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  1. 9 points
    In Depth Look at Weapons As we continue our work on the SWAT module, this last Friday we put live a new Identity Insider video showcasing the weapons in Identity. It's an incredibly detailed system. If you haven't seen that video yet, I'd recommend checking it out now before continuing in this newsletter, as the focus of this dev blog post is going to be going into detail about what you see in that video. Check it Out! If you haven't seen the latest Identity Insider video, check it out now. If you have, watch it again because it's awesome! Identity Insider: Weapons on YouTube It's even better than it looks We tried to keep the video short and to the point, so we couldn't talk in too much detail. I'm excited about where we are right now in development, and I've been itching to explain just how great this is. We made some bold claims, such as no game in history having had weapons this detailed and it's quite true. Some games came close, but even then their calculations were approximations based on real data. In Identity, we've taken a physical approach to all things combat and vehicle related. That is, we're able to plug in data from real life into our system and our code drives true ballistic physics naturally. It means we're able to add new types of weapons and ammo incredibly quickly, and it'll just work. Some people have been expressing that this hasn't been done in MMORPGs before because it's impossible for performance reasons, but our calculations are so optimized that the entire projectile is processed in fractions of a millisecond. It's detailed and accurate, but built from the ground up for an MMORPG, too! Melee combat I'm going to step through the key parts of the video and describe, in detail, what makes Identity different from anything you've seen before. While we show off some cool weapons in the video, and there are many more not featured, it's important to note that powerful guns aren't going to be commonplace. Most people will be armed with a handgun or similar. Because of this, melee combat will be a frequent sight and we want it to feel right. Part of the issue with melee combat in most online games is that it's just a click-fest and there isn't real room for player skill. This isn't the case in Identity, where a skilled player will almost always knock the other out. Before I made Altis Life (an old and very successful Arma 3 mod) I worked on a game called Mortal Online, which was all about melee combat. Hand to hand fighting, or using melee weapons, works much in the same way here. Another game it could be compared to would be Mount & Blade, as the control system for blocking and attacking is quite similar. In Identity, there aren't special "attacks" which deal artificial damage, but instead the actual physical movement of the body or weapon which applies a force on impact that is similar to that of real life. For example, if you were swinging a baseball bat at someone, it would be the actual bat shape which hits, and the material it's made of, it's weight, how fast it's moving and more which determines the damage it deals. Note the red circles on the boxing gloves with the image above, and as seen in the video. These are physic impact points for the boxing gloves, which collide to deal damage. They're only shown for debugging and illustration purposes, and won't be visible in-game. Weapon fidelity On topic of the bullet jamming in the Insider video, there are many factors which are controlled at a detailed level in Identity. That's not to say it's something you'll have to worry yourself with often, though. Jams will be rare and will mostly happen with cheap firearms and/or those which are in poor condition. A few of us on the development team spent a good deal of time at the shooting range here in Ottawa, paying close attention to these sort of details. You'll need to maintain your guns if you want to keep them in good shape, but don't worry as it won't be tedious. If worry about the ammo in your gun isn't your thing, just buy the cheaper and commonly available ammo; however, if you want to maximize your effectiveness you can choose the right ammo for the situation. The Insider video also mentions being able to customize your ammo. Our physics models are so accurate that a hollowpoint bullet will fly slightly differently than a full-metal jacket bullet. It'll be so slight you won't really notice, though. Where the difference really comes in is with penetration and damage. As in real life, in Identity you can have empty gun magazines (you don't drop them when empty, because they're actually valuable). If you buy a box of ammo you can then fill the magazine as you like. A single gun can fire different bullet types as well as different bullet weights (grains). Gunsmithing We have mentioned several times now that more powerful guns are rarer, and that's because illegal firearms can't be purchased in a shop. You'll find handguns, some shotguns and hunting rifles there, though. Outside of that you'll need to know, or become, a gunsmith and/or a gun-runner. These aren't forced classes or occupations, but with Identity your character is simply what you decide to be through action. Anyone can do anything. Modifying your weapons will typically have pros and cons. For example, changing out a trigger could mean improved fire rate but have an affect on accuracy, as well. A new magazine release could mean faster reloads but less mobility. This will be based on several factors such as the type, quality and condition of the component. You'll be able to tailor the weapon to suit your needs and preferences. Physical accuracy of ballistics and penetration In the very first days of Identity's development, we got our hands on crime-lab documents which we based our in-game bullet ballistics upon. The result was absolutely true-to-life bullet behavior which we could expand upon with very little effort. In the video, you'll see this come into play when we shoot into the air. That might have been a bit better to show at night, though! Since the release of the Town Square module we've been focusing on SWAT module development. Part of this was the improvements, based on documents from the US Navy, into penetration calculations. Because our systems are designed to take real-world units, using real formulas was a logical progression. The results were something few other games have done, and something no other game has done this accurately. When a bullet hits a surface the system analyzes the material that was hit and knows the finest details of that material's real-world makeup. It then travels into the object, or bounces off of it with a ricochet. If it travels inside, we use other physically accurate formulas to penetrate exactly as far as it should, right down to a fraction of a millimeter. If the bullet is passing through a dense material, it can change directions from hitting hard spots. An example of the hard-spot is when I shot the kevlar vest in the video. Most bullets did not penetrate the kevlar (this vest did not have any metal plates in it), but a couple did get through with a big loss in energy. That was not a random chance, but the bullets hit a spot that had slightly less kevlar. A few millimeters of extra kevlar was the difference between stopping and penetrating. Now that is detail! Organ damage The organ damage system you saw in the video is partly our ballistics system in action, and part the medical mechanics. As the bullet enters a soft body, it can break apart and fragments can spread out, especially when using hollowpoint bullets. A shockwave also causes damage just inside the cavity. This spread can damage, or destroy, organs that it contacts. We currently have modeled two lungs, the heart and brain. We may expand on this in the future, too. When the bullet, or a fragment, passes through the organs it will cause specialty damage to the character in addition to the base damage that happens from the impact. This hit will either cause instant death or hinder the character in addition to being damaged. Blunt trauma is a different story, and can affect vision or mobility. As a paramedic, you'll need to examine the injured player and treat them accordingly. If the examination shows bubbles in the blood, for example, you'll know a lung has been hit. Paramedics will go through a quick class and test when they take the job to ensure they know best how to treat people who have been shot. Step into the Town Square! The Town Square module is now released and available on Steam. If you haven't had the chance to try the Town Square and experience a small piece of the Identity world, grab your Steam key and check it out. Identity Town Square module trailer With the Town Square now running smoothly, we've shifted much of our focus to feature development for the SWAT module. We'll continue to fix bugs and add other features to the Town Square, too. Get your Identity Steam key! To get your key, login on the main site at www.IdentityRPG.com. You can then go to the Account tab of your profile where you'll see an option to link your Steam account. You must have BETA ACCESS on your account to claim a key! ATTENTION! You can only attach one steam account to one game account, and it's permanent. Be sure you're logged into your game account which has the items you've purchased before attaching a Steam account! Once you've obtained your key from the Identity website you can enter it into your Steam client, but be sure that you're logged into the Steam account where you'd like to own Identity. Click the Games menu in Steam, and then Activate a Product on Steam. -- John VanderZwet
  2. 6 points
    Hey all:) This game was one i really look forward to when i first saw it. But then it got delayd, and i thought its better be good when it was that big of delay, but sadly not... So many bugs at release of the first Alpha.. But then it started to go down the Hill, the community manager stopped, seem to me the first Warming.. Then they started to ban slot of people from there discord, including me for repost one of there own Twitter post.. they said when its release on steam we would get more devs blog even videos, but thats almost stopped too. They almost never stream on Twitch anymore. This forum is almost dead, i see around 7-11 people playing the game at the same time. People cant defend this anymore, really really bad way the devs handle this game.
