• Rust base building is ruined
    24 replies, posted
I feel as though someone needs to say this because there is a big concern right now where base building is headed on Rust. Before the 3.0 update, each base was very unique. There were so many creative footprints and not one base was alike. I defended the 3.0 update for so long, because I do feel like honeycombing was out of control, but lately I have completely flipped sides. I also absolutely dislike exploits and I've never really used them in any of my base builds, so I do agree that something needed to be done about these exploits and wall stacking, however, I feel like the way they tried to fix that has ruined base building in Rust. There is no more room for creativity. Each one of my base builds I have ever done is no longer able to be built. I have 5k hours on this game, and have been a base builder through most of those hours. My post and opinion may not make much of a difference, but I am really hoping that Facepunch will realize that they are hurting their game by taking away the players ability to be creative with base builds. Base building is boring now. It isn't fun and it has been ruined. Sincerely, A concerned Rust base builder
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I don't necessarily agree with you on the workbench update, because I do feel like that needed to happen. Players shouldn't be able to just craft ak's and meds on the go, but you know how I feel about the building now. The Bunker was probably my most creative build by far, and now it can't be used because of wall stacking. I do think the game is too grindy also, but they do have modded servers if you can't handle playing on vanilla servers.
Ah... classic. This community never changes. Still complaining about progression system, still can't accept new huge changes to basic mechanics, still screaming "RUST DYING"... If you don't like this game then quit.
I do disagree with him that Rust is dying. It's actually not dying at all. I look at how many players are on it each month and it's pretty steady with the player population. In regards to the building mechanics now, I will speak how I feel about it and i'm not going to feel discouraged because players tell me to just quit playing Rust. Players should be allowed to give feedback, I mean, we are the ones that play this game. When you have a business, of course you make changes, but if you want the best results, you must do it based on what the customer wants. It's actually a bigger problem for players to just stop playing Rust if they don't like something about it. Why lose a bunch of players over a few changes they think weren't right. I'm not on here to complain, i'm just on here to give feedback and if they don't take that feedback, that's up to them, but I will speak how I feel about the new build system. I'm not going to stop playing Rust over it and I'm not hating on Facepunch either. They do a great job on this game, and I understand why they've made the changes they have. I really respect them as game developers because they actually spend way more time on their game than other game developers in early access, which should say a lot about them.
just because you don't like it doesn't mean its dying there is literally someone that says this everyday
not quite sure where i said that i didn't like any of those updates, i were just saying reasons it's dying. You couldn't explain why the average players has gone down almost by 10000 players and peak players by 20000
the peak players today was 38k and its still sitting at the top of steam lol if you wanna talk about a game thats actually dying ill talk to you about DayZ all day
I've been holding off for a while to give feedback on build 3.0 and as of recent on 3.2 - because I live to give it some time to "seep in" so that I can fully absorb (and adapt) to the changes. But you are kind of forcing the conversation at this point @Jaco - in a good way though, I mean as a customer (and a consumer) you have all the right to. I just wish I had a bit more time (couple more wipes) to observe how the "meta" changes. But anyway - I'll try to be very reserved and politically correct on where I stand. First of all - yes, I think that Facepunch is doing an amazing job with the game over-all. In regards to building 3.0 (and consequently 3.2) I'll give PRO's, CON's and a CONCLUSION (this is for Vanilla): PRO's: 3.0 was absolutely needed to bridge the gap between "immortal" and unkillable (unraidable) bases. having 100k+ material cost 7x7x7 base was just broken and made playing as solo/duo very very hard (impossible?). Playing solo is still tough, but at least you have a better chance 3.0 was needed for better server performance 3.2 was needed to mainly fix the roof-bunker exploit (I know PrinceVidz will reprimand me, saying that its stll possible) - but lets be real, the original roof-bunker ("magic twig roof/door") has been severally nerfed. I mean the gap between a regular intended (via dropboxes) bunker and roof bunker has been narrowed by a huge margin. A couple of other explouits have been fixed with 3.2: floating bases, stability bunkers have been nerfed to a "foundation-only", etc... having exploits/glitches fixed - is important for any game. It brings players on an even playing field. It makes everyone's gameplay more "fair". CON's: Mainly the 1/2 height foundations have been nerfed (impossible to place behind a full wall no more). it makes base building a bit more annoying, and less flexible (you now have to plan your entire layout before-hand, and test it to make sure it fits). It also makes potential future base expansion "impossible" because you may not even be able to place any foundations to expand, should the need arise fanned airlocks (the 4 doors-in-one-square type, not the crazy 9 doors-in-one) have been removed. I used to really like those, as they were not "that hard" to make, yet made your base feel more unique, and required "some moderate" degree of skill or base planning at least. Now everyone has pretty much the same options when it comes to doors. I suppose to counter-balance, the garage doors got a huge buff a few patches ago (HP got almost doubled), so its not that bad of a nerf. Youtubers. Those people who used to get revenue from base building videos... well they kind of got cucked. I suppose its a CON, (it didnt affect me personally, but I do feel for the people who were affected) but at the same time it just means that those people will have to adapt and release some other content (potentially pure PVP? Just a speculation) to keep viewer numbers high. Its just means that those guys have to "adapt". But "adapting" is the name of the game for these people. They had to adapt with the builds - now they will have to adapt on a broader scale - on their entire content. CONCLUSION: I think overall Building 3.0 was a huge success, and 3.2 albeit feeling like a step back at first - was needed as well to fix the exploits. Yes - creativity got sacrificed in 3.2 in the name of "fair play for everyone", but c'est la vie. Afterall, any company (look at Blizzard, CCP, Valve, etc...) will look to bridge the gap for all the players ("the average casual player") in order to cater to the masses (not my words - this is how most businesses work). So nothing new here. I just hope that maybe the foundation thing can be fixed, so its a little bit easier to expand on uneven terrain. For now - I will just have to place twig for the entire layout to make sure it fits, before committing to the build.
