Well... I have been thinking about this for a while and in some answers I might have found.
Grinding
I don't like the whole idea. Actual standing next to anything is boring as hell. In my opinion it would be better, if resourcing was somewhat like picking with a single hit - using your daily work points and usage of those would be reduced with picking resources with proper tools. Also trees growing to near to each other should not be harvestable after cuting one down, so a woodcuter would have to go further in the forest. For example, not mentioning the ballance, picking wood with rock would take six punctual hours with a rock to build yourself a wooden 1x1, doing the same with a hatchet would tke an hour, with an axe - 45 minutes and with a chainsaw - 10 minutes or so. While someone needs to actually hit the trees for so long, why not make it quicker with preservation of in game day-night cycle ratios (whatever would those be, I will calculate it when I get back home). That way players, grinding resources in exchange for blueprints or so could just sell their wourk points in a little matter of time ang go have fun, instead of hiting trees.
Crafting&industry
Yet another little nightmare. It would be far more fun, if people could craft any items on tier 1 workbench and better workbenches would just significantly accelerate the process - and crafting could be done with use of the same points that would be used for garthering - THIS WOULD MAKE YOU CHOOSE. And while making an AK on a tier 1 workbench would take 8 hour-points, making it on a tier 2 would take 4 and on a tier 3 - two hours. And those benches should also have the daily 24-hour points limit of being used in order to encourage players to make rooms with multiple benches (so they could hire people as factory workers or so). And tiers 2 and 3 should use electric power, when it's in.
Survival
Basically, there are 24 hours per day. But one can not work that long. We would not get 24 points looking like working day and night. No more than 16, to be honest. And one starving, freezing (or overheating), wounded, thirsty and irradiated would not make this much, definatelly no more than 8. In order to get a proper amount of hour-work-points the points given for the upcoming day, given at the sunset, should be a function of given factors: 16*comfort*nutrition*hydration*health state. And the following should be measured as from 0,7825 to 1 (accordingly from zeros to 100%s) in order to get for the new day from 6 to 16 work points.
That way we could have ol the Rusty fun, bowfighting, offline raids, reeeeeeeeeeing, rockfights, killing each other for scraps and being chased by bears without the unpleasant grind.
Not sure if you are a first class roleplayer, but if i wanted to do a wooden 1x1 it would take like 5 mins to get everything for it.If you don't like the grind, try 5 or 10x servers
Note that there is a difference between the in-game minute and real time minute. Same goes with hours.
I have not seen a clock in rust and note that you were talking about 45 minutes or an hour so it necessarily doesn't mean that you talk about "in-game" minutes, something no one talks about. In fact you could enlighten us what the difference really is,but i doubt that no one would care.
You've bought the wrong survival game by looks of it. I recommend that you try unturned or minecraft. Do you want to know the best part of those games, you can just spawn and after 2 minutes you can be chased by zombies if that's what you're looking for in a game.
What kind of stupid balance is this, You propose an unsupportable grind
NO ONE looks at ingame time, even with a clock, And with plugins "real" time is used, If it says "next airdrop in 45 minutes" it means in real time not game time. I have never been on a server that uses game time for timed events,
One minute in real time = 13 minutes in game time,
I dont see much point in your post , You are proposing even more grind than we have now and a different more
cumbersome tier system,
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