Paratus

Developer
  • Content count

    238
  • Joined

  • Last visited

  • Days Won

    103

Posts posted by Paratus


  1. Yep, I did tweet that.  I plan on using my personal Twitter for less official stuff of note.  It's something that the more devoted fans will see and I don't necessarily have the burdens of an official announcement. I don't post directly on the official Twitter account as that's handled by Beach; I posted on the weekend while working from home. 

    • Like 6
    • ver.1.22474487139 3

  2. 7 hours ago, SamTheAmericanMan said:

    Not true at all.  TS is the first module that will be released, yes, HOWEVER they haven't spent this entire time working solely on the town square module, rather implementing and building the framework required for all the other modules, and thus, the game.  They have said it themselves that the TS module will be the longest time to wait as they are doing the foundation work for the entire game before releasing and after TS release they expect the other modules to come faster. 

    Think about it... Town Square is by far the most intensive module out of all of them as it requires the entire foundation of the game to be made in order to be released in working order.  While on the other hand, the SWAT or racing module only require to build off of that major framework set down by the TS module in order to work.  

     

    This is very much the case. When it comes to the SWAT module, the mechanics are actually quite simple to create in comparison to the back-end that is the Town Square. The Town Square is just a social module but there's a LOT going on behind the scenes. It is our foundation. 

    6 hours ago, JoelKeys said:

    Fair enough. I apologise. I believe what I said but should have worded it better, I am just fed up of people wondering why everyone is so annoyed. I am not going to retract my statement about brainwashed people. I am not talking about people who disagree with me, because I actually agree with both sides. I am referring to the people who absolutely refuse to admit any fault on Asylums part and draw every lie and suspicious action down to us 'not being patient' or 'game development takes time'.

    No one is saying you just make a game and people play it, but after 3 years we expect a little bit more than what we seem to be getting.

     

    Even with my own position, I understand the discontent completely. People are looking for some depth and words only go so far.

    The reason we haven't shown off a lot is two-fold: first, the majority of the work going into the Town Square is back-end and foundation work. It's grueling work which unfortunately isn't fun to look at. It's the first bit we need to take care of, but it's not something we can show in a visual sense. Furthermore, giving detailed information on the inner-workings of our foundation code can actually do harm when that information falls into the laps of the wrong people.

    The second issue is one of psychology. Anyone who's been following games for much time can attest to the fact that first impressions are the only ones which matter for most people. This doesn't apply to everyone, but it does for the VAST majority of people; even if people understand something is a work-in-progress when they get their hands on it, the impression they get from that experience will persist.

    Fortunately, we're coming to the end of the worst wait in this. I know you've heard something like this before, so it's likely taken lightly, but it's looking quite up right now. In fact, we're not far from handing out the Steam keys to prepare for a Steam launch. Our earlier estimates were well off the mark because we ran into some pretty significant issues with the engine. Keep in mind we have a HEAVILY modified version of Unreal Engine 4. We've done some pretty large changes to accommodate a real MMORPG.

    I wish it hasn't taken this long, but we're committed to doing this right. We're not going to take shortcuts and release a product which isn't up to our standards. The wait is almost over and you're going to be getting some fun updates quite soon.

    • Like 7
    • ver.1.22474487139 5

  3. 1 hour ago, tozany4u said:

    how am i able to see anything when a blueprint is just a 2d image? and how does anyone play town square when they didnt even put money down on the project to begin with? You make ZERO sense... your pretty much telling me to go in BLIND and and off off of some blueprints to pick a package and go......must be nice to work for the development team and see everything in front of you every day when yet all of us here on the forums are pledging blindly and have no idea what we are getting... he transparency lately is getting me and a lot of other people very very sick

     

    I'd suggest you wait for the release of the Town Square if you're more comfortable with seeing the floorplans yourself than going off of the blueprint.

    As Beach mentioned, you can access a preview of each available floor plan whether you own it or not. Thus, if you have the founder package you will be able to create your character and check them all out before making a commitment.

    In the live game, apartment value will come from it's size in that a larger apartment has more storage capacity as well as more bedrooms for co-habitation.


  4. The issues which are taking time are not directly UI related. The task which lead to these issues was one with the UI, but each task can lead to problems which need to be solved and dealt with.

    I did mention this (in parts) with the last developer blog I sent out. The main issues with the task have been solved. There are a couple medium level tasks remaining and they're just being finished up this week.

    We're moving forward quite quickly right now.

    • Like 10

  5. 57 minutes ago, LuckyDuck said:

    5. If the people don't do the work when at home, then they don't get paid. They get paid when they do the job asked of them. "Freelancer" way of pay.

     

    We use a combination of project management software called Wrike and a time tracker called Hubstaff for all of our remote people. They get paid only for time "clocked in", and it tracks it right down to the second. While they're in work mode we're able to see their screen, and we have a screenshot history from every few minutes of their working going back for months.

