So I have done some feature releases yesterday which most of you will have noticed already, but here is an outline of the features which were released.
Although murder is not yet activated, the algorithm used to calculate how many bullets are required has been modified, there are now 11 factors which will decide if you have attacked your target hard enough to kill them. These factors are:
You can now set automatic retaliation (aka fireback), this means you can equipment a weapon on hand and set your fireback strategy, this means when someone tries to kill you, legitimately you can hurt or even kill them automatically in retaliation - as some of our surprised Beta testers found out. The fireback strategies are as follows:
Match Fire - Return the same amount of bullets which are fired at you
Double Fire - Return twice as many bullets are are fired at you
Unload - Fire everything you have back at your opponent
Half (or conservative) fire - Fire half as much back as was fired at you
Custom - Fire a specific amount of bullets back at your assailant
You can also set the minimum amount of incoming fire you wish to receive before you retaliate, this is to allow you to try and prevent your retaliation fire being drawn out unless you want to.
If you do not have enough bullets to return fire using your strategy, you'll fire as many as you can. For example if you have 9k bullets on hand, someone fires 5k bullets at you, and your strategy is double fire, you will return 9k bullets in retaliation.
We now have skills, so you can guarantee there are going to be more in the pipeline and in future feature releases. For now we have strength and speed, which deteriorate overtime.
Strength makes you more likely to be successful in crimes, fighting, bodyguarding and other solo player activities.
Speed decreases your likelihood of being busted in solo play activities.
Speed and Strength can both reach 150 skill points, and reach their maximum level of benefit at 100 points.
You can workout every 10 minutes and gain 20 points in your chosen skill, speed on the treadmill or strength on the weights. There is a pricetag of $5k attached to each workout session.
As there is a new place to spend your money, it is only right that this money is held by players in the game. I think most gyms have been picked up now, but visit your workout in your chosen location to visit the gym and potentially pick it up.
There is a new multiplayer activity - Carjacking. A carjack job involves you and a partner bulk-stealing valuable cars together.
As with partner crimes there are bonuses for location and syndicate membership. These can be completed every 6 hours and can yield up to 12 high end cars, and a hell of a lot of experience.
It had been mentioned to me that businesses weren't making a proportionate amount of money in the game's economy. So I have changed this, so that the amount of money is now in line with our economy.
I suspect that now businesses are profitable enough they will be more utilised, additionally I believe this will raise the interest in business-based-PVP in the game, too.
I have also added a new business industry for players to utilise to make money, this is the chop shop. A chop shop is a place where stolen vehicles are brought, in order for valuable parts to be stripped, or for the vehicles to have their identities changed ready to be resold.
That is all for now, there have been large movements in terms of core progress in game functionality, such as the skills functionality. Of course, I will continue releasing new features as time goes on. I hope you enjoy these latest ones :)
Firstly a huge thank you to everyone who participated in our survey and earned themselves some bonds in the process. Your contributions have been invaluable to giving some insight into how players are feeling about the game, its features, and the massive team of 1 currently administrating and moderating.
In all seriousness though, another shout out to our beta testers and additional developers who have contributed their time to helping make the game great; and to everyone who has purchased bonds, these directly support the game - so thank you!
You rated: 4.5 stars
I think it's important to always be adding new features to the game, and improving those which already exist. There is a roadmap below in how we're going to try and hit 5 stars on this one.
You rated: 4.5 stars
Nobody wants to feel like they are playing a dead game, for which the creators have no more love or time. Of course, I am striving for 5 stars on this; by doing everything I can to tackle bug reports and exploits which are discovered, and develop new features - which are outlined below.
You rated: 4.5 stars
Game moderation, and the quality thereof, is really important in any online multiplayer game. I'm striving to hit 5 stars and will be finding out more about how we can achieve this. This one is very subjective, so it might take some more thinking, but I'll let you know where I get to.
You rated: 4 stars
Anybody who has spent any real time on mafia games will know this is notoriously difficult to achieve. I have some ideas, but I need to work out how to achieve some more balance. This is something that starts to become easier with more players. I have a couple of features which I think will help this which are in the roadmap below.
You rated: 4 stars
As I've mentioned above, Bonds (paid currency) are crucial to the game's development, as it pays for hosting environments (servers) as well as advertising which brings more players to the game. My plan on this one is to do some more research with the players of the game to find out how we could improve this, and what would make bonds better, and more valuable.
