[Suggestion] Simple yet power changes to easily make this game closer to baseline and 100% more play
29 replies, posted
Here is a few very simple changes that can be made to Rust Experimental to make it closer to baseline and make it very playable.
Besides general fps increase optimizations here is what should be done soon:
First I would adjust the weapons/tools to be slower and more balanced for combat ( this is a pvp game after all and combat even in early stages is what keeps rust interesting )
I will add tags to any change to help the devs/people understand what priority these changes should have. ( how important they are and easy they are to change )
Sound Changes:
[Quote]
*Increase Footstep Sound by 200-300% [ High Priority probably easy to change ]
*Increase Crouch Footstep sound so its actually hear able when nearby [ High Priority probably easy to change ]
*Remove client side first person view sound of building with a hammer ( its loud and the server side building sound is much better ) [ Low Priority probably easy to change ]
*Slightly decrease the distance gathering an animal goes ( maybe 25% ) [ Low Priority probably easy to change ]
*Increase cooldown on spawning at a bed/bedroll
[/Quote]
Combat Changes:
[Quote]
*slow down all melee weapon swing speed by 200%-300% [ High Priority probably easy to change ]
*Reduce Melee damage by 50% [ High Priority probably easy to change ]
*Increase Bow Range 200 % [ High Priority probably easy to change ]
*Increase Arrow Projectile Speed 100% [ High Priority probably easy to change ]
*Fix Bone Knife (maybe copy/paste all the working parts from the spear and add the bone knife model to it.) [ Low Priority probably easy to change ]
*Add Bone Gathering Axe [ Low Priority probably easy to Add]
*Add Skull Helmet Recipe ( a few cloth/bones and an animal/human Skull) [ Low Priority probably easy to Add]
[/Quote]
Survival Changes:
[Quote]
*Increase Starvation, Dehydration debuff harmfulness ( make them actually scary/kill you easier ) [ High Priority probably easy to change ]
*Add Drinking water item you can make drink pouch from cloth and fill it from water sources. [ High Priority probably easy/med to change ]
*Add Cold Debuff when you are in snow biome without shoes, Pants, Shirt on ( freeze to death in snow biome if not properly geared ) [ Medium Priority probably medium to change ]
[/Quote]
Building Changes:
[Quote]
*When building stairs make sure they are above a foundation. ( stair-wall-floor combination is broken and unrealistic ) [ High Priority probably easy to change ]
*Increase Level 6 Break time to 2-3 hours for one person. ( the swing speed changes to tools/weapons will help this a-lot already) [ High Priority probably easy to change ]
*Increase Level 5 Break time to 1 hour for one person ( the swing speed changes to tools/weapons will help this a-lot already) [ High Priority probably easy to change ]
*Add Owners Able to break own buildings down very quickly. [ High Priority probably easy/medium to change ]
*Possibly Add ownership flag that gives you and any friends you Add to the Flag ONLY the ability to build foundations and build onto foundations in x square range ( Basically spamming build-ables ( Place-ables like boxes are fine ) to "raid" is honestly messy and terrible game play )
( allowing people to siege/raid in a more balanced way IE breaking down the gate, waiting out the residences until their foods spoil and they are dieing of starvation )
[/Quote]
General Changes:
[Quote]
*Make it so Cooked Food Spoils Faster ( if at even spoils it def should )
*Reduce Alive Player Loot Distance
*Add A Casting Time and Cooldown on Looting an Alive Player ( aka stelaing from someone should take time )
*Add a noise to Looting an Alive Player
*Make it so if you place down a sleeping bag your old one will disappear ( one bag per person max ) [ Medium Priority probably easy to change ]
*Add Colored Flag/Tabard that you can easily craft to more easily identify your would be allies. [ Low Priority probably easy to change ]
*Fix the Lock/Keypad bugs where the doors become unusable or you cant use the lock/key etc. [ High Priority probably medium to fix]
[/Quote]
Death Changes:
[Quote]
*When you die you should spawn at 50% health and very low Hunger/Thirst levels
*When you die you should lose all "learned Blueprint knowledge"
*When you die you should get a Debuff that affects your strength and aim
* When you Murder Someone or Gather from a Human Corpse you should Get a debuff ( maybe add a sanity/humanity/mood modifier that affects you in some way ) [ Low Priority probably medium to Add ]
[/Quote]
I'm sure I will remember more but for now these very simple changes would easily make this game 100% better and more people would play on the 800+ servers that are up right now.
