1. Post #1
    Dennab
    December 2013
    58 Posts
    Gonna skip the preamble and get to it. This is my point of view. It will probably not go down smooth with everyone but this is what I'm hoping the devs decide to do with this game:

    1. Drop the zombies. Replace them with wild dog(s), snakes, cats, birds of prey, spiders, etc. The snakes alone should provide enough variation from non venoumous to lethal to make up for what the zombies do. The zombie genre is all but played out, minus whomever can do a proper World War Z style zombie survival game. This is not that game. Lose the zombies. Keep this a real world survival sim in that respect.

    2. Turn all of the elements into "skill trees": first you master wood, then you learn stone. once you master stone, you learn metal. these should be LONG levels even at the start. Later, if people are whining about how long it is in the forums, then you know you did it right. And by later i mean, if you think level 1 to level 5 was long... lol, you should see level 15 to 20. there should be fishing, trapping, small game hunting, large game hunting. medical should be skill specific, breaks, cuts, poison, etc. use the environment for medical issues as well, plants being medical specific. We need fishing. We need boatbuilding and bridge building. Include masonry. You get the idea.

    3. Allow us to terraform the world via "mining" as well as wood and stone structures. Allow us to dig bunkers into the mountains or under the map. Make use of the "negative" areas of the terrain mesh. Let us carve out structures in the faces of those awesome hoodoos you guys created. let us build tunnels from point a to b. let us build tunnels right under the enemy palace, if they weren't smart enough to line the bottom with metal to keep us out, that's their fault.

    4. Include everything: Start with a rock. Move up to a slingshot. Then a bow. Etc. Ad infinitum. Create blueprints and crafting for every weapon that has existed throughout history. This is important for the endgame. We start with a rock. We master this world. We move to another one and start again. trebuchets, catapults, you name it. maybe if we get enough metal and a bradley blueprint...? we should be able to wage all out war, but we should have to work to do it. and we should be aware of the cost of every round we fire, because we harvest for em and we make em.

    5. Allow us to build larger and larger structures. Do not cap their size. This one of the first of the "World Building" genre games. 2 years from now the game world should be a faint trace of what it was on day 1.

    6. "Co-op" bonus: when you harvest wood solo, you get the usual amount. If 2 people team up together, everything they do should be a 2X bonus: twice as much wood, twice as fast on builds, etc. This would need a reasonable cap, but it would be the push needed to bring about amazing things in the end game. the more people you have in your group, the bigger your co-op bonus. another deterrent for being a KOS player.

    7. Map size needs to scale to almost epic proportions. A lean estimate would be 20X20 miles per player spawn. It should be a battle at the beginning of the game to survive alone and get a foothold and to raise skills enough to make valuable contributions to a group. Once you aren't a liability, you can work on figuring out how to find each other. From there, everything should move a lot faster. But the map itself needs to be an actor in the game, working AGAINST the player or group because of it's size. Distance should always be a factor.

    8. "Sovereignty" : once players have found each other and established a base of operations or maybe have pushed into the realm of empire building, allow them to declare an area of the map "sovereign"; allow them to claim ownership of that area and until the last of them is killed, it's theirs. There should be bonuses that come with possession of a sovereign area. The key to this is the in number 5 above: give us the tools to reshape the entire world as we see it. then fight to maintain ownership. or expand.

    9. This is just the first planet. If you do this correctly, you will be able to stay ahead of the speed of advancement of the best of the best at this game. You will know before any group reaches space travel. You will have time to create other, empty planets for players to counquer. Do not mistake this for "soft sci fi". At it's most child like, it would still resemble the Nostromo more then Avatar. This is gritty, industrial, possibly political world building and empire management. Think minecraft + command and conquer + dayz with a battlefield chaser. Everything should be very "practical and legit". No crystals, no magic. Just hard and fast numbers: if you goofed on your fuel estimate, that's your ass, you're ships floating and now you have to either get someone to come drop you off fuel... or respawn at 0. And once we get to the new planet... because we have the weight of all the work from the first planet, you can only imagine the carnage and chaos that will follow. This mentality should feed the KOS players forever; now they know that anyone else they see on the planet is the enemy... nobody is going to complain if you kill em and loot em. They knew that when they set foot on this rock.

    10. Do not write lore. Allow the players to BE the lore. When a new player starts a year from now and sees the castle on the top of the rocks and asks who owns that, it should be a long story starting with the players that built it, who fought hard for 5 months to hold it but were eventually driven out by another group, who was betrayed and replaced by the group who you see up there now. THAT'S lore. Don't try to explain anything about the environment. Don't justify it. The players will do that for themselves. It will become "meme'd". You guys may as well print up the "got wood?" tshirts now.

    11. Political: This one is a stretch, but... just follow the template for our current world. Allow us to divide up based on nation. Or let us go rogue. Allow for international real world clanning/factioning. BUILD it into the game. Trust me on this. If we ever get to a point where the chinese players and the us players are going tooth for tooth in some sancitoned simulation of what the possible global future holds... it'll make news. Not just the gaming scene. I can hear the sunday pundits now "You know it's a game... but it brings up a good point, Bob: are we going to see these kinds of battles in the future for resources on this planet?". The stuff writes itself.
    Don't laugh. They still use madden to predict the super bowl.

    12. Gonna need all the tools you can think of and ones you haven't: rope, ziplines, claymores, antipersonel traps, pungi sticks, etc. etc. and more. Just keep it low tech and salvaged, that's all. No drones, no shiney bots. This is banged up, beat up reliable gear. We need catapults, because they are cheap and portable. We need crossbows because we already have hunting bows. We need to be able to drop flares and leave them burning on the ground ( aka "bug lite"). We need duct tape. We need flags. I wanna upload my jpeg and put it on my silly lil flag outside my silly lil shack in the middle of nowhere. Jolly roger, don't tread on me, got wood?... endless. Not a deal breaker, but coolish.

