• Consequences for killing players and raiding
    80 replies, posted
[QUOTE=happygimp0;43932092]I Love Ruste because there is no negative consequences when i killing or raid a player. I want a PVP survival game not a PVE game.[/QUOTE] That may be true for you, and that's fine. But you most certainly [B][I]don't[/I][/B] speak for everyone. There are enough PVE and player friendly servers out there to prove that! Is this game going to be so limited that it is incapable of providing for both scenarios? Is that the game everyone wants? There are games out there that allow long established players to dominate new players resulting in a significant drop of new players, as I'm sure your aware. How long does the game last then?
Fluffy, this is a simple solution...if you dont see PvE in the server title.. dont play on the server.. If you do and get killed... stand up from your computer...go to the bathroom...look in mirror...blame that guy
[QUOTE=thelamer123;43923832]One of the big problems with the game I have right now is there are no negative consequences when killing a player. It has basically turned every player into a murdering bastard and very rarely do you ever group up unless you do so off server. With the introduction of new NPCs I think it would be a good idea if NPC aggression was a direct result of a murdering or raiding player. I mean the logistics are up to the devs but if you kill a player you would draw NPC aggro for 10 minutes and if you blow up a wall or chop down a wooden door you draw aggro for 20 minutes. Then group resources and NPCs together that would essentially create safe zones for players trying to build up and a challenge for well developed players to get resources. Once you are ready you can take on NPCs and players. As it is right now the rich are getting too rich and the poor get KOS.[/QUOTE] Isn't that what they have in Nether? Go play that. [editline]17th February 2014[/editline] [QUOTE=Leon Garoux;43941317]That is what everyone tells themselves. I am guessing you have never been in such a situation before? If not, then no, you do not know how you would react. Please do not act macho/stoic until you have actually had experience in such a scenario.[/QUOTE] Do you have experience in these matters? No? Then stop trying to sound like you have by trashing others basing their views on hypotheticals. What he has stated is pretty reasonable based on the situation he presented. "In a Survival Situation" humans in general will do certain things that in any other situation, would seem inappropriate, illegal or otherwise wrong. You do what you need to do in order to survive.... or you don't survive and you die. And if your survival depended on taking something from an "Innocent" person, to the point of killing them for it, [b]AND YOU DIDN'T[/b], then you died based on principles. If it was worth it for you in the end, so be it... but if my survival depended on having to kill someone, innocent or not, I would be hard pressed to not kill them. Morals go right out the window when your life depends on making a decision.... it's Natural.
[QUOTE=Leon Garoux;43941317]That is what everyone tells themselves. I am guessing you have never been in such a situation before? If not, then no, you do not know how you would react. Please do not act macho/stoic until you have actually had experience in such a scenario.[/QUOTE] What makes you think i haven't been in situations like that, yes i have never eaten anyone, but what make you so sure i haven't killed anyone, ask any vet who has been to a real war and they will tell you how easy it is to pull the trigger, it is the aftermath that is hard.
[QUOTE=Praxius;43941754]Isn't that what they have in Nether? Go play that. [editline]17th February 2014[/editline] Do you have experience in these matters? No? Then stop trying to sound like you have by trashing others basing their views on hypotheticals. What he has stated is pretty reasonable based on the situation he presented. "In a Survival Situation" humans in general will do certain things that in any other situation, would seem inappropriate, illegal or otherwise wrong. You do what you need to do in order to survive.... or you don't survive and you die. And if your survival depended on taking something from an "Innocent" person, to the point of killing them for it, [b]AND YOU DIDN'T[/b], then you died based on principles. If it was worth it for you in the end, so be it... but if my survival depended on having to kill someone, innocent or not, I would be hard pressed to not kill them. Morals go right out the window when your life depends on making a decision.... it's Natural.[/QUOTE] I have actually been in that situation before - but I am not getting into something so personal with someone I do not even know. What I do know is that it is asinine to pretend like one knows how they would react in any given situation, when it has been proven that most of man-kind freezes up in situations of intense stress. As for your rebuttal, you do realize that hypotheticals are a logical fallacy, right? [editline]17th February 2014[/editline] [QUOTE=Shackledfrog;43941844]What makes you think i haven't been in situations like that, yes i have never eaten anyone, but what make you so sure i haven't killed anyone, ask any vet who has been to a real war and they will tell you how easy it is to pull the trigger, it is the aftermath that is hard.[/QUOTE] Seeing as in how I am a military brat with a long line of Airforce men in my bloodline, I can truthfully say you are full of shit. I do know people that can kill easily - but it was never natural for them. It was something they were taught, forced, and eventually came to terms with. The only way someone could ever make a first kill without feeling/hesitation is a person either psychologically damaged, or someone so impossibly innocent that they were never brainwashed with modern morals.
