Rust's Future - A giant list of possible changes, additions and content.
41 replies, posted
[QUOTE=Nogrim;43312668]i'm sorry you have to resort to insults, you posted ideas i gave a critique of them.
they arent all bad ideas just that they dont acomplish what you want with them.
all of the weight ones actually penalize new players who are gathering and carrying items like stacks of wood. would those not be the heaviest items? a new player is carrying 1000s of lbs worth of wood, unless you plan on making and m4 and kevlar ridiculously weighted this will only be slowing down the people they are preying on. you dont attack some one when your carrying a ton of loot, you attack some one who is full when you have bare bones combat gear you dont mind losing on.
it wont help new players, it will make them that much easier for advanced players to farm.
a lot of the ideas i shot down are beta features cloning weapons and re skinning them is not the point of alpha, the sling shot example its a great idea i want one too, but from the code side of things its exactly the same as a bow an arrow just a different skin and some tweaked values so adding it now is just bloating things that dont need to be tested, same goes for a lot of the animals. it adds nothing in terms of gameplay its just content, something to save for beta when its just a matter of cloning it and changing skins/ values.
the rest of your ideas only add the PVE aspect of the game when the focus is pvp your trying to add a bunch of fluff that brings nothing to the core mechanics or alters them in a way that is more rpg like.
rpg elements will only make a death that much more frustrating if it is wiped on death or meaningless if its not[/QUOTE]
I'm fairly sure most of your "critiques" were pointless insults and seemingly confused unrelated attacks at points I wasn't even trying to make.
Most of the idea's DO accomplish what I think would be good for the game and player's but they obviously DO NOT accomplish what YOU think would be good for the game and player's. It all comes down to whether the dev's and player's feeling's on these subjects has more common with my idea's and point's of view or yours regarding what will be implemented into the game down the road.
So you're telling me raiders run around with "bare bones" combat gear and have the attitude "don't mind losing", I'm not sure were playing the same game. Raider's run around with full kev, M4, enough ammo, Med kits and usually C4 and a bunch of planks or wood to make entry structure's into other bases and barricades if in an unfavorable position during a firefight. And you also think most newer players are running around with TONS of wood? the average 5 min in, new player in a med-high pop server still has what he started with and maybe 10-30 pieces of wood he rocked a few tree's to get. I'm talking about making it easier for brand new players to get started and learn the game without being chased down easily by everyone else including raiders and other semi successful players with handguns and clothing, not make it easy for semi advanced progress players to farm up tons of items. Make the brand new's faster, and the highly equipped slower, simple as that. No one that's played for more then 2 hours should be dumb enough to run around naked with 1000's of lb's of wood on them in dangerous area's learning from past deaths.
Did you read the title of my post? It say's "Rust's Future" not "add these to alpha or it's a daed gaem", Hence the FUTURE additions and content being mentioned and discussed.
I'm fairly sure the "focus" you mention of this game is NOT PvP, or PvE, it is SURVIVAL in any way possible/necessary, the idea is to leave it up to each individual player what they want to or are willing to do to survive, which can and will include options for all types of survival play not just players killing players, contrary to what you might think many people enjoy the building/exploring/cooperative game play involved in Rust just as much if not more then the PvP aspects of course depending on mood/goals/personal interactions within a server etc.
I didn't mention any RPG-like idea's besides proficiency - which would just make the game more rewarding for players who choose to focus on a certain way of survival and reward them for doing tasks over them killing every person they see and stealing their stuff.
I'm fairly disappointed in myself that I just HAD to respond and explain some of this.
[QUOTE=Rimtak;43309440]Compass seems unnecessary as the sun rises in the east every morning and the moon rises in the east every night, you can just use that?[/QUOTE]
This makes no sense. The sun and moon have always existed, and yet people have been using compasses for over 2000 years.
