• What are the plans for Rust's endgame?
    77 replies, posted
One of the major things I found lacked in DayZ and most survival games with a survival nature is the lack of an endgame. I know currently that most games to try delay the endgame by making survivability harder and extending the mid game phase or making it harder to get out of the first gathering phase. I'm not too sure how sustainable this was (kill someone, get the loot, rinse and repeat gets a bit repetitive) - what are the plans for Rust to extend these two phases of game play and make Rust a truly immerse game. Does anyone else have any other suggestions? EDIT: I have not played the game yet, but from initial observations I do believe this is always going to be a key problem.
DISCLAIMER: I have not played the game so some of these ideas may not be coherent with how the game currently functions. I think the idea of guilds or "tribes"(working title) would be great. For instance you could build up a tribe base and maybe introduce farming, growing of trees, large scale smelting into the game and make it so those things can really only be done in large groups of people. Then maybe allow those tribes to "hire" NPC's to guard their base (for a large fee of course or a daily/weekly/monthly wage) to help protect the base 24/7. Using this a tribe could basically build their own city and you could have waring city-states. Tribes could also make alliances or go to war with other tribes fighting over land resources etc. I feel like this could also be cool because not only could you have large scale cities purely run by a large tribe but smaller tribes who specialize in tree growing, farming of even a "bandit" tribe who takes control of small portions of the map. Essentially I am thinking of something similar to EvE however because of how rust is set up a new player with a m4 can still kill a far more experienced player with relative ease.
I was thinking about this too, and I really don't think it's possible to define an endgame any-more than you can ask what the endgame is for real-life civilization? What you do in the game (or even earlier as described by Garry as the naked fellow) is strive to make your life easier - you move from living under the stars to living in a shack, and from eat raw chicken (not advisable), to cooking it on a camp fire. Depending on the direction the game goes, the progression could be described as going from nomadic to sedentary, with the new player being the naked man with an axe, and the long time player having moved beyond mere survival to a specialisation in some form, such as providing a particular food, service or item. In groups, you'd have bands of muppets who do nothing than survive by taking from others, and the more organised who live in colonies and set-up trade routes. What do you do to disrupt this slow progression to safety, security and repetition (and thus boredom)? Garry suggestion of a giant smashing his way through huts isn't far off. Perhaps random environmental events such as forest fires, cyclones, etc. could help break up the norm, but these too could become boring and put people off (a random event occurs each month, so why should I keep rebuilding?). Another way could be to introduce item and even skill decay (so that it's possible to forget blueprint knowledge). The most creative would be to have events, that encourage destructive behaviour and introduce social tension to the game - the opposite of what most are trying to achieve by rebuilding. - A random drop of a mobile reactor, that would give the owner almost unlimited electrical power. This would be something everyone wanted, and would do anything to get. The time they get to keep it could be entirely up to the devs, so that you don't fall into a situation where the host town becomes a fortress that has no hope of being toppled, you could decide that the reactor just started running out of juice. - Resource shortages. It could be done in different ways too, from simply reducing that resource, to making the mutants or whatever NPC enemy there is suddenly take an interest in pork and hanging around/eating all the pigs they can find. For the non-edible, a forest fire could take out most of the usable timber. - Seasonal - a period of heavy rain could decrease visibility and make lighting a fire impossible. A prolonged frost could mean you're always cold, and have to double your food intake. Both of these would put strains on resources.
[QUOTE=duke2;41207333]The most creative would be to have events, that encourage destructive behaviour and introduce social tension to the game [/QUOTE] I think that is a great idea, I am not sure if I would like the "hunger game" style of dropping an electrical generator because I think rust would be good as a more realistic game. However the food shortages, bad weather, natural disasters, or evening disease would be fun and make the game more interesting.
Rust seems like an ever-evolving game. It's an open-world... Endgames don't really make sense for an open world mmo.
[QUOTE=Spencer Sharkey;41207401]Rust seems like an ever-evolving game. It's an open-world... Endgames don't really make sense for an open world mmo.[/QUOTE] Yeah I would agree with that, I guess at this point I am looking at this less of an end game like WoW or other mmorpgs and more like life where you try and accomplish the goals you set out for yourself. Do you want to be in charge of a tribe or city, or are you okay with collecting wood and building your own house somewhere peaceful.
Shoulder mounted tactical nuclear warhead launchers.
[QUOTE=Tomthetechy;41207587]Shoulder mounted tactical nuclear warhead launchers.[/QUOTE] And don't forget about the tacticool sentry turrets.
