• What are the plans for Rust's endgame?
    77 replies, posted
Give that game the time it needs, an Endgame were awful. Think bigger, maybe a server can raide/attack another server or something like that. ^^ Thats were fun yay.
I hate the idea of "Endgame" in any MMO but I think it's especially inappropriate in a game like Rust. Instead of Endgame, I'd prefer that the world gradually evolve and maybe even goes through "Ages" similar to the Civ series. It would be even better if players were encouraged to work together in order to prepare for certain events such as famine, disease, alien invasion, giant monsters, foreign armies attacking from overseas, natural disasters, or whatever else their imaginations can cook up. This game has a great foundation and so much potential to become much more than your run of the mill zombie survival game.
There will never be an endgame. In the Future I hope to see things like this be introduced: 1. cities and towns will be implemented. 2. Other islands will be introduced. 3. Travel to other islands by boat or plane? 4. Nations will be formed by players 5. Nations will go to war with each other In terms of introducing conflict, I think in regards to the whole Zombie theme, having zombie hordes ravage through areas (e.g. attack bases, colonies) might be a good idea. It would allow players to put aside petty differences and work together for the greater good. Just a thought.
[QUOTE=DastardlyDog;41209322]I would agree with you but I think it depends on how we are defining endgame. For instance with WoW theres a definitive moment you are at end game, level 80 or 90 or 150 depending on which expansion you're on. On the other hand a game like Rust has an endgame but it less definitive and more "you know it when you see it". If you see a new player with a hatchet, obviously not endgame, and experienced player with every piece of armor, every gun, and a badass house to match it all well they may be at endgame, what more do they have to do? Now as I have said before I have not played Rust so it could be that when a player gets to the point of having everything they still have something to strive for but at a first glance it seems to me there's the potential for more.[/QUOTE]
The nice thing about an open-ended game is, if you want end-game conditions, you can just define your own i.e. "I want to take over an entire island" or "I want to craft every item in the game"
To the OP. Create society. Create a impenetrable base. Attack the strongest people and win. I dunno... It's a sandbox game. What are you trying to do in it? I'm trying to build a raid proof home and develop a community among all the sociopaths who kills and steal from everyone. We're about to start hunting the server's griefers too and see if we can shut them down. And that is if the alpha never progresses. This game is going to be good.
Hopefully there's a ton of plans. If we qualify the endgame as "getting Kevlar, M4, and a decent sized base", that is all achievable [I]very[/I] quickly. The game basically comes down to build and raid. Not much depth there at the moment.
[QUOTE=Ramirez77;43574171]Hopefully there's a ton of plans. If we qualify the endgame as "getting Kevlar, M4, and a decent sized base", that is all achievable [I]very[/I] quickly. The game basically comes down to build and raid. Not much depth there at the moment.[/QUOTE] You could say that of any game where your goals are to build up your character and defeat enemies. I mean, how much does basic gameplay really change between the beginning and end of GTA or Final Fantasy or any kind of game whether it's open-ended or has a story line?
Wow this is one old thread. I remember posting here back in June. [QUOTE=jackool;41214040]Completely agreed. I like the whole 'freedom' aspect of things.[/QUOTE] I still don't really want an "endgame", my opinion hasn't changed.
build a civilization on this brute island should be a great endgame.
how about each map has a giant, radioactive hole on it and there are mutants or similar creatures coming out/spawnig and being attracted by population/spreading around he map. time goes by and the creatures are getting more and more making, it continously harder to defend the home base(s). or there's a small switch hidden somewhere around the map. if you press the button, the island will be nuked with a a-bomb. would be nice standing on mt. everust, seeing the impact and a mushroom cloud and everything going to hell, before the wave hits you. or being the center of the impact! or maybe both. :) too much threats everywhere, time to go out with a giant "boom".
[QUOTE=flagsteeler;41226707]The only endgame I know of in Rust right now is knowing all of the crafting recipes available.[/QUOTE] I would add having more resources than you know what to do with and such an intricate base system that you can virtually never be forced to start from scratch to that list.
[QUOTE=Elementium;41214737]From what they said about what they wanted to add (get rid of zombies, replace with something else. Add more building materials, electricity, turrets etc) My guess is that the "end game" is for groups to come together and build towns and cities that function almost like Minecraft servers, with shops and stuff like that. I could definitely imagine groups building well defended cities full of trustworthy people and then just making their own fun. "Come to the area for Deathmatch! Winner gets such and such!". And in regards to them replacing the zombies.. How about NPC bandits? Just groups of bandits that grow larger the longer they're allowed to live and actually use what they get off players they've killed? They roam randomly across the map and attack players and even structures if it's in their path? Then you could introduce different kinds of bandit groups and hell even "rare" bandits that might drop a blueprint for a rare item.[/QUOTE] i think the idea of groups of AI bandits is amazing, id love to see something that gave real players a reason to come together and help eachother out, because the zombies dont do that. they are easy to avoid, and deal with. but a group of 10 bandits in leather or kevlar armor, that would be something you would need a team for. however, if they are going to have tons of bandits running around the map killing everyone, and destroying every player made building they come across, then the map would need to be bigger most likely... the current size of the map, as a player you can run the entire road in a circle in 1 in-game day. so the AI would make it impossible to get setup unless they had designated paths they were forced to follow. but that would make it terribly boring, and easy to avoid, once again, meaning everyone would just be killing eachother, instead of the true enemy.
End-game is at the top of the food-chain.
[QUOTE=DastardlyDog;41207155]DISCLAIMER: I have not played the game so some of these ideas may not be coherent with how the game currently functions. I think the idea of guilds or "tribes"(working title) would be great. For instance you could build up a tribe base and maybe introduce farming, growing of trees, large scale smelting into the game and make it so those things can really only be done in large groups of people. Then maybe allow those tribes to "hire" NPC's to guard their base (for a large fee of course or a daily/weekly/monthly wage) to help protect the base 24/7. Using this a tribe could basically build their own city and you could have waring city-states. Tribes could also make alliances or go to war with other tribes fighting over land resources etc. I feel like this could also be cool because not only could you have large scale cities purely run by a large tribe but smaller tribes who specialize in tree growing, farming of even a "bandit" tribe who takes control of small portions of the map. Essentially I am thinking of something similar to EvE however because of how rust is set up a new player with a m4 can still kill a far more experienced player with relative ease.[/QUOTE] I don't want any end to the game per say however some kind of "end game" or very high level content that can only achieved by cooperation of players sound great, i like the ideas of advanced cities and farming though, ncp traders, assassins and bodyguards for hire sounds good though, more advanced role playing elements are wanted, think minecraft vs skyrim vs sims.
This thread is old, who is gonna start a new one? I Dare you. Seriously, I dare you too.
Best end game for Rust is when Role Play will happen. Otherwise, it will grow boring pretty fast.
I think it would be interesting to see the rust mapped changed and to only have one gigantic rad city. The rad city would gradually become more heavily radiated as you ventured closer to the center. Also the closer you got to the center of the city the number of hostile NPCs would increase dramatically. I would also place limits on to what could be easily crafted. I would force players to find generators and power sources to power mills and lathes before they could craft firearms. Weapon blueprints would be made a complete rarity and heavily guarded secret. Discovered items may also come in pieces for instance you might find different gun parts, but not the whole fire arm such as barrels, slides and frame. I think this would keep people venturing into the rad city. I think something like this would create a never ending gameplay where players would be forced to band together in order to achieve the same results we get through 5 hours of farming.
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