• Blueprints on the steam store? A bad idea or the Baddest idea?
    433 replies, posted
[QUOTE=Rayne Mercury;46264419]I think most people in here (aside from those who mentioned it) fail to realize that this feature would be toggleable by server owners. As long as those servers which allow global inventory also cannot have drop rates modded, this will be fine. This is much like a certain other game's "hive" system. If global inventory servers can be exploited (by modding drop rates), then yes, this will be a problem. In the end, everything would only be worth pennies due to massive supply and thus worthless to farm anyway.[/QUOTE] I'm curious, what is the "Hive" system?
[QUOTE=Redeamed;46264440]I'm curious, what is the "Hive" system?[/QUOTE] In this certain other game, your character is persistent across all servers connected to the official hive. I don't remember 100%, but I believe that those servers cannot have modified drop rates for loot. Server owners can choose to have a private hive, wherein player characters are unique to that server.
[QUOTE=Rayne Mercury;46264460]In this certain other game, your character is persistent across all servers connected to the official hive. I don't remember 100%, but I believe that those servers cannot have modified drop rates for loot. Server owners can choose to have a private hive, wherein player characters are unique to that server.[/QUOTE] It seems like a system that with the right kind of game could be really interesting and beneficial, I just don't see how it adds to a survival game is any way that doesn't conflict with the idea behind gameplay. Guess we shall see.
[QUOTE=Redeamed;46264506]It seems like a system that with the right kind of game could be really interesting and beneficial, I just don't see how it adds to a survival game is any way that doesn't conflict with the idea behind gameplay. Guess we shall see.[/QUOTE] That game does have the issue of switching servers to avoid players, but Rust won't have that problem. Only your crafting knowledge (your blueprints in your Steam inventory) transfers over, not your character itself.
can you lose the blueprints in game, and get removed from steam inventory as well?
[QUOTE=billy79;46264564]can you lose the blueprints in game, and get removed from steam inventory as well?[/QUOTE] No, the blueprints sit in your Steam inventory and act as knowledge for your character: as long as you own the blueprint, your character can craft that item. You can trade that knowledge to another Steam user, or if you happen to get multiple copies of a blueprint, trade the extras.
[QUOTE=billy79;46264564]can you lose the blueprints in game, and get removed from steam inventory as well?[/QUOTE] I would assume this to be the case based on current game mechanics. It didn't seem to indicate any change to preventing stealing, or loss through death of blueprints however it did not explicitly state one way or the other so I would assume that it would function as all items do. A loss in game would be a loss out of game. However once "read" if like old blueprints it is consumed and would no longer be in your inventory at all. This also isn't clearly the case for the new blueprints, but an assumption based on lack of evidence and the previous incarnation of the blueprint system.
[QUOTE=Redeamed;46264616]I would assume this to be the case based on current game mechanics. It didn't seem to indicate any change to preventing stealing, or loss through death of blueprints however it did not explicitly state one way or the other so I would assume that it would function as all items do. A loss in game would be a loss out of game. However once "read" if like old blueprints it is consumed and would no longer be in your inventory at all. This also isn't clearly the case for the new blueprints, but an assumption based on lack of evidence and the previous incarnation of the blueprint system.[/QUOTE] In the devblog, it is stated that you can kill the person who bought all the blueprints and steal all the items he crafted, not the blueprints themselves. This leads me to believe that the only way to lose blueprints is to trade them away.
I find the idea of microtransactions pretty offending since that wasn't in the game when I bought Rust. Now it feels like the game might actually be taken away from me, who bought the FULL version of the game and might end up with a partial game. I think clothes and visual things can be fine up to a point but if they come up with camoflage clothing then that would still be an, however small, advantage.
I assumed that applied to used blueprints not the items themselves. If you recall legacy had a distinction between physical blueprints, which could be stolen, and the knowledge gain from using a blueprint. [editline]17th October 2014[/editline] [QUOTE=vachon644;46264643]I find the idea of microtransactions pretty offending since that wasn't in the game when I bought Rust. Now it feels like the game might actually be taken away from me, who bought the FULL version of the game and might end up with a partial game. I think clothes and visual things can be fine up to a point but if they come up with camoflage clothing then that would still be an, however small, advantage.[/QUOTE] This claim is a bit exaggerated, especially with the inclusion of the system being server optional.
