• Community Speaks: Week 1
    31 replies, posted
[B][I][U]THESE ARE ALL FEATURES FOR WHEN IT IS APPROPRIATE TO ADD THEM.[/U][/I][/B] [I]This is a thread I will be managing weekly. It is for suggestions to the game so if you would like to add or remove something from the list feel free to comment. If people agree then it will happen and you will receive credit. I will update the list on Saturdays based on any response. Here is week one's list:[/I] [B]Before you get to the thread, I will be adding a poll to discuss a potentially controversial game mechanic that could be added, this week:[/B] [I]Rust's Story[/I] [B]I. Game Mechanics[/B] -Your hot bar no longer acts as inventory space but rather as quick access to items -Gathering wood from trees is a longer process but pays off much more: First you must cut the tree down. Then you must cut up the fallen trunk into smaller sections. Once you have cut the trunk the logs can be collected. Branches can also be collected as well. -Small trees can be cut down from the start (which you can gather branches from) while larger ones require an axe to be cut down -Trees that have been cut down remain as a stump and will eventually grow back again. -Structures become more vulnerable, they are destructible on a greater level and can be weakened by guns and heavy weapons (axes and sledgehammers), which will leave holes in the structure, which can be repaired -Hatchets are less effective on rock and pickaxes are less effective when gathering wood -Each building material has a height limit. Wood has the lowest, then stone, then metal. -Items fill up your inventory based on their size. For example, logs would take up two slots while paper would only take up one. -Also, as stack size increases so will the amount of space that is taken up in your inventory. -Place-able torches -Un-canned and unpreserved food can eventually rotten unless kept in an icebox. Eating rotten food does fill up your hunger bar, but it deals damage. -Things like hunger, thirst, comfort, health, etc. all have a symbol that will disappear and reappear when necessary. For example the symbol for hunger could be the silhouette of meat and would not be visible unless your character is hunger and would slowly fade in red. When you eat it would fade in green to show you are full. This would apply to all these states and would clean up the screen. -Hot bar becomes more transparent and the background more visible -Chat is no longer accessible right away; you need to gain access to a HAM radio that are common in supply drops [B]II. Your Survivor:[/B] -Character Customization allows you to change facial features and skin color along with gender and the list goes on. -You spawn with damaged clothing that offers very low protection -You start with only 12 inventory slots -In the armor tab a bag slot is added (which you can use to increase your inventory) -A primary and secondary weapon slot is added to your inventory -Your survivor can wear several different styles of tribal face paint or none at all if you choose (might help with clans) picked from dozens of options -If not equipped with fur clothing during the winter after a certain amount of time your character will begin to freeze and you will not regenerate health -Ability to go prone -You now need to drink in order to fill a thirst meter -When you craft a backpack it will show up (the small, normal and large variants will be visibly different). Any weapons equipped will show up on your model making it appear whether you or an enemy is a threat. (The only items you will be able to see is equipped weapons their backpack and of course armor) -Your survivor can only carry up to a certain weight limit (this system will obviously not be very realistic, but is better than how it works now) -Nameplates are removed -When eating you go through an animation, same when healing -Weapons all now have varying weapon sways added to them -When crouched or in prone weapon sway is decreased and accuracy increased -Full-body awareness is added [B]III. Crafting: [/B] -The items you can initially craft are limited, you need to build toolboxes to gain access to more items. Tool boxes increase by level and you are required to craft three tools to go up a level. Tool boxes can be left at work benches (to free up space) or can be carried -You can now craft signs which can be attached to structures or stand alone -Mines and bear traps (will kill animals and damage players) can now be crafted -Small, normal and large backpacks can now be crafted (one after the other) in order to gain more inventory space. -The more complex and powerful the weapon, the more parts that are needed -Canteens can be crafted and filled with water -Saddles can now be crafted (purpose is self-explanatory) -Ghillie suits can now be crafted aiding you in hunting and making it harder for players to see you (same stats as cloth armor) -Storage boxes can be equipped with traps, for example explosives can be attached so when it is opened the bomb goes off potentially killing the invader but also putting your items at risk -Iceboxes can be crafted (ice can be found during the winter and is made from metal, wood and grass, for insulation) -Safes can be crafted, same strength as a metal door for those important items -You can craft a sledgehammer, this is mainly used to destroy structures but use up a lot of calories -You can now craft a canoe (can fit two players) along with fishing