What do you guys think about the more-complicated reloading idea?
24 replies, posted
(For those who haven't read yet: [url]http://playrust.com/[/url])
Garry says a couple times that he thinks a lot of people think it's a bad idea, but I think it's an [b]awesome[/b] idea. The moment I read that, I imagined a Rust where guns would get jammed and you'd have to manually unjam them—and the probability of a bullet jamming in the gun is related to its usage/cleanliness/etc.
What do you guys think of this new reload-idea?
I fully agree with the idea of manual reloading, will add some prospect to cover based combat, making every shot count, making fights more intense. I think it'll also level the playing field a little more for new players vs decked out players, because those players w/ m4s and full kev that hunt newbs for sport won't be able to solely lean on the fact that they have vastly superior equipment opposite the dude with a bow that they're wasting 50 of their 50k rounds on. More skill will have to be used, more kills will be fair, and less people will have an excuse to cry BS if they die. It's a welcome change, I look forward to it.
I am still thinking about it. For sure, some balance needs to be done. But I also wonder if somehow we will lose the simplicity of the game, which is also important.
I think it was clear even in his post that Garry understands he's going to have to have to compromise the FULL scope of his idea for the sake of playability, and accessibility.
However, the concept is something I full support.
I think that sounds fantastic, especially with the different kinds of ammo. It means players can't run in with huge stacks of ammo, and instead will be limited by clips (which should require more inventory space), and losing 15 clips might actually be a really expensive loss.
Also, tracer rounds? Hell yes.
[QUOTE=Shavasku;44452639]I am still thinking about it. For sure, some balance needs to be done. But I also wonder if somehow we will lose the simplicity of the game, which is also important.[/QUOTE]
Your saying that like dragging and dropping bullets onto a clip in your inventory is complicated :P
It would also force us to find or craft clips for specific weapons and even allow different ammo types. It would be cool to be able to load a shotgun with frag rounds or slugs (though if we had frag rounds it would either take a lot of gun powder or 1 explosive gel per shell (maybe per 4 shells?) ) still interesting either way
I've actually been hoping Rust turns into a much more complicated game. I don't want it to be simple, haha.
I want to genuinely struggle to survive (that is, beyond having to worry about groups with guns roaming around), so that basic survival is a much more pressing idea in the game than it is now.
I love it. The idea of weapons like the revolver being able to stand up to the M4 due to the complicated reloading thrills me, and I think it's going to open up tons of new playing styles.
I like the idea of having options on what clips to load. I hate the idea of having to drag every individual bullet into the clip.
I like where it is going. Loading a tracer bullet every 3 rounds and such seems pretty cool but mainly its a great way to make combat more interesting. As for keeping simplicity, I don't think loading a bullet at a time into a magazine is too mind boggling, but it does promote survival of the fittest I guess as in you won't survive long if you don't know how to drag drop an item onto another item.
Couldn't people just pre-load a bunch of mags and keep them in storage? Kind of defeats the whole purpose.
[QUOTE=Warm;44453890]Couldn't people just pre-load a bunch of mags and keep them in storage? Kind of defeats the whole purpose.[/QUOTE]
If you mean people could just carry around a load of pre-loaded clips the easy solution to balence that is for a loaded mag to not stack so it takes up an inventry slot. That should force people to have to make a judgement call about how many load clips to take into a firefight as too many would restrict your ability to loot someone but too few would mean having to take cover to reload clips - not a perfect solution but should add a bit of thinking to firefights
[QUOTE=Warm;44453890]Couldn't people just pre-load a bunch of mags and keep them in storage? Kind of defeats the whole purpose.[/QUOTE]Sure, but 5 24-round mags takes up more inventory space than one pile of 250 .556 rounds... And if the mags themselves are expensive to make (2-3 low qual metal a piece) it might be a losing proposition to risk bringing too many of them out at a time.
depends how it turns out. there is a lot of tweaking to be done to weapons in general. one thing that just pisses me off is degrading. they should make guns more expensive and reduce the degrading greatly.
The problem is you may be making it even harder on people starting out.
I hated the lock picks idea because it just made things HARDER for people getting in.
I like this idea and look forward to trying it!
