• Wondering why you stopped playing Rust
    103 replies, posted
I stopped playing because I bought a new screen and graphics card, but 9 days later I have no idea where the graphics card is hiding. [QUOTE=InsaneParrot;43112939]What made me play less is the private servers. My team never stays on the same server for more than a day, and it gets boring as hell. It was fun actually getting set up on a server and playing often to keep my base safe, but now that there it doesn't matter, I typically just go to another server, get a kit from one of my friends, and play on that server. If I die? Repeat the process. Private servers have basically killed the game.[/QUOTE] [QUOTE=InsaneParrot;43113142]I'd hope people wouldn't have bought more than monthly recurring judging on the state of the game - alpha. That seems to be the best way to do it. It's needed badly. Private servers don't just ruin the game because of the population. They ruin it because they take the fun and experience out of the game.[/QUOTE] You admit to switching servers because you died after getting everything from your friends? But obviously that's just private servers faults, and nothing to do with how your playing the game. [editline]9th December 2013[/editline] [QUOTE=Swagosarus;43122830]It takes quite a big amount of resources to craft C4 so it's not really that unbalanced , they are planning to add static defences to the game making raiding harder. If you find that you are getting raided too much consider playing on a less populated server or building somewhere very secluded.[/QUOTE] It takes a ton to make your first few C4's. But after every successful raid they get cheaper and cheaper. Not to mention its only 120ish sulfer ore to make 2 c4.
Duping and trough that getting every second day me and my buddies house raided which had 12 Metal doors. Could live with it, but then we got raided every 1.5 hours so it became boring and Privat servers.
I think that Rust is a decent game but it needs a lot of work. The concept is jaded, the gameplay mechanics are lacking, and the community is largely little kids and assholes. It seems to me that Rust is just a polished and rehashed Dayz-Minecraft combination. If the devs want Rust to be a great game they need to add something to make it more original and worthy of people's time. Aside from that, I'm sick of the little shits every server is filled with. I once was investigating a fire in the night when the squeakiest, most high-pitched voice you will ever hear said "run n***** run" and then starting blasting me with a shotgun. If you make a house you're going to get raided. No matter how many metal doors you put, no matter how sporadically you hide your loot, someone will take their 10 stacks of C4 and rob you for everything you've got. Why? Because there is nothing else to do. I know, the game is in alpha, it is going to improve, but as it currently stands I feel it wasn't worth $20.
[QUOTE=TheManInUrPC;43113026]No, what you do is contact all the hosters and tell them your dropping private servers. Everyone can keep their server to the end of their billing cycle, but it WILL be terminated at the end of it with no renewal option. That way, you can remove private servers without screwing anyone over on money. Most servers do a monthly cycle, so you can get them all out of the picture by a month and a half.[/QUOTE] Then some rich guy come in and says I've already paid the next 5 years... :/ [editline]9th December 2013[/editline] [QUOTE=Helk;43114518]I think once we change how research works it'll be harder to get to the endgame. What I want to do is make it so researching an item destroys the item you are researching in exchange for a percentage of a blueprint.. so maybe you need to cannibalize 4 m4's to learn how to make one[/QUOTE] Man you know that that won't fix anything... The issue is on the private servers
I'm waiting for more content / new map to be released to get back into it. Don't want to get burnt out during alpha phases but do get on here and there to check the progress of the game.
[QUOTE=Chapi;43126339]Then some rich guy come in and says I've already paid the next 5 years... :/[/QUOTE] If you were stupid enough to pre-buy anywhere near that much, then you're just an idiot.
I stopped playing due to the lack of mature players, I was chased by what I'd assume to be a 12 year old and he was screaming "I'm gonna kill you faggot" and calling me other names, this has happened on multiple occasions. The Rust community as of right now is really what is repelling me from playing. I do hope it settles down and gets better though because I really did enjoy the playstyle of this game.
[QUOTE=Ravenholm!;43126861]I stopped playing due to the lack of mature players, I was chased by what I'd assume to be a 12 year old and he was screaming "I'm gonna kill you faggot" and calling me other names, this has happened on multiple occasions. The Rust community as of right now is really what is repelling me from playing. I do hope it settles down and gets better though because I really did enjoy the playstyle of this game.[/QUOTE] Thats why they shouldnt remove the "Penis" , so more Parents dont trust this game :D
There just isn't much to the game. That's it. I'm pretty most people are waiting for release and all the mods that will come after.
