• Current Thoughts on the Game
    34 replies, posted
So I've put in a few hours this weekend on the Seattle server and here's my feedback/suggestions. I'm going to try to [U]not[/U] focus on all the bugs and balance issues - which are frustrating! [B]Interface[/B] [B]1[/B] - E to access and open stuff AND exit. It's counterintuitive to push E then Tab. [B]2[/B] - The dragging and dropping is frustrating. It's slow and often misses. How about just click the item then click the box where it goes. [B]3[/B] - Counting out a certain number of items is clunky as well. How about just shift+click automatically divides a stack and places it in an empty slot. [B]4[/B] - Dropping items should be done by just dragging and releasing outside the menu. [B]Building[/B] Over all I like the new building system. It's fairly quick and easy to use. I wasn't able to build much though because of the following issues: [B]1[/B]- Not being able to build without a building plan is annoying. I have one, it's in my box, but I died and can't build anything unless I make a new one. Is my guy so dumb he forgot how to build something he just built 15 minutes earlier? Perhaps the basic wooden structures like a foundation, walls, doorway/door, and ceiling can be made without the plans? I don't know, but it should be easier to slap together a quick shelter for minor protection while you first start gathering. [B]2[/B] - Locks. Very frustrating when you're trying to start a new house because you can't secure it quick enough. How about just a wood plank to secure the door from the inside? You can only use it inside and have to leave it off when you're outside, but it's all wood and at least barricades your door. [IMG]http://images.crestock.com/1480000-1489999/1482273-xs.jpg[/IMG] [B]Combat[/B] [B]1[/B] - It's awful [B]2[/B] - It's awful [B]3[/B] - I unloaded 8 rounds from a Thompson at point blank while a guy came through my door and he killed me with a rock. He then took my shit, reset my cupboard, and removed 3 of my stone walls before I got back. (don't have a sleeping bag because there's NO CLOTH!) [B]General Gameplay[/B] [B]1[/B] - Slopes! You should be able to climb, at least slowly, fairly steep grades. Navigatin terrain in Legacy was much better. There's an area on the Seattle server with a bunch of trees on the side of a snowy mountain that are almost impossible to get to because you just slide away. [B]2[/B] - Killing animals with a spear is next to impossible. You also shouldn't need cloth to make a bow. Adding sinew (from animals and humans), or plant fibers would be better. EDIT: I played on a community server and had no problem killing pigs with a spear. [B]3[/B] - Headbob is terrible all around. [B]Sound Levels[/B] [B]1[/B] - Torches are too loud. [B]2[/B] - Sounds carry too far. [B]3[/B] - Gathering wood is too loud. [B]4[/B] - Human footsteps should be distinct enough to distinguish easily when people are approaching while either running or walking. You should have to sneak up on someone to sneak up on them. [B]Overall[/B] Even with all the awful bugs and balance issues the game is finely starting to become moderately playable! I would be happy to see less detailed devblog updates and more time on twekaing and balancing like the past week. If they really focused on sorting out the major bugs and balance issues the game would be very playable with the current content.
I agree, making a really stable version, with all problems sorted out and balanced, which would serve as the main version to play on, for weeks. Currently experimental is still matches his name, legacy is still the really playable version, and will remain the most ready to ENJOY and BALANCED rust for a good half years atleast. Current rust experimental lacks these 2 criteria. I dont say, it is a problem yet, as they are experimenting, but there are some new and changed mechanics, which really-really mess up the things in rust: -faster-than men animals ruin the whole surviving in its current state. It screams for lootable food, eadable plants, and sneaking. Also, if they started making it more realistic, then continue it by making wolves and bears rather neutral (with random ones attacking) than a secondary zombie. They may chase you out, or scare you away, but not kill you by even chasing you to the end of the world. -The building system. The original in legacy is/was almost excellent. This one is an unbalanced mess. Also, collapsing houses are can longer use foundations in its current form.
The one thing I forgot about the new building system is that you don't actually have any parts to store. There's no longer the joy of breaking into someones small house and finding stacks of foundations and walls to steal.
Sorting out moving things in inventory is my number one gripe. I'm pretty sure NOBODY likes this system. Please add in that it only splits to where the mouse is if you hold down shift. PLEASE. That coupled with the interface lag is one of the most frustrating things about the game.
Wow legacy fan boys rant is all i read here. Theres nothing new in your post, its a collection of complaints that are being worked on and have been voiced countless times. Thanks for wasting ten minutes of my day.
[QUOTE=halfhand2012;46611987]Wow legacy fan boys rant is all i read here. Theres nothing new in your post, its a collection of complaints that are being worked on and have been voiced countless times. Thanks for wasting ten minutes of my day.[/QUOTE] What is even more boring than ranting or known as ranting people? The ones who always call the other fan boys, if the people's thought opposes his.
