I think only you can open and close the locked door without key. Everyone else needs a key.
This Update is like Christmas i was hyped for Something (Chainsaw) and got underwear.... XD
RIP nacked brothers !
No words about this?
will there ever be new content ?
O H B O I N E W A R R O W S!
Your new Facebook authentication thingy requires e-mail verification. Seriously?
Removal of Keys:
I like that you increased the key pool, but removing the need for a key to unlock your house takes away from the enjoyment and the state of emergency that you are constantly in when starting out. It takes away A LOT. Also how op and awesome it is when you kill a player that still has a key lock and still manage to find his base (even after the removal of maps). It felt like the damned lottery. It has been done to me, I have also been locking myself out of huge bases, which has made me ragequit, then adapt, improvise and overcome, because such mistakes are only done once and you never ever repeat them again.
Your player base is at an all-time high right now due to recent changes, what made you take the decision of starting the process of dumbification of Rust? Clearly new players are coming in, what problem were you trying to solve?
I agree that new players need an easier way to start the game and secure their stuff, but I think removing keys is a step in the wrong direction. What's next? Make wooden doors unable to be burnt because some players stroll around with flamethrowers to snipe small guys? Yeah it sounds logical for new players, but it also destroys what Rust is and what it has always been - a ruthless game that doesn't care if you ragequit. And that's the charm of it.
The Loner:
Changes should rather be made to directly empower the solo player in a discreet way, as the main reason any newcomer would stay from Rust isn't because of a mistake HE made, it would be because of something he is POWERLESS to stop - like a clan of 10+ players raiding his shed. Furthermore, if he was raided by a smaller group of 2-3 players, he would be more inclined to call on his own buddies to buy and join the game, as otherwise it is nearly impossible to find 10 friends that would do that to help you out. Let diminishing returns from too many clan members start from 3 players up, and exponentially increase after 5 players.
Radiation:
Another change that is much more likely to piss off a new player is the fact that there is no warning for radiation, and if you are running you could run into a place that will lethally irradiate you before you've even noticed. Let there be a buffer zone (10-20 meters) of no radiation but only crackling sound to serve as a warning, maybe even a red status bar to help out new players.
//eor
https://files.facepunch.com/forum/upload/133514/bd9cdce7-5fdc-4eaf-acad-0a0ea6434f79/overcome.jpg
Уважаемые разработчики, исправьте ошибку с разрешением экрана. эта ошибка появилась после того, как вы перешли на новую версию движка, вы написали об этом, но не исправили это
Very little. If you have no intention of letting other people in your base, then key locks and code locks are the same.
Whereas with a code lock you can just send tell them the code without having to meet in-game to get a key.
Like the post said, it seems like they would be used mainly for raiding. You would put a campfire to light a few arrows to get the loot, would you not? Especially if you don't have a flamethrower.
Nice, why can i open now all doors without having access?
I say they just should have a longer animation time, like you have to light them up with a lighter before firing.
Replace the underwear with the mud that was made a long time ago. Gyazo
Nice update! I am glad there are new arrows. Though for some reason I thought the bone arrows were going to not cause much damage, but they were going to have a lot of bleeding.
https://files.facepunch.com/forum/upload/1925/fb02e0e0-c12b-4326-b7b4-12e2da7a93af/image.png
New Type of log? All logs in snow biome has this.
You know skid mark undies are gonna be a thing. Can't wait to see those on the workshop! lol
I want to say that I am so happy to see these changes, ESPECIALLY the key lock changes. For YEARS I always told new players that it was just plain foolish to use a key lock because people will either key raid you, or kill you and take your key and lock you inside. I myself never used key locks I just tried hard to get 100 metal frags to get a codelock because key locks were actually worse than having no locks at all. THANK YOU for this update and like I always say with good updates: Don't let the kids flaming the forums discourage you. These are good changes.
And Brazil still claims for an official vanilla server :/
I feel like there needs to be more of a gap between a key lock and code lock.
I think a better solution would be that you are limited to only one keylock that you can open without a key. That way you are prevented from having an airlock and provides more insentive to upgrading to a code lock. It will even let potential raiders now that might be the only door.
Alternatively, keylocks shouldn't be fitted on sheet metal or better doors.
No matter what I will miss the panic of saving up for a codelock and running around with my base key or the fun of finding someones key.
No I dont think so. Keylocks are one of the biggest reasons why server dont stay populated. As soon as anyone gets some weapons they raid and keyraid new players. To kill them is okay thats the game. But I and maaaany other people left servers because we lost everything we did in like 4 or 8 hours.
Yes there may be people like you telling "rust is dead now" and so on but there will be WAY more people enjoying the game so much more without having the problem to lose a base or key in early game. This will help Rust in so many cases very much and I love this key update (like many other people, most casual players too).
with key locks cool option would be if with some % chance that the key would fall at the death
I thought a good way to use keys would be the option to "shelve" said key ie: insert into player forcefully. your character would take a small amount of damage and move slowly for a short while, the only way to collect said key would be to remove be yourself (small timer - danger of getting caught with pants down) or a friend to forcefully remove for you with a moderate damage buff, worth the risk to get the key quicker if running. The only way to find the key would be to hack up the player and key would despawn if the corpse turned into backpack. i think treating the keylock as a codelock is a little to far. please comment this idea has kept me occupied for some time.
That's why i'm still returning to this game again and again - updates (good reasonable updates like this keylock changes). But foking cheaters, damn they ruin the process.
I love that idea. Or maybe every time you kill a player a random key part drops. If you gather 3/3 key parts you can assemble a key that opens one of his doors and breaks on use.
The 3rd key part will have the lowest chance of dropping, so you'd have to deal with a lot of duplicates, but the 3rd part will be a lot like a jackpot.
Love your game, love the way you manage your project, love the way you try to make it fair for everyone while trying not to "dumbify" it. This is a huge challenge and you all have my respect, keep up good work and never give up ! Thanks Facepunch, you are the real MVP.
I believe that this idea is not very good, because to get the 3 part key, you need at least 3 times to kill the character, and the probability that you will do it really 3 kills - this probability is extremely small. Therefore, it is better to have some normal percentage of loss of such a key when finishing the enemy.
Since your junkpile fix I'm seeing 90% reduction in areas where I had been getting them before...
old keylocks (pre-patch) that don't have a key - we are still unable to open them
i.e i have a TC that I locked before the patch and I threw away the key. I still cant open it to take/load resources into it.
@Alistair
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