1. Post #1
    Gold Member

    June 2013
    93 Posts
    Today i just logged on and found that i was stuck in someones stairs! I couldnt get out as their was no door is their anyway to get out or will someone have to kill me...
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  2. Post #2
    Cheesy and delicious.
    Snickerdoodle's Avatar
    August 2010
    7,037 Posts
    Simply asking how to get unstuck would have helped you.

    Type /do unstick to die and get unstuck. Wooden structures shouldn't be breakable just because you got stuck in one.
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  3. Post #3
    Gold Member
    Hyper Iguana's Avatar
    March 2011
    700 Posts
    Simply asking how to get unstuck would have helped you.

    Type /do unstick to die and get unstuck. Wooden structures shouldn't be breakable just because you got stuck in one.
    So if I took a hatchet to some wood in my backyard right now it shouldn't do anything unless it's a door?

    seems legit
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  4. Post #4
    Cheesy and delicious.
    Snickerdoodle's Avatar
    August 2010
    7,037 Posts
    So if I took a hatchet to some wood in my backyard right now it shouldn't do anything unless it's a door?

    seems legit
    So we should sacrifice gameplay for the way all materials act in real life? Do you know how bad griefing would be if all wooden structures were breakable?
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  5. Post #5
    Loriborn's Avatar
    October 2009
    6,308 Posts
    I do think that a game focused on realistic survival should at least try to emulate the way materials act in real life.

    Obviously it'd be an effort to figure out gameplay mechanics to balance it, but it would be worth it in the end, simply because you're giving players more freedom to survive the way they would based on what they would do in a real life circumstance. Scripted limitations are no way to make players behave, because they'll always find other ways to grief. It'd just be a task of figuring out a gameplay mechanic that makes players simply not want to break walls, while not directly making it impossible.

  6. Post #6
    Cheesy and delicious.
    Snickerdoodle's Avatar
    August 2010
    7,037 Posts
    I do think that a game focused on realistic survival should at least try to emulate the way materials act in real life.

    Obviously it'd be an effort to figure out gameplay mechanics to balance it, but it would be worth it in the end, simply because you're giving players more freedom to survive the way they would based on what they would do in a real life circumstance. Scripted limitations are no way to make players behave, because they'll always find other ways to grief. It'd just be a task of figuring out a gameplay mechanic that makes players simply not want to break walls, while not directly making it impossible.
    This actually makes the mechanic sound like it could work. Not sure what that could be though. Extremely high health or some special item required? If only the owner could break their own walls/ceiling/floor/stairs?

  7. Post #7
    Gold Member
    Hyper Iguana's Avatar
    March 2011
    700 Posts
    So we should sacrifice gameplay for the way all materials act in real life? Do you know how bad griefing would be if all wooden structures were breakable?
    Sacrificing gameplay? Because it's much more plausable to break through 6-7 layers of doors than it would be to go to the room and break a wall down.

    This actually makes the mechanic sound like it could work. Not sure what that could be though. Extremely high health or some special item required? If only the owner could break their own walls/ceiling/floor/stairs?
    Then why wouldn't an owner just put up a wall when he get's off for the night instead of using a door? He can get right back out the next day, but intruders can't get in.

  8. Post #8
    Cheesy and delicious.
    Snickerdoodle's Avatar
    August 2010
    7,037 Posts
    -snip-
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  9. Post #9
    YUM YAB's Avatar
    June 2013
    35 Posts
    maybe tool durability and metal buildings materials would balance that out
    edit: like encasing wooden structures with sheet metal
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  10. Post #10
    So we should sacrifice gameplay for the way all materials act in real life? Do you know how bad griefing would be if all wooden structures were breakable?
    you just spent days trying to build a castle

    only for 1 dude to hatchet the structure and spawnkill you as he DESTROYS your building and loots everything you own, before you know it tons of people are looting your walls for wood.

    Edited:

    So if I took a hatchet to some wood in my backyard right now it shouldn't do anything unless it's a door?

    seems legit
    lol

    if games were realistic you do realize they wouldn't be fun?
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  11. Post #11
    Gold Member
    Hyper Iguana's Avatar
    March 2011
    700 Posts
    you just spent days trying to build a castle

    only for 1 dude to hatchet the structure and spawnkill you as he DESTROYS your building and loots everything you own, before you know it tons of people are looting your walls for wood.

    Edited:



    lol

    if games were realistic you do realize they wouldn't be fun?
    *Sigh*

  12. Post #12
    CRUSADER111's Avatar
    July 2013
    371 Posts
    Simply asking how to get unstuck would have helped you.

