This game is already geared towards extremely large groups that roll over anything in their path. I've played Rust for over 1k hours, and i've been in my fair share of groups. Adding something like an XP system is going to make the large groups even stronger. I hated the addition of the quarry, because it meant that now solo players would be running with revolvers and crossbows. This whole leveling thing is just going to make it 10x worse. I don't see any reason for this to be implemented, they tried it in ARK and it is so terrible.
Large groups should always be more powerful than a single person. That's how it works.
[QUOTE=garry;49382089]Large groups should always be more powerful than a single person. That's how it works.[/QUOTE]
This is exactly how reallife works.
Will we get an Global or only Server level?
I read the roadmap, and i hope there is more clarification on how the XP system works. The XP system, from what I read, seemed like an initial gameplay time sync. It sounds like you need to do "X" amount of work to get "Y" amount of XP. When you get enough XP, you'll eventually get all of the blueprints unlocked. Once they are all unlocked, is the XP system useless?
If that is the case, then all the hard work is frontloaded, meaning that "end game" players are now left with nothing to do.
i think "end game" style construables blueprints should be available easily. The resources, though, needed to make those specific end game constructables should be much more difficult/fun to get, with an eye towards making the challenges to getting those resources being designed for higher tiered endgame style groups of players. Also, end game groups can war over those higher tiered resources while "lower level" players can go about collecting the less coveted resources which they need to "get going" in the game.
There's lots of ways to make an end-game after levelling up to the maximum level, so I wouldn't worry too much about that.
Awesome, Garry replied to my post! Thank you very much! If possible, i have one suggestion that I would very much appreciated you putting in. If you could add a feature where (and this is just for me) my arms could turn into AK's and every time i eat my AK's reload, that would be excellent.
[QUOTE=garry;49382089]Large groups should always be more powerful than a single person. That's how it works.[/QUOTE]
I think an XP/leveling system kind of like the one in Unturned would be perfect for Rust. It would keep realism in the game (unlike Ark with people running 900 KPH after a few upgrades) in Unturned you can buff up little by little symbolizing a survivor strengthening and becoming more perceptive and adapting to his or her surroundings instead of players becoming to OP for any common naked. My general point is, no matter how high level you are, a naked should still be able to bash you with a rock. :D
I agree that they should be more powerful, but having more man-power already makes them powerful. Adding this means that not only do they now out-number smaller groups, but chances are their 'skills' will be higher as well, making it even more unlikely that tiny groups can succeed.
I'm not sure how I feel about an XP system. I'd rather to see more complex systems. As an example, in another thread there's a discussion about the movement speed bonus based on level. It would be more interesting to be if, rather than a direct bonus, players had a metabolism stat that was based on the weight of the gear they were carrying, how full their stomach was, how long they'd been sprinting and how often they'd been swinging their melee weapons. This stat would therefore be fluid. Level would still have a place in this system; rather than the direct bonus to speed, you could mitigate the weight penalty some or increase overall stamina or something akin to that. Most of the level perks could probably be incorporated into tangential bonuses like that, and it would give the game a more organic feel.
I'm also not sure how I feel about levels being persistent between lives. It would increase a younger character's ability to be adventurous if they didn't have levels to gamble, and it would limit the risks a seasoned character might make if they weren't persistent.
All of that said, I'm excited to see where you all take it. It's going to be a good year for Rust.
im mostly interested in the stats you get like, speed or more health and how emerging gameplay that can come from your selected abilities.
[editline]24th December 2015[/editline]
[QUOTE=garry;49382089]Large groups should always be more powerful than a single person. That's how it works.[/QUOTE]
Can our dick size be linked to the xp system though?
maybe a XP system for unlocking certain Tech ter levels but other than that.. Idk it would not be rust.
Ter 1 cave man shit. Everyone spawns with this.
Ter 2 simple weapons smithing stations excetera.
Ter 3 better tools guns.
Ter 4 rockets c4 quarries
Idk
I'm reserving any feedback I have for this system until I see the foundations of it. I'd rather not lead myself down one hopeful road or another, nor do I have any idea how I would like the system. Once I see it, I will know how I feel and what changes I want to suggest.
So like level up. Pick a thing, get like "better resistance to cold +20to cold" thing?
