• [Experimental] Suggestions Thread
    65 replies, posted
can`t wait for the robots xD
Hello everyone, I am in agreement that the idea of using a little box in the corner of the [B]item icon[/B] for selecting all of an item is a very good idea, and perhaps doing a "Shift" click or whatever would bring up a little input menu where you could select an exact amount. I agree that there needs to be more [B]capability to recognize[/B] friend from foe, but I think the only way to effectively do that, while keeping the realism of the game is to have character customization. Other than that, part of the charm and excitement of Rust is that air up uncertainty, not knowing if someone is friend or foe. I believe that [B]the biggest issue[/B] in Rust at the moment is giving the player [B]something to bring players together[/B], zombies do that in all of the other zombie mmo's, and I agree that Rust is above the whole zombie trend. I think that what Rust most reminds me of is a combination or either Fallout or Borderlands, and because of that I think that Rust would be incredible with some AI bandits. Bandits that create little towns and scout the world, raid the radtowns, and even raid player structures. The bandits could be wild and savage, maybe native people who were pushed to remote parts of the island, perhaps the victims of some sort of experiments or torture, or maybe the Rust island is just some sort of penal colony where things just went terribly awry.
[QUOTE=RagingRooster;45969872]i kinda meant, like you can paint your clan sign or something, to denote its your area. If your Emblem happens to be a dick....well.[/QUOTE] i know it wasn't what you meant per se, but its what will happen if you give people the ability to draw on anything; that and "so-and-so f*cks pigs" or "i waz ere". but you can ALSO do things like direction arrows, secret markings etc that let allies know where you are headed, or where your base is, or where you have been, or where the good loot is XD
Or if someone keeps raiding you and you find their base you spray "PEDO" in six foot high letters on the side.
What's wrong with you kids these day's!? I hade a couple kids screaming "pedo" on my server to. I hate that! Don't swear with pedo or cancer. It's a ban on my server for sure..
[QUOTE=Da Ph0oL;45974033]Hello everyone, I am in agreement that the idea of using a little box in the corner of the [B]item icon[/B] for selecting all of an item is a very good idea, and perhaps doing a "Shift" click or whatever would bring up a little input menu where you could select an exact amount. I agree that there needs to be more [B]capability to recognize[/B] friend from foe, but I think the only way to effectively do that, while keeping the realism of the game is to have character customization. Other than that, part of the charm and excitement of Rust is that air up uncertainty, not knowing if someone is friend or foe. I believe that [B]the biggest issue[/B] in Rust at the moment is giving the player [B]something to bring players together[/B], zombies do that in all of the other zombie mmo's, and I agree that Rust is above the whole zombie trend. I think that what Rust most reminds me of is a combination or either Fallout or Borderlands, and because of that I think that Rust would be incredible with some AI bandits. Bandits that create little towns and scout the world, raid the radtowns, and even raid player structures. The bandits could be wild and savage, maybe native people who were pushed to remote parts of the island, perhaps the victims of some sort of experiments or torture, or maybe the Rust island is just some sort of penal colony where things just went terribly awry.[/QUOTE] mmmm, I'm Not sure about Dumb as Bricks AI Generi-Bandits Aimbotting me, players do that enough. but there IS a need to bring players together, and as such a few idea's have been put foward 1. Caretaker Bots [IMG]http://i.imgur.com/QlnKpFJ.jpg[/IMG] Come on, they look awsome as hell. These Hulking rustic looking robots would require multiple people to take down 2. Patrol Heli [IMG]http://i.imgur.com/eAzejsM.jpg[/IMG] This would fly around attacking players, like a world boss But Penal Colony eh? you got yourself a Plausible Backstory The Bruce Willis Clone Maximum Secuirity Prison!