  3. 6 points
    The elevator bug is resolved in our internal build, and will make it into the next patch which will be quite soon. There are significant graphical overhauls and more stuff, too. The elevator bug you're referring to is not an old bug at all, but came into being quite recently when we changed our VoIP backend system for better voice clarity. The bug was related to the switching of voice "channels" between your apartment and the outside world.
  4. 6 points
    People were banned for spamming and breaking rules of the server and so that is why they were banned. People can appeal in the account support area if they want to. The CM's contract run out and so he never renewed it. There are now 2 CM's which so the other one leaving makes no difference. Ye, like every other game. I can name many games with bugs on launch and so that was always to be expected. The game was delayed for the better and it was going to be just the social module even if it wasn't delayed with little content either way. The Forum may have low activity but check the discord where the activity is always high.
  5. 5 points
    most of the announcements happen on the discord atm, these are the latest two:
  6. 5 points
    Expanding the Square While the primary development focus continues to be on SWAT, a smaller division of the Identity development team expands the features and controls of the Town Square. This brings new features to enjoy in the social module, and also prepares several features for the combat-oriented and faced-paced SWAT module. Recent Changes to the Square Since our last development blog update, we've made several notable changes to the Town Square. Drop in and check it out to see some of these changes first hand! - Marijuana is now grown by players! Plant seeds on a hydroponics table and dry grown plants on drying racks before harvesting. There are varying degrees of quality. This is the first step toward adding work and economy into the Town Square. - You can now watch YouTube videos with your friends using TVs in your apartments. - We've made significant changes to player movement and animation blending. You'll find your character movement feels much more natural. - VoIP (voice communication) has been rebuilt on a new technology to greatly increase sound quality. - Player's eyes and other facial features change depending on substance use. If you know the effects of a drug, you can tell if somebody is using by looking closely. This will be useful with police powers (see roadmap below). - You can now access the shooting range in preparation for the release of firearms. - Significant changes to the lighting have been made to give a more realistic appearance, especially during the day. - A large remake of the image processing means overall sharper graphics with more detail and eliminated "ghosting". - We've added support for chat commands. Write /emote for a list of emotes. The Town Square Roadmap - Guns, guns, guns! The shooting range in the basement of the police station is now open and soon will give you access to a few guns to try out. This will give you a taste of how guns will work and feel. We'll show you how awesome the gun systems are with a video when we come closer to this release. - Paintball guns will be available for use and play outside of the shooting range. - We'll soon be adding the ability to drop items on the ground in public spaces. These can then be picked up by other players. - A trading mechanic will allow you to securely pass items to others around you. - Security and ownership systems for apartments, allowing you to assign roommates and more. - Police powers are on the horizon for select players (moderators). This will include jailing, restraining and searching. - Even more clothing and character customization options. We have a lot already created and ready to be added. In addition to the features above coming to the Town Square, we're also expanding on jobs and tasks, both legal and illegal, to kickstart a small economy. Step into the Town Square! The Town Square module is now released and available on Steam. If you haven't had the chance to try the Town Square and experience a small piece of the Identity world, grab your Steam key and check it out. With the Town Square now running smoothly, we've shifted much of our focus to feature development for the SWAT module. We'll continue to fix bugs and add other features to the Town Square, too. Get your Identity Steam key! To get your key, login on the main site at www.IdentityRPG.com. You can then go to the Account tab of your profile where you'll see an option to link your Steam account. You must have BETA ACCESS on your account to claim a key! ATTENTION! You can only attach one steam account to one game account, and it's permanent. Be sure you're logged into your game account which has the items you've purchased before attaching a Steam account! Once you've obtained your key from the Identity website you can enter it into your Steam client, but be sure that you're logged into the Steam account where you'd like to own Identity. Click the Games menu in Steam, and then Activate a Product on Steam. -- John VanderZwet
  7. 4 points
    This has been debunked a lot of times... the town square had been announced for a while now so its not the devs faults that some of you were expecting a full game, and they are still developing the game so i dont see how this qualifies as a scam. I understand that it has taken a long time and that it will take some more, but this isnt the end, its not everything, more will be released.
