• XP System
    71 replies, posted
[QUOTE=Karma.;49427574][url]http://www.pcgamer.com/rust-interview/[/url] Garry himself said he doesn't want to restrict players in how they play the game. Making groups OP and basically forcing everyone to team up against each other in terms of PVP is going way off of what he is saying here. and about sabotage and balance, you're 15 dudes, the naked is one man. How else is that one man going to be able to make progress unless he has some way to get around the obvious advantage you have? And so what he broke your pumpjack, repair it and move on. Its a small thing but can cause problems if used effectively. Say you all log off, he sabotages the pumpjack so you lose a night of mining. This is balanced because said naked probably spent the night mining and farming after he sabotaged your pumpjack, now he has a better chance in a 1v15. Still unbalanced in the groups favor since all they lost was a little bit of oil. You seem to be completely ignoring that most people that have bought rust and have played it casually are not looking to join up in a "hardcore" (scoff scoff) Rust clan. Most of you are really young and I have no desire to have a 14 year old tell me what to do in a video game. I have plenty of hours in Rust, and I don't like teaming up with people unless its absolutely necessary, or I know them IRL. Since FP has already got a lot of people's foot in the door, they should cater to both parties, those who like to group and those who like the single player life. Not saying groups shouldn't have an advantage or be rewarded fairly for their efforts, all I'm saying is some consideration should be given to those who don't want to group up, making solo play on a crowded server a viable option.[/QUOTE] This is so full of wrong I almost don't know where to start. Almost. First off, I'm not 15 dudes, I'm one dude. One dude that put in enough hours to learn from my mistakes when going up against greater numbers. One dude who found a server with a population that let's me play how I want. One dude who has successfully played solo without whining about the strength larger groups naturally get through numbers or asking for a crutch to make my play style easier for me to be successful at. Second, there is absolutely nothing in the game that restricts players from playing solo. He hasn't made groups OP. Nothing in the game makes their bullets do more damage. Nothing in the game gives them more resources when they go harvesting. Nothing makes their bases any harder to raid. The only point anyone has brought up is the comfort bonus when sitting around the campfire, and that's hardly OP when the amount of food available in the game is taken into consideration. As for your example, if that group of 15 logs off, there is absolutely nothing standing in the way of the naked getting himself established. You aren't talking about standing a fair chance at enjoying the game, you're asking for a free shot at that big bad clan because for some reason, you have it out for them. They haven't attacked you, yet you want the game to cater to your ability to provoke them. Further more, you were asking for it to be easy, to practically have it handed to you. How about, instead of trying to drag everyone else down to cater to your lazy style of play, you actually start putting some effort into becoming a substantial threat. Everyone who ever complained about nakeds getting KOS'd won't be standing behind something this ridiculous. This next part was a double doozy. I haven't ignored anything. In fact, I'm trying to get you to stop ignoring the other half of the population. You're so blindly one-sided in your vindictiveness against people that choose to work together, that you freely label them as "hardcore", really young, and openly ask for handouts in your crusade to eliminate any semblance of progression this game might have. No one is telling you how to play the game, I'm just telling you to quit crying when you suck at it. I'm telling you that it's not the group's fault you're not good at playing solo, it's your own.
it seems you are arguing just for the sake of arguing, and since you have devolved to insulting my skills in an unfinished alpha game, I think we can leave it at that.
Well, here is my opnion about every system that they going to change / currency: Pillar system: Tbh, the pervious one was a lot more better, the currect one doesn't let us to really build an house-...... XP system (Blueprints): Tbh, the currect BP system is ENOUGH good. I don't think you need to change it, its make it equally for players to find them instead of groups to gather 3 minutes resources to make an AK. Feels bit stupid to be honest. XP System (Gather rate / Speeding / melee weapons swings): Amazing idea tho, in real life you can train about how to farm and get the best of your tree / stone node. The thing about the speeding and the meele swings when they will be slower when the food is low is awsome tbh. Great idea, I like it. Doors: Yea-... My opnion is that I think you should bring back the doors to the building plan. If you want a "special door" (When it will be in the future) you would able to make it like now and place it. Currently, I can't see any use for it. And to all of the people that thinks about let a solo some bouns then don't. Tbh, I'm solo myself but groups is always and will be always powerfull than you. You have the same abillities as one of them up. Believe me that if you are good enough, you can drop 4 with AK's with your bow. I did it once, I'm sure you can do it. But still, I think you should've really make something that work againts the group. Because this game meant to be a survival game, not a messive massacre on fresh spawns. The idea of forcing people to work together will just make more and more unnessecry killing and RUST will evnutlley end up like CS:GO, Call Of Duty and more. I think you should give a group some weak point that really people should re-considering to team up.
