1. Post #41
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    I feel the survivalist should have dirt on his hands, and his face. Not to be confused to the hunter, but just enough. Like Dirt lines going across his face under his eyes. Like what football fanatics do. I also feel like he should be able to heal other people, to give them the heal bonus, and he cooks food faster, and the effects of food and medicine are 20% more efficient. So basically make him the medic class?

    The gunner doesn't have dirt but he always has a bullet strap going across his chest, and around his waist. He should also be able to craft KEVLAR somewhat faster. I'd also say that he will generate a clip's worth of ammo for a random gun every now and then, so the belt is visually supported. Not often enough to give him unlimited ammo, but enough so if he's in a tight spot, he might get lucky and survive.

    Engineer always has a toolbelt on. Has visible hammers, wrench, etc. I feel he should also be able to "carry" the workbench 1 trait around. like he can craft items without a workbench.

    The demoman could always have a grenade belt going across his chest or his waist. Also, I'd say so this is visually supported, he automatically generates 1 grenade every now and then. Not enough to be throwing them like crazy, but enough so he always has a grenade so it's visually supported and to get him out of trouble if his timing is correct. Like if he just tossed one, he wouldn't look in his inventory 5 mins later and see one, he'd be walking around after the fact and then suddenly, Hey! A grenade!

    The lightfoot can sneak around considerably easier because he doesn't make nearly as much noise, is skinnier then the rest, fall damage reduced, break legs is nil, and he can jump higher. Basically he's the infiltration class.

    The hunter could have a leather strap going across his chest, and have a "soulbound" rifle that he generates ammo for, but is weak, but accurate. He benefits from being more accurate on rifle based weapons, and like said in the OP, he can get animal sources faster, and gets a sneak bonus. in the event that the soulbound rifle and strap is OP'd, he could always just have facepainted camo on his face and arms.

    The strongarm could run a little slower then the rest, but can shoot faster with less recoil because of his strength. He can like the the OP carry more, gets 150% resources, and hits stuff faster. Speed of attack can be toggled between fast attacking with normal damage, or normal speed with 150% damage. Visual is obviously bigger then normal players.

    the lucky could get more criticals easier, sometimes get 200% resources, and if shot at when a bullet is supposed to hit him, he hears a bullet whizz past him, and the shooter sees "miss!" or something. He could have like luck charms on his wrists or neck or something. Not something too ridiculous, just enough so if you see him from the same distance as any other player you could tell he's the lucky class.

    All arounder could just have the default playermodel type, and has 20% bonuses in everything. Though I feel this could hurt the choice in specializing something because if a novice group is joining, they will have to know the condition of the game to be able to coordinate effectively. I feel you could always change your character's specialization at any time, and it will take effect on death.
    I like the sound of this, adding a couple more traits to each class. Just be careful that they don't become overpowered. With changing classes, definitely agree it should be on death, since it means you essentially lose your inventory to prevent rapid switching between classes. It should have some sort of protection over it to protect from abusing it.
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  2. Post #42

    October 2013
    115 Posts
    I feel the survivalist should have dirt on his hands, and his face. Not to be confused to the hunter, but just enough. Like Dirt lines going across his face under his eyes. Like what football fanatics do. I also feel like he should be able to heal other people, to give them the heal bonus, and he cooks food faster, and the effects of food and medicine are 20% more efficient. So basically make him the medic class?

    If I wanted perks i'd play Fallout
    The gunner doesn't have dirt but he always has a bullet strap going across his chest, and around his waist. He should also be able to craft KEVLAR somewhat faster. I'd also say that he will generate a clip's worth of ammo for a random gun every now and then, so the belt is visually supported. Not often enough to give him unlimited ammo, but enough so if he's in a tight spot, he might get lucky and survive.

    Engineer always has a toolbelt on. Has visible hammers, wrench, etc. I feel he should also be able to "carry" the workbench 1 trait around. like he can craft items without a workbench.