  8. 4 points
    As a real life EMT, I would definitely be interested in seeing a medical system that is simple yet revolves around role play. Things like blood pressure, heart rate, bleeding control, saleen, etc. Here's how I would imagine the medical system to be programmed: Each civilian normally has 5 liters, or 5000mL of blood volume. A single gun shot would cause blood loss ( 2mL per second on the limb, and 4mL per second on the chest or abdomen) Stab wounds are also a possibility. Multiple gun shot wounds or stab wounds would multiply the bleeding affect. Normal blood pressure = 120/80, normal heart rate = 75. Each 1/2 liter (500mL) of blood loss causes a 10 point loss in blood pressure. Each time the blood pressure drops 10 points, the heart rate increases 10 points. (I can explain why if you want). ***Any blood pressure under 80/40 will cause the patient to pass out, any blood pressure under 50/10 will cause the patient to "die", but can still be resuscitated with CPR. A player will be able to function normally with wounds for an amount of time until his low blood pressure causes the player to pass out. This will allow the player to continue the gun fight with wounds, or give the player enough time to apply first aid to himself or a teammate. However, if a player passes out, he will need a medic to administer fluids for him to wake back up. At that point the player can either refuse further treatment, or elect to go to the hospital/be treated in the ambulance until the blood pressure is stabilized. The incentive for transport to the hospital being that a medic can give fluids to a patient up to 140/ 100 for an extra buffer of health!!! This will encourage role play. Okay so here's an example: one gun shot wound to the chest = 4mL of blood loss per second. 1 minute = 240mL of blood loss, therefore a person loses 1000mL or 1 liter of blood in approx. 4 mins per gunshot wound to the chest or abd. That means it would take 16 mins to die from one gunshot wound, and 10 mins for a player to pass out from a gun shot wound to the chest or abdomen. Double that time for gun shots to a limb. Now, of course more gun shot wounds would cause a multiplication of blood loss, so be careful out there! Maybe armor would deflect 5 bullets before losing its effectiveness??? There are 7 "compartments" on the human body. 1) The chest 2) The head 3) The abdomen 4) the Right arm 5) the left arm 6) the R leg 7) and the L leg. Head injuries: Laceration, fracture, gun shot wound...maybe a helmet deflects one or two bullets before losing its effectiveness??? Chest injuries: Laceration, broken rib, gun shot wound...maybe a Kevlar vest deflects one or two bullets before losing its effectiveness??? Abdomen injuries: Gun shot wound, laceration. Limb injuries: Gun shot wound, laceration, open fracture (bleeding), closed fracture (non-bleeding) Blood volume, blood pressure, and heart rate chart: Volume: 6000mL, BP: 140/100, HR: 55------- Volume: 5500mL, BP: 130/90, HR: 65------ Volume: 5000mL, BP: 120/80, HR: 75----- Volume: 4500mL, BP: 110/70, HR: 85----- Volume: 3500mL, BP: 100/60, HR: 95----- Volume: 3000mL, BP: 90/50, HR: 105------ Volume: 2500mL, BP: 80/40, HR: 115 (Pass out)----- Volume: 2000mL, BP: 70/30, HR: 125----- Volume: 1500mL, BP: 60/20, HR: 135----- Volume: 1000mL, BP: 50/10, HR 145 (DEATH)----- Volume: 500mL, BP: 40/10, HR: 0 (Can still be saved with CPR)----- Volume: 0mL, BP: 30/0, HR: 0 (NOT able to resuscitate and must respawn) CPR and Resuscitation: CPR can be administered by anyone, and will prevent the pressure from dropping if all wounds are bandaged successfully. However, it can only be administered if the player "dies", i.e. blood pressure at 50/10 or less. If the patient "dies", they can still receive defibrillation by a medic. However, defibrillation will only work if the blood pressure is 90/40. So...the medic will need to give saleen up to 90/60 in order for the defibrillation to work. This will also encourage teamwork between the two medic partners. A patient who has been successfully resuscitated via defibrillation MUST be transported to the hospital by the medics and MUST receive the health buffer of 140/100. Now let's apply this type of scenario to a whitelisted server... "New life rule" does not apply unless you actually re-spawn. The time it takes to transport a patient who has received defibrillation is enough time to make his return to the fight reasonable. Since the medics are a neutral entity, they cannot be within a certain distance to an active gunfight, therefore the victim's teammate will have to be able to carry the victim away from the gunfight and toward the medics. A feature to load an unconscious player into a vehicle would significantly aid this process. Example: Officer down, teammate stops the bleeding, carries him to the patrol car, loads him into the patrol car, drives him 200m (or whatever) to the medics on stand-by, medics commence patient care. The officer can either wait for his comrade to be healed, or drive back to the gunfight. OR...depending on EMS AND POLICE policies, there might be tactical medics equipped with vests and helmets that are permitted to go into an active firefight and operate ONLY TO STABILIZE AND TRANSPORT THE VICTIM BACK TO THE NEARBY AMBULANCE VIA CARRY ANIMATION. After reviewing this system and looking at practical application, most of the time the bleeding can be stopped by applying bandages to yourself, therefore medics will rarely be needed unless a person suffers multiple gun shot wounds over time. With that said, personnel who are not trained in first aid, i.e. civilians....would have a lower probability of successfully applying a bandage compared to a police officer who would have a higher probability due to police training. (Medics having 100% success rate). These probabilities/percentages can be programmed into each type of player character. Bleeding control is very important, since bleeding is what drops your blood pressure. Trauma and Medical conditions: -Gun shot wound to the chest: 4mL of blood loss per second (requires "Occlusive dressing" or blood pressure will continue to drop) -Gun shot wound to the abdomen: 4mL of blood loss per second (requires "Trauma dressing") -Gun shot wound to the head: 8mL of blood loss per second (requires "Trauma dressing") -Laceration: 4mL of blood loss per second for lacerations to the head, chest or abdomen, and 2mL of blood loss for lacerations to any limb (from stabbing or blunt force trauma, i.e. non-bladed weapons or fists)...