My biggest Problems with rust and how I think they could be fixed
10 replies, posted
Im going to cover a multitude of things here such as: Clans, Wipes, stealth, PVP, BP's and Build mechanics
My first concern for Rust is that the game is slowly falling out of a survival game and turning into a full-on pvp game. The major reason for this is probably because of the 6+ man Clans, they join a server on wipe day get guns after about 4 hours of playing then keep everyone else down, this also causes a stigma where if you're not in a clan then you will not ever get anywhere in the wipe, creating more clans. Wash Rinse Repeat.
My friend and i got to talking about ways to at least solve the clan problem, and we came up with a Cleanliness factor, basically the more people running around one base the more likely a player is going to get sick or desieased, which can only be counteracted by antibiotics or herbal medicine. This mechanic could do a lot to add to survival in the game but also to reduce the size of those lag inducing clan bases and split the clans populations up.
Wipes. arguably wipe day is the funnest day of rust, getting in starting naked and competing on the same level as every one else, it's great, but I am one of the many people who believe ALL forced wipes should also be BP wipes it'd just help to keep early game running a little longer, it'd also stop people from having big old pew pews during the early game.
The game has made huge progress on the core mechanics of pvp, yet there isn't much variety, we all know the basic late game meta metal chest plate and face mask, a primary and secondary gun, plenty of meds, etc. but why not add another factor such as: stealth.
As most people who have tried stealth with specific skins know, the further you are from someone your clothes appear to get darker, this is a bad thing as most bushes are lightly coloured and to anyone far away you are quite clearly visible, also some terrains like the snow are just to brightly coloured for camo to ever work.
A good way to fix this is change it so bushes and trees are almost as dark as the basic camo skins you can randomly receive, this'd give a base for skin makers to start from when making these stealth skins.
My most hated thing yet. Blue Prints, they are painful for any duo, let alone solos, to get. The randomness of green crates is probably what is causing this, you can get anything from a long sword to a search light to a p250, not only that but you are also more likely to get basic components then anything else.
Personally i think that there should be more green crates with less components, i mean after all the wooden boxes were meant to be for component farming. but you could also up the rarity of items in the green crates and make them harder to find though i don't like the idea of this because most of the time you are unlikely to find them anyway.
Also the cost to research level 3 BP's is ridiculous, for clans its ez pz but god 750 scrap takes so long to farm up.
Finally,
The New building mechanics, Did you guys at facepunch not look at it for bugs? or did you intend for bunker bases with multiple building parts placed in one block and the big ol' clan bases with 5 stacked high external walls?
i mean its pretty obvious what needs to be fixed here.
In my opinion rust as become to much of survival of the biggest zerg, if you have enough people you need not worry about anything but keeping the poor poor and you allies happy. If you have read to here cheers, tell me what you think needs to be fixed or comments on my suggestions.
You're just bad lol
No, he's right, just, but he's right.
Rust went from being a survival to being a PvP game. Do you remember the old days when there were zombie dogs? That was Rust, survival.
Today we only see zergs, clans of 5.6.7.8.9 ... or more players that ruin the server from the first day. Also making alliances with other people. And the players who play alone or duo? Should we be forced to play on a specific server that does not allow more than 2? I'm sorry but that's not Rust.
And what of the cheats without the supervision of the administrator or being banned?
A few days ago, I was arming weapons in my base, when I heard a code beep. I was like ... if I'm alone.
Surprise, someone crossed the wall and deleted my TC code. Woohoo! Legit!
Let's talk with the administrator:
"Hello, administrator blah blah"
-Bah no one cares, maybe a ninja.-
WHAT?
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Stealth. I'm sorry, no, that will ruin the game severely. Ok, you mean, your working hard, when you're shot in the head from a bush. WoW seems fun playing like that!
IKR today this happens a lot, but you can not make it a way to play, if you want to play like that, go to CSGO.
Supposedly Rust is a survival, where a bear or a man could kill you, and only your eyes and your headphones can save you.
Fuck, even build is crap today. Clans can build big citys. When you must farm only for your house to unkeep , tomorrow again farm for your house, and the next 30 days, you house is decaying AF.
Garry, stop this stupid updates, no fucking sense of game. Stop bring npcs without a reason. They arent alive, they arent zombies. WTF ARE THEM.
