Motown

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Posts posted by Motown


  1. The next video we put out will reveal apartment/housing customization, and we're absolutely sure you'll love it! There has been some delay to this however because our project lead, John, wanted to include a few extra features to really demonstrate the potential there. We're just waiting on him to finish that up, and hopefully soon, you'll finally get to see what we're offering with Identity.

    Nobody wants you to see and play Identity more than we do!

    • Like 9

  2. Identity's vehicle damage model will be more comparable to a GTA game than BeamNG. It would take someone with more knowledge than I to explain the technical reasons for this. I'm not a programmer, but from my understanding, we can't send such complicated network packets across the server to other clients without sacrificing server performance. Ideally, the damage would mostly be clientside, but the vehicle damage would appear different for each client viewing the vehicle.

    • Like 4

  3. Players will be able to form custom organizations that are separate from gangs/guilds and corporations, and are viewable to other via the players profile on social media sites in the in-game intranet (should they choose to display them). These organizations can represent almost anything, including political, and religious groups!

    We're really excited to see what people will make of this feature!

    • Like 7

  4. The way we plan to handle something like this, is to offer a park ranger spawn location for police officers in Identity, somewhere remote, and out in the woods. When they spawn, they will by default, be wearing park ranger clothing, and have access to park ranger vehicles. If they really wanted too, they could take this gear and drive all the way to the city and do their normal patrol in park ranger assets, but the important thing to note is that the two roles are merged into the law enforcement career for easier access.

    • Like 6

  5. Our concern with backpacks relates back to our Altis Life mod in ArmA 3, where a backpack is an essential piece of equipment necessary for being able to hold anything in the characters inventory. We hate that you have to have a backpack in that game to be able to carry anything, and we hate that every person you encounter is wearing a bulky, ugly backpack. For us, it's immersion breaking.

    In Identity, we don't want players to have to wear something that affects the appearance of their character at all times. We want you to be in control of the appearance of YOUR character, and to look exactly how you want people to perceive you.

    You may still see backpacks being worn in Identity to indicate to other players that you are carrying illegal items. We haven't quite settled on this yet.

    • Like 1

  6. Good idea! We'll keep an eye on this thread to try to get an idea of what you guys are looking for. It's important to us that our players be able to fully express their personalities through character customization. Please try to keep ideas grounded in reality though! A lot of our design decisions are based on whether we feel a certain style will break immersion for others.

    • Like 8

  7. We want to provide a wide variety of options to cover all fashion interests that our players might have. This process for us starts on paper by separating styles into categories based on social interests and cliques including,"gothic, jock, biker, rocker, hipster, geek, business, casual, etc" and try to determine which designs can be a mix of both, and which may not fit directly into any category.

    Identity is a social game, so it's extremely important to us that we hit all the right stops and really hone in on the social aspect of the game. That means, anything that would tie a player to their character and encourage them to socialize or roleplay with others is a priority. Allowing people to express their personalities through their clothing is a big part of that.

    I really do think there will be something for everyone when it comes to character customization.

    • Like 4

  8. You will be able to receive, even deliver, both email and postal mail! Every house and apartment in Identity has a mailbox, which means anything you receive, from newspapers, to items mailed to you by a friend can be found there. We have even devised a neat system where mail actually has to be delivered by a player before you receive it, and if you aren't interested in waiting, you can actually go deliver your own mail to your house.

    • Like 3

  9. 20 minutes ago, Shimozukachi said:

    you mean something like the character transfer in gta online?

    We probably won't be able to do a full character transfer for the technical reasons mentioned above. But we would want to reward our players with some visual indicator that you took part in the social lobby module before launch, that you can show off to other players after launch. Even during beta testing, it's entirely possible that bugs or exploits may be discovered where players earn an unimaginable amount of money, or hoard items that could damage the economy in the full release. We can't say for certain how this will be handled yet. We'll have to see what happens when we reach that point.

    • Like 3

  10. Not every city in Identity will have accessible sewers, and not every area in the cities that do will be accessible, but there will be underground travel in some locations! We imagine wanted criminals will want to make use of these secret passageways in order to avoid police detection! There may even be a social hangout location for daring criminals to meet other criminal scum in the sewers!

    • Like 1

  11. You will more than likely have to recreate your character when Identity launches as a full game. We expect that there will be a lot more to character customization in the full version than in The Town Square social module that you will want to take advantage of. Options will be added, some changed, or several potentially removed from now until then.

    We will however discuss transferring some of what you achieve during the social lobby module to your new character during release. We of course want your experience in the social lobby to be meaningful, and we would want to reward you for taking part in this experience with us!

    • Like 4

  12. On 3/1/2016 at 9:57 PM, John-Doe said:

    Hello there.

    Im thinking how are you going to prevent players from not joining the police force and then just walk about in the middle of the public and kill whatever they see?     Or how are you going to prevent that police not just randomly search every player that they meet or just random raid every property?                                            

    How are you going to prevent police from not being abuse assholes?

    I've watch every video that you have made but... 

    How are you going to prevent that players are not just sitting on top of a building snipping every guy running aroud in a pvp zone?                                                      

    How are going to prevent players from mugging everyone everywhere?                                                                                                                                                

    How are you going to prevent that players are not just starting a fire in every house/apartment that they dont like?                                                                                

    How are you going to prevent players from joning a job to earn easy money with out doing what they are supposed to do?                                                                  

    How are you going to prevent Corupt Police officers and politicians?

