• Code lock bp!!
    76 replies, posted
20 hours in low pop server this week end , 19 hours barrel hunting and rad town , no way too find codelock bp . yes is repeat , buth is better remember it !!
[QUOTE=Lord_Nico;47963749]no way too find codelock bp . yes is repeat , buth is better remember it !![/QUOTE] i literately just don't even right now! that makes no sense at the end.
Code lock, pistol, pipe are default blueprints on LIME, stop wasting time: Legacy Rust :: [LiME] Mod 3x Craft 2x Wood 2x Stacks US EAST 108.61.104.129:28036 [highlight](User was banned for this post ("Advertising spam" - postal))[/highlight] [highlight](User was banned for this post ("Advertising spam" - postal))[/highlight]
Rust could learn a-lot from Arks Engram system. ( IE Unlock necessary BPS thru gameplay/leveling/time/normal play. not barrel hunting for 72 hours )
[QUOTE=Greyfoxzb;47966655]Rust could learn a-lot from Arks Engram system. ( IE Unlock necessary BPS thru gameplay/leveling/time/normal play. not barrel hunting for 72 hours )[/QUOTE] Barrels are temporary, don't worry about those little guys.
"Levelling"? Sounds a bit to RPG for rust!
Or, you could just use a regular lock?
[QUOTE=lordrushx1;47967881]Or, you could just use a regular lock?[/QUOTE] I think it's a pretty much agreed on fact that keys are terrible and people would rather put no doors than having to deal with this nightmare.
[QUOTE='Deicide[RS];47967903']I think it's a pretty much agreed on fact that keys are terrible and people would rather put no doors than having to deal with this nightmare.[/QUOTE] That's hyperbolic. They're annoying, yeah, but a good stepping stone before getting code-locks.
[QUOTE='Deicide[RS];47967903']I think it's a pretty much agreed on fact that keys are terrible and people would rather put no doors than having to deal with this nightmare.[/QUOTE] If that is the case, why do we still use them irl? They are a viable option. I don't think there is anything inherently bad about key locks. Maybe the implementation needs to be tweaked.
[QUOTE=utilitron;47968482]If that is the case, why do we still use them irl? They are a viable option. I don't think there is anything inherently bad about key locks. Maybe the implementation needs to be tweaked.[/QUOTE] Well maybe because IRL 0.01% of people are murderous psychopaths whereas in Rust 99% are. Not exactly the same setting. If everyone out of my house wanted to kill me, steal all my stuff and kill/rape my family if I lost my key, I would definitely not use keys to keep anything safe. Back in Legacy, you could make a codelock right off the bat. You'd sometimes go for a normal key as a very temporary solution because they were cheaper, but that's it.. We're talking about a 15-20 deal while you gather mats to do better. In new Rust I've seen players farm barrels for over a week and not finding the code lock.
[QUOTE=utilitron;47968482]If that is the case, why do we still use them irl?[/QUOTE] Probably because we don't die nearly as often irl.
[QUOTE='Deicide[RS];47968594']Back in Legacy, you could make a codelock right off the bat. You'd sometimes go for a normal key as a very temporary solution because they were cheaper, but that's it.. [/QUOTE] ...Did you play legacy?
[QUOTE=Prov3rbial;47968672]...Did you play legacy?[/QUOTE] 2800 hours of it.
As far as I remember there were no keys in legacy. Or code locks. You could enter a code on any door. I do agree that code locks are a bit rare, but they're not impossible to play without. Make sure you have spare keys inside your house, and a sleeping bag. Try not to linger around your own house gathering, etc because it will make it much easier for whoever murders you in your face to figure out which house the key he found is for. If (when) you get killed, you respawn at your sleeping bag, unlock the lock with your spare key, remove it, drop the old key, reinstall the lock and make new keys. It's inconvenient but I'm of the opinion that it's still better than no locks at all. That said, on my server if I see that a player has been on for a few days and still can't make code locks, and they're not a dick, I'll make them up a BP and give it to them, because I think they've earned it by that point.
If you have no code lock, make a rotating stairs entrance. It's safer that way and less of a hassle.
[url]http://ask.fm/garryjnewman[/url] [QUOTE=garry]I don't think putting locks on everything is a long term solution to this stuff. Our idea with forcing stuff to be outside (quarry, water catcher, farming) is to force people to think of their base less as a building and more of a compound. We'll be adding boundary fences in over the coming weeks to re-enforce this (because castle walls suck)[/QUOTE] I think too many people look at the game and see what is here now and assume "This is the only way to play". It isn't true. Rust is a team survival game. This giant base you have been so worked up about keeping safe from raiders is going to be out of date by the end of development. Look and think about how the game is progressing, then look back at locks.
[QUOTE=utilitron;47969717][url]http://ask.fm/garryjnewman[/url] I think too many people look at the game and see what is here now and assume "This is the only way to play". It isn't true. Rust is a team survival game. This giant base you have been so worked up about keeping safe from raiders is going to be out of date by the end of development. Look and think about how the game is progressing, then look back at locks.[/QUOTE] A team survival game? I don't recall seeing anything like that from official sources. If it is solely a team game many of us won't be playing
there's other ways to get code locks. Most of my BPs did not come from barrels.
[QUOTE=halfhand2012;47970032]A team survival game? I don't recall seeing anything like that from official sources. If it is solely a team game many of us won't be playing[/QUOTE] It's not true - he just made that up.
