Only building rock bases until building is fixed-- too easy to greif and exploit current bases.
39 replies, posted
Building a good base is half the fun in rust, and is currently a huge waste of time as anyone can come up and build a lv6 wall or railing and just block you from your base. Because of this I will only be building bases in rocks that other players cannot see, until base building is fixed. Releasing the experimental build as the primary branch was a huge mistake with the current state of the game, and is monumentally disrecpectful of Facepunch towards their customers to release rubbish like this in it's current state, as it's just a troll game in it's current form.
Why waste hours building a base that is 5 minutes away from being sealed shut by trolls at any moment when you can just build in the rocks where noone can even see your base? Pretty simple choice, really.
Agree it's pretty hard to sample the 'real game' experience with things in their current form, but I don't think that is the intention with Pre-Alpha... you jump in for a couple of hours, try stuff out, then leave... you can't easily develop your base etc as everything can easily be griefed.
The release of the experimental branch as primary is in the interest of both the developers and the community. Bugs are being found and fixed rapidly, and there is mountains of feedback for the devs to consider.
The problem is peoples expectations of the game. If you log in expecting a near complete, balanced game then you are in for a good deal of frustration. If you had reasonable expectations and awareness of the current state of development, you would expect it to be unbalanced and rough around the edges, and when this stuff happens you would just shrug.
I enjoyed building with the new system and testing what can be achieved with it, and what type of base i might like to make in the future when things are more stable. But i do agree that building a huge time consuming base to reign supreme in is a waste of time, as likely it will be wiped/griefed or somehow lost eventually. But each to their own.
P.S. the railing over doors has already been addressed, likely due to the rapid feedback possible by opening experimental as the default stream.
Experimental Rust is not for "playing", it's for "play-testing". For sanity's sake, think once a week, to see the new updates. Even if there wasn't bugs and griefing and newbies with rocks dismantling your walls... there are still very frequent server reloads, upgrades and wipes.
A lot of people got lulled by Legacy into thinking we wouldn't have to go back to a real early-alpha testing phase. And so there's been a lot of threads about how the new Rust is "ready to take over" and how it's just about almost to "baseline". Nonsense... it's moving, but it's not there yet. If you go there thinking you're going to play instead of play-test, you'll get burned out and pissed off.
I agree with you all, but they maybe could have waited to make it the "main" branch until it was at least as playable an experience as the legacy branch. That was their claimed intention for many months now, after all.
I take it as a challenge to find the weaknesses of peoples bases therefore also teaching myself what NOT to do. Had a few funny incidents with this in mind. :)
Its Experimental not just for the Devs but for me to experiment and test the building format. And that is where i have the most fun.
Build epic bases that let everyone in and to see for themselves yet hide nothing there, there really isnt anything in Rust right now that is a terrible loss, Half and hour later you can get most of it again.
[QUOTE=GrymThor;46231943]I take it as a challenge to find the weaknesses of peoples bases therefore also teaching myself what NOT to do. Had a few funny incidents with this in mind. :)
Its Experimental not just for the Devs but for me to experiment and test the building format. And that is where i have the most fun.
Build epic bases that let everyone in and to see for themselves yet hide nothing there, there really isnt anything in Rust right now that is a terrible loss, Half and hour later you can get most of it again.[/QUOTE]
Great stuff y'all said!
I freakin love this stinkin game and am so glad the devs actually pay attention to the feedback they receive. It will only get better.
It is frustrating to see kids enjoy griefing people, but these are usually the same kids that got picked on in school so now they are just a chihuahua behind a fence (act so tough on the internet) so just roll with the punches for now and play to learn as Grym said.
It's totally a learning experience.
[QUOTE=GrymThor;46231943]I take it as a challenge to find the weaknesses of peoples bases therefore also teaching myself what NOT to do. Had a few funny incidents with this in mind. :)
Its Experimental not just for the Devs but for me to experiment and test the building format. And that is where i have the most fun.