[QUOTE=Redeamed;46264646]I assumed that applied to used blueprints not the items themselves. If you recall legacy had a distinction between physical blueprints, which could be stolen, and the knowledge gain from using a blueprint.[/QUOTE] From how the post is worded, I'm thinking this is not going to work like the old Rust at all. It's more like blueprints are a form of progression just from playing the game, or by trading them with other players. Other popular games on Steam have similar systems. I think the Steam Inventory and its applications are pretty neat.
[QUOTE=Roonsword;46264137]Alternatively, i would support scraping the recipe idea entirely and selling Rust "BIG DICK" edition for an extra 20 dollars. Essentially, this would open up player customization features from the rust option menu. skin color, hair, weight, facial features and most importantly dick size would all be adjustable. Those people who only want to spend 20 dollars for rust and not a penny more would be free to continue playing as always. They'd just be forever locked into playing bald, pale men with sunken eyes and tiny, shriveled cocks.[/QUOTE] I rated this as funny, but I think the guy who made the most money selling items in Second Life was a guy selling dongs. Charge everyone £1 to have a custom wang and you'll get another million quid Garry. Anything sold on the market should be purely cosmetic. I saw rad boots there - if they have status effects, then I don't think they should be something you can pay to skip finding. Part of the beauty of Rust is the struggle from the bottom.
[QUOTE=vachon644;46264643]I find the idea of microtransactions pretty offending since that wasn't in the game when I bought Rust. Now it feels like the game might actually be taken away from me, who bought the FULL version of the game and might end up with a partial game. I think clothes and visual things can be fine up to a point but if they come up with camoflage clothing then that would still be an, however small, advantage.[/QUOTE] This is not entirely fair...I do not think there is any indication they are going to sell exclusive blueprints, although, I do not think for a minute it wont occur at some point, if they go this route. EDIT: Part of me also kind of just does not give a fuck either...when you start out, your already behind all the other players who've been there for some time so....I would hate to see the economy saturated with easily assessible top end gear.
[QUOTE=Rayne Mercury;46264663]From how the post is worded, I'm thinking this is not going to work like the old Rust at all. It's more like blueprints are a form of progression just from playing the game, or by trading them with other players. Other popular games on Steam have similar systems. I think the Steam Inventory and its applications are pretty neat.[/QUOTE] This would suggest they are not an in game object? That would make this concept even worse. By removing the blueprints as a physical in game item you remove an element of immersion in a way that conflicts with choice like the changes to the locking system and removing the idea of a system imposed ownership. Each of these were meant to reinforce the idea that nothing is intrinsically "yours" you had to defend it. Now knowledge gained from reading a blueprint makes sense that it can't be stole but the lack of a physical blue print in game runs counter to other game design decisions. I hope you are wrong.
I hope they start selling helicopter gunship blueprints. I'd buy one and just mow down every naked I saw, relentlessly.
At least now hackers will be able to get real steam wallet money for the stuff they cheat to get.
Should have made this thread a poll. Pretty obvious which way it would have gone.
[QUOTE=withnail;46264679]I rated this as funny, but I think the guy who made the most money selling items in Second Life was a guy selling dongs. Charge everyone £1 to have a custom wang and you'll get another million quid Garry. Anything sold on the market should be purely cosmetic. I saw rad boots there - if they have status effects, then I don't think they should be something you can pay to skip finding. Part of the beauty of Rust is the struggle from the bottom.[/QUOTE] Worth noting in that image of that rad boots there are two tags, one says tradable the other says not marketable. This may imply an intent to prevent buying some items with money and requiring they be traded for or found.
[QUOTE=Thor-axe;46264729]At least now hackers will be able to get real steam wallet money for the stuff they cheat to get.[/QUOTE] erm no
God I wish people would fully read a topic before rushing to the forums to post. Server owners will be able to limit blueprints to local-only and opt out of Steam-inventory blueprints being accessible on their server.