By the way if you need someone to help with these types of changes I could probably do it.
I find it funny how everything that involves designing, modeling, and rigging items is listed as easy
Your list contains several changes that go against the developer team's clearly stated visions. For example "ownership based abilities" concerning buildings and penalties for "immoral behavior" (like killing people).
Furthermore I don't understand in any way why a player should get an additional punishment for being killed. As if losing all your inventory (at best) wasn't already bad enough. No.. you want me to spawn with 50% health and half starved so that basically every wolf, bear or naked will kill me with one stroke, while I try to figure out where the heck I actually am because my only sleeping bag (a further TERRIBLE idea) has been destroyed? Sound's like a great experience!
I hope no one will listen to such kind of suggestions.
A lot of good balance-related ideas here. Even if the values themselves weren't set to your proposed levels, allowing servers to set the values would allow for some balancing to find the 'right' levels without requiring the developers to spend a lot of time tweaking them. The death 'punishment' ideas could be settable flags as well to similarly allow servers to tweak.
Don't be discouraged by the 'I don't agree with one or two so I am dismissing the whole list' posts you will get.
Unfortunately, the forums aren't a great mechanism for discussing these individually.
Problem i have is you want to slow down the speed of a swing but that will make building take forever. It wont matter if it takes three hours to destroy a level 6 wall if it takes 2 to build one no one will bother with building them
[QUOTE=halfhand2012;46407947]Problem i have is you want to slow down the speed of a swing but that will make building take forever. It wont matter if it takes three hours to destroy a level 6 wall if it takes 2 to build one no one will bother with building them[/QUOTE]
Then make every 'hit' of the swing of the building hammer twice as effective?
[QUOTE=halfhand2012;46407947]Problem i have is you want to slow down the speed of a swing but that will make building take forever. It wont matter if it takes three hours to destroy a level 6 wall if it takes 2 to build one no one will bother with building them[/QUOTE]
building with a hammer even with reduced swing speed could be tweaked to be the same build time as now.
these values should be able to be set by server i agree.
about death penalties:
Dieing should mean more then losing a few stone/wood it makes it so people think twice about just trying to murder you or you just trying to murder them, its risk vs reward now.
[editline]4th November 2014[/editline]
[QUOTE=DeadRisen;46407247]I find it funny how everything that involves designing, modeling, and rigging items is listed as easy[/QUOTE]
I assume rust has base models/rigs they can simply add the models/gibs onto.
Such as bone helmet needs to just be rigged easily just like all the other helmets, knife goes where spear goes, bone axe could be as simple as a stone axe reskinned to look like bone.
[QUOTE=Greyfoxzb;46409196]Dieing should mean more then losing a few stone/wood[/QUOTE]
It does. If you're carrying a key to your house, there goes your house if your killer can find it and unlock the door.
Oh, wait, everyone cried and whined like huge babies until combo locks were reintroduced. Never mind, it'll have no consequences thanks to the community voluntarily shunning mechanics that have a chance of backfiring on you.
Most of these proposed changes are either not important to the devs to add at this time (and will often complicate their jobs), or they don't even belong in this game.
[QUOTE=elixwhitetail;46409245]It does. If you're carrying a key to your house, there goes your house if your killer can find it and unlock the door.[/QUOTE]
So many if's that this is hardly a convincing point towards it being a huge death penalty.
[QUOTE=elixwhitetail;46409245]
Most of these proposed changes are either not important to the devs to add at this time (and will often complicate their jobs), or they don't even belong in this game.[/QUOTE]
Most of these changes are simple variable tweaking changes that wouldn't be hard to do, much less 'don't belong in the game'.