I'm not a big fan of bandits, because basically all other players function as bandits. I am a huge fan of first and foremost implementing rad zones / rad towns / monuments which leave items. Having hotspots in the maps again, where player vs player battles will be happening over the resources is a good step towards getting back to where we were in a sense. Then adding the caretakers would be great. Have a few roam the map, but be so strong that you need at least 4/5 guys to wreck one (with grenades and a missile launcher for instance). These battles could be really cool and unite players in a sense. Later on maybe adding the chopper would be cool, but i'd prefer the caretakers over the chopper. Caretakers plus more mutant type of monsters, like the mutated carrot that's to be found at the Trello :) would love for the mutated creatures to be roaming the monuments / rad zones. [editline]14th September 2014[/editline] Also another thing which has been suggested multiple times but i feel can't be stressed enough: The inclusion of spears. To be able to craft a spear and next to fighting with it, it would be cool to be able to throw it as well. Great tool for hunting too. And i was thinking that with all those needles that have been sketched up.. it would be cool if you could add a needle to a spear, maybe even fill it up with poison or something. :) [editline]14th September 2014[/editline] And one more thing: i think there should be at least 2/3 more slots for clothing. I feel that you should be able to always wear the metal plate above any type of shirt (cloth / leather whatever). And also clothing slots should be going from up to down, next to the body resembling which part it assigns the clothing to (like in legacy).
Probably not the best thread to make my first post, but I couldnt find an Introduction area. A few suggestions from a noob, but a keen rust player. Prone - Nakeds stand out too much, being able to prone in the grass or on rocks will help reduce their visibility and increase their survivability. Would also be great for remaining unseen when conducting reconnaissance on key terrain/player structures Spears - As suggested above, spears came before bows and arrows. They can be used for hunting and fishing and should be recoverable. They can degrade with use Animal Pelts - Kill a bear? Wear its pelt. All of a sudden there's a few people wearing wolf pets, they come across each other and decide to form a wolf clan. Different coloured animals give different coloured pelts so you can have a brown bear clan and a black bear clan. Skulls on pikes - Animal skulls, human skulls, whatever you want. Use them to mark your territory or decorating your house if that's your style Tamable dogs - Tame a wild dog, and have a hunting companion. Behavioural options set by the player affect how his dog reacts to certain situations eg spotting another player, coming across wild animals. Dogs have an option to seek out animals and humans. Feed them meat to regenerate their health, bandage them up when they're bleeding etc. Backpacks - Work like mobile storage chests. Can be placed on the ground to store things, and later on be picked up and carried. Have multiple backpacks in your house for different purposes, a raid pack, hunting pack and a bugout pack. The more items in your backpack, the more calories you consume when moving.
all very reasonable suggestions (most have been touched on before, but as a new user i'l give you the courtesy of not hammering you with the "use the search function" thing yet;) prone and spears are in the works, check out the trello for spear info, and we have had a few (intentional?) testing moments of prone...whether that was a bug is debatable though lol. animal pelts may be covered by fur clothing when that is introduced, but admittedly i'd love to wear a bearskin to show how badass i am. skulls on spikes are a decent idea, and not too extreme or hard to build. Tamable dogs would be interesting to use provided they are as weak as other canines, and have limited ai. backpacks have been suggested, but depend on whether they ever introduce harsher limitations for inventory space; they are introducing weight eventually, so who knows. oh and welcome to the forum;)