    13. Gear should degrade, unless it's made with metal. Gear should degrade. Ok, now that the screaming and crying has died down... again, gear should degrade. Yet one more leash on the KOS short bussers.

    14. map and compass should be craftable. do not include it in the starter kit. do not. bad. bad devs. no.

    15. Here's the big one:
    For every X number of levels the player goes up (say 1 for the sake of discussion) the player gains an NPC, a simple AI that can be either "task specific" as in "this is my mining ai, this is my fishing ai," or general. If you level up to level 5 wood skill, in that moment you gain an AI that STARTS at the same level as you for that skill tree; you could choose a "generalist" NPC that does a lil bit of everything slowly or you could choose a skill specific NPC that starts at level 5 woodworking, the same level you just gained in the same skill with the same crafting bonuses. Give us a simple menu to control NPC and the tasks they are doing "Quickest first" "Skill specific" "All for one" and let us set up builds and let the NPCs complete them. Or assist us. Or go and do their own tasks.
    Once you have enough workers you will eventually start training fighters, if you choose. But, you must be able to food and house them, so you need to still keep your resources managed or at this point be working with a faction that has a mafia mentality.
    4 level 50 players would be a total of 200 NPCs, all doing their chores and going about their business. And when faction A goes at faction B the cinematic nature of X hundred fighter class NPCs all going into battle alongside the clan itself should be enough to take at least a moderate swipe at a GOTY. This will free up time for the player to play while actually having an impact in the world and it goes a long way toward rewarding the players who are loyal to the game from day 1. At some point in time, a good player should be able to sit back and look over her empire and smile.


    Those are my basic wishes for this game. RUST appears to be a game that I've been looking for for close to 10 years now and have never found.
    if you guys can push this game in away from the zombie genre and into the "World Building and survival simulation MMO" then i think you guys will have achieved what no other company has done yet.

    Peace
    B
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  2. Post #2

    December 2013
    23 Posts
    If you wanna roleplay like this go play minecraft and pretend.
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  3. Post #3

    November 2013
    79 Posts
    1. I'd rather see zombies replaced by some other kind of humanoid NPCs--scavengers, raiders, thieves, looters, bandits, or something of the like. Ranged and melee attacks, armor, weapons, and better AI to make them actually quite difficult and threatening. I don't mind the zombie theme personally, a la The Walking Dead, but they've said they want to replace the zombies, so I think the aforementioned would be a good way of doing so while still allowing these mobs to be a loot source.

    2. I don't see why grindy skill trees are necessary, or how they would be beneficial here. In terms of progression, crafting 'gates' (tiered resources/recipes/tools, resource combination/refining, etc.) can be use in lieu of skill trees. This isn't really an RPG, and given that player death is a very common thing, skill trees would make the game that much more unforgiving, and that much more unappealing.

    3. Limited terraforming within reason could be interesting, though in terms of development in a multiplayer environment such as this could also be something of a nightmare. I think being able to build is probably enough in terms of players affecting the game world, especially since we're just seeing the tip of the iceberg on that front right now. There's still miles it could go from where it is now without needing any sort of terraforming.

    4. Again, not sure what this would really add. I don't see much reason, for instance, to include a slingshot between a hatchet and a bow. I think they've done a pretty good job integrating different kinds of 'junk' weapons, and they seem to intend to continue this trend thankfully. I think that's probably a good choice, rather than diverting focus on to archaic technology that isn't really relevant anymore, even in a post-apocalyptic scenario. This isn't medieval warfare.

    5. ---

    6. I used to think there should be co-op incentives too, but now I'm not so sure. Teaming up is already it's own reward in this game for many reasons. Going solo is exceedingly difficult as it is. Further gimping solo play in favor of team play seems a bit superfluous and unnecessary.

    7. The map is actually rather huge, most of it just isn't being used right now. As alpha/beta progresses they will continue to make more of the map playable.

    8. There doesn't need to be any kind of game mechanic for this. If players want to claim an area as their own, they can do so by actually playing, and doing what they must to exercise that claim. If they aren't willing/able to secure their claim, then their claim doesn't mean much in practice.

    9. - 12. ???

    13. Gear decay is already on their list.

    14. They're also working on a map. I too would like to see a craftable compass.
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  4. Post #4

    December 2013
    4 Posts
    I would like to see them implement alot of your ideas, but I strongly hope they move away from the zombie theme. Wild animals and stuff are a good idea, or even 'wild men'. Nothing more scary than being attacked by naked men with wood or stones lol.
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  5. Post #5

    December 2013
    3 Posts
    or even 'wild men'. Nothing more scary than being attacked by naked men with wood or stones lol.
    That's already in the game, haha
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  6. Post #6
    Dennab
    December 2013
    58 Posts
    If you wanna roleplay like this go play minecraft and pretend.
    like i said, this is what i want from rust. this is my list. you don't like it, cool. i prefaced that at th outset. if the devs want my loot, they know how to get it.


    as far as your post, this isn't role playing. this is actually just rehersal for when the power grid goes down.

    and god i would love to be around to watch most of these kids deal with that, seeing as how they seem to be having such a hard time with the game version.

    Peace
    B
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  7. Post #7

    November 2013
    311 Posts
    I hope they aim for mutated creatures like metro or stalker, as well as other nature creatures.
    Rpg elements like skill trees will take away the immersion. Sovereignty and politician matters are what us players will need to think about not the game. The maps and such, don't need to be added as there are a lot of landmarks and the giant mountain to tell you where you are. The x amount of npcs for each floor is rather lame and doesn't suit the theme of what this game is focused on. Co-op bonus?
    I agree with map scaling though. Plus you need to know this game wants immersion and that it is a cruel PVp world.
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  8. Post #8

    December 2013
    38 Posts
    I wouldn't mind the NPC's. Maybe make them like Terraria, that when you get more people and homes in your settlement, more NPC's want to join as the town seems safe and functioning?
    Add a reliable currency, like funbucks to be used for trading with settlers and with other players. If not, just stick to bartering goods.