I am not saying that everyone could take the first kill easily. It is a very hard thing to do. It would most likely be a last resort other wise you are right they would be [QUOTE] psychologically damaged[/QUOTE] All i was saying is that if it comes down to my survival or yours hesitation would not be a concern, feeling would be, but it would also be those feelings that would pull the trigger. You maybe a military brat, but some of us are war brats, and i can tell you, we war brats know survival. I respect your heritage and you have the right to be proud of it and i can understand your views, but it would be your "modern morals" that would see you dead on the ground with me going through your backpack [editline]17th February 2014[/editline] [QUOTE]not getting into something so personal with someone I do not even know[/QUOTE] this is also a good point, we should just agree to disagree
[QUOTE=Shackledfrog;43942124]I am not saying that everyone could take the first kill easily. It is a very hard thing to do. It would most likely be a last resort other wise you are right they would be All i was saying is that if it comes down to my survival or yours hesitation would not be a concern, feeling would be, but it would also be those feelings that would pull the trigger. You maybe a military brat, but some of us are war brats, and i can tell you, we war brats know survival. I respect your heritage and you have the right to be proud of it and i can understand your views, but it would be your "modern morals" that would see you dead on the ground with me going through your backpack [editline]17th February 2014[/editline] this is also a good point, we should just agree to disagree[/QUOTE] Sorry - I did not mean to get into a bit of ad hominem here. I just have a personal issue with those sorts of comments since a lot of my friends that have gone/are going into the military have made the same claims without knowing what they were/are really getting into.
[QUOTE=Shackledfrog;43941844]What makes you think i haven't been in situations like that, yes i have never eaten anyone, but what make you so sure i haven't killed anyone, ask any vet who has been to a real war and they will tell you how easy it is to pull the trigger, it is the aftermath that is hard.[/QUOTE] It's different when a person shoots back at you. Who the f**k would easily shoot a crying woman and her child and eat them?
[QUOTE=Peppedeluxe;43942886]It's different when a person shoots back at you. Who the f**k would easily shoot a crying woman and her child and eat them?[/QUOTE] We're still posting in the Rust subforum, about a video game, right? I just want to make sure this hasn't slid over into Sensationalist Headlines or something.
The problem with Rust is that the developers are trying to emulate a real life situation. They want bandits but they also want people cooperating by developing towns and such. The problem is that there are no consequences for any actions a player takes against other players except death and respawn. In real life, people would gain reputations for any choice they make. There's also extremely serious consequences when you kill someone in real life. This game isn't really a "survival" game. You just respawn. Usually right back in your base with all of your stuff and knowledge. This removes all potential empathy we might have for each other. There's no way to identify people from distances. There's no way to tell if another person is equipped or truly naked. There's no tools to let a community build and report things. A reputation system shouldn't be forced but there should certainly be tools available to let the players choose if they want to use a reputation system so some sense of morality and standards can form. This exists in MMORPGs. It can exist in Rust as well. The problem with Rust is that there is ZERO incentive to engage in cooperative behavior. There's ZERO incentive to be nice. That's not survival. Survival involves working together to overcome difficulties. This game, at the moment, is just Trollville HQ.
It would be nice if you could "frisk" / search people (perhaps by making a request which they then must allow) to see what they had on them. It's nice that the names of players don't betray their positions, but I agree it would be nice to be able to customize your character (even if its just dying cloth) to allow identification from a distance.
