Legacy branch has the road and (more importantly) the pre made structures typically in rad zones. This being where most blueprints and advanced stuff is found. These types of dev designed structures have not appeared in experimental yet and I can not recall them having mentioned them in any of the devblogs. Do we know if they intend to bring this feature to the procedurally generated maps or will advanced stuff only be obtained through other means (like AI and airdrops or something?)
Also, What would you think of the prefab structures being a server option (assuming they do get added eventually) so some servers have prefabs some dont?
I am also interested in information about whether or not pre-built structures will return, I presume they will or the loot dispersion mechanics are going to be wildly different.
I like the idea. I kind of dislike the idea of having AI carrying all the loot. It's cool t0 make the AI integral to the procuring of loot, but having them actually carrying it is ridiculous (If they're animals, I mean) It would also add stealth/sneak/interestin' stuff like that if you had them playing guard dog over actually holding it. As for procedurally generated structures.. I'm not sure about them too much. It's a difficult subject to imagine. You have to form a coherent reasoning for why there's structures at the location of Rust's setting. On the other hand, the prefabricated caves that are procedurally built into the landscape are great, fitting for bears especially. There'll have to be something to justify the reasoning that there should be anything even remotely modern on the island, like prefabricated constructions, but what they should be and where they should be located (in relation to biomes) is important and requires some good thought.
It is an interesting dilemma. A small town or base of some sort could be a biome of its own. While other biomes could have individual builds as rare sub elements. Do able but surely not simple. Why do you say modern things need to be justified? The main branch seems to suggest a time period post apocalyptic of some sort, they have reference flags for radiation so that is returning, it is likely the theme or radiation zones will return. Which maybe the biome for a city would have a general radiation value.
Alternatively though we could have the game without the modern element and have maybe random generating crates or something in caves maybe primarily. Or airdrops could be the main source of supplies.
I think I'd like it either way so long as it isn't to centralized in one zone.
They plans to add roads AND prefabs\ruins to the release. Expecially as landmark to orientate and both to get drops, i guess.
Don't understand why you wouldn't have those in game tho.
[QUOTE=Redeamed;45473641]It is an interesting dilemma. A small town or base of some sort could be a biome of its own. While other biomes could have individual builds as rare sub elements. Do able but surely not simple. Why do you say modern things need to be justified? The main branch seems to suggest a time period post apocalyptic of some sort, they have reference flags for radiation so that is returning, it is likely the theme or radiation zones will return. Which maybe the biome for a city would have a general radiation value.
Alternatively though we could have the game without the modern element and have maybe random generating crates or something in caves maybe primarily. Or airdrops could be the main source of supplies.
I think I'd like it either way so long as it isn't to centralized in one zone.[/QUOTE]
Well, because it's not an island anymore, and even before the island was a little strange. Empty buildings on it, but military weaponry everywhere? The buildings were all factory themed as well, as if such a thing is appropriate for a weapon testing zone that I assume is the reasoning for the radiated areas.
So we're not on an island, and we're on a massive expanse of procedural land that will include forests, tundras, mountains, caves, rivers, beaches, and potentially cities. The cities need to be carefully considered on how they're placed/designed and what they contain. Random empty prefabs should just be concrete rebarred shells if it's a weapons test city. If it's all military bases, they need to be like that. And there needs to be some much better consideration as to how loot is placed and what it would contain in relation to location. Atleast, in my opinion. I'm all about the realism road with Rust. Game elements are fine when necessary, but the rest of the time all my opinions and forum posts will be directing it towards that direction.
It actually wasn't an island before it is an island now. The map is procedural but it is not infinite and there is a beach in all directions.
I think ruins of buildings instead of standing structures would fit better than the previous set up but what's in the boxes inside doesn't need to match the building theme exact. I agree with the realism in terms of scarcity of advanced stuff and a better tier system in between but the contents of supply crates can as much be part of what happen after shit went to hell as it is about what would have been found there before it.
I assumed the radiation wasn't from testing but from war, or originally from attempts to sterilize the zombie outbreak. With zombies removed I return to war causes.
Beside the background i think that "loot spots" are necessary and, in my opinion, should be well spread allover the map.