    We're quite on top of things, but we've found the vast majority of our remote guys to be quite reliable and honest. A lot of the remote people do work dedicated to Identity, but some work on a per-task basis.

    • Like 9

  6. While you can rent out the houses you buy in the world, apartments cannot be rented. This is because we don't want someone's real-money purchases to give an advantage. For example, renting out that apartment would then translate to in-game currency indirectly.

    Some may be concerned about people doing this without using game mechanics, but that would require a transfer of ownership (which you cannot do with micro-transaction apartments) or, if the apartment was large enough, setting someone as a co-owner/roommate for in-game money. The latter could be done, but it would be at a great risk to the person doing it as the primary owner could walk in at any moment and take their things.

    When a house is rented through game mechanics, the renting player has ownership of that property as long as they continue to pay; thus, it's as secure as if they were to own it themselves.

    As for vehicle ownership, they exist for good reason. The vehicles which we sell are in no way high (or even mid) end vehicles. Similar vehicles will be obtainable quite early on. We've done it this way specifically to stimulate a new economy. The primary benefit of the micro-transaction vehicles is the ability to claim them once on each server. Thus, when a new server is started up, they'll help get resources on the market quickly. These resources will then be used by all players. Without this, the economy would take a few days to get moving and it would not be such an enjoyable experience.

    • Like 8

  7. To better clarify, do note the numbers in the corner of each image. These as they're seen are the first step in the art development. They're created quickly by a talented digital artist ( check past live streams.. this work had been shown live in the past ) as a sort of draft. 

    When it later comes time to create the asset, we'd choose the most appropriate of the three and it would be done in high detail with any changes requested by the game designers.

    These three you see were based on the jungle mood boards, which is why they all look somewhat similar. 

    The final product you see in the game won't look just like any of these, but likely close to one of them.

    The method used here is called compositing, and it's a great way to get a nice looking result quickly, before polishing.

    • Like 10

  8. 1 hour ago, been0su said:

    Get your hands out of your ass and tell us why you are using pictures of houses in real life and call it concept art, now i demand an answer.. I have been backing you since 2016, and never thought this was a scam, but i must admit, this is damn fishy. I think you owe us an explanation. Busted

     

    Well, because it's concept art. Artists use the concept pieces there to develop the environment later. The three together are part of what's called a mood board.

    This is pretty standard.

    • Like 9

  9. 7 hours ago, Sico1134 said:

    Paypal isnt working either. Trying to buy some stuff before launch of the module. It especially doesnt work on mobile. The button shows that its pressed down, but doesnt try go to paypal or anything.

     

    I was unaware of this until I read your post. That's a major issue. We'll get it fixed up ASAP. It will work on a desktop browser. 

    Thanks for the heads up.

    PS: For those wondering about the statistics, the number seems higher because the new site shows number of game accounts while the old site showed number of pledgers.

    • Like 3
    • ver.1.22474487139 1

  10. 1 hour ago, nexus said:

    I believe that if they have not yet released it is why they are correcting minor bugs, like those of UI that are a real headache, throwing something incomplete will tarnish the image of the game, which is something that Asylum does not want at the moment.

     

    This is correct. A game really only gets one first impression, so we have to make sure that it's (for the most part) a positive experience. Even if a game is marked as beta or early access, if the first impression fails people will almost never return. Thus, we're making sure everything is running smoothly.

    There were a couple pretty significant bugs with this last task which were the result of problems with the engine, quite deep down. We've worked around them now and things are looking good. Your friendly moderators are testing up a storm for us. There are bugs, but nothing major, and they're being squashed.

    • Like 7
    • ver.1.22474487139 1
    • ver.1.22474487139 2

  11. I do agree there's a lot more information on the gang system to be had, so I'll address your concerns.

    Comradery

    The perks that can be unlocked for your gang are more convenience bits and cosmetics. Identity is being consciously designed in a way that should minimize the need to "grind". You won't feel the need to unlock these perks and many aren't things that you could grind if you wanted to.

    The gang HQ is designated when a gang is formed and must be a location in the world. Apartments are not valid HQs. We're still fine-tuning the time between HQ changes, but it's going to be quite long -- days, at least.

    The storage in the HQs is controlled by the rank hierarchy. Some people can have access to store items, but not remove them, and so on.

    There seems to be confusion on the mechanic, here. Gangs are cartels; cartels are not collections of gangs. Thus, one gang functions as a cartel when it has control of a cartel zone. I can see why you'd think of it as an alliance, given what a cartel is in reality, although for gameplay purposes the one gang "controls" the cartel.

