They were removed without any substantive reason. "They are disadvantageous for Decay" is not sufficient justification to remove a building block that has use among a niche audience. Mods depended on it, like the Jpipes plugin. Builders of roleplay-style bases enjoyed their use, for things like lamp and sign posts, or simply for further aesthetics. They served to make an airlock secure out of a 1x1 square room with two single doors opened. They were great pedestals for auto turrets. Before the change to wall frames they were crucial in stability for tall bases.
It feels like FP doesn't want players to build large bases, but that's a huge fun element of Rust, even if now with Upkeep it isn't so easy on vanilla servers. But there are just as many if not more Modded servers than vanilla, and many of those have Upkeep disabled, or have sufficient gather rate increases that trivialize the Upkeep costs of larger bases. So prior to the stability change of wall frames, the argument that they were bad for Upkeep was a pointless one for the aforementioned modded servers, and does not outweigh the fun some players were having through their use. Modded players, players who like to play Rust creatively doing base building, or roleplay. They aren't second class citizens to "vanilla" "survival" players, they have every right to enjoy the game in the way they want to enjoy it just like everyone else does. Pillars didn't hurt anyone by existing, it's an overall net negative to take those away from everyone.
Another excuse people try and justify their removal with to for some reason argue that it was able to be used for landmine exploit traps. Which I have a feeling is the real reason they were removed. Andre not wanting to spend the time on fixing an exploit (which can still be accomplished using low walls, by the way, gonna remove those too?). Removal of a piece of content people were enjoying fully legitimate uses of in order to save the time/effort on fixing an exploit is pure and utter laziness on behalf of Facepunch, if the case is that such was the true reason behind their removal.
Furthermore, to try and justify it by arguing they were under-utilized is again flawed. With numbers to try and back it up by taking the entity count of pillars from Official (vanilla) servers, leaves you with an egregiously skewed and unusable sample size that doesn't take into account that Building 3.0 and upkeep has simply not made it viable on vanilla servers, much less the Officials which by in large are full of extreme newcomers who wouldn't know how to build a base big enough to need to employ pillars or get to the point of learning the stability system in most cases.
You could easily argue against MANY other items in Rust that don't see widespread use outside of modded or roleplayer/creative builds, but they don't get removed, and they shouldn't. Water purifier anyone? Wooden shop front? Chain link fence? Banners? What purpose do sign posts serve outside of memes and roleplay? You won't think to remove those assets from the game, but you did Pillars, on a whim, with a commit message that showed that you KNEW it would be controversial "how much outrage could this possibly cause?".
What kind of developer does that to their playerbase? Specially the large portion of players who actually want to use that feature who the majority of probably don't go posting on reddit to express outrage? Or those that don't read commit messages that suddenly can't use a bunch of their saved Fortify designs which now have to be thrown out and can't be pasted into their creative/roleplay servers with the copy/paste plugin.
No one came into reddit or the forums and asked "Gee Facepunch, could you please remove Pillars from the game? They are so bad and make my Upkeep worse!" I highly doubt a single person had ever said anything negative about Pillars existing in the game prior to their removal. Do you not think of the consequences on your niche audiences who don't play the game by the same rules as the vanilla crowd?
Please fix this mistake and restore the Pillars.
I couldn't be bothered with reading all of that, but they took them out because nobody used them and the ones that did, placed them for stability. The way they have it now makes no difference for stability so I'm not seeing why there is such an issue.
the only other use was to put autoturrets on them
I've always hated the "useless item" argument coming from developers.
Let your community decide if it is useful or not. Not only based on pragmatism and efficient construction.
Keep the sandbox philosophy Facepunch.
Sorry for my broken english.
The community is always mixed about everything. "I want XP system, I want BP system, I don't want RP items, I love the RP items, I love the Upkeep, I hate the Upkeep" The list goes on. If developers let the community decide, the game would never get finished.
I solve the problem quickly for you...
Server settings RP on/off = PR Items in or out
Unkeep System = you can turn off already
XP system or BP system = server settings... XP on/off, BP on/off
solved, where is my cookie?
They did let the community decide you cuck. There were less than 100 pillars deployed across all official servers. Get the fuck out.
Here you go again. Did mommy forget to make you TMNT pancakes so your all pissy today?
You do realize there are thousands and thousands of modded and community servers dont you...?
Id also love to see you prove your "less than 100 pillars" rant. Bet you cant
they looked at the logs and saw that "the community" was not using the item? So the community already "decided" - the item was useless based on data... its all in front of them in the logs...
Nope. I cant decide if pilar is usefull or not. Because doesnt exist.
Remove a option is not a "community choice".
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