• Does anyone else find the KEYS ruin gameplay? [EXPERIMENTAL]
    44 replies, posted
[QUOTE=Crossu88;45929334]Personally I feel that because of the nature of the game (Respawning, No permadeath and unrealistic nature) the key system should NOT make the final cut as it currently stands. By implementing this system you are forcing players to deal with 2 problems: Overloaded inventories and incredible repercussions for death. Because you have to make keys for every single door, people who make large bases are going to be miserable carrying and putting all those keys away whenever they go in and out of base. The other problem is that players who are less entrenched as other players into the players (All those people who just joined) will face horrible repercussions from dying with their keys. The current lock system in legacy much more viable than the current keys system in experimental. However keys could serve a purpose in things that are easier to replace like cars.[/QUOTE] I disagree. For one, the person would need to find the location of your house if they do in fact have your key, which should give you enough time to change locks/break down your wooden door. Plus, the game is all about possible repercussions, there is no need to soften the blow of your failure to survive. If your base is well hidden, like I said, then there shouldn't be too much of an issue. Also, the "code" system is totally unrealistic and spoils the survival aspect. Oh, and you aren't forced to make keys for every single door, btw.
The only thing we need is a key ring. Then if your ring has the required key the door opens for you, stays locked behind you after you close it. I didnt like the code thing in legacy, too much time spent at the door to get it unlicked etc.
Can't say I like the system either, hence my other thread on it.
to me its just confusing, even though the process is simple
as i said before, key system will ruin the game. im vote for old doors system with code, i will not build any house or farm..for what? ill just hide and gangbang others players...steal key steal house/loot. su stupid rly.
I do feel that if keys will be implemented, which will probably happen, it would be nice to just have to lock a door one time. That it stays locked except for you. And of course you have to craft separate keys for all your teammates as well. :rolleyes:
keys the way they are presently implemented are not a good idea in my opinion, you have to carry too many if you have tons of doors (or stash them between one door and another) plus it takes forever to open and re-lock doors like this. keys are ok as a way for sharing access to a door with someone else or being able to steal a key from someone to loot his base but they should be a one-time use item like the old passords were. If not it just gets boring
Yes keys are annoying, boring and stupid. But if its tier one only I can live with it. But keypad works fine with rust its not so unrealistic you craft a latch and can find or craft a code lock (but maybe if you hit it 500x with a axe it breaks). The key system isnt fun for a environment where everyone can and usually is hostile. Would be cool in the future though if you could craft lock picks and work them like skyrim in the future. A high tier lock should be straight up the keypad kind though I find it best, the world can be hostile and bad as it is.
I say dump locks all together and bring in booby traps
[QUOTE=halfhand2012;45963055]I say dump locks all together and bring in booby traps[/QUOTE] Not sure why those would be mutually exclusive.
[QUOTE=StryfeKhaos;45963405]Not sure why those would be mutually exclusive.[/QUOTE] Never mind that traps have long been confirmed as being a thing they're working on. Keys [B]and[/B] traps are both coming to Rust, folks.
Locks seem to bug people, i dont really worry cause keys are only in for early game wooden doors, no point locking them. But a bear trap in front of the door secures it from atleast one raider
There are a lot of interesting things we can do with keyless doors, multifaceted low-tech combination locks etc. ... but Rust doesn't strike me as the type of game that will ever suffer mini-games or anything similar. Which is a shame, because there's a lot of creative things people would come up in terms of locks, in much the same way they did with buildings. We'll have to reach a happy medium, because if keys are so easily lost and bases so easily compromised, people are going to go back to using suicide as a viable means of keeping a home secure. Which I think is a lose/lose from the start. Speaking of which, traps at or near the house's exterior are not going to be very useful in defending against a raid unless they have a significant number of charges. Most raids occur when a house owner is logged out, so single-use defense mechanisms will just encourage raiders to appoint a sacrificial lamb to strip and trigger all the traps with a bed in a shack just outside. Traps will only really be useful if they hinder access to the house, by blocking doors or somehow reinforcing defenses for a set period of time. The set period of time is important to avoid house owners abusing the system.
to me keys seem like one of those things that, while realistic, just aren't fun game play. the challenge of base design should be figuring out ways to keep people OUT rather than noodling out a way for you to get back in.
I believe keys can be realistic AND fun. Right now it seems like its thrown into the game to see what happens. Its part of the testing process. Still keys dont play a major role since you can hit the door or wall 30-35 times with your rock to get in. The key system wont be tested properly before we get sturdier structures.
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