[url]http://garry.tv/2013/06/21/the-story-of-rust/[/url]
I found this a few minutes ago and would like to post it here again for everybody to read. Before you make suggestions for the game or feel the need to complain about something, I highly recommend you read this article first. Garry wants this to be a hardcore pvp oriented survival game with sandbox style freedom, where your emotions and mentally affect everybody's playing experience. This is what Rust is all about. I would like everybody to read this if they haven't before and keep it in mind while playing Rust, the future of the game relies on people understanding what the creator's vision is all about.
"I also want a 100 foot giant that will come and smash your buildings up – forcing you to work together to take him down."
So down for this. xD
His premise and theories are admirable, but the past few months have shown us that game players just don't work that way.
In a hostile virtual environment you'll tend to want tight control over your group since you don't have practical ways to communicate and coordinate amongst a larger group, let alone the practicalities of having all the relevant players be on-line in predictable timeframes.
Most of the human clan/urban behavioral paradigms won't work in on-line gaming simply due to the gaming environment itself.
Large-scale cooperation will be incredibly hard to organize, implement, and sustain. After all, it's a game, and who wants to be "told" what to do while they play a [B]game[/B]? Effective coordination would require significant delegation of tasks, and that would wear [B][I]really [/I][/B]thin after the first few hours!
Again, admirable goals, but really not practical in the long run. [B]By definition, games need rules, and in most cases, very complex rules.[/B]
[QUOTE=RustBubba;43887270]His premise and theories are admirable, but the past few months have shown us that game players just don't work that way.
In a hostile virtual environment you'll tend to want tight control over your group since you don't have practical ways to communicate and coordinate amongst a larger group, let alone the practicalities of having all the relevant players be on-line in predictable timeframes.
Most of the human clan/urban behavioral paradigms won't work in on-line gaming simply due to the gaming environment itself. Large-scale cooperation will be incredibly hard to organize, implement, and sustain.
Again, admirable goals, but really not practical in the long run. [B]By definition, games need rules.[/B][/QUOTE]
Large scale cooperation will be hard to organize? Have you ever been on a a 40 man Vanilla Wow raid, on a pvp server? yea i think something of that size is a bit far fetched for a game like this but this game is hardly developed you have no idea what they could add. You also have no idea what his idea of "large scale cooperation" is.
They may add a feature for groups or allies for all you know, and they might not. Also the large giant smashing buildings came across as more of a joke to me. There are already groups of 20+ people that run with each other on servers, as the game because more versatile with character models and clothing etc people will be able to differentiate between other people easier.
I think a group of 20 or so fighting this so called giant wouldn't have to much trouble dispatching a few jerks who try to take advantage and kill them while they are fighting. Now if a group of say 10 people came along and wiped out the group of 20 that was trying to fight this giant, well so be it? Tha'ts exactly the type of game it seems he wants and i think that'd be awesome.
Maybe everyone forgot that EVE Online regularly has huge space battles where like 500+ players are involved.
Players organizing big things can happen. Rust is missing a lot of the tools that will be needed to run a player town properly, but we're still in alpha so of course it does.
Sorry, you need to Log In to post a reply to this thread.