• Items break TOO FAST
    201 replies, posted
[QUOTE=Sievers808;44056654]I think many people are playing on nearly empty servers with little to no threat from other players. They can run around from node to node all day long and not have to worry about a thing, so of course they'd break 10 pickaxes a day. When every single node counts, when you have to gather under cover of darkness to not get murdered for your ore: THAT'S when the current durability rate makes sense. Besides, even if your pickaxe only gets you 20 nodes, isn't that WAYYYY more than what's necessary to make 10 more pickaxes? Just because you can be flush with resources after an hour of game time anymore doesn't mean the mechanic is broken or unbalanced, it means the game is changing and you might just have to change with it.[/QUOTE] Yeah, when I was testing the M4 durability one pickaxe lasted almost all the way through gathering enough metal ore and wood for 55 LQM (went on an empty server to do it). Wasn't counting the rocks harvested but rust wiki tells me that's around 150 metal ore and a couple of hundred wood. Compared to that repairing the pickaxe is a trivial cost. On a busy server the risk of losing the pickaxe is probably greater than managing to break it once.
[QUOTE=Dreldan;44057089]I ran around and collected a ton of resources last night, I'm on a low pop server so i was able to collect 250 Metal ore/Sulfur, and and over 1k wood with like 2-3 pick axes. I don't know what you guys are complaining for. I know that the resource haul i pulled in one run is far greater then that of someone on a high pop server. Nobody gets to gather that many resources untouched on a medium/high pop server, meaning you would never go through 2 pick axes in one resource run. If you are able to go through an entire pick axe in one run then that means you gained a lot of resources and can afford to repair or build a new one. Also used a pistol i found to kill many wolves and bears and it still has a lot of durability left. They wanted to decrease how much the better military weapons were used and that is exactly what they did. Get used it this is a survival game, not call of duty. They never intended to have everyone running around with machine guns killing each other all day that isn't what type of game this is.[/QUOTE] I agree with this statement, albeit I hope they implement durability wear dependent on use. Hacking down a couple bears shouldnt ruin a hatchet, and shotguns should probably last more than 96 shots, so they can continue to be used to hunting animals as they would in real life.
Durability will go definitely through tweaking... it's the first released iteration, butI think it's great. I am completely and utterly in-favor of having durability. My main reasoning is around the need to make important items more scarce (wholistic), and secondarily so that there is a reason to continue farming after you have good weaponry (specific). Bravo.
People on both sides of this argument are making it seem over complicated. For those of you who think it will tone down KoS, it doesn't. I always had too many guns in the first place and now I might actually have to use some of them instead of just keeping them tucked away as a reward for the first group to raid my base. Plus everyone is on an equal playing field meaning if I am having trouble keeping my kevlar and M4 in good condition then the opponents are probably having the same problems. I will still shoot the geared out player or the naked player that gets too close because the same risk/reward situation is in effect. That naked guy could still have a shotgun and that geared player could still follow me or attack me. Spending some durability to stay safe is not going to drastically alter most players behavior. On the other side it is not that difficult to bring an extra pickaxe or craft another hatchet on the fly. The only reason it is somewhat annoying is the armor, but even there I just take it off once it is almost broken. If you hate it wait for community servers that have it disabled otherwise enjoy the new feature.
[QUOTE=Dreldan;44057089]I ran around and collected a ton of resources last night, I'm on a low pop server so i was able to collect 250 Metal ore/Sulfur, and and over 1k wood with like 2-3 pick axes. I don't know what you guys are complaining for. I know that the resource haul i pulled in one run is far greater then that of someone on a high pop server. Nobody gets to gather that many resources untouched on a medium/high pop server, meaning you would never go through 2 pick axes in one resource run. If you are able to go through an entire pick axe in one run then that means you gained a lot of resources and can afford to repair or build a new one. Also used a pistol i found to kill many wolves and bears and it still has a lot of durability left. They wanted to decrease how much the better military weapons were used and that is exactly what they did. Get used it this is a survival game, not call of duty. They never intended to have everyone running around with machine guns killing each other all day that isn't what type of game this is.[/QUOTE] Yes but on a high pop server you have more competition for resources and a MUCH higher chance of getting rolled for your stuff, which means you are loosing twice as many tools. Essentially slowing the process down even more. I don't think anyone has a huge issue with item decay they just want to find a balance, so it doesn't turn into a grind fest.
you use a pickaxe on a sleeping bag.. 1 hit is -2% on the pickaxe.. How does hitting a sleeping bag 1 time degrade the pickaxe 2%? soooooooo lame. Another issue is bears.. Why is 6 P250 hits to kill a bear but 4 arrow shots that do 65 damage a hit. I think something is wrong in all these values.
I don't mind deterioration from use. I mind that it's retardedly quick.
[QUOTE=Sievers808;44057001]...no one is going to put many decades into a video game. [/QUOTE] You have heard of Mario right?
[QUOTE=Ceil;44059736]You have heard of Mario right?[/QUOTE] No... you misunderstand. Mario is a [I]franchise[/I] that has certainly existed for decades. However, I seriously doubt that many people (if anyone) have put a decade worth of time into a [I]single[/I] Mario game. Try harder next time. :zoid: EDIT: For a frame of reference, a decade is between 87,600-87,672 hours (depending on leap years). Send me a PM when your Steam account shows that many hours in Rust.
We all signed up for this medical testing so stop complaining about the third arm growing out of your back.
Everything breaks too quickly, I feel like I'm coming out of the dollar store when I craft new tools and armor.