(blunt force trauma with probability of 1:10 to cause a laceration), stabbing = 100% probability of laceration. Requires "Medium gauze" -Fractured limb (from MVA a.k.a. motor vehicle accident higher than 35mph) OR (fall from higher than 20 feet)...could be an open fracture or closed fracture, open causes bleeding. Requires "Cardboard Splint" -Fractured spine (from MVA a.k.a. motor vehicle accident higher than 50mph) OR (fall from higher than 35 feet)....causes neurogenic shock, which instantly drops the blood pressure to 80/40 (passes out). Requires "C-collar and Spine Board" -Dehydration: Not drinking enough water will cause the blood pressure to slowly drop. Maybe 1mL per minute? Player will eventually pass out and need medical treatment. Requires "Saleen Bag" -Low blood sugar: Not eating will cause your blood sugar level to slowly drop, causing you to pass out. Maybe 0.5 points per minute? Normal blood sugar: 70-140mg% (pass out at <40mg%). Requires "Oral Glucose" (can be store bought) if they are conscious...or "Saleen Bag" followed by "Dextrose 50%" if they are unconscious. via medic only -Smoke inhalation: A result of not cooking meth properly, causes the player to have decreased run speed and inability to eat or drink. Also causes decrease in shooting accuracy. Requires "Oxygen Mask" by a medic. Resolved after 5 mins of O2 therapy. -Drug overdose: Causes the player to pass out, slowly lowering the heart rate. A heart rate less than 40 causes death. Requires "Mucosal Atomization Device" by medic. -Emphysema: A result of chronic smoking. A condition that causes decreased stamina or slower run speed. Requires "Oxygen Mask" by medic. Resolved after 2.5 mins of O2 therapy EMS equipment: -An ambulance and gurney where you can take the gurney out of the ambulance first(animated), roll the gurney to the patient with the crew member holding it (animation), then load the patient on the gurney, then roll the gurney back to the ambulance with the patient on the gurney, and finally load the patient into the ambulance (animation). Both crew members should be able to sit in the back of the ambulance with the patient in order to treat them further. -Blood pressure cuff (to take blood pressures) https://www.google.com/search?q=blood+pressure+cuff&source=lnms&tbm=isch&sa=X&ved=0ahUKEwj55afs-qrhAhUKsZ4KHRv6CAUQ_AUIDygC&biw=1920&bih=937 -Small gauze (band aid): -Medium gauze (4x4): https://www.google.com/search?biw=1920&bih=937&tbm=isch&sa=1&ei=yfOfXL7ALsfj0gKa_JmwCw&q=4x4+gauze&oq=4x4+gauze&gs_l=img.3..0l7j0i8i30l3.35879.38439..38548...0.0..0.161.1040.0j8......1....1..gws-wiz-img.......0i67.XilFtcmrn6A Large gauze (trauma dressing) for bleeding control: https://www.google.com/search?biw=1920&bih=937&tbm=isch&sa=1&ei=MvufXJXAFOaM0gL_1I3gDQ&q=large+trauma+dressing&oq=large+trauma+dressing&gs_l=img.3..0.8702.9827..10055...0.0..0.125.726.0j6......1....1..gws-wiz-img.......0i7i30.LPNNAsFsE9Y#imgrc=m2umye0WXEeN8M: -Occlusive dressing for gun shot wounds to the chest. https://www.google.com/search?biw=1920&bih=937&tbm=isch&sa=1&ei=8POfXO6SOqqu0gLOspHoCA&q=occlusive+dressing&oq=occlu&gs_l=img.1.0.0i67j0l4j0i67j0l4.68636.70332..71616...0.0..0.234.851.0j5j1......1....1..gws-wiz-img.....0..35i39.fEq8cUpVREE -0.9% sodium chloride intravenous access (saleen bag) with 500mL, and 1000mL sized bags. Each bringing up the blood pressure 10 and 20 points respectively. Blood pressure cap is 140/100. All Saleen bags have a 30 second cool down. (cannot spam) https://www.google.com/search?biw=1920&bih=937&tbm=isch&sa=1&ei=WPSfXJKkBcHQ-gS19JHQCw&q=sodium+chloride+IV+1000ml&oq=sodium+chloride+IV+1000ml&gs_l=img.12...4933.8605..10477...0.0..0.120.586.0j5......1....1..gws-wiz-img.ruLwtBAA3FQ -Automated External Defibrillator (AED): To revive patients out of cardiac arrest (death). AED sound effects implemented would be awesome...https://www.soundsnap.com/tags/defibrillator -Oxygen mask for people who have smoke inhalation or emphysema (difficulty breathing). Oxygen resolves the problem, however it takes 5 minutes. https://www.google.com/search?biw=1920&bih=937&tbm=isch&sa=1&ei=Y_SfXNOnEdfy-gTjqrXwDA&q=non+rebreather+mask&oq=Non+rebr&gs_l=img.1.0.0l10.234764.242845..244519...3.0..0.121.1292.0j11......1....1..gws-wiz-img.......35i39j0i67.RvRq1vkGfXY -C-collar and spine board for people who've been in car accidents or falls. (placeable on the gurney with mandatory transport to hospital) https://www.google.com/search?biw=1920&bih=937&tbm=isch&sa=1&ei=b_WfXOHcIpLi-gT0lYBg&q=c-collar&oq=c-collar&gs_l=img.3..0l2j0i30l8.3459.5030..5363...0.0..0.227.1055.0j7j1......1....1..gws-wiz-img.......35i39j0i67.S4gVa6l0jr8 https://www.google.com/search?biw=1920&bih=937&tbm=isch&sa=1&ei=dfWfXOO0KJbm-gSFy5vgAQ&q=spine+board&oq=spine+board&gs_l=img.3..0l10.17469.19114..20479...0.0..0.132.1324.0j11......1....1..gws-wiz-img.......35i39j0i67.HuaWMdFt_SY -Cardboard splint (for fractured arms and legs) https://www.google.com/search?biw=1920&bih=937&tbm=isch&sa=1&ei=ivWfXIazMM-X-gSIzL-QCg&q=carboard+splint&oq=carboard+splint&gs_l=img.3..0i10i24.19098.25398..25504...4.0..0.134.2142.0j18......1....1..gws-wiz-img.......35i39j0i67j0j0i10j0i24j0i30.-yajqhMBXSc#imgrc=_ -Mucosal Atomization Device (Naloxone aka Narcan for overdose patients) restores heart rate and blood pressure and wakes the patient up. https://www.google.com/search?q=mucosal+atomization+device&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjG-8Xn_KrhAhWC4J4KHQoECBYQ_AUIDygC&biw=1920&bih=937 Oral Glucose to treat hypoglycemia (low blood sugar) and can be purchased at the store over the counter. https://www.google.com/search?biw=1920&bih=937&tbm=isch&sa=1&ei=2PWfXMS-LsnK-gSrk5noCQ&q=Oral+Glucose&oq=Oral+Glucose&gs_l=img.3..0l10.18524.18524..19279...0.0..0.124.124.0j1......1....2j1..gws-wiz-img.AO4UB-sga34 Dextrose 50% https://www.google.com/search?biw=1920&bih=937&tbm=isch&sa=1&ei=7PWfXLe_LJTi-gT8tKioBw&q=Dextrose+50% &oq=Dextrose+50% &gs_l=img.12..0l10.44163.44163..44923...0.0..0.120.120.0j1......1....2j1..gws-wiz-img.-yju_UHYx7E#imgrc=o9SEii_vUDFZgM: I think these implementations would really help add some features to the combat system as well as increase probability of role play between EMS, civilians, and the police force. After all, this is a role playing game. I believe a good medical system would really add appeal and value to the game. Feel free to DM me if you have any questions or if there is any way I can assist further. I would love to see something like this in the game and be part of the training/leadership team for EMS as I have real world experience. Mahalo from Hawaii and EMS Honolulu!
