Ok, one, rust IS NOT an apocalyptic game, you are a prisoner or an experiment on an island. That's why ur naked and shaved balled. The caretakers, choppers, drones, and airdrops are to "observe" the players. I do agree that pillars ARE HORRIBLE, I HAVE NIGHTMARES ABOUT THEM AND THE DOORS. D: The new gun is too allow more customization and rust is moving into a more defined and shaped way, it's still EARLY ACCESS so things will change. It will all be better once the game is finished or in a few more weeks when the kinks are worked out. Don't fret friend it'll all be better in do time. :)
[QUOTE=Mavajo;49086959]So we're going to act like there's no sort of reasonable timeline expectation here? Ridiculous. I recently came back after a long hiatus -- I left shortly before experimental launched. Basically, the game hasn't changed at all. It's gotten a facelift and a couple mechanics have been tweaked, but it's essentially the [I]exact same game[/I] with nothing new to do. Oh, quarries and jacks are new. Everything else is basically the same.[/QUOTE]
Yeah, I hate how building is the same, and the attack chopper is the same, and bullet drop is the same, and med kits are the same, and procgen is the same...
[QUOTE=Aedrinnik;49087923]That's why ur naked and shaved balled.[/QUOTE]
Your head's shaved too.
[QUOTE=Kurogo;49088559]Yeah, I hate how building is the same, and the attack chopper is the same, and bullet drop is the same, and med kits are the same, and procgen is the same...[/QUOTE]
None of those are significant developments. They're tweaks and a minor environmental addition. You're talking about window dressing at best.
So you changed the curtains. Grats. The game hasn't has changed in any meaningful way in over a year. Aside from a few minor tweaks/additions and mostly cosmetic stuff, it's the same game it was during legacy. I can't think of a single thing I really had to re-learn or adapt to when I returned after being gone for [I]over a year[/I]. There's not a single new activity to spend time on. No new metas. You still spawn, gather some mats, build a little hut, gather some more mats and BPs...yada yada yada, before you know it you can craft all guns and armor and there's nothing to do but run around and shoot stuff and blow stuff up. That's the exact same spot this game was in over a year ago.
[QUOTE=Mavajo;49089995]None of those are significant developments. They're tweaks and a minor environmental addition. You're talking about window dressing at best.
So you changed the curtains. Grats. The game hasn't has changed in any meaningful way in over a year. Aside from a few minor tweaks/additions and mostly cosmetic stuff, it's the same game it was during legacy. I can't think of a single thing I really had to re-learn or adapt to when I returned after being gone for [I]over a year[/I]. There's not a single new activity to spend time on. No new metas. You still spawn, gather some mats, build a little hut, gather some more mats and BPs...yada yada yada, before you know it you can craft all guns and armor and there's nothing to do but run around and shoot stuff and blow stuff up. That's the exact same spot this game was in over a year ago.[/QUOTE]
Either you're unfamiliar with development or analogies, but with the exception of medkits, all of those are pretty significant. Any one of them became a game changer that lit up the forums and redit when they were introduced. Perhaps it's not the game that lacks growth, but your playstyle. These aren't new curtains on a window, they're a brand new, custom built engine in a car you used to drive. just because you can drive it as fast as your old engine doesn't mean it can't go faster, so change your driving habits.
[QUOTE=Kurogo;49090414]Either you're unfamiliar with development or analogies, but with the exception of medkits, all of those are pretty significant. Any one of them became a game changer that lit up the forums and redit when they were introduced. Perhaps it's not the game that lacks growth, but your playstyle. These aren't new curtains on a window, they're a brand new, custom built engine in a car you used to drive. just because you can drive it as fast as your old engine doesn't mean it can't go faster, so change your driving habits.[/QUOTE]
The helicopter is not a significant game play decision. It's equivalent to adding a new animal mob to the environment. It's not significant. It changes very little.
The building changes were not significant either. It's a little mechanical tweak. Instead of building the parts and placing them, you use a little tool to automagically place them. that's not a big deal. It doesn't fundamentally alter game play.