[QUOTE=Karma.;49428438]it seems you are arguing just for the sake of calling me out on asking for group trolling methods, and since you have devolved to bringing up points relevant to the topic at hand in response to my calling you a kid, I think we can leave it at that.[/QUOTE] Fixed a couple more mistakes you've made.
Kurugo, I don't like you.
[QUOTE=Kurogo;49425095] You forget that it's also perfectly valid to say that stat boosts as a reward for time spent on a server decreases the disparity between established solo players and new groups. If you want to see it's impacts on the game as a whole, you should start by flipping that coin over some time[/QUOTE] Valid, yes, but I wouldn't say equivalent. It's a question of what has more potential impact on players and player willingness to join servers, A) a medium disparity temporarily getting a little bit smaller (established solo with resources/blueprints/map knowledge vs new group), or B) a large disparity getting even larger (new solo vs. established group). I think it's safe to say more solo players switch servers mid-wipe than groups. It's all contingent on how dramatic these "Stat boosts" are. If they're minor, or issues of convenience, all the better. [QUOTE=Kurogo;49425095]Unsuccessful solo players are always going to complain about groups. They complained when the hidden stash was added. They complained when sentry guns were added. Now they're complaining when XP rewards are being added. Every time there is something added that they [I]could[/I] use to their advantage, they prefer to just sit around and bitch about it.[/QUOTE] Solo players are always going to complain about groups. Honorable players are going to try to shame backstabbers. Survivalist RPers are going to berate CoD drones etc. etc. ... Those who don't have an innate advantage will try what they can to protect their style of play from being run over roughshod. The whole point is to have a game that's complicated and diverse enough to support (and I mean really support, not simply tolerate) solo play, because in a sparse sandbox environment like Rust so-called emergent gaming will ultimately boil down to tactical homogeneity. I don't know who complained about groups and stashes, but the sentry gun is a "late game" item that was previously only accessible to groups.. and currently only really useful against solo players except on high pop constant-action online-raiding servers. I viewed it for what it was, a proof of concept put into the game without a building/raiding/defense system in place to make it logically fit. As a solo player, if I find the parts I may bother to place one, but I would anticipate losing it quickly against multiple raiders, and I'd probably only put it in a decoy base since the noise it makes advertises "likely value here". Without getting into specifics, here's a few general ideas for helping solo play without unjustly penalizing groups (that is to say, not comparable to the inherent advantage of numbers): -more stealth options for camps and storage, but of a scale and potential vulnerability that makes it impractical for larger groups -effective defense/trap options for smaller bases that rely on levers or one-way barricading, inconvenient for a single player and untenable for multiple cohabitants -environmental responses to groups of players, potentially reflected in recognizable animal movements or sounds (birds, deer etc.) I don't expect to see any of this because Rust's development philosophy has been light on "design" with intent, and it won't change how often I choose to play solo, but it's not necessarily bitching to weigh new changes based on the impact they'll have on playstyle disparity. [QUOTE=gopitt13;49434071]Kurugo, I don't like you.[/QUOTE] You better watch yourself, Kurogo. He has the death sentence on 12 systems.
[QUOTE=vachon644;49394946]I think groups have a huge advantage in fights because of the "help a friend" feature and the fact a group of 5 can carry sleeping bags and instantly revive and regear their friends. I think putting a cooldown on the sleeping bag activation time and scrapping the revive feature would go a long way into helping smaller groups and lone wolves.[/QUOTE] yep i really hate this feature on rust im a solo player i have no problem having a big base with a Quarry by myself and having everything. But sometimes i have defended against players that are BAD and i can kill 2 o 3 of them and i get screwed because they just keep picking up a friend and getting him back to the fight As it isnt enough of an advante to have numbers on you side you also can pick up your friend and they can die 288490284 times
[QUOTE=gopitt13;49434071][B]Kurogo[/B], I don't like you.[/QUOTE] just fixing your spelling.
