• Wondering why you stopped playing Rust
    103 replies, posted
Right now there's approx 400 players spread across 246 servers. They sold a ton of keys; what happened to all the players? For me personally, once so many servers started popping up, and it became more and more difficult to find a sustained, populated server; it lost it's appeal once the surviving part of the game became easy. What's your reason?
What made me play less is the private servers. My team never stays on the same server for more than a day, and it gets boring as hell. It was fun actually getting set up on a server and playing often to keep my base safe, but now that there it doesn't matter, I typically just go to another server, get a kit from one of my friends, and play on that server. If I die? Repeat the process. Private servers have basically killed the game.
[url]http://facepunch.com/showthread.php?t=1330618[/url]
[QUOTE=InsaneParrot;43112939]What made me play less is the private servers. My team never stays on the same server for more than a day, and it gets boring as hell. It was fun actually getting set up on a server and playing often to keep my base safe, but now that there it doesn't matter, I typically just go to another server, get a kit from one of my friends, and play on that server. If I die? Repeat the process. Private servers have basically killed the game.[/QUOTE] Any ideas on how that could be fixed?
[QUOTE=Daniel Munoz;43112945]Any ideas on how that could be fixed?[/QUOTE] The only efficient and clean cut way is to get rid of private servers. Anything else would just be nursing the problem. (problem is they would never do that because they would be screwing over so many people)
[QUOTE=InsaneParrot;43112956]The only efficient and clean cut way is to get rid of private servers. Anything else would just be nursing the problem. (problem is they would never do that because they would be screwing over so many people)[/QUOTE] screwing them over because of the money they already paid?
[QUOTE=Daniel Munoz;43112970]screwing them over because of the money they already paid?[/QUOTE] Yep.
[QUOTE=InsaneParrot;43112973]Yep.[/QUOTE] I think people who bought servers already feel screwed over to be honest; when private servers went on sale, we were told "a limited number" will be sold -- so everyone rushed to buy them... but in reality, there was no limited number. Now we're sitting at 250 servers and not even close to the players needed to fill them.
Need to separate servers by new tabs "Official" & "Private"
[QUOTE=InsaneParrot;43112973]Yep.[/QUOTE] No, what you do is contact all the hosters and tell them your dropping private servers. Everyone can keep their server to the end of their billing cycle, but it WILL be terminated at the end of it with no renewal option. That way, you can remove private servers without screwing anyone over on money. Most servers do a monthly cycle, so you can get them all out of the picture by a month and a half.
Please stop doing private servers in that case
[QUOTE=TheManInUrPC;43113026]No, what you do is contact all the hosters and tell them your dropping private servers. Everyone can keep their server to the end of their billing cycle, but it WILL be terminated at the end of it with no renewal option. That way, you can remove private servers without screwing anyone over on money. Most servers do a monthly cycle, so you can get them all out of the picture by a month and a half.[/QUOTE] I'd hope people wouldn't have bought more than monthly recurring judging on the state of the game - alpha. That seems to be the best way to do it. It's needed badly. Private servers don't just ruin the game because of the population. They ruin it because they take the fun and experience out of the game.
[QUOTE=InsaneParrot;43113142]I'd hope people wouldn't have bought more than monthly recurring judging on the state of the game - alpha. That seems to be the best way to do it. It's needed badly. Private servers don't just ruin the game because of the population. They ruin it because they take the fun and experience out of the game.[/QUOTE] I wouldn't worry too much about the payment cycles. I own a Rust server myself and it goes on a monthly cycle (Which is the only option). I would not mind having to give it up for the sake of more players since it hasn't been successful at all. It's basically throwing money into a pit.
Such a shame; the game was so amazing before.
Some servers are unable to join when i choose them,too many servers to choose from (probably not a big issue). Other games have came out and i tend to play them quite often more than rust.
Grew tired of it. Friends stopped playing. Just isn't the same anymore.
[QUOTE=Famer;43113188]Such a shame; the game was so amazing before.[/QUOTE] Yep, it was a lot better.
-snip-
[QUOTE=Sockem;43113252]This game turned out to be a big flop.[/QUOTE] how so?
there should be a system like battlefield uses where there are "ranked" servers that are guaranteed to have a consistent experience across them (no mods or cvars, maybe require them to be dedicated). crafting research can be synced across them so it encourages players to play on those. the requirements and registering with facepunch would make them more expensive than private servers, meaning there wouldn't be quite as many. then the cheap private servers could serve just as they should, as a playground for the 12 year olds and their friends to play admin or to host modded games. would be nice to change servers and have metals doors and everything right off the bat.
Once a server reaches the point that C4 is plentiful the game is basically over. Rust is very fun at first when you're scrounging for resources & blue prints, fighting other players over things you both actually need, etc. but once the only purpose of PvP becomes to grief someone's base, it's dead. The game will continue to bleed players until that changes.
[QUOTE=vehementix;43113606]Once a server reaches the point that C4 is plentiful the game is basically over. Rust is very fun at first when you're scrounging for resources & blue prints, fighting other players over things you both actually need, etc. but once the only purpose of PvP becomes to grief someone's base, it's dead. The game will continue to bleed players until that changes.[/QUOTE] Do you think c4 should be removed?
[QUOTE=Daniel Munoz;43113616]Do you think c4 should be removed?[/QUOTE] Maybe not removed, but requiring a fairly rare, uncraftable mat, maybe a 'Detonation Device'? Because it's alpha, I can understand why 'end game' is good to achieve quicker, so the bugs and kinks can be worked out with all the mechanisms, but at some point, there needs to be some tinkering to stretch the game out. There needs to be some other things that require lots of mats like C4, some of which aren't just destructive.
C4 either needs to be impossible to craft, not just expensive, but extremely difficult, requiring uncraftable items, OR just make C4 uncraftable.
It's far too easy to get full kevlar/c4. Not very interesting when it only takes a few hours to be fully geared out.
The private servers :/ i played alot of time in a server, made a protected base im logging in and i see that all of my guns and kavlers are gone All doors are there, i own them, all of my sleeping bags are there, i own them Its a 2x2 with 6 layers from metal, im on the top layer, around it there was wood plates that blocks placing stairs and stuff, and my room was closed, so i quit until they fix some stuff
[QUOTE=InsaneParrot;43113866]C4 either needs to be impossible to craft, not just expensive, but extremely difficult, requiring uncraftable items, OR just make C4 uncraftable.[/QUOTE] Or just replace it completely with scrap metal explosives that are much less powerful
I think once we change how research works it'll be harder to get to the endgame. What I want to do is make it so researching an item destroys the item you are researching in exchange for a percentage of a blueprint.. so maybe you need to cannibalize 4 m4's to learn how to make one
[QUOTE=Helk;43114518]I think once we change how research works it'll be harder to get to the endgame. What I want to do is make it so researching an item destroys the item you are researching in exchange for a percentage of a blueprint.. so maybe you need to cannibalize 4 m4's to learn how to make one[/QUOTE] In theory that might work, but I think the airdrops should be taken advantage of more so, instead of finding weapons from crates or crafted I feel they'd be worth way more if they were open obtained via aidrops.
And also make that after you research item research tool deleted. [editline]8th December 2013[/editline] And also maybe good to add "available crafts" after research. 1-10 or something, so player will always need to step up for endgame. [editline]8th December 2013[/editline] [B]And the most important thing that prevents me from playing now is house harassment. Helk can you say something about that? What you gonna do about that? All my friends not playing because no matter how much time they will invest in house it can be fucked up or easy raided by placing stair close and jump on roof (event if you place pillars they can use barricades to go by them...)[/B]
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