of our backers on Identity's current state of development, as well as give a little more insight into the process behind the scenes. During the first year and a bit of development, most of the time was spent developing key backend systems. Networking modifications, weapon physics, character customization, voice communication and so on. That's all behind us now, and I'm happy to say it's gone as well as we could have hoped. Now and for the past couple of months we've moved on to gameplay development, making those backend features do the fun stuff. This Month in Development In this last month our lead character artist, Miroslav, has finished up everything we need for your characters going into the Town Square release. We're always going to be adding more character customizations over time, but to start you'll have the choice between 4 male and 5 female race options. After selecting your base race you can customize further with skin tones, blemishes, scars, eye color, hair styles, hair colors and tweaks to facial features. Identity is expanding on the usual character customization, though, as some of the options available can only be gotten through achievements. Prison tattoos are an example; if you see someone with such a tattoo you know they've done something to earn it. A lot of work this month has also gone into the player housing systems. In following our previous messages, our home customization system has been in place for some months although we've been expanding the floorplans in preperation for the Town Square module release. Sean, or Motown as you may know him, has prepared the various apartments you will have in the Town Square. If you have made a smaller pledge to Identity and do not have an apartment yet, we're going to be giving you access to a temporary (small) home in the Town Square so that you can play with the cusomization features. If you've pledged for a package containing an apartment, Town Square will show what you'll have in the full Identity game upon release. Just this morning our lead programmer, Henrik (AKA Mathalion), finished up the karaoke systems. It's a minor feature for Identity as a whole, but it's going to be loads of fun in the Town Square module! Just off the lobby of the hotel is a slick little bar, complete with a karaoke stage. You'll be able to queue up your favorite songs on the karaoke machine and see the lyrics on one of the monitors around the stage. The microphone on the stage really works, too, amplifying your voice out of the speakers so that your singing can be heard by everyone there! Most of us are terrible singers, so karaoke is going to have a lot of hilarious moments. If you're just there to watch, the restaurant by the stage is fully functional, too! It's Been Too Long I'll just come right out and say it: we at Asylum Entertainment have really had poor PR these last months, and you guys deserve better. You deserve much more frequent updates, and we're committing to give you that moving forward. We're a relatively small development team today. Currently a core staff of 5 incredibly talented full-time developers, I'm amazed every day with what this team can accomplish. Outside of our core we have a handful of part-time workers, mostly artists, who are also very skilled. Because we're a small team, many of us have to wear several hats. For example, Sean is our community manager but also a 3D artist. I myself am the project manager, a programmer and interface developer. This leads to few resources to dedicate towards PR as there's so much work to be done on the game itself. This is something we knew though, and we're going to set some time aside regularly to keep you in the loop. The Town Square module is coming soon. We're in the final months of 2016 now, and you'll finally be inside the first piece of the Identity world in the first quarter of 2017. It's a little later than we originally hoped since we're dedicated to making sure everything is smooth and stable from the first moments. Identity is an enormous undertaking, but the most difficult bits are behind us and we're drawing near! What to Expect The first stage of game development is always very boring to talk about, and also doesn't give us much to show you. Creating those backend systems that drive the game behind the scenes is one of the most important phases, but it's not very glamorous. It's for this reason that most games aren't announced until they're a couple years into development. Now that we're past that point, we're going to be able to start showing you real Identity gameplay. The first gameplay video you'll see is going to be in November and will show you just how detailed and in-depth Identity is becomming! You'll see a walkthrough of our housing system, showing just how far it can be customized and some of the cool fun features you'll find in there. Following that video we'll give you a glimpse of the Town Square features, leading up to its release. It's been a ton of work and a long time coming, but we're moving forward at a great pace and everything is about to get very exciting over here.
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1 pointI would love a corvette c7 though I would also like some European luxury cars and (of course) some classics
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1 pointIt's still confinement with other not-so-good players. From murderers to drug dealers and anything in between. But I think there's gonna be jail and prison- so two different types of unjust variations meaning like a small unpaid* speeding ticket vs. Battery or assault. I think it more so depends on the environment. I like to be happy so I enjoy freedom and such, where as the prison looks like a leaky, bars ahoy confinement institute of hell. Not my personal idea of a enjoyable setting. "Why you in here?" "i was moving dead bodies." "I pulled a bank robbery and killed seven cops" "I had a kilo of each drug" Then there's the guy in the corner with the creepy voice "I'm a pyscopathic homicidal hand cannon"(fill in the blank with imagination, as im not that creative)