    For the multiplanet thing to work, the server must be massive (500 players +) or the population will be spread out too thinly and finding people or a settlement to live in would take weeks.

    As for replacing zombies. I'd add more wild animals and bandits/"wild men" like suggested. Wild men should be just that. Wild. Poor equipment,(cloth armor) and crude tools (Stone axes) and some raw foodstuffs. NPC Bandits should be split up in clans. So you have your bottom of the food chain armed with pocket knives, clubs and home forged swords, while the top dogs are running around with M4's, kevlar, choppers, etc...

    edit:
    Perhaps also add bounty hunters who hunt NPC bandits and Player bandits alike?
    Could premade, populated NPC towns exist? I think it would be a neat idea. It would have guards and everything, and you can pay funbucks to sleep in the town tavern.
    Overall, good post. I approve.

  9. Post #9

    December 2013
    76 Posts
    While I agree with just about every suggestion you have here....

    I highly doubt any of it will ever happen.

    Here's the thing;
    They say "Rust is early alpha, it will change a lot"
    But it won't.
    They will add content, weapons, some new tools and materials.
    Heck, they may even update the map once.

    But we won't have destructable terrain, we won't have a cap on the high-tech bullshit...
    Abseiling gear? You wish.
    Lassos and riding? Not a chance.
    Unique weapons nobody has made before? pfffft.

    The problem is, nobody wants to put in the work to make a really standout game, when a clone with a different 'feel' sells almost as well.



    So I've set myself smaller hopes.
    I want a hoverboard.
    It doesn't have to be a hoverboard, it can be... a scooter, or a motorized skateboard, whatever you want to call it and design it as.
    I want it to move me around at 1.5-3X base movement speed.
    You can steer, jump, maybe one day do tricks.
    But you can't attack from it. You just glide around quickly, and it must be equipped and de-equipped, you can't just jump on, zoom up to somebody, shoot them, and then zip away, there's gotta be a delay.

    But that's all I want.


    If somebody decided to do something really clever, to make a genuinely great game the likes of which haven't been seen in nearly a decade, they'd follow some of your suggestions.

    In the mean time, I want my board.
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  10. Post #10
    Dennab
    December 2013
    58 Posts
    thanks for the feedback but again, i was really just looking for mod or dev responses. not really trying to get opinions on my opinion. that's why i prefaced it at the top.

    any devs or mods aroud?

    Peace
    B
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  11. Post #11

    December 2013
    92 Posts
    I don't like the civilization series.

  12. Post #12
    Dennab
    December 2013
    58 Posts
    i like all forms of games and this game would be the most successful if it combines the FPS elements with the World Building genre, plus resource management.


    just get rid of the zombies and this game could rocket into epic status.



    any devs or mods around? any comment here?

    Peace
    B
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  13. Post #13
    Dennab
    December 2013
    11 Posts
    Gonna skip the preamble and get to it. This is my point of view. It will probably not go down smooth with everyone but this is what I'm hoping the devs decide to do with this game:

    1. Drop the zombies. Replace them with wild dog(s), snakes, cats, birds of prey, spiders, etc. The snakes alone should provide enough variation from non venoumous to lethal to make up for what the zombies do. The zombie genre is all but played out, minus whomever can do a proper World War Z style zombie survival game. This is not that game. Lose the zombies. Keep this a real world survival sim in that respect.

    2. Turn all of the elements into "skill trees": first you master wood, then you learn stone. once you master stone, you learn metal. these should be LONG levels even at the start. Later, if people are whining about how long it is in the forums, then you know you did it right. And by later i mean, if you think level 1 to level 5 was long... lol, you should see level 15 to 20. there should be fishing, trapping, small game hunting, large game hunting. medical should be skill specific, breaks, cuts, poison, etc. use the environment for medical issues as well, plants being medical specific. We need fishing. We need boatbuilding and bridge building. Include masonry. You get the idea.

    3. Allow us to terraform the world via "mining" as well as wood and stone structures. Allow us to dig bunkers into the mountains or under the map. Make use of the "negative" areas of the terrain mesh. Let us carve out structures in the faces of those awesome hoodoos you guys created. let us build tunnels from point a to b. let us build tunnels right under the enemy palace, if they weren't smart enough to line the bottom with metal to keep us out, that's their fault.

    4. Include everything: Start with a rock. Move up to a slingshot. Then a bow. Etc. Ad infinitum. Create blueprints and crafting for every weapon that has existed throughout history. This is important for the endgame. We start with a rock. We master this world. We move to another one and start again. trebuchets, catapults, you name it. maybe if we get enough metal and a bradley blueprint...? we should be able to wage all out war, but we should have to work to do it. and we should be aware of the cost of every round we fire, because we harvest for em and we make em.

    5. Allow us to build larger and larger structures. Do not cap their size. This one of the first of the "World Building" genre games. 2 years from now the game world should be a faint trace of what it was on day 1.

    6. "Co-op" bonus: when you harvest wood solo, you get the usual amount. If 2 people team up together, everything they do should be a 2X bonus: twice as much wood, twice as fast on builds, etc. This would need a reasonable cap, but it would be the push needed to bring about amazing things in the end game. the more people you have in your group, the bigger your co-op bonus. another deterrent for being a KOS player.

    7. Map size needs to scale to almost epic proportions. A lean estimate would be 20X20 miles per player spawn. It should be a battle at the beginning of the game to survive alone and get a foothold and to raise skills enough to make valuable contributions to a group. Once you aren't a liability, you can work on figuring out how to find each other. From there, everything should move a lot faster. But the map itself needs to be an actor in the game, working AGAINST the player or group because of it's size. Distance should always be a factor.