[QUOTE=Okxyd;43312871][QUOTE=The_Haminator;43309092]
[B]
2. Carry weight could slow down player to promote escape in newer less well-equipped players. - % based increase/decrease in move speed based on weight within certain margins.[/B]
It could be a good idea, but the advanced player should have a new transport mechanic to compensate from my POV (like horses or other mountable animals).[B]
3. Large amounts of resources to be carried slowly in arms to make it more difficult to raid and promote teams and teamwork - large amount of extra weight/inventory above max can be carried in arms effectively making carrier vulnerable and also forcing them to make decision to potentially have to drop resources and run/defend themselves instead of just getting to run off with all of someone else's loot without much difficulty.[/B]
Totally against, after few hours the "farming" become a pain so if in addition you are vulnerable as fuck... About the looting I don't see the problem, actually you can't empty a big fortress if you are alone or few, you have to choose the most valuable things and let other stuff in place.
[B]
4. blueprints and research kits make it to easy to possess strong items early and without much effort depending on RnG. - These should be replaced with studying an item you've found (only ones that are craftable) to be able to craft it yourself. This could take a moderate amount of time and cause an increase in food consumption along with requiring a workbench.[/B] Against, I still spend a lot of time doing nothing when I wait to build a wall, I don't want to spend more time to research something.
[B]
5. Factory and precision produced weapons, ammo and items should NOT be craftable in any way to make them more valuable and rare. - They should only be attainable through airdrops. and not be able to be reproduced by players.[/B]
Against, there is only advantages to stack with about ten of friends without any drawback, if the few big groups are the only one with big stuff it will be just unplayable for lonewolves/little groups. I actually play with approx 10 mates, we simply stomp the server and the other guys are well equiped, but there is always tension when we raid a house because the guys inside have the same guns and can defend, if we are the only one with big guns there will be absolutely no interest. However I think guns/C4 should not be the "only" center of the game but I think everybody should have the opportunity craft a good Shotgun to defend his house.
[B]
12. Proficiency levels for some aspects of the game that decrease without use and decrease faster the higher level of proficiency acquired. (say 5 levels for basic things like archery, building, crafting, etc.) This may be to RPG like for the games direction/goals the dev's have.[/B]
Totally against, I like RPG but the interesting thing in Rust is everything is concrete, there is no artificial abilities which are determined by numbers or any XP system. Your skill come from your experience, not from an artificial rule. Actually I find the system very simple, add things on it will just make it more complex or frustrating without any plus.
I agree with other propositions, I definitely support a more hostile world with more dangerous monsters or climatic conditions (Stalker Emissions <3).[/QUOTE]
You make well explained and intelligent arguments against some of these idea's so I will respond at an equal level to your reasons against
3. I think your mention of a horse for advanced players would fix the issue you see with a mechanic like this, and currently most smart raiders will only raid other large groups when they know they're offline so leaving behind stuff isn't that common due to inventory space, they just make more trips and slowing them down if they choose to carry more would be a tradeoff, Slow and vunerable for the ability to carry say 75% more stuff then your inventory can hold vs not so slow and being able to defend yourself but having to make more trips, again just a rough idea.
4. Besides the idea that a naked guy could end up with an M4 before he even has clothes and a shack is kind of unusual. I also think this is necessary to make progress into "end tier" stuff more gradual. I do agree that most crafting right now takes to long and obviously many agree as most community server's are instacraft or 1/2, 1/4 craft speeds so we are not alone in that regard.
5. I had made mention about other smaller plane drops as sort of a way to make "factory built" uncraftable stuff potentially more available for less advanced and lone survivor's. I large group of raiders may not make a small plane drop 2 km away a priority especially if they happen somewhat more frequently. the large groups are much more likely to go after the large current plane drops. We both know it's not as simple as one large group getting every plane drop as the map is large. It would not be worth it for a crew of 10 to run 2km in hopes of finding a singular small crate with say - a compass, helmet, 9mm handgun and 40 rounds of ammo. Do you see what I mean? It would be a way to make those "civilized man made potentially uncraftable" items available to everyone regardless of whether they are solo/naked, etc.