Build epic bases that let everyone in and to see for themselves yet hide nothing there, there really isnt anything in Rust right now that is a terrible loss, Half and hour later you can get most of it again.[/QUOTE]
Thats basically the plan now, still gonna build bases to work on designs, but not storing anything of value there anymore or worrying about doors/locks. The bases can act as attractions for raiders and potential battlegrounds, which is the type of base I'm focusing on right now, more combat arena type stuff.
[QUOTE=MordecaiW;46229571]I agree with you all, but they maybe could have waited to make it the "main" branch until it was at least as playable an experience as the legacy branch. That was their claimed intention for many months now, after all.[/QUOTE]
Yeah sure maybe if the legacy branch was being removed they should've waited, but legacy is still exactly as playable as it was before the switch. There's no downside to making experimental the default branch other than making legacy players swap back over every time they want to test new changes, but from the forum reactions to the experimental branch I've seen I would say they only had to do that the one time.
I've started playing this past weekend. I've set my expectations of this game that its a developmental and that was clearly stated when I purchased it. After playing all night saturday and all day sunday and off an on during thew work week, I can not remember when a game has captured my imagination and time to the extent this one has, this despite numerous of tragic, comedic and outright fustrating events that have occured in the game. With that said, I always have in the back of my mind that the game is in development and at anytime the effort I've exerted and rewards I've accumilated can be gone due to a gamebreaking bug or a chance encounter with wolves after killing a bear or getting wacked in the back of the head while gathering wood. I've built a house only to lose the key and then get trapped inside by some naked guy with a rock building wall around me....only for me to shoot the guy with a bow and arrow. Or to find a key to a house and then find the actual house and obtain the massive loot inside, only to die by clumsly falling into the water. Keeping this mind, the thing I enjoy most is the process. Figuring out ways to stay alive and protect my stuff all the while remembing nothing is 100% protected at any giving time. Its the process of trying to outsmart everyone else rather than the actual results. The trial and error...kind of long winded but the tl;dr is...its developmental, it's to test ideas. I think the game is great right now based on the concept alone. The fact its in actually development and things are being added is awesome. I would like to add that $20 is alot for a game in development and I imagine that creates a cost barrier for new testers but I must say, its been worth every penny inhindsight.
A few lessons I've learned:
Do not trust anyone.
Kill on sight.
Never hyper-focus on something, always be aware.
Put your sleeping bag outside in a inconspicous area and not in your base or risk hitting left click for the next 4-10 hours.
Never have your keys on you while your awake and never have your keys in the game world when you are sleeping.
Do not trust anyone.
Kill on sight.
Many many more....but all of those I learned the hard way and was so angry afterwards but after reflection I find it gratifying the attachment this game creates. One thing for certain, the more aggravated you are when something bad happens only demonstrates how attached you become with your naked caveman, which is saying something in day an age of FPS rapid respawn and dumbed down, generic games that are around today.
Have entrance to base where it is impossible to place a foundation in front of.
[QUOTE=Lanc3r;46235198]Have entrance to base where it is impossible to place a foundation in front of.[/QUOTE]
they can still build railings along your door.
"Something isn't working that way I expect it to be, the devs are making a huge mistake and clearly don't know what they are doing. My imaginary house is being invaded by people building other imaginary houses on it and this is an unforgivable sin. I will not be playing the game until my demands are met! Also, I want a bigger penis!"
[QUOTE=billy79;46235276]they can still build railings along your door.[/QUOTE]
Thought that got fixed?
yes i really dont see why they have not done what 7 DAYS TO DIE did.. make lands claims so you can not build so close around that base.. maybe make it when you put a lock on your base it claims that land.. few blocks over enough where it cant be built around. ppl with the locked key/keycode can build around that base..
hope this will come around soon. along with keycoded locks... i hate having keys... keys needs to be lvl1 locks ..password locks = higher lvl lock
[QUOTE=KKB;46235465]yes i really dont see why they have not done what 7 DAYS TO DIE did.. make lands claims so you can not build so close around that base.. maybe make it when you put a lock on your base it claims that land.. few blocks over enough where it cant be built around. ppl with the locked key/keycode can build around that base..
hope this will come around soon. along with keycoded locks... i hate having keys... keys needs to be lvl1 locks ..password locks = higher lvl lock[/QUOTE]
A feature like that could work perfectly.
