• Not sure whats the point of scrap, work benches and upkeep.
    17 replies, posted
I understand it was put in to slow down game play, but it definitely has not slowed down game play and has greatly reduced the creativity in rust while forcing a certain play style.. No matter what system you use people will always find a way around it. I really think you have destroyed alot of the creativity and turned rust into a sweat fest while increasing the average weight of a rust player by 50kg. I haven't seen any giant art galleries, hotels, fishing villages, prisons, giant suicide towers at spawn points, parkour courses that used to be memes on the server. and i miss those memes. I thought toxicity was at epic proportion before these updates, but mother of god i think the toxicity in rust now is starting to poison the worlds water supplies. In regards to upkeep would it not have been better to just increase the decay rate for in-active bases? I remember face punch put upkeep in the game mainly for server performance. Has it really made that much difference as to say having just an increased decay rate for inactive bases x size of base? I really feel by adding upkeep and scrap grind you have just forced people to play 3x as much. Rust is a sandbox game desperately trying to be hardcore survival. and at the moment its in this weird place where it does not do either one well. PS: i haven't been online raided once since these updates where in game..
The way I see it - Scrap - a lazy game developers approach to a real component system. Instead of putting a plethora of different components in a real knowledge/crafting system, they took the easy way out to appease the whiners that it was all too hard. Its like this fantastic crafting system based upon the one block of Lego. Workbenches- a lazy game developers approach to a real crafting system. Its not like you have to gather/make different tools and find ways to power some of them. All you need is that magic scrap Lego block and poof, there is a wonderful workshop. A place where anything can be made - even though the item required a 20th century factory with all its supply lines and skills to produce. Upkeep - a lazy game developers approach to stop server owners complaining about server clutter. I mean why should items decay at all in the game? It isn't like years pass. All they needed to do was only allow building that is covered by a too cupboard AND only allow one tool cupboard to be owned by each player. None of this authorization list crap. You can only own 1 building and you cant share ownership. PS: i haven't online raided you since these updates where in game..
7 Days to Die has a great component system for weapons. Every weapon needs a barrel, grip etc.
The current component system is fine, but the upkeep needs to be reworked, I believe the first step is to fix the Tool cupboard storage, make it so that it has twice the space but can only hold base building materials such as wood, stone, metal and high quality metal. But to keep it's usefulness add a second small storage in the ui that can hold other base materials like cloth, animal fat, etc
i wish there were no blue prints, and items were just unlocked via workbenches
scrap causes people to go outside there base every once in a while and not sit there in a cave for 48 hours doing nothing upkeep makes it so you have to go out side and get racecourses before your stone base decays into a hill of rocks and not be able to camp in it forever and workbenches allowed the play to fell satisfied going and getting scrap and crafting new items
I wish it went back to the first iteration of the "Blueprint System" with the pages, books, library... The memories :')
Disagree entirely. All the game is now is get a semi and sit on your roof cos you cant craft ladders straight up. Roof camping is at its worst its been in years. And a semi we literally get within 2 hours then we just farm all the poor sods on the roads.
yes we do sit on our roofs because its easy to kill unexpecting people walking down the road getting scrap so its a easy sours of scrap
not sure which server you're playing on....but roofcampers dont last long on officials...
Without upkeep costs every player in rust would own a castle. Upkeep is the simplest and most elegant way to solve the problem. Alternative would be to increase building costs as building grows, but upkeep is easier to comprehend and the resources can be moved to allow building decay. The best approach.
what is wrong with every player that wanted to make a castle...from making their castle? It used to be that the builders could make their own designs and be creative. Now unless you live Rust 24/7 or are in a huge clan, its just a 2x2 or something small and boring. As a solo player my only defense against marauding clans offlining a solo is to have defense in depth ie many rooms and many doors to bleed them out of satchs /explosive bullets etc. now whatever scrap and stuff i manage to find and not lose on the way back home is only 12 satchels away from being lost. sure you have traps and i use them but how easy are traps to drain...especially if you have 5 clannies to share any damage. i dont see upkeep as elegant. i see it as it as an example of dumbing it down even more for raiding. you can lose the whole base if TC is lost and you dont log in for a day. Previously you lost the loot and doors but the bones of the base remained.
