[QUOTE=Warm;48024911]Meh I have given up on regular keys and just use the stair method now.[/QUOTE]
Agreed - that's the way to go. I disagree with those who call it an "exploit" or "cheating" -- it's making use of a game mechanic to create a hidden room. Perfectly legit gameplay.
[QUOTE=Maximum Over;48024886]Simply not losing your keys is even better. There are so many active workarounds to this already, up to and including keeping a spare set of keys inside your house with your sleeping bags and creating a duplicate set when you go out.
As you progress through the game, you find a better solution -- the codelock -- to replace it. Just like how you start with a rock, then evolve to a stone hatchet / metal hatchet or stone pickaxe / pickaxe or wood spear / stone spear. Or how you start with burlap clothing then evolve to jackets and boots and hazmat suits. Or how you start with a spear and evolve to fully automatic weapons. I've already said in the countless threads on the subject that the codelock itself needs to be replaced with something more plausible like a combination lock, and that the BPs are currently more difficult to find.
If you want to start with insta-codelock, play on a modded server that offers it. That's why they exist. For the rest of us, grinding up is part of the game.[/QUOTE]
The problem with lock is that it's a huge hassle. A HUGE one. You need to do so much just to use one lock. Either lock needs to be fixed in some way to make it more viable or code lock needs to not save your passwords so you need to enter them each time in order to balance things out.
I bet if you look hard enough, under definition of clunky you will find "Rust lock"
[QUOTE=Maximum Over;48024926]Agreed - that's the way to go. I disagree with those who call it an "exploit" or "cheating" -- it's making use of a game mechanic to create a hidden room. Perfectly legit gameplay.[/QUOTE]
Agreed. Don't get me wrong, I do kind of feel its "gimmicky" but I barely have much time to play as is and when I am forced to spend half my play time farming barrels I don't really see any other way.
[QUOTE=itisjuly;48024947]The problem with lock is that it's a huge hassle. A HUGE one. You need to do so much just to use one lock. Either lock needs to be fixed in some way to make it more viable or code lock needs to not save your passwords so you need to enter them each time in order to balance things out.
I bet if you look hard enough, under definition of clunky you will find "Rust lock"[/QUOTE]
It is a hassle is because you have the incorrect view that stuff is yours and you should keep it after you die.
I'd like to see that when you die you should have to re-enter your code locks.
[editline]22nd June 2015[/editline]
[QUOTE=Warm;48024949]Agreed. Don't get me wrong, I do kind of feel its "gimmicky" but I barely have much time to play as is and when I am forced to spend half my play time farming barrels I don't really see any other way.[/QUOTE]
This is because progression is broken. Everyone knows you can farm barrels until you are top-geared. It needs to be more linear.
Codelocks are now default blueprint.
[QUOTE=trustinrocks;48025302]Codelocks are now default blueprint.[/QUOTE]
[URL="https://twitter.com/RustUpdates/status/612999095213555712"]https://twitter.com/RustUpdates/status/612999095213555712[/URL]
I don't really know what to think about this.
Now we can make them early on and not worry so much about keys, but it seems like a temporary fix until keys can get sorted out I think.
Stair bases are probably still a viable alternative until you get furnaces going.
Holy shit, nice job Garry. Really! *tips hat*
[QUOTE=utilitron;48025278]This is because progression is broken. Everyone knows you can farm barrels until you are top-geared. It needs to be more linear.[/QUOTE]
The barrels themselves are also temporary. A better delivery method is coming at some point, and I doubt we'll be trading one grind for another. I suspect we'll see something vaguely skill-related, albeit with a very weak skill level (such as attacking animals that will aggro on you).
[editline]22nd June 2015[/editline]
[QUOTE=Malexion;48025372]Stair bases are probably still a viable alternative until you get furnaces going.[/QUOTE]
That technique is good to use even in advanced game stages. You have no idea how many "looted" bases I've come across only to find an in-tact stairwell loot room. Score!
[QUOTE=Maximum Over;48025463]The barrels themselves are also temporary. A better delivery method is coming at some point, and I doubt we'll be trading one grind for another. I suspect we'll see something vaguely skill-related, albeit with a very weak skill level (such as attacking animals that will aggro on you).
[editline]22nd June 2015[/editline]
That technique is good to use even in advanced game stages. You have no idea how many "looted" bases I've come across only to find an in-tact stairwell loot room. Score![/QUOTE]
Makes me wish we could do this with something less obvious than stairs, like a fake wall of sorts.
[QUOTE=Maximum Over;48025463]The barrels themselves are also temporary. A better delivery method is coming at some point, and I doubt we'll be trading one grind for another. I suspect we'll see something vaguely skill-related, albeit with a very weak skill level (such as attacking animals that will aggro on you).[/QUOTE]
I really don't want skill related. There are [URL="http://facepunch.com/showthread.php?t=1471316"]better ways[/URL] to handle it.