    The demoman could always have a grenade belt going across his chest or his waist. Also, I'd say so this is visually supported, he automatically generates 1 grenade every now and then. Not enough to be throwing them like crazy, but enough so he always has a grenade so it's visually supported and to get him out of trouble if his timing is correct. Like if he just tossed one, he wouldn't look in his inventory 5 mins later and see one, he'd be walking around after the fact and then suddenly, Hey! A grenade!

    The lightfoot can sneak around considerably easier because he doesn't make nearly as much noise, is skinnier then the rest, fall damage reduced, break legs is nil, and he can jump higher. Basically he's the infiltration class.

    The hunter could have a leather strap going across his chest, and have a "soulbound" rifle that he generates ammo for, but is weak, but accurate. He benefits from being more accurate on rifle based weapons, and like said in the OP, he can get animal sources faster, and gets a sneak bonus. in the event that the soulbound rifle and strap is OP'd, he could always just have facepainted camo on his face and arms.

    The strongarm could run a little slower then the rest, but can shoot faster with less recoil because of his strength. He can like the the OP carry more, gets 150% resources, and hits stuff faster. Speed of attack can be toggled between fast attacking with normal damage, or normal speed with 150% damage. Visual is obviously bigger then normal players.

    the lucky could get more criticals easier, sometimes get 200% resources, and if shot at when a bullet is supposed to hit him, he hears a bullet whizz past him, and the shooter sees "miss!" or something. He could have like luck charms on his wrists or neck or something. Not something too ridiculous, just enough so if you see him from the same distance as any other player you could tell he's the lucky class.

    All arounder could just have the default playermodel type, and has 20% bonuses in everything. Though I feel this could hurt the choice in specializing something because if a novice group is joining, they will have to know the condition of the game to be able to coordinate effectively. I feel you could always change your character's specialization at any time, and it will take effect on death.
    If I wanted perks i'd play Fallout
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  3. Post #43

    April 2011
    288 Posts
    If I wanted perks i'd play Fallout
    This whole entire thread is around the "perk" idea.
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  4. Post #44

    October 2013
    91 Posts
    Sounds good but i'd be really careful implementing something like this. Balance is key, and with something like this they'd need to spend ages play testing to make sure it's fair. Maybe it's better for them to develop something else like new maps? Just something to think about.
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  5. Post #45
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Sounds good but i'd be really careful implementing something like this. Balance is key, and with something like this they'd need to spend ages play testing to make sure it's fair. Maybe it's better for them to develop something else like new maps? Just something to think about.
    I agree, I just put this out as a suggestion, I didn't have high hopes in the first place. I just felt it might be cool to see in Rust. Hopefully, devs will take a look and give their thoughts.
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  6. Post #46
    xTwentyx's Avatar
    September 2013
    211 Posts
    While it would be fun and interesting. The question is when and how you would be able to change class and how often you would be able. This would also push the concept of having larger groups for more benefits . (Which I'm all for)
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  7. Post #47
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    While it would be fun and interesting. The question is when and how you would be able to change class and how often you would be able. This would also push the concept of having larger groups for more benefits . (Which I'm all for)
    Yeah, I am beginning to see I may have approached this wrong, which is alright, as long as the community can make something of it.
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  8. Post #48
    The best servers around!
    bmatchett's Avatar
    September 2012
    461 Posts
    I personaly think everyone is misinterpreting this was ment to be a addon type, so it would not be on every server! If garry is willing.
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  9. Post #49
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    I personaly think everyone is misinterpreting this was ment to be a addon type, so it would not be on every server! If garry is willing.
    Not exactly, I mostly put it out there as an option, to add to the survival. However, it would work well as an addon I feel, if it doesn't get that much support here, I might even try my hand at programming it myself, once I have a bit more knowhow.
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  10. Post #50
    TheDunkMaster's Avatar
    October 2013
    93 Posts
    The only problem is we don't need another thing that will favor people who play more. Thats why this wouldn't work, while good on paper and it works in single player rpgs for something like rust it would make the game extremely frustrating.
    Not rewarding people who play more.. and survive longer? Logic = Fail, The entire game is based off of SURVIVAL if they're on longer then you there's a chance that they can die more then you, if they survive, why not reward them?
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  11. Post #51

    June 2013
    81 Posts
    Could be a good idea, but choosing a class could ruin the immersion, maybe add in a story / path you can choose from that determines your class. Would help keep immersion and still be possible to choose your class.