[QUOTE=bustaballs;43948568]The problem with Rust is that the developers are trying to emulate a real life situation. They want bandits but they also want people cooperating by developing towns and such. The problem is that there are no consequences for any actions a player takes against other players except death and respawn. In real life, people would gain reputations for any choice they make. There's also extremely serious consequences when you kill someone in real life. This game isn't really a "survival" game. You just respawn. Usually right back in your base with all of your stuff and knowledge. This removes all potential empathy we might have for each other. There's no way to identify people from distances. There's no way to tell if another person is equipped or truly naked. There's no tools to let a community build and report things. A reputation system shouldn't be forced but there should certainly be tools available to let the players choose if they want to use a reputation system so some sense of morality and standards can form. This exists in MMORPGs. It can exist in Rust as well. The problem with Rust is that there is ZERO incentive to engage in cooperative behavior. There's ZERO incentive to be nice. That's not survival. Survival involves working together to overcome difficulties. This game, at the moment, is just Trollville HQ.[/QUOTE] I find this varies wildly based on server. I play on a server where I am known as the "Server Asshole", now its a title I totally deserve; however I'm also a part of the community who runs the server, and to those people; well.. we build cities. Right now we have a town established of around 30 Buildings (houses and community) as well as a full 3-deep Barricade/Spike wall, and gatehouses. Without cooperation this would NEVER have gotten off the ground. Outside of that city though, and back in the normal zone (our town is slightly out in the wastelands), Im pretty well labelled as kill on sight, and anyone who finds me hunts me to the end of time. It makes it fun and interesting to keep a couple little sniper huts around. But it also takes me a lot of time to farm for new sets of Kevlar/Bolt-Actions.
[QUOTE=Ayka;43948799]I find this varies wildly based on server. I play on a server where I am known as the "Server Asshole", now its a title I totally deserve; however I'm also a part of the community who runs the server, and to those people; well.. we build cities. Right now we have a town established of around 30 Buildings (houses and community) as well as a full 3-deep Barricade/Spike wall, and gatehouses. Without cooperation this would NEVER have gotten off the ground. Outside of that city though, and back in the normal zone (our town is slightly out in the wastelands), Im pretty well labelled as kill on sight, and anyone who finds me hunts me to the end of time. It makes it fun and interesting to keep a couple little sniper huts around. But it also takes me a lot of time to farm for new sets of Kevlar/Bolt-Actions.[/QUOTE] One problem I have with the current system is the lack of risk (just like the OP said) example of what I am currently facing: We have about 11 people in our "clan" we all live in the same compound, we are the largest group on the server and are geared to the teeth. (should be pretty OP right?) Well 2 guys joined the server yesterday, first thing they did was get wood and scale our house.. we caught them 3/4 the way to the top (its like 15 stories) and we killed them. 12 minutes later, they were back, and started to ladder up the side again... we killed them again.. 15 minutes later they were back again.. same thing, we killed them.. finally after about 2 hours of this (and now we have f'kn stairs all over our base) they decided to give up (for a little while) and they must have raided a rad town, because one of them had a bolt action. And he killed 1 of our guys (me) walking around gathering stuff. So we armed up to the hilt, and headed out to find them and kill them (again).. after killing 1 of them 4-6 times, we finally caught up to the guy who had the bolt action and he must have been using aimbot.. because he downed us within 2 seconds.. so great, now they have all this gear. We were pretty frustrated and decided to log off, (we were going on hour 4 or 5 now) I log on this morning, 3 new sets of stairs up our base.. and a couple of us had been looted. (not me, but a couple friends) SO conclusion: 2 guys joined server, and within 4-5 hours had stolen a large portion of what we had been building and collecting over a week and a half to get. "But Dewm! your retarded and built a base that could have stairs!" Yes, thats true.. but its not about getting raided that bothers me.. its the fact that we killed both of them 20+ times, and there were ZERO consequences for them. THATS what bothers me.... So maybe the answer is you can only spawn so many times in a hour? or only have so many beds? (as it is now, you build 4 sleeping bags and you can respawn for ever)