I dont play on modded servers because i cant "handle" vanilla servers, I do it because of the extras added to the game because the server has plugins which add "bots" , zombies, more airdrops, more helicopter patrols, more bears, more wolves, more radiation zones, meteor showers, and the benefit of more loot, etc, etc I did over four thousand hours (at least) on legacy/vanilla but lost interest in blandness But the same building restrictions exist and the annoyances they bring, it seems any minor imperfection in the ground will ruin your foundation plan but its something you will have to put up with till they change it again, As for Rust population there is no actual way to tell how many of the 1.4% of players playing (out of 4million purchasers) are long time players and how many are just "game collecters" who just play now and then and want it easy,
I can suggest these guys left because of AK recoil update, Building System 3.2 and not really easy progression system. I'm glad they left, honestly. Players must focus on other aspects of this game instead of killing nakeds 24/7. And don't forget that this players count drop happens every fucking year. https://files.facepunch.com/forum/upload/756/a3bb1ac1-eda4-418c-9110-27490f7af221/image.png
You can stilll honeycomb what are you talking about?
Re-read my post.
I read your post just fine, you can still honeycomb in rust. You just can't supercomb or double door.
I never said anything about not being able to honeycomb? Again, i'm gonna ask you to re-read my post, since you're still under the impression that I said you cannot honeycomb.
Then your just ridiculous, honeycombing is logical part of the game and not an exploit like supercombing.
I never said honeycombing being an exploit. I'm talking about the roof/stability exploit. Are you trolling or are you really just that stupid?
what you think community depends on? 2years of early access and 10 years of sluggish development cycle? A community depends on current state of a game. Rust promised a casual survival game from start, then suddenly changed their mind for realistic survival. The game was fun when the gameplay was fun, now it feels like unnecessary grinding. They changed the game mechanics so many times that people are confused what's the future of this game.
You can still be creative (not as much and probably your base will fall down the next day but heeeeyyyy... nothing to say .-.) In my experience, my bases are always different. Why? Firstly because I play on modded servers and I can, secondly because I have no fucking clue of what I'm doing and I just spam walls and doors to the point it's ridiculous to live in it and raid it altogether... There was this one time I logged on and asked who "half" raided me, some dude gave himself up, saying he gave up on trying to understand the build. He told me it was super hard to predict, also asked me my way of thought to build it... Just said: not even I know
The gameplay is forced now. Used to be skill based. Now its... Grind or be out grinded.. Or hack.. There the two options Then build a base that's least cost of upkeep to maximum defense. Which is why every base is pretty much cookie cut out now. Wake up and get offlined .Grind 500 scrap for a work bench repeat
What? You guys have enough resources to build a base? WTF
try and see it from a raiders perspective, bunker were way to OP and costly to raid for it to be fun and viable. Here is a vid with some new tricks to still make a fun and unique base. https://www.youtube.com/watch?v=IWlG__G_N0Q
I've already seen this video. I'm also a base builder and was a member of PrinceVidz discord and seen all the exploits they were coming up with. The reason they are even making these exploits is because the build 3.0 update made it harder for solo players/small groups to protect themselves against larger groups. While I do think they needed to patch the exploits and I've never really used exploits in my base builds because i don't agree with them, but can you really blame them for using them? Before the Build 3.0 update, bases were SO unique. I could literally design so many bases because of how flexible coming up with base builds were. Now it's boring. It doesn't interest me anymore and the more they patch things, the less interested I've become.
I've been playing on a casual server with 1/2 upkeep. you can build a decently sized base while still having a manageable upkeep.
Fair enough. Just asking, are you aware of their Rust Roadmap and Rust Mindmap?
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