I can see some reasoning for the XP system, it will force players to actually play the game instead of just joining there friend who is already well off, and him just giving his friend every BP and gun and armor they need. Same with the XP sharing of players nearby eachother will probably increase friendliness amongst people, because believe it or not when you actually gain something from being nice in a game like Rust you actually want to do it. I'm excited for Q1!
I'm excited to see what they plan. Just stats and unlocking items like ark, or maybe level and skills like 7DtD? They can make something that is unique to Rust alone, maybe? :huh:
1. As long as the [B]EXP system[/B] does not interfere with the damage a played dose to another one and keep them on even foot, Rust will be still Rust (I allways loved how on Rust a player with 1 hour of gameplay can own a player with 1k hours of Rust, reallife like).
[B]3. Do not boost up HP by skill or experience, a human can not be more resistant on bullets then another human !!![/B]
2. End game experience can be influenced by the [B]EXP system[/B] (turning EXP system in something like a currency needed for crafting end games items, ammunition and explosives) this way people that only log for raids or shooting should have a problem.
3. Change its good when it dose not affect the core and what makes Rust, Rust. I've Learned in Rust that if you don't pay attention, dose not matter if you are the oldes experienced player, a newcome might own you easy (I love it).
[QUOTE=garry;49382149]There's lots of ways to make an end-game after levelling up to the maximum level, so I wouldn't worry too much about that.[/QUOTE]
Garry for the love of God, please make beard size an indication of level.
[QUOTE=IraThird;49390833]1. As long as the [B]EXP system[/B] does not interfere with the damage a played dose to another one and keep them on even foot, Rust will be still Rust (I allways loved how on Rust a player with 1 hour of gameplay can own a player with 1k hours of Rust, reallife like).
[B]3. Do not boost up HP by skill or experience, a human can not be more resistant on bullets then another human !!![/B]
2. End game experience can be influenced by the [B]EXP system[/B] (turning EXP system in something like a currency needed for crafting end games items, ammunition and explosives) this way people that only log for raids or shooting should have a problem.
3. Change its good when it dose not affect the core and what makes Rust, Rust. I've Learned in Rust that if you don't pay attention, dose not matter if you are the oldes experienced player, a newcome might own you easy (I love it).[/QUOTE]
A lot of good points. Garry said he wants the exp system to be currency. I agree with all the points how it doesn't matter what level your character is. Anyone can win against everyone. I hope that doesn't change.
Yes, no health boosts or any of that shit.
What happened to the "no artificial systems"? I would like to see all players with the same tools to fight, scrap the bp system and most certainly don't implement an XP system.
[QUOTE=Thor-axe;49383081]I'm reserving any feedback I have for this system until I see the foundations of it. I'd rather not lead myself down one hopeful road or another, nor do I have any idea how I would like the system. Once I see it, I will know how I feel and what changes I want to suggest.[/QUOTE]
I'm completly agree with this guy. You guys didn't saw or experienced the actual system. Try it, and than if you have complains you can tell this to Garry. If a lot people will agree with you, he will probably bring the BP system back.
But, nothing related for this theard. I think that you should give something for solo players, I mean I know that in the real life they are not got any chance but imagine that in IRL: If a ex-millitry officer will fight againts lets say-.... 5 people. Who do you think will win? just bringing you a point of thinking. I think that you should do a clan system. The more the clan have, the more resources they need to gain for building thier base / weapons or everything else.
Example:
5 clan members = 1000 wood every door or 1100.
I know its a good idea but still, give us, the solo players some weakness in bigger group so we can use.
[QUOTE=BLACKnife;49393105]I'm completly agree with this guy. You guys didn't saw or experienced the actual system. Try it, and than if you have complains you can tell this to Garry. If a lot people will agree with you, he will probably bring the BP system back.
But, nothing related for this theard. I think that you should give something for solo players, I mean I know that in the real life they are not got any chance but imagine that in IRL: If a ex-millitry officer will fight againts lets say-.... 5 people. Who do you think will win? just bringing you a point of thinking. I think that you should do a clan system. The more the clan have, the more resources they need to gain for building thier base / weapons or everything else.
Example:
5 clan members = 1000 wood every door or 1100.
I know its a good idea but still, give us, the solo players some weakness in bigger group so we can use.[/QUOTE]
Agreed. There should be some sort of negative aspect of teaming, as right now its all positive. Such as resources burning faster somehow Idk..