[QUOTE=Dewm;43949001]One problem I have with the current system is the lack of risk (just like the OP said) example of what I am currently facing: We have about 11 people in our "clan" we all live in the same compound, we are the largest group on the server and are geared to the teeth. (should be pretty OP right?) Well 2 guys joined the server yesterday, first thing they did was get wood and scale our house.. we caught them 3/4 the way to the top (its like 15 stories) and we killed them. 12 minutes later, they were back, and started to ladder up the side again... we killed them again.. 15 minutes later they were back again.. same thing, we killed them.. finally after about 2 hours of this (and now we have f'kn stairs all over our base) they decided to give up (for a little while) and they must have raided a rad town, because one of them had a bolt action. And he killed 1 of our guys (me) walking around gathering stuff. So we armed up to the hilt, and headed out to find them and kill them (again).. after killing 1 of them 4-6 times, we finally caught up to the guy who had the bolt action and he must have been using aimbot.. because he downed us within 2 seconds.. so great, now they have all this gear. We were pretty frustrated and decided to log off, (we were going on hour 4 or 5 now) I log on this morning, 3 new sets of stairs up our base.. and a couple of us had been looted. (not me, but a couple friends) SO conclusion: 2 guys joined server, and within 4-5 hours had stolen a large portion of what we had been building and collecting over a week and a half to get. "But Dewm! your retarded and built a base that could have stairs!" Yes, thats true.. but its not about getting raided that bothers me.. its the fact that we killed both of them 20+ times, and there were ZERO consequences for them. THATS what bothers me.... So maybe the answer is you can only spawn so many times in a hour? or only have so many beds? (as it is now, you build 4 sleeping bags and you can respawn for ever)[/QUOTE] I can understand that, and I think perhaps having some form of a punishment for a bunch of deaths could work; but It can also work in the reverse. Imagine a poor newbie whom, rock in hand, just keeps getting eaten by bears, or picked off on the road. That would affect them as well. Having a punishment system be game-wide wont work because of this. However, extending the game through a Mod? Thats possible. Making it harder to raid people? Thats possible too. The C4 "nerf" today will help a little (2 C4 to a wood wall), but its just a start. Think though, how would you do what your asking so that it doesnt affect people it shouldnt?
no, no. there is a negative consequence already. let's say I slaughter 100s of naked guys people on the server would start swearing at me and people would assume if they see me I will kill them so they KOS me. if I were to help people, they would say thanks in a chat and I would gain positive rep, and form allies. it all unofficial and I love it like that.
I always thought that the consequences is if the player who got raided and his friends put a bounty on your head and retaliate raid/kill you. [I]The problem with Rust is that there is ZERO incentive to engage in cooperative behavior[/I] I don't find this to be true at all. I am part of a group on a server who cooperate. The benefit is that if you need something, you might be able to trade or even have someone give it to you. The other benefit is looking out for each other. If someone kills one of your friends, then you can go after them and their structures. Maybe this can be improved, sure, the game is still early Alpha. But saying there is no incentive to cooperate, I don't buy into that at all.
[QUOTE=RustyGuy;43949133]no, no. there is a negative consequence already. let's say I slaughter 100s of naked guys people on the server would start swearing at me and people would assume if they see me I will kill them so they KOS me. if I were to help people, they would say thanks in a chat and I would gain positive rep, and form allies. it all unofficial and I love it like that.[/QUOTE] So, interesting story. On my server, I'm known as the server asshole; Kill on sight, raid people etc. A new player joins our server last night, and one of the other regulars goes ahead and tells him "Hey, you need to watch out for Ayka, he's well known to X, Y and Z." They become quick friends, the other regular gives the new kid some Kevlar, DIY Kits, a Bolt Action etc. I decide that since he took the quick-path to getting geared, that he's now "old" enough to enter PVP, and take up a nice spot in the rocks near his house to start harassing him. Knock on his door a couple of times with some Bolt-Action rounds, and just wait. He comes out, I take a shot to his chest, as to not kill him. He runs back inside... repeat a couple of times. Eventually, the kid Steam-friends me. Against my better judgement, I accept his friend request. The FIRST THING the kid types to me? "Hey, Lets go raid <insert other regulars name>, I know where his house is." Moral of the story: Informal systems are chaotic; and are never Black & White.
