iiMStevo

Members
  • Content count

    96
  • Joined

  • Last visited

  • Days Won

    4

iiMStevo last won the day on August 3

iiMStevo had the most liked content!

Community Reputation

52 Entrepreneur

About iiMStevo

  • Rank
    Farmer
  1. website Feedback

    Oh, I know... But for my community's Website + Forums for our Altis Life server back in the day, our resident texture guy also did PHP coding, so designed us a website with custom forums. It tied our website account with the in-game account using specialised queries to the MySQL database, which then displayed information for users (like badges, trophies etc) on the forums so our community members could better recognise certain players. Also where their in-game names differed from their community names, it highlighted what their in-game name was which again allowed for better recognition. With Identity, the same should apply. While using third-party forum providers is the easy option, in the long-term it's not as financially secure and has limited to no customisability without heavy additional costing. So... since Asylum just revamped their website with an external provider, they should have also looked to create the forums as a customised entity instead to allow for the flexibility in the future.
  2. website Feedback

    The new website homepage looks good, however I feel there's too much emphasis put on the scrolling panels and animations, rather than the overall functionality. I mainly use the website while I'm at work (as my home PC is still under construction, who knew watercooling would be so expensive?!), so the laptop I'm using is probably about 15 years old, and has a potato for a CPU. This means that the new website is jittery and much slower. Upon reaching the homepage, there's a loading symbol which takes around 5-10 seconds to load the actual site content (which isn't too bad). However, due to all the animations and changing imagery, the page scrolls slowly. The top header looks great with the three buttons either side of the icon... and I feel it's unique shape should be kept as the default header throughout the website. However, as soon as you scroll down slightly, the header collapses and looks less unique and clean, and it seems to use considerable memory/processing power to handle the simple animation of collapsing (it takes around 2-3 seconds on this laptop to properly close-in). On a couple of occasions, Google Chrome seems to have frozen completely on a black page while everything attempts to load a simple scrolling of the mouse wheel... The new shop element, again, looks great... but it lacks slightly in functionality and is extremely slow to load due to the scrolling animated banner tile at the top. I've also noticed that the prices don't make much sense. I've got the $60 pledge as player-owned already... however, upon purchasing the next available pack (the homeowner pack), it's standard value is $90, but instead of it costing me $30 to receive the additional items in this (taking my total pledge value up to $90), it instead costs $54.78 (extremely random price). which doesn't make much sense to me? I'm also struggling to identify the shop page which simply allows you to buy specific items from the shop itself. It appears every option is only the "Packages" where as browsing to the shop from your own profile's items, you can get to the specific item purchasing page where there are things like pets etc... there should definitely be the same options when accessing the shop from the header bar "shop" button as opposed to accessing from player items. I'd also like to see the community forums be revamped into the similar style, as well as further expand upon character integration with the site. Having your account display information on the homepage under one log-in, and then having a separate log-in for the forums isn't ideal and should have the accounts merged together (which should also limit anyone creating duplicate accounts for forum spamming etc due to needing an actual game account linking with steam etc...)
  3. Computer can't be booted

    Use this tool; https://www.microsoft.com/en-gb/software-download/windows10 Make sure your USB key is formatted into a FAT32 drive, and is completely blank (it does it as part of the process, but best to do it yourself first). This will create USB bootable media that is recognised by UEFI/BIOS. Make sure you select the boot override option when starting up your PC with the drive inserted... and reinstall windows. Always do a custom installation and wipe everything from the PC. If you're wanting to retain documents, make sure your documents are always backed up into places like OneDrive / GoogleDrive etc... Windows 10 isn't ideal for compatibility at the moment because they're still releasing features for it... however, it's by far the best for user experience out of all the recent Windows systems. I still use Windows 7 at work, and it's really not that great (despite things generally being more compatible out of the box).
  4. Ignored the rest of your post because your three points here clearly demonstrates that you didn't read a single response I gave you before... so not sure why you'd expect me to read all your post if you're not going to see reason. Asylum have acknowledged the issue, therefore there is an issue whether you see it or not. I've already answered your other questions. Yes, arguing for the sake of arguing. You're on multiple topics arguing with people who are saying there's a communication issue, yet despite being told by several people continuously there is an issue, you just move onto the next topic to argue with someone else.
  5. Prostitutes and sexual interactions

    If no one can have sex... then every player will be a virgin... therefore; virgins, virgins everywhere!
  6. Prostitutes and sexual interactions

