• The Answer: You're Both Right
    5 replies, posted
I love survival games, it's kind of a vague genre that to me that includes: Dayz, Warz, Nether, Rust, (heck even Terraria, Starbound). Like many people, I've played em all. And just casually browsing the forums I can already see the same issue that has plagued other games like Rust. And I'm hoping against hope that Rust will find a way to solve it. The issue sounds like this: Group A (Villains): " YEEEHAWW! This is a PvP game, and anyone who doesn't want my boot up their arse and chain C4 on their door can nut up or get out. I like to name my character ChuckNorriz or 420BlazeIt to show people I'm hardcore. Ruining other people's day makes my day. #YOLO carebears." Group B (Heroes): " Well that wasn't very fun. I just got killed for the 8th time trying to get out the gate. Doesn't seem like I can access very much of this games content, since every one and their mother in this game is an asshole who kills Bambi's on sight. I'd like to help people, band together with others. I'd like to even PvP and fight the assholes, the problem is EVERYONE is because it's the only way to play. " The answer is...you're both right! We need both of these to be viable, as is [B]always [/B]intended, but [B]never [/B]achieved in these types of games. Now in every game, people have a different perspective, expectations, and you just can't please everyone. That said, the problem in this scenario (in many of these games, including Rust) is that Group A (Villains) can achieve their desired play style simply by doing it. There is nothing stopping them, nothing discouraging it or attaching a cost to present the player with a meaningful decision to make. Group B (Hereos) cannot achieve their desired play style as easily, or at all, because everyone is asshole. They eventually realize it's all villains, the game is reduced to Call of Duty Rage Ops, and players leave for the next game promising survival based gameplay, only to relive the same thing again. That, or they get KoS'd enough and finally give up, and become the villain. In a real life situation, there is trade off to being "bad". Even in an apocalyptic situation, there would be advantages to NOT executing everyone you met on sight. Now being "bad" and killing innocent people would have the advantage of getting more loot, don't get me wrong. But it would come at a price. The result of this scenario would be that some people are "bandits" and some people are not. And those two groups of people would be at odds, there would be some survivors, some asshole, and some heroes. That would be an AWESOME game wouldn't it? The problem is that no game, Dayz, Warz, Nether, or Rust, has ever realistically created that scenario because they fail to mimic the reality that there are some advantages to not being an asshole. I'm not saying this is easily accomplished, but achieving this balance would put Rust leagues ahead of other games, and it will succeed where other games fail. We need [I]some [/I]assholes in these games. Removing PvP altogether is not realistic or fun in the long run, BUT the opposite extreme KoS-Villain-club is not realistic and sux major weinertron for all others who want an actual survival game, some bad guys included, but not CoD in Rust form. I really, really hope this concept, which I consider the unicorn of the survival genre, will not be lost to the Rust team. And I'm very excited to see how it develops. Hope you enjoyed the read. -Hax
You forgot one group.... The Sneakers who avoid everybody and try to make it seem they don't even exist to everyone else in order to avoid all the kurfuffle in order to build up until they are spotted and confronted and are able to fend off most. Because many of these players do it so well, it's not surprising they're not listed as most don't know of them.
Praxius your out of the club for breaking rule number one
[QUOTE=Praxius;43646528]You forgot one group.... The Sneakers who avoid everybody and try to make it seem they don't even exist to everyone else in order to avoid all the kurfuffle in order to build up until they are spotted and confronted and are able to fend off most. Because many of these players do it so well, it's not surprising they're not listed as most don't know of them.[/QUOTE] Thus far the best tactic seems to be keeping a low profile. I currently solo on a server and my house is bit out of the way. No one knows it's my home, and nobody should know. From time to time I snatch some goodies from a house and disappear. I keep up appearances by having a small house all out in the open, and make sure people think that, that is my main home.
[QUOTE=Itrme;43647149]Thus far the best tactic seems to be keeping a low profile. I currently solo on a server and my house is bit out of the way. No one knows it's my home, and nobody should know. From time to time I snatch some goodies from a house and disappear. I keep up appearances by having a small house all out in the open, and make sure people think that, that is my main home.[/QUOTE] Is the best tactic, but not the funny one :p i used to be low perfil, its turned very boring quickly.
I keep a low profile as well, but from time to time I'll venture towards "civilization" to see what everybody else is doing and to get some better gear. If I see people nearby, I keep hidden.... ... I stay in "The Hills" with my "Eyes" Eventually I'll target someone unsuspecting like a spider and drop them, take their stuff and flee quickly..... then lay low for a while until people forget about me again. Every so often I'll look from a distance to see some of the geared up teams doing their rounds.... whether they're good or bad, I'll line up some shots and plunk a few in the head and then quickly take cover and retreat before I'm spotted, just to put them on edge. 10 Minutes later, I'll hit them from another angle and do the same. I may not kill one of them, but I'll pester them enough to get my kicks.
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