+1
[QUOTE=AmagicalFishy;44453142]I've actually been hoping Rust turns into a much more complicated game. I don't want it to be simple, haha.
I want to genuinely struggle to survive (that is, beyond having to worry about groups with guns roaming around), so that basic survival is a much more pressing idea in the game than it is now.[/QUOTE]
I agree with you, Rust is the most fun on a freshly wiped, packed server. Everyone is going mental trying to get enough wood for a 1x1 and a metal door... hell even finding food is difficult. That's what I miss.
Yeah, I too find myself switching servers a lot. I dislike servers where everyone has their own 20-story tower.
Also, when I thought of the magazine thing, I didn't think of it in terms of inventory space. I thought of it more in terms of actually getting your hands on a magazine. (That is, the end-result being: Modern weapons are far more rare and can't be crafted. Magazins, too, are rare; so a person might only have one or two magazines. They can only fill one or two of them before battle, and if they use up the magazines, they'll have to refill those.)
This will just add a random element to firefights, which generally means the better player can lose due to an element outside their control. I feel games should be skill based and winning or losing should be down to the ability of a player, not a roll of the dice. Plus with this specific feature, what's stopping someone from simply carrying 2 M4s and switching to another if one jams? This punishes the player who hasn't farmed or collected multiple M4s yet; making it a matter of time invested > skill again
The better prepper is the better survivor. That's what we're trying to do. Surviving.
So if you can't afford to put every single bullet into a mag or whatever, you're not very well prepared.
How is a mp5 without a magazine any useful in a firefight?
You should only be able to equip one primary gun, one secondary, like three mags per gun and some grenades. Equipping a gun from your backpack/inventory would take some time. About the time it takes to get a gun into a backpack und another out of it, then putting the backpack back on your back. If you dont wear your backpack, you can't carry that much. Maybe you can carry like a stack of wood with your left arm but you get some more sway for not aiming with both hands. You can throw it on the ground to aim better, but it will be scattered all over the place.
I'm getting offtopic...
I want this game to be a cut-throat-survival-experience. It should be hard to survive in the environment on it's own, you should be happy for seeing another player. At first...
Firefights should be hard. You should really have a strategy and be well prepared if you're going out to hunt people. Like observing from where the wind blows if there is some coming up to get a accurate hit.
Difficulty, I want difficulty!
[B]Standing still like a retard while reloading = you get instantly killed & it's totally unrealistic[/B]
I really love it.
For now only bow, pipe, revolver and shotgun have realistic reloading mechanism, other mil guns don't, and I'm glad they are looking into it.
[QUOTE=MooNz;44458979][B]Standing still like a retard while reloading = you get instantly killed & it's totally unrealistic[/B][/QUOTE]
Of course it's unrealistic. The average survivor would get behind some cover first. And you could still move when reloading, just not as fast. This game is not supposed to be a Quake III Arena slaughterfest with grenades bouncing and rockets flying everywhere.
[QUOTE=Hank420;44458762]The better prepper is the better survivor.
[/QUOTE]
You mean the better no-lifer has higher chances of survival as he has more ressources to spend and bring to battle?
[QUOTE=Hank420;44458762]
Difficulty, I want difficulty![/QUOTE]
No problem, go join a server with actually good players. You wont see the light and you WILL lose every firefight.
[IMG]http://cdn.memegenerator.net/instances/400x/33633026.jpg[/IMG]
[QUOTE=AmagicalFishy;44452559](For those who haven't read yet: [url]http://playrust.com/[/url])
Garry says a couple times that he thinks a lot of people think it's a bad idea, but I think it's an [b]awesome[/b] idea. The moment I read that, I imagined a Rust where guns would get jammed and you'd have to manually unjam them—and the probability of a bullet jamming in the gun is related to its usage/cleanliness/etc.
What do you guys think of this new reload-idea?[/QUOTE]
I think that we do not grasp the concept as a whole. Yes, thing there and thing here but what is the whole picture like ? Problem with Early Access is that you get a portion of an update, but how your topic will play in the grand scheme of things this would be a question of the year. My suggestion do not concentrate on a part of an idea - thing bigger.
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