The PvP aspect you describe is a big reason why I don't play rust as much as I did back when we had Zombie dogs and yellow and red Items. I feel a better solution than disease would be a "Traffic" aspect. What I mean specifically is that grid blocks on the map can have varying levels of traffic which trigger events like a helicopter more frequently. For example, you have a 20 man clan with a lot of building blocks; this generates a high level of traffic and every game day they have a 10 percent chance of a helicopter coming to attack them. On the flip side, a grid tile with a population of 2 people with small huts would generate a low level of traffic; the tile then would have a chance of a helicopter maybe .01% each rust day. Obviously it would have to be fine tuned over a period of time but the basic principal that high traffic warrants higher chances of unwanted visitors. The amount of building blocks along with people would decide the "traffic" level. The Latter affecting it more than the former.
In my opinion that'd just be another event for large clans to exploit and get rich off of just like the current heli is.
not a bad idea - but may need a lot of balancing in order to not be exploited, like the posted above mentioned...
Rust is not the kinda a game you play time to time, you must give from your time
Yea, that's where I think we would need an event designed as a "Population Limitation" rather than an "Event for Loot." The Helicopter is a bad example as taking it down with a large amount of people isn't a difficult task. Maybe we could resurrect the caretakers for this specific purpose? They could kinda be like the "Gardeners" of rust that solely are there to "prune overgrown weeds."
I was joking lmao but ye i agree
I was thinking this was going to be "another one of those"
but you do raise some good points; after 2.8k hrs, its going down hill in some areas; whilst some things are still retaining what it used to; getting loot is still a high when youre getting chased, the memes, randomly watching the rusty landscape, admiring the beauty of the game at times, the random humorous encounters, the salt, but then there are alot of other things that have made this....terrible.
As you pointed out; clans/big groups can get stuff together in hours; meaning there will be fully geared people on the first day - and thanks to those same individuals crying on the reddit for pipey nerfs, for crossbow nerfs, and spear nerfs; they could finally destroy nakeds/low tiered players and feel superior, and didnt risk getting killed by a spear/crossbow. who'd want to be outplayed by a naked with a pipey, eh? 3 thrown spears to the face? Though; its understandable why theyd nerfed the crossbow when hackers were doing insane long range headshots. Its become terrible for new players, solo players or small groups.
Then the problem of getting your base down, making friends with friendly neighbors, grafting for what little you can get.... only to be offlined; though its to be expected playing a game with an international playerbase.... Ish happens; just offline raid protection would be great; because online raids, or atleast the few i experienced, were exciting, even if i lost everything in the end; the sheer delight of making a base to defend, and utilize such and such design, or angle made it worth it.
Building 3.0 is something im not too keen on either; i fully understand why they implemented it though; give people an inch, and theyll take the pee. Like with all new things; learn and adapt.
XP/Components; both systems are terrible but granted XP was worse, the older BP system was slightly better and the transaction side to it was great; getting to know which was the better BP traders or slaving away for that 4-7k sulfure per high tier BP; but that did have its problems too - server surfers who only offline. Though the new component system isnt all that bad; its tedious, but it does have its benefits; recycling components for materials is a great idea.
Workbenches. For some things; this has been one of the worst things for me personally; i love to farm, i used to love stacking 10ks of wood or stone with 10s of walls crafting. This was the hard for me to get used to. Not being able to craft certain items out on the roads was hard too - maybe workshop/engineering smalluments could make an appearance that craft things slightly faster? Would possibly create player interaction points?
Recoil/shooting. Jesus; since ive owned the game i cant remember how many "changes to recoil patterns, firing etc" ive been through. The AK; used to be a deadly accurate gun with a laser 4x just tapping, at 200-300m was insanely easy; then came "controllable recoil" and each shot with that set up; would wildly knock it off target - whilst POS would be getting pinpoint accurate sprays at range? and the bolt iron sight; literal game breaker that was.
BP whatever version is current; its abit...erm... 750 scrap for each top tier item....1000 scrap for a bench... though its "easy" to get those amounts living near an outpost, or a lighthouse with roads; small groups, or single players, and especially new players; would still have difficulty - but saying that; its not much different to BP frags back when?
Honnestly; i think its more of a personal thing of when we ourselves felt the game was best; and when we ourselves disagree with a change; but a re-occuring problem seems to be the zerg problem; perhaps an NPC that soley goes for big groups/bases?
As for the bunker thing; lol. With each building iteration; there are people looking to exploit and take advantage of it; thats why i completely understand some of the changes; just sometimes, there are un-intended consequences of a change. Jazz hands was probably the best bug. BRING BACK JAZZ HANDS!
Rust is great. Get a better EAC. Zergs and clans can be dealt with in one dedicated weekend by a solo player and some auto turrets. Been there done that. Just get rid of the fucking cheaters.
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