[QUOTE=oXYnary;45936860] [b]UI: Area in Inventory Slot to Move all[/b] You know how the further you go up over a item in Inventory it allows more to be selected. I don't know if this is a stand in for now, but what about in the upper left corner of each item in the inventory a tiny rectangle that if you drag from takes the entire slots amount. It slows down and micromanages the gameplay trying to get far enough up in the slot to "grab" everything to move.[/QUOTE] Agreed, the Inventory slot should have a small 3x3 pixel square in the top corner as a "handle" to grab all. [QUOTE=mrknifey;45937357]cloth is something i have been a bit iffy on myself. i think animal "cloth" should be hide, and actual "cloth" harvested via shearing/stripping from fur/cottonpicking etc[/QUOTE] Agreed, Animals should produce Hide, Hide should be processessed to produce Cloth, much as Wood is needed to produce Paper, to produce Foundation plans. [QUOTE=Misquoth;45938259]Need some way to identify people.[/QUOTE] I agree with most people that we don't want floating names or auras, but at the same time, it would be nice to be able to identify people, either to find your friends, or to seek revenge on the person who keeps killing you. I wondered about either: - being able to right-click on a character who is within "interaction" distance to see their username, (and maybe some basic stats?). - or being able to "seach" for someone by name in the F1 consol, and having a faint "light beacon" appear on the horizon, to show you what direction they are in, and how far away. Maybe being "searchable" could be optional, so that people wanting to locate each other can turn it on, but those not wanting to be found can turn it off? [QUOTE=NazcaC2;45945974]Face Customizer - able to import your face via photo and the game will detect key points to map it out on your character[/QUOTE] LOVE this idea. Being able to play with your own face on! It shouldn't be impossible either, upload a "passport" style photo, get the user to map their keypoints, (eyes, nose, mouth, ears, chin, hairline), then use that on the wireframe. After all, they manage to do it on those dancing elf christmas cards every year, lol. I agree that this is quite optimistic though, and a long way off... [QUOTE=oXYnary;45946211]Besides, do you really want to see yourself naked...[/QUOTE] True dat, when you put it that way... [QUOTE=mrknifey;45966187][B]dismantling gear:[/B][/QUOTE] Agreed totaly, you should be able to break-down clothes to produce cloth, and tools to produce wood / metal, etc. They should yeald half/75% the original crafting costs, as [B]mrknifey[/B] suggested. [QUOTE=Loey575;45985161] Prone - Nakeds stand out too much, being able to prone in the grass or on rocks will help reduce their visibility and increase their survivability. [/QUOTE] Agreed, there are times when you just want to lay down behind something and wait for the sun to rise. [QUOTE=Loey575;45985161] Animal Pelts - Kill a bear? Wear its pelt... Different coloured animals give different coloured pelts [/QUOTE] I think this has been touched on before, but yes, most basic form of clothing, animal pelts, that can be crafted after killing just 1 animal, so you don't need to run around nekid anymore. [QUOTE=Loey575;45985161] Skulls on pikes - Animal skulls, human skulls, whatever you want. Use them to mark your territory or decorating your house if that's your style [/QUOTE] Agreed, we can't do anything else with them (yet), use them as decoration, to show your would-be aggressors how formidable you are! [QUOTE=Loey575;45985161] Tamable dogs - Tame a wild dog, and have a hunting companion. [/QUOTE] Agreed. This would have to be quite a lengthy process though, requiring resources and perseverance, or else everyone will be running around with an animal like on WOW. [QUOTE=Loey575;45985161] Backpacks - Work like mobile storage chests. [/QUOTE] Agreed, like an extra "Belt menu inventory", that can we picked up and put down in one go. (Wow, [B]Loey575[/B] is full of good ideas). I've probably got a few more of my own, but so far I have just been reading and comenting on all the other suggestions here. I will have a think if there are any more of my own to add...
[B]let fire deal damage[/B] Campfires should deal damage if you run over them.
They do.
Regarding the problem of not being able to recognize other players: Like i've suggested a few posts back: add 2/3 more slots to the slots for clothing. Then add the option to craft certain 'upper layers' of hide / pelt to be added as a decoration on let's say your kevlar armor. There should be a lot of possibilities regarding the 'extra decoration' of the way you look with a few slots extra. :)
[QUOTE=sehvi;45987245]Regarding the problem of not being able to recognize other players: Like i've suggested a few posts back: add 2/3 more slots to the slots for clothing. Then add the option to craft certain 'upper layers' of hide / pelt to be added as a decoration on let's say your kevlar armor. There should be a lot of possibilities regarding the 'extra decoration' of the way you look with a few slots extra. :)[/QUOTE] Warpaint, use blood from animals, mixed with mud, or some other "fancy" way, wouldn't that be kinda "survivalist'ish"?
For Wolf Pelts, there should be a Vulpes Inculta-Style Hat. [IMG]http://img1.wikia.nocookie.net/__cb20110117134809/fallout/images/a/a9/Vulpes_Inculta.jpg[/IMG] This Needs to be a thing, that would look so badass.
Giving players control over the dye with a swatch would help with customization!