[QUOTE=halfhand2012;46611987]Wow legacy fan boys rant is all i read here. Theres nothing new in your post, its a collection of complaints that are being worked on and have been voiced countless times. Thanks for wasting ten minutes of my day.[/QUOTE] [IMG]http://i.minus.com/il1jaw.gif[/IMG] [highlight](User was banned for this post ("Meme reply/awful post" - NiandraLades))[/highlight]
[QUOTE=halfhand2012;46611987]Thanks for wasting ten minutes of my day.[/QUOTE] It took you ten minutes to read that post?
[QUOTE=mestermagyar;46608159]I agree, making a really stable version, with all problems sorted out and balanced, which would serve as the main version to play on, for weeks.[/QUOTE] How can you even play exp more than a day? There's not enough content! There's no lootable crates. No towns to explore. No blue prints. Resources are far too easy and plentiful. And the actual combat gameplay is terrible and unbalanced. I hope they get it sorted out. After months of not playing, I went back to legacy last night. It's so much more enjoyable at this point. I hope it works out, but man they're going at a snail's pace.
The official servers are not fun unless you just want to run around with a spear and kill people. I played on a community server and actually had a good time. There were only a few people so there were plenty of resources so I could experiment with the building system and various items/weapons. I've also been enjoying the gameplay created by the tool cupboard. Some people didn't have one in their buildings, so I built a 1x1 stone shack with no door next to their complex and put my cupboard inside. I then removed a wall, killed them and looted everything, and proceeded to see what happens when you remove all the foundations from a building. They logged on later and I told them I didn't know who did it, but they suspected it was the new guy that they had helped the previous day. This type of experience is what Rust is. Unfortunately I drowned with all the loot as I was crossing a river, lol.
^ That's just a shitty side effect of a shitty idea. Scrap the magical cupboard idea. Just give us a simple option like when you hold E on a door in legacy to lock /unlock a door. Do this for foundations and have an option to share/unshare. When it's shared, you can build on it. When it's not, you can't. When it's shared, you can destroy it if you want to make changes to your house. When it's not shared, it's indestructible like in legacy. Edit: What a great idea I just gave. **pats self on back**
But they want you to be able to occupy other's house.
Personally I like the cupboards so far. I've gotten into a number of houses where I was able to access the roof and chop my way in, locate the cupboard, and proceed to wreak havoc. If those houses had been well placed/planned, i.e. not next to rocks, I would've never been able to get in.
[QUOTE=mestermagyar;46622388]But they want you to be able to occupy other's house.[/QUOTE] Yes you would. You just wouldn't be able to build onto their foundations. Break through a wall, find their key, unlock their front door and put your own key/ lock on it and the house is yours.
[QUOTE=mestermagyar;46622388]But they want you to be able to occupy other's house.[/QUOTE] Which I think is a really fun play mechanic. You can wreck their houses so you can revel in the despair they feel when returning home, or you can just authorize yourself and sneak in and change things - like removing their door and adding your own with an unlocked keypad.
I've got to say, I preferred it when people had to get into your base the old fashioned way, (spend 1 hr with a hatchet), rather than all this magic cupboard exploit stuff. Kind of feels less realistic to me...
[QUOTE=neil.hillman;46627394]I've got to say, I preferred it when people had to get into your base the old fashioned way, (spend 1 hr with a hatchet), rather than all this magic cupboard exploit stuff. Kind of feels less realistic to me...[/QUOTE] Agreed. I'm also disappointed by the collapsing system. It doesn't make sense to be using rustic weapons to collapse a building; it's just not feasible.
The game feels more like some really crap build simulator, with a hint of grinding for nohting. Never fear the few trolls left will defend this "experimental shit", wait till they totally scrap this idea next month and start with something totally different hooray for no direction...
I don't feel the same magic I felt with legacy. Experimental looks better but everyone know games aren't just about the graphics. At this point I'd rather not play the game and honestly I don't see rusts future being too bright. There are many better games to kill the time. It's sad
Thats ok in a year when the game is booming And theres tons of content you will all be leading the charge saying how rust is the best game ever etc etc
[QUOTE=halfhand2012;46645593]Thats ok in a year when the game is booming And theres tons of content you will all be leading the charge saying how rust is the best game ever etc etc[/QUOTE] No matter how good rust will become, it will never 'boom" again. the size of hte population you see now might increase 10-15% but thats it. If you've ever watched the MMO scene, its the same thing.. A MMO gets released, everyone is super hyped, then they start playing the game.. within the first 2 months most MMO's lose 60%+ of their original user base. (Peoples attention spans are short). And this percentages is higher the more bugs there are. I'm not hating on Rust, it is going in a good direction (IMO). But its pretty naive to think that it will "Boom" again. That is one of the reasons I am all for combining all of the servers to 10-20 servers. That way they actually have a population on them. But I almost guarantee that as long as we see 300+ private servers, you'll never get more then 15 people actively on a server.
