Alright so I’ve been playing rust and have noticed some rather glaring balance issues in terms of game play… things I’m surprised a game intended to be a dayZ clone has.
Let me preface by saying that I enjoy rust, I just find that the game in it’s current state is beyond broken. And not for the same reasons most people QQ about.
#1. Medkits + Bandages
Okay so there’s a bleeding mechanic in the game, GREAT! However this is almost immediately countered by having bandages. Furthermore low health can be quickly healed by using a medkit. Now let me get one thing straight, I -love- these two items. What I hate is that they are instant use, can be spammed, and can even be used while firing a gun. This ruins the survival aspect when you can get the jump on two players, and they can turn around, use a Large Medkit (which are stupid easy to create) and then kill you.
I will summize with a story: A friend and I were waiting by a road to ambush people. 2 enemies wearing kevlar showed up, and didn’t notice we were there. I shot 1 with a bolt action rifle and my friend got 3 pistol shots on the other. Now normally in such a situation, my friend and I would have come out with the spoils of war, however this was not the case. Instead, our two targets plopped down a wooden barricade, healed up instantly with a bandage and a huge medkit, then blew us away with m4 rifles. -this is not reminiscent of a survival game.
#2. Barricades and other instant placables.
Okay so there are items in the game that can be placed nearly anywhere instantly (as exemplified by the previous story) break the flow of any firefight, to the point of stupidity. In what scenario can you be taking fire and instantly throw down a wooden shack, throw a door up, and hide in it? It makes no sense whatsoever.
#3. Bullet Drop / Range
So this is something I figure they plan on patching but i want to rag on it anyways. Why is it that my guns shoot bullets that go perfectly straight, then disappear instantly once they reach a certain range? There’s already arrow drop in the game, so why not just copy that mechanic onto guns. This way people wont be able to headshot so easily, and skilled marksmen can get shots off from longer ranges.
#4. The crafting system for weapons.
Again this is something I hope is getting fixed soon, but it’s in the game as it stands so i reserve the right to gripe. Weapons are made far too easily. I mean 30 low quality metal to make an m4 rifle? What about the plastics for the buttstock? And are you telling me you using the same metal for the barrel as you do the spring mechanisms? How the hell does this heap of twisted garbage even operate? And how do you carry it for more than 5 minutes without your arms falling off?
Why not implement a system wherein you need to craft each part of a weapon, from different materials, and not just stuff you can find lying around anywhere. Then finally put it together at a workbench with a fairly long crafting time. Maybe you need to gather plastic from melting down water bottles for the stock. Use a metal former for springs and such, the barrel made from metal and cloth for the lining, etc. This would be much more realistic and would also mean people would be less willing to risk high value wepaons when they take so long to make.
#5. The weapon curve
There need to be more lower end weapons. Things like swords, more bows, crossbows, hammers, slingshots, etc. Stuff you would expect to use to survive. The fact that I can spawn into a server, run to the nearest town, find a shotgun then blow my way across the map is silly. There are 3 major towns in this game, all of which are factories, not military bases, so why are guns so easy to find? an m9 pistol should be rare, and coveted, never-mind having high powered automatic weapons 1 hour after being in the world.
(I mean really I’ve been on my current server a day and I have 10 shotguns, 13 p250s, 5 MP5s, 3bolt action rifles, and an M4. with about 200+ ammo for all of it… all from looting towns, and that’s with reduced drop rates.)
Blueprint knowledge should be lost after death. There is barely risk in dying if i don’t lose the knowledge i have to be able to craft new get from readily re-spawning resource nodes. low risk means no need to worry about survival, which creates an annoying environment.
(today i died 4 times lost a bunch of gear in a raid but ended up with enough raw materials to make twice as much as I had lost… no risk, because i didn’t lose my crafting knowledge)
#7 Town Loot
I did touch on this earlier, but town loot should be fixed. No high powered weapons (maybe only the blueprints to make one?). Let towns have things like food, medicine, radiation suits etc. Stuff you would actually find in a town. You should still be able to find the occasional p250 or m9 but they should be very rare.
–To be continued–