[QUOTE=RagingRooster;45990594]For Wolf Pelts, there should be a Vulpes Inculta-Style Hat. [IMG]http://img1.wikia.nocookie.net/__cb20110117134809/fallout/images/a/a9/Vulpes_Inculta.jpg[/IMG] This Needs to be a thing, that would look so badass.[/QUOTE] Did you see this? [IMG]https://trello-attachments.s3.amazonaws.com/53b26f4cad44d73fe80c4772/53c7d201888795f66d3ddeb5/2100x702/90ffd1edf2eaad663ce4a689b0fce3a3/001_-_Mask_Samples.jpg[/IMG]
^ Nice! Didn't see that yet. :))
[QUOTE=RagingRooster;45976598]mmmm, I'm Not sure about Dumb as Bricks AI Generi-Bandits Aimbotting me, players do that enough. but there IS a need to bring players together, and as such a few idea's have been put foward 1. Caretaker Bots [IMG]http://i.imgur.com/QlnKpFJ.jpg[/IMG] Come on, they look awsome as hell. These Hulking rustic looking robots would require multiple people to take down 2. Patrol Heli [IMG]http://i.imgur.com/eAzejsM.jpg[/IMG] This would fly around attacking players, like a world boss But Penal Colony eh? you got yourself a Plausible Backstory The Bruce Willis Clone Maximum Secuirity Prison![/QUOTE] I agree that I wouldn't want some lame bandit that is dumb as bricks, but I was thinking bandits that would be similar to the NPC's in "The Forest". Bandits would come in different skill levels and have to build a shelter, harvest resources, loot crates, sleep for at least a certain amount of time, all the same thing players have to do. The problem with the robot boss is that despite bringing people together, once it is killed, whatever loot that it guards will turn players right back against each other. It would just turn right back into an airdrop scenario.
[QUOTE=Atlantacus;45992729]Did you see this? [IMG]https://trello-attachments.s3.amazonaws.com/53b26f4cad44d73fe80c4772/53c7d201888795f66d3ddeb5/2100x702/90ffd1edf2eaad663ce4a689b0fce3a3/001_-_Mask_Samples.jpg[/IMG][/QUOTE] Loving the rock mask lol
Yay, someone remembered mah post ! [editline]18th September 2014[/editline] Here is my old post : Cold: Swimming for 30seconds or more. Cure: get in front of a campfire, or take a heat pack. you can find heat packs in rad zones, or in mutant animals. ----------------------------------------•-------------------------------------------------•-------------------------------------------------•-- Cold 2: Staying out in the night. Cure: get in front of a campfire, or take a heat pack. Prevention: Wear a full set of some kind of cloths, or hold a torch. ----------------------------------------•-------------------------------------------------•-------------------------------------------------•-- Cold 3: Being in the new snow biome. Cure: get in front of a campfire for a longer time, or take 2 a heat packs. Prevention: Wear a full set of cloths better than cloth armor. Suggestion: Make some cloths to prevent getting sick in cold biomes, craftable with leather & cloths. ----------------------------------------•-------------------------------------------------•-------------------------------------------------•-- Infection: Getting bit mutant animals. Cure: take an antidote pill, or 5 normal rad pills. Prevention: Wear a kevlar shirt. Suggestion: Mutant animals with 2 attacks, A bite attack, with 4 out of 8 chances to get you infected, and a normal attack. And some new antidote pills. ----------------------------------------•-------------------------------------------------•-------------------------------------------------•-- Edited: Update 1: Cold Symptoms : You get an annoying Blur effect, and some random sneezing sounds. Infection Symptoms: You get another blur effect, some auditory illusions, and some random vomiting sounds, like when you eat chicken.
This is a pure suggestion: the moment someone spawns and comes to life, is afraid of other people. Why? Because you will be killed right at the moment you meet another player (there are exceptions ofcourse). Why? Human nature I guess? *I WANT HIS LOOT!!*. Couldn't you guys make a better gamesetting where nature is your worst enemy? A setting where you will be HAPPY to see another player, to help you. A setting where trading and economy is a big part of the game and killing another player is a big crime. A setting where towns rise, where people create there own quests, where players rule over other players (and decide to be kind to their people, OR EVIL >:) (By asking high taxes, gnegne..)). Decisions, decisions, decisions. Politics, trading, economy, building, crime, etc. etc. That would be alot cooler then the original setting (not that I am unhappy with the game, It's awesome!). The game is too easy right now: Spawn > Collect Recources > Build your mansion with a lock > Gather some more stuff to deposit in your crates so you can hold out forever > KILL OTHER PEOPLE (Cause theres nothing else to do anymore).. Some simple things: You cut a tree, wood appears in your inventory while you don't got a bag.. You don't even carry your loot. It would be alot cooler to carry wood on your back, carry it to your plot, build your farm, house, whatever you can think off. I have alot more suggestions, all to expend the idea explained above, but it will be a sort of book then. Conclusion for now: the multiplayer aspect of this game should be alot bigger.. Hope you find yourself in this suggestion. Thanks, Anthonie PS: (Sorry for the English, I'm Dutch :-))
An Megaphone. To Yell to youre enemies from the distance
I would love to see some base defense weapons. Maybe add in mounted crossbows and machines guns you can get and place around your base for when you get attacked. Also everyone is wanting a mount pretty badly.. and I noticed there is an animal you never see but should be in the wild... Horses. I suggest working on a system to tame a wild horse so it can be used as a mount (Eventually leading to being able to craft armor for your horse). I would like to see cars but in all honesty it would ruin the game to see a bunch of cars driving around, seeing people riding horses on the other hand imo helps add the the atmosphere.