Yes, these changes amount to little else than a change of window dressing. The overall game play is exactly the same as it was a year ago. If you watched a video of someone from 16 mos ago, and a video fo someone from today -- aside from new visuals, it's the same thing. The same actions, the same process, the same timeline, etc.
[QUOTE=Mavajo;49091370]The helicopter is not a significant game play decision. It's equivalent to adding a new animal mob to the environment. It's not significant. It changes very little.
The building changes were not significant either. It's a little mechanical tweak. Instead of building the parts and placing them, you use a little tool to automagically place them. that's not a big deal. It doesn't fundamentally alter game play.
Yes, these changes amount to little else than a change of window dressing. The overall game play is exactly the same as it was a year ago. If you watched a video of someone from 16 mos ago, and a video fo someone from today -- aside from new visuals, it's the same thing. The same actions, the same process, the same timeline, etc.[/QUOTE]
The heli is equivalent to a new animal mob? Since when did animals patrol the monuments? With machine guns, rockets, and napalm? When was there a threat that could destroy your base, let alone make short work of a fully geared player? There wasn't anything even close to that in legacy.
There also wasn't the ability to protect your base from griefing. Nor was there anything close to the flexibility the new build system has, even after all the reductions. No triangle foundations, no over hangs, no exterior walls and gates (ok, there was a wooden gate). You couldn't even build an intact base on uneven terrain. Structural integrity also didn't exist, leaving indestructible pillars and foundations littering every map that existed. And every map looked exactly the same, because there was no procgen.
The only way the game could seem the same is if you keep playing the same way. If that's how you want to play, there isn't anything they could add that will change your mind.
I think Mavajo is trying to make a point about the difference between an addition to the game and a fundamental change. Things like the heli and the turret are additions. Players might interact with them from time to time, but they don't fundamentally change the way the game is played. Things like currency or guilds would be fundamental changes. It would affect the way the game is played on a very deep level.
At a base level it could be described as "big change" and "little change". The turrets are definitely a little change. You could argue that the heli is a medium change. But I think Mavajo's point is that we've not really seen anything that could be described as a big change in quite some time. Maybe the Steam store could be called a big-ish change? But I don't think that's the kind of thing most people are talking about when they say they are looking for more progress in the development schedule.
If you don't think the game could stand to benefit from any significant additions, that's a valid argument. But I don't think I can give much credence to anyone trying to tell me that the game is significantly different now than it was a few months ago.
I wish we could just 'wipe' this community and start again.
[QUOTE=Caboose R.;49092818]I wish we could just 'wipe' this community and start again.[/QUOTE]
That would be great, the ability to bring in thousands of people who were just discovering Rust for the first time and excited over that sandbox danger feel, bursting at the seams with anticipation and hope and dreams of what the game might evolve into. But unless you expect them to have different attitudes in a year than many of the current players have right now, what are you accomplishing except to kick the can down the road?
[QUOTE=AshFirecrest;49092774]I think Mavajo is trying to make a point about the difference between an addition to the game and a fundamental change. Things like the heli and the turret are additions. Players might interact with them from time to time, but they don't fundamentally change the way the game is played. Things like currency or guilds would be fundamental changes. It would affect the way the game is played on a very deep level.
At a base level it could be described as "big change" and "little change". The turrets are definitely a little change. You could argue that the heli is a medium change. But I think Mavajo's point is that we've not really seen anything that could be described as a big change in quite some time. Maybe the Steam store could be called a big-ish change? But I don't think that's the kind of thing most people are talking about when they say they are looking for more progress in the development schedule.
If you don't think the game could stand to benefit from any significant additions, that's a valid argument. But I don't think I can give much credence to anyone trying to tell me that the game is significantly different now than it was a few months ago.[/QUOTE]
Thank you, yes. This is what I'm saying. Of course there have been additions (as Kurogo pointed out), but it's fundamentally the same game play that it was a year ago. I feel like anyone saying otherwise is just trying too hard to defend the game.
I'm not saying the game sucks. I'm not saying Facepunch hasn't been doing anything. But in my opinion, there haven't been any new major game play additions. The fact that I logged back in after more than a year and was immediately familiar with everything should speak to that as being truth.