    Type /do unstick to die and get unstuck. Wooden structures shouldn't be breakable just because you got stuck in one.
    You don't die you just get respawned somewhere at random with all your old items.

  13. Post #13
    Loriborn's Avatar
    October 2009
    6,308 Posts
    you just spent days trying to build a castle

    only for 1 dude to hatchet the structure and spawnkill you as he DESTROYS your building and loots everything you own, before you know it tons of people are looting your walls for wood.

    Edited:



    lol

    if games were realistic you do realize they wouldn't be fun?
    Just because a game focuses on realism, doesn't mean it isn't fun.

    It's when a game puts in realistic amounts of freedom, such as the ability to break walls, without putting in realistic risk/reward/consequences.

    If a game is aiming for realism, it's got to flesh out that realism enough that the freedom doesn't overpower the fun.

    Why don't we, in real life, break into wooden homes with hatchets to rob them, even in lawless rural areas or third world countries? It's possible, but why don't we attempt to do it? Those are questions that have to be asked if you want to give players a realistic, and still fun, experience.
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  14. Post #14
    Just because a game focuses on realism, doesn't mean it isn't fun.

    It's when a game puts in realistic amounts of freedom, such as the ability to break walls, without putting in realistic risk/reward/consequences.

    If a game is aiming for realism, it's got to flesh out that realism enough that the freedom doesn't overpower the fun.

    Why don't we, in real life, break into wooden homes with hatchets to rob them, even in lawless rural areas or third world countries? It's possible, but why don't we attempt to do it? Those are questions that have to be asked if you want to give players a realistic, and still fun, experience.
    yeah but, too much realism is retarded as shit

    stalker is great but the reality is, if that game was realistic, you'd die INSANELY constantly

    I would HATE to have my stuff broken into after working so hard
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  15. Post #15
    Loriborn's Avatar
    October 2009
    6,308 Posts
    yeah but, too much realism is retarded as shit

    stalker is great but the reality is, if that game was realistic, you'd die INSANELY constantly
    I'm not saying make players have to worry about putting bandaids on their bugbites or worry about getting bladder infections because they didn't put on clean clothes, I'm saying give players the freedom to play the game they want to play it, because it's a game about survival, and survival is about choice and complex experimentation.

    Like I said, it's about giving players reasons not to do certain things, without restricting the choice altogether. It's all about risk vs. reward.

    A true survival game should be as niche as dorf fortress, not a watered down boring mess like DayZ.

  16. Post #16
    I'm not saying make players have to worry about putting bandaids on their bugbites or worry about getting bladder infections, I'm saying give players the freedom to play the game they want to play it, because it's a game about survival, and survival is about choice and complex experimentation.

    Like I said, it's about giving players reasons not to do certain things, without restricting the choice altogether. It's all about risk vs. reward.
    actually that makes me wonder if a hyper realistic game would work

    "You have type 2 diabetes and an infective cut inside of your penishole"

    I'd rather we had a hardcore mode for extra realism really, that way its not stuck with 1 style

  17. Post #17
    Loriborn's Avatar
    October 2009
    6,308 Posts
    actually that makes me wonder if a hyper realistic game would work

    "You have type 2 diabetes and an infective cut inside of your penishole"

    I'd rather we had a hardcore mode for extra realism really, that way its not stuck with 1 style
    Just make certain options configurable for server owners and bing, done.

    Or at least make the game modder friendly eventually.
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  18. Post #18

    June 2013
    41 Posts
    I'm saying give players the freedom to play the game they want to play it, because it's a game about survival, and survival is about choice and complex experimentation.

    well thats hard, since it would be diffrent from player to player.

    some player like the freedome to completly trash and loot all, some want it like it is now and some want more safty.

    the fact is unless diffrent mods on diffrent server you can't please everybody.

    so the devs do what they want and maby take in some suggestion from players but, but not make radical changes cuse a few players want it.

  19. Post #19
    Loriborn's Avatar
    October 2009
    6,308 Posts
    well thats hard, since it would be diffrent from player to player.

    some player like the freedome to completly trash and loot all, some want it like it is now and some want more safty.

    the fact is unless diffrent mods on diffrent server you can't please everybody.

    so the devs do what they want and maby take in some suggestion from players but, but not make radical changes cuse a few players want it.
    A game can't please everyone, you're right, but I'd rather this game try to please us who want complexity, realism, challenge, and freedom, than please the players who like safety, because the players who like safety already have the survival gameplay offered in easy survival games like Minecraft, DayZ, and so on and so forth.