12. I do agree the proficiency levels idea may not be needed or necessary but it would add a feeling of progress/reward to the game for doing certain things more often. As of now there is not much reason if you find a handgun early to NOT just kill someone and take there stuff instead of farming/hunting on your own. this would be a way to make it worth hunting with a bow, mining metals and rocks, rather then just killing for everything constantly. I don't think these levels should make large changes, for example. say for the bow. level 1= 10% faster bow draw speed, level 2= 10% faster firing rate, level 3 = 20% harder shot (faster arrow speed), level 4 = 10% faster walking speed while aiming, level 5= a small extra bonus to the past 4 levels increases say 5%, 5%, 10% and 5% respectively. and again these levels could diminish without using that particular item/action.
Thank you for the well put critiques.
[U][B]Suggestions:[/B][/U]
[U][I]Clothing Dyes [/I][/U]- Red, Blue, Black, White, Yellow (purple, green are examples of mixed colors)
crafted by picking appropriated berries. Red from cherry/strawberry, blue from blueberry, yellow from sunflowers. Mix colors like red + blue = purple, yellow + blue = green, etc.
[U][I]
Safe [/I][/U]- used to store away important items. Only unlock-able with a combination (ex . 123456 or 000000)
[U][I]Horses[/I][/U] - can kill for food, hide, etc. Or to tame use craft a saddle and horseshoes.
[U][I]Gloves/Gauntlets[/I][/U] (new armor slots) - we have helmet, armor, pants and boots, no gloves at the moment.
[U][I]Additional resources [/I][/U]- Iron, bronze, silver, gold, coal, platinum, diamond, sapphire, ruby, emerald, etc. ( smelt iron + coal = steel). Use these new resources to make new sets of armor pieces. Ex. Gold Gloves or Gold Armor
[U][I]Character Customization[/I][/U] - ability to adjust how characters look and female player models.
[U][I]
Emotes [/I][/U]- like bow, wave, dance, cheer, etc
[U][I]
Weaponry and Armory [/I][/U]- more guns and melee weapons like falchion, scimitar, blade, swords, daggers, knives, etc. More armor like bronze chest plate, silver gauntlets, etc.
[I][U]Bags and Backpack[/U][/I] - Bags/backpacks to increase inventory sizes. Which can be looted as well. Cloth bag (6 slots), Leather Bag (9 slots), Silk bag (12 slots), etc.
[QUOTE=Cheesemachine;43313031]Firstly, Haminator, if you can't take negative critiques about your own I don't know why you're giving them to the devs.
Secondly:
1 - The inventory idea, to me, sounds purely awful. People who suggest it and even praise the idea for it are simply deluded (no offense). I have played games that try to be realistic and it's terrible.
2 - How shitty. So what, you want us to build wheelbarrows to carry 30 planks of wood? ... Surely we couldn't carry that much ourselves. So wood is fine, but an M4 with ammo would be heavier? The progress level for every person in this game needs to be on equal value. If things had a weight to them, with inventory space, new spawns would barely be able to progress without high-end players coming in and killing them.
3 - LOL. Same as what I said above.
4 - I truly don't know about this one to be honest.
5 - So what... You're expecting modern weapons to only be dropped via the airdrops? What happens then when the first person gets the first airdrop, how are people suppose to compete against them in the next airdrop when he's the only one with the weapons. No.
6 - I don't like the suggestion.
7 - This is probably the one thing that I agree with.
8 - This isn't Day Z --- XD[/QUOTE]
Cheesemachine - I am happy to receive well explained and justified critiques over ones like "go play such and such if you don't like this". that is not an intelligent response let alone a critique.
1. To which games are you referring? Ever played the Stalker games? I feel an upgradable inventory would add a deeper level of progress, I'm not looking so much for a realism like idea here, because that would be ridiculous and make the game unplayable if a character could only carry say 50 lb's of wood at once, but there could be some way to penalize (by loss of move speed for example) a player wearing heavy/stronger armor and weapons and make newer players carrying smaller/weaker equipment faster as a trade off and help for their survival.