[QUOTE=Spencer Sharkey;41207401]Rust seems like an ever-evolving game. It's an open-world... Endgames don't really make sense for an open world mmo.[/QUOTE] Endgame is just a label for "what do I do now". It's completely possible for that to occur in any game whether it's linear or open-world. [editline]27th June 2013[/editline] [QUOTE=DastardlyDog;41207382]I think that is a great idea, I am not sure if I would like the "hunger game" style of dropping an electrical generator because I think rust would be good as a more realistic game. However the food shortages, bad weather, natural disasters, or evening disease would be fun and make the game more interesting.[/QUOTE] The mobile generator is a real thing, and the back-story could be (particularly if this setting is meant to be somewhere in Russia) that a billionaire riding out whatever is going on was having one of [URL="http://www.bloomberg.com/news/2010-05-16/hyperion-s-fridge-sized-nuclear-reactors-to-tap-135-billion-power-market.html"]these [/URL]delivered to him, but some comedian shot the cargo plane down.
[QUOTE=DastardlyDog;41207432]Yeah I would agree with that, I guess at this point I am looking at this less of an end game like WoW or other mmorpgs and more like life where you try and accomplish the goals you set out for yourself. Do you want to be in charge of a tribe or city, or are you okay with collecting wood and building your own house somewhere peaceful.[/QUOTE] I should have been a bit more clear, like when everyone got bored with DayZ, they started killing each other, kill on sight and once everybody got bored with that the game ceased being fun.
[QUOTE=Kruezritter;41207980]I should have been a bit more clear, like when everyone got bored with DayZ, they started killing each other, kill on sight and once everybody got bored with that the game ceased being fun.[/QUOTE] Yeah I feel like if this game lives up to the potential it has(which I believe it can) people wont get bored. The problem with DayZ is really at its core the game was about killing so thats what happened where I feel like Rust seems to have crafting/building at its core which means players may not be as concerned with their kill count but more with their base or tribe(if tribes are included)
Don't forget that the benchmark isn't just DayZ, it's also Wurm online which despite its problems has a solid and loyal following, and is closer to Rust in terms of world interaction.
Am I the only one who finds the idea of "end game" incredibly boring? Just look at WoW and its clones, where the sad clowns who got to max level now prance around in their new shoulderpads the size of continents, ganking noobs, because there's nothing else left to do. The very idea of an "end game" is offensive to me as a player, and implies that the developer can't think of anything meaningful to put in their game in the first place.
[QUOTE=Rickenbacker;41208664]Am I the only one who finds the idea of "end game" incredibly boring? Just look at WoW and its clones, where the sad clowns who got to max level now prance around in their new shoulderpads the size of continents, ganking noobs, because there's nothing else left to do. The very idea of an "end game" is offensive to me as a player, and implies that the developer can't think of anything meaningful to put in their game in the first place.[/QUOTE] I would agree with you but I think it depends on how we are defining endgame. For instance with WoW theres a definitive moment you are at end game, level 80 or 90 or 150 depending on which expansion you're on. On the other hand a game like Rust has an endgame but it less definitive and more "you know it when you see it". If you see a new player with a hatchet, obviously not endgame, and experienced player with every piece of armor, every gun, and a badass house to match it all well they may be at endgame, what more do they have to do? Now as I have said before I have not played Rust so it could be that when a player gets to the point of having everything they still have something to strive for but at a first glance it seems to me there's the potential for more.
Metal Gears, obviously.
I don't want an "endgame"
from what I have read rust will implement NPC's however they might give you quest or maybe they are just target practice but these types of games make you make your own story you choose how you want to play you choose the risk its [U]your[/U] story.
[QUOTE=AJisAwesome15;41210031]I don't want an "endgame"[/QUOTE] Completely agreed. I like the whole 'freedom' aspect of things.
Create factions with friends and grow your colony? Maybe having a perimeter of people guarding a specific area and have a toll fee
[QUOTE=CubeShroom;41214366]toll fee[/QUOTE] The toll would be bullets. Would probably still be cheaper than paying the actual toll.
[QUOTE=jackool;41214040]Completely agreed. I like the whole 'freedom' aspect of things.[/QUOTE] You would still have your freedom,endgame does what its name suggests,it gives an end goal so people dont get bored.
