• How about an exp/level system?
    10 replies, posted
I was wondering, while mindlessly doing some mundane task today, what if Rust had an exp/level system, possibly with perks? You could have 2 levels, one for pvp and one for pve. Killing other players would grant you exp towards your pvp level, and as your level went up you would gain perks. Things that are nice to have, but wouldn't grant any kind of huge advantage in pvp so as not to screw up balance and make high level players super OP'd versus low levels. Such as: - decreased crafting time for ammunition, weapons, armor, and medpacks/bandages, down to maybe half crafting time at max level - decreased wait time for the timer on sleeping bags, down to maybe half the timer length at max level - additional item slots on the hotbar, allowing up to 10 slots at max level (using all 10 number keys instead of just 1-6) - increased fall height before taking damage - longer timer on the new "locked backpack" feature - etc. And mining wood/stone nodes & killing animals would earn you exp towards your pve level, and you would gain perks as you level up, such as: - increased drops when mining nodes, maybe up to +25% max - increased furnace smelting speed & campfire cooking speed - a % chance to get double items when crafting, maybe up to a max of 10% chance or so - slower decay rate of/in your structures (may only be doable once the "owning" feature is implemented) - etc. And to somewhat discourage abuse, if you are killed you would lose some exp towards both pvp & pve levels, so trading kills back and forth with a friend wouldn't allow you to farm each other for easy exp gain. So whaddya guys think?
From the sounds of it, you are a pvper and want faster crafting speeds to restock materials, why giving people you raid buffs to increase collection speed.
Would be like a MMORPG Sandbox Modern FPS Survival game. To much stuff :P
[QUOTE=JoeyBeanz;43877136]I was wondering, while mindlessly doing some mundane task today, what if Rust had an exp/level system, possibly with perks? You could have 2 levels, one for pvp and one for pve. Killing other players would grant you exp towards your pvp level, and as your level went up you would gain perks. Things that are nice to have, but wouldn't grant any kind of huge advantage in pvp so as not to screw up balance and make high level players super OP'd versus low levels. Such as: - decreased crafting time for ammunition, weapons, armor, and medpacks/bandages, down to maybe half crafting time at max level - decreased wait time for the timer on sleeping bags, down to maybe half the timer length at max level - additional item slots on the hotbar, allowing up to 10 slots at max level (using all 10 number keys instead of just 1-6) - increased fall height before taking damage - longer timer on the new "locked backpack" feature - etc. And mining wood/stone nodes & killing animals would earn you exp towards your pve level, and you would gain perks as you level up, such as: - increased drops when mining nodes, maybe up to +25% max - increased furnace smelting speed & campfire cooking speed - a % chance to get double items when crafting, maybe up to a max of 10% chance or so - slower decay rate of/in your structures (may only be doable once the "owning" feature is implemented) - etc. And to somewhat discourage abuse, if you are killed you would lose some exp towards both pvp & pve levels, so trading kills back and forth with a friend wouldn't allow you to farm each other for easy exp gain. So whaddya guys think?[/QUOTE] No. [Insert the "freedom" quote here]
The reason I like Rust is because I hate games like you're describing.
Cannot agree. There are 99234923849089120230183210310183012749128421 games out there with leveling already. if you want a reason why - it STILL CREATES ADVANTAGE for high level person. everyone should be equal in RUST. you know increasing the hotbar alone can create massive advantage do you? with 10 slots you can fit every tools, weapon, equipment, bandage, food, first aid kits - which makes you perform better while in sudden PvP moment. adjust fall damage- so if I am chasing someone up and down, I lost advantage when i jump down a rock, break my leg, while the other guy can kill me easily because he is HIGHER LEVEL than me so his leg no break?! decrease craft time - we already have mechanism to decrease craft time, either server mod or using workbench.
[QUOTE=digitalifeles;43877415]Cannot agree. There are 99234923849089120230183210310183012749128421 games out there with leveling already.[/QUOTE] Nah, there are many, but not so many.
They could give perks to armors and some tools Ex.: screwdriver to craft metal based items faster but not ammo...
The economy plugins for Rust++ and Oxide technically work like a levelling system. Kill things to get money. Use that money to buy stuff, even if its something you haven't acquired.
I wouldn't mind a plugin that adds this as long as the core game doesn't. Sort of like minecraft.
[QUOTE=wreckington;43878124]I wouldn't mind a plugin that adds this as long as the core game doesn't. Sort of like minecraft.[/QUOTE] Pretty much exactly what I was envisioning when I thought it up. Was playing on Herocraft which has a plugin that adds pretty much what I described... except with minecraft. I can totally see people not wanting it to become a core/forced part of the game, but if there was a mod/plugin available that did this people could run it on their server if they chose to.
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