Hard to take your evaluation of them seriously when you haven't even played experimental.
Aw, how cute, I have a stalker.
[QUOTE=StryfeKhaos;46409344]So many if's that this is hardly a convincing point towards it being a huge death penalty.
Most of these changes are simple variable tweaking changes that wouldn't be hard to do, much less 'don't belong in the game'.
Hard to take your evaluation of them seriously when you haven't even played experimental.[/QUOTE]
the title itself says these changes are very simple but they will have a very large impact.
[QUOTE=Greyfoxzb;46409491]the title itself says these changes are very simple but they will have a very large impact.[/QUOTE]
Yeah, I am agreeing with you.
most of these are in development, being used for stress testing, or not yet implemented. i agree with increasing the bow range, possibly even 300%, and its projectile speed; it's very nerfed right now. i'm not keen on reducing the melee speed by anything but 50-100%, as swinging a bone knife isn't hard, but can respect a small reduction in damage from melee attacks in general.
some of them i just wholeheartedly disagree with; penalties for dying being most obvious. a player who has been killed has already lost any gear they are carrying. they have possibly respawned at their sleeping bag, or its been destroyed and they are somewhere random. in the first scenario, they have woken up with a rock, being attacked. they have half health and penalties to strength and aim. they may as well be dead and elsewhere, because they now have literally everything stacked against them surviving a second encounter.
in the second scenario, they are now in the wild, with less health, less hunger and thirst, and reduced strength to defend themselves from the wildlife. this scenario i am less fussed by, but it does stack towards repeated deaths from misadventure, and an almost permanent debuff for a player who gets killed once while they try and find their house.
I find some ideas like balance changes to bows pointless right now if they plan to implement variations and upgrades in the future.
In order of priority, here is my list of changes that would make the game significantly more playable in the ongoing process of development.
1. Make building components above level 2 immune to damage from wooden/stone tools
2. Make building components above level 4 only susceptible to damage from high explosives (not currently in game).
3. When a building component is destroyed, have the game check all adjacent components for whether they still have necessary supports in place; if they don't, they are also destroyed.
4. Require floors to be supported by side panels (walls, doorways, or windows) beneath at least two edges. Square floors must be supported by side panels on opposite (not adjacent) sides.
5. Require the upper edge of stairs to connect to either the edge of a floor or the top edge of a side panel.
6. Implement protective modifiers for clothing and armor.
7. Allow meat to stack in inventory spaces (but not in campfires or furnaces).
[QUOTE=Bui;46413505]I find some ideas like balance changes to bows pointless right now if they plan to implement variations and upgrades in the future.[/QUOTE]
yes and no. currently the tier 1 bow shoots like 10m in game, with massive drop off for the arrows; makes it practically worthless to use at all, whereas it was THE tier 1 ranged weapon for legacy.
i know there will be changes made, but i see the tier 1 bow balancing as a higher priority than introduction of tier 2 and 3 bows.
[QUOTE=Boseknows;46413834]In order of priority, here is my list of changes that would make the game significantly more playable in the ongoing process of development.
1. Make building components above level 2 immune to damage from wooden/stone tools
2. Make building components above level 4 only susceptible to damage from high explosives (not currently in game).
3. When a building component is destroyed, have the game check all adjacent components for whether they still have necessary supports in place; if they don't, they are also destroyed.
4. Require floors to be supported by side panels (walls, doorways, or windows) beneath at least two edges. Square floors must be supported by side panels on opposite (not adjacent) sides.
5. Require the upper edge of stairs to connect to either the edge of a floor or the top edge of a side panel.
6. Implement protective modifiers for clothing and armor.
7. Allow meat to stack in inventory spaces (but not in campfires or furnaces).[/QUOTE]
1 & 2 no thanks. i think as long as they are given appropriate amounts of health, if someone wants to try and hit a wall down with a rock it should not be penalised. and better tools do better damage, so practically speaking most people will use explosives for high level walls, picks for mid etc.
3 i think is coming in soon, they mentioned support physics . 4 & 5 wholeheartedly agree, but maybe implement pillars again to act as a support for balconies etc.