Stupid private servers
Helk is hosting *Official Facepunch Dev as of today. Enjoy!
It's replay value is next to none, once you've gathered the blueprints, got a base, built weapons galore, killed a few people, and die; you've basically 'beat' the game for lack of a better term. Versus something like MC that allows modding to add gameplay for people who have been around, or even something like procedural generation, Rust just in my honest opinion doesn't have an edge. You pay $20 for a game that for me lasted ~32-48 hours worth of gameplay. I'm mostly waiting until a release with a bit more content so that the replay value is increased some.
I quit for now due to the fact you can build in the Loot Spawn buildings and Radiation Towns. Ruins the whole expierence for new players.
[QUOTE=PeaceKeeper0;43129128]I quit for now due to the fact you can build in the Loot Spawn buildings and Radiation Towns. Ruins the whole expierence for new players.[/QUOTE] You shouldn't be able to do that in the most recent patch [editline]9th December 2013[/editline] [QUOTE=JazZ5109AI;43129001]It's replay value is next to none, once you've gathered the blueprints, got a base, built weapons galore, killed a few people, and die; you've basically 'beat' the game for lack of a better term. Versus something like MC that allows modding to add gameplay for people who have been around, or even something like procedural generation, Rust just in my honest opinion doesn't have an edge. You pay $20 for a game that for me lasted ~32-48 hours worth of gameplay. I'm mostly waiting until a release with a bit more content so that the replay value is increased some.[/QUOTE] Yeah we're planning to extend the length of gameplay before you become a master, its good to have it reasonably quick now though for testing purposes ya know?
[QUOTE=Helk;43129251] [editline]9th December 2013[/editline] Yeah we're planning to extend the length of gameplay before you become a master, its good to have it reasonably quick now though for testing purposes ya know?[/QUOTE] Of course, I completely understand that, I was just stating that's why I've taken a hiatus from actually playing the game, I sincerely hope you guys do add a good bit of longevity
My friends and I want to play, but there are too many issues. 1. Which server do we play on? The last server we joined had 50 people, and then dwindled down to 5 people in peak periods. 2. Constant dupe issues, have yet to see the all clear that duping is finally gone. 3. We don't know when the server will be wiping and we don't know when the server has been wiped. We want to join in after a server wipe but its difficult to find that out. Also we don't want to put 8 hours of effort in for it to be gone the next day by a wipe. I'm hoping the Steam release will solve these issues.
I'm waiting on Steam release personally. It's entertaining when there's a lot of people on a relatively even playing field, but if you get on a server and there's an existing bandit group with full m4 and kevlar (couple hours atm), there's honestly not a lot of incentive to stay and ride it out versus just jumping to the next server. Few problems at play in this situation, I just don't see an easy one shot fix for it. The winning theme at this point is that numbers generally equate to power. I love the recent additions to base defense (the spiked fences especially) and I could see that potentially being the lead step forward to making it an even playing field if the theme continues. I'd love to see the day my hermit ass can sit in my well designed base picking off the bandits as they come. (Sleeper servers.. yeah.. I'm sure I'll still wake up dead and naked as usual.. hopefully I made it fun for someone/someone's to raid while offline)
Thanks to all who have commented on this thread, it's actually pretty enlightening. Hope the devs take it to heart. I'm sure they want to create a game that is both challenging and long-lasting. As it stands now, the combination of very little progression, and way too many servers create an experience that lacks both challenge and lifespan. [b]This can't be what they wanted.[/b]
I'm reading this thread, there's some good suggestions and we've already implemented the official server tab! Thanks for the input guys