[QUOTE=KKB;46235465]yes i really dont see why they have not done what 7 DAYS TO DIE did.. make lands claims so you can not build so close around that base.. maybe make it when you put a lock on your base it claims that land.. few blocks over enough where it cant be built around. ppl with the locked key/keycode can build around that base..[/QUOTE]
[URL="http://garry.tv/2013/06/21/the-story-of-rust/"]Because this.[/URL]
Specifically, this:
[QUOTE][B]FREEDOM[/B]
One of our main aims with Rust is to not control how people behave directly. For example some people want us to implement something to discourage people killing each other. Some kind of rating. Or turn killers red to warm you they can’t be trusted.
I hate that. It’s not giving the players freedom. The players should decide how they play the game. You should be fearful of others. That is the whole point. This is a game where the player makes their own story.. and emotion plays into it a lot. If you see another guy in game.. – you’re going to be scared of him at first. But then you sniff around each other and decide to go on an adventure together. You begin to trust each other. That means so much more if you both had the ability to kill the other at any time and didn’t. And you weren’t just doing it for a green +1.
So what’s to stop you from going around killing anyone you want and taking their shit and becoming more powerful? Nothing. What’s stopping it from becoming a PVP killfest? You. Our job should be to give the players the tools they need. If you’re sick of getting killed – start a town. Build town walls. Give all the town members red clothes. Put warning signs up outside the town. Set up trip wires and alarms. Watch each others back.
Our job is to give you the tools to allow you to protect yourself.
What’s stopping someone from dressing up in red, sneaking into your town and stealing form you? Nothing. That’s emergent gameplay. Find a solution. A secret handshake. Traps that the town-people know not to trigger.
What’s to stop one town invading and killing everyone in another town? Nothing. Build stronger defences. Don’t let them get powerful enough to take you down.[/QUOTE]
Also, about locks and claiming, you're not going to like Rust if you want the game to babysit everything for you. From[URL="http://playrust.com/friday-devblog-21/"] the devblog introducing the key system[/URL]:
[QUOTE]This is a bit of a divergence from the legacy version. Nothing is owned. Doors don’t belong to you just because you place them. They don’t know you are their owner.
There’s three important points to this system. Firstly.. it’s emergent, it’s what we’ve been trying to do in Rust from the start. Give you the tools to make the game yourself. [B]Why does your house belong to you? Because you built it? Because you have the key? What happens when you don’t have the key – is it still your house? Should people be able to steal your house, in the same way that they steal from your corpse? Of course they should.[/B]
Secondly.. [B]we’re not getting rid of password locks, number locks, fingerprint scanners. Those will come later.[/B] It’s an evolutionary thing. Eventually you’ll be able to upgrade to these systems, at a cost.
Thirdly – it’s a process. It’s not set in stone. If it’s exploitable in some way that ruins the game we’ll look at it and we’ll evaluate whether we need to fix it, and if so, what the best way to do that is. A lot of potential problems with this system are gameplay problems that the player should solve themselves, but I can imagine some scenarios we might have to cater for. We might have to make it so you can ‘remove’ a lock from a door for example, so no keys can ever be made, and it can never be locked. This is all part of the process.[/QUOTE]
hope this will come around soon. along with keycoded locks... i hate having keys... keys needs to be lvl1 locks ..password locks = higher lvl lock[/QUOTE]
Funny enough, garry only confirmed that this would be the case [B]two months ago[/B].
I can see experimental having no-build zones in front of doors to prevent the griefing that's been happening. However, that's separate from keys, that's a case of doors being wallable. Worrying about building griefing is not the devs' highest priority at the moment. Building isn't even finished being put together, let alone fixing the problems in the design.
