1. Post #81
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    While I can't say it isn't a good idea, it's an idea that would fit a game other than rust.
    Thanks for your input If no one likes it here, I might play around with unity one day and give it a go.
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  2. Post #82

    September 2013
    32 Posts
    Rust is a survival game *lol* there can't be any classes! Its just play as u are able to!
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  3. Post #83
    Bigstivie's Avatar
    November 2013
    184 Posts
    I get a feeling everyone would just choose gunner, but I like the idea of all classes, this is a brilliant idea!
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  4. Post #84

    May 2011
    30 Posts
    We should not be able to pick classes, but evolve into them
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  5. Post #85
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    I get a feeling everyone would just choose gunner, but I like the idea of all classes, this is a brilliant idea!
    Each class would have its own benefits. If you played as demolitions, you would get explosives easier and be a better raider, or you could play as a builder and make houses really fast and of a better quality.
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  6. Post #86
    TheDunkMaster's Avatar
    October 2013
    93 Posts
    Each class would have its own benefits. If you played as demolitions, you would get explosives easier and be a better raider, or you could play as a builder and make houses really fast and of a better quality.
    Gotta agree now with a previous post.... Team Rust Fortress 2.... If you even played fallout you never actually choose a full "Class" Per say but simply invest in perks by wait for it.... Playing the game! Gaining experience! Repeating actions to advance your own skills... Sound familier? What you're suggesting is literally Team Fortress 2 Class style system and it would most definitely ruin the game.
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  7. Post #87
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Gotta agree now with a previous post.... Team Rust Fortress 2.... If you even played fallout you never actually choose a full "Class" Per say but simply invest in perks by wait for it.... Playing the game! Gaining experience! Repeating actions to advance your own skills... Sound familier? What you're suggesting is literally Team Fortress 2 Class style system and it would most definitely ruin the game.
    Well then rate it as dumb and tell me how to improve it, I always read the posts I get so I can develop new ideas. And for the record, I meant how in Fallout in the beginning you basically get to pick a couple areas of "expertise" where you get extra points invested into those categories. Of course past that point you can get more points and spend them in any category you want, but I wasn't sure if people would want that. It sounds like they might, so I may remake the thread to accommodate that.
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  8. Post #88
    TheDunkMaster's Avatar
    October 2013
    93 Posts
    Well then rate it as dumb and tell me how to improve it, I always read the posts I get so I can develop new ideas. And for the record, I meant how in Fallout in the beginning you basically get to pick a couple areas of "expertise" where you get extra points invested into those categories. Of course past that point you can get more points and spend them in any category you want, but I wasn't sure if people would want that. It sounds like they might, so I may remake the thread to accommodate that.
    There's a few systems that "could" work but the most favorable (If having one at all) would literally be to reward those who can wait for it... Survive! I put in earlier one that could partially work but the only system that could make sense is one that would work with what the game is actually about, Survival of the fittest. Advancing in small ways here and their after time goes on and your character would "Learn" per say. For example, You've been harvesting resources for over 3 months now and you have learned a few tips and tricks to get more bang for your buck you can harvest slightly more resources like 5 stones instead of 4 out of a rock, this game needs to be rewarding those who can survive if there's going to be any sort of class or skill system in place, I'm sorry to say that someone who isn't a casual should have an advantage over someone who is in a game of survival.
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  9. Post #89
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    There's a few systems that "could" work but the most favorable (If having one at all) would literally be to reward those who can wait for it... Survive! I put in earlier one that could partially work but the only system that could make sense is one that would work with what the game is actually about, Survival of the fittest. Advancing in small ways here and their after time goes on and your character would "Learn" per say. For example, You've been harvesting resources for over 3 months now and you have learned a few tips and tricks to get more bang for your buck you can harvest slightly more resources like 5 stones instead of 4 out of a rock, this game needs to be rewarding those who can survive if there's going to be any sort of class or skill system in place, I'm sorry to say that someone who isn't a casual should have an advantage over someone who is in a game of survival.
    Works for me, how about on death, any progress made before a certain point (perhaps a level up, if that is what you are suggesting?) is lost. There should be some sort of penalty for dying if the way to get experience is to survive.
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  10. Post #90
    TheDunkMaster's Avatar
    October 2013
    93 Posts
    Works for me, how about on death, any progress made before a certain point (perhaps a level up, if that is what you are suggesting?) is lost. There should be some sort of penalty for dying if the way to get experience is to survive.
    Exactly now there could be arguements made where all progress is lost because you fucked up somewhere if you died. Another could be made for a checkpoint, I do agree their should be a penalty for death in a game of survival if a system like this were to be put in but that would come down to the dev's decision for balance. Personally I'm split on the decision of a checkpoint or not, I know it'd be a piss off to start over again but it would balance it out on the other hand.. and on the other half a check point would be nice but it would haveto be at a decent landmark for that to happen...
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  11. Post #91
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Exactly now there could be arguements made where all progress is lost because you fucked up somewhere if you died. Another could be made for a checkpoint, I do agree their should be a penalty for death in a game of survival if a system like this were to be put in but that would come down to the dev's decision for balance. Personally I'm split on the decision of a checkpoint or not, I know it'd be a piss off to start over again but it would balance it out on the other hand.. and on the other half a check point would be nice but it would haveto be at a decent landmark for that to happen...
    I love where this is headed, I feel this might have some potential to it, I'll see what people's opinion are, and if it is good enough, I'll make a new thread, or you can go ahead too, but either way, I think it would be great to throw it out there Anyways, to the topic at hand: I feel that something like this needs a tab in the GUI, both on the HUD (to list your experience level, so you can gauge how far along you are,) and on the little menu where you see your inventory and armor, where it tells how progressed each of your skills are.
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  12. Post #92
    Gold Member