Anybody ever play Ultima Online? Way back in the day before they changed it up UO had the best PVP going, IMO. They had a system where people that 'murdered' other players (first agressor, so first to do damage) would get a murder count if they killed a player. Once their murder count rose above a set number in a set period (Say 5 in 7 days) they gained murderer status. If they died, they had some stat loss and there was an in game incentive to kill a murderer for non murderer characters - cash. You couldn't just drop this system into place in Rust as it was, but if PVP is really the core of this game I think a system like this helps to build artificial factions. Red players hung out with red players and blues were characters that you would get a murder count against you if you killed. There were the outcasts and the lawful types, and it helped to group characters together. Complicated to implement? Definitely. Impossible? Maybe, I don't know Unity's limitations. But it worked well, UO pvp at it's height (before carebear nerfing) was the best thing going. When you died you lost all your gear/loot, just like Rust. Oh and C4 needs to be removed. Weak grenades, OK. And they shouldn't do through wall damage, but I doubt that's intended. Hopefully that makes sense to people.... Feel free to ask for clarification. miR
[QUOTE=Evesest;43117234]I stopped because C4 is too easy to obtain. Just make "explosives" uncraftable and reduce the amount needed in C4 to 1. Then that should be fixed. Also the recoil in the game is horrible. I've played many PC shooters and Rust is a completely different feel than anything else, and not in a good way. Recoil should exist, but after each shot your crosshair should return to the original position. I am a gun collector IRL and never have I been inclined to shoot until I'm looking into the sky. Your natural inclination is to balance out the weapon and compensate for recoil. Every game gets this except for Rust. If you fix this, the game will be INCREDIBLY successful as current FPS players will adapt to it. Door permissions etc are a good idea, but not end all be all. Guns should look different from the 3rd person perspective, and not all appear to be M4. I love this game and hope it doesn't just ignore the issues I've stated above. I am not one of the haters, I think you have a winning formula, [B]but the recoil and shot registry is your number one issue. Please make it feel more professionally done.[/B] Thanks![/QUOTE] Yeah that would be awesome, or at least be one of the highest priorities on the list.
I don't know if I agree with the guy who said the shot should return to the original position, you just need to drag down on your mouse to return it manually while firing, don't you?
I don't get why you guys all hate private servers. Is it admin abuse or is it just that you can't get settled in a populated server? PGH is running well right now with hopes of expansion,Private servers are a great way for us owners to express our creativity into the server. Private servers can be a wasteland or a flourishing populated server. Owners who work hard will have people playing on their server, Owners who abuse and doesn't care at all will have a wasteland. The point is, there are hard working people out there who want to provide a better gaming experience for the community. Private servers allows us to provide events, help players, ban hackers on sight, and just have a more interactive community in general.[QUOTE=InsaneParrot;43112939]What made me play less is the private servers. My team never stays on the same server for more than a day, and it gets boring as hell. It was fun actually getting set up on a server and playing often to keep my base safe, but now that there it doesn't matter, I typically just go to another server, get a kit from one of my friends, and play on that server. If I die? Repeat the process. Private servers have basically killed the game.[/QUOTE]
[QUOTE=Helk;43135570]I don't know if I agree with the guy who said the shot should return to the original position, you just need to drag down on your mouse to return it manually while firing, don't you?[/QUOTE] Ideally you should research other games in this domain (battlefield, call of duty, counterstrike, arma, etc.) and see how they do it, what feels best, and then [B]only if you have a very good reason[/B], stray from the industry standard of video game gunplay.
-too easy to get blueprints -too many guns in crates -weapons and clothes don't lose durability means the amount of wepons/clothes is increasing over time on the server -the fact that you can't destroy/reclaim your own building parts, one missplaced pillar can mess up your whole house -duping/glitching/cheating
[QUOTE=vehementix;43137395]Ideally you should research other games in this domain (battlefield, call of duty, counterstrike, arma, etc.) and see how they do it, what feels best, and then [B]only if you have a very good reason[/B], stray from the industry standard of video game gunplay.[/QUOTE] A very good reason as judged by whom, you?