I mean, looking at the concept they're throwing to us, i imagine that a house, or a tool will be pretty much look as you assembled it with pieces found around.. so you have to found pieces.
So you have to find cars or houses\buildings to scavange\dismantle in order to get raw pieces to make tools or to be smelted in the furnace in order to build a more refined piece at a workbenche.
And those objects in my opinion should be quite spread around the island (of course you will have cities with several buildings to be looted, but you since those areas will be pretty much "protected" by raiders\pvpers, you need to be able to find something almost everywhere.) So maybe in a city-like ruin you can find a lot of material... by the road you could have cars and road signs and fuel stations or whatever to be looted. With the fuel station there could be the workshop where randomly will respawns actual pre-apocalypse tools, or even blueprints in the form of Instruction Book or whatever.
Again, i think we should be on a limbo, where the scenario should be possible, but again is a game, you have to even a bit the game, so that a new player could find the same car that you looted and being able to get some metalscrap. Or if you live on the beach, probably you could find garbages on the beach that actually respawns as well.. so you could get lucky, and in that crates that you find on a beach, taken by the sea, could be an M99 Barret from a warship sinked during the "apocalypse" or you could find.. a plastic bottle or a Net.
[QUOTE=Redeamed;45480654]It actually wasn't an island before it is an island now. The map is procedural but it is not infinite and there is a beach in all directions.
[/QUOTE]
The old map was also an island.
So I can see landmarks here and there, sorts of pre-fab structures (the wing of a plane, a radio tower, etc.) but nothing so much as the "rad towns" we saw in legacy. As player building becomes more varied and structures are abandoned, re-purposed and crumble I imagine you can get a lot of the same feel. Paths created by high-traffic routes are already planned and thus we will have roads of a sort.
I also don't much see the point of loot drops later in development as they used to happen in legacy. I feel like they were there for convenience and testing and I think having predictable loot areas just gives an incentive for really horrible "farming" gameplay. Non-harvest items can be introduced to the game economy rather through randomly occurring "events". These could include airdrops like in legacy, the helicopter gunship (which could be taken down) appearing and trolling user-built structures/high trafficked areas, or anything else the devs come up with (giants wandering around stomping shit). Scarcity (including the degradation) of such items should be a high priority.
[QUOTE=Sievers808;45486063]The old map was also an island.[/QUOTE]
Really? I ran like 3 for game days east of the online maps limits and never found an edge. Must have been a much bigger island than the new one.
[editline]24th July 2014[/editline]
[QUOTE=Ebrim;45486910]So I can see landmarks here and there, sorts of pre-fab structures (the wing of a plane, a radio tower, etc.) but nothing so much as the "rad towns" we saw in legacy. As player building becomes more varied and structures are abandoned, re-purposed and crumble I imagine you can get a lot of the same feel. Paths created by high-traffic routes are already planned and thus we will have roads of a sort.
I also don't much see the point of loot drops later in development as they used to happen in legacy. I feel like they were there for convenience and testing and I think having predictable loot areas just gives an incentive for really horrible "farming" gameplay. Non-harvest items can be introduced to the game economy rather through randomly occurring "events". These could include airdrops like in legacy, the helicopter gunship (which could be taken down) appearing and trolling user-built structures/high trafficked areas, or anything else the devs come up with (giants wandering around stomping shit). Scarcity (including the degradation) of such items should be a high priority.[/QUOTE]
Idk about giants but I do agree more randomization in the location of loot would be better. Even if that meant like weather backpacks spawning in random locations like survivors left them behinds. Or temp structures like a tent appearing that could have been set up and abandoned for one reason or another. I use to like the Gunship idea but I lean more toward wanting a more natural environment these days. I would be interested in seeing some of their bizarre create concepts in game though.
[QUOTE=Redeamed;45493660]Really? I ran like 3 for game days east of the online maps limits and never found an edge. Must have been a much bigger island than the new one.
[/QUOTE]
smaller playable area, but i think it was bigger than the current space. you just run out of food or patience long before you get to the other side of everest etc
Sorry, you need to Log In to post a reply to this thread.