[QUOTE=Mavajo;49093172]Thank you, yes. This is what I'm saying. Of course there have been additions (as Kurogo pointed out), but it's fundamentally the same game play that it was a year ago. I feel like anyone saying otherwise is just trying too hard to defend the game.
I'm not saying the game sucks. I'm not saying Facepunch hasn't been doing anything. But in my opinion, there haven't been any new major game play additions. The fact that I logged back in after more than a year and was immediately familiar with everything should speak to that as being truth.[/QUOTE]
A lot of the changes that've been occurring for the past year have been foundational, such as the entire procedural generation overhaul with rivers and telephone poles and procedurally-generating paths (based on foot traffic).
As much as people hate hearing it because they want to see improvements in the immediate gameplay that affects their day-to-day experience in Rust, this is what alpha's about. And, alpha is the time to prototype and see what works and what doesn't; things will change while the devs figure things out.
And the more time spent prototyping, the less time scrambling to jerry-rig new things into the game very late in development, wasting lots of time re-optimizing code after unexpected late changes broke the previous optimization work.
I mean, garry could just bash out the rest of the game with the concepts as they come off the top of his head and the game would probably be finished-1.0-released done in a year--and probably about the quality level of AC: Unity. I don't think anyone actually wants Rust to be that shit, no matter how impatient they are.
[QUOTE=Sue_Naw_Me;49082744][IMG][IMG]http://i63.tinypic.com/r0z8z8.jpg[/IMG][/IMG][/QUOTE]
Dude...it's been in Alpha for almost 3 fucking years, and its no better than when it started. I think its even worse.
[QUOTE=SharPP;49095078]Dude...it's been in Alpha for almost 3 fucking years, and its no better than when it started. I think its even worse.[/QUOTE]
I agree the "it's alpha" excuse is getting a bit tired now.
I[QUOTE=elixwhitetail;49093280]A lot of the changes that've been occurring for the past year have been foundational, such as the entire procedural generation overhaul with rivers and telephone poles and procedurally-generating paths (based on foot traffic).
As much as people hate hearing it because they want to see improvements in the immediate gameplay that affects their day-to-day experience in Rust, this is what alpha's about. And, alpha is the time to prototype and see what works and what doesn't; things will change while the devs figure things out.
And the more time spent prototyping, the less time scrambling to jerry-rig new things into the game very late in development, wasting lots of time re-optimizing code after unexpected late changes broke the previous optimization work.
I mean, garry could just bash out the rest of the game with the concepts as they come off the top of his head and the game would probably be finished-1.0-released done in a year--and probably about the quality level of AC: Unity. I don't think anyone actually wants Rust to be that shit, no matter how impatient they are.[/QUOTE]
It already feels as though Garry is just bashing the game out from half conceived ideas that he/the team think will get them More money, player happiness should be the measure of success not how much cash can we fleece from this gullible mob.
[QUOTE=Mavajo;49093172]Thank you, yes. This is what I'm saying. Of course there have been additions (as Kurogo pointed out), but it's fundamentally the same game play that it was a year ago. I feel like anyone saying otherwise is just trying too hard to defend the game.
I'm not saying the game sucks. I'm not saying Facepunch hasn't been doing anything. But in my opinion, there haven't been any new major game play additions. The fact that I logged back in after more than a year and was immediately familiar with everything should speak to that as being truth.[/QUOTE]
Then what exactly do you have in mind that would change the game? Fundamentally it's a PVP-Sandbox. Should we have levels? Prestiges that let us unlock perks and weapon slots? Game modes like CTF and Deathmatch? Guilds aren't going to add anything to the game, because we can already make them. Currency also won't add anything because we can already trade.
The point I've been trying to make is more dependant on the latter aspect of this game: the sandbox. People weren't making things like basketball courts in old Rust. They weren't teaming up to tackle PvE threats. The most creativity we got from Legacy was arenas, build servers, and roleplay servers. PvP is always going to be the same, no matter how much they add to it. But the creativity in new Rust definitely blows Legacy out of the water.