[QUOTE] Anybody ever play Ultima Online? Way back in the day before they changed it up UO had the best PVP going, IMO.• They had a system where people that 'murdered' other players (first agressor, so first to do damage) would get a murder count if they killed a player. Once their murder count rose above a set number in a set period (Say 5 in 7 days) they gained murderer status. If they died, they had some stat loss and there was an in game incentive to kill a murderer for non murderer characters - cash. You couldn't just drop this system into place in Rust as it was, but if PVP is really the core of this game I think a system like this helps to build artificial factions. Red players hung out with red players and blues were characters that you would get a murder count against you if you killed. There were the outcasts and the lawful types, and it helped to group characters together. Complicated to implement? Definitely. Impossible? Maybe, I don't know Unity's limitations. But it worked well, UO pvp at it's height (before carebear nerfing) was the best thing going. When you died you lost all your gear/loot, just like Rust. Oh and C4 needs to be removed. Weak grenades, OK. And they shouldn't do through wall damage, but I doubt that's intended. Hopefully that makes sense to people.... Feel free to ask for clarification. miR [/QUOTE] I still go back and play pre - UO:R servers every now and then. Just to elaborate on the "justice system" it was: Blue - innocent, has not committed any crimes in the last 15 minutes. Grey - criminal, has committed a crime, this included killing a player, stealing (i guess using C4 could be considered a crime as its usually used to raid). Criminals are openly attackable and no penalty or kill count is applied for killing one. Red - Murderer, this person has had 5 kill counts in a short period of time (24 in game hours for each kill count to drop) and is openly attackable, no penalty applied for killing this character. However there were some exceptions, criminals were still entitled to defend themselves, if you attacked a criminal, you would appear as a criminal only to that player. Murderers were NOT entitled to self defense, if an innocent player attacked a murderer, and the murderer killed that player in self defense, the murderer would still gain another kill count. After 10 kills a murderer is then subject to stat loss when they die (this could apply to Rust as a "no camp spawn penalty) The only reason i don't see this working in Rust is that in UO there was towns with guards that would one shot criminals/murderers if you called for them, so murderers and thieves usually operated outside of town and could not trade with the town people. Seems like in Rust everyone would just become a murderer unless you wanted to replay as a law enforcement division or something and live by a moral code.
I don't care about anthing like the easy crafting or anything like you guys say. Harassment is fine. Its just I feel that the community has gotten to big. No official servers. We need an official server that can support 1k+ players. We need the old community back. ~Officer Don Nutt
Rust's development sort of boomed in the beginning as it had just been released. Progress has been slow, but the reason that, even with the new update, I'm still not playing is essentially due to: 1. [B]Prolonged lack of character differentiation, leading to heightened rate of KoS'ing. [/B] We could at least have different skin colors, body types, etc, otherwise it's a tad redundant. Perhaps even craftable balaclavas to hide identity? Over-garments to customize our characters over the armor? 2. [B]Military grade weapons are much too easy to attain.[/B] Someone mentioned finding/crafting the individual parts of the gun in order to assemble it rather than looting it from the loot crates. (excluding airdrops, maybe) 3. [B]Door permissions/locks. [/B] Why not have a lock system be craftable? That, or simple permissions to the door, like in-game friends system. (i.e. players can unlock/lock their doors and grant other players keys to their door, so when another player holding the keys to the door is killed, the killer has a definitive way of getting in.) 4. [B]Crude means of transportation. [/B] Although I think full-fledged cars may be a bit OP (especially in consideration to new spawns getting mowed down :v: ), a cheap buggy with multiple seats could be cool. (Maybe a permissions system with that as well?) I don't think they're necessary, but a balanced addition would be cool. 5. [B]More weapons.[/B] Crossbows, crude bolt action rifles, homemade machetes, throwable hatchets? Once you have the M4 silenced, you don't necessarily need anything else. 6. [B]Dupers.[/B] The game can't function without admins while duping exists. Being admin on a server, I know how difficult it is for other players when dupers are just steamrolling the entire map. Don't get me wrong, I still love Rust and I can't wait for it to progress even more. These are basically just suggestions, but they're also the reason I've been inactive on the game. I'm sure most of this will be finished up eventually anyways.
Helk, will you ever fix this freezing glitch? Its like a 2 second freeze/ screen stutter that I get every 10 seconds. Not sure what's causing but it cant be my laptop because its one of the better versions, and runs every other game very smoothly, it even runs this game with grass on at 60 -80 fps which is pretty good, yet I still freeze every 10 seconds for about 2 full seconds which ruins the game. Please help me
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