6 hell yes. on of the things short of baseline.
7 yes please. and make them usable from the hotbar.
[QUOTE=mrknifey;46413850]1 & 2 no thanks. i think as long as they are given appropriate amounts of health, if someone wants to try and hit a wall down with a rock it should not be penalised. and better tools do better damage, so practically speaking most people will use explosives for high level walls, picks for mid etc.[/QUOTE]
I'm okay with that, provided they implement durability for tools (and perhaps even rocks) like they say they plan to do, meaning that you would have to replace your tool at least 1-2 times to bust through a mid-to-high level wall. It would at least prevent people from being able to break through by standing in front of a wall for half an hour with their left mouse button taped down.
agreed, definitely needing durability to balance things out a bit:)
Durability is a must imho.
[QUOTE=mrknifey;46413850]yes and no. currently the tier 1 bow shoots like 10m in game, with massive drop off for the arrows; makes it practically worthless to use at all, whereas it was THE tier 1 ranged weapon for legacy.
i know there will be changes made, but i see the tier 1 bow balancing as a higher priority than introduction of tier 2 and 3 bows.
1 & 2 no thanks. i think as long as they are given appropriate amounts of health, if someone wants to try and hit a wall down with a rock it should not be penalised. and better tools do better damage, so practically speaking most people will use explosives for high level walls, picks for mid etc.
3 i think is coming in soon, they mentioned support physics . 4 & 5 wholeheartedly agree, but maybe implement pillars again to act as a support for balconies etc.
6 hell yes. on of the things short of baseline.
7 yes please. and make them usable from the hotbar.[/QUOTE]
I think Garry might be working on the support issue as we speak. He said in his twitter something about support sockets he had made for construction. I don't know if it is just an unrelated interface, or an actual socket you would plug buildings in to to make them supported by one another.
[QUOTE=Greyfoxzb;46407044]Here is a few very simple changes that can be made to Rust Experimental to make it closer to baseline and make it very playable.
Besides general fps increase optimizations here is what should be done soon:
First I would adjust the weapons/tools to be slower and more balanced for combat ( this is a pvp game after all and combat even in early stages is what keeps rust interesting )
I will add tags to any change to help the devs/people understand what priority these changes should have. ( how important they are and easy they are to change )
Sound Changes:
*Increase Footstep Sound by 200-300% [ High Priority probably easy to change ]
*Increase Crouch Footstep sound so its actually hear able when nearby [ High Priority probably easy to change ]
*Remove client side first person view sound of building with a hammer ( its loud and the server side building sound is much better ) [ Low Priority probably easy to change ]
*Slightly decrease the distance gathering an animal goes ( maybe 25% ) [ Low Priority probably easy to change ]
*Increase cooldown on spawning at a bed/bedroll
Combat Changes:
*slow down all melee weapon swing speed by 200%-300% [ High Priority probably easy to change ]
*Reduce Melee damage by 50% [ High Priority probably easy to change ]
*Increase Bow Range 200 % [ High Priority probably easy to change ]
*Increase Arrow Projectile Speed 100% [ High Priority probably easy to change ]
*Fix Bone Knife (maybe copy/paste all the working parts from the spear and add the bone knife model to it.) [ Low Priority probably easy to change ]
*Add Bone Gathering Axe [ Low Priority probably easy to Add]
*Add Skull Helmet Recipe ( a few cloth/bones and an animal/human Skull) [ Low Priority probably easy to Add]
Survival Changes:
*Increase Starvation, Dehydration debuff harmfulness ( make them actually scary/kill you easier ) [ High Priority probably easy to change ]
*Add Drinking water item you can make drink pouch from cloth and fill it from water sources. [ High Priority probably easy/med to change ]
*Add Cold Debuff when you are in snow biome without shoes, Pants, Shirt on ( freeze to death in snow biome if not properly geared ) [ Medium Priority probably medium to change ]
Building Changes:
