So to start with this thread rust is the Survival game i really put very much time in like 3k Yet and im still into it. I love the Updates we get new Content how my Charakter is kinda changing. Well so there is the first update i really dont get at all. You Nerfed Ores its okay, The ores we get kinda just fill the most of our Boxes without ever getting burned which is okay. but the Stone is Halfed. So you want me to gather X2 amount of Stones
to make my self stuff but at the same point you actually also lowered the average Spawn . Yeah you have to get more stone and they are more rare. Playing on an 200 Server the amount of stones i get per hour are like 3k while searching like an moron.
So Simply what im trying to say is Leave it Like it was Or Make ores more uncommon but the yield is bigger so exploring has a sense.
my 2,14€
sorry for my Potatoe English but all of you will get my point.
The stone nerf is just collateral damage to what the ore nerf is supposed to be... another way to take raiding out of the game.
Rust is here to make money, just like any other company. Rust doesn't want new players getting raided, its frustrates them and they don't get their friends to join.
But the devs aren't opening going to say this, so it will always be one step forward then 2 steps back on raiding. Yes they have given us rockets and ladders.. but they have taken away the ability to use tools to raid wood or stone. Right now you must use C4 to raid, so what do they do... half the sulfur amount you receive from nodes.
Rust is geared towards the new player for marketing purposes. Can't blame them, its a business.
lol, what the hell, there is no balance to gameplay right now and it has nothing to do with "marketing". If garry was trying to keep Rust in EZMODE to sell it to noobs why has he never put Rust at a reduced sale price in the Steam Store even once?
The balance is going to change constantly as the game is worked on, and trying to read the current meta like tea leaves to divine what the devs plan for the future is silly.
I think the change was done with good intentions but they didn't realize how it would affect the already excruciating farm times.
The good news is that they essentially fixed the wood-mineral imbalance that has been prevalent for several months, you'll now be spending about as much time farming wood as farming minerals to keep your forges going and your building upgraded, etc. This is very good news.
It also has the effect of making people travel a little more, you'll need to cover more land to fill your bags, good news again.
What I cannot understand is why they did not double the ore gathering rate to compensate for the change. Sure, make them half the overall yield and double the spawns, but at least let us farm these nodes twice as fast.
TL;DR: They need to double wood/ore/stone gathering rates and everything will be perfect.
[QUOTE='Deicide[RS];48141548']TL;DR: They need to double wood/ore/stone gathering rates and everything will be perfect.[/QUOTE]
Doubling the harvest rate not only puts the rate above 100% of what it used to be assuming you aren't in a resource-poor area, but it also has impacts on gameplay beyond the harvesting rate -- the shorter you're at a node, the less vulnerable you are.
This ore node change makes nodes individually less valuable but adds more nodes to compensate. While this is certainly not the final balance, I don't know that [I]doubling[/I] gathering rate is an appropriate response. I'm also not a dev so maybe that's exactly what they want to do, but doubling the rate changes the meta by increasing your harvesting rate as well as making you less vulnerable while harvesting -- you're not at any single node any longer under the current changes, you're just having to visit more nodes.
[QUOTE='Deicide[RS];48141548']I think the change was done with good intentions but they didn't realize how it would affect the already excruciating farm times.
The good news is that they essentially fixed the wood-mineral imbalance that has been prevalent for several months, you'll now be spending about as much time farming wood as farming minerals to keep your forges going and your building upgraded, etc. This is very good news.
It also has the effect of making people travel a little more, you'll need to cover more land to fill your bags, good news again.
What I cannot understand is why they did not double the ore gathering rate to compensate for the change. Sure, make them half the overall yield and double the spawns, but at least let us farm these nodes twice as fast.
TL;DR: They need to double wood/ore/stone gathering rates and everything will be perfect.[/QUOTE]
Except they want to slow progression, not speed it up.
It's clear that the reason they started lowering the yields on nodes is because they don't want that to be the most efficient way of getting resources. Players are complaining about the grind, FP is experimenting with ways of limiting it. Just because they didn't get it exactly right with the first pass doesn't mean they don't know what they're doing. They have more info than us, therefore we should be patient and see what they do instead of ignorantly asking for the changes to be reverted.
[QUOTE=Zipper Bear;48142027]It's clear that the reason they started lowering the yields on nodes is because they don't want that to be the most efficient way of getting resources. Players are complaining about the grind, FP is experimenting with ways of limiting it. Just because they didn't get it exactly right with the first pass doesn't mean they don't know what they're doing. They have more info than us, therefore we should be patient and see what they do instead of ignorantly asking for the changes to be reverted.[/QUOTE]
Ive never wrote something like they dont know what they are doing but as A Player i give them the feedback that farming is boring. as it is now
[QUOTE=Malexion;48141682]Except they want to slow progression, not speed it up.[/QUOTE]
Do you have a source to go with that claim or did you just pull that out of your hat?
[QUOTE='Deicide[RS];48143633']Do you have a source to go with that claim or did you just pull that out of your hat?[/QUOTE]
....Do you really think that FP wants progression to only last a week, with a server that doesn't wipe in a month+?
[QUOTE=Zipper Bear;48144051]....Do you really think that FP wants progression to only last a week, with a server that doesn't wipe in a month+?[/QUOTE]
That's what I thought, pure speculation. It's in Facepunch's interest to make the game interesting. Other than GrymThor on here, nobody likes to farm wood so there you have it.
There's a quote from garry somewhere that he wants (As an end goal mind you) servers to last at least 6 months at a time.
Though this wont likely be achievable until Late Beta stage.