    The fact is that there are NO survival games that offer real challenge, real survival, real freedom, and real complexity. The last thing I want is Rust to try and appeal to kids who can't handle a real challenge. Sure, it's a niche crowd, but it's a niche crowd that's fairly large, and has hardly received a game that actually fit our idea of fun.
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  20. Post #20
    HK_Rage's Avatar
    July 2013
    75 Posts
    Just an Idea concerning Building Materials:
    Wooden: Cheap but Easily Destroyable & Flammable
    Composite Wooden: Little more sturdy but can be destroyed with enough swings, Offers little fire resistance.
    Reinforce Wooden: Cannot be destroyed by a Hatchet, Flammable but burns slowly
    Rock: Very Sturdy and Fireproof, requires more advance means (i.e Explosives) In order to destroy.
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  21. Post #21

    June 2013
    41 Posts
    A game can't please everyone, you're right, but I'd rather this game try to please us who want complexity, realism, challenge, and freedom, than please the players who like safety, because the players who like safety already have the survival gameplay offered in easy survival games like Minecraft, DayZ, and so on and so forth.

    The fact is that there are NO survival games that offer real challenge, real survival, real freedom, and real complexity. The last thing I want is Rust to try and appeal to kids who can't handle a real challenge. Sure, it's a niche crowd, but it's a niche crowd that's fairly large, and has hardly received a game that actually fit our idea of fun.

    they should go with the version close to what they want them self and with influence of what most players want.

  22. Post #22
    A game can't please everyone, you're right, but I'd rather this game try to please us who want complexity, realism, challenge, and freedom, than please the players who like safety, because the players who like safety already have the survival gameplay offered in easy survival games like Minecraft, DayZ, and so on and so forth.

    The fact is that there are NO survival games that offer real challenge, real survival, real freedom, and real complexity. The last thing I want is Rust to try and appeal to kids who can't handle a real challenge. Sure, it's a niche crowd, but it's a niche crowd that's fairly large, and has hardly received a game that actually fit our idea of fun.
    skyrim or fallout with HARDCORE modding

  23. Post #23
    Loriborn's Avatar
    October 2009
    6,308 Posts
    they should go with the version close to what they want them self and with influence of what most players want.
    I trust in the judgement of Garry and Helk and whoever else is working on Rust on a gameplay level, to make the game that's complex, challenging, and really based on survival.

    I may be a minority, but I don't want another piss easy MC/DayZ clone and I know that they'll put their own twist on things eventually, hopefully in the realm of difficulty and freedom.

    Edited:

    skyrim or fallout with HARDCORE modding
    real survival and challenge

    not anime and inflated breasts
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  24. Post #24

    July 2013
    16 Posts
    Could possibly have some sort of upgrade or experience with your axe. Where say you have over X exp, which you'd get by gathering resources, than you could "teach" yourself to break wooden structures. This would keep people from just spawning in and immediately destroying everything you built, though there is obviously its problems with that as well. Was also maybe thinking of some sort of sleep or maybe the food meter could determine when you could break an object, like being well rested or being full and having the "energy" to do so. Idk just throwing out some ideas that popped into my mind. I do think it would be awesome to have it in the game in the future though, for both building/expanding and for pvp/surviving purposes.

  25. Post #25
    YUM YAB's Avatar
    June 2013
    35 Posts
    they should go with the version close to what they want them self and with influence of what most players want.
    I know it's cliche but people don't know what they want

  26. Post #26

    July 2013
    16 Posts

    Edited:



    real survival and challenge

    not anime and inflated breasts
    I find that kind of disrespectful to some of the modders who have developed some really clever and interesting mods for both games mentioned. They're not all 12 year olds thinking about breasts...
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  27. Post #27
    CRUSADER111's Avatar
    July 2013
    371 Posts
    I agree that wooden structures should be destructible but there is a command to get you out of that type of situation. Its already been posted so I won't bother.