[QUOTE=Prodman;46264856]God I wish people would fully read a topic before rushing to the forums to post. Server owners will be able to limit blueprints to local-only and opt out of Steam-inventory blueprints being accessible on their server.[/QUOTE] You mean people should keep thier mouth shut because a rather signficant and argubly game changing option may be incorporated into their current game and server? I mean, why would anyone want to take issue with something that could potentially impact a game and server they are currently playing? I think its reasonable for either side of the issue to be heard on this...as it can and probably will impact a great deal of them when implemented, irrelevant of the options server owners have.
I may be wrong, but I think I remember last year people actually wanted persistent blueprints that carry over between servers. Market or not, its funny how the Rust community flip flops over how they want something, then don't want it. As for me, I honestly could care less. Unless you get on a server the moment it starts you already are at a disadvantage against people playing for a while. What harm is having blueprints in advanced, especially since its apparently going to be like TF2's random drops? Its not like knowing how to make a tier 2 shotgun somehow starts you with the materials to make one too. And as it was said, the market will probably be so over saturated that blueprints will be worth pennies at most.
[QUOTE=billy79;46265073]You mean people should keep thier mouth shut because a rather signficant and argubly game changing option may be incorporated into their current game and server? I mean, why would anyone want to take issue with something that could potentially impact a game and server they are currently playing? I think its reasonable for either side of the issue to be heard on this...as it can and probably will impact a great deal of them when implemented, irrelevant of the options server owners have.[/QUOTE]When did I say that people shouldn't give feedback about things they disapprove of? People should educate themselves before posting, yourself included. Don't put words in people's mouths.
[QUOTE=Prodman;46265165]When did I say that people shouldn't give feedback about things they disapprove of? People should educate themselves before posting, yourself included. Don't put words in people's mouths.[/QUOTE] Okay, I'll pretend you have a reading comprehension problem.... [QUOTE] God I wish people would fully read a topic before rushing to the forums to post.[/QUOTE] This is what most semi-intelligent people would say is a cricticism. You are criticizing people for voicing concerns over changes to a game they are playing right now.... Your reasoning for criticzing posters is something about server controls and how these make it okay because they can just choose which server to play on (which is correct albiet irrelevant), which does not change the fact that the current game and server they currently play on could be impacted by this change and thats what they are voicing their concerns over. You haphazardly insinuate they are uneducated about the posting when in reality, your comment or "education" does nothing to change the simple fact that this could, in fact, impact a sigfnicant number of players, irrelevant of your "server owners" comment that you based your criticsim on. I think you need to understand, the basis for your comment (server control) has no relevancy to the issue that is being dicussed which is a game changing feature that will impact current users, irrelevant of server control, consquently making your criticism, irrelevant. You need to look in the mirror and open your mind to criticism, if you are going to be critical.
Guys, lets focus on the point of the thread. How much everyone hates non-cosmetic blueprints on the steam store. If you really have to continue this, join a server somewhere together and try and bash each other's brains out with a rock.
Microtransactions have no place in this game whatsoever. This is really obviously a desperate moneygrab thinly veiled as an "exciting new feature" and it is disgusting to see them stoop to this level.
[QUOTE=actioninja;46265280]Microtransactions have no place in this game whatsoever. This is really obviously a desperate moneygrab thinly veiled as an "exciting new feature" and it is disgusting to see them stoop to this level.[/QUOTE] go and fucking read before commenting
[QUOTE=Unemphatic;46265401]go and fucking read before commenting[/QUOTE] Why the hostility? Consider not posting when angry or drunk.
[QUOTE=Prodman;46264856]God I wish people would fully read a topic before rushing to the forums to post. Server owners will be able to limit blueprints to local-only and opt out of Steam-inventory blueprints being accessible on their server.[/QUOTE] I could be wrong but i'm about 90% certain the devblog was edited sometime between when it was first put up and what it is now. Right now it talks about blueprints for trousers and shirts. When it first went up, the examples were a pistol and shotgun blueprint. Can anyone back me up on this or am i completely mistaken?
[QUOTE=Roonsword;46265420]I could be wrong but i'm about 90% certain the devblog was edited sometime between when it was first put up and what it is now. Right now it talks about blueprints for trousers and shirts. When it first went up, the examples were a pistol and shotgun blueprint. Can anyone back me up on this or am i completely mistaken?[/QUOTE] I remember specfically reading about pistols and shot guns.... As much as I detest content purchases, I'd buy a hat for my naked guy.
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