• No lifers ruin this game?
    66 replies, posted
The real issue here is that for people who've accomplished most of what can be done in the game (which apparently takes little time), there's currently nothing else to do than to give other players grief. So I get it at that level and understand why that gang of 14 year olds won't leave me alone long enough to even build anything beyond a basic shelter. I mean, truly, taking advantage of those that have less, and are of weaker positioning, is definitely the "current" end game. I can't honestly expect any less out of Johnny and Timmy than to continue to kill me on sight, and to constantly seek out my new wooden shelter, tear it down and take my 100 wood logs, 13 bits of fabric and 23 rocks...just for kicks. I mean there's no other value in doing so other than to just get off on being a big, bad bully. So far, in the entirety of my 8 hours invested in the game, I've been sent to jail without passing go no less than 10 times. I got excited last night when I woke up at 3 in the morning and verified I was still alive in my new shanty shack with fancy metal door...only to find that when I got up before work at 7, that there I was again, newly risen from the dead, and homeless again. So, what can even scratch the surface of solving the issue and bringing some equalization for us who have an hour here or there at best? 1) Give people something else to do...which will come in time. Content will only come so quickly, and with it, will only distract for a few hours at best until the "that was cool" effect wears off and the "let's kick somebody's ass just because" effect reinstates. This is the ultimate solution, but will take far too long before enough content is in the game to make beating up the homeless not the national pastime. It's unrealistic at this stage. So.... 2) Implement better small base concealment options for us bottom dwellers. Instead of the only viable option being striving to build impenetrable skyscraper fortresses, give us shovels and let us dig small one-room burrows underground, in the side of a hill or mountain....with entry doors concealed by rocks or shrubbery. I'd rather live in a hole in the ground, able to actually keep what little I work so hard to scavenge, than to continue to build "Hey, here I am, come tear me down and take my stuff" shacks and shanty's. I realize that if you make my entry obvious enough for me to find it again, it will more than likely be obvious enough for everybody else to detect as well. So... 3) Just let me bury my stash. Again, give me a shovel and now let me dig a hole and put my storage crate in the ground. Yes, this would net the effect of people running around with shovels trying to find yours and other's "buried treasure"...and maybe potholes across all the landscape...but that in and of itself might give Johnny and Timmy something to do with their time other than just blowing up my shack. It's also on me to remember where the hell I dug my hole, but here again, another dimension added to the game and another option as opposed to essentially handing over my stuff every 24 hours. Again, probably harder than I think to implement. So... 4) Let us fight back by giving us some home defense options. I wouldn't mind being raided and killed if I knew at least Timmy was taken out in the process. Really, the reason "pillaging the weak" is such rip-roaring fun is because there's absolutely no risk to it. It's all upside...I can feel so powerful knowing I just ruined somebody's day! So let me craft some primitive (or not so primitive C4 or shotgun on a string) options for ensuring that if there's a B&E in the neighborhood, I can get at least a chuckle out of the adolescent body parts that were strewn all over the front yard. Add a little risk to what's now a given reward. This idea might take some work though, which is a strong deterrent to getting anything done in life. So... 5) Just get rid of C4 until the game is more fleshed out. I can almost live with dying every time I run into Johnny and Timmy (how many times they going to cap me and run away saying "LOL...Wat a Noob!"), but let's make it really, really difficult to bust somebody's door or wall down (note: not impossible...but really, really damn hard. Make it take a real commitment and create a much needed time-sink at the same time). I actually think the secondary benefit (or are we up to 3 benefits?...I've lost track) would be that everyone would have much more liberty in building cooler designed homes/forts/castles or whatever. Design in it's current state is limited to anti-raid strategies for building. It's been stated a million times before...most of these designs are uninspired and down right ugly too. Anyway, any of the above would improve my lowly quality of hunter/gatherer life and while I won't be rolling with the Jones twins any time soon, at least I can stay engaged with the ability to feel a sense of security and accomplishment.
Well, Garry has stated that there are some significant difficulties to allowing us to dig. While that may not be possible, I'm sure a lot of us are anticipating some sorts of trap options in the future, as well as more concealment options for small bases. For the time being, set up shop far away from anywhere new people spawn in, perhaps even outside of the radius that nodes spawn. If you set up shop north of Portugal Mountain the chances of someone out gathering running across your base is quite low.
I'm amazed at some of the replies to this thread, with people saying "suck it up" and other random nonsense. It's an alpha game, we're testing it and giving feedback to some degree (though most of the time it comes out as a rant). As I see it, the current issue (which will probably be fixed with a bigger map and more resource locations) is that the guys who either have a group of 3+ or play during the night constantly sends people back to the stone age while maintaining their advantage. Wipes are fine, but there is a limit to how many times I can stand starting over from scratch in a day. Either defences needs to be buffed (which would be strange considering the goal of the game), or some degree of constancy needs to be introduced. If something is not done the playerbase will wither down to the most hardcore and the people with the biggest friendslist. And before someone throws the "I killed a full kevlar within 15 minutes of starting" at me: You got lucky and this is not what the majority experiences.