[QUOTE=Dewm;46646048]That is one of the reasons I am all for combining all of the servers to 10-20 servers. That way they actually have a population on them. But I almost guarantee that as long as we see 300+ private servers, you'll never get more then 15 people actively on a server.[/QUOTE] I don't think Rust would have been as successful if only FP servers were available. Being able to run your own little Rust world for the cost of an MMO sub is very appealing.
[QUOTE=Dewm;46646048]No matter how good rust will become, it will never 'boom" again. the size of hte population you see now might increase 10-15% but thats it. If you've ever watched the MMO scene, its the same thing.. A MMO gets released, everyone is super hyped, then they start playing the game.. within the first 2 months most MMO's lose 60%+ of their original user base. (Peoples attention spans are short). And this percentages is higher the more bugs there are. I'm not hating on Rust, it is going in a good direction (IMO). But its pretty naive to think that it will "Boom" again. That is one of the reasons I am all for combining all of the servers to 10-20 servers. That way they actually have a population on them. But I almost guarantee that as long as we see 300+ private servers, you'll never get more then 15 people actively on a server.[/QUOTE] Here is the problem. It has already "wasted" (IMO) his chance of booming. All early access game waste their boom period before they even get released, and that is not that good, having all players play a half-made game, then the final product wil almost be forgotten, like dayz will be 1-2 years later I think. I am sad, that rust may not get much attention, if it does not bring something "OMFG THAT IS WONDERFUL" feeling for much people. Except, there is another way: If it is able to get into the cycle of the popular valve games, which can keep high playerbase for years. Garry's mod still occupies 6th(!!!) place on the toplist, with 35000 players actively playing at a time.
The best argument to make is to call people who disagree with you fanboys. I say it's the best argument because saying "fanboy" means you're giving me a very quick clue that I can ignore you. It's an efficiency thing, see. [QUOTE=mestermagyar;46646153]Here is the problem. It has already "wasted" (IMO) his chance of booming. All early access game waste their boom period before they even get released, and that is not that good, having all players play a half-made game, then the final product wil almost be forgotten, like dayz will be 1-2 years later I think. I am sad, that rust may not get much attention, if it does not bring something "OMFG THAT IS WONDERFUL" feeling for much people. Except, there is another way: If it is able to get into the cycle of the popular valve games, which can keep high playerbase for years. Garry's mod still occupies 6th(!!!) place on the toplist, with 35000 players actively playing at a time.[/QUOTE] Garry's Mod had exactly the same sort of population curve garry's observing in Rust now. Rust is still in the top 30 played games on Steam most of the time (it's currently sitting at about 34 in [URL="http://store.steampowered.com/stats"]the live stats[/URL], with triple the players of The Forest, which sometimes gets compared to Rust). Also, the Gmod community isn't really worth being involved in at this point. There are tons and tons of players, but most of them are playing on terrible DarkRP servers.
[QUOTE=Clandestina;46646125]I don't think Rust would have been as successful if only FP servers were available. Being able to run your own little Rust world for the cost of an MMO sub is very appealing.[/QUOTE] Hard to say if it would have been more successful or not.. but that had nothing to do with my point. I added that bit about combining all of the servers NOW, because I look all over and I rarely find a server that has more then 5 people on it. Even the "large" servers have like 15-20ppl (maybe) on it...and with the size of the worlds you can easily play for hours without seeing anyone. Which quickly turns this from a cool survival game into a crappier version of minecraft. [editline]6th December 2014[/editline] [QUOTE=elixwhitetail;46646214]The best argument to make is to call people who disagree with you fanboys. I say it's the best argument because saying "fanboy" means you're giving me a very quick clue that I can ignore you. It's an efficiency thing, see. Garry's Mod had exactly the same sort of population curve garry's observing in Rust now. Rust is still in the top 30 played games on Steam most of the time (it's currently sitting at about 34 in [URL="http://store.steampowered.com/stats"]the live stats[/URL], with triple the players of The Forest, which sometimes gets compared to Rust). [/QUOTE] Well I sure hope that Rust has a positive population curve. I looked at the live stat link you posted (Pretty interesting) and todays peak for Rust is 6600 people. I normal MMO has 200,000 - 1,000,000 players, distributed between 10-20 servers. So this makes Rust seem pretty dead when you play. Like I said I think they should host their own servers and have 15-20 of them. Heck I would even be willing to pay a small fee for this. A stable server with a decent population (50-100people) I would love that.