    Any house can be used as a gang HQ, and the turf area it's in (if any) is unrelated. Turf doesn't lock anyone out from the region, but instead adds convenience, some additional income for the gang, and can be used to track rival gangs easier. All land is also not turf controlled; it's only within the cities.

    The turf safehouse is not a home that can be owned by other players outside of controlling that turf.

    As for the police interaction with turf, the police aren't there to eliminate the turf regions. Instead, they can negate the benefits of owning turf if they control the region with effective law enforcement. The income produced by the turf zone is based on illegal activity, so the police can directly influence it's effectiveness.

    The cartel owners will have direct influence over the production, transportation and sale of the substances that they control. They don't trigger "missions", but instead affect the related gameplay outside in more fluid and natural ways.

    There is a short cooldown on war declarations, but they can't be used as a griefing mechanic because they're consensual. The other gang must accept the war, and either gang can end the war at any time. If a gang is being overwhelmed, it's up to them to either hide from their rivals or to end the war.

    Wars are won when one side is tired of being being attacked and ends the war, as described above. There is no need for an artificial mechanic to determine who's won. We fully expect that some gangs (likely larger ones) will keep the war active for a long time. In our experience with similar mechanics (we've implemented similar systems in several other production games, and learned a lot about the psychology and use of the mechanic) it usually doesn't take long for one side to give in. If that's not the case, and they're enjoying the competition, it's there for the fun.

    As for the police, killing someone in a rival gang is not considered legal in any sense. The penalty is a little less harsh than killing another player who's not involved, but there is most definitely a crime involved in either case. The largest difference is the stress mechanic here; rival gangs are always treated as though their members are fully stressed to your own gang.

    Everything about the war mechanic is quantifiable" We've learned through years of experience with similar systems, and we've implemented similar mechanics in games in the way you describe, as well as even having only one side need to start the war. Simply put, when you're at war with another gang you can quickly get overwhelmed and that's not fun for the gang on the receiving end. Gangs are social structures at their core, and nobody should be forced to play in a mechanic they don't want to; in reality, war isn't for everyone. Many players won't have a desire to participate in such worldwide PvP. Wars will most often happen in one of two cases: either some sort of rivalry will form between the groups, and war will be declared as a way to punish the other side, or wars will be declared for the ongoing fun of conflict. Remember, you don't need a war declared for rivalries to form. Identity is all about emergent gameplay.

    As for the looting of your victims, there are some items which cannot be looted. Items like weapons, on the other hand, can indeed be taken. Keep in mind here that Identity is built with competition in mind, and a cheap and plentiful weapon can be deadly as fast as a rare and powerful weapon. For example, if you've died recently and lost your assault rifle, that'll set you back. However, having a 9mm pistol you had in storage can still be incredibly deadly if used well. Our goal is to make sure that a skilled new player will be competitive.

    • Like 4

  12. The latest Identity Insider, Gangs and Warfare, is here! We're changing up the Insider format to bring you more information at a much quicker pace. In fact, you'll be getting multiple Insiders every month until we've covered most the core features of Identity.

    Today's Insider is about gangs and the systems which surround them.

    Find the Insider details on the "About" page of our website or, if you're lazy, click this here link.

    • Like 3

  13. We've had a lot of development progress and are right on the verge of Town Square release. There will be a new Insider very soon as well as a dev blog to catch you up in a few days. Check out the Dev Blog section on the forum here for a recap on those. :)

    On the video front, there are these.

     

    The task tracker, found on the Town Square module page on this website, also shows progress for Town Square release. There's not much need in monitoring it anymore since there's only one task in its final stage, though. When that completes you'll see Identity's Town Square module on Steam.

    • Like 1
    • ver.1.22474487139 1

  14. You will be able to acquire all of these things in the game; however, they are cosmetically unique. Textures/skins and such will differentiate the paid object from the standard.

    Most of these assets can also be claimed on each server.

    • Like 2

  15. 3 hours ago, Eriberto said:

    Yep, and the weirdest part is that if you pay 15usd and then you upgrade to the modules access, you will save 2/3 dollars. It's less expensive than what it was before.

     

    The way it works, and where the confusion is here, is that the prices are indeed the same although when you purchase the other package now, it's not really an "upgrade". The website functions as a shop now, and not a crowd-funder platform like Kickstarter. What this means is you're not just going from package A to C in a linear line, but you can choose additional things and get what you really want.

    The reason it seems more expensive is actually because you're GETTING MORE. If you were to buy that package, you'd be getting everything you don't have from that package already and also keeping what you have from the other package. The discount is there if you already have some of the items in that package, as you're not paying for those again.

    36 minutes ago, Theezakj said:

    In my opinion, prices are insane x D 100$ for an appartment? even 300 for the penthouse? That's aloot of money! 

     

    It is, for sure. The value is in that the apartment is available to be claimed on all servers.