My first day on Rust goes back on 2nd February 2014, alpha state with zombies, different graphics engine and non-procedural map.
As a legacy player who passed through all the expirements of Rust devs, such as blueprint progression, exp progression, components progression and workbench tier progression, in my opinion "EXP system" was the most fun one and any solo player would be more or less equal to 20-man clans in terms of progression. Simple as that in order to progress to lvl 50+ in just 1-2 days, was just to go over spawn locations and give every naked guy metal tools - so that they would farm exp for you & leave small wood boxes with tools along the shore.
Let's not go on details how Rust "used to be" and focus on how it is "NOW" and what can be done to make it more balanced & fun to play.
I've noticed many modded servers provided time-locks on certain high tier items after the wipe since Legacy Rust (e.g. players are not able to craft AKs, C4s and any high tier items on day 1 even if they found the materials to craft) and these time-locks could bring more balanced gameplay for new players. Myself I only play on official servers due to less hackers (just my personal opinion).
Therefore my suggestion:
As for more balanced gameplay especially during first days of wipe, when everyone is starting on the same level, implement time-locks with current progression system for tier 1,2,3 (e.g. first one or two days of wipe lock craft only to tier 1, can also be applied for any world drops - loot boxes, air drop, Chinook, etc would only drop tier 1 till next tier is unlocked by time. This would force all players to make themselves familiar with tier 1 gear and weapons, bows, crossbows, revolvers and low tier clothing and those who like to raid on Day 1 or Day 2 - would have to find alternative ways such as beancan satchels etc rather than using rockets, c4, explosive ammo. Day 3 would unlock tier 2 items - proper weapons and gear (Semi-Automatic Rifle, Thompson, Python Revolver, Hoodie, Coffee Can Helmet & Road Sign gear), they would appear in world drop - Loot boxes, air drop, Chinook, etc. Same would apply for tier 3 which would unlock on Day 4 or Day 5 after the wipe.
I just provided time-locks for different tiers based solely in my opinion, it can be adjusted in order to have the best outcome on the community, to bring more interesting & balanced gameplay. I highly doubt that any of the devs will even read my post, neither consider anything from the above.
As for those who is going to post any comments here - please be mature.
P.S: Regarding Wipeless Rust:
There are several reasons why in MY OPINION "Wipeless Rust" is NOT going to work, unless there are some other ways to keep balance for new players.
"Wipeless rust
The Holy Grail. A system that allows top level players to sacrifice their progress for a permanent reward and start over with this advantage. Graduating to this level should be done with groups of players periodically so it "feels" like a fresh wipe each time it happens." (Roadmap)
Big clans would be able to sacrifice their progress by turns, meaning that there will be always one player who is able to craft anything, while others sacrifice all their BPs.
Players will just craft all the items they might need while starting from zero (AKs, rocket, c4 etc - just to research it again asap).
Since it's wipeless, huge base compounds will remain and losing all the progress will not have any affect as bases and items inside would remain.
I dislike this idea, even though I agree something should be done about the progression in game, but my beef with it is simple: I despise real-time time-locks to hinder one's progress, reason why I always quit servers which had such a plugin.
Nice idea, less toxicity from the elite few 1000+ guys against the vast majority of players
There are far more "elite" 5 or 10+ thousand hour guys around than you think, 2 thousand hours is reasonable for a large proportion of players, anyone who has been on (and stayed on) since 2014 would easily consider those figures realistic,
I find that of the players that come on the server i play on its the new players who would rather shoot each other after the first hour rather than build and keep a base , then they leave and go to another server,
Personally i dont like timed restrictions or zoned levels, i would rather roam around the map and hope to get lucky in the loot piles and build where i want to and not be restricted by constraints in the game
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