You rated: 4.5/5
This is great for me to hear, personally. I have spoken to some users about this and what I have been informed is that they gave a bad score on this because they would not normally play these kinds of games, and neither do their friends. So whilst they would recommend it generally, they would not recommend it to their friends because their friends simply wouldn't be interested. I absolutely understand this, and I think a 4.5 star rating is rather good for this.
We then asked, with multiple choice, what do you think would improve the game. Here are the responses, and what we're going to do about them.
Whilst this was not in the improvement listing, we had another question asking "How do you feel about the activation of the murder functionality?" and 81% of respondents stated that they were either "Slightly concerned, and a bit excited" (50%) or "I can't wait - let the bullets fly!" (31%).
With this in mind, and the crucial nature of murder, particularly in end game. The first feature I'm going to be completing with the feedback from Beta testers and focus groups, is to finish murder so that it can go live at the appropriate time.
There will be a whole post about this at some point, because it is a huge topic.
With this one there are a number of features in the pipeline. By their nature multiplayer activities are complex to develop, so this feature list seems the shortest, but is actually the most resource-intensive to develop.
These will be similar in nature to Partner Crimes, but the payouts will be far better, in both cash and experience, and potentially anything else that you could be rewarded. These will likely be released individually, due to the size and the testing requirement.
Most of the functionality and benefits of Syndicates won't necessarily be evident until kill/murder is activated, however some of the features I am planning on developing include:
This one is entirely fair, and some of these features were flagged in Beta testing. The decision that I came to was that if I continued adding new features until the game was "ready", it never would be. "If you're not embarrassed by your first release, you launched too late"
So here are the commerce and trade feature which are in the pipeline:
This is a hard one, as without an unlimited budget, it's difficult to promise or deliver this one. I am devising strategies to help with this, one of the major things which makes this possible is people purchasing bonds, as most of the money from these purchases goes into advertising on social channels.
The other way of handling this is to invite your friends, and share the link on your social profiles.
The fun of these games isn't just around building your own empire and such, it's also about attacking other players; so here are some of the features which I am looking to develop.
All of these things will be affected by your Syndicate status vs location (hostile, neutral, friendly, or home territory).
These might appear faster than you'd expect given the ranking of this particular category, however by their nature solo play activities are the easiest to build, test, and release. So here is a taste of some of what I'm looking to develop:
Community is of massive importance on a game like this. So here are the things I am hoping to implement over the next [insert period of time I can hope to commit to, lol]
So there it is guys and girls, thank you so much for supporting the game buy playing, inviting your friends, buying bonds, filling in our survey, and generally being awesome.
I will do everything in my power to return the love you guys have shown the game, by way of making sure it continues to crow in both size and popularity, and in features and enjoyability.
Thanks again y'all, JTK Out
Some bug fixes and feature releases as suggested by the players; namely these ones:
Added green light or red clock to show activity status (timer): https://playmafia.online/forum/d/103-activity-timers-in-navigation/2
Added friends and enemy listings, as well as colour coding on character lists for friends, enemies, and syndicate members https://playmafia.online/forum/d/99-friend-and-enemy-list/5
Potential garage value information: https://playmafia.online/forum/d/102-garage-information/2
Allow message when withdrawing from syndicate: https://playmafia.online/forum/d/107-allow-message-when-withdrawing-money-items-from-syndicate/2
Resolved syndicate manage typo/bug: https://playmafia.online/forum/d/105-says-underboss-instead-of-consigliere-on-syndicate-manage
Fixed syndicate renaming bug: https://playmafia.online/forum/d/108-syndicate-renaming
And that is it for version 1.4 - you will also notice there are now ads on the game. Please don't enable ad blockers, as we are upgrading servers due to the popularity of the game, and all these things cost money :)
I have a had a few messages about this so I just wanted to put a quick thread about it.
You can see which properties are owned/available on this page https://playmafia.online/locations
With the game going live and there being a decent number of signups we've been able to analyse the user experience some more we've been able to make some tweaks to the UI to make the homepage better.
With thanks to bug reports from various people we've also managed to improve the mobile UI in a number of places, and resolve some issues on desktop which snuck through.
I'm now working on a new leaderboard page so that we can see the top players, and where you rank.
I'll update you all shortly on the progress of this
Voting for us on these sites allows us to rank higher, and gain more players to play Mafia Online
Mafia Online is a text based mafia game based around the world. We are a mafia game which allows you to play co-operatively and competitively with players from all over the world. Mafia Online is a free to play (f2p) browser game, which does not require any software on your computer to play