• Devblog 139
    10 replies, posted
[url]https://playrust.com/devblog-139/[/url]
Why is there yet another weapon? It's like as soon as one finishes it's straight away onto another rather than any of the other possible content additions mentioned before....
Vehicles n additions to gameplay when?
[QUOTE=nightlord;51499401]Why is there yet another weapon? It's like as soon as one finishes it's straight away onto another rather than any of the other possible content additions mentioned before....[/QUOTE] and half the time they have to go back and adjust / fix weapon bug anyway. Adding more doesn't really help. Guns are like ARK's dinosaurs. They're probably just the easiest content to manufacture (probably because of a good workflow somewhere) and it keeps the people happy on a per-week basis. That way they can put off doing stuff that drastically changes or improves the game. Like vehicles or power. Too many modern weapons are getting thrown in too. The heavy machine gun from the chopper made sense. Now they're sprinkling magnums and mp5s? I thought Rust's aesthetic was some mix of a Mad Max type scavenged world where the guns looked diy and junky. Was actually unique and helped to the crafting playstyle of open-world survival games. It seems like they're trying to get completely away from that and merge instead into a weird base-building DayZ without zombies.
[QUOTE=General J;51500598]and half the time they have to go back and adjust / fix weapon bug anyway. Adding more doesn't really help. Guns are like ARK's dinosaurs. They're probably just the easiest content to manufacture (probably because of a good workflow somewhere) and it keeps the people happy on a per-week basis. That way they can put off doing stuff that drastically changes or improves the game. Like vehicles or power. Too many modern weapons are getting thrown in too. The heavy machine gun from the chopper made sense. Now they're sprinkling magnums and mp5s? I thought Rust's aesthetic was some mix of a Mad Max type scavenged world where the guns looked diy and junky. Was actually unique and helped to the crafting playstyle of open-world survival games. It seems like they're trying to get completely away from that and merge instead into a weird base-building DayZ without zombies.[/QUOTE] Skins could be atleast rusty aswell, shiny as fuck and EOTech sights, not really digging it.
[QUOTE=SGTSpartans;51500713]Skins could be atleast rusty aswell, shiny as fuck and EOTech sights, not really digging it.[/QUOTE] [QUOTE=General J;51500598] Too many modern weapons are getting thrown in too. The heavy machine gun from the chopper made sense. Now they're sprinkling magnums and mp5s? I thought Rust's aesthetic was some mix of a Mad Max type scavenged world where the guns looked diy and junky. Was actually unique and helped to the crafting playstyle of open-world survival games. It seems like they're trying to get completely away from that and merge instead into a weird base-building DayZ without zombies.[/QUOTE] The combination of what you two mentioned is exactly why I don't feel the same excitement I once had with the game. Honestly feels like the entire survival / interaction aspect has gone and it's a duck hunt for players with military weapons
While I have yet to check the Rust section on FP 2.0, I'm surprised this thread hasn't been flooded by the same 4 or 5 people(using multiple accounts naturally) bitching about how the "superior" Legacy version is now gone.
[QUOTE=smithy285;51500819]The combination of what you two mentioned is exactly why I don't feel the same excitement I once had with the game. Honestly feels like the entire survival / interaction aspect has gone and it's a duck hunt for players with military weapons[/QUOTE] It's got to the point where it feels like it has no idea what it wants to be anymore. In the past it was a clear post-apocalyptic themed game, but now with brand new clothes, weapons and props it's losing that. There is a huge amount of very interesting concept art for the game, and it seems [I]none[/I] of it is ever going to get in. The large guardian robot NPCs, for example. [img]https://trello-attachments.s3.amazonaws.com/53b26f4cad44d73fe80c4772/53d90eaa182c8a12d5342e8a/1183x600/0ab23ad75d7c6dec492b7a1638c36c09/RUSTIslandCaretakers.jpg[/img] These are from over 2 years ago now. Obviously not everything that gets a concept will make it into the game, but it seems [I]the opposite of that is happening[/I]; the majority of concepts aren't getting in. Just look here and see how almost none of these have made it into the game, or were even started, or even [I]mentioned[/I] after getting these concepts: [url]https://trello.com/b/DBOhTfQm/rust-concept[/url] There's been the fishing trap. A candle lamp, a few bits of clothing...and some of the crafted weapons. That's not even counting the large amount of other things that got concepts in devblogs and then were never seen again. Every week it seems like it's just "Here's this weeks new weapon/clothing. Here's a new location/prop".