Let me put it another way about how coop can work on a server. Let's say as a server admin, PVP is on, but I make it clear that KOS new spawns is frowned upon. So some player then joins the server and immediately starts KOS new spawns. So now this person is going to be a lone wolf because no one will trust them and try to help them. After a while of this, the community might even band together and go hunt this person down. On servers that I have played on, including my current one, Cooperating is a big part of the game play.
[QUOTE=Ayka;43949084]I can understand that, and I think perhaps having some form of a punishment for a bunch of deaths could work; but It can also work in the reverse. Imagine a poor newbie whom, rock in hand, just keeps getting eaten by bears, or picked off on the road. That would affect them as well. Having a punishment system be game-wide wont work because of this. However, extending the game through a Mod? Thats possible. Making it harder to raid people? Thats possible too. The C4 "nerf" today will help a little (2 C4 to a wood wall), but its just a start. Think though, how would you do what your asking so that it doesnt affect people it shouldnt?[/QUOTE] I agree there isn't a simple answer. and having a certain amount of deaths per hour would hurt newbs. (I myself have died 4+ times on a server as a noob) But something needs to be done. I mean in essence this game is about Survival, right? how is it surviving if you just respawn next to your sleeping bag over and over and over? thats not survival. I do like the fact they nerfed C4. Hopefully they can address this death spamming in some manner. Maybe one option would be this: When you respawn at a sleeping bag, the bag gets deleted. So you'd have to craft another one.. at least this way the spammers would have to make a shitton of sleeping bags. And it wouldn't effect noobs at all, they could just respawn out in the open again. I dunno... there is a good solution, somewhere.... [editline]17th February 2014[/editline] [QUOTE=Ayka;43949271]So, interesting story. On my server, I'm known as the server asshole; Kill on sight, raid people etc. A new player joins our server last night, and one of the other regulars goes ahead and tells him "Hey, you need to watch out for Ayka, he's well known to X, Y and Z." They become quick friends, the other regular gives the new kid some Kevlar, DIY Kits, a Bolt Action etc. I decide that since he took the quick-path to getting geared, that he's now "old" enough to enter PVP, and take up a nice spot in the rocks near his house to start harassing him. Knock on his door a couple of times with some Bolt-Action rounds, and just wait. He comes out, I take a shot to his chest, as to not kill him. He runs back inside... repeat a couple of times. Eventually, the kid Steam-friends me. Against my better judgement, I accept his friend request. The FIRST THING the kid types to me? "Hey, Lets go raid <insert other regulars name>, I know where his house is." Moral of the story: Informal systems are chaotic; and are never Black & White.[/QUOTE] HAHAHA nice. I raided a town a couple of times, and the people had no clue who it was..and in chat we were friending them up.. they ended up joining our cause. Sick twisted sht happens in Rust.
[QUOTE=Dewm;43949318]I dunno... there is a good solution, somewhere....[/QUOTE] There currently is one, and that is good Admins. It takes time, and effort to cull a server of poor players/personalities that don't "jive" with the ethos of a server, but its worth it in the end. Add to this the new Whitelist feature for servers currently patched in today, and you can have gated communities for people whom fit in to your overall view of what RUST should be. The server that we run in our community is based off a forum, and long-standing Clan/Guild/whatever that has played a lot of games; so we pretty well self-moderate. Players who randomly pop into our server, we pretty well moderate/let them know what is expected to be able to continue to play on the server. Its worked out fairly well. Im trying to figure out an automated system to deal with the example situation given; and I cant come up with a fair way of doing so without punishing players who dont deserve it, or violating the "freedom" of RUST.