About 2 hours ago I bought ARC survivall evolved. After one hour I requested a refund for ARK. The reason I bought it - low FPS in Rust and some other rust problems. ARK has worst FPS than Rust, so I refund it. Rust fps bad, but better than ARK so I stay in Rust ;)
Really one thing that I hate Rust is [URL="https://facepunch.com/showthread.php?t=1492101"] bad fonts[/URL] at low screen resolution. Devs please fix this and I forgive you all bugs, fps drops, etc.... :smile:
[QUOTE=Kurogo;49095314]Then what exactly do you have in mind that would change the game? Fundamentally it's a PVP-Sandbox. Should we have levels? Prestiges that let us unlock perks and weapon slots? Game modes like CTF and Deathmatch? Guilds aren't going to add anything to the game, because we can already make them. Currency also won't add anything because we can already trade.
The point I've been trying to make is more dependant on the latter aspect of this game: the sandbox. People weren't making things like basketball courts in old Rust. They weren't teaming up to tackle PvE threats. The most creativity we got from Legacy was arenas, build servers, and roleplay servers. PvP is always going to be the same, no matter how much they add to it. But the creativity in new Rust definitely blows Legacy out of the water.[/QUOTE]
How about a crop/farming system? How about more products that people can produce to trade and build an economy (e.g., brewing, smelting, smithing, etc.)? How about some sort of social system to assist with networking and player-identification? How about some sort of circuit/electrical system, ala redstone from Minecraft (redstone unlocked pretty huge sandbox potential)? How about pullies, levers, etc., to allow dynamic and interesting construction? How about fishing and husbandry?
Those are just examples, not specific demands. Some or all may be good; some or all may be bad. The point is that these things could change the way the game is played and add variety to how it can be played.
[QUOTE=Mavajo;49095834]How about a crop/farming system? How about more products that people can produce to trade and build an economy (e.g., brewing, smelting, smithing, etc.)? How about some sort of social system to assist with networking and player-identification? How about some sort of circuit/electrical system, ala redstone from Minecraft (redstone unlocked pretty huge sandbox potential)? How about pullies, levers, etc., to allow dynamic and interesting construction? How about fishing and husbandry?
Those are just examples, not specific demands. Some or all may be good; some or all may be bad. The point is that these things could change the way the game is played and add variety to how it can be played.[/QUOTE]
Yeah it would be cool if we could farm plants, like corn or pumpkins. It'd be even cooler if we could also turn those into things, like jack-o-lanterns from pumpkins...
And I'm all for more things to craft, kind of like the 13 different signs they just added on top of the pre-existing four. And the shelves they just added. And the window accoutrements. Then there's all those melee weapons legacy never had...
As for a social system, what would you suggest they add that wouldn't needlessly restrict pllayer freedom as it is? If you have more gestures-emotes in mind, I'd agree that I think the game could use more of that.
All in all, those would be neat things to see, but there are some basic mechanics that are new and still need fine tuning before they get fleshed out. Like: what's the point in farming/husbandry when you only need to eat once a week in game, or getting stability consistent before adding pullies and shit like that. We can already make trades and services out of smelting and blacksmithing and building, it's entirely up to us to find/make a server that those things would work in.
[QUOTE= Kurogo;49096036]Yeah it would be cool if we could farm plants, like corn or pumpkins. It'd be even cooler if we could also turn those into things, like jack-o-lanterns from pumpkins...
And I'm all for more things to craft, kind of like the 13 different signs they just added on top of the pre-existing four. And the shelves they just added. And the window accoutrements. Then there's all those melee weapons legacy never had...
As for a social system, what would you suggest they add that wouldn't needlessly restrict player freedom as it is? If you have more gestures-emotes in mind, I'd agree that I think the game could use more of that.
All in all, those would be neat things to see, but there are some basic mechanics that are new and still need fine tuning before they get fleshed out. Like: what's the point in farming/husbandry when you only need to eat once a week in game, or getting stability consistent before adding pulleys and shit like that. We can already make trades and services out of smelting and blacksmithing and building, it's entirely up to us to find/make a server that those things would work in.[/QUOTE]
I like your idea regarding food. I think that rust should follow something similar to what we experience for starvation and dehydration.