[QUOTE=gopitt13;49434071]Kurugo, I don't like you.[/QUOTE] Aw! Does that mean we aren't going to be battle buddies? [QUOTE=Murdo;49435633]Valid, yes, but I wouldn't say equivalent. It's a question of what has more potential impact on players and player willingness to join servers, A) a medium disparity temporarily getting a little bit smaller (established solo with resources/blueprints/map knowledge vs new group), or B) a large disparity getting even larger (new solo vs. established group). I think it's safe to say more solo players switch servers mid-wipe than groups. It's all contingent on how dramatic these "Stat boosts" are. If they're minor, or issues of convenience, all the better. Solo players are always going to complain about groups. Honorable players are going to try to shame backstabbers. Survivalist RPers are going to berate CoD drones etc. etc. ... Those who don't have an innate advantage will try what they can to protect their style of play from being run over roughshod. The whole point is to have a game that's complicated and diverse enough to support (and I mean really support, not simply tolerate) solo play, because in a sparse sandbox environment like Rust so-called emergent gaming will ultimately boil down to tactical homogeneity. I don't know who complained about groups and stashes, but the sentry gun is a "late game" item that was previously only accessible to groups.. and currently only really useful against solo players except on high pop constant-action online-raiding servers. I viewed it for what it was, a proof of concept put into the game without a building/raiding/defense system in place to make it logically fit. As a solo player, if I find the parts I may bother to place one, but I would anticipate losing it quickly against multiple raiders, and I'd probably only put it in a decoy base since the noise it makes advertises "likely value here". Without getting into specifics, here's a few general ideas for helping solo play without unjustly penalizing groups (that is to say, not comparable to the inherent advantage of numbers): -more stealth options for camps and storage, but of a scale and potential vulnerability that makes it impractical for larger groups -effective defense/trap options for smaller bases that rely on levers or one-way barricading, inconvenient for a single player and untenable for multiple cohabitants -environmental responses to groups of players, potentially reflected in recognizable animal movements or sounds (birds, deer etc.) I don't expect to see any of this because Rust's development philosophy has been light on "design" with intent, and it won't change how often I choose to play solo, but it's not necessarily bitching to weigh new changes based on the impact they'll have on playstyle disparity. You better watch yourself, Kurogo. He has the death sentence on 12 systems.[/QUOTE] The question isn't one if equivalency, it's more of: why aren't solo players using the tools FP is adding to their advantage? These solo players are changing servers mid-wipe because they aren't adapting to the challenge a group provides. The people complaining about the Help-a-friend feature aren't using non-standard ammo like incendiary or explosive. The people complaining that they can't harvest as much aren't using the quarry. The ones that can't defend their base aren't out looking for the parts to the sentry gun. Caves are extremely easy to defend with these. Stashes are extremely easy to hide as well. The tools for successful solo play are out there. As I said before, adding more depth to the gameplay would be great, but it needs to be based on the actions of players, and not simply the numbers in their group. Building a big base, whether solo or in a group, might scare off animals; as would hunting large numbers of them in an area. Having a radius around sleeping bags similar to tool cupboards would inhibit zerg raiding from groups and solo players alike; this wouldn't impact solo players as hard on base design, but would cause groups to build larger structures (which they'd already be capable of anyways). More traps and defenses would be great, but like the small stash, it should be up to the player/s discretion on whether it's worth using them or not. Landmines and snap traps are a great example of this, as they are indiscriminate on who they effect once placed and a group would have to notify it's members on their locations to ensure they didn't get set off accidentally. Going prone would allow anyone to better conceal themselves at the cost of mobility. Scopes/binoculars would allow players to recon areas more effectively. All these things work for groups and smart solo players alike, and that's the direction I hope Rust goes into. Being successful at soloing despite facing larger groups should be a reward for those that are resourceful enough to use the tools in the game to their advantage, not because the game is providing them with a crutch. If the larger groups are too much of a problem, find a server where they aren't.
No one cares about what I said lol to hell with all of you lol
As I have said many times in the past, Rust Island should be the primary foe of every player on the island, not the germs that infest it. Nice, ambient sounds. Rawr?
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