From what they said about what they wanted to add (get rid of zombies, replace with something else. Add more building materials, electricity, turrets etc) My guess is that the "end game" is for groups to come together and build towns and cities that function almost like Minecraft servers, with shops and stuff like that. I could definitely imagine groups building well defended cities full of trustworthy people and then just making their own fun. "Come to the area for Deathmatch! Winner gets such and such!". And in regards to them replacing the zombies.. How about NPC bandits? Just groups of bandits that grow larger the longer they're allowed to live and actually use what they get off players they've killed? They roam randomly across the map and attack players and even structures if it's in their path? Then you could introduce different kinds of bandit groups and hell even "rare" bandits that might drop a blueprint for a rare item.
[QUOTE=ZotiX;41214722]You would still have your freedom,endgame does what its name suggests,it gives an end goal so people dont get bored.[/QUOTE] It wouldn't be as "free" since there would be a bigger goal that people are trying to get to. Not saying it's a bad idea though, if it's executed well. Maybe something that requires you to have a group of people?
What if they just had it so that there was so much stuff that it would take a while to finish, like completely, say around 600+ hours? That way endgame would be harder to get to, or even more hours, I don't know. Or, something a little bit closer to making that extremely long game to the endgame, or even having it so that there is no endgame, like some of the people above, whom I'm a little more lenient towards, with tribes, and other things that were mentioned. What would be nice is if mods that add content could be added, extending the game farther, for small servers with the original, or atm Rust, components. Thank you for reading, I'll go away now.
[QUOTE=Insanegorey;41217783]What if they just had it so that there was so much stuff that it would take a while to finish, like completely, say around 600+ hours? That way endgame would be harder to get to, or even more hours, I don't know. Or, something a little bit closer to making that extremely long game to the endgame, or even having it so that there is no endgame, like some of the people above, whom I'm a little more lenient towards, with tribes, and other things that were mentioned. What would be nice is if mods that add content could be added, extending the game farther, for small servers with the original, or atm Rust, components. Thank you for reading, I'll go away now.[/QUOTE] That is what mmo does they delay the shit for you to get to highest level
[QUOTE=CubeShroom;41219211]That is what mmo does they delay the shit for you to get to highest level[/QUOTE] What they should do is what CoD, Skyrim, and I'm sure a bunch of other games do, where you can just cash in all your experience and levels at the end in exchange for something.
[QUOTE=duke2;41207660]Endgame is just a label for "what do I do now". It's completely possible for that to occur in any game whether it's linear or open-world. [editline]27th June 2013[/editline] The mobile generator is a real thing, and the back-story could be (particularly if this setting is meant to be somewhere in Russia) that a billionaire riding out whatever is going on was having one of [URL="http://www.bloomberg.com/news/2010-05-16/hyperion-s-fridge-sized-nuclear-reactors-to-tap-135-billion-power-market.html"]these [/URL]delivered to him, but some comedian shot the cargo plane down.[/QUOTE] This is a great Idea. However Instead of some comedian, why doesn't the game have a plane fly over every 2-3 days, and you can craft a SAM to shoot it down. The plane leaves a trail to where it crashes, and its a mad dash to the loot. Once you get to the reactor however, you can't just pick it up. Maybe you have to push it back to your base sort of like that Team fortress 2 game mode. And you and your clan will have to do a convoy sort of thing, to protect it until you get it to your base. It could let out a radio signal and craftable radars could pick it up, so other clans could try to intercept you.
End game will be the entire land covered in foundation.
[QUOTE=neuro;41220078]This is a great Idea. However Instead of some comedian, why doesn't the game have a plane fly over every 2-3 days, and you can craft a SAM to shoot it down. The plane leaves a trail to where it crashes, and its a mad dash to the loot. Once you get to the reactor however, you can't just pick it up. Maybe you have to push it back to your base sort of like that Team fortress 2 game mode. And you and your clan will have to do a convoy sort of thing, to protect it until you get it to your base. It could let out a radio signal and craftable radars could pick it up, so other clans could try to intercept you.[/QUOTE] Brilliant. But if it were to be a more common event, I'd have either different drops, or 1 in 10 is a reactor, the others are reactor fuel, which would demand a hell of a price from the people that are lucky enough to have a reactor, and would allow a highly skilled/armed person to participate and not just groups.
[QUOTE=Caboose176;41210695]from what I have read rust will implement NPC's however they might give you quest or maybe they are just target practice but these types of games make you make your own story you choose how you want to play you choose the risk its [U]your[/U] story.[/QUOTE] why would there be quests? this is not an rpg it is a survival game.
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