First, we start off with dehydration. Three days should be the max a Newman can go before succumbing to the effects and inevitable death of dehydration.
Three weeks is the max before starvation but I think two days should be enough before you start to feel effects, blurry vision, poor handling of weapons and decreased gathering. Running should be a major factor in the consumption of stored food. How long should 1000 Food go? Should it be three weeks idling on a server before you die? How about one week of general activity and moving about?
I like the new stuff that is being added to Rust and I was super excited when they released the banners and portraits as I love that shit but it is all glitter and sparkles. Add some survival aspects. I should be fighting to live, not racing to build a stone skyscraper to protect myself from people whom crafted C4. Thats all Rust is to me now. Build the biggest base, find all the important bps, wait for the next wipe. I get depressed knowing that the next wipe is all I have to look forward too but I understand the reason that we have the wipes in the first place.
Rust in Legacy was fun but I'm not getting the same vibe from the experimental. When you make a new product based on an old one, the idea is that the new product should exceed it predecessor in almost every way and I don't feel that Rust has done that for me.
I hate tool cupboards, I think they are the dumbest thing in the game. I think Garry needs to remove them soon or else the game will become very boring.
[QUOTE=Kurogo;49096036]Yeah it would be cool if we could farm plants, like corn or pumpkins. It'd be even cooler if we could also turn those into things, like jack-o-lanterns from pumpkins...
And I'm all for more things to craft, kind of like the 13 different signs they just added on top of the pre-existing four. And the shelves they just added. And the window accoutrements. Then there's all those melee weapons legacy never had...
As for a social system, what would you suggest they add that wouldn't needlessly restrict pllayer freedom as it is? If you have more gestures-emotes in mind, I'd agree that I think the game could use more of that.
All in all, those would be neat things to see, but there are some basic mechanics that are new and still need fine tuning before they get fleshed out. Like: what's the point in farming/husbandry when you only need to eat once a week in game, or getting stability consistent before adding pullies and shit like that. We can already make trades and services out of smelting and blacksmithing and building, it's entirely up to us to find/make a server that those things would work in.[/QUOTE]
It would need to go hand in hand with other changes, naturally.
I don't want an arbitrary profession or XP-based skill system. Those suck, and they're not 'natural.' But it would be neat if there was some sort of proficiency system in the game. E.g., Sure, you can collect every BP, but you'll be more proficient at the things you craft more frequently. Maybe even the things you craft frequently will gradually reveal little "secrets." And maybe if you haven't crafted something in ages, you'll "forget" it.
E.g., You become a frequent craftsman of Assault Rifles. Over time, you become more proficient at crafting them - perhaps the materials cost is reduced, perhaps you can craft them more quickly, perhaps you learn special "secrets" (e.g., You're able to craft an Assault Rifle with a silencer included, you're able to craft an assault rifle with reduced recoil, etc.), etc. If you stop crafting Assault Rifles for a while, maybe you'll start to lose that proficiency. Etc.
Perhaps crafting certain things requires certain tools, etc. You want to craft a sword? You need a furnace, anvil, hammer, etc. Maybe your first few swords are weak and do less damage. As you craft them more frequently, they become stronger, do more damage, etc. Maybe you can even upgrade your tool set to improve your sword crafting.
This is all stuff that allows depth and natural specialization. Maybe one guy knows how to make some of the best and least material-intensive rifle barrels around. He becomes the go-to guy if you need a good, cheap rifle barrel. Maybe he produces some of the best rifle stocks around, which have increased accuracy. Etc.
These are just examples of the type of thing that could add depth. Rust is apparently supposed to emulate real life dynamics. But no one can craft everything equally well in real life. Thus, social interactions become important. You need other people. You have a real condundrum. Do I want to just raid and steal for what I want? Or should I cultivate social relationships to obtain those things?