[QUOTE=Malexion;48025542]Makes me wish we could do this with something less obvious than stairs, like a fake wall of sorts.[/QUOTE]
Getting a half-wall (or replacing the existing low wall with a true half way) would go a long way towards this.
I've seen some bases with "fake" walls that just use a confusing interior floorplan that disorients you. Short of literally blowing up every wall, it adds a level of difficulty to finding the loot rooms -- ESPECIALLY when they construct what appear to be two buildings back-to-back.
[QUOTE]Codelock is default craft - @garrynewman (/main)[/QUOTE]
Problem Solved
[QUOTE=trustinrocks;48025302]Codelocks are now default blueprint.[/QUOTE]
i was debating marking this dumb; it wouldn't be directed at you but the idea of making the codelock a default bp...
the whole point of the default bp list is to allow you to make certain items from the get go, and that make sense for you to be able to craft them without any kind of information/instruction. a bow, sure. a basic keylock? yeah why not.
a electronic 4 digit code lock with primitive tools? not bloody likely without some kind of instructions to work from; it's just too complex to make from scratch like that.
i suppose it's a bandaid fix like the cupboards, and will reduce the grind for a codelock so players don't need to use the keylock... but still, it just feels like another concession.
Code lock is default
Gone are the days of fucking around with keys and grinding for a code lock bp when you join a new server, Garry has made the code lock a default blueprint. He’s also altered the cost slightly, now requiring 400 wood and 100 metal frags to craft (as opposed to the current cost of 500 wood and 50 frags).
Font is Rustafied.com
[QUOTE=mrknifey;48030394]i was debating marking this dumb; it wouldn't be directed at you but the idea of making the codelock a default bp...
the whole point of the default bp list is to allow you to make certain items from the get go, and that make sense for you to be able to craft them without any kind of information/instruction. a bow, sure. a basic keylock? yeah why not.
a electronic 4 digit code lock with primitive tools? not bloody likely without some kind of instructions to work from; it's just too complex to make from scratch like that.
i suppose it's a bandaid fix like the cupboards, and will reduce the grind for a codelock so players don't need to use the keylock... but still, it just feels like another concession.[/QUOTE]
The idea of having a lock+key and then progressing towards the keylock is nothing wrong with.
But like a lot of thing, the implementation of its is just not there. Because its a random drop, it means that some people can find a keylock ( and reverse engineer it ) fast and some people can spend weeks not finding it. I kid you not that i had weeks of barrel hunting and not finding the keylock BP. Its sometimes so rare, that its on the same level of C4 BP's at times.
One also need to take in account, how fast the game moves. You can build a single to double door base today and tomorrow, already have your doors smashed in, wishing that you had more doors protecting your loot.
Making the codelock a default BP makes sense. You still need to melt the metal frags, so you still need a key lock when you first start ( even for temporary ). That is probably why they upgraded the metal cost. So it still takes you some effort to get several keylocks.
I didn't so much mind the key lock. It's just that the drop rate for the code lock BP seemed ridiculously low. Honestly I think that just making the lock itself more common in loot drops (à la stone hatchet / bow & arrow frequency) would have been a good solution. Then people could find locks and research them. That would have been a good resource sink to get people researching.
Granting the code lock BP as a default makes the game easier and removes some of the required early strategy. I'm not sure how I feel about making the game easier and removing what is now a major goal in the game - getting that code lock to make your base more secure. The idea of it is that it's supposed to be hard.
But overall, I'm ok with code locks being default, I guess.
[QUOTE=Crunchmeister;48042456]I didn't so much mind the key lock. It's just that the drop rate for the code lock BP seemed ridiculously low. Honestly I think that just making the lock itself more common in loot drops (à la stone hatchet / bow & arrow frequency) would have been a good solution. Then people could find locks and research them. That would have been a good resource sink to get people researching.
Granting the code lock BP as a default makes the game easier and removes some of the required early strategy. I'm not sure how I feel about making the game easier and removing what is now a major goal in the game - getting that code lock to make your base more secure. The idea of it is that it's supposed to be hard.
But overall, I'm ok with code locks being default, I guess.[/QUOTE]
Nothing like the fact that they made loot barrels even more difficult to find ;)
On some map parts there is no road withing 10min running and maybe one monument for a entire island part ( seen that on several maps in the desert area's, that are geographically separated by water ) ). Before it was more spread out but now with the linking to roads / monuments it makes some bases even more annoying.
Technically the code lock need to be uncommon. Now its almost like a rare ( played too much Magic The Gathering in the past *lol* ).
The dilemma you have with a code lock research is ... research it ... 30% change max ( what is just as bad as the random drop changes ) or use it.
Talking about bad drops... big chests! Same problem with those. Worst is that you can not reverse research those! Empty boxes need to be removable. I had times that all i had was small boxes in my base. I got into somebody else there base and ... all those big boxes just tempting me. Noooooo.
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