• Devblog 193
    47 replies, posted
Hm, strange - which server is this on?
US East 2
Nah I just removed it for you
Thanks! Do we still need to use the "lock with key" option on the new keylocks or does it automatically keep something locked as soon as you place down the keylock?
OK... WHY DO WE HAVE TO MAKE SUCH A BIG DEAL WITH THE FREAKING ARROWS MAN. The fire arrow looks like you could fire it up as it is, like a normal torch and shoot it. This game has been going down the drain because devs tend to make it more and more harder to understand. Just keep it simple guys, I remember those old days when you did not need any scrap, components or benches to make weapons, armor or furniture. Most fun i had in this game was way back.
Facepunch, ik there are servers for this and all that but can you tweak it so that there is an option to decrease the amount of grass decals that appear on your screen as well as your view distance, and if you don't know how to do that, just make it so that the non viewing area that isn't loaded just a fogged wall covering that empty space. It will help everyone who has a low end pc (me) be able to run the game a little better. Oh and add when you chop down a tree and in the area the tree fell down there wI'll be random instances that apples will appear. Ik this isn't right because they are pine trees but it'll be cool.
Re: Keylock changes ... Fastest kill of Terminus ever. Btw I never really got all the problems with keylocks. Lock yourself in, kill, roam, and make sure no one is nearby and respawn inside and pop the door to secure your loot. Easy. Never had it backfire. In every other game the players need to learn how to play, I'm not sure why this is an exception. You don't win Super Mario Bros the first time you play it. People are right though, theres little reason to have a codelock now.
Keylock changes ... Dumpification of game. If you remove key requirement for owner, then at least keep treat of key-raiding still in game (like 256 combinations instead of 100). Or increase combination count but keep keys. The challenges are attracting the players to play game again and again ..
there is still plenty of "learning" to do in Rust. Im 300ish hours in...and still learning... I think the bigger issue is making the "learning curve" a bit less steep (more friendly and gradual) so that new people stay to learn more, instead of leave right away. Nothing wrong with making "early-game" easier, while still keeping mid-game (and overall core of the game) pretty difficult. As a non-noob I always skipped the keylock and went for code lock asap. I'd rather have my base unlocked, then have a keylock. But thats because I know how bad it can be, and Im usually out of "early-game" after 1 hour of playing. (i.e I have a stone base and sheet doors with codelocks) On the contrary - many new players spend 3-4-8 hours in the early game with keylock (and keys), becuse they dont know any better, and when they lose either the key or the house (or worse - get keyraided the next day), they are very much inclined to uninstall the game. Their logic is "I spent 8 hrs building something and the next day it was lost". or "I cant belive this fully geared player raided me for my 100 wood and 25 cloth, booo this game is filled with sociopaths!" My logic is spend as little time in "early-game" as possible, but of course this comes with experience which many newbies don't have. Hence the new changes are basically making it easier to stay in the "early-game" for those players who don't know any better, and are not rushing to get out of it.
I will voice a couple of thoughts, I have a lot of them. 1_ can you add a console variable? so that I can load the server faster. I have to set a high priority in the task list. I do this every time. how could I write this. so that the game will remember. and downloaded fast game files. my processor allows it.
I dont think that the person who owns the key lock should have a virtual key. Instead, I think that the person who owns the lock should just be able to make a key no matter if its unlocked, if they have a key or someone else has their key. So if I have a key lock and one key, I go out and get killed, lose the key. I should just be able to make another from either side of the door.
Now... No new codelocks on servers. Keylocks not used? Okay, you make HIGHER tier codelock useless. (And... Keylock has a 1000000 combinations (x100 stronger!) codelock have 10000...)
Does anyone know if they changed (more like fixed satchels.) I went on a raid this morning with 16 satchels not a single one was a dud and not a single one took more than I'd say 5 seconds to explode. They used to take about 20-30 seconds to explode and often they would be duds. Did I just get lucky 16 times in a row or are satchels better now?
lucky. I had 2 duds in 6 sachels that I used...
I threw two satchels, both duds...
Facepunch need to add "lock picks". (Tier 2 maybe) If you pass the minigame (or just a chance) the key lock is unlocked. Or you advance steps in a unlocking progress bar. Succes or fails the lock pick will broke. One single use. This will make key locks interesting for newbies, and usefull for the first steps on the server but not enought for those with a good homebase.
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