Maybe then you can make masks meaningful. Perhaps masks hide your identity, so if you kill someone, they won't know it's you. So you backstab your friend and steal his stuff. But then maybe your friend respawns, chases you down and inspects your body to discover your identity. Or maybe you just conducted a raid into the local town, but a townmember chases you down and kills you -- drats, your identity is revealed! Now everyone knows what you did.
Rust needs to put things in place to create social dependency and interaction. Then people can choose what niche they want to fill within the game (farmer, craftsman, bandit, trader, etc.) and a real dynamic social structure can emerge. Not to mention, it'll cause other players to become more than just targets. Killing or befriending will become an actual meaningful decision. Right now the choces boil down to "Do I join a clan or not" and "Do I KOS or not". There's really not meaningful trade going on. It's basically "Selling Assault Rifle BP. Asking X wood." That's not deep or interesting.
A social system would also be useful for keeping track of things. I don't remember the name of the random dude that killed me the other day. I don't remember the name of the guy that gave me a head's up that some dudes were ganking over that hill. With a social system, I could have flagged (for personal use) the former guy as hostile and the latter guy as friendly. A friend's list, an enemy's list, etc. Emotes and local-chat messages are needed. Being able to leave notes, etc. It'd also be nice to be able to identify people from a distance. Perhaps if you mouse-over someone and press Q, their name will briefly flash on your screen. Perhaps if the person is wearing a mask, however, that will be disabled - you won't be able to reveal their name, unless they're perhaps toggled permission for people to do so (i.e., I want to wear a mask for warmth because I'm in the tundra, but I'm not presently trying to conceal my identity). Perhaps the distance from which you can press Q to reveal identity is reduced at night. Etc.
[QUOTE=Kurogo;49096036]Like: what's the point in farming/husbandry when you only need to eat once a week in game, or getting stability consistent before adding pullies and shit like that.[/QUOTE]
Maybe those are the types of changes that are needed at this stage in alpha, instead of 17 different ways to draw a penis on a building and furniture to replace 1/4th the emergent functionality of the parts that were removed.
Maybe, at this stage, we need "systems" developed... not just features, not just POC's. Maybe taking one or two of these to a significant level of functionality, even if the rest of the game wasn't ready to have them fully implemented (kind of like how nobody uses the dozen melee weapons), would represent some substantial progress towards an end goal. If you're going to re-do say... the building system... then do that, soup to nuts or near as you can. Think big, think long-term, leave room for alteration. I use this as an example for contrast to the recent updates to building and pillars... which people are likening more to trolling.
Do you get the feeling the developers have a list of "systems" in mind, planned and designed specifically to complement and not conflict with other modules, prioritized based on their dependencies etc. etc.? It's great if you do, and I'd love to hear what you're reading that convinced you of that... I'd like to, but unfortunately I don't. Is it accurate to say the current PVP Sandbox is more or less what you were expecting the final version of the game to be, minus some more features, a few more animals and weapons, some more furniture and accoutrements and some general optimization? If Facepunch added a little content, did 2 months of bug-fixing and balancing, and released to beta... would it have met your expectations? If not, the point remains: now is the time to start making these "foundational" changes, and [B][U]now[/U][/B] has been going on for quite a while.
[QUOTE=Murdo;49096820]Maybe those are the types of changes that are needed at this stage in alpha, instead of 17 different ways to draw a penis on a building and furniture to replace 1/4th the emergent functionality of the parts that were removed.
Maybe, at this stage, we need "systems" developed... not just features, not just POC's. Maybe taking one or two of these to a significant level of functionality, even if the rest of the game wasn't ready to have them fully implemented (kind of like how nobody uses the dozen melee weapons), would represent some substantial progress towards an end goal. If you're going to re-do say... the building system... then do that, soup to nuts or near as you can. Think big, think long-term, leave room for alteration. I use this as an example for contrast to the recent updates to building and pillars... which people are likening more to trolling.
