• Rust. It looks amazing.
    32 replies, posted
So from videos I have seen it looks really good. Any one else got cons with the game because All I have seen are the pros
Cons: It's in alpha. This means it isn't a game yet, it is a very broken, buggy work in progress. Content is minimal and mostly exists to allow the devs to test the game engine. There is lots of spawnkilling. Lots of it. Temporarily, to prevent the map from becoming completely filled and needing to be reset every three to five days, there is a very aggressive object decay process working; this means if you log out of your house and go to bed, when you wake up it'll have major sections missing. Remember that this decay is temporary.
[QUOTE=elixwhitetail;41705204]Cons: It's in alpha. This means it isn't a game yet, it is a very broken, buggy work in progress. Content is minimal and mostly exists to allow the devs to test the game engine. There is lots of spawnkilling. Lots of it. Temporarily, to prevent the map from becoming completely filled and needing to be reset every three to five days, there is a very aggressive object decay process working; this means if you log out of your house and go to bed, when you wake up it'll have major sections missing. Remember that this decay is temporary.[/QUOTE] So the building is like popular minecraft maps where it just gets cluttered. I'm guessing there are few servers?
There is [I]one[/I] server. And, no, it isn't like popular Minecraft maps. Not at all. Unity has a hard limit on the number of physics colliders that can exist on the map. When that limit is reached, [I]nothing can be built and the map has to be wiped out, destroying all player-created buildings entirely.[/I]
Ah, Ok that makes sense.
[QUOTE=elixwhitetail;41705287]There is [I]one[/I] server. And, no, it isn't like popular Minecraft maps. Not at all. Unity has a hard limit on the number of physics colliders that can exist on the map. When that limit is reached, [I]nothing can be built and the map has to be wiped out, destroying all player-created buildings entirely.[/I][/QUOTE] Should the devs switch too a new engine like Unreal Engine. Would they be able to transfer their map and code over to that new engine?
[QUOTE=RustyBeans;41705336]Should the devs switch too a new engine like Unreal Engine. Would they be able to transfer their map and code over to that new engine?[/QUOTE] I'm pretty sure UE is not appropriate for Rust given the size of the map.
[QUOTE=elixwhitetail;41705354]I'm pretty sure UE is not appropriate for Rust given the size of the map.[/QUOTE] Really? Wow, I've always thought UE was a better game engine to hold more content (Bigger Maps and all that)
I'm going to quote [URL="http://www.polycount.com/forum/showpost.php?p=1451152&postcount=15"]a post from the Polycount forums[/URL] to explain: [quote]What makes an engine capable of "open world" levels is having a good LOD system, good streaming system (for everything), and most importantly it needs some way to avoid float accuracy errors. Object positions are generally stored in 3 float variables in games. The way floats (floating point variables) work is the bigger the number gets the less accurate the number gets on the right side of the point ("."). This means that as your environment gets bigger the positions of your objects begin to lose accuracy, and eventually may jerk around in strange ways, and eventually completely stop moving. At first person detail where 1 unit = 1 meter you probably want to keep the player (and anything requiring accurate physics updates) within 10,000 meters of the world origin. So when you want to make a game that requires larger levels you need to dynamically move the world around so that your camera and player are constantly within an acceptable range from the world origin. As you can imagine this complicates things terribly and makes adding new features to the engine much more complicated and time consuming, which is why its almost never done unless absolutely necessary. AFAIK Cryengine does this which means it should be possible to make very large environments with it, Unreal Engine does not do this, which is why it has a hard limit on the level size.[/quote] Now, Unreal Engine certainly can load very large maps, but you start talking getting into utterly ridiculous, insane map sizes (how'd you like to have to have 750MB of RAM taken up [I]just by the map[/I]?) that would bring most consumer machines to their knees unless designed very carefully.