[B][U]Edit:[/U][/B] I fucking found it after 30 devblogs, on devblog 36 for the curious.
[IMG]http://i.imgur.com/USlvsr9.png[/IMG]
So around that stage it would probably be common to have progression that takes a month.
[QUOTE=Malexion;48148914]There's a quote from garry somewhere that he wants (As an end goal mind you) servers to last at least 6 months at a time.
Though this wont likely be achievable until Late Beta stage.
[B][U]Edit:[/U][/B] I fucking found it after 30 devblogs, on devblog 36 for the curious.
[IMG]http://i.imgur.com/USlvsr9.png[/IMG]
So around that stage it would probably be common to have progression that takes a month.[/QUOTE]
More speculation. Being able to and realistically expecting they will and moreso rebalancing the while game around it is very far fetched. In legacy you could go i definitely without wiping and most servers still wiped every 2-4 weeks. There were some no wipe servers out there but they were usually dead. Nobody wants to start fresh on a server where clans got weeks, let alone.months of time to grow and build ahead. Slowing progression would just make everyone rage and play modded servers or other games.
[QUOTE='Deicide[RS];48151012']More speculation. Being able to and realistically expecting they will and moreso rebalancing the while game around it is very far fetched. In legacy you could go i definitely without wiping and most servers still wiped every 2-4 weeks. There were some no wipe servers out there but they were usually dead. Nobody wants to start fresh on a server where clans got weeks, let alone.months of time to grow and build ahead. Slowing progression would just make everyone rage and play modded servers or other games.[/QUOTE]
Speculation? It's a goal, he kind stated himself that it was a goal... I don't really know why they would bother adding all this melee stuff if they wanted people to have guns within the first week.
Alternatively you could join an open town/group/steal some shit, advance yourself to their level with their tech and be on an even playing field.
If tech tiers are based less on blueprints and more so on things you need to make other things. See [URL="http://facepunch.com/showthread.php?t=1454530"]Frank's Idea[/URL], with this sort of progression, all you need is the means to make the higher leveled tools. It would be easier to advance yourself since you don't need to collect a fuckton of shit, you just steal or borrow someone elses shit.
In the end all slowing progression would do is make the people who only want to play this game as a raid fps bored, which will be quite amusing.
[QUOTE='Deicide[RS];48151012']More speculation. Being able to and realistically expecting they will and moreso rebalancing the while game around it is very far fetched. In legacy you could go i definitely without wiping and most servers still wiped every 2-4 weeks. There were some no wipe servers out there but they were usually dead. Nobody wants to start fresh on a server where clans got weeks, let alone.months of time to grow and build ahead. Slowing progression would just make everyone rage and play modded servers or other games.[/QUOTE]
Lol this is ridiculously untrue. Garry WILL increase the wipe time, and if people don't play it he'll find a way to make them play it that way. It's the way the game is being designed, this isn't a week long counter strike match no matter how badly the legacy players want it to be. Part of that is slowing down tech to enforce more long term investment. The biggest reason why big clans have such a permanent presence is because they can sprint through tech in a matter of hours to dominate the entire server. By time the lower guys have caught up currently, the server wipes. That isn't fun. What do you think is going to happen when solo/low number groups have a chance to slowly build up their own power? That clan can't stay on 24/7, they're going to have to take a break at some point, and when they do they're going to get teamed up by all those people they pissed off.
Now that quarries exist and have been buffed slightly in [B][I]the same update[/I][/B], it seems that alternate and more expensive ways of going about getting items means that the Devs are trying to push people to actually progress a bit instead of acting like cavemen with guns...
I am not hating on the game, I just said it was a marketing decision and I can't blame them.
Rust doesn't want much raiding right now. And don't give us that balancing jargon... Adjusting yield ore, or the amount of GP to make C4, or the amount of C4 to take down a wall is a simple coding change.
Rust doesn't want raiding, but they can't completely eliminate it without an uproar. So they chip away at it, occasionally throw a bone, but generally the idea is to make it difficult. Right now there really isn't raiding, there is just destroying a rival base for revenge purposes, because it usually takes more sulfur to break in than you ever get in a raid anyway. Raiding is a heavy net resource loss right now.
Rust is a great game. I can't blame the devs for marketing strategy. But just call it what it is instead of saying balancing. Rust right now is protecting newer players and single players from raiding.
The reason raids aren't worth it is that stuff is so long and boring to obtain nobody ever gets ahead. The whole idea of raiding is to rob the rich but nobody is rich...
[QUOTE=mattb78;48156297]I am not hating on the game, I just said it was a marketing decision and I can't blame them.
Rust doesn't want much raiding right now. And don't give us that balancing jargon... Adjusting yield ore, or the amount of GP to make C4, or the amount of C4 to take down a wall is a simple coding change.
Rust doesn't want raiding, but they can't completely eliminate it without an uproar. So they chip away at it, occasionally throw a bone, but generally the idea is to make it difficult. Right now there really isn't raiding, there is just destroying a rival base for revenge purposes, because it usually takes more sulfur to break in than you ever get in a raid anyway. Raiding is a heavy net resource loss right now.
Rust is a great game. I can't blame the devs for marketing strategy. But just call it what it is instead of saying balancing. Rust right now is protecting newer players and single players from raiding.[/QUOTE]
Okay this has been my experience this seed on the rustafied low pop server, i have gotten my sulfur back and then some every time i have raided exception being when someone despawned their loot. I do not know if it is because they get more sulfur because they need to mine more nodes to get enough stone for their average size house. But i like it and hope it stays like that.
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