griefing is bad, tc raiding is worse! Fix tc dropping loot again!
43 replies, posted
It's all well and good - though HQM will stil be able to be put in it. I know that isn't as bad as being able to "delete" all the GP when you're raided. But will still be able to stop a raider getting 100% of your HQM by sticking it in the TC, as that is a resource that is needed to upkeep armoured stuff.
So I wonder how they will fix that.
In the way I mean it, you can not put rescources in the TC if it's not needed for upkeep on that time.
Aye, I know what you mean bud.
What I'm saying is that HQM is needed for upkeep, but HQM is also rare and considered top tier loot.
All a user needs to do is upgrade one foundation to HQM, and then put their saved 300HQM in the TC and a raider would never be able to get it!
sounds like new meta :P
And until you refill the TC, what will be keeping the base from decaying, magic? Getting to the TC is the ultimate goal in a raid. and getting its loot - even if it's nothing you really need and you just throw it out of the box to make the base decay - is the most satisfying part of it. This isn't Minecraft, this isn't a game for little kids, whiners or crybabies. In the words of Garry himself, Rust is intended to be a brutal game. You may not like the concept of decay, but that's not the point here - since it's there, if there are no materials in the TC or no TC, the base just has to start decaying, that's the most basic principle of the decay system.
I don't mind the upkeep, it's great. The only thing is that players learned to raid in the wrong way, they used to go straight for the tc now to get an EZ and cheaper raid, but the TC was never meanth to be used that way, and now they finaly fixing that. Just forgetting to log in to maintain upkeep is not a problem at all, but getting raided and because these kids want it easy in every way, you have to rebuild base again is just aids. It de-motivates everyone, it's one of the main reasons players are leaving / switching servers, and should be fixed ASAP.
there is nothing "easy" about getting the TC. In most raids (I'd say 80% of the time) I get loot before I get the TC.
Problem is - in those 80% case players are bad at hiding their TC and its often times 1 sheet door away from loot (if not in the same room). I'd gladly spend 4 satchels just to get their TC and decay their base - thus fulfilling the main principle of Rust - eliminating competition and surviving.
Especially if Im "defensive raiding" (i.e destroying a base with the sole purpose of decaying it, not caring bout loot) - i.e. if someone starts shit or builds too close to me for comfort.
All people need to learn to do is stop putting TC in the main loot room. Its that easy!
In cases of new players I understand your opinion, but I'm not a new player. I build for over 4 years, I know the tricks, and even when I hide the tc completely, they still search and destroy it.
And with completely I mean complete walled off, and using a well-hiden drop-box to get upkeep rescources inside tc room with the bag. (last raid they did not even see dropbox, they randomly took a wall out)
As said above, they implemented the tc to help base builders out against players that griefes. And with griefing I also mean take over or completely destroy base. Since the tc is in, players found an easy way to make someones experience on the server go to waste in just 1 offline raid, but according to quotes facepunch did this was never the way they meaned it.
I'm glad they now making progress on fixing that, it's been in for too long, and everybody is used to raid in that way now.
I won't blame your way of thinking tho, if I'm right your not playing rust for that long, and your just one of them that got used to it ;) This won't mean it is the new "meta", it's just a bad habbit that soon will not be possible anymore, or atleast harder for raiders, and better for base owners. And that is where my post here was about.
Have the TC have 4 slots for Wood, stone, Metal frags, and HQM. Then make it so resources can go In, but they can't come out. there would be a Cap of how much resources can go into the TC. 20k stone, wood, and metal, 1k HQM. When the TC is destoried the TC will consume 24 hours worth of the resources. and drop the rest for the raider.
Just make the Cupboard Upgradable, could this be the solution?
Everyone needs to stay calm, haha! It'll get there eventually!
They've said they're going to stop the TC from accepting things it shouldn't do, eventually.
Having a cap on *valid* resources that can go in isn't particularly viable as there have already been calls on reddit for FP to actually *increase* the amount of resources the TC can hold.
If the TC drops anything it will make it a target for 100% of raids, and not just the 20%odd that are done for elimination purposes.
That said - now there is "grief" protection in place, it doesn't matter whether the TC is destroyed or not.
The only problem remaining I can see now, is that a player can hide their all their HQM from raiders, permanently - by effectively having the raiders "despawn" it when the blow up the TC.
I do like the idea of some of the loot automatically going into grief protection. Though I am a little confused. Does this mean that no matter how many resources are in the TC, that it will always take 24 hours before it starts to decay? Or is it that if 24 hours worth of materials are left in the TC that those materials will go into anti griefing, but any materials past the 24 hour period will be dropped?
Also, one little feature I would like is there to be some evidence left of a destroyed TC. This is from when I would put materials in my TC so that it would last for a couple of days. I come back 2 days later, and I discovered I was killed, but there was no name in the kill screen of who killed me. I run back to my base I and find it is gone. Now, obviously it was destroyed I somekind of raid. What I would like is somekind evidence of what happened. Maybe a small pile of rubble where the TC once stood is there. It would last 24 hours before vanishing. A person could go up to it, examine it and it would say "destroyed by: decay". Not exactly a awesome feature, it would kind of like seeing evidence where a base used to be.
The most sensible way to implement this (needless) "grief protection" thing would be: a) post-TC destruction upkeep considering the amount of each material in the TC; b) dropping materials that would grant more than 24 hs of upkeep for their corresponding base parts.
I actually like it that there's no evidence left. You need to find out who did it and that adds an element of "intrigue" to the game.
Oh I think I was not clear on the TC rubble. I agree with you 100% on the intrigue. Trying to figure out what happened is part of the fun. The issue is that when there is absolutely no clue on what happened. It would not say who destroyed it. It does not even have to say anything. It could be just a little rubble where a TC used to be.
However, it could be that what happened to me was a fluke. Like I said, after I built a base, I "died" when Iogged back in after coming back it 2 days later, and it did not say who killed me and how. When I returned back to my base location, it was just gone, nothing was left. The only thing I could think of was that I got raided and my TC was destroyed.
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