    8. "Sovereignty" : once players have found each other and established a base of operations or maybe have pushed into the realm of empire building, allow them to declare an area of the map "sovereign"; allow them to claim ownership of that area and until the last of them is killed, it's theirs. There should be bonuses that come with possession of a sovereign area. The key to this is the in number 5 above: give us the tools to reshape the entire world as we see it. then fight to maintain ownership. or expand.

    9. This is just the first planet. If you do this correctly, you will be able to stay ahead of the speed of advancement of the best of the best at this game. You will know before any group reaches space travel. You will have time to create other, empty planets for players to counquer. Do not mistake this for "soft sci fi". At it's most child like, it would still resemble the Nostromo more then Avatar. This is gritty, industrial, possibly political world building and empire management. Think minecraft + command and conquer + dayz with a battlefield chaser. Everything should be very "practical and legit". No crystals, no magic. Just hard and fast numbers: if you goofed on your fuel estimate, that's your ass, you're ships floating and now you have to either get someone to come drop you off fuel... or respawn at 0. And once we get to the new planet... because we have the weight of all the work from the first planet, you can only imagine the carnage and chaos that will follow. This mentality should feed the KOS players forever; now they know that anyone else they see on the planet is the enemy... nobody is going to complain if you kill em and loot em. They knew that when they set foot on this rock.

    10. Do not write lore. Allow the players to BE the lore. When a new player starts a year from now and sees the castle on the top of the rocks and asks who owns that, it should be a long story starting with the players that built it, who fought hard for 5 months to hold it but were eventually driven out by another group, who was betrayed and replaced by the group who you see up there now. THAT'S lore. Don't try to explain anything about the environment. Don't justify it. The players will do that for themselves. It will become "meme'd". You guys may as well print up the "got wood?" tshirts now.

    11. Political: This one is a stretch, but... just follow the template for our current world. Allow us to divide up based on nation. Or let us go rogue. Allow for international real world clanning/factioning. BUILD it into the game. Trust me on this. If we ever get to a point where the chinese players and the us players are going tooth for tooth in some sancitoned simulation of what the possible global future holds... it'll make news. Not just the gaming scene. I can hear the sunday pundits now "You know it's a game... but it brings up a good point, Bob: are we going to see these kinds of battles in the future for resources on this planet?". The stuff writes itself.
    Don't laugh. They still use madden to predict the super bowl.

    12. Gonna need all the tools you can think of and ones you haven't: rope, ziplines, claymores, antipersonel traps, pungi sticks, etc. etc. and more. Just keep it low tech and salvaged, that's all. No drones, no shiney bots. This is banged up, beat up reliable gear. We need catapults, because they are cheap and portable. We need crossbows because we already have hunting bows. We need to be able to drop flares and leave them burning on the ground ( aka "bug lite"). We need duct tape. We need flags. I wanna upload my jpeg and put it on my silly lil flag outside my silly lil shack in the middle of nowhere. Jolly roger, don't tread on me, got wood?... endless. Not a deal breaker, but coolish.

    13. Gear should degrade, unless it's made with metal. Gear should degrade. Ok, now that the screaming and crying has died down... again, gear should degrade. Yet one more leash on the KOS short bussers.

    14. map and compass should be craftable. do not include it in the starter kit. do not. bad. bad devs. no.

    15. Here's the big one:
    For every X number of levels the player goes up (say 1 for the sake of discussion) the player gains an NPC, a simple AI that can be either "task specific" as in "this is my mining ai, this is my fishing ai," or general. If you level up to level 5 wood skill, in that moment you gain an AI that STARTS at the same level as you for that skill tree; you could choose a "generalist" NPC that does a lil bit of everything slowly or you could choose a skill specific NPC that starts at level 5 woodworking, the same level you just gained in the same skill with the same crafting bonuses. Give us a simple menu to control NPC and the tasks they are doing "Quickest first" "Skill specific" "All for one" and let us set up builds and let the NPCs complete them. Or assist us. Or go and do their own tasks.
    Once you have enough workers you will eventually start training fighters, if you choose. But, you must be able to food and house them, so you need to still keep your resources managed or at this point be working with a faction that has a mafia mentality.
    4 level 50 players would be a total of 200 NPCs, all doing their chores and going about their business. And when faction A goes at faction B the cinematic nature of X hundred fighter class NPCs all going into battle alongside the clan itself should be enough to take at least a moderate swipe at a GOTY. This will free up time for the player to play while actually having an impact in the world and it goes a long way toward rewarding the players who are loyal to the game from day 1. At some point in time, a good player should be able to sit back and look over her empire and smile.


    Those are my basic wishes for this game. RUST appears to be a game that I've been looking for for close to 10 years now and have never found.
    if you guys can push this game in away from the zombie genre and into the "World Building and survival simulation MMO" then i think you guys will have achieved what no other company has done yet.

    Peace
    B
    Wtf did I just read? You want to go into space in rockets?? No. Just no..
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  14. Post #14
    Dennab
    December 2013
    58 Posts
    you gotta build em, just like everything else. building a ship like that would take a clan with a population of over 100... i dunno, maybe 4 months or so? real world time, not game time.

    so, yeah... just yeah. take your TDM mentality to cod if that's what you want. this is what i want. not you . go post your own.


    and then you start over on an empty planet. just like in life. that's what's gonna eventually happen. earth is a dead end planet, as are most over time.


    and to the other guy:

    sure, you could build that bradley. it'll take you 7 real world days and a couple million parts of metal. or you could have help and do it in less time. but then, when you finish, you're screwed cuz you have no metal for ammo.

    so, the reason you include ALL the weapons thru history, is because it's going to be cheaper to build 5 catapults that use stone as ammo then to build 1 bradley that uses rounds. cheaper for low and hi level players means doable.

    you want the game to last? make it a long term persistant world/empire building thing.

    don't make it a temperary TDM reset the server each day thing, that's a waste of time and effort and it caters to the wrong crowd for a game like this to be successful.