    E.g: You spot a group of people camping in the forest, do you;

    A. Grab your gun, were eating tonight! (Gunner)
    B. Wait for them to leave the camp, then scavenge for supplies (Survivalist)
    C. Stealthily take out whoever is necessary to reach the supplies (Light-Foot)

    With multiple stories / paths it could build into a very immersive game.
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  12. Post #52

    November 2013
    25 Posts
    Horrible idea.
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  13. Post #53
    TheDunkMaster's Avatar
    October 2013
    93 Posts
    Could be a good idea, but choosing a class could ruin the immersion, maybe add in a story / path you can choose from that determines your class. Would help keep immersion and still be possible to choose your class.

    E.g: You spot a group of people camping in the forest, do you;

    A. Grab your gun, were eating tonight! (Gunner)
    B. Wait for them to leave the camp, then scavenge for supplies (Survivalist)
    C. Stealthily take out whoever is necessary to reach the supplies (Light-Foot)

    With multiple stories / paths it could build into a very immersive game.

    So.... Fallout? Classes in general well ruin the immersion of the game, it would take them an absurd amount of time to put them in and would be a pointless effort. I can already assure you the best players well just have all gunners and a crafter... congrats the entire class system so far destroyed because those two have the best characteristics that most players well want.
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  14. Post #54
    Dennab
    November 2013
    39 Posts
    I personally feel that every character earns a unique title based on the things they've done and accomplished in the game, this allows the freedom of becoming your own being. Classes and stuff are for MMO's i say leave them there. the titles would reflect heavy hunting, mining, building etc... people can maybe see a ''list or skill tree'' that shows your activity as a player
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  15. Post #55
    Facepunch Staff
    Helk's Avatar
    August 2005
    564 Posts
    We haven't planned anything like this out really but I was considering adding a skill system so you would get better at survival things, or healing, or crafting etc, none of it would be combat related though (damage, reload times etc)


    If we were going to do something like that we'd have to figure out if we'd want people to be able to distribute points, or just get better at things that they were doing (think wolfenstein enemy territory)
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  16. Post #56
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Could be a good idea, but choosing a class could ruin the immersion, maybe add in a story / path you can choose from that determines your class. Would help keep immersion and still be possible to choose your class.

    E.g: You spot a group of people camping in the forest, do you;

    A. Grab your gun, were eating tonight! (Gunner)
    B. Wait for them to leave the camp, then scavenge for supplies (Survivalist)
    C. Stealthily take out whoever is necessary to reach the supplies (Light-Foot)

    With multiple stories / paths it could build into a very immersive game.

    that sounds more like a single player campaign to me, which I suppose could happen.

    Edited:

    We haven't planned anything like this out really but I was considering adding a skill system so you would get better at survival things, or healing, or crafting etc, none of it would be combat related though (damage, reload times etc)


    If we were going to do something like that we'd have to figure out if we'd want people to be able to distribute points, or just get better at things that they were doing (think wolfenstein enemy territory)
    Well for the most part, people don't really seem to like what I came up with. I'd recommend you lurk this thread though, as people are still kinda talking it out.
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  17. Post #57
    Gold Member

    August 2013
    919 Posts
    We haven't planned anything like this out really but I was considering adding a skill system so you would get better at survival things, or healing, or crafting etc, none of it would be combat related though (damage, reload times etc)


    If we were going to do something like that we'd have to figure out if we'd want people to be able to distribute points, or just get better at things that they were doing (think wolfenstein enemy territory)
    I personally like what the OP suggested. I think you should consider it more, an edge is an edge, and i don't think we need to reward experienced anymore.
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  18. Post #58

    April 2011
    288 Posts
    We haven't planned anything like this out really but I was considering adding a skill system so you would get better at survival things, or healing, or crafting etc, none of it would be combat related though (damage, reload times etc)