Do you get the feeling the developers have a list of "systems" in mind, planned and designed specifically to complement and not conflict with other modules, prioritized based on their dependencies etc. etc.? It's great if you do, and I'd love to hear what you're reading that convinced you of that... I'd like to, but unfortunately I don't. Is it accurate to say the current PVP Sandbox is more or less what you were expecting the final version of the game to be, minus some more features, a few more animals and weapons, some more furniture and accoutrements and some general optimization? If Facepunch added a little content, did 2 months of bug-fixing and balancing, and released to beta... would it have met your expectations? If not, the point remains: now is the time to start making these "foundational" changes, and [B][U]now[/U][/B] has been going on for quite a while.[/QUOTE]
There's definitely a lot left to be desired, don't get me wrong. I was just as disappointed as anyone when they removed halfblocks and slant stairs. But when they added crops and water collectors, I saw the intention to overhaul hunger/thirst somewhere down the pipeline. When they added the chopper, I saw additional AI threats getting added. Electricity is very likely to come with the windmill once there are items that might actually use it. For examples that have changed the game play for me, building is number one. Now I can build practically anything I want, anywhere I want. I couldn't do that in Legacy. Soloing the chopper has become my new endgame goal, instead of picking which base I want to raid today. Signs have become a very fun past time as well, allowing me to set up archery ranges, decorate my bases, leave notes for teammates, and many other things beyond that.
Ultimately, it's all going to come down to how you use the new stuff, and how often you use it, that determines how significant you'll feel these changes are. I use them a lot, so the game definitely feels different from Legacy.
Rust is the best damn Alpha/Early Access title next to Star Citizen.
Rust does it even better! I've seen a game turning from shit to gold.:garryspin:
[QUOTE=Murdo;49096820]Maybe those are the types of changes that are needed at this stage in alpha, instead of 17 different ways to draw a penis on a building and furniture to replace 1/4th the emergent functionality of the parts that were removed.
Maybe, at this stage, we need "systems" developed... not just features, not just POC's. Maybe taking one or two of these to a significant level of functionality, even if the rest of the game wasn't ready to have them fully implemented (kind of like how nobody uses the dozen melee weapons), would represent some substantial progress towards an end goal. If you're going to re-do say... the building system... then do that, soup to nuts or near as you can. Think big, think long-term, leave room for alteration. I use this as an example for contrast to the recent updates to building and pillars... which people are likening more to trolling.
Do you get the feeling the developers have a list of "systems" in mind, planned and designed specifically to complement and not conflict with other modules, prioritized based on their dependencies etc. etc.? It's great if you do, and I'd love to hear what you're reading that convinced you of that... I'd like to, but unfortunately I don't. Is it accurate to say the current PVP Sandbox is more or less what you were expecting the final version of the game to be, minus some more features, a few more animals and weapons, some more furniture and accoutrements and some general optimization? If Facepunch added a little content, did 2 months of bug-fixing and balancing, and released to beta... would it have met your expectations? If not, the point remains: now is the time to start making these "foundational" changes, and [B][U]now[/U][/B] has been going on for quite a while.[/QUOTE]
Why are you trying to compare what the artists work on to what the core programmers are doing?
[QUOTE=Zipper Bear;49104547]Why are you trying to compare what the artists work on to what the core programmers are doing?[/QUOTE]
I responded to the examples of significant changes that the previous poster cited. If you want to correct his list and rattle off a series of fundamental changes to the core programming that have dramatically impacted gameplay, then do so... and you'll have answered the OP's question. I'm confident, list or no, the point I made above will remain valid.
[QUOTE=madeforwar;49095279]I
It already feels as though Garry is just bashing the game out from half conceived ideas that he/the team think will get them More money, player happiness should be the measure of success not how much cash can we fleece from this gullible mob.[/QUOTE]
If the Players are Happy the cash will come from it self thats how making games work, or is it me?
[QUOTE=SulliG99;49119990]If the Players are Happy the cash will come from it self thats how making games work, or is it me?[/QUOTE]
Kinda.
Or they make one good game and throw out a bunch of shitty sequels that suck but fan boys will still buy em.
Turn on the server Facepunch Moscow 2 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!
[QUOTE=trustinrocks;49120448]Kinda.
Or they make one good game and throw out a bunch of shitty sequels that suck but fan boys will still buy em.[/QUOTE]
Newsflash: Rust Experimental is the shitty sequel.
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