    Peace
    B
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  15. Post #15
    Thalexs's Avatar
    June 2013
    111 Posts
    so ... rust : the evolution game
    from caves to space ?

    not bad , but got 0.00069666postalrules.01% chance of getting on that level
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  16. Post #16

    December 2013
    8 Posts
    The only thing I see wrong is that when a new player joins in after all this stuff you talked, about what would happen to him? I would think he would be killed fast with the all the big groups all the players already done with the game
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  17. Post #17

    December 2013
    26 Posts
    well since this is all ideas, here's one as back end story...

    Remove the planes, make them as space drops to a planet which has lifetime penalty prisoners put into

    that way people can make a logic about "wtf am i naked again?"

    ps: here's a bg music while you read all that above > http://www.youtube.com/watch?v=9tpMhl1W9-o

  18. Post #18

    July 2012
    8 Posts
    As i posted in a previous post theres no reason these cannot be implimented by a third party mod on a server.
    The core game should be about survival, be it raiding, hiding in the country, or scrounging of player corpses what the big boys left behind.

    Everything else really should be created from the player base and future expansions after the game testing phases
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  19. Post #19
    Dennab
    December 2013
    58 Posts
    they have the survival part down pretty damn well. maybe the health attrition due to lack of food could be dialed back a bit. you don't just go "boom" and die from lack of food in real life. water kills ya before food.

    Nemsis:
    you wouldn't be reaching interplanetary travel until WAY WAY in the future of your career. so you wouldn't start naked, in fact, just the opposite. the fights on the new planet would be NUTS because everyone would in theory be pretty high level to even approach that type of campaign.


    the thing about what i'm pushing for is this:
    you can play the game alone, but you will and should always do better in a group.
    the players running around doing TDM will never even see the most amazing parts of the game unless they get interested in empire building, which, to a lesser extent still involves killing. you just aren't gonna be shooting some guy who's holding a rock. you'll be shooting at people who will all be shooting back.

    Ptar:
    new players are always going to be behind the 8 ball. you can't balance that in game. not possible. but new players will also be walking into a game where the original players have taken it upon themselves to add the "lore" via their gaming interests. new players will have places to land that will take them in once they have reached a level of usefullness and guide them in the direction they want to go which to me will come off a whole lot better then "here's a rock, here's a spawn point... that guy coming toward you is probably gonna kill you and take your stuff. enjoy!"
    but i do respect your point.


    Peace
    B
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  20. Post #20

    November 2013
    3 Posts
    you gotta build em, just like everything else. building a ship like that would take a clan with a population of over 100... i dunno, maybe 4 months or so? real world time, not game time.

    so, yeah... just yeah. take your TDM mentality to cod if that's what you want. this is what i want. not you . go post your own.


    and then you start over on an empty planet. just like in life. that's what's gonna eventually happen. earth is a dead end planet, as are most over time.


    and to the other guy:

    sure, you could build that bradley. it'll take you 7 real world days and a couple million parts of metal. or you could have help and do it in less time. but then, when you finish, you're screwed cuz you have no metal for ammo.

    so, the reason you include ALL the weapons thru history, is because it's going to be cheaper to build 5 catapults that use stone as ammo then to build 1 bradley that uses rounds. cheaper for low and hi level players means doable.

    you want the game to last? make it a long term persistant world/empire building thing.

    don't make it a temperary TDM reset the server each day thing, that's a waste of time and effort and it caters to the wrong crowd for a game like this to be successful.

    Peace
    B
    There is a game with similar mechanics, its called wyrm online, its only medieval stuff(boats, armor, castles, ect), but you can teraform land, building a boat takes a certain skill level in certain areas, as well as long amounts of time and materials. However if you want this game to be that in depth it just simply wont happen. A few of the things on your list maybe, but making it into a developing world with large play populations is just too far for this team of game producers to manage. Its easy for someone who has no idea what it takes to make a game come up with ideas to make the ultimate immersive game, but actually making it is a totally different matter. Wyrm Online looks like like shit the graphics are terrible but the game play and mechanics are their. Its a game where you and your friends can sink TONS of hour into to create something that is for all purposes yours, but in that game if you want to claim land as your own you have to pay for the deed to the land + you have to pay a upkeep on it. And in that game the only currency is the kind you pay for. Games at that scale require alot of resources to run and maintain and thus require their player base to pay for it, the crowd rust is going after is not the type of players who are going to pay out the ass for a totally immersive experience.

    If you think you are the first person to come up with your ideas, your wrong. People have thought of games similar to the one your thinking of for years, but the amount of time and money that would be required to make the game would be rediculous, and the play base for game that requires that much time is so small that you are going to have to milk them for every thing you can just to make your money that you put into making the game back. On paper all this stuff you said seems nice but is not plausible.

  21. Post #21

    December 2013
    122 Posts
    I am sorry but it feels like you are trying to make rust into a really stupid game that I do not want...

    First off the lvl system? Okay maybe, that would be kind of nice but not the kind of generic level system you are thinking of

    The npc idea is terrible... this is my mining ai, this is my fishing ai <--- Wtf? can we make this a farming simulator too? *And this is my Bandit ai that runs around and kills people*

    And other than that, you either suggest something we know is going to happen or you suggest something stupid

    The map is going to be made bigger and this is obvious, you have an alpha and expect the map to be godly... The game is not stable enough to generate all of that and have a population to fill it, as soon as things are neat and tidy and working well and optimized the map will get bigger

    They already plan to remove zombies which was one of the 1st things they stated!! they are trying to find something to fill in for zombies but wanted something there in the mean time and u are saying they can't pull zombies off? because it's an alpha and zombies are a temp filler!!