[QUOTE=mrknifey;45985385]all very reasonable suggestions (most have been touched on before, but as a new user i'l give you the courtesy of not hammering you with the "use the search function" thing yet;) prone and spears are in the works, check out the trello for spear info, and we have had a few (intentional?) testing moments of prone...whether that was a bug is debatable though lol. animal pelts may be covered by fur clothing when that is introduced, but admittedly i'd love to wear a bearskin to show how badass i am. skulls on spikes are a decent idea, and not too extreme or hard to build. Tamable dogs would be interesting to use provided they are as weak as other canines, and have limited ai. backpacks have been suggested, but depend on whether they ever introduce harsher limitations for inventory space; they are introducing weight eventually, so who knows. oh and welcome to the forum;)[/QUOTE] Thanks mate, I probably should have used advanced search and narrowed it down to the Rust forum because i picked up quite a few unrelated results for spear. As for the pelts, this is what I had in mind [img]http://qph.cf.quoracdn.net/main-qimg-b22a857b9a2dc95c50bb9364049f0169[/img] Is there something in the works for a key ring? Having multiple locked doors quickly fills your inventory full of keys, would there be a way to group them together into 1 slot?
yep, that's what i pictured lol:D nothing that i've heard re keyrings, but quite possible since its in discussion and keys do get out of control. the locks are really early stage though, so it might all change in the future;)
[b]*Long Term* Server "Islands" can connect.[/b] Yea, its basically based on the Minecraft server portal system. Server admins can agree to link servers together. Each others will show as a far off island on the coast. Boating towards it when you reach the midpoint between them will bring up the dialog asking if you want to continue to the new server or stay on current. Choosing current will turn your boat around. I suggest this now as I'm unsure of the requirements to changing netcode. Why? It would allow servers to share large communities that otherwise would have splintered between them. It also would allow players the ability to actually go to a new server and not have to start afresh each time (in that network). FWIW, added the melee right click block as a suggestion on the Facepunch Support Bugs/Suggestions. [url]http://support.facepunchstudios.com/feedback/view/405-right-click-melee-block[/url] Maybe we could use this thread to see the forums thoughts before putting ideas up in their ticket system (and we can upvote one another versus being buried under a flood of ideas that people didn't bother searching about first).
Boats Ships. On the New maps is far to much Water between the Islands. Or Bridges being able to build an specific type of FOundation on the Water
I think that shooting someone in their armor should cause like 25% - 10% damage (depending on the weapon) and also have a knock back/stun effect for like 1-2 seconds. Also the bone knife should completely ignore metal armor. It would make sense because first of all the bone knife is tiny, so it could go through the chinks in the armor, and because the bone knife isn't very strong, its a perfect balance.
[QUOTE=neel11;46128417]I think that shooting someone in their armor should cause like 25% - 10% damage (depending on the weapon) and also have a knock back/stun effect for like 1-2 seconds. Also the bone knife should completely ignore metal armor. It would make sense because first of all the bone knife is tiny, so it could go through the chinks in the armor, and because the bone knife isn't very strong, its a perfect balance.[/QUOTE] I'm going to have both agree and disagree with that; I think it would be neat if sharp melee weapons and arrows ignored light-armour, even such as kevlar (which is more for stopping bullets). Heavy metal armour, while making you slower from the weight (as well as costing more carry weight obviously) should be completely immune to sharp hits from lower tier melee weapons and arrows.
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