Building may need to get completely redone tomorrow; any time spent on optional shit like fixing griefing exploits would then be wasted.
things change.. sure its freedom.. but you can only have so much freedom in a game be for it gets out of hand. who wants to make a base just to get trap in.
like he said.. (Our job is to give you the tools to allow you to protect yourself.)
that would be claiming or whatever you want to call it = a way so that cant happen.
so yes all this is all alpha but that should be priority in away.
and the lock system is something most of us cant wait for.
but it such a early stage of the game. we all have to wait it out.
looking good)
[QUOTE=elixwhitetail;46235709][URL="http://garry.tv/2013/06/21/the-story-of-rust/"]Because this.[/URL]
Specifically, this:
Also, about locks and claiming, you're not going to like Rust if you want the game to babysit everything for you. From[URL="http://playrust.com/friday-devblog-21/"] the devblog introducing the key system[/URL]:
hope this will come around soon. along with keycoded locks... i hate having keys... keys needs to be lvl1 locks ..password locks = higher lvl lock
Funny enough, garry only confirmed that this would be the case [B]two months ago[/B].
I can see experimental having no-build zones in front of doors to prevent the griefing that's been happening. However, that's separate from keys, that's a case of doors being wallable. Worrying about building griefing is not the devs' highest priority at the moment. Building isn't even finished being put together, let alone fixing the problems in the design.
Building may need to get completely redone tomorrow; any time spent on optional shit like fixing griefing exploits would then be wasted.[/QUOTE]
As much as I love land-claiming, I agree that I personally see no place for such a feature in Rust. Agreed, however, that there needs to be some fail-safe against assholes that put up gold-metal walls in about 3 minutes, making it where you cannot leave a home that has been a labour of love for days.
Barrier griefing was really not that big of a deal in legacy, but the gold-metal walls essentially means you have to abandon your home.
[QUOTE]OP "Building a good base is half the fun in rust, and is currently a huge waste of time as anyone can come up and build a lv6 wall or railing and just block you from your base."[/QUOTE]
Good luck
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I drowned at least 50 times building it lol, but no locks on the doors... In fact its open planned living....
[IMG]https://scontent-a-sea.xx.fbcdn.net/hphotos-xaf1/v/t1.0-9/10702118_1479695508976564_7595147919173444514_n.jpg?oh=bd70ab97feaf14025fb1e21a16e255a4&oe=54F8A135[/IMG]
No, I didnt upgrade it to L6... why bother.
Q: when is fishing going to be implemented ? this is my fishing lodge !!
Think outside the square.
[QUOTE=thren;46238373]Good luck
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I drowned at least 50 times building it lol, but no locks on the doors... In fact its open planned living....
[IMG]https://scontent-a-sea.xx.fbcdn.net/hphotos-xaf1/v/t1.0-9/10702118_1479695508976564_7595147919173444514_n.jpg?oh=bd70ab97feaf14025fb1e21a16e255a4&oe=54F8A135[/IMG]
No, I didnt upgrade it to L6... why bother.
Q: when is fishing going to be implemented ? this is my fishing lodge !!
Think outside the square.[/QUOTE]
Holy crap, I will do that too, but it would proably be bad to do it on a server with sethome. But also good >.<
That is smart then. A solo player shouldn't need to build a high level fort and be ultimately invulnerable as most player assumed they should be. Level 3-4 fort should be enough while a higher tier would be useful for group vs group play.
I personally don't like the idea that we can upgrade forts into a new type of fort. I like strengthening a wood fort or reinforcing it and the look changes from stick house to a log cabin of sorts but not transform into a castle. That should be, in my view, a new structure type from primitive rock mounds to castle type buildings. As for metal, I thought a player could find sheets of metal from own towns and transport them to apply on their wooden walls as a shield.
[QUOTE=KKB;46235905]things change.. sure its freedom.. but you can only have so much freedom in a game be for it gets out of hand. who wants to make a base just to get trap in.
like he said.. (Our job is to give you the tools to allow you to protect yourself.)
that would be claiming or whatever you want to call it = a way so that cant happen.
so yes all this is all alpha but that should be priority in away.
and the lock system is something most of us cant wait for.
but it such a early stage of the game. we all have to wait it out.
looking good)[/QUOTE]
Too much freedom? There's no such thing imo. People make complaints and want some system to protect them because they are scared of confrontation, losing (dying), or getting the short end of the stick. The same reason people beg for a state irl.
[QUOTE=thren;46238373]Good luck
Think outside the square.[/QUOTE]
I would rob everything from this base in a very short amount of time if I ever were to come across it.