    If we were going to do something like that we'd have to figure out if we'd want people to be able to distribute points, or just get better at things that they were doing (think wolfenstein enemy territory)
    Just do leveling skyrim style.
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  19. Post #59
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Just do leveling skyrim style.
    We are looking for something unique or unordinary, not copying ideas from successful games.
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  20. Post #60
    Loriborn's Avatar
    October 2009
    6,308 Posts
    We are looking for something unique or unordinary, not copying ideas from successful games.
    Aren't classes sort of the all-round generic trope used in video games to simplify the process of actually having unique play styles for characters?
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  21. Post #61
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Aren't classes sort of the all-round generic trope used in video games to simplify the process of actually having unique play styles for characters?
    Yes, if you want to think of it that way I suppose it is. That's what I am attempting to workaround here though, suggestions are much appreciated.
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  22. Post #62
    OneJibmoNatio's Avatar
    August 2013
    136 Posts
    I don't like the idea of classes - too much to think about and would bring about balance issues. A system like helk mentioned could work though.
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  23. Post #63
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    I don't like the idea of classes - too much to think about and would bring about balance issues. A system like helk mentioned could work though.
    I would support that too.
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  24. Post #64
    Gold Member

    August 2013
    919 Posts
    I would support that too.
    Stick with your idea, you just need to present it in a better way that would work, i could post the exact same idea twice at different times but because i said it in a way that didn't appeal to people it got all dislikes once and everyone agreed the second time.
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  25. Post #65
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Stick with your idea, you just need to present it in a better way that would work, i could post the exact same idea twice at different times but because i said it in a way that didn't appeal to people it got all dislikes once and everyone agreed the second time.
    I'm not sure how else to present it, I left it open-ended for people to give their own ideas.
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  26. Post #66
    The best servers around!
    bmatchett's Avatar
    September 2012
    461 Posts
    We haven't planned anything like this out really but I was considering adding a skill system so you would get better at survival things, or healing, or crafting etc, none of it would be combat related though (damage, reload times etc)


    If we were going to do something like that we'd have to figure out if we'd want people to be able to distribute points, or just get better at things that they were doing (think wolfenstein enemy territory)
    You could do an xp system, for example in nether when you kill a nether you gain xp. In this when you kill another player or animal you gain xp. For everynight you survive you also gain xp.
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  27. Post #67

    November 2013
    3 Posts
    I think instead of picking a class strait away you should get the option to pick it once you do it a lot so for example if you build a lot and you use more then 50 building parts it gives you the option to turn into a builder.
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  28. Post #68
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    I think instead of picking a class strait away you should get the option to pick it once you do it a lot so for example if you build a lot and you use more then 50 building parts it gives you the option to turn into a builder.
    Could work.

    Edited:

    You could do an xp system, for example in nether when you kill a nether you gain xp. In this when you kill another player or animal you gain xp. For everynight you survive you also gain xp.
    Could also work, but try to come up with something original, we don't want to copy off games already released or soon to be released.
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  29. Post #69
    Loriborn's Avatar
    October 2009
    6,308 Posts
    Why not just have players get better/faster at doing things the more they do it? Why attributes "points" or "classes" or "traits," when they just add unnecessary number-crunching to the game?
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  30. Post #70
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Why not just have players get better/faster at doing things the more they do it? Why attributes "points" or "classes" or "traits," when they just add unnecessary number-crunching to the game?
    like i said, I am really open to anything, I just gave one version of how it could work.
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  31. Post #71

    November 2013
    14 Posts
    I guess you're right, but on that note, choosing a class really gives you the freedom of choice and the freedom to play the game like you want to while all the while still keeping it a survival game.
    That's true, but if everyone is equal you can still play the way you want to while noone have any advantages over you in other areas.
    I get where you are going, and it certainly works in other games but in a game like Rust I feel it wouldn't really be for the better. But that's my opinion.
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  32. Post #72

    November 2013
    29 Posts
    It's very realistic that doing something, allso makes you better at it.