gear (fishing rod, lures, cages, etc.) -c4 is replaced with scrap metal bombs -kevlar is replaced with scrap metal armor [B]IV. Building[/B] -Wooden tipis can now be crafted out of branches (which come from smaller trees, intended as a temporary shelter until you can chop trees down) -You can craft a makeshift windmill -Windmills, lights, ovens, and shock traps require a car battery (loot item) or one’s found in supply drops, which can produce small amounts of electricity. -False floorboards can be put in foundations for limited storage -Stone is added as a building material -You can craft boards, which can be used to reinforce doors/windows as a form of defense -Window shutters are added -Ladders can now be crafted - When placing an object (such as a barricade or foundation) it goes through a construction timer, at certain intervals of this timer there will be a visual representation of the objects progress, essentially 3 stages of development. -When an object is being constructed you move slowly and cannot venture away from the build site [B]V. Weapons and Combat[/B] -Guns now can jam causing the player to go through an animation (this can only happen when reloading so you wont die because your gun jammed in the middle of a fire fight) [I]A new system to create makeshift guns is added: [/I] -To assemble a gun you have to craft all the parts to fill certain slots such as: barrel, under barrel, attachment, sight, firing method, stock, etc. (which will all add up the bolt-action rifle or the pipes shotgun, etc.) -Two different types of weapons can be made: primary and secondary -There is now a cover system allowing you to move while in cover and fire off rounds without exposing much of yourself [I]Melee combat becomes more skill-based as there are new additions that skill players will use and use well such as:[/I] -Side steps that are essentially dodges to avoid incoming attacks - Overhand and quick attacks, overhand attacks will be slower but deal much more damage although you expose yourself in the process -You can now kick your enemies, which will essentially push them back and stun your enemies (if you have a gun equipped this is replaces by a gun bash) -Melee weapons can also be thrown (can be retrieved as well) -A spear can now be crafted (good for hunting and very cost-effective) -A makeshift riot shield can now be crafted used only as a form of defense (though you can shield bash). It can either be crafted from low quality metal or from a rusted out car door. -Weapons are classified as primary or secondary weapons -You have primary and secondary weapon slots, making it so you cannot be a one man army
Awesome, we needed a megathread for suggestions. this subforum is cluttered to hell
[QUOTE=HybridTheroy;43196220]Awesome, we needed a megathread for suggestions. this subforum is cluttered to hell[/QUOTE] For sure, hope the community takes to time to see whether their wanted features are there, and the time to help make the list better! It'll help make Rust a better game
yeah this is quite a nice list built up here, most i agree with. though i don't agree with different items taking up different inventory sizes, need to stop the realism there! you need to add map/compass to the list, many people want this. also, groups (allowing players to invite each other into 'groups' where you can text chat to group members, and see them on a map!
[QUOTE=xEnt22;43196347]yeah this is quite a nice list built up here, most i agree with. though i don't agree with different items taking up different inventory sizes, need to stop the realism there! you need to add map/compass to the list, many people want this. also, groups (allowing players to invite each other into 'groups' where you can text chat to group members, and see them on a map![/QUOTE] It isn't realism for realism sake, when people can carry a full arsenal of weapons, building supplies, food healing supplies, etc. it becomes a problem. You should have to choose your gear carefully. Also, i think a compass would be good.
You can easily get a map if you open one of the community-made ones in Steam's browser. I wouldn't mind a map as some sort of loot either (after all, in an apocalyptic world there's most likely someone who's got a map of the area lying around in his house). I wouldn't go as far as to indicate the player's current position on that map though, that's a bit easy. Personally I like discovering new areas and having to remember where's what. A compass would fit in perfectly in the game's survival settting. Combine this with a 'dumb' map, and you can navigate around the map quite easily once you get to know the area.
[QUOTE=Appeljenever;43196390]You can easily get a map if you open one of the community-made ones in Steam's browser. I wouldn't mind a map as some sort of loot either (after all, in an apocalyptic world there's most likely someone who's got a map of the area lying around in his house). I wouldn't go as far as to indicate the player's current position on that map though, that's a bit easy. Personally I like discovering new areas and having to remember where's what. A compass would fit in perfectly in the game's survival settting. Combine this with a 'dumb' map, and you can navigate around the map quite easily once you get to know the area.[/QUOTE] A very rough map and a compass would be good. The whole friend thing would detract for the game, so if they put it in this would be the way to do it.