  9. 4 points
    Our medical system has been designed for quite a time, although this thread is such a great wealth of information that I've bookmarked it so that we can use it in our next review. Thanks! PS: You're going to see a tiny bit of this works when we show off the weapons in a video quite soon.
  10. 4 points
    I have been waiting since Day 1 of the Kickstarter, I am not going to wait this long and give up purely because game development always have brick walls to hit and delays after delays. I believe in the project and the developers in completing it. I think it could have been done better yeah sure but having a go and getting it right first time never happens so I expected it would be ages to wait for the full game release but I am helping in some way with the project and I want to keep helping. I like to keep my faith in my passionate/ dream games I wish to have.
  11. 4 points
    1. Will we be seeing a tracker for the 2nd Module, this will help with transparency and something to look forward to? Most definitely. The original intention for the tracker was to keep it for the duration of the full game’s development, and likely even thereafter. Unfortunately, we don’t have anyone dedicated to the updating of the tracker and it’s currently made in a way that it must be updated manually. We’ll work toward making it more automated in the near future so that you’ll get regular updates. 2. When can we expect some screenshots, video, trailers for the SWAT module? Media typically comes later in the development cycle as our focus now is on blockouts, design and production of game systems and mechanics. Code isn’t very pretty to see, so once we start getting more art in place we’ll most definitely show it off! 3. Are the drugs that you can manufacture going to be able to break down into smaller quantities, like taking a kilo of heroin or coke and cut it into more or break it down into smaller portions for distribution? I’m curious if we will be able to organize big drug deals and smaller deals Yes, there will be different quantities of drugs. The amount received during production will also depend on where, and how, it’s produced. We’re going to be introducing low-level drug production into the Town Square module in the near future as well. If you’re caught by the police, the charge received will be dependent on the amount that you’re carrying or trafficking. 4. When do you guys plan on expanding the map? The base game map will be worked on through the entire development cycle of Identity, although for the Town Square we plan to expand it as required. For example, as new features are to be brought from the full game into the modules, we’ll open areas to facilitate that. You’ll likely get things like jail cells, paintball fields and more in the Town Square once the features for their use are ready to go. 5. What types of guns do you plan to add to the game and will you as a player be able to manufacture guns?. Yes, players will be able to manufacture guns but it’s not a simple process as we don’t want the world littered with powerful firearms. Firearms also need to be maintained as they’ll wear with use. You’ll most often be encountering handguns of several styles, but heavier firearms such as hunting rifles (bolt action, lever action, semi-automatic, etc), assault rifles and even shotguns will be obtainable. Where we draw the line is mostly with attachments such as optics and silencers. We feel that long-range sniping and silencers will detract from the role-play experience. We want people to interact as much as possible, not just take a shot from a kilometer away. A single bullet in Identity can kill if it’s well-placed. 6. How will you handle future deadline dates given and work to stay true to your community promises? All we can really do in this regard is provide release dates when we’re confident that we can meet them. Unfortunately, unexpected issues can arise. In the past with the Town Square, we had to change entire base technologies for our game when technology partners shut their doors. This mean that we not only had to throw out entire completed systems, but then remake them in a different language. This set us back in a way that could never have been expected. Given that our current partners are very successful, the likeliness of this happening again is very low. 7. How far are you into the SWAT module? This is a tough one to answer because different elements are progressed to different stages. For example, in design everything is mostly in place. For game mechanics, they’re coming along quite well. Our lead programmer (Marthalion) is currently focused on taking our formerly-produced firearm systems and integrating them with our modern inventory mechanics. Once the firearms are working as planned, we can move on to gameplay scripting. That is, setting up the mechanics specific to the game modes in the SWAT module. This is actually the easier and faster part of development (and the fun stuff to make, too). We’re pretty excited to get into this area. Most of the work outside of that is in art, but art is also one of the last focuses. We have quite a bit already created, and most art required will be in level development. First the levels will be blocked out so that we can be sure they flow well. After that, we make them all pretty. 8. My Question is when will the coffee shop open? Will there be pool we can play against other players in? would be fun to get some games against other players in the game.....maybe add a "arcade" in the game with some small mini games and have a scoreboard for the highest score or something? You’ve described our plans for the coffee shop almost exactly. There will also be public televisions in there where people can watch videos together while playing. It’ll likely be a short while for the coffee shop, though, as it’s not a current priority. You might even get pool/billiards in your apartments before we open those doors. 9. Do you plan on hire more developers, and if so when? We always hire based on current and projected income. If people are buying module access and account upgrades, we use every dime to improve our team. We’re in no way concerned with profit at this point. So, I guess the answer to your question is, as soon as possible. 10. Crime and punishment: How will this work exactly when you get punished for a crime? Will you be instanced to a jail cell or will it be player role played? It could go a few different ways, depending on the server which you’re playing. On official servers, everything is handled by game mechanics as we don’t have the staff to police them (no pun intended) as well as community servers. The punishment you receive will be based directly on the severity of the crimes you committed. For small offenses you can simply pay the fine/ticket and walk away. If you can’t afford it you’ll spend time in a local jail within a police station. If you’ve done something terrible, like murder or armed robbery, you’ll be heading to prison. The mechanics in prison are very in-depth. Check out the dedicated page for this on our website in the “info” section. 11. When will jobs be implemented? Jobs have always been planned for the full game release. However, we’ve been tossing around ideas for introducing a basic economy with the Town Square module. You might see simple jobs sooner than we’d originally planned, perhaps even before the SWAT module is released. 12. Is there a way you can become a DJ? Yes, you could act as a DJ. In fact you can even broadcast on in-game radio channels. 