are you dumb? If everyone has a castle, then you cant raid anyone if playing solo (and even duo) - so then the same issue you brought up about "zergs building" comes from the opposite direction - "zergs farming". You'd now need to be in a zerg farming sulfur 24/7 to get enough explosives to raid a castle of that 1 solo guy who doesn't even have much loot. Oh but he's got a castle!
My 2x3 has an upgrade path from 12 satchels to 40 merely by gradually upgrading doors and walls materials. And needless to say the upkip is very manageable. There are also plenty of good trap and hidden space designs for small bases, and I personally prefer to design small bases which is why I don't play on x2 servers. Arguably with unlimited building there is often less creativity. The defense and raiding seem pretty balanced atm.
Mate if you actually knew how to play the game solo and had some experience then you would realise that your 2x1 is 10 satchels if they go through the roof if its stone. your magical 2x2 would be 10 for the roof and 4 for the door if they guessed wrong. Now you may have roller doors in which case add another 5 satchels. if so its 15 satchels. But who uses satchels?! its cheap exp bullets. Lets say sheet metal roof and an armoured door. Thats 23 for the roof and 12 for the armoured door. So at the very most its 35 satchels. Before you say oh i do HQM roof, then they just go through the wall. How long really will it take a 5 man clan farming sulphur to get the mats? not long. enough time for you to find some stuff. So captainrussia maybe you should actually do some real raiding and see the real weakness of a 2x1 or 2x2. If you kill off base design then you lose base builders and are only left with boring copy paste bases by the pvp kids with the latest youtube copy. That is until they find fortnite and play that instead. So not dumb. Experienced.
Nope. Raiders have magical sticking ladders and can even build instant floors on the outside of your building. If they remove both of these, raiding would get back to what it was. Find a weak point on the ground level and start raiding. It would make traps more effective because generally, you could plan the most likely raid path of attackers - just like real castles of old. As it is now they can generally choose any point of where to start. Raiding needs to be harder. C4? Well I think its too OP for the game, the same with rockets. I would be happy with satchels being the largest explosive device. They only introduced these for the enjoyment of little kids - big bang and pretty explosions...
I agree that raiding would be much harder if you weren't able to place anything around tc area, just like it used to be. Clans going to raid other clans with like 100 satchels, hilarious how you suggested that they should remove c4 and rockets.
mate... you are clearly clueless. Thanks for reinforcing that. 1) My "stone" roof on a 1x2 is actually metal - so its 23 satchels, not 10. Sorry to disappoint 2) The "roller doors" (actually garage doors) are 9 satchels, so its 4+4+9 = 17 satchels if you go through doors (as I stated). Yes I use a triangle airlock with 2 sheet doors (like everyone who has a clue does = everyone in this game uses some kind of an airlock with 2 doors, most commonly - triangle, esp in a 1x2) So my 1x2 starter base is 23 satchels through walls/roof or 17 through doors. Period. Extremely noisy and unprofitable to raid (who is gonna waste 20 satchels AVG to break into a 1x2 lol?!?) My 2x2 starts at like 40+ and goes to 60-70+ satchels once fully upgraded (through walls/roofs or doors, does not matter, its equally balanced) And the only reason I say satchels is because its easier to enumerate. You can substiture satchels for explosive ammo (10 satchels is about 190-200 explo ammo, give or take). So a 50 satchel base would be about 1000 explo ammo to raid. Again, give or take. Its the same on vanilla for a solo/duo. You still need to pick targets carefully, and build a raid base for bigger targets, and you probably won't be able to raid a big (60-100 satchel worth) clan base with external stone walls, or better 2x layer of external stone walls (just 20 satchels to get thru those)
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