    -John Doe

    Great questions! In Identity, or at least on official servers (private servers can change or disable certain features), there are gameplay restrictions for how police officers can interact with players or the environment, which are subject to change based on testing. In some cases, a player must first be reported for a crime before a police officer can arrest them. You won't see random arrests, and trolling behavior will be punishable via an officer reporting function, even potentially leading to a long-term ban from joining the police force for certain abuses. The goal here is to ensure that only people who take this role seriously will play as police officers.

    As it stands currently regarding property raids, players, even cops, won't be able to access another players property without permission from the owner. We view housing in Identity as an important, almost sacred, social feature and most players wouldn't want to see disturbed. It's treated as a location of tranquility, peace, and privacy to many who have put a lot of passion and love into customizing their personal space. Have you seen those funny Second Life videos of trolls entering another players property, and the owner gets very upset to see a person there that they didn't invite? It's kind of like that. Think of it as that one place you can go to roleplay with friends knowing nobody can break your immersion. We are however still exploring different ways players may be able to interact with each other and property. John has expressed interest in using homes as meth labs and allowing cops to raid them, but we haven't settled on a solution for that yet.

    Regarding sniping and PVP, we expect that there will be some camping in areas of high criminal activity, but there won't be any sniper rifles beyond a hunting rifle with a short 2x zoom scope, even for the police! In a early concept piece floating around this thread, there are some rooftop snipers sitting above the town square, but our concept art really shouldn't be seen as a confirmation, as much as it should be seen as an expression of potential. For instance, in the actual in-game scene, most of those rooftops are inaccessible. Gameplay still needs to be designed with balance in mind, and we have to be very careful with what we make accessible within the environment.

    As far as mugging goes, official servers have a unique stress system in place that we are very excited to test out. Outside of cities and low crime areas, your stress meter is naturally higher, making you more vulnerable to attack. Even in low stress areas, certain actions, some as simple as having a gun pointed at you, or crashing your car, will gradually increase your stress meter. Cities themselves aren't exactly safe zones, and the only truly safe place you can go is, inside a sub-HUB, or your own home.

    While there is a fire department in Identity with plenty to do within that role, players will not be able to set a fire intentionally. Fires occur randomly, or based on various factors, throughout the world. Your car can even catch on fire after an accident, but it's not going to spread to anything around it.

    We suspect that there will be certain jobs that players prefer for earning money easier, but this depends entirely on how well we balance things. If we make mistakes, people will exploit our mistakes, so we have to be extremely cautious with money and the economy in Identity. It's on us to design jobs and systems that our players can't easily exploit for an unfair advantage.

    Lastly, regarding corrupt politicians, while there really isn't anything a politician can do that will burn the economy to the ground per-se, we anticipate that some crafty people will secretly campaign with ill-intentions, and we encourage this! If they turn out to be a dud after becoming elected, band together and make sure they don't become governor again in the future! They had their chance!

    Thank you for all of your questions, and I hope that I've provided an adequate response!

    • Like 5

  13. On 1/13/2016 at 5:09 PM, Vix said:

    No answer to that tbh, don't think there's a tweet about it. ^u^

    In a situation where a player is running from a criminal chasing them, but has not yet been engaged in combat, as it is now, they still have access to their homes, or safe areas. It isn't easy for us to detect when someone is involved in a combat situation unless they are first injured by a bullet, or are perhaps within close proximity of a criminal player.  When bullets are fired within close proximity to you, your player has a heightened level of stress that will continue to increase unless you move away from the area. In environments like cities on official servers where stress factors into how vulnerable you are, that data can be used to determine if you are able to access a safe area. We can add to this system to prevent people from exploiting this mechanic (taunting a player and then running in and out of a safe zone repeatedly to avoid combat) as we gather feedback from future testing! There are a lot of simple little solutions that can be implemented in such cases.

    3 hours ago, Vix said:

    Metal detectors have a little deceiving name- they're more like metal removers, meaning that upon entering a safe zone your weapons are unaccessible or just removed from your inventory for the time of your stay. Either way, you can't use them in safe zones.

    Not sure how shooting from "danger zone" into a safe zone will work (as in you're in a danger zone and you shot someone who's on the edge of the safe zone), but we also don't really know how zones will look like (are they OW, buildings?).

    While I haven't discussed this with @Paratus yet, it is probable that we will not allow players to take damage from outside of the safe zone after they walk through the metal detector. Safe zones usually are placed within certain key buildings, some of which are even instanced. These safe areas act as social gathering locations where you can safely meet other players and chat, or places where we want players to be able to explore content undisturbed, like the movie theater, or a court room, for example!

     

    • Like 2

  14. There is quite a few features built into Identity for the criminal lifestyle. You'll see people robbing banks, taking hostages, mugging, growing illegal narcotics, fighting over gang turf, etc. We kind of see the criminal gameplay as a lifestyle in Identity, rather than a career. Committing certain crimes sets you down a temporary road of law evading, at least until you're caught and arrested. This will limit your access to vendors and shops around the map, forcing you to visit special black market dealers for all of your supplies. And there are exclusive clubs specifically for the criminal underground to meet and socialize with like-minded shady individuals!

    • Like 1