[QUOTE=thelamer123;43923832]One of the big problems with the game I have right now is there are no negative consequences when killing a player. It has basically turned every player into a murdering bastard and very rarely do you ever group up unless you do so off server. With the introduction of new NPCs I think it would be a good idea if NPC aggression was a direct result of a murdering or raiding player. I mean the logistics are up to the devs but if you kill a player you would draw NPC aggro for 10 minutes and if you blow up a wall or chop down a wooden door you draw aggro for 20 minutes. Then group resources and NPCs together that would essentially create safe zones for players trying to build up and a challenge for well developed players to get resources. Once you are ready you can take on NPCs and players. As it is right now the rich are getting too rich and the poor get KOS.[/QUOTE] If you think there aren't consequences, you're not staying on servers long enough. My group is one of, if not the top groups on our server. We do not see immediate consequences to raiding and being KOS to nearly everyone, but we sure as hell do long term. We get attacked, we have people coordinating in chat on where to find us, we get ambushed, we get attacked while raiding, etc. We have to constantly raid our enemies, so that we don't get raided by them. If we sat on our hands for a day, we'd most definitely be raided. It's only a matter of time until we get raided. One group is constantly farming. I fully expect to see them come and use like 50 charges on one of our buildings.
i see only one solution: backpack weight with items and resources.. If backapck weight has ~20kg (resources/weapons/armor etc... ). then you can attack him, if weight is to small - its new player who whant find cloth/meat or only spy ^_^ .
[QUOTE=E s;43949459]i see only one solution: backpack weight with items and resources.. If backapck weight has ~20kg (resources/weapons/armor etc... ). then you can attack him, if weight is to small - its new player who whant find cloth/meat or only spy ^_^ . + we need players reputation (murder/trader/foreverAlone ^_^... )[/QUOTE] Reputation wont happen; its already been stated by the Dev Team. As for the weight thing, perhaps an "Invulnerable to PVP Period" of 2 In-game days for players who just spawned on the server. Indicated by perhaps a Halo around their head, or a faint glow? They can still die to Wolves/Bears/Environment, but not to players? After 2 Days of in-game time, the flag is set to off on the character, and they're thrown into the world. Edit: Players in the invulnerability window cannot damage other players or structures. Perhaps if they do act in a PVP manor, the invulnerability is removed immediately.
[QUOTE=Soulstitchmmo;43924012]The consequences are social. When there are guilds involved, then people can hunt down the bandits. I'm a solo player, and I get killed but only when I venture into certain areas. It's fine the way it is.[/QUOTE] This starts to hit on the aspect of this game that most cannot grasp. If you over kill you will lose server pop fast. An analogy may be the fattening of a nice beef cow.
[QUOTE=Thrill Kill;43949519]This starts to hit on the aspect of this game that most cannot grasp. If you over kill you will lose server pop fast. An analogy may be the fattening of a nice beef cow.[/QUOTE] Rust rewards you for being stealthy early on when you are new. You have to scavenge until you can stand on your own. It makes it rewarding when you do this. If you want an easier experience, play on a lower pop server. Once you have some experience in the game, the servers that don't attack you are super boring. Half the fun is when it's brutally hard to get a foothold, because when you do, it's a big accomplishment. Also, friends, make friends, safety in numbers. [editline]17th February 2014[/editline] [QUOTE=Dewm;43949001]One problem I have with the current system is the lack of risk (just like the OP said) example of what I am currently facing: We have about 11 people in our "clan" we all live in the same compound, we are the largest group on the server and are geared to the teeth. (should be pretty OP right?) Well 2 guys joined the server yesterday, first thing they did was get wood and scale our house.. we caught them 3/4 the way to the top (its like 15 stories) and we killed them. 12 minutes later, they were back, and started to ladder up the side again... we killed them again.. 15 minutes later they were back again.. same thing, we killed them.. finally after about 2 hours of this (and now we have f'kn stairs all over our base) they decided to give up (for a little while) and they must have raided a rad town, because one of them had a bolt action. And he killed 1 of our guys (me) walking around gathering stuff. So we armed up to the hilt, and headed out to find them and kill them (again).. after killing 1 of them 4-6 times, we finally caught up to the guy who had the bolt action and he must have been using aimbot.. because he downed us within 2 seconds.. so great, now they have all this gear. We were pretty frustrated and decided to log off, (we were going on hour 4 or 5 now) I log on this morning, 3 new sets of stairs up our base.. and a couple of us had been looted. (not me, but a couple friends) SO conclusion: 2 guys joined server, and within 4-5 hours had stolen a large portion of what we had been building and collecting over a week and a half to get. "But Dewm! your retarded and built a base that could have stairs!" Yes, thats true.. but its not about getting raided that bothers me.. its the fact that we killed both of them 20+ times, and there were ZERO consequences for them. THATS what bothers me.... So maybe the answer is you can only spawn so many times in a hour? or only have so many beds? (as it is now, you build 4 sleeping bags and you can respawn for ever)[/QUOTE] I'm going to sound like a jerk, but, you need a better house design. Nobody should be able to "scale up your building" if you design it properly. The fault here lies 100% on you and your friends for a lazy design. What I take away from this is these guys are better than you and your friends, and were able to gear up via banditry. So after fighting them for hours, all of a sudden they are using aimbots? No offense, but your story doesn't add up.