*When building stairs make sure they are above a foundation. ( stair-wall-floor combination is broken and unrealistic ) [ High Priority probably easy to change ]
*Increase Level 6 Break time to 2-3 hours for one person. ( the swing speed changes to tools/weapons will help this a-lot already) [ High Priority probably easy to change ]
*Increase Level 5 Break time to 1 hour for one person ( the swing speed changes to tools/weapons will help this a-lot already) [ High Priority probably easy to change ]
*Add Owners Able to break own buildings down very quickly. [ High Priority probably easy/medium to change ]
*Possibly Add ownership flag that gives you and any friends you Add to the Flag ONLY the ability to build foundations and build onto foundations in x square range ( Basically spamming build-ables ( Place-ables like boxes are fine ) to "raid" is honestly messy and terrible game play )<br>
( allowing people to siege/raid in a more balanced way IE breaking down the gate, waiting out the residences until their foods spoil and they are dieing of starvation )<br>
General Changes:
*Make it so Cooked Food Spoils Faster ( if at even spoils it def should )
*Reduce Alive Player Loot Distance
*Add A Casting Time and Cooldown on Looting an Alive Player ( aka stelaing from someone should take time )
*Add a noise to Looting an Alive Player
*Make it so if you place down a sleeping bag your old one will disappear ( one bag per person max ) [ Medium Priority probably easy to change ]
*Add Colored Flag/Tabard that you can easily craft to more easily identify your would be allies. [ Low Priority probably easy to change ]
*Fix the Lock/Keypad bugs where the doors become unusable or you cant use the lock/key etc. [ High Priority probably medium to fix]
Death Changes:
*When you die you should spawn at 50% health and very low Hunger/Thirst levels<br>
*When you die you should lose all "learned Blueprint knowledge"<br>
*When you die you should get a Debuff that affects your strength and aim<br>
* When you Murder Someone or Gather from a Human Corpse you should Get a debuff ( maybe add a sanity/humanity/mood modifier that affects you in some way ) [ Low Priority probably medium to Add ]
I'm sure I will remember more but for now these very simple changes would easily make this game 100% better and more people would play on the 800+ servers that are up right now.
By the way if you need someone to help with these types of changes I could probably do it.[/QUOTE]
Very nice post, here is my opinion.
--
Sound Changes:
*Increase Footstep Sound by 200-300% [ High Priority probably easy to change ]<br>
[B]This is a MUST. Death sucks but its a part of the game, we accept that, we arm ourselves and defend what we earned. That being said, dying when you don't have the chance to hear someone when they're running like a wild man 10m behind you but you can hear some idiot 200m away hitting a tree it's INCREDIBLY frustrating. Game-breaker.[/B]
*Increase Crouch Footstep sound so its actually hear able when nearby [ High Priority probably easy to change ]
[B]If someone can sneak up on you and you don't hear/ see them than you've lost the battle, you move incredibly slow when crouching. IMO it's fine.
[/B]
*Remove client side first person view sound of building with a hammer ( its loud and the server side building sound is much better ) [ Low Priority probably easy to change ]
Incredibly important, I can't play music, talk to people and I have a headache after 15 minutes of this horribly loud and offensive smashing noise.
*Slightly decrease the distance gathering an animal goes ( maybe 25% ) [ Low Priority probably easy to change ]
[B]The sound should change depending what the effect is. Slicing open an animal should be significantly quieter than using a metal ax on a rock.
[/B]
*Increase cooldown on spawning at a bed/bedroll.<br>
[B]Meh. Anyone with a brain whos good at Rust has 2-3 houses within a minute of their house w/ a few guns and a back up sleeping bag. <br>
What I think should change with sleeping bags is you should have a max amount and you should be able to pick which one you want to spawn at, and you should be able to name them.
[/B]
--
Combat Changes:
*slow down all melee weapon swing speed by 200%-300% [ High Priority probably easy to change ]
[B]Again, this should depend on the weapon but this is a must.
[/B]
*Reduce Melee damage by 50% [ High Priority probably easy to change ]
[B]Please. ASAP. It's so dumb.