@Beast Mastese and Zomgpewpew: I really liked both of your comments. As I mentioned in other topics already today. The only goal you really have in Rust is to get Kev, C4 and M4. If you are the first survivor on a wiped server you have nothing to fear. You can start farming day and night and with more or less luck you have your 3 goals in 15min to a few hours. What I think the game needs are more threats from NPCs for example. You can run like 24/7 and faster then a wolve or bear in this game. I recommend: "Kids, dont try this at home!!!" :smile: That should be changed! Maybe the red and normal wolves and bears could react to torchlight, flashlights and laserpointers directed to them at night and make your night a real nightmare, where you wish you had sth like the tent I read about in another thread. You can use the tent mobile like the sleeping bag and hide in it with place for a campfire and a sleeping bag in it. You may have to use the night phase to sleep like in real life to regenerate energy. Maybe you start to suffer from staying up 24/7 till you die without sleeping for a certain time. Then in another thread I read about the idea of a radio, that you can tune in a frequency to spy other players from maybe a different party planning stuff. Or there would be an NPC military that would patrol in the city and along the roads, trying to deny you from the resources laing around you could here their transmissions coordinating her actions and sneak through them. The military should also be protecting the airdrops and you can use the radio to hear where the drop will land and you can coordinate your team to fight against the military NPCs and maybe have to get a key to open the droped packages you can find somewhere in the generals office. One Idea I had myself is about the usage of tools and weapons. I like the fact that tools have a limited lifetime now. But it can be upgraded to be more realistic and exiting and less frustrating then crafting 20 hatchets a day. Maybe you would need certain tools for certain tasks. A pickaxe could ony break rocks efficient, to gather wood you need a hatchet. To get meat out of animals you will need a knife. All these tools will loose efficiency over time like you will need to sharpen your knife and hatchet on a grindstone from time to time to get more or faster material gathering out of it, till the material is so old that you have to replace it completely. If you don't care for your tools they will break faster then if you sharpen and clean them. (My grandfather never needed a new hatchet after felling 5 trees with it!) As like with sharpening the tools you can be forced to take care about your weapons. Military weapons can be used over decades if they are treated well in real life. You can integrate the need for you to clean your weapons and oil them to keep them in good shape. If you treat them bad they will jam in a crucial fight and you will die! Also I find a lockpick in the game currently for no reason. I dont know what is planned with it, but I would like to see that you need train your skills with it to start opening the small wood boxes and after a while you will be able to get to the red, green and white boxes till you can access doors with which will require a lot of time to achieve. I hope this game will develop to a n1 survival MMO with different parties you can choose to start with, the good or the bad if you want so, with classes or skilltrees you can follow and level up, so everybody in the party will get his role for the group nevertheless he can play 30 minutes a day or 15 hours. One big thing to talk about in my oppinion are the Sleepers... Yes, in real life you will lay down in your house and sleep. But in reallife you will weak up if somebody blows your door off! So Sleepers are cool for raiders to get satisfaction ruining somebodys day, but not bringing the game into a more realistic level in any way. Rust should work a bit like the Hardcore Mode in Minecraft. If you die, your state is completely lost, your base is gone etc. "Try again pls!" That would help alot against those careless gunner kids currently shooting on everything in sight. Lets make it clear: Its a survival game! It should simulate what will happen if you have to survive in the real world in that situation. And god would you be pissed if you recognize that you don't respawn in your bed all time you die. I think the developers are aware of the good ideas the community has, because at the current state Rust is not worth playing very much, because its just a new Counter-Strike with round end on Server wipe! Let me hear your oppinion about my "stolen" and my own ideas. :smile:
People complain too much, make a bow and you can easily kill those kevlar people its not a hard thing to do 5 arrows kills one, i once killed 4 people who had kevlar with nothing but leather and a bow, and as expected they cried "OP" to the bow and called me a "no life noob" for using it, yet 2 had shotguns 1 had an M4 and the other had an MP5 and they all had kevlar and medkits, it was a hard battle and im not gonna lie i would have lost if one of the shotgun guys didnt accidently shoot the M4 guy but i still won and got 4 sets of kevlar and guns, so dont complain because people have kevlar while you only have a bow and things.
Honestly, if it weren't for that rush to play hard as possible the first day of reset. I probably wouldn't play this game as much. Being the team with the best shit is always better than being the guy whining about not having stuff.
[QUOTE=Arrgh;44199150]Honestly, if it weren't for that rush to play hard as possible the first day of reset. I probably wouldn't play this game as much. Being the team with the best shit is always better than being the guy whining about not having stuff.[/QUOTE] I agree with you in that starting on a fresh server tends to be the best experience and keeps the game fresh.. but this is also Rusts downfall.. Too many people are quick to quit a server when they get raided and start on a new server.. and the endless cycle begins where servers die after a week.. Hopefully with the progression being rejigged and making it a longer progression towards C4 and Military grade weapons.. people won't be so quick to call it quits when they have 20 researched items that were hard to get.
Sorry, you need to Log In to post a reply to this thread.