Interface - I agree Building - 1) I disagree. This game isn't meant to let you keep your stuff when you die... grow up or play some child's game. 2) I agree Combat - 1) You're awful 2) You're awful 3) Wow, a dude with a rock killed you and you had a Thompson. Thank you for posting this, because you made me laugh. You need to learn the basics before trying to use a Thompson. Also, since you suck and rely on spray and pray, you might want to carry more than 8 bullets... especially when your using a Thompson. General Gameplay 1) I disagree. Please go climb a mountain and come back and let us know how those steep slopes went. Unless you have the right tools, time, and clothing, you won't be climbing those steep slopes... and if your recommendation is to implement rock climbing with all these tools and time, you are asking the developers to focus on crap. 2) Like in combat, you're awful. And for the cloth comment, the developers are still working on items. So instead of cloth, imagine cloth is really "animal pieces" which are needed to make a bow. 3) No idea what you even mean Sound Levels: Admins are obviously working on this. Overall: I recommend you play some single player game so that you don't have to deal with a challenging game
[QUOTE=lamontjb;46648518]Interface - I agree Building - 1) I disagree. This game isn't meant to let you keep your stuff when you die... grow up or play some child's game. 2) I agree Combat - 1) You're awful 2) You're awful 3) Wow, a dude with a rock killed you and you had a Thompson. Thank you for posting this, because you made me laugh. You need to learn the basics before trying to use a Thompson. Also, since you suck and rely on spray and pray, you might want to carry more than 8 bullets... especially when your using a Thompson. General Gameplay 1) I disagree. Please go climb a mountain and come back and let us know how those steep slopes went. Unless you have the right tools, time, and clothing, you won't be climbing those steep slopes... and if your recommendation is to implement rock climbing with all these tools and time, you are asking the developers to focus on crap. 2) Like in combat, you're awful. And for the cloth comment, the developers are still working on items. So instead of cloth, imagine cloth is really "animal pieces" which are needed to make a bow. 3) No idea what you even mean Sound Levels: Admins are obviously working on this. Overall: I recommend you play some single player game so that you don't have to deal with a challenging game[/QUOTE] Yeah, maybe he wasn't very good for losing to the rock dude. There's also no reason to rip on this guy though. He's just providing feedback and some of it is in line with what's needed. Gary realized that the weapons suck and he's fixing them, that's the next big update. The hit recognition was beyond awful and is getting better. Killing animals with a spear takes a few tricks, that's all. Sneak up on deer to get them and chase pigs till they turn around, problem solved. The mountains are a problem. The impassable terrain for a long period ruins stretches of the map in my opinion, this should be fixed. Gary said in a Dev blog they're working on prefab mountains as a lot of them are too steep. Like seriously you can get stuck around one in the middle of nowhere that takes ten minutes to get around. The headbob.. What? Try third person mode, you'll learn what he means fast. Your eyes equalize headbob so putting it in is not just annoying, it's not natural.
[QUOTE=Dewm;46648360]I looked at the live stat link you posted (Pretty interesting) and todays peak for Rust is 6600 people. I normal MMO has 200,000 - 1,000,000 players, distributed between 10-20 servers. So this makes Rust seem pretty dead when you play. Like I said I think they should host their own servers and have 15-20 of them. Heck I would even be willing to pay a small fee for this. A stable server with a decent population (50-100people) I would love that.[/QUOTE] You're comparing a finished MMO with a game in alpha with zero advertising. Stop and think about what you are doing. Think about what your expectations should be in this scenario.
[QUOTE=halfhand2012;46611987]Wow legacy fan boys rant is all i read here. Theres nothing new in your post, its a collection of complaints that are being worked on and have been voiced countless times. Thanks for wasting ten minutes of my day.[/QUOTE] That's funny, all I got from your post is Garry salad tossing. [editline]6th December 2014[/editline] [QUOTE=elixwhitetail;46648967]You're comparing a finished MMO with a game in alpha with zero advertising. Stop and think about what you are doing. Think about what your expectations should be in this scenario.[/QUOTE] Elix I'm really curious just how many years a game needs to be in alpha before you will stop posting your copy/paste response to everyone's legitimate complaints and suggestions.
[QUOTE=donkeypunch;46650220]Elix I'm really curious just how many years a game needs to be in alpha before you will stop posting your copy/paste response to everyone's legitimate complaints and suggestions.[/QUOTE] I'm really curious to know how long you expect game development to actually take. Especially when the complaint is about Rust's player population, when what's going on is predictable and nothing to worry about. Would it be great if Rust was better already? Yes, of course. Complaining that the player population isn't very big right now is unproductive at best, because massive popularity is a negative at this point. That's why no official advertising has been done for Rust, and the game hasn't gone on discounted sale on Steam once. garry doesn't want the game to get huge right now. If you're going to argue that your feedback is valuable, you should be able to see beyond your own self-centered priorities. A huge number of players in Rust right now is a player priority, not a dev priority.
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