iiMStevo

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Posts posted by iiMStevo


  1. No news for 5 months now.

    No idea what's happening with development, or if its even stopped...

     

    I thought the whole idea from before TS was to be more open with the community and share more development information?


  2. On 12/13/2018 at 11:42 PM, mrmccheesie said:

    As long as the devs frequently update Town Square, and add new content in the game until the upcoming release of the next module, I will be impressed and satisfied with my purchase.

     

    Why? 
    Why is it important for people to keep receiving content in a PRE-ALPHA MODULE of a game? Wouldn't you rather have the devs actually focus on completing the other modules in a timely manner?


  3. On 12/11/2018 at 11:52 PM, Mastahakill said:

    Interesting, so when the full game is released it won't be a single game, it'll be 3 standalones.

    I guess I'm confused, is it going to be the full map on all 3 modules but just different game modes?

    How is that going to work?

     

    No.

    The Beta is the end-product that is going through its final bug-check phase. This is where the Beta access players will get in, report issues, and the developers will fix the main issues ahead of the final product being released. Asylum are literally miles of code away from this yet...

    The modules are select chunks of the end-product that complete the foundation of the end-product.
    - The ability to move, speak, socialise and interact (Town Square)
    - The ability to use weapons, hit registration, kills/deaths (SWAT)
    - The ability to use vehicles and race (Race)

    Once you have all three of these foundation principles in place, the entirety of the game can then be constructed to allow for;
    - Weapon modifications  (An expansion upon SWAT)
    - Deathmatches  (An expansion upon SWAT)
    - Grand theft auto  (An expansion upon Race)
    - Demolition Derby (or the ability to blow up vehicles) (An expansion upon Race)
    - Create your own role-play scenarios  (An expansion upon Town Square)
    - Create your own job/business (An expansion upon Town Square)
    etc... etc...

    Every module has the potential to be expanded upon to add new features, new coding, new abilities, new scenarios. Think of it as building a house. You don't start with installing the windows, you need to lay the foundations and then build the walls.

    OP:
    All of the above really should clarify that Asylum likely won't be expanding Town Square or opening up extra areas. The module itself is the baseline for social interaction and object interaction. The only thing expanding the TS module will accomplish is further setting back the development of the other core modules.


  4. 13 hours ago, OffishlGmr said:

    This isn't a hate post, but with the recent disaster with identity what is going through the minds of the people still defending this game? I get that it's the first module but they've also had 4 years for this first module and it's honestly the biggest disappointment this year imo. The assets are pretty i'll give it that, but the core gameplay and just bugs it's not good. Give me a reason to have hope in this game.

     

    I haven't logged into the servers yet, aside from creating a character (with which the animations are lagged). I knew from that point that the servers aren't yet optimised for the game and thus the devs of like what, 5 or 6 people(?), are stretched pretty thin.

    While your anger isn't really misplaced, does it really accomplish or achieve anything?

    You're backing the developers to produce the game. That's what your donation was for. If you honestly think they should be doing much better, then take yourself to College/University, get a degree in game development, and join their team. It should only take you three to four years, so by that timeline, they should be just about to release the SWAT module :)


  5. 17 hours ago, dagtag said:

    PC Specs:

    Case: Define R5
    CPU: I7-7700K
    GPU: ASUS ROG STRIX GTX 1080Ti OC
    PSU: be quiet! POWERZONE 850W
    Ram: Vengeance LPX 32GB @3000Mhz
    Motherboard: MSI Z270 SLI PLUS
    Storage: 250gb ssd, 4tb hdd

     

    What's the BeQuiet PSU like? I love their fans like.


  6. As promised, the video for the new PC build..!

    In the end, I opted for the RTX 2080TI over two 1080 TIs. The performance increase over two in SLI is about the same as the single RTX 2080TI, except it works out at around £600-700 cheaper.

    • Like 1

  7. On 8/24/2018 at 6:48 AM, subway244 said:

    I'm not a tech genius, but I think a lot of the options for the community can't really change. This forum is powered by Invision Community, the same people who power the LCPDFR/LSPDFR forums and the SecondLife forums. As you can see by visiting these forums, they are very similar to each other and to the Identity RPG Forum. I would assume that because the forum and the main page are two separate entities, they would have two separate logins, and if they tried to change the forum to a new type of forum (not Invision community), it could delete all of our progress. But as I said, I am not a tech genius. (I may be wrong.)

     

    Please contact one of the staff for more help on this. :)

     

    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.


  8. 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...)