    August 2013
    919 Posts
    I love where this is headed, I feel this might have some potential to it, I'll see what people's opinion are, and if it is good enough, I'll make a new thread, or you can go ahead too, but either way, I think it would be great to throw it out there Anyways, to the topic at hand: I feel that something like this needs a tab in the GUI, both on the HUD (to list your experience level, so you can gauge how far along you are,) and on the little menu where you see your inventory and armor, where it tells how progressed each of your skills are.
    Which way are you leaning towards now? A skill set you choose, or a skill set you earn?
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  13. Post #93
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Which way are you leaning towards now? A skill set you choose, or a skill set you earn?
    In all honesty I could go either way, I like them both, but earning skill sets seems to be what the community wants, so what I want doesn't really matter. Either way, I feel that your chance of survival will be higher if you get better as you play, essentially.
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  14. Post #94

    October 2013
    19 Posts
    The skill system could be like the Garry's Mod stranded mode. The more you do the action, the better you get at it.
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  15. Post #95
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    The skill system could be like the Garry's Mod stranded mode. The more you do the action, the better you get at it.
    That appears to be the consensus. Everyone seems to like that, I'll make a new thread on it once this one dies.
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  16. Post #96
    Gold Member

    August 2013
    919 Posts
    That appears to be the consensus. Everyone seems to like that, I'll make a new thread on it once this one dies.
    But how can people complain about how hard is it when starting out, when they want to implement this. If they do do this it should all have effects that are convenient, not powerful, not giving any sort of one on one advantage, convenient.
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  17. Post #97
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    But how can people complain about how hard is it when starting out, when they want to implement this. If they do do this it should all have effects that are convenient, not powerful, not giving any sort of one on one advantage, convenient.
    The complaint is that it takes too much from TF2, apparently. That, and it is overpowered, I think. I am not sure, but the bottom line is, people don't like it, but do like this other idea. Therefore, I will attempt to re-pitch the idea in hopes it gets better reception and community members can re-form the idea in hopes that devs will put it in.
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  18. Post #98
    Gold Member

    August 2013
    919 Posts
    The complaint is that it takes too much from TF2, apparently. That, and it is overpowered, I think. I am not sure, but the bottom line is, people don't like it, but do like this other idea. Therefore, I will attempt to re-pitch the idea in hopes it gets better reception and community members can re-form the idea in hopes that devs will put it in.
    Im referring to the idea of skills that you acquire as you play the game more
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  19. Post #99
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Im referring to the idea of skills that you acquire as you play the game more
    Well, the skill of harvesting resources faster is certainly useful. It depends on what exactly it is they want to implement skill-wise.
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  20. Post #100
    Gold Member

    August 2013
    919 Posts
    Well, the skill of harvesting resources faster is certainly useful. It depends on what exactly it is they want to implement skill-wise.
    Maybe things like: craft quicker, throw things farther, collect more resources, build stronger tools (if durability is added), less weapon sway, etc. I also like the idea that a lot of this would be set back if you die.
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  21. Post #101
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Maybe things like: craft quicker, throw things farther, collect more resources, build stronger tools (if durability is added), less weapon sway, etc. I also like the idea that a lot of this would be set back if you die.
    Yeah, that sounds much better, in retrospect, what I came up with is extremely restrictive, only allowing you to pick one thing to be good at. Something like this allows you to be good at everything if you take enough playing time (or if you can only get so many points and cannot fill all skills, you pick what you think will help you along the most!) Reminds me a lot of Payday 2, if you have played that. There are four skill trees to pick from, you can only reach level 100 (last I played at least, it's been a while and lots of updates later) and with that, you could completely fill almost two of the trees, or mix and match to build your ideal character. Something like that in rust just might work nicely.
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  22. Post #102

    December 2013
    41 Posts
    I really dont like the idea of "classes" in Rust for several reasons.

    i actually would prefer something like perks u can learn by finding blueprints or something like that.

    example: harvesting faster/more, walk faster, craft faster and stuff like that.
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  23. Post #103
    Xanbunny's Avatar
    July 2013
    120 Posts
    Class: Troll Rank: Veteran Name: Xanbunny
    __________________________________________________ ___________

    The Troll class that specializes in hurting players physically and verbally with in-game actions.
    -Trolls have a %80 chance to harm or stun kids under the age of 12 and has a %10 chance to scar them
    -Trolls start off with a Trolls Bludgeon, (a must have for a Troll.)
    -Trolls have more health points and 1000 strength against kids/mums but are %30 more immune to smart kids/players

    Appearance.
    A usually big green character with just a cloth over his junk and he appears to have some fungus/mold/warts growing on him to. >(If nudity censor is OFF the small piece of cloth that you can start of as a troll with wont be enough to contain your junk into your trunk.)<

    Overall rating: 11/10
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  24. Post #104
    The Cold Wind Of France
    Dennab
    November 2008
    18,680 Posts
    While there are some interesting ideas in your first post, they almost all go against some of our future plans. We might introduce customization in terms of skills (or something similar) at some point in the distant future, though.
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