    You want to allow us to change terrain by mining? I don't like this idea... the world is set, leave it! can you imagine how much work they would have to do to make the current game engine support that!? The map would have to be made completely different in a different way, the engine just doesn't support it and please... please don't... I don't want this like some 7 days to die... mine as deep as you can with 50 iron doors = win

    The teams get 2x more resources is the most stupid idea sorry... People that play solo find it hard enough why should u punish them further by giving everyone an advantage!? + there is not going to be a party system!

    I'm not even going to try to point out other things but they are equally as silly....

  22. Post #22

    December 2013
    7 Posts
    Gonna skip the preamble and get to it. This is my point of view. It will probably not go down smooth with everyone but this is what I'm hoping the devs decide to do with this game:

    1. Drop the zombies. Replace them with wild dog(s), snakes, cats, birds of prey, spiders, etc. The snakes alone should provide enough variation from non venoumous to lethal to make up for what the zombies do. The zombie genre is all but played out, minus whomever can do a proper World War Z style zombie survival game. This is not that game. Lose the zombies. Keep this a real world survival sim in that respect.

    2. Turn all of the elements into "skill trees": first you master wood, then you learn stone. once you master stone, you learn metal. these should be LONG levels even at the start. Later, if people are whining about how long it is in the forums, then you know you did it right. And by later i mean, if you think level 1 to level 5 was long... lol, you should see level 15 to 20. there should be fishing, trapping, small game hunting, large game hunting. medical should be skill specific, breaks, cuts, poison, etc. use the environment for medical issues as well, plants being medical specific. We need fishing. We need boatbuilding and bridge building. Include masonry. You get the idea.

    3. Allow us to terraform the world via "mining" as well as wood and stone structures. Allow us to dig bunkers into the mountains or under the map. Make use of the "negative" areas of the terrain mesh. Let us carve out structures in the faces of those awesome hoodoos you guys created. let us build tunnels from point a to b. let us build tunnels right under the enemy palace, if they weren't smart enough to line the bottom with metal to keep us out, that's their fault.

    4. Include everything: Start with a rock. Move up to a slingshot. Then a bow. Etc. Ad infinitum. Create blueprints and crafting for every weapon that has existed throughout history. This is important for the endgame. We start with a rock. We master this world. We move to another one and start again. trebuchets, catapults, you name it. maybe if we get enough metal and a bradley blueprint...? we should be able to wage all out war, but we should have to work to do it. and we should be aware of the cost of every round we fire, because we harvest for em and we make em.

    5. Allow us to build larger and larger structures. Do not cap their size. This one of the first of the "World Building" genre games. 2 years from now the game world should be a faint trace of what it was on day 1.

    6. "Co-op" bonus: when you harvest wood solo, you get the usual amount. If 2 people team up together, everything they do should be a 2X bonus: twice as much wood, twice as fast on builds, etc. This would need a reasonable cap, but it would be the push needed to bring about amazing things in the end game. the more people you have in your group, the bigger your co-op bonus. another deterrent for being a KOS player.

    7. Map size needs to scale to almost epic proportions. A lean estimate would be 20X20 miles per player spawn. It should be a battle at the beginning of the game to survive alone and get a foothold and to raise skills enough to make valuable contributions to a group. Once you aren't a liability, you can work on figuring out how to find each other. From there, everything should move a lot faster. But the map itself needs to be an actor in the game, working AGAINST the player or group because of it's size. Distance should always be a factor.

    8. "Sovereignty" : once players have found each other and established a base of operations or maybe have pushed into the realm of empire building, allow them to declare an area of the map "sovereign"; allow them to claim ownership of that area and until the last of them is killed, it's theirs. There should be bonuses that come with possession of a sovereign area. The key to this is the in number 5 above: give us the tools to reshape the entire world as we see it. then fight to maintain ownership. or expand.

    9. This is just the first planet. If you do this correctly, you will be able to stay ahead of the speed of advancement of the best of the best at this game. You will know before any group reaches space travel. You will have time to create other, empty planets for players to counquer. Do not mistake this for "soft sci fi". At it's most child like, it would still resemble the Nostromo more then Avatar. This is gritty, industrial, possibly political world building and empire management. Think minecraft + command and conquer + dayz with a battlefield chaser. Everything should be very "practical and legit". No crystals, no magic. Just hard and fast numbers: if you goofed on your fuel estimate, that's your ass, you're ships floating and now you have to either get someone to come drop you off fuel... or respawn at 0. And once we get to the new planet... because we have the weight of all the work from the first planet, you can only imagine the carnage and chaos that will follow. This mentality should feed the KOS players forever; now they know that anyone else they see on the planet is the enemy... nobody is going to complain if you kill em and loot em. They knew that when they set foot on this rock.

    10. Do not write lore. Allow the players to BE the lore. When a new player starts a year from now and sees the castle on the top of the rocks and asks who owns that, it should be a long story starting with the players that built it, who fought hard for 5 months to hold it but were eventually driven out by another group, who was betrayed and replaced by the group who you see up there now. THAT'S lore. Don't try to explain anything about the environment. Don't justify it. The players will do that for themselves. It will become "meme'd". You guys may as well print up the "got wood?" tshirts now.

    11. Political: This one is a stretch, but... just follow the template for our current world. Allow us to divide up based on nation. Or let us go rogue. Allow for international real world clanning/factioning. BUILD it into the game. Trust me on this. If we ever get to a point where the chinese players and the us players are going tooth for tooth in some sancitoned simulation of what the possible global future holds... it'll make news. Not just the gaming scene. I can hear the sunday pundits now "You know it's a game... but it brings up a good point, Bob: are we going to see these kinds of battles in the future for resources on this planet?". The stuff writes itself.
    Don't laugh. They still use madden to predict the super bowl.