[QUOTE=BLACKnife;49393105]If a ex-millitry officer will fight againts lets say-.... 5 people. Who do you think will win?[/QUOTE]
The group would win. You've watched too many movies. And let's not put artificial, arbitrary rules in place to screw over groups. That would mean a solo player's labor is more important. Why should that be the case? What's more, it would diminish the social aspect of the game (which is probably the most important, going by the old concepts and ideas FP had for Rust), and it wouldn't actually solve any problems; unless you levy some truly crushing penalties, destroying the entire point of groups (so the game as a whole, basically), they'll still be more efficient and effective than a solo player.
This nonsense about destroying group play has been going on for a long, long time. I just don't get it.
[QUOTE=BLACKnife;49393105]5 clan members = 1000 wood every door or 1100.
I know its a good idea but still, give us, the solo players some weakness in bigger group so we can use.[/QUOTE]
This is the literally dumbest idea I ever heard of.
And of course the veteran would lose, sometimes quality == amount
[QUOTE=SnakApathy94;49394443]Agreed. There should be some sort of negative aspect of teaming, as right now its all positive. Such as resources burning faster somehow Idk..[/QUOTE]
As annoying as huge clans are, its not like they are at any particular advantage over solo players aside from being able to defend/maintain a bigger base and produce C4/rockets faster. Building huge compounds requires 10 people the same materials it would 1 person to build a building 1/10th the size. Making guns, clothes etc for everyone requires 10x the resources it would for a solo player too.
They havent really said anything about the XP system, but the way it would be advantageous for clans is if they pour all of their resources into a single person who levels up as fast as possible in order to craft awesome stuff, but then that is a disadvantage in that only 1 person could craft the needed stuff for everyone.
Plus having any arbitrary artificial disadvantage for group play would no doubt be extremely hard to implement in that there would always be simple ways for groups to get around it.
I think groups have a huge advantage in fights because of the "help a friend" feature and the fact a group of 5 can carry sleeping bags and instantly revive and regear their friends. I think putting a cooldown on the sleeping bag activation time and scrapping the revive feature would go a long way into helping smaller groups and lone wolves.
Will this system be Global or only Serversided?
[QUOTE=SulliG99;49395101]Will this system be Global or only Serversided?[/QUOTE]
Good question. If a modded server wants to mod the xp system, global rank would make it impossible.
I think it should be global on the official servers and community servers can set it however (whitelisted)
[QUOTE=Prov3rbial;49394453]The group would win. You've watched too many movies. And let's not put artificial, arbitrary rules in place to screw over groups. That would mean a solo player's labor is more important. Why should that be the case? What's more, it would diminish the social aspect of the game (which is probably the most important, going by the old concepts and ideas FP had for Rust), and it wouldn't actually solve any problems; unless you levy some truly crushing penalties, destroying the entire point of groups (so the game as a whole, basically), they'll still be more efficient and effective than a solo player.
This nonsense about destroying group play has been going on for a long, long time. I just don't get it.[/QUOTE]
They don't need to add any artificial and arbitrary rules to balance things, they just need to add a few features that changes the game for those big groups.
I think that if there were more PVE threats like the helicopter that prefer attacking groups over solo/small groups, and the easy to abuse features that vachon is describing below were changed, that would go a long way towards fixing the incredible imbalance of the big groups.
[QUOTE=vachon644;49394946]I think groups have a huge advantage in fights because of the "help a friend" feature and the fact a group of 5 can carry sleeping bags and instantly revive and regear their friends. I think putting a cooldown on the sleeping bag activation time and scrapping the revive feature would go a long way into helping smaller groups and lone wolves.[/QUOTE]
Basically, the game needs to feel more like a sandbox, and less like a game of server domination.
[QUOTE=Zipper Bear;49396052]They don't need to add any artificial and arbitrary rules to balance things, they just need to add a few features that changes the game for those big groups.
[/QUOTE]
Balancing large clans and solo player dont need rules. Legacy was better for solo player, but this had easy causes. The ressources was limited and it make no sense to have 10 teammates because they cant gather more stuff. 2-3 farming people was the perfect size. But the new Rust have much more ressources. There are enough ressources for 20 clan mates around the base. The people adapt to this and the clans will be bigger and bigger. The only way to balance all people are the enviromental circumstances.
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