[QUOTE=elixwhitetail;41705204]Cons: It's in alpha. This means it isn't a game yet, it is a very broken, buggy work in progress. Content is minimal and mostly exists to allow the devs to test the game engine. There is lots of spawnkilling. Lots of it. Temporarily, to prevent the map from becoming completely filled and needing to be reset every three to five days, there is a very aggressive object decay process working; this means if you log out of your house and go to bed, when you wake up it'll have major sections missing. Remember that this decay is temporary.[/QUOTE] Actually the decay has been slowed WAY down. It now takes 5 days for structures to decay, although doors seem to still be a 24 hour clock.
[QUOTE=HYPERZSHOCK;41705746]Actually the decay has been slowed WAY down. It now takes 5 days for structures to decay, although doors seem to still be a 24 hour clock.[/QUOTE] I don't have a Rust key, so I'm not completely up to speed on the latest. I saw Garry responding to people complaining about the decay, but I didn't know they'd already racheted down the decay. Still, I'm pretty confident about the rest. :v:
[QUOTE=elixwhitetail;41705797]I don't have a Rust key, so I'm not completely up to speed on the latest. I saw Garry responding to people complaining about the decay, but I didn't know they'd already racheted down the decay. Still, I'm pretty confident about the rest. :v:[/QUOTE] Ya everything else is pretty much spot on XD Also I wasn't trying to be hostile, I was just trying to inform people that it had been changed. :)
It gets extremely boring after a while when you have done everything that can be done which does not really take long at all.
[QUOTE=Mark364;41708310]It gets extremely boring after a while when you have done everything that can be done which does not really take long at all.[/QUOTE] Then pvp begins ;D
[QUOTE=HYPERZSHOCK;41715386]Then pvp begins ;D[/QUOTE] PvP is encompassed by the phrase "everything that can be done". Especially considering the three main "playstyles" of Rust is either hermit, solo KoS bandit, or a group of KoS bandits.
you should ask this question again when the game is completed
[QUOTE=Dmaster;41715417]PvP is encompassed by the phrase "everything that can be done". Especially considering the three main "playstyles" of Rust is either hermit, solo KoS bandit, or a group of KoS bandits.[/QUOTE] Although you may do it once, unlike gathering wood, metal, or building. PvP is dynamic and will be different depending on location, gear, and the people you are fighting.
[QUOTE=elixwhitetail;41705404]I'm going to quote [URL="http://www.polycount.com/forum/showpost.php?p=1451152&postcount=15"]a post from the Polycount forums[/URL] to explain: Now, Unreal Engine certainly can load very large maps, but you start talking getting into utterly ridiculous, insane map sizes (how'd you like to have to have 750MB of RAM taken up [I]just by the map[/I]?) that would bring most consumer machines to their knees unless designed very carefully.[/QUOTE] Except they have managed to do this, and you can do it in Unity - it's just not there by default. The collider limit thing is something else and doesn't have anything to do with large worlds and float precision. It can possibly be worked around on the client by dynamic creation/destruction of colliders based on player location, and combining colliders. The amount of people willing to blame Unity for everything including the weather is kind of obnoxious.
[QUOTE=duke2;41728965]Except they have managed to do this, and you can do it in Unity - it's just not there by default. The collider limit thing is something else and doesn't have anything to do with large worlds and float precision. It can possibly be worked around on the client by dynamic creation/destruction of colliders based on player location, and combining colliders. The amount of people willing to blame Unity for everything including the weather is kind of obnoxious.[/QUOTE] We were talking about why Unreal Engine is not a good choice for huge open-world maps and is therefore a bad substitute for Unity in the way RustyBeans was suggesting, you dolt. I'd rate you "Bad Reading", but I can't so you get this reply instead. Unity handles this fine. The collider limit is, as you said, [I]something else altogether and doesn't have anything to do with large worlds and float precision[/I].
Uh, good point.