[QUOTE=MordecaiW;46244634]I would rob everything from this base in a very short amount of time if I ever were to come across it.[/QUOTE]
i doubt you would find much of worth though. this kind of place is like a cabin in the woods; keep some gear there that anyone can use, and expect the courtesy of having those things replenished by the visitor when they leave. we're talking some wood for the fire, a handful of stones, and maybe some cloth if there are enough animals around.
Personally im loving the experimental branch. I like many others understand that is it's a work in progress and things will improve with time. That being said I love the new building and gameplay.
A simple trick for people having problems with their keys getting stolen. The doors are glitched meaning you can throw items thru them. simply leave your base turn around and lock the door and then throw the key thru it. that way nobody can never get your key. simply kill yourself and respawn on your sleeping bag. same goes with other items too when you bring them back to your base. simply throw them thru the door.
I always build a tower with multiple doors up and down the structure and snipe with the bolt action people gathering near my base. then i simply throw down my key inside the base with the door open up top and jump out and collect my items from the guy i just killed and throw them thru the bottem base door. kill myself and respawn and close the door i jumped out of and then go down and collect the items. at this point i have over 30 thousand metal fragments and a few thousand cloth and probably 20 of each weapon and few hundred of each ammo and rarely have to leave the sight of my base..... and this was all done since yesterday's update.
The simple fact is 'no base is safe'.
I've built so many designs and they all fail. So now when I play I just get building materials and a stone hatchet and set about attacking bases. And if I can't get in then they are definitely not getting out. It's teaching me a lot about building. The railing grief? How about 4 walls placed 90 degrees in front of your door. There are so many ways to grief building I really don't know how they can fix it.
And the base on lake there. Totally not safe. I love bases like those cause they provide a challenge. Wishing I could see that base in front of me now.
Base on the lake easily accessible by filling inventory with cooked meat and consuming as you go.
Nice try though.
[QUOTE=Bui;46240666]That is smart then. A solo player shouldn't need to build a high level fort and be ultimately invulnerable as most player assumed they should be. Level 3-4 fort should be enough while a higher tier would be useful for group vs group play.
I personally don't like the idea that we can upgrade forts into a new type of fort. I like strengthening a wood fort or reinforcing it and the look changes from stick house to a log cabin of sorts but not transform into a castle. That should be, in my view, a new structure type from primitive rock mounds to castle type buildings. As for metal, I thought a player could find sheets of metal from own towns and transport them to apply on their wooden walls as a shield.
Too much freedom? There's no such thing imo. People make complaints and want some system to protect them because they are scared of confrontation, losing (dying), or getting the short end of the stick. The same reason people beg for a state irl.[/QUOTE]
on that note, i wonder if they will make it so they upgrades to metals will actually change the look of the meshes. i was thinking about how metal/stone/conrete logs looked. or how about a mesh changer to actually change the way any mesh looks of the house like a remote. I think it would be a fun awesome feature. but also could add some survival to it as well; like ingloo textures effects on ice for example. well if anything i was curious what everyone thought of the metal logs. lots were mentioning about that anyhow.
[QUOTE=IMF2000;46249530]Base on the lake easily accessible by filling inventory with cooked meat and consuming as you go.
Nice try though.[/QUOTE]
wrong, there is no "climb function" you can swim out but you cannot get up on the deck.
There is only one way to get to it.... and it is the way I built it. which takes hours....
You can swim out and try to build foundations walls etc around it ...I tried that and died ... and I really tried..
Easier said than done its in deep water. When food stacks ... sure but not atm.
It is alpha so it logical to assume that this will be corrected eventually. I'm not sure i see the point in indestructible walls in the interim. Admittedly, the admins on my server have used the current indestructible walls as a sort of punishment directed to those who disrupt the server. Cause too many problems and get your base entombed. This is not a good way to deal with issues, and would not be possible if they weren't so damn effective at the moment. Out of the three people who have warranted such treatment, none have returned. As opposed to those banned, who were all too happy to show back up under a different name and taunt us.
The griefing in general is currently too easy. It has been a point of annoyance and we are looking forward to the eventual correction through the natural developmental process.
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