• Why haven't there been a fix yet to pillar barricading and door holding
    12 replies, posted
come on guys, step up your game, fancy looking grass and ocean and sky should come at the very last of your priorities.
You're not seeing the bigger picture. The game is a work in progress for you to play with bugs and all. They may make changes to structures in the future that will have a secondary effect of making this exploit unusable. Work around it man.
I hope they don't fix the door holding. I have had it done to me and it sucks but it does add a certain level of realism. IRL you would be able to hold a door why not in Rust? I agree with the pillar barricading though. I'm sure it's on their list pal, be patient.
You cannot balance a game before you've added all the features and content. If they had to stop and balance the game after every alpha patch, the game would never get finished.
[QUOTE=kryptik;44603262]come on guys, step up your game, fancy looking grass and ocean and sky should come at the very last of your priorities.[/QUOTE] You could just read up dev-blog and figure it out on your own why.
Pillar barricading needs to go, but door holding? I don't see a problem here.
[QUOTE=DoTheDougie;44603485]I hope they don't fix the door holding. I have had it done to me and it sucks but it does add a certain level of realism. IRL you would be able to hold a door why not in Rust? [/QUOTE] In real life you could force jump into the door repeatedly with a chance to overpower the other person simply standing there holding the door to open it, however there is no opportunity to do anything about it in Rust. Right now the easiest way to sort it out is a window above your door and of course multiple exits, including second floor doors. Barricade pillar exploit does suck and certainly needs to be patched. We shouldn't have to spend thousands of wood to place foundations 2 wide around our whole house with pillars in every possible spot simply to stop one cheap tactic. I won't be playing Rust again until barricade pillar exploit is fixed along with the easy to do exploit which allows you to place sleeping bags and shoot through walls.
[QUOTE=Oxameter;44603980]In real life you could force jump into the door repeatedly with a chance to overpower the other person simply standing there holding the door to open it, however there is no opportunity to do anything about it in Rust. Right now the easiest way to sort it out is a window above your door and of course multiple exits, including second floor doors.[/QUOTE] Oh of course it could be expanded upon to make it a legitimate feature like you suggested with the "war for the door" lol. But I think at the moment the quick solution would be to timeout the action button which could simulate a "lapse in concentration" so to speak so that the door can only be held in short bursts.
Why only short bursts? If the door never gets openmed its a loss for both the bandits and the victim.
Its a pretty big and stupid loss if you can be trapped in your base indefinitely (until you are rescued from outside) by an afk fresh spawn.
I remember when i had a guy holding my door while he was hiding behind the door I though i was bugged or somenthing because i could not close the door.Then i had the brilliant idea to relog.When i logged back i was dead. Well it was a 1x1... the rest you can figure on your own. Lesson learned for sure. PS: I still miss those woodplanks. :pwn:
cause facepunch team doesnt care about it.
[QUOTE=Oxameter;44604569]Its a pretty big and stupid loss if you can be trapped in your base indefinitely (until you are rescued from outside) by an afk fresh spawn.[/QUOTE] afk? how, with a script?
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