[QUOTE=TexRob;43949690]Rust rewards you for being stealthy early on when you are new. You have to scavenge until you can stand on your own. It makes it rewarding when you do this. If you want an easier experience, play on a lower pop server. Once you have some experience in the game, the servers that don't attack you are super boring. Half the fun is when it's brutally hard to get a foothold, because when you do, it's a big accomplishment. Also, friends, make friends, safety in numbers. [editline]17th February 2014[/editline] I'm going to sound like a jerk, but, you need a better house design. Nobody should be able to "scale up your building" if you design it properly. The fault here lies 100% on you and your friends for a lazy design. What I take away from this is these guys are better than you and your friends, and were able to gear up via banditry. So after fighting them for hours, all of a sudden they are using aimbots? No offense, but your story doesn't add up.[/QUOTE] I'm going to sound like a bigger jerk here... but you must not be able to read. I'll help you sound out the big words "I didn't have a problem with getting raided, I had a problem with the fact that we killed them 20+ times with ZERO consequences" Besides, like many others have pointed out, this is a survival game... not a base building game. I killed them 20 times...so I survived better, but the fault is mine because of base design... Is that a base building game? or a survival game?
[QUOTE=elixwhitetail;43947315]We're still posting in the Rust subforum, about a video game, right? I just want to make sure this hasn't slid over into Sensationalist Headlines or something.[/QUOTE] Fair point. Did manage to shut him up though. ;)
[QUOTE=Dewm;43949318]Maybe one option would be this: When you respawn at a sleeping bag, the bag gets deleted. So you'd have to craft another one.[/QUOTE] I like this, great idea. This would work even better when the maps get bigger. You should only be aloud to have 1 active sleeping bag at a time though. [editline]18th February 2014[/editline] [QUOTE=Peppedeluxe;43950460]Fair point. Did manage to shut him up though. ;)[/QUOTE] Not really, we had to log off, but before we did we made up. Silly place for that discussion though.
Coercing players into conforming to a certain style is completely against the developers' stated intentions. It's foolish to think that not only is YOUR playstyle to RIGHT one, but that the devs should enforce your chosen path.
There is already a penalty for playing in an anti-social manner, but it's going to require some explaining. Take it as read that each player on a Rust server can generate 1 unit of productive work a day (PW). Working alone, you can produce at maximum 1 PW. A certain amount of your maximum PW each day is spent doing things you have to do to survive (mostly, getting food). Even if you burn an entire day of PW getting food and then don't have to do it for a week, you're still out that amount of PW. Now a player playing cooperatively has access to a portion of the PW of all the other players in his group. In addition less time is spent watching their own backs because they know that the odds of any particular player in their area being hostile are lower than if they were working alone (where all players would be hostile.) The hostile player not only loses access to the PW of everyone else on the server, but he also has to expend more effort remaining well armed and armored and watching his back because any player (or the allies of any player) he has killed in the past will take any opportunity to return the favor. Basically, the consequences are there. They just aren't very obvious.
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