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  1. 10 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. 7 points
    Patch As we continue our work on the SWAT module we also continue to work on bugs and quality of life changes. - Fixed a VoIP related crash that could occur when traveling in the elevators or into the cinema. - Changed anti-aliasing to a new custom FXAA based method. This will remove the ghosting effect around your character. - Added image sharpening, defaulted to 80%. You can control this (or disable it) in your video settings. - Added more litter and polish to the world. - Lighting has been overhauled, especially during the day. - Significant performance improvement when outside. -The player turning animations are now much smoother. -Tweaked the turning speeds of players a bit. - Fixed some map bugs. - Camera shake when sprinting. - Players will no longer hover a few centimeters off the ground. - The police station NPC now describes the mechanics of playing as a police officer. - Fixed bugs with placing an art canvas on an easel. - Fixed a bug which sometimes prevented the placement of a canvas on your apartment walls. - Fixed some poorly placed canvases in the art gallery. - A new tool for the community managers means approval of submitted art to the gallery. There's a lot of new community work in there now!
  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
    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
  5. 5 points
    So I'm just going to throw this thread out there, I know there are ones that are similar to this. But lets throw it all out there. So. I backed this game the day it went out onto Kickstarter. Huge believer in the concept of it. A few things that are bothering me though. A. The roadmaps aren't being public as much as they used to be. The townsquare while yes is supposed to be the basics of everything - movement, apartments, voice, etc. But no progress has been made. B. Asylum, you say that you are working on the Squat module. Where's the road map? You've shown no proof of the development. Your twitter is full of "Art designs" and once a month tweets with next to no information. Asylum, you said these exact words "Townsquare module will give us the basics of each module that will be released. Therefor the modules after townsquare will be able to be developed much faster as the basics will be done" I don't want to call you a scam. But you're not doing anything to fight the skepticism that is being thrown out there. I've noticed you locking threads when it comes to talking about this, you do not reply to forum threads. So if this is truly not a scam. Why not have more open communication. Let us not be afraid of a freedom of speech and defending yourselves on this matter. At this point... I feel like this is almost the equivalent of answering a phone call to a guy saying he is from the Microsoft support team and that an error has been identified on my computer and I need to pay to have it fixed. So as a company, It's time to be professional. No more locking threads when people are calling you out, to be fair, we all gave you our money to believe in you to develop this game. Time for you to be more transparent. I live an hour and a half away from the studio, Let me pop by, prove to me that something is being done. You can DM me on here if that's something you're able to do.
  6. 5 points
    most of the announcements happen on the discord atm, these are the latest two:
  7. 4 points
    Yea I got banned in the discord channel for expressing my opinion.
  8. 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.
  9. 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.. 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.. 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!
  10. 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.
  11. 4 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.
  12. 4 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!
  13. 3 points
    So i can see that there has been no update to the game in 2 month now, so can we have any news ? .. and how is this game going to rise when there is between 0-3 playing the game at the same time ?
  14. 3 points
    I can't help but feel that people still haven't learned by now how game development and Kickstarted projects work. I also can't help but feel that a huge portion of backers didn't read the terms properly and thought it would be a huge game on day one and were disappointed. Unfortunately a lot of people want instant gratification without waiting. I've spent the last 6-12 months not even bothering to check to forums, not because I don't care for the game but because I know full well that John vanderzwet and the team have everything running ship shape and to the best of their ability. People really need to learn to chill and have patience. It's for this reason I worry that some of the people playing identity might not even be mentally mature enough to actually take role playing seriously.
  15. 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...
  16. 3 points
    Identity is the future of MMO's patience is key.
  17. 3 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.
  18. 3 points
  19. 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
  20. 3 points - 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.
  21. 3 points
    Wow thank you for that comment so much information cheers
  22. 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.