I haven't read through the entire thread, but I disagree with removing durability. It's a logical step in a survival game. There are server settings to change it if you don't want it. [quote]conditionloss.damagemultiplier : Multiply the amount of condition loss when it happens (default: 1) conditionloss.armorhealthmult : Incoming damage is multiplied by this and applied as condition loss to armor i.e. 100 dmg * 0.333 = 33% condition loss (default: 0.25)[/quote]
Maybe they should implement the ability to craft the different grades of items individually. Like "Shoddy Pants" vs "Perfect Pants", with the obvious pros being affordability and cons being durability? I do agree that the durability is AWESOME, but needs it's tweaking. Dieing once should not equal broken kevlar. Well done Facepunch, Keep up the improvements.
Another vote for a [B]DISAGREE[/B] It can be tweaked a little bit but definitely [B]NOT removed[/B] The reason is that I harvest 100+ hr. of the game in crowded sv. and it doesn't seem to be a problem gathering resource as u cannot find more than 5-6 nodes a time before u gain free ammo, shot in the ass, I mean :v: as for a tweak, I prefer [B]more durability for armors but less for guns[/B] :rock:
Why not compromise, go in-depth, customize the level of durability loss on all items based on what it is used on. Hatchet/Pickaxe loses more durability to rocks than wood/animals/people/sleeping bags/etc. Armor takes less of a hit from arrows and lesser damage weapons, especially at range. Guns are different in the regard that they lose durability based on rounds fired.
At least they made a nice washout for stuff which already started to overflow moderate servers. By the way, it is such a gag to have ur gun broken during the fight. And next moment u release ur axe just to notice it is also useless. Same with ur opponent. Finally, u both leave abashed. Peace.
[QUOTE=Sievers808;44059765]No... you misunderstand. Mario is a [I]franchise[/I] that has certainly existed for decades. However, I seriously doubt that many people (if anyone) have put a decade worth of time into a [I]single[/I] Mario game. Try harder next time. :zoid: EDIT: For a frame of reference, a decade is between 87,600-87,672 hours (depending on leap years). Send me a PM when your Steam account shows that many hours in Rust.[/QUOTE] On a serious note.... I played Asherons Call for 14 years, on the same character, but there are only around 400 people in the world who can say that... most others werent around at beta, etc. If you count the people who take yearly breaks or dont play often, then its probably around 2 to 5 thousand people. And there are very few who have the same weapons, but I still have a prepatch Hoary Robe... It just isnt relevent to pvp anymore. ^_^
iam really pissed... i've lost all my motivation to keep playing Rust. i had so much fun before and was very thankful for this game. compared to DayZ, it was very "purposeful". no unnecesary realism like stupid rotten food, blood bags with blood type testing (wtf?) and so on... durability kills everything for me. it makes no sense. i really didn't understand why people cried about the removal of zombies, as the gamepaly itself didn't change. but now i need to cry here because the gameplay was changed significantly :/ all of us were forced to play the way the devs want us to play. i don't think that supposed to happen. [B]its just a way to FORCE people to play this game differently.[/B] its unnecessary realism!!! its interrupting our game !!! i don't know if i remember it right, but didn't Garry once said that the community can play this game like the people want it? and facepunch is just providing a sandbox with all the tools? seriously, why is every game i like getting patched to death? its always the same routine. awesome game -> people get killed and cry on the forums -> devs nerf this and that -> game remains mediocre
[QUOTE=Yulin;44044966]Um, some of us do. Folks running around with stacks of guns and armor isn't good for the game. Having them have to think twice about firing that gun and is it worth it is. IMO[/QUOTE] The problem is that everything is breaking way too fast, and it's a major interruption to gameplay. Yes, having people kitted out in insane kevlar and M4's is not good for the game. I had to play on a very low pop server because when I went onto a 50+ server as a fresh player, I basically was getting shot every time I tried to gather any resource. And when I finally did get resources to make someone, it would be broken almost immediately. Things like Kevlar and assault weapons should degrade fast. They should be the, "Oh shit" weapons you break out when you want to start a war, or defend yourself from raiders. Not something you just carry around for fun and let off 300+ rounds at anything that moves. It should HURT when you lose them, like in DayZ when you lose your awesome M4 with all MAGPUL parts (before duping, that is). But leather armor? Pick axes? Hatchets? Losing them after a few minutes of harvesting requires you to either carry around a bunch of them, or constantly run back and forth. It also eats up too many resources that can take a while to make, even with a work bench. While some find this fun, it's clearly just a timesink to artificially extend how long people play. It's alpha though, so people are going to get bored fast with the lack of available things to do.
[QUOTE=Dreldan;44041965]So maybe killing all those nakeds won't always be worth it? It really isn't that hard to make another m4 once you have it researched. They want to scale back the usage of military weapons so... this seems to make sense to me.[/QUOTE] If it's have been made for that, that wow nice solution. I did not try this new thing but 150 shot before repair don't appear to be a problem.
[QUOTE=DevilsPox;44057764]Durability will go definitely through tweaking... it's the first released iteration, butI think it's great. I am completely and utterly in-favor of having durability. My main reasoning is around the need to make important items more scarce (wholistic), and secondarily so that there is a reason to continue farming after you have good weaponry (specific). Bravo.[/QUOTE] Sure, having durability gives the game more difficulty, but please, you get shot 5 times and your armor set is totally destroyed xD
durability will go thru tweaking? why should it? conditionloss.damagemultiplier "1" = default conditionloss.damagemultiplier "0" = no durability loss 0.1 would be 10% of the current loss, 0.5 half... conditionloss.armorhealthmult "0.25" = default (1=100% after taking 100dmg) conditionloss.armorhealthmult "0" = no armor durability loss upon taking damage Its calculated on 100 damage. 100 damage taken by the player would be 0.25 durability loss = 25% since 1 = 100% Have fun tweaking...
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