[QUOTE=halfhand2012;47970032]A team survival game? I don't recall seeing anything like that from official sources. If it is solely a team game many of us won't be playing[/QUOTE] [QUOTE=cinderstar;47970104]It's not true - he just made that up.[/QUOTE] Labels, labels, labels... Was the first survival game marketed as a survival game? When the [URL="https://en.wikipedia.org/wiki/Origins_of_rock_and_roll#Views_on_the_first_rock_and_roll_record"]first rock song[/URL] was written, Ike Turner wasn't like "OMG, I just invented Rock and Roll!" That isn't how it works. Rust is a survival game, but when I look at the sort of stuff [URL="http://garry.tv/2013/06/21/the-story-of-rust/"]garry has said[/URL] [QUOTE]So what’s to stop you from going around killing anyone you want and taking their shit and becoming more powerful? Nothing. What’s stopping it from becoming a PVP killfest? You. Our job should be to give the players the tools they need. If you’re sick of getting killed – start a town. Build town walls. Give all the town members red clothes. Put warning signs up outside the town. Set up trip wires and alarms. Watch each others back.[/QUOTE] It sounds a lot to me like his vision is people teaming up to conquer adversity. So did I make it up? Sure. Does it fit? Defiantly. I don't think there are any plans to force people to team up, but you [U][B]do[/B][/U] get a bonus for being around other players...
Lol Ike Turner ha ha ha you think fucking Ike Turner invented Rock and Roll. Kids what ha gonna do!
[QUOTE=halfhand2012;47971084]Lol Ike Turner ha ha ha you think fucking Ike Turner invented Rock and Roll. Kids what ha gonna do![/QUOTE] Forgot to read the link, huh? [VID]https://www.youtube.com/watch?v=Gbfnh1oVTk0[/VID]
[video=youtube;Gbfnh1oVTk0]https://www.youtube.com/watch?v=Gbfnh1oVTk0[/video] Use [vid] for links to webms and mp4s and [video] for video share sites like YT and Vimeo.
[QUOTE=utilitron;47968482]If that is the case, why do we still use them irl? They are a viable option. I don't think there is anything inherently bad about key locks. Maybe the implementation needs to be tweaked.[/QUOTE] people don't kill me irl and use my key to steal all my shit irl, even then i use the code lock for my garage more then my house key... because fuck keys.
[QUOTE=utilitron;47968482]If that is the case, why do we still use them irl?[/QUOTE] Because IRL you don't use a key lock on every single door in the house, and carrying capacity is limited by size rather than slots.... Not to mention that these are these wonders called 'keychains' which let you put all the keys together... Now, in rust, every key takes up an entire inventory slot, no way to combine keys, and if you have a big base you need several chests all dedicated for keys. Plus each key looks the same so you don't know which key is for which.
[QUOTE=Prov3rbial;47968382]That's hyperbolic. They're annoying, yeah, but a good stepping stone before getting code-locks.[/QUOTE] It's hyperbolic but only just. Think how accepted the practice of using rotating steps as an alternative to locks is. They have a steep practical limit for housing due to the frustration of using more than 2 or 3 lock-key pairs. [QUOTE=utilitron;47968482]If that is the case, why do we still use them irl? They are a viable option. I don't think there is anything inherently bad about key locks. Maybe the implementation needs to be tweaked.[/QUOTE] Yes! Exactly. With just a little tweaking they'd be [i]useful[/i]. Craft multiple keys for 1 lock. Or implement a key ring to pick up once you get inside. That problem isn't that it decreases security--keep that in by all means so the codelock is a real upgrade. Just don't make it so that I spend more time getting around a modest two-story house tracking keys than crafting.
[QUOTE=itisjuly;47969462]If you have no code lock, make a rotating stairs entrance. It's safer that way and less of a hassle.[/QUOTE] Can even make a starter base that looks like its just foundations laid out but never finished, they walk right over it and move on every time.
4 days now and no code lock bp .... Got 15 thompson 10 bolt 6 ak 3 c4 bp in my cest , no way too find code lock bp ..... This is a bug in game , and dumb x 10 wo say is noth !!!!!!
[QUOTE=Malexion;47976785]Can even make a starter base that looks like its just foundations laid out but never finished, they walk right over it and move on every time.[/QUOTE] The funny thing being, that you can more easily make fake entrances etc with rotating stairs. Unlike doors that you can not hide. * Rotating stairs + Wall = fake. * Rotating stairs + open wall = entrance. But from the outside you can not tell the difference. Disadvantage: If they ever get your master cupboard, your base just lost its owner. Now the biggest thing preventing people from taking over your entire base is locked doors where they do not have the keys / code for. So there can be hidden sleeping bags in specific rooms. So they need to wast a lot of time / resources breaching all the doors. Other disadvantage is that stairs take normal C4 damage. No outer / inner wall setup. ----------------- Made a base now almost 2+ weeks ago. Big hole in the roof, armored underside. Some ladders on the side. Looks abandon ... and nobody cares about it. Only newbies etc that quickly crawl inside to look around. Yet ... my "loot" and myself is hidden in a safe room. To think i wasted 200 hours playing this game trying to make bases that are hard to raid ( and the developers making it more & more difficult with new raiding abilities ). And the best anti raid solution was just a simple 2 hour base that is open for everybody. Kind of funny ...
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