13. Will there be courts and judges to prosecute criminals? Of course! Well, there’s more of a jury than a judge. Giving that much power to a single player could go horribly wrong, but with a jury it’s much safer. We tested this system in a basic way with our Altis Life mod years ago, and it was both hilarious and fun. Players will be summoned for jury duty from time to time. It’s optional to attend, but you do get paid. If enough people report in the trial will begin. If the player (and/or his lawyer) can convince the jury that he should be released, that player’s prison sentence will end early. In Altis Life, people made up the most ridiculous excuses for their crimes. It’s always fun to see what people will think up! 14. Will there be vintage cars such as the 77 Lincoln Continental Mark V or the 90 Town car, full size luxury cars rather than just sports super cars? Yes, exotic sports cars will be incredibly rare in Identity. This isn’t Grand Theft Auto; we don’t want everyone to be driving cars worth hundreds of thousands of dollars. Extremely expensive cars will exist, but only for the extremely wealthy. In Identity, it’s not very difficult to damage your vehicle if you’re driving recklessly, and more expensive vehicles will be costly to repair. 15. What's the one specific feature, that you really want to add? As a developer, I just really can’t wait to start coding all of the police power mechanics. The designs we have on paper are so exciting and it’ll be incredibly fun to get them in-game. You might even see some of this in the Town Square eventually. 16. Will there be a wide collection of motorcycles when the full game releases? Sure thing. There are a couple available for sale on our website already. We’ll be expanding our available vehicles regularly after release. 17. What is the best way to help the developers? (e.g. many people get to buy the game, report bugs in the game quickly or bring new ideas into the game) At this stage, we have the design mostly locked down; however, because we haven’t gotten much of it into code yet there’s still time for good ideas to influence game mechanics. We always enjoy hearing ideas! I believe Identity’s biggest hurdle right now is simply awareness. The best way to help the project would be to spread the word as best you can. Each person who supports our development via a purchase of any kind improves our team and speeds along development. 18. Is some of the map made or have you only made Town Square ? Some of the map is made, but only small parts would be considered “done” or polished. The first stage in this is called the block-out. We get the environment and shape in place, and then update everything with finished art assets. There’s more work to do before the world looks like the Town Square, in terms of quality, but it’s well on schedule. 19. Will we be able to host our own servers? I run an RP community using FiveM and will we be able to do something similar to that within the Identity platform? Yes, we believe that community servers will be where Identity truly shines. You won’t host the servers on your own hardware, but you’ll have full control over their configuration and settings. You will be able to disable mechanics as you please so that your own team can cover them in other ways. 20. How will the Fire Department work? There are several different ways that the fire department will be dispatched. First is what we call “emergent” fires. These are unplanned events which occur based on player activity. For example, if a car crashes into a tree and catches on fire, the fire department may need to put it out (car fires will be extremely rare, though). If there’s not much going on from player activity, our servers have the ability to randomly create fire events based on the currently logged-in firefighter population. We’ll make sure you stay busy! 21. Could you think the community could help in the development process like letting the community help design the map and weapon selection etc? This is an idea we’ve tossed around a few times. Right now, we don’t take direct technical assistance from the community. This is mostly because we have very high standards of quality, and we also want to ensure that everything follows our guidelines and fits well together. I’ve considered making a system where community members could contribute on certain items which we need and, if approved and accepted, we could them implement them in the game (and compensate the worker). I’m still undecided about going down this road, though. 22. How do you plan to use current funding and acquire further funding? All funding, every single dollar, has always been spent on the development expenses of the game. Well, every dollar that the government doesn’t want from us, anyway. This includes developer salaries, licensing fees, and so on. We’ll continue crowd funding for additional income as it’s supporting the team well. We’ll likely incorporate the items we have on our website into in-game Steam purchases sometime soon, too. We’d consider working with investors and publishers but while we’ve had dealings with a few already, we’re incredibly selective here as we want to ensure that we always retain creative control. 23. When will the phone feature or a way to add friends be available? Before the SWAT module is released. The phone calling and friend systems are actually already coded in the Town Square module, although we haven’t completed the UI required to access it. 24. Will you implement a better cataloging system for furniture in rooms and make the catalog accessible from there. Yes this is currently on our to-do list. 25. When will the website be updated and we'll have a site for SWAT module? (Teasers?) And that stupid UI Problem in the Task List... even when the module is already out? We’ll get that tracker updated next week, I think. I’m the one who handles that and I’ve been so busy with development and management that it’s not been something on my mind. As for the SWAT page, it’ll be expanded as soon as we have more media to display. 26. The map of the game published on identityrpg (in the police station for the exemple) and the website be reproduced faithfully ? / One the beta is complete, will the acquired objects be saved? The game world will be very similar to that map, yes. The map shown is an early draft though, and is mostly a positional guide. The scaling of objects on the map are very far from accurate, but the locations of the cities and such are correct. 27. Are you going to finish all currently planned Town Square content before releasing the SWAT module? Nope. The two are typically being worked on by different developers, but the SWAT module is our current primary focus. The Town Square will receive all sorts of features during the development of Identity, as they’re created for other pieces. For example, we’re adding firearms to the Town Square soon as they’re being worked on now for the SWAT module. All modules, and mostly the Town Square, will be constantly expanding up till the full game release. 28. Whats the different weather mechanics that will be used? You’ll see rain, snow and functional wind. That is, wind which can affect you graphically (clothing and such) as well as in practice (ballistics). 29. Will we be able to use weapons anywhere on the map in the next module? The next module is SWAT, which is a competitive shooter. You’ll definitely be using weapons throughout as they’re the primary focus of the gameplay. In the Town Square, they’ll only be used in the shooting range. Paintball guns will have more freedom, though! 30. Will you add a mouse to available models that you can place in the apartment. Also a monitor. I see both of those models on the front desk. but please add them to catalog. Sure thing. Thank you for pointing that out!
  12. 3 points
    Ok... So seriously... how the hell is anyone out there still defending this complete pile of shit? Kudos to the devs, you have pulled off a pretty lucrative scam and fooled a whole bunch of people! For that alone, you are welcome to my $20! There are a few members of the community out there who are still taking it as their ultimate life goal to throw themselves infront of all the excrement being hurled at this festering shit heap... It used to annoy me, but quite honestly, I now genuinely feel sorry for you. You have clearly been oversold down the river and cannot see the wood through the trees. Hopefully soon it will dawn on you that this is a very clever scam and you can find a more worthy cause to support/defend. God speed ultimate defenders...