  9. 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).


  10. 15 hours ago, Xzothi said:

    Arguing for the sake of arguing? Why because I disagree with you? You the one who referenced the whole official information about a company nonsense.  An you are putting on a higher pedestal why? Because it is crowdfunded so it must be the way you see it. As the ones that are not get a pass. 

    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.

    • Like 3

  11. 20 hours ago, Xzothi said:

    What are you talking about? They have said why a few times. Just people don't except that as a good enough reason. That doesn't mean they never did say.  

     

    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.


  12. 20 hours ago, Xzothi said:

    Official to who? Game company's release information in twitter often even digital company's when they talk to there community. Last I checked we are not a part of this company so official memos to each other we do not have access to them. Why would we? We after all are not a official part of the company. 

    A good deal of developers in the video game industry  do not talk directly on the forums. They use other outlets to speak to there community. If they even speak to there community directly at all.  A good deal of times only information you get is from interviews.  Yet here we got everything on the forums pined that you can find if you want to look. Even a twitch clip discovery and Q&A post as well. All in one place.   I can't say that for other video games where they do not have anything in one directory to find it all. 

    Why are we putting Identity on such a high pedestal compared to other game developers? They get a pass but identity doesn't?  Shouldn't it be no one gets a pass? 

     

    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.

    • Like 3

  13. 43 minutes ago, Genesai said:

    Yes, there has been more detailed information handed out on the remaining tasks. Via Discord, via Twitch, and even on the forums here and there. You really ought to look around first, before making statements.

     

    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?

    • Like 7
    • ver.1.22474487139 1

  14. 31 minutes ago, YaboyJax said:

    I was making fun of the guy that said they don't communicate enough. Lol.

     

    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.

    • Like 1

  15. 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.


  16. On 7/21/2018 at 1:34 AM, ShiEksdee said:

    My main issue with the game is still a lack of transparency and clarity. Having to travel all over everywhere just to get answers for things that should be organized neatly on the website, and the constant excuses and "soon"s without any explanations.........is frustrating to say the least.

     

    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.


  17. 38 minutes ago, patrick68794 said:

    @JohnNYBlaze has started sending me irrational hate mail. I won't play a game with people like that. Hopefully he'll grow up some day and realize just how immature he's being and that all he's really doing is pushing people away from the game that are just cautious about putting money into something from an unproven developer until they release something.

     

    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.


  18. 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.

    • Like 1

  19. 1 hour ago, patrick68794 said:

    Unreal doesn't have advanced ballistic simulation like what the developers have planned. It will take quite a bit of modification on their part, especially if they want wind simulations to actually affect bullet trajectories.

    Mission and objective scripting for a game like this will be extremely complex as well. This is one of the biggest sticking points for traditional MMOs and what they have planned for this game is only going to add to the complexity (Star Citizen is also having some issues with this as they have a similar setup). 

     

    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.


  20. On 7/17/2018 at 5:38 PM, patrick68794 said:

    Anyone thinking that the other modules will be developed more quickly are setting themselves up for disappointment. The other modules, from the current plans for them, are significantly more complex with advanced physics, AI, and more. If the developers really want to keep customers and attract new ones they need to abandon the "module" approach with over year long development times and focus on smaller, more frequent updates.

    In my opinion, you're both wrong, and right with this statement.
    While the Town Square module lacks any of the major mechanics that are to be released in the other modules, it contains the foundation of the game.

    It covers basic animations, movement, control schemes, interactions, UI, menus, living space, customisation, speech, sound and a couple mini-games. It's the entire basis of the game. Without any of the above, releasing the later SWAT module for combat, or the driving module, they'd be incomplete.

    The physics attributes should already be in the game engine as far as the engine goes. The devs simply need to detail the ammunition, it's movement speed, drop off etc... It'll need additional animation to hold the weapons for reloading etc, and then setting up the objectives for the actual mission. In terms of what the SWAT module contains in comparison to the Town Square module, it's very little extra in the grand scheme of things.

    As for the racing module with vehicles, this probably is a much bigger project than swat due to what I've read about the vehicles (I don't know if all is true), but the overall customisability and ability for the vehicles to have individual components be destroyed, all that needs to be coded in based on unique collision boxes over the vehicles. Then you've got the physics to add in (again, should already be a part of the engine, mostly), and all of the object variations, and objectives.

     

    EDIT:
    In either module, I don't know where AI comes into it, as I've read previously that there is to be no AI anywhere beyond shop-keepers or informational NPCs.