Keep the suggestions coming guys
Add in global and public chat
Foundations snapping to the bottom of foundations, allowing the side of a foundation to act as a wall as well as build larger structures. [img]http://puu.sh/5OxUX.png[/img] Though this was just a thought and not sure how easy this would be to miss use
There's a lot of great ideas in the OP. Is this the official developers wish list? Some ideas: - Kill a wolf, take it's cub, and raise it as companion/hunting/guard dog. - Overall reduction in level of craftable technology. Its ridiculous that you can craft modern firearms in a camp fire! Lets have some researchable tech-trees for spears, bows, crossbows, and eventually muskets. (Modern firearms don't need to be removed from the game, but they should not be craftabled or require very significant investment). - More building components - half length or half height walls. Also, stilts/footings to allow raised buildings to be constructed (or allow construction on steeper slopes). - Easy way to "undo" a badly placed items. Would be acceptable for this to be available in a very short time window from placement, so maybe we can cancel building items during the proposed timed building. At the moment, the game is unforgiving of simple point and click errors. - Ability to grant access to doors to other players. Would prefer this not to be based on number codes, but rather a way to say "user X can open this door", and it will be accessible to them. - Some means to allow noobs to spawn in close proximity to each other. "Naked Party Spawn" - Option to remove global text chat on a server. It good for noobs asking questions, but the basic game should emphasize survival. For sure, add in radios. - Flare Pistol (or low tech, burning arrow), as a suitably crude (and desparate) way of signalling location. - Construction of Moats, Trenches, Caves, etc. Let us dig, and we'll find some uses for it.
With regards to the zombie/animal AI - I think they should chase the nearest player rather than locking in on one person, this could add a new dynamic - the Set-Up!
When hunting animals should detect your human scent if you're up wind, so there is some strategy when hunting. Animals should attack one another if they are near each other, the food chain. Then players could scavenge off the dead animal but for less or damaged loot. Animals that have been in radiation towns/areas get a dose of radiation making them more hostel. When they attack or bite a player he gets a small dose of radiation, also the loot on the animal becomes radiated. Add spotlights that can be powered with the windmill. maybe car batteries to store excess energy from windmill. makeshift Flags or banners to hang from bases to identify peoples places. Other stuff: - buildings catching fire - buckets of water - makeshift water tanks - wells - bridges - bails of hay that could cushion a fall from a building? also for horses? - metal chain fences / wire fencing / electrical fence?
[QUOTE=Snapster;43202209]When hunting animals should detect your human scent if you're up wind, so there is some strategy when hunting. Animals should attack one another if they are near each other, the food chain. Then players could scavenge off the dead animal but for less or damaged loot. Animals that have been in radiation towns/areas get a dose of radiation making them more hostel. When they attack or bite a player he gets a small dose of radiation, also the loot on the animal becomes radiated. Add spotlights that can be powered with the windmill. maybe car batteries to store excess energy from windmill. makeshift Flags or banners to hang from bases to identify peoples places. Other stuff: - buildings catching fire - buckets of water - makeshift water tanks - wells - bridges - bails of hay that could cushion a fall from a building? also for horses? - metal chain fences / wire fencing / electrical fence?[/QUOTE] i like all of these ideas
Just an idea guys. They could potentially add a skill system where the more you do a certain action, let's say reloading, the better you get at it. Each skill would have 10 bars maximum that would, in this case, decrease your reload time. Every time you die you would lose one bar in each category. Just an idea tell me what you guys think!
Suggestion: Camouflages for buildings. Ability to paint buildings more natural colors or craft camouflage nets/scrims that can be placed on the outside of structures to hide them at distances.
This is an amazing post, I love all of the suggestions but some of them are kinda controversial, but I think a lot of these things are probably mechanics that would be added after the game is out of Alpha/Early Access.