    Virgins, Virgins everywhere
  7. dont think this game will ever come out

    Maybe this is just media outlets again, but I haven't seen a definitive reason anywhere as to why the delay has lasted four months, and why subsequent announcements haven't clarified that the delay issue has been resolved. There's hearsay on community posts, and maybe the reasons were explained via alternative media streams such as Twitch or Discord... but those aren't official information channels, so I can say there hasn't been explanations as to why the game is four months behind development.
  8. I feel you're arguing for the sake of arguing... However... I'll bite. My comment wasn't directed at us, the community, being a part of their company. It was directed at the fact their information is and always has been scattered to the wind. I do know that Asylum are taking this issue seriously, which is why post TS release, they're looking to address the issue. Games developers that have their own community forums (mostly all of them), often engage through their community with Announcements, when there's something to announce. In most circumstances, the developers already have a game released, or the development is behind closed doors. It isn't a crowd-funded project, therefore does not require transparency. Asylum are currently operating behind closed curtains and it's like there's an un-lidded blender behind that curtain - unless you're looking in all directions at once, you're going to miss some of the information flying out at all angles when it's switched on. The simple solution to that is to remove the curtain, and have everyone looking at the blender in all its chaos so everyone can see what's going on, and what's flying out. Bad analogy aside... Asylum aren't being put on a pedestal... and other developers aren't getting a pass. The only other major crowd-funded game that's made by a company and not a bunch of individuals is Star Citizen... and I'm pretty sure that got slated for like 3 years because it was behind schedule and updates weren't being released often enough. More to the point though; if you compare RSI to Asylum (despite their budget being far greater now), they have constant announcements and all their media published direct to their website landing-page, and asylum don't do that.
  9. In fairness, he really shouldn't have to when on an official website of the company... discord, twitch and community forums aren't official outputs of information for any company. You don't have professional companies sending out official memos via twitter now do you?
  10. dont think this game will ever come out

    You probably shouldn't since they have every right to voice their concerns. And having that guy use Rockstar as an example isn't a comparable example. Rockstar don't crowdfund their games, therefore have every right to take as long as they want in development. Identity on the other hand keep providing their own deadlines, and breaking them in a crowd-funded game, and then don't explain why afterwards... that's an issue for a lot of people.
  11. player limit?

    100 per server would be too few in my opinion. If you look at Altis Life servers... servers with 100 players were mostly empty in the majority of the map, where as all of the players tend to be focused in a handful of areas. If those areas are safezones, 90% of the map is then unused, with 90% of the features also being unused. In my opinon, 250-300 players would be ideal to keep the island heavily populated enough that people push themselves out into the outskirts more to avoid others which in turn pulls the police force out into the wilderness too.
  12. dont think this game will ever come out

    I've been voicing the same concern for a while too. I spoke with Beach_Ball about it and it looks like, post-release of Town Square, there'll be more focus put into weekly Dev blogs as opposed to recap articles that tie all the information together. It may not got down like that but apparently that's what BB will be looking to implement with the help of the Dev team to help keep the community in the know easier.
  13. dont think this game will ever come out

    The chances of you playing with someone on these forums in the release of the game is pretty slim. There'll be several official servers, and likely hundreds of private servers... each server would need like 100-200 players in order for the island to feel even remotely populated. I wouldn't avoid playing a game because of one person. That said, you should report the abuse to a moderator.
  14. Prison Suggestions

    Prison has always been a bit of a failure in Altis Life. The prison sentences never really discouraged players from committing crimes, and the times associated, if they had the extended sentences they often bitched and left the servers to go play somewhere else. Very few players waited out their time. In the server I developed, I had morality. If you worked hard at mining rocks and producing cement (for the Port Authority service workers to use for free in repairing the city), you received good morality. If you simply waited out your time, you received a small bonus to good morality and if you escaped you received bad morality. Depending on your morality gave your players different unlocks throughout so this allowed for players to think about their actions and kept a lot of players from breaking out. The location of the prison was simply the island in the middle of the Gulf in the middle (Myrisinki I think it was called). The island is about a 15-20 minute swim so if players didn't arrange for a friend to pick them up, they'd be swimming for a long time in escaping anyway, and then would have to run to the nearest car dealership / player owned garage to not be stranded in a place where cops could easily re-capture them. For identity, depending on how the prison system works will depend on how long the sentences need to be. It wouldn't need to be something as serious as keeping players locked in for 72 hours total, but likewise should be something that deters players from committing crimes in the first place. Ultimately, this all comes down to how players keep hold of their money, income and possessions and whether the crimes committed are worth the risk or not.
  15. dont think this game will ever come out

    Yup, that's why I said you're both right, and wrong. In a nutshell, the majority of the SWAT module should be easily achievable and can be developed much quicker than TS has been developed... that said, with advanced ballistics, it's something that could always be added in at a later stage. But do we know for certain that's what will be included in that module, or is the module really just the creation of the basic Bank heist, and the coding of the basic ballistics and handling animations / reloading / items etc? Once the three modules are complete, I expect the longest wait duration to follow as the rest of the features will need adding in on top of those modules. Advanced ballistics (with pass-through damage on certain surfaces), weapon handling perks (If they're included - don't really know how any of the experience stuff works), object interactions across nearly all objects (as far as I'm aware that's what the plan is), the entire map creation, unique asset development for buildings etc... Being realistic, people shouldn't expect this game to be in a releasable state until at least the end of 2020 (and that's at the earliest). It took me nearly 3.5 years to create my own version of Altis Life and I was doing the coding on my own while someone else developed textures and graphics etc to come into the game. That had a portion of what's available in this, and I didn't need to write the base framework, only all of the additional stuff.