    12. Gonna need all the tools you can think of and ones you haven't: rope, ziplines, claymores, antipersonel traps, pungi sticks, etc. etc. and more. Just keep it low tech and salvaged, that's all. No drones, no shiney bots. This is banged up, beat up reliable gear. We need catapults, because they are cheap and portable. We need crossbows because we already have hunting bows. We need to be able to drop flares and leave them burning on the ground ( aka "bug lite"). We need duct tape. We need flags. I wanna upload my jpeg and put it on my silly lil flag outside my silly lil shack in the middle of nowhere. Jolly roger, don't tread on me, got wood?... endless. Not a deal breaker, but coolish.

    13. Gear should degrade, unless it's made with metal. Gear should degrade. Ok, now that the screaming and crying has died down... again, gear should degrade. Yet one more leash on the KOS short bussers.

    14. map and compass should be craftable. do not include it in the starter kit. do not. bad. bad devs. no.

    15. Here's the big one:
    For every X number of levels the player goes up (say 1 for the sake of discussion) the player gains an NPC, a simple AI that can be either "task specific" as in "this is my mining ai, this is my fishing ai," or general. If you level up to level 5 wood skill, in that moment you gain an AI that STARTS at the same level as you for that skill tree; you could choose a "generalist" NPC that does a lil bit of everything slowly or you could choose a skill specific NPC that starts at level 5 woodworking, the same level you just gained in the same skill with the same crafting bonuses. Give us a simple menu to control NPC and the tasks they are doing "Quickest first" "Skill specific" "All for one" and let us set up builds and let the NPCs complete them. Or assist us. Or go and do their own tasks.
    Once you have enough workers you will eventually start training fighters, if you choose. But, you must be able to food and house them, so you need to still keep your resources managed or at this point be working with a faction that has a mafia mentality.
    4 level 50 players would be a total of 200 NPCs, all doing their chores and going about their business. And when faction A goes at faction B the cinematic nature of X hundred fighter class NPCs all going into battle alongside the clan itself should be enough to take at least a moderate swipe at a GOTY. This will free up time for the player to play while actually having an impact in the world and it goes a long way toward rewarding the players who are loyal to the game from day 1. At some point in time, a good player should be able to sit back and look over her empire and smile.


    Those are my basic wishes for this game. RUST appears to be a game that I've been looking for for close to 10 years now and have never found.
    if you guys can push this game in away from the zombie genre and into the "World Building and survival simulation MMO" then i think you guys will have achieved what no other company has done yet.

    Peace
    B
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  23. Post #23
    Dennab
    December 2013
    58 Posts
    jj... this was my list. that was the whole point.

    i knew people weren't going to be on the same page as me 100%

    all the things you claim are stupid are there for the non casual gamer. if you want large map TDM, go play something else. every other game on the market caters to you. you come off like a typical codboi.

    jur...
    i know wyrm. i'm not into that era. i only included those time period weapons as part of the progression up the crafting/skill tree. you seem to dig what i'm saying. if you think about how it could apply to rust and then think it wouldn't add to the game drastically... well we just disagree at that point. i think those things are not only needed but must be inevitable in order for this game to either stand out or not get left behind by the eventual competition. EQN should go a long way toward proving my point, minus the time period/setting.

    i'm not the first person to come up with these ideas, c'mon man, i know that. i'm the first gamer to ask devs to combine the FPS+World/Empire building + Crafting + Sims elements to make something that isn't on the market for a segment of the market that usually gets overlooked. i'm in production, i know what it takes to get IP out the door. I never said "hey, hit the ez mode button and deliver this stuff next week... with dlc!!" i just said... "if you add these things to your game, your game will last forever."
    and i say that because with 30+ years of gaming experience, i think it's true.

    but respect for putting it into non-window licking terms.

    Peace
    B
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  24. Post #24

    December 2013
    122 Posts
    I see what you are Saying Bass but I wouldn't go into a Call Of Duty game and put out "Hey I think this game should have some medieval armour and crossbow option

    Just I agree with some points but you have to realize the points I agree on the devs already said they are doing, I just disliked how you told them not to try the zombie thing when they said it was a filler

    And I'm not saying this as an attack on you I even tried to use the word silly so it wouldn't be as offensive but I just want people to know how against it I am
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  25. Post #25

    September 2012
    64 Posts
    I would like to see them implement alot of your ideas, but I strongly hope they move away from the zombie theme. Wild animals and stuff are a good idea, or even 'wild men'. Nothing more scary than being attacked by naked men with wood or stones lol.
    No, i wouldn't want the wild men to be enemies because to be honest i am a wild man myself in the game, i never owned an M4, the highest technology that i have ever used was a shotgun. I use bows and homemade guns, i also usually run around naked since armor is a waste of resources, if you have to be killed then you will get killed no matter how much kevlar you have on, its all about the aim, shot in the head and bood your in the ground like the rest.

  26. Post #26

    August 2013
    16 Posts
    The only thing I agree with is the mining.

  27. Post #27

    December 2013
    18 Posts
    the game is ridicolous,you are a caveman and is able to craft a pistol?

    baaah,in the next update we will be able to craft nuclear things and throw in the enemy base to raid them,because c4 is not easy to craft and overpowered...

  28. Post #28
    Dennab
    December 2013
    58 Posts
    twerk: thanks

    leo:

    remember we are testing a beta/alpha something...

    it's not "right" now because the builds and requirements for those builds, hopefully, are accellerated for the purposes of testing.

    a lot of the stuff people are using now, again hopefully, will take much longer to craft and require much more resources to make. also, none of the stuff is degrading, which it needs to do.

    and if you scale those against the suggestions i made, you'll see the things i'm talking about brining into the game will require not only a BUTTLOAD of resources but also multiple buildiers all focused on the same thing at the same time. less that, you're looking at loggin in, starting a build, logging out and loggin back in about a week later to see how the build is going. to me, this kind of longevity is needed for the game not to be over a week after retail release.

    thanks for the inputs, both for and against.

    too bad the devs aren't kickin in on this talk. would be much appreciated.