  13. 3 points
  14. 3 points
    Interesting to see a number of comments from this thread appear to have been deleted?!!!!! I wonder why?!! LOL..... game is dead. Thats my opinion and I believe thats not against the law, no need to delete my comments. Thank you
  15. 3 points
    Idk why they don't just admit that they are not working hard on this. How long have we waited for guns, " Guns, guns, guns! The shooting range in the basement of the police station is now open and soon will give you access to a few guns to try out.This will give you a taste of how guns will work and feel. We'll show you how awesome the gun systems are with a video when we come closer to this release." They're adding stuff to town square like its DarkRP to "start a small economy" bitch just give us a fucking map and the systems we've asked for it is not that hard with such a large team ON UNREAL ENGINE. People always say they're building a game from scratch give them a break. I understand that, but also holy shit it's been this long with how big a team? Not a small one, 27 people is not small. I'd be completely fine if they were absolutely transparent and didn't act like they're some hard sweating workers pumping it out. Then also they've never met a due date, at some point, I don't remember when, I realized I'll never be seeing my $15 dollars worth. Not to mention pricing access to beta and modules IS VALUED AT ANOTHER $15, people defend that it's donating, but that shit says SHOP for a reason. Selling virtual dogs that they haven't coded yet. I wanna be patient and I wanna believe in them but I truly think a team of 10 real developers could get this done in 1/4 of the time. Maybe not the modeling, but fuck man you don't need 300 different types of furniture, I just want the game. At some point, it's not just disappointing to your customers. It's downright embarrassing to everyone on the team. Especially that Crime and Punishment trailer we got, where it got delayed a week to get sent the animations that weren't placeholders, BUT THEY WERE PLACEHOLDERS ANYWAY, IT WAS NOTED BY THE DEVS. Sometime tells me that meth system didn't work either and was just an overlay with no effect because if it had been working they would have shown it considering they show every piece of minute progress to prove that its GOING. I think that they'll get it done, one day, just not in my lifetime, the devs have a great idea and I want it to succeed and do well but nothing had boded well for the game since its original conception.
  16. 3 points
    Personally I was one of the people who defended the game because they kept pushing back the Beta. Identity lost a lot of fans with the release. The people who remain have some kind of blinding royalty I can respect/pity. The game isn't dead until the developers give up on it. Heck, they might even pull a No Man's Sky and win back our trust. If you were a part of us who backed the game early and got screwed with no Steam refund, then just hang tight buddy wait until your kids graduate College and we might just have some fun together after all!
  17. 3 points
    I can't wait for this game to release, I unlike the majority it seems knew what a kickstarting game developed by a small team of developers was from the start. It's a LONG wait, get over it. The module out now is exactly what they promised it would be, it was never meant to be a full in depth game like everyone was expecting for some reason. Its a social gathering spot to give you just a minor taste of what is to come. I have backed this game from the start and I still back it even if the module is in a buggy state cause it's the first of its kind. Ill take delays for an amazing game over a quick release to appease the kids that are impatient.
  18. 3 points
    1.0.3.4891 - Soccer balls have been refactored to produce more realistic physics. We can now also add player controls to the interaction. To start, you can now kick the ball harder if you're holding down your left mouse button when you hit it. - Characters can now turn more sharply, especially at high speeds (sprinting). - Added a little polish to jumping and landing animation. - Fixed a bug allowing you to turn your character while standing from chairs. - Marijuana joints have been removed from the drug dealer. He now sells cannabis seeds instead. - Hydroponics table is now available at the furniture vendor. Use this to grow plants from seeds in your homes. - Drying rack is now available at the furniture vendor. Use this to dry grown herbs in your home. - Dried cannabis can now become small/medium bags of marijuna, or even large bricks of marijuana, depending on the size of the plant(s). - Bags or bricks of marijuana can be converted into joints of varying quality levels. - Apartments have maximum crafting stations (in this release, the hydroponics and drying rack). The number varies based on size/value of floorplan. - Added functionality to parking meters and bike racks, although they're not useful until vehicles arrive. - Fixed two crashes. - Performance improvements.
  19. 3 points
    Wow thank you for that comment so much information cheers
  20. 3 points
    This is a minor hotfix patch to address issues found with the previous update. * Fixed a bug which could sometimes cause people who did not use heroin to see the effects when another player on the server did use it. * Fixed a bug which could cause some microphones to queue speech by default on connection. * Soccer ball reset timer reduced to 5 minutes of inactivity. * A piece of the road clipping into the police station stairwell is fixed up. * It should now be easier to place wall-mounted TVs. * Drug effects on eyeballs will now be more visible. Bloodshot eyes are back. Heroin will also restrict pupils. * Street lamps are now brighter. * VoIP range has been slightly reduced to be more physically accurate. * House edit mode will now be properly forced off when walking out of an apartment area. * Adjusted lighting in streets and police department. * Cinema lobby chairs can now be sat upon. * Added support for might stronger security in the back-end.
  21. 2 points
    And I would hope 95% of this community would belive it won't. You guys have done so much for us by keeping us in the loop and the dev team has done so much more by not only bringing this dream to us but also by going above and beyond to ensure that feedback is listened to and things are added in earlier to stop boredom. Seriously guys, thank you all so much.
  22. 2 points
    Ye I noticed it =) don't hurry I know what I'm buying =)
  23. 2 points
    I agree. In my opinion, Asylum Entertainment shouldn't have announced the game until at least the Town Square was completed, if not after. I think where most of the failure comes from is simply a lack of experience (in business management), and a lack of balance. There was too much focus on the wrong things. Also, Asylum Entertainment is a small and independent company. There are no other games to their name (besides an Arma modification), they have only a handful of employees, and their budget (from donations) is very tiny. Despite experience from school and/or modding Arma, Identity is still their first video-game project, and a massive undertaking. Had they hired an experienced business manager in the video-game industry, and spent the time they wasted promising release dates on making tiny, simple games to get their name out there, this would probably all be different. Of course, popularity isn't always a good thing. Look at what that bloke PsiSyn said around the time the community burned. How convenient. But, if Asylum, like Telltale Games, had made some tiny game like Telltale Texas Hold'em, they could eventually pave their way to The Walking Dead, or, in Asylum's case, Identity. (I know Telltale wen't bankrupt. It was an example.) I still support Asylum Entertainment, and it is not their fault completely that things are the way they are. They are not a scam, and they don't mean any harm. They can still pull Identity out of the bog. I believe they can. I don't think it's over.
  24. 2 points
    If it was an estimate, he would clarify that. Grasping at straws, to make an excuse, is why people feel this is a sketchy. Fair confidence and still a few months off? Not to mention it was hardly functional. A lot of the complaining here is from how bad the PR i and yet, the staff continue to repeat their mistakes.