    But learning experiance FADE, things you once was good at are a bit rusty(!) After a while.

    My thoughts are that things you do alot in the game should make you do it beter while doing it, but also lower the things you have learnt, so that theirs no permanent 0-100 system of points. But rather a statistic sheet kind of logic, where maintaind traits are increasing.

    Like the idea of decaying building, should allso apply on the learning, and as in reality, you cant learn everything at once, you have to sleep on it, let it inbed it self and repeat it.

    This will give it a unique touch and add depth into the game, rather then something very cheap and easy, as "You gained XP, You Leveled Upp"
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  33. Post #73

    October 2013
    198 Posts
    No, please, no classes, just skill.
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  34. Post #74
    raufaser's Avatar
    November 2013
    101 Posts
    I don't like the idea of classes - too much to think about and would bring about balance issues. A system like helk mentioned could work though.
    That's my oppinion too. Well, the idea sound nice, but the balancing of classes in mmo styled games is so fu*** hard... I don't think that will work.

    If you want customised characters the better way will be to create an item with that you can increase some of your character stats (max health, damage dealed, crafting speed, run speed, ...).
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  35. Post #75
    On a regular basis I like to go to furry conventions and yiff with my friends. I also love MLP
    SirDavid255's Avatar
    October 2012
    1,160 Posts
    I'm not a fan of classes. But what could be neat is like what they're doing in Project Zomboid. In which if you keep doing the same task, such as running, you can upgrade your stamina. This could work the same with other things so that you wouldn't be needing a linear class system. Shooting makes you slightly more accurate with firearms, creating structures and weapons makes you a faster and more efficient crafter, and whatever else can really be thrown at the table.
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  36. Post #76
    Dennab
    November 2013
    24 Posts
    I didn't read all the comments so somebody might have said this, but what if instead of classes, we had skills with experience. This meaning as you play the game your character gets stronger in everything he does to a cap. Like if you're always gathering rocks with a pickaxe maybe you would hit for more damage with the pick, and it would give you more per hit (but not more total from each rock/wood pile) or for the hatchet it could swing faster. If somebody crafts from a category a lot, they could craft items in that category faster or cost less. I'd think faster would be better though. I wouldn't have this go any higher than 10% bonus and I think 5% would be best. All bonuses would be lost with death or half would be. Also on a side note, murdering an unarmed player could give you the guilt debuff making you weaker by 1% per murder, to a point where it becomes a buff called insane. This buff would make you laugh maniacally when you shoot, and it would restore any stats the guilt debuff dropped. Could also add more debuffs/buffs, but they would have to be very minor, otherwise it would destroy the game.
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  37. Post #77
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    I didn't read all the comments so somebody might have said this, but what if instead of classes, we had skills with experience. This meaning as you play the game your character gets stronger in everything he does to a cap. Like if you're always gathering rocks with a pickaxe maybe you would hit for more damage with the pick, and it would give you more per hit (but not more total from each rock/wood pile) or for the hatchet it could swing faster. If somebody crafts from a category a lot, they could craft items in that category faster or cost less. I'd think faster would be better though. I wouldn't have this go any higher than 10% bonus and I think 5% would be best. All bonuses would be lost with death or half would be. Also on a side note, murdering an unarmed player could give you the guilt debuff making you weaker by 1% per murder, to a point where it becomes a buff called insane. This buff would make you laugh maniacally when you shoot, and it would restore any stats the guilt debuff dropped. Could also add more debuffs/buffs, but they would have to be very minor, otherwise it would destroy the game.
    It was already said, a few times actually. this seems to be what everyone wants to see, I am glad we at least sorted that out, since we found something everyone seems to like.
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  38. Post #78
    Gold Member
    SpudrowSpedro's Avatar
    August 2013
    212 Posts
    Team Rustless 2
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  39. Post #79
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Team Rustless 2
    Wasn't what I was going for with this, I was going for Fallout-esque, honestly.
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  40. Post #80

    September 2013
    174 Posts
    While I can't say it isn't a good idea, it's an idea that would fit a game other than rust.
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