2. Again I'm not talking about REALISM here, weights etc could be balanced to favor common new player item's/loot. you have to remember the goal of these suggestions are made to help newer players, use your imagination, Equipped items could effect move speed and inventory could stay the way it is. So equipping kevlar would slow a player down more then equipping cloth, but inventory could be controlled only by stack amount and available space. Get what I mean? This does not have to be realistic I'm just looking for ways to make it easier for the new guys
3. I addressed this in a past reply
4. I also addressed this in the same past reply. Basically some smaller plane drops more often along with the normal major drops right now. This would make it much harder for strong and over powered groups to control the flow of manmade stuff coming onto the island. And don't try and tell me just cause another player got an M4 they are an unstoppable force I've killed many players 1v1 and even 1v2 with my bow when they had modern weapons and better armor, this is where the variable of tactics and skill comes into play not just strength of weapons and armor being the only factor for success.
6. May I ask you to elaborate on way you don't like this idea?
8. Actually this IS like DayZ's items spawns. Currently they spawn in permanent locations and not within permanent containers like Rust's items do so I'm confused with your response.
[editline]26th December 2013[/editline]
[QUOTE=Coyoteze;43313058]Wolves in small packs? Only if they have a harder time noticing you - or if you could outrun them. Because right now - holy fuck, if a wolf finds you and you have nowhere to go, you might as well give up.[/QUOTE]
Currently you can outrun wolves without issue, and to make it even easier and quicker you can just juke them across some boulders. There is no reason for a new player to die from wolves right now unless they try to fight them or they stop moving. Fast (Bright Red) zombies on the other hand can be a bit more troublesome although you can run from them indefinitely and again can easily juke them out on boulders .
[editline]26th December 2013[/editline]
[QUOTE=saltychipmunk;43316229]why dont they just remove wood piles and buff how much and fast you gather wood from trees
like 3 per hit instead of 1 with 30 wood per tree instead of like 11 , why the hell is wood in random piles anyway.[/QUOTE]
This is likely just a product of it being in alpha, I'm sure they will come up with something better by release.
"Giant"
- knife, wooden stick, poisoned arrows (bleed effect), catapult (shoots small rocks), Crossbow (better aim then normal bow)
- Keys for friends
- Weather Seasons
- Making own designed clothes (diffrent colors)
- Compas to find ONLY your OWN house/stack (without a map.. just North East South West) share it with friends so friends can find your house or stack you have hidden somewhere:)
- small wooden trailer to carry some more stuff (visible to others that u carry the trailer behind you)
- player voice emotes
- able to build on 90 degrees hills like in the mountains
- better display of player names
- party system (so you cant harm your friends by accident)
- maybe a whisper system, so you talk to friends in private without 3rth party software
- maybe stone walls so people need more c4 then for metal walls
- more house building options like bridges between 2 buildings
- parachute for jumping of cliffs or high towers
[QUOTE=Rimtak;43309440]Compass seems unnecessary as the sun rises in the east every morning and the moon rises in the east every night, you can just use that?[/QUOTE]
IF I CAN CONSTRUCT A DAMN M4 then I want a DAMN COMPASS =)
Come on...its laughable to argue against a compass. If we can construct something developed in the 1960's (i think if I recall correctly) then I want something they had previous to Jesus Christ walking the earth (NOT A RELIGIOUS COMMENT!!! He was a real person....its up to you to think who and why he was here).
Those are my thoughts!
-Dan
A simple compass would be a good idea.
Land Nav Baby!
[QUOTE=ochie;43317765]IF I CAN CONSTRUCT A DAMN M4 then I want a DAMN COMPASS =)
Come on...its laughable to argue against a compass. If we can construct something developed in the 1960's (i think if I recall correctly) then I want something they had previous to Jesus Christ walking the earth (NOT A RELIGIOUS COMMENT!!! He was a real person....its up to you to think who and why he was here).
Those are my thoughts!
-Dan[/QUOTE]
I agree with your argument for a compass here but the weapons being easily craftable is only in the alpha for testing purposes AFAIK.
The "weapons" are mostly placeholder by the way, I doubt there will be M4 or P250 during a long time when the art direction will be chosen.
It's been 2 weeks I'm gonna bump this to see if I can get some more feedback.
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