Let me give you all a little show: [B]Start of with this.[/B] [IMG]http://i.imgur.com/zUOqqAv.png[/IMG] If you came here from youtube, you're probally expecting a AMAZING game, free of bugs where everyone is friends and eat cupcakes together. Well... [B]IT'S NOTHING LIKE THAT![/B] What youtubers do is they take all the good content from the video and compress it into a little colage of nice "gameplay". They are [B]highlighting[/B] all the good parts of RUST and hide the rest.
[QUOTE=sevenpandas;41705171]So from videos I have seen it looks really good. Any one else got cons with the game because All I have seen are the pros[/QUOTE] Since it's in pre alpha, there's nothing much to do other than building, crafting and then pvping, but for a pre alpha rust is pretty darn good ! Definitely more pros than cons
Yeah, there's these groups of like 8 people who are extremely rich and buttfuck everyone in 8v1 fights.. also, they had megabases built on day 1 of restart :suicide:
[QUOTE=loppan997;41742524]Let me give you all a little show: [B]Start of with this.[/B] [IMG]http://i.imgur.com/zUOqqAv.png[/IMG] If you came here from youtube, you're probally expecting a AMAZING game, free of bugs where everyone is friends and eat cupcakes together. Well... [B]IT'S NOTHING LIKE THAT![/B] What youtubers do is they take all the good content from the video and compress it into a little colage of nice "gameplay". They are [B]highlighting[/B] all the good parts of RUST and hide the rest.[/QUOTE] Yes. Game devs commonly hire people to make their game look good too. [I]Not saying Garry, Pat and Helk did this[/I] Unknown Worlds for example, they hired a guy named Hugh, and his job is to make youtube videos about their game and make it look good.
Yes but what about all the streaming and live we can see on the net ? Just like it´s write this is live so if we want have a real point of vue of what is rust and all about this bug we just have to take a look on them
[QUOTE=Sockem;41746326]Yes. Game devs commonly hire people to make their game look good too. Unknown Worlds for example, they hired a guy named Hugh, and his job is to make youtube videos about their game and make it look good.[/QUOTE] Oforse peopole can hire youtubers to make them look good. However, I believe they should actually include the fact that the game isn't perfect.
[QUOTE=loppan997;41747441]Oforse peopole can hire youtubers to make them look good. However, I believe they should actually include the fact that the game isn't perfect.[/QUOTE] That's a terrible marketing idea. People (should) already know the game is in it's early stage and being developed. If they include bugs/hacks/whatever in their videos then some people will look the other way. They want people to be attracted to the game so they show everything good about it. Besides, all the wrong will be fixed one day.
[QUOTE=KermitTheFrog;41748749]That's a terrible marketing idea. People (should) already know the game is in it's early stage and being developed. If they include bugs/hacks/whatever in their videos then some people will look the other way. They want people to be attracted to the game so they show everything good about it. Besides, all the wrong will be fixed one day.[/QUOTE] That's kinda the point of doing this. Both to get popularity around the game but also to show gameplay without bugs and glitches. By having a guy hired with a large amount of views they can basically take all the negative out of the game and make it look 7 times better than it actually is. So no, it's actually a good marketing strategy.
[QUOTE=dannieweb;41748824]That's kinda the point of doing this. Both to get popularity around the game but also to show gameplay without bugs and glitches. By having a guy hired with a large amount of views they can basically take all the negative out of the game and make it look 7 times better than it actually is. So no, it's actually a good marketing strategy.[/QUOTE] Again... people know it's in early development, they are trying to show what the game is about and how it's going to be. No need to show all the negative aspects when it should be obvious. The game is being developed.
[QUOTE=KermitTheFrog;41748889]Again... people know it's in early development, they are trying to show what the game is about and how it's going to be. No need to show all the negative aspects when it should be obvious. The game is being developed.[/QUOTE] Look around in the RUST forum.. Peopole are posting the crap out of themself about stuff that isn't working, they got killed by a hacker, they got exploited throug the wall..
Sorry, you need to Log In to post a reply to this thread.