  28. Post #28

    June 2013
    41 Posts
    building wood structures should be a hell lot cheaper if they all should be breakabel.

    cuse would suck if you made a huge house for several thousand wood and logg in and find it all broken completly :(

  29. Post #29
    Loriborn's Avatar
    October 2009
    6,308 Posts
    Could possibly have some sort of upgrade or experience with your axe. Where say you have over X exp, which you'd get by gathering resources, than you could "teach" yourself to break wooden structures. This would keep people from just spawning in and immediately destroying everything you built, though there is obviously its problems with that as well. Was also maybe thinking of some sort of sleep or maybe the food meter could determine when you could break an object, like being well rested or being full and having the "energy" to do so. Idk just throwing out some ideas that popped into my mind. I do think it would be awesome to have it in the game in the future though, for both building/expanding and for pvp/surviving purposes.
    Gameplay elements like "exp" are silly, especially for a game about survival. Experience and "having to learn how to break wooden structures" is not why people don't do it when they want to break into homes. It's because there are better alternatives. If the game gives the players better alternatives, while not making options impossible, the game is better all around.

    For instance, a player could break a wall, but it would take time and energy, (some kind of stamina system, who knows) and make a good bit of noise and ruckus that would attract creatures or alert players, and it would be much easier to simply wait silently for the player to exit their house and pounce when they've left the door open.

    Thus you don't restrict gameplay with silly gameplay elements like "Experience," but you force players to think smartly so they don't waste time or risk their life simply to gain access to a small hut filled with nothing.

  30. Post #30
    HK_Rage's Avatar
    July 2013
    75 Posts
    Cheaper Material = Easier to Break
    Expensive/Hard to Get Material = Near Impenetrable Buildings

  31. Post #31
    Loriborn's Avatar
    October 2009
    6,308 Posts
    building wood structures should be a hell lot cheaper if they all should be breakabel.

    cuse would suck if you made a huge house for several thousand wood and logg in and find it all broken completly :(
    I do agree that wood buildings should be generally cheaper to make, but the building needs to be totally revamped as well. Trees that actually fall when felled, a proper amount of wood produced from each felled tree, actually placing down logs or having to cut these logs into planks. So on and so forth.

    Edited:

    I find that kind of disrespectful to some of the modders who have developed some really clever and interesting mods for both games mentioned. They're not all 12 year olds thinking about breasts...
    its a joke get over it

    Edited:

    Bonus points is that if the game is actually deep, enriching, and challenging, all of the kiddies who came to Facepunch and begged for keys because Rust looks like DayZ (and claims to be inspired by MC) will leave because the game is too complex and hard for them to handle. (why the communities of games like Dwarf Fortress, Project Zomboid, and Wurm are generally better than the communities of games like Minecraft and DayZ)

    By making the game difficult and fleshed out, you bring in more good players, the players that haven't paid attention to Rust because it doesn't look good or because they think it's a poor rip-off of simple survival games, and pushes away the dumb players that came for more of the same thing.

    Again, I trust Garry's judgement with this.

  32. Post #32
    Gold Member
    Ricenchicken's Avatar
    May 2011
    3,680 Posts
    I asked helk earlier today and wood walls will be destroyable. But with the one door per doorway and metal door being implanted, they are focusing on more important stuff.
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  33. Post #33
    Loriborn's Avatar
    October 2009
    6,308 Posts
    I asked helk earlier today and wood walls will be destroyable. But with the one door per doorway and metal door being implanted, they are focusing on more important stuff.
    Knowing Helk/Garry on the "challenge/freedom" boat is fantastic.

    With the nude model being the default starting skin, I really see Rust shaping up to be a true survival game that actually provides some real difficulty and complexity.

  34. Post #34
    YUM YAB's Avatar
    June 2013
    35 Posts
    Knowing Helk/Garry on the "challenge/freedom" boat is fantastic.

    With the nude model being the default starting skin, I really see Rust shaping up to be a true survival game that actually provides some real difficulty and complexity.
    Totally agree.
    freedom to make modern weapons in a campfire, with a bunch of chunks of metal and your bare hands

  35. Post #35
    Loriborn's Avatar
    October 2009
    6,308 Posts
    Totally agree.
    freedom to make modern weapons in a campfire, with a bunch of chunks of metal and your bare hands
    Freedom based in realism that offers more of a challenge.

    Getting firearms should be much more challenging, and you should be able to make primitive weapons like clubs and spears as well, rather than starting with a hatchet.

    A post (nuclear) apocalypse would drive people to start primitively again, while still allowing them to scavenge for more modern luxuries like antibiotics and tools.
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  36. Post #36
    Gold Member

    June 2013
    93 Posts
    Freedom based in realism that offers more of a challenge.

    Getting firearms should be much more challenging, and you should be able to make primitive weapons like clubs and spears as well, rather than starting with a hatchet.

    A post (nuclear) apocalypse would drive people to start primitively again, while still allowing them to scavenge for more modern luxuries like antibiotics and tools.
    Sounds good.