  23. 2 points
    Ever notice how a pot of water takes longer to boil when you're staring at it waiting for it to boil? Or how when at school or work, staring at the clock counting the seconds until you can leave seems like an eternity? My point is while watching a project in anticipation of news/updates/releases you need not focus on it or time will move very slowly in your perspective on development. This is by far not a AAA company making a game and they do not have unlimited funding like Rockstar, EA, or Ubisoft would (who all in my opinion are horrible developers when it comes to either moderation/interaction with their customers or delivery of "showcased" materials). The best thing you can do in this situation if the developers are not able or are unwilling to spend the time to provide an update to us, just check back once every two weeks so you don't drive yourself mad. I have faith that the reason they are not showing off anything is because either they are working hard on making it all work correctly together, look good, and/or they are working on elements of the game that cannot be shown off as easily due to it being mostly backend. The reason I have faith in them is because I do not check every day for an update because that would drive me crazy just how it would drive me crazy staring at the clock all day at work waiting for the day to be over. Edit: Ironically I wanted to add the purpose I'm even on these forums right now is to look for any news or updates
  24. 2 points
    if i don't see guns in game by the end of July i'm gonna start questioning, people stop being negative an coming on the site everyday, give them sometime, its a video game and they do take time to create but its been time theyve been talking bout guns so lets see what they can do with 2 more months.
  25. 2 points
    lmao anybody else think this kid has nothin better to do, jokes "this gem" ah?? lmaoo women ass fool
  26. 2 points
    colonelkimmers this wasnt a deadline for the game to be completed cause correct, nobody is in the place if we dont actually have any idea about where there at in the develpoment. i meant to see the guns in town square sense they keep talking about them.. if they are not ready to be put in game or the swat module is no where close they need to slow down on tellin people till they are closer. i sure people could agree on that
  27. 2 points
    Maybe, but that is not all entirely true because anyone who has the passion of something and is determined for something, then they can complete such a project. No matter how small or big, if you have passion and determination I think you can get it done.
  28. 2 points
    Sorry but you keep repeating yourself in every thread. please go back to my threads to see my answers. thanks
  29. 2 points
    Isn't it a complete waste of resources to pile things into these minigames if they will eventually be scrapped? Are you trying to make a game or are you desperately trying to make a proof of concept so you get funded?
  30. 2 points
    luckyduck has already explained to you why they didn't get more done, you keep on recycling the same arguments that have been replied to already... first you say they need to adapt with their lower budget, which they did. now you are saying its absurd they are still working with the budget they have? and yes, communication might be at a low point but what is there to communicate about despite patch notes and progress, not that much. and regarding the 3-4 years statement again, it has already been explained twice why they dont have more. the town square module isn't just 1/1000th of the game, its the whole basis, and an important one at that. a lot of things can be built off from it now that the base is done. despite the elevator glitch and the bug where you spawn under the map(havent experienced that one myself, just saw that it was happening to some people). there aren't many bugs anymore. a majority of the bugs have been fixed. it has been mentioned many times that the town square module would be a social module and that it would be very small. this isn't news, this was announced a long time ago. you are leaving out that this "1/10th" is the base of the game. and you are again leaving out the information that has been told to you repeatedly, the town square module was redone twice over those 4 years of time. not to mention that the first year they had even less devs. these all count into your "quick maths" and you forgot to include them. the point of fixing these bugs is to make the development easier in the future, you cant just expect them to add more content and then go ahead and fix bugs that they were already aware of before making that extra content. also watch out with the word "literally" as the module does have things to do, yes they might not seem significant. but furnishing your apartment, creating your character, growing weed etc. are all very important building stones that are taken care of now. it will be easier for the developers to add more customization to the character creation because the foundation is already there. you seem to keep on ignoring points that have already been made to you. this isn't all the money they raised because these figures dont include the cut that kickstarter got, the declined cards, the refunds. and like lucky has also said, this is 1 million they received over 4 years, not 1 million they had all at the same time. also, who said that they cant finish the game? it will just take longer because they dont have the manpower nor the funds of AAA studios, you cant expect a small team like this to develop at the same rate as these big companies do. I am going to be a bit picky here, but what we have now is an alpha, yes I know I am focusing a bit too much on technicalities atm but technically they didn't lie. the beta will not be an incomplete product. and yes they might have massively underestimated the time it would take them to develop the game, but this can happen, this was before they ran into these brick walls and after running into one a lot can change. all in all, you seem to keep repeating your same arguments over and over again even after a moderator replies to them, yes it is not fun to wait, and yes, people would enjoy it more if there was a lot of content, but the fact of the matter is that development takes time. please take the time to read what we have told you so that this doesnt relapse into a discussion with the same arguments again.