[/B]
*Increase Bow Range 200 % [ High Priority probably easy to change ]
[B]Not needed, upgrades or upgraded versions are needed
[/B]
*Increase Arrow Projectile Speed 100% [ High Priority probably easy to change ]
[B]Again, should change with upgrades/ upgraded bow.
[/B]
*Fix Bone Knife (maybe copy/paste all the working parts from the spear and add the bone knife model to it.) [ Low Priority probably easy to change ]
[B]IMO - add weapons in bundles, instead of randomly adding half made weapons, focus on a type of weapon and add a few well done ones.
[/B]
[B]Example - instead of adding 1 broken bow, you should have spent an additional week or two and made a crossbow as well and included ways to improve them.<br>
[/B]
[B]Next week you could work on knives, fix the bone knife, add a metal skinning knife, add a bayonet knife for the bolt, add a sharpened 1 handed stick.
[/B]
*Add Bone Gathering Axe [ Low Priority probably easy to Add]
[B]More tools in general. There needs to be real progression. Durability is important to, in legacy durability was about 200-300% too quick.
[/B]
*Add Skull Helmet Recipe ( a few cloth/bones and an animal/human Skull) [ Low Priority probably easy to Add]
[B]Meh. Just like the weapons though, instead of randomly adding 1 jacket, half a gun and a tree update, focus a few weeks on clothing, add actual armour factors, make sure Hazmat stuff prevents radiation... why add items that don't work...
[/B]--
Survival Changes:
*Increase Starvation, Dehydration debuff harmfulness ( make them actually scary/kill you easier ) [ High Priority probably easy to change ]<br>
[B]Meat needs to be able to be cooked on a more efficient level before you start needing more of it.</strong><br>
[/B]
*Add Drinking water item you can make drink pouch from cloth and fill it from water sources. [ High Priority probably easy/med to change ]<br>
[B]Hes said multiple times that it is in the works. Hopefully they add progression, small sack of water, bigger sack of water, etc.
[/B]
*Add Cold Debuff when you are in snow biome without shoes, Pants, Shirt on ( freeze to death in snow biome if not properly geared ) [ Medium Priority probably medium to change ]
[B]Yup.
[/B]
--<br>
Building Changes:
[B]Not commenting on building, Garry has public ally said there is an overhaul inc.
(Minus this comment)
The fact that some idiot can craft a stone hatchet/hammer/foundation in less than 5 minutes, build themselves onto someones exterior wall and afk with Mouse 1 button pressed and break into your house is beyond retarded.
There NEEEEEDS to be an item, or multiple that take many resources and time to craft that is specifically used for 'chipping' away at walls.<br>Sure, let people hatchet down level and level 2, those are wood levels, but that same hatchet shouldn't be able to penetrate stone, period.
Level 6 = Needs C4 -> Use the c4 and now the wall is level 5.
Level 5 = Use drill or more c4 -> Now the wall is level 4.
Level 4 = Use drill, 'wall smashing item' or c4 -> C4 puts wall to level 2, drill/ breaker bring to level 3.
Level 3 = Use drill, 'wall smshing item', pickaxe or c4 -> C4 knocks wall down, drill/breaker/pickaxe bring it down to level 2.
Clearly this example isn't perfect but I really think it's a lot more solid than stone hatchet to victory.
[/B]
--
General Changes:
*Make it so Cooked Food Spoils Faster ( if at even spoils it def should )
[B]Not until we have power so we can preserve our food.
[/B]
*Reduce Alive Player Loot Distance
[B]Beyond needed, the game is unplayable until this is fixed
[/B]
*Add A Casting Time and Cooldown on Looting an Alive Player ( aka stelaing from someone should take time )
[B]This is a cool idea.
[/B]
*Add a noise to Looting an Alive Player
[B]Less cool.
[/B]
*Make it so if you place down a sleeping bag your old one will disappear ( one bag per person max ) [ Medium Priority probably easy to change ]
[B]No thanks.
[/B]
*Add Colored Flag/Tabard that you can easily craft to more easily identify your would be allies. [ Low Priority probably easy to change ]
[B]Player identification is huge. Some sort of late game device/ item like a sewing machine could sew patches or emblems into the chest or back of clothing.
