I had a discussion with Sgt Solj on the effectiveness of the high stone and wood wall changes. While some argue that it is a nerf (in a sense it is), but I argue that it is actually a buff and has far more damaging effects.
Here is the dialogue of my discussion with Solj in response to his video “How to rust day 101 changes to high walls”:
*Devs had the right idea. But really really bad update to the walls. Their idea was to make the walls weaker, but inadvertently they made the walls stronger. Bases that utilize transfer tower builds (making a tower to get to main base) are now virtually unraidable because people can just stack walls around there base.
Let’s say they stack 4 walls around a 3x3 main with triangle honey comb and a transfer tower. The total cost to just get through to the main 3x3 base now is 12 c4, pretty hard to obtain in a vanilla rust server for the biggest of groups and probably not worth it to raid a 3x3 base using that many explosives.If we want to see more raids happen, they should have decreased wall hit points to 1000 with the same picking/axing 1:1 damage ratio they had before. The C4 and Rocket penetration that they set at 3 c4 and 6 rockets now is perfect. Writing this, I think the main problem with the walls was the c4 and rocket penetration. Maybe keeping the walls at 1500 would have been fine too. Now it seems they just wanted to see how we would react by taking out the possibility of picking/axing to c4ing and rocketing. I feel that this well have a greater reduction in raids, as people are forced to use c4 or rockets (which a lot of people find hard getting in the first place, esp on vanilla).*
- Sometimes I feel like in an attempt to bring balance to their games, the FP Devs often times go too far in one direction or the other (too strong of nerfs or too weak, hardly ever in the middle). Instead of slowly making adjustments to something to bringing it in line with the games natural balance, they YOLO it and make the best out the situation they’ve created.*
*yeah that seems to be the case here. I don’t even know if this is a nerf to be honest lol. It’s like they took out one option (picking/axing) and forced c4 or rocketing. Doing so limits the Raiders options and as you said in the video benefits the defender.
The main problem with this is that it takes the fun out of raiding and getting raided. Let’s say you were the defender and there’s a group of five outside your base. With the new wall patch you know your pretty much screwed if you have one layer of stone walls cause they c4ing or rocketing and you must prepare for a breach. On the other hand, let’s say devs kept walls pickable at a 1:1 ratio and 3c4 or 6 rockets to penetrate. As the defender you don’t know what to expect, they can start picking or start blowing. This problem probably creates chaos in the defenders mind. Like I would think “are they going to pick axe” or “are they going to blow in”, this thought to some might make them feel uneasy. But Rust is about unpredictability, the unknown factor makes this game so fun and unique. Nerfing walls limits a raiders option, which directly effects a defenders thought process (it actually dumbsdown the defenders thought process, they can only blow in).
Isn’t Rust supposed to challenge people’s mental thought process on survival?
Reducing options for raiding benefits the defender and if the devs want people to stay pent up inside their Rust bases, continuing this trend of unthoughtfulness in changes to items such as the stone and wood wall well no doubt have this effect.
But than again, what fun would rust be if everyone stayed inside the comforts of their home?
Hope we can have a discussion here about the high walls and get Maurino’s attention to make more thoughtful changes in the future.