this game has no fucking direction anymore and i'm disappointed in facepunch for doing this to us, i tought you were LISTENING to the community? wtf? when did we ask for new weapon? so i know facepunch wanna be the "Rebel game company" who are "completely independant we swears fuck you consumers we do what we want" especially garry, but when i see that you're going into nowhere i believe it's time to stop doing this shit and be serious about the game. STOP with the new weapon. AND EVEN THEN, MOST OF THE NEW WEAPON ARE SHINY MODERN WEAPON. IT WOULD BE WAY MORE ACCEPTABLE IF YOU MADE MORE, WELL, "RUSTY" MAKESHIFT WEAPON. [editline]9th December 2016[/editline] Just look at this shit [url]http://steamcommunity.com/sharedfiles/filedetails/?id=809144507[/url] A barricade made of Pillow. Oh amazing, how fitting for a SURVIVAL GAMES. Even ARK is better than this, and it mix Primitive, Modern, and Futuristic in one game. [editline]9th December 2016[/editline] Just fucking look [url]http://steamcommunity.com/sharedfiles/filedetails/?id=797445687&searchtext=[/url]
[QUOTE=ApertureXS200;51503954]this game has no fucking direction anymore and i'm disappointed in facepunch for doing this to us, i tought you were LISTENING to the community? wtf? when did we ask for new weapon? so i know facepunch wanna be the "Rebel game company" who are "completely independant we swears fuck you consumers we do what we want" especially garry, but when i see that you're going into nowhere i believe it's time to stop doing this shit and be serious about the game. STOP with the new weapon. AND EVEN THEN, MOST OF THE NEW WEAPON ARE SHINY MODERN WEAPON. IT WOULD BE WAY MORE ACCEPTABLE IF YOU MADE MORE, WELL, "RUSTY" MAKESHIFT WEAPON. [editline]9th December 2016[/editline] Just look at this shit [url]http://steamcommunity.com/sharedfiles/filedetails/?id=809144507[/url] A barricade made of Pillow. Oh amazing, how fitting for a SURVIVAL GAMES. Even ARK is better than this, and it mix Primitive, Modern, and Futuristic in one game. [editline]9th December 2016[/editline] Just fucking look [url]http://steamcommunity.com/sharedfiles/filedetails/?id=797445687&searchtext=[/url][/QUOTE] Arcade's incentivized high challenge and reliance on skill in a short timeframe. This ensured players lost quickly yet if spent a lot of money of the machine, could master the game and play for an extended period of time. Then came the play at home model and games began to ease up, introduce a narrative, and become slightly longer. After the video game crash and everything recovered this model resumed with higher and higher quality games. This brought money and popularity back to the market and this model hence split into the indie and AAA markets. Around the introduction of World of Warcraft and smart phones came the introduction of a new model, the pay to play. Now we have a variety of games that can make abundant profits through not only selling a game, but countless items, upgrades, skins, crates, keys, stickers, spray paints, etc. Each business model influences how the game is designed and developed and that's been true since before Arcade Games. Like the models that have preceded it, this one has its pros and cons, some do it right and some get it wrong. I'm still hoping Rust can be one that gets it right, however, it currently seems to be suffering from as you state, a lack of direction and design. I've received this same tone from other facepunch prototypes, but dismiss it due to the nature of those projects. Yet Rust is so far into development, generates huge revenue, and is the flagship product of Facepunch currently. While there are many cool concepts, they do scatter in so many different thematic directions that its clear Garry doesn't know what he intends for the game. This was fine for me for the longest time. I assumed with the removal of zombies Garry must have finally had the proverbial light bulb illuminate above his head. Instead it seems to have just been to differentiate from the stream of countless other survival games while increasing the amount of items that could be sold on the Rust store.
Don't get me wrong, i have nothing against the cosmetic system and i think it's brought some really good needed variety in the game, but only when it's done RIGHT.
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