[/B]
*Fix the Lock/Keypad bugs where the doors become unusable or you cant use the lock/key etc. [ High Priority probably medium to fix]
[B]Yup.
[/B]
--
Death Changes:
*When you die you should spawn at 50% health and very low Hunger/Thirst levels
[B]Idk how I feel about that.
[/B]
*When you die you should lose all "learned Blueprint knowledge"
[B]They've already laid out a plan so they get paid in the future regarding blueprints.
[/B]
*When you die you should get a Debuff that affects your strength and aim
[B]No...
[/B]
* When you Murder Someone or Gather from a Human Corpse you should Get a debuff ( maybe add a sanity/humanity/mood modifier that affects you in some way ) [ Low Priority probably medium to Add ]
[B]No...[/B]
[B]All in all this was a good collection of ideas.
I do believe though that they have good knowledge of whats missing and us complaining/ posting our ideas isn't doing anything.
What they don't know is there there are 5 changes they could make that would make the game playable tomorrow.
1. Re-Add in game names
2. Fix windows
3. Add c4 + remove ability to break down l5/l6 without it. (1 c4 t5, 2 c4 t6).
4. Remove railings + the ability to build a floor off of a wall if its already built up without destroying the wall
5. Cut resources gathered by 100-200%[/B]
[QUOTE=DeadRisen;46407247]I find it funny how everything that involves designing, modeling, and rigging items is listed as easy[/QUOTE]
Well, people doing single-player games in year or two, with thousands of models and animations, hand-made levels and a lot more of the stuff. And fp are millioners, so they can do a lot more.
[QUOTE=ElvenNeko;46418313]Well, people doing single-player games in year or two, with thousands of models and animations, hand-made levels and a lot more of the stuff. And fp are millioners, so they can do a lot more.[/QUOTE]
List five single-player games that have taken less than two years to make and have a Metacritic score above 66/100.
Games take longer than that unless they're simple. Rust is not simple.
Almost any ubisoft once-in-the-year-game, for example.
And rust is very simple right now btw, there is almost no content there.
[QUOTE=ElvenNeko;46422193]Almost any ubisoft once-in-the-year-game, for example.
And rust is very simple right now btw, there is almost no content there.[/QUOTE]
Let's use AC IV as an example of an Ubisoft annual release. Wikipedia:
[QUOTE]Development began in mid-2011 at Ubisoft Montreal by a separate team from the one on Assassin's Creed III, with additional work done by Ubisoft studios in Annecy, Bucharest, Kyiv, Montpellier, Singapore and Sofia.[/QUOTE]
Okay, so "people" means seven different development studios working together and reusing basically the same engine every year to ship games that are unoptimized as shit and run locked at 30fps.
You're technically right, but garry has higher standards than that.
[QUOTE=ElvenNeko;46418313]Well, people doing single-player games in year or two, with thousands of models and animations, hand-made levels and a lot more of the stuff. And fp are millioners, so they can do a lot more.[/QUOTE]
I more of meant, have you ever modeled and rigged something? It takes a lot of time, skill and effort to do right.
[QUOTE]You're technically right, but garry has higher standards than that. [/QUOTE]
Yes, i see that standarts. One model per month. And very laggy and buggy, that requires a lot of fixes. At current speed of word they will have to spend at least 2 years to just made models off all landmarks that was drawed on artworks, and i am not saying about other type of models. And to create game like ac that you mention here, maybe their whole life would be not enough.
Lol it took ten years for diablo 3 and its a complete pile of shit compared to 1 or 2 lol
[QUOTE=halfhand2012;46425387]Lol it took ten years for diablo 3 and its a complete pile of shit compared to 1 or 2 lol[/QUOTE]
Amen to that.
[QUOTE=halfhand2012;46425387]Lol it took ten years for diablo 3 and its a complete pile of shit compared to 1 or 2 lol[/QUOTE]
I rather like D3 now its got reaper of souls. tis much better
Sorry, you need to Log In to post a reply to this thread.