• Team / Party tags ??
    10 replies, posted
Are there any plans to be able to form groups / teams ingame ? It would be nice if people could be easily identified ingame, especially if you are teamed up with them.... The ability to start a group and be able to select a tag to mark people with would be nice. That is instead of raiding a base and not knowing if the person you're shooting at is friendly or foe.
Unsure if this is planned for the vanilla game, but if you play modded servers take a look at one that has the Essentials mod and factions setup, which can be configured to negate friendly fire from a faction member or configure how much damage can be dealt to allied members of another faction. Pretty cool feature. At this stage it doesn't have prefixes or tags so you'd need to change your name to reflect the faction name, but that wouldn't matter if the damage is configured correctly - you wouldn't harm your faction members anyway...
pretty cool if there's a mod that handles it, cheers. It maybe something that could be integrated into the game by garry ;)
This goes against the core concept of Rust: Maximum player freedom with minimal abstract and artificial UIs. Now, obviously, some interfaces are still needed, like crafting, door codes, inventory. But there's no reason for the game to artificially create a team structure for you with a given set of rules (how the team system functions, not rules of conduct) when you can just team up yourselves. garry explicitly wants to encourage player-driven emergent gameplay and behaviour. If you want to team up, just do it. Wear the same clothes so you can recognize each other (obviously, this requires more clothing customization, which is coming in the future). [URL="http://garry.tv/2013/06/21/the-story-of-rust/"]Read garry's blog post on this exact subject.[/URL]
Agree with your statement Elix but also disagree with some of it - all the feature does is add a bit of structure around the factions that the players already have. If the players dig that sort of thing good luck to them. I for one enjoy it as it adds an extra facet to the game play and I know the players also get a kick out of being able to structure their alliances or enemies in this fashion, kind of more Officially. The feature is done in such a way that it is not intrusive into the core game play - but if the players could draw on a big rickety wooden sign with a mud stick who they are allied with in game I'd get behind that as well :D
I like the CS:GO system. You create a Community with a TAG, and inside the game you chose the TAG (so, you don't need to change your main name in steam), and you can manage your team (approving or not new members) through the community, this way, Garry can made some basic server structures like, team kill, team tags, and minors stuffs, jut to give us a little help. Or just to show ours TAGs. I personally don't like to change my Nick every time in Steam adding and removing clans tags, AND if I have different clans in different games?
[QUOTE=GalegO;45031355]Garry can made some basic server structures like, team kill, team tags, and minors stuffs, jut to give us a little help. Or just to show ours TAGs.[/quote] This is [B]exactly[/B] what garry says he [B]doesn't want[/B] in Rust in the blog post I linked early. [QUOTE=GalegO;45031355]I personally don't like to change my Nick every time in Steam adding and removing clans tags, AND if I have different clans in different games?[/QUOTE] Why copy exactly what's out there in other games when Rust can do [B]new[/B] things? [URL="http://www.reddit.com/r/playrust/comments/26u6rx/ideas_for_identity_in_rust/"]This idea, for example, is pretty cool, because it creates a number of opportunities for emergent gameplay.[/URL] And garry likes it "a lot".
I once thought that simple shirt colors were trite and shallow feeling (team "a" is the red team, team "b" is the blue team). However I now think it would be a perfect solution for identifying ppl. It would be up to the individual to get the stuff to change the color of their shirt/mud pants/whatever. Other than that it only affects the game based on player perception. No extra coding or rules to enforce via code. Just need the game mechanic to enable the choice to be made. I think the reason I didn't like it before is because it felt and [I]was[/I] forced. Allowing the player to decide if they even want to mess with coloring stuff is definitely the way to go. I see it going down something like this: Wanna be on out team? Well go get these berries and mix them with that bear's blood... after you kill it. Great, now smear it on your face and groin. You are now a bear berry hunter, huzzah! [QUOTE=elixwhitetail;45031670][URL="http://www.reddit.com/r/playrust/comments/26u6rx/ideas_for_identity_in_rust/"]This idea, for example, is pretty cool, because it creates a number of opportunities for emergent gameplay.[/URL] And garry likes it "a lot".[/QUOTE] This is clever. I want this (and colored mud for my groin) now.
[QUOTE=tirpider;45031726]This is clever. I want this (and colored mud for my groin) now.[/QUOTE] It's [B]really[/B] clever. To your neighbour's group in the valley you share (peacefully) together, your nickname is Bob. But to the clan on the other side of the hills to one side of the valley, you're Mike, because you're also secretly friends with them. Both groups are at war with each other due to your careful scheming. You're pitting them against the other, encouraging them to deplete their weapons in an attempt to drive the other out, until the moment is right for you to strike and take ALL their shit, from both camps, and drive them all away so your group has control of all of the resources, or you fuck off to your [I]real[/I] base behind the big mountain over there after just screwing them and looting both bases while they're distracted with war. Just don't walk into a room with both of them as they call you different names in front of each other. Or be prepared to run. Also, every encounter with a stranger is now a moment of tension, if you both don't call out friendly at maximum voice distance. Are they friendly? Are they KOSers? You have [I]no[/I] forewarning from watching the server chat unless it mentions someone's location. You have to rely on body language and local communication and make a decision for [I]yourself[/I] on whether or not this naked bald guy can be trusted. And if he's dressed particularly intimidating (the Rust equivalent of black demon armor or whatever), you can probably decide how friendly he is before you can even hear him. Every interaction is under your control, and it's up to you (with the cooperation of the other person) to make friends without artificial help. [QUOTE=tirpider;45031726]Wanna be on out team? Well go get these berries and mix them with that bear's blood... after you kill it. Great, now smear it on your face and groin. You are now a bear berry hunter, huzzah![/QUOTE] I would seriously send people to go kill bears until they had 8 pelts, and act like I'm a low-level MMO NPC sending them on a fetch quest. :v: But when they return, those pelts get made into their new clothing and they become part of the Clan of the Severed Paw or something.
Thanks for the replies, if more customization in regards to clothing is coming then it's cool ;) I don't think people should be immune to any kind of friendly fire via mods, that just lets people spray and pray in all situations during a raid... sort of takes the fun away somewhat, makes you be a little more careful. It's just sometimes if you raid at night with a few friends.. some guy runs up with the same gear and before you realise " BOOM " your dead. I love the game and really looking forward to everything that's coming. keep up the good work garry & Co :)
[QUOTE=elixwhitetail;45031670]This is [B]exactly[/B] what garry says he [B]doesn't want[/B] in Rust in the blog post I linked early.[/QUOTE] Hummm... I read again and understand the context. [QUOTE=elixwhitetail;45031670]Why copy exactly what's out there in other games when Rust can do [B]new[/B] things? [URL="http://www.reddit.com/r/playrust/comments/26u6rx/ideas_for_identity_in_rust/"]This idea, for example, is pretty cool, because it creates a number of opportunities for emergent gameplay.[/URL] And garry likes it "a lot".[/QUOTE] I liked this idea, thanks for sharing! This really open an unlimited of possibilities in game. This force us to be more more and more careful with other player.
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