  25. 2 points
    It took 30 seconds to find this. I'm not just pulling this out of a hat. Can you at least verify before you say things? You're a moderator.
  26. 2 points
    To be fair, when the whole announcement of 3 modules being released before beta and full release came out, it was pretty clear just how small the first module of the game was going to be. Features were listed and in fact they are present. It’s small, yes. Will it keep people entertained for long? Not likely. It’s a way to get to try early game functions. An optional thing (early access) to get ontop of that. It had taken a really long time admittedly... and that certainly is something that I can’t fully explain. I know the development team is very very small but at the same time it can’t excuse everything.
  27. 2 points
    I agree that this project management is really bad, at least IMO. Like many others I backed it on kickstarter, I did it for two persons / keys. As said by others, the delay upon delivery of the game is extreme, and while people like PrestonBodhy defend the fact that it is "normal" for a kickstarter, I would argue that considering this "normal" is accepting the fact that anyone can promise you anything and not deliver it is fine, which I strongly disagree with, especially when you give them hard earned money, its not like that thing falls out of the sky. I think the worst part is that, some content is available, but the devs require players to pay MORE to beta test the game (double the price !!). Who does that anyway ? Beta tests are notoriously cheaper in most cases, even free for some, as the goal of a beta test is to gather relevant data to improve the game before definitive release, but that seems completely lost on the Identity devs. This is in all way inconceivable and, IMO shows a huge lack of strategy. To take my personal example, I paid years ago to play a game that I still cannot play, even in its beta stage. Giving the delays at least, the devs should react and let everybody who believed in them at the beginning access some meaningful content. In apology to users who paid to access the beta, refund them the equivalent in game store credit. Another thing that is really tilting is the store, actually. It really looks anything but appealing. It really shows a cash grab mentality. For that reason alone, I regret backing the game. Average players micro transactions are about 5$, but the average items cost in Identity's store range about 20 to 25$. It is even more than access to the game, and it does not provide meaningful content. Buy two items in this store and you could own a World of Warcraft extension packed with considerable amount of content. Think about it. It is insane. It really shows how the devs lack any experience in terms of monetization. It is normal for a company to make money, after all, no great projects can sustain themselves with a negative bank account. But you have to do it smartly and treat your customers with respect, which is not what Identity's team has provided so far. I wish I could go back in time and cancel my kickstarter. I knew it was a huge risk given the scale of the project, but the temptation was too big. It is sad for other kickstarter teams who could achieve their goal but will not get funded because customers will be too frisky, as I am now, especially for video-games. And that is because of projects like this one.
  28. 2 points
  29. 2 points
    Hello Identity community! So my name is James as you all probably know by now and notice that I am late introducing myself! I am also known here as "LuckyDuck", I have been a mod now for over a year and a half helping you guys wherever need be and will carry on doing so. A little bit about me; I am going to be 24 soon, I volunteer during my free time when I can. I am a gamer like everyone here and have been waiting for this amazing game to come to reality since it was announced on kickstarter. I am a very big fan of RP. I have run a few different servers in the past for my community and now am waiting for this game to release to start it up again. Identity is my dream game and can't wait to play it with you all as it comes near! Don't forget, if you need any assistance in anyway, please don't hesitate to contact me in discord, in the forum PM's or just by tagging me with '@'. Please treat others with respect and Happy Gaming to you all! Regards, LuckyDuck
  30. 2 points
    Uh no? Just because you say you're a moderator doesnt prove anything.
  31. 2 points
    Hey there! Our CEO, John will be updating the website relatively soon!
  32. 2 points
    Caves are already on a the plan for the full game
  33. 2 points
    Your link seems broken (from the picture)
  34. 1 point
    I am Intrested in joining the langston mafia but the only issue is that im a girl.
  35. 1 point
    Regardless of the state of the game, how dead, or how many delays for an arguably low-quality product even after all these delays They're pricing beta access at $30 right now. If you paid $15 you get nothing except to watch the game YOU OWN and not play it. They said the prices were gonna go up with the launch of the new website to make a fake pressure to buy the game, then they didn't. They delayed that trailer for animations, a week later it still came out with placeholders and they never even mentioned it, there are countless other examples of inconsistency and shitty practice on the devs parts and they refuse to acknowledge that.
  36. 1 point
    This is admirable but the only problem is that in most cases there has to be a give and take, if the studio/team isn't able to completely handle the workflow or financial obligation in a timely manner, then an offer like this is most likely their best bet. Yes you have to give up creative control but without an offer like this you either A) Fulfill all your obligations as promised in the promised amount of time and condition using your team alone B) work at your current slow pace and risk being out shined and forgotten or C) Take the offer ( loosing creative control ) and grow your team and more efficiently handle the project/finances, grow your experience and knowledge in PR as well as game development, and earn the respect of your patrons for doing what needs to be done even if it means giving up a little bit of control.
  37. 1 point
    ROFL, That barn has been in the game since day one. It was on the other map that you could access using the Console. Trying to make it seem like they're actually working on something.
  38. 1 point
  39. 1 point
    I keep forgetting this game exists... I was excited for the launch.. played around for a few days goofing around with people... then everyone wised up and realized how boring the chat sim was. Maybe just maybe this game will survive... but I doubt many people will be left by the time swat is out.
  40. 1 point
    Good point, but I guess not all the companies out there are bad, and they are losing all their fanbase and future costumers right now because of the steam reviews, but that's just my opinion.
  41. 1 point
    The Kickstarter and the kitted-out office were supposed to lead into getting larger investors in board. In all honesty, even if they weren't opposed to the idea, I don't see any publishers scrambling to pick it up anyway. The concept could've attracted that sort of funding, but its track record and (lack of) popularity at this point would be pretty off-putting.
  42. 1 point
    You need to allow players to use the same names and use a social id to separate players instead. Forcing players to come up with unique names just ruins the immersion and we'll see a lot of ridiculous names.
  43. 1 point
    It's not ash hill it's down hill
  44. 1 point
  45. 1 point
  46. 1 point
    its just a bug some people are experiencing, the servers aren't full/dpwn,
  47. 1 point
  48. 1 point
    Great way to not be seen, posting it to be seen by everyone... Amateurs
  49. 1 point
    so we have to wait another year just do actually do something in the game?? why release so early then..
  50. 1 point
    Yes. I would love to join the Black Mambas Though