[QUOTE=Sev3nz;43205458]This is an amazing post, I love all of the suggestions but some of them are kinda controversial, but I think a lot of these things are probably mechanics that would be added after the game is out of Alpha/Early Access.[/QUOTE] Give your opinion on some of them (especially the controversial ones)? Feel free to suggest any of your own
Suggestion for the survivor section: The "sleeping" feature for when you log out is nice, it prevents just logging out during combat which is good, but sleeping players staying indefinitely is a problem. This is because anyone who is logged out for more than 24 hours is extremely likely to have been murdered in their sleep by some naked guy with a rock. It seems almost unfair for someone to work for a couple hours to get somewhat kitted up with some resources and basic weapons, only to join the server the next day to be back to square one. In short, sleeping players should not stay indefinitely. Not to say that the feature should be removed, but the player's body should only remain in-game after disconnecting for only an hour or so. This prevents people from disconnecting during combat, but it also removes the penalty for not playing the game for more than 24 hours. That went on longer than expected, but I just wanted to make a case for my idea. To summarize: -[I]Player bodies should only remain in-game for 1 hour after the player disconnects.[/I]
[QUOTE=Alfredo;43205758]Suggestion for the survivor section: The "sleeping" feature for when you log out is nice, it prevents just logging out during combat which is good, but sleeping players staying indefinitely is a problem. This is because anyone who is logged out for more than 24 hours is extremely likely to have been murdered in their sleep by some naked guy with a rock. It seems almost unfair for someone to work for a couple hours to get somewhat kitted up with some resources and basic weapons, only to join the server the next day to be back to square one. In short, sleeping players should not stay indefinitely. Not to say that the feature should be removed, but the player's body should only remain in-game after disconnecting for only an hour or so. This prevents people from disconnecting during combat, but it also removes the penalty for not playing the game for more than 24 hours. That went on longer than expected, but I just wanted to make a case for my idea. To summarize: -[I]Player bodies should only remain in-game for 1 hour after the player disconnects.[/I][/QUOTE] I personally think they should keep it, for the direction they are going in i think it will work better and be a little less brutal
I think one major game mechanic is you don't lose your recipes if you die. Please never change this. I think the thing that is highly highly refreshing about Rust is the fact that one death doesn't throw me completely back into a noob position. I hope structures don't become too easy to breach I love the fact that I have security in my shelter but there is always that possible of my Metal door getting blown off.Personally if it becomes too easy to breach shelters you have nothing to work for because it can be easily taken away.I love the balance I would even say make it harder to breach shelters perhaps add Reinforced doors? what about adding radios to the game and having it on a different chat line to "v" chat. so you can chat over long distances.
[QUOTE=Lententoes;43206319]I think one major game mechanic is you don't lose your recipes if you die. Please never change this. I think the thing that is highly highly refreshing about Rust is the fact that one death doesn't throw me completely back into a noob position. I hope structures don't become too easy to breach I love the fact that I have security in my shelter but there is always that possible of my Metal door getting blown off.Personally if it becomes too easy to breach shelters you have nothing to work for because it can be easily taken away.I love the balance I would even say make it harder to breach shelters perhaps add Reinforced doors? what about adding radios to the game and having it on a different chat line to "v" chat. so you can chat over long distances.[/QUOTE] Radios are on the list, but the different chat line idea would be cool. Also, i have in there replace c4 with scrap metal bomb" so breaching would be harder since this is a much weaker explosive
Please add a map , probably crafted with paper + sth or looteable. Nothing fancy it should only tell you where you are and that's it Thanks :)
really like much of the stuff i really hope some of this stuff actually gets into this game :)
[QUOTE=Gigagofo;43207250]really like much of the stuff i really hope some of this stuff actually gets into this game :)[/QUOTE] Anything to add?
[QUOTE=Daniel Munoz;43207259]Anything to add?[/QUOTE] Yes i really would love to see stationary weapons that you can put on top of your house or try to get somewhat a ring of protection outside of your base. I dont talk about 50 cal here.. i dont know some bigass crossbow maybe :D...
Nice, I like these, but you should be able to assign multiple users to a metal door
Also.. Any chance of having South American servers?[url]http://facepunch.com/showthread.php?t=1334547[/url]
[QUOTE=killday25;43207381]Nice, I like these, but you should be able to assign multiple users to a metal door[/QUOTE] Already in development :)
Rust's current theme is such that a backstory will be hard to account for.
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