  31. 2 points
    I said probably. Just a thought. No need to take offense to it. But seriously man everyone who is commenting on this thread you are responding to it like they are personally attacking you. We get it you have probably pledged a lot more money then most and don't want to see that go to waste and I mean if you back out now. You will look like an idiot. So stick your feet in the mud and go down with the ship. Its all you really can do at this point. I obviously don't have a time machine so I can't answer your question. But how things have been in the real world(you may not be familiar) is when people complain, change happens. There are countless examples of that.
  32. 2 points
    I've been here since 2016 and I felt like there hasn't been any progress at all lol
  33. 2 points
    Lol you keep calling the Town square module "the game" its a social module, nothing more. The actual game isn't out yet so commenting on the "state" of the game is ridiculous because you haven't played it. They stated time and time again that it wasn't going to have much content to it, it was supposed to give you a general idea of what it will be like in the game and it did.
  34. 2 points
    People will be already able to do these sort of things, in the full game. Lumberjacks, farmers, miners, etc. I cant remember the answer but I believe you will need to get the supplies to be able to craft furniture and it will be done in factories. However are automated. A lot of this information can be found within the twitch clips directory or FAQ's.
  35. 2 points
    Ye I noticed it =) don't hurry I know what I'm buying =)
  36. 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.
  37. 2 points
    The developers had already stated that the first module would be just a social module and that it would be quite small. Everything they promised for the first module has been implemented, they even added more things than promised so people would enjoy themselves a bit more in game.
  38. 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.
  39. 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.
  40. 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.
  41. 2 points
  42. 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
  43. 2 points
    Uh no? Just because you say you're a moderator doesnt prove anything.
  44. 2 points
    Hey there! Our CEO, John will be updating the website relatively soon!
  45. 2 points
    Caves are already on a the plan for the full game
  46. 2 points
    Your link seems broken (from the picture)
  47. 1 point
    I think it's time we accept that things aren't right. The amount of work put into this game does not add up with the amount of time they've had. It's not even debatable and people saying it takes time....well look how long they've had and look what we've got. Also these are not a AAA company so keeping the payers and public up-to-date is key to building a successful studio they've haven't done that. Yes Rockstar don't keep us in the loop but we know Rockstar always deliver, they already have a good reputation. These guys don't so having a poor product and terrible communication has shot themselves in the foot.
  48. 1 point
    So maybe the moderators will respond to you regarding this issue, yet I want to share my experience. This is a bug that keeps coming back, the team has fixed this issue previously and the module worked as intended, for the most part. It may be a few days, but the bug will be addressed. Again, this bug is not new, and it's the code not the hardware, and the dev team will take care of it.
  49. 1 point
    Wow. 2 Things absolutely kill me about this thread. #1 I don't think anyone really knows WTF their talking about when it comes to this game. Modules 1+2+3 aren't the game itself. All of those are things to do while the game is being made. #2 The success/failure argument is so polarized. You're either a delusional fan boy pretending to have some inside knowledge about game development that no one else has or you're a grieving troll cause your expectations aren't being met, right now! Now on to my opinion. I am very worried about this game. I actually want my $30 back. Not because I think it is a scam but I believe the end game will turn out to be the 3 modules + some defunct form of the rest of the games ideas. The dev team is too small, the work they have done already is too broken to have hope that the game seen in the trailer is coming to fruition anytime in the realistic future. Yes I'm aware of how games are made. Be aware that the process is changing with "Early Access" and empty promises when the dev ALREADY HAS YOUR MONEY. The incentives for delivering promises are near gone when game devs can give it their "best shot" come up far short, miss and still make a buck on selling a good idea rather than a finished polished product.
  50. 1 point
    no matter if the game starts on kickstarter our anything else, is should not have been running as it was and is now... people dont care with all the excuses for why the game runs slow... instead dev should be true to us... how should we ever be able to support them again after this mess... i dont recomend this game to anyone, not even when i stream...