    Peace
    B

  29. Post #29
    Dennab
    December 2013
    58 Posts
    wow, i just noticed all the tags you guys can add to the posts...

    well, i guess the writing is on the wall, so to speak.


    looks to me like they are catering to the casual call of duty gamers rather then the clans.

    too bad, this game coulda been something.

    ah, well. i guess when it goes retail, i got it for cheap.

    see ya next beta...

    Peace
    B

  30. Post #30

    December 2013
    30 Posts
    I like how you've decided how the game should be for all of us, and now that no one really agrees with you, you are moving on from the game. You have some pretty solid ideas for A game, just not THIS game. Nobody wants to play a game that takes years of real time to progess to the end game. Not only would it not be very enjoyable, by the time you did reach end game it would be outdated.

    Anyways that's my 0.02.
    Sorry I'm not a dev, it would be nice if you could hear my opinion.

  31. Post #31

    December 2013
    17 Posts
    Thats retarded the whole reason this game exists is not to have those things. This game is amazing because its raw and simple. As soon as you put in a skill tree and all that other craft this will be come another dumb mmo. go play WOW dude

  32. Post #32

    December 2013
    12 Posts
    I agree in general with your desire to add to the "evolution" feel of the game, i.e. right now that players start with rocks and end up building metal fortresses with guns and that's cool. And I'd love for the game to include things like oil and electricity.

    But I agree with other posters who say temper your expectations. When this game releases, it's going to look like it does now but with different items, textures, balance, and superficial stuff. I doubt we're going to get major functionality changes like traveling to space or major terraforming (beyond maybe simple digging).

    I also don't want your leveling system idea. Too much like every MMO ever. Right now this game has a refreshing lack of gamey stuff like levels, skills, experience.

  33. Post #33
    Fae
    Fae's Avatar
    January 2007
    7 Posts
    Wow... I forgot I even had this FP account and just tried an old name and password on a whim. xD

    That being said, there are a few ideas I'd like to see implemented which I at least feel might go with the feel of the world.

    Item decay. (something that had been mentioned was in the works, and which would make it more difficult for the most heavily armed and best equipped to be the most heavily armed and equipped ALL THE TIME.)

    Some sort of crop system, or farming system. Because let's be realistic here... even in an apocalypse, food items, plants, etc do manage to grow, and why shouldn't we be able to grow them?

    More in the way of Bows. Okay so you have your initial hunting bow.... big woop! If we can craft shot guns, sniper rifle, assault rifles, etc. Why can't we improve on bows? Even addons etc... crossbolts?

    Pushing on with the bow idea, why not give a slim chance of recovering the arrows fired? (You know the ones that stick out of everything that you kill?)

    I suppose I'll suggest other things as I think of them.

  34. Post #34
    MorbidWolfess's Avatar
    December 2013
    77 Posts
    Before reading further, please know I fully admire your suggestions, but some of them seem unrealistic. They may be where you want it to go, but not many people will agree with you. Some day however you may be able to make a server how you want it, but telling people how to create their game is kind of degrading, considering the devs have a small idea where they want to go with it. Here is my personal thoughts, opinions, and ideas.

    1) Myself personally, I don't think the zombies should be completely dropped. Perhaps, they could be a little more.. tighter. Like hordes or packs, instead of completely spread out and wandering around. I think they should keep the post-apocolyptic theme, but also allow for some different mobs. I myself would rather stray from the NPC's all together and let the people be... npc-ish. Like some people might sell or trade stuff with others, we've already got bandits to deal with PVP-wise, I don't see the point of them implimenting raiders and bandits when you have players that are raiders and bandits.

    2) Your skill tree idea is kind of.. sadistic. Keep in mind that new players are going to be facing veteran players, and new players aren't going to want to reach level 5 smacking their rock on wood for hours only to get killed. It's not quite an RPG, so I kind of disagree with the levels idea. I do however agree with fishing/trapping/small game/large game. I think they plan on incorporating more animals as it goes on.

    3) As for the tunneling thing, as someone who's studying to be a game developer, such a thing is.. well.. very laggy, hard to perfect, and difficult to script without bugs. It's not a realistic suggestion, mainly because keeping those graphics and gameplay while making it so you can dig and tunnel and mine is hardly possible. Not completely impossible, granted, but Facepunch is a very small studio right now, and they're working pretty hard just to do what they can with what they've got. I don't think they'd have the man-power or engine to complete that particular request. However, I do think it would be interesting if they made naturally-occuring caves, dens, stuff that you can survive in.
    4) This is the direction they're going with it. You start with a rock, then a hatchet, then a bow, et cetera. Perhaps they just need to add more content to it, instead of having a rigid leveling system that would deter players.
    5) Most of the time, joining a small community server lets you build as you wish with little to no cap.
    6) I do agree with the co-op gathering. It shouldn't be too much of a bonus, but enough of a bonus that people working together should be a thing. If you do your stuff right, you do get twice as much stuff when you build in the same amount of time, though. But I understand.
    7) The map is huge. I don't know if you noticed. There is another side to the mountain. Perhaps the map could expand depending on the server, for example smaller servers could choose to have smaller maps, larger servers could choose to have massive maps. It takes a lot of time and development just to make one map though, again a fairly unrealistic idea.
    8) I think this goes back to the clan idea. People can make their own clans, get a clan chat, et cetera et cetera. Bases with flags.
    9) Making another planet for a pre-apocolyptic game means making another megamap with decent graphics. On top of which, again, pre-apocolyptic (You start with a rock and no food), it's unlikely to get to a space-travel point. It took the human race more then 2,000 years to figure out the world was round. While bred with intelligence and pre-knowing even the most advanced technology, it'd probably take a few hundred years to start building a space ship.
    10) I don't think they planned on writing anything but a basic background of their game. Role-play is completely up to the community. Not everyone RPs, so it's up to you if you want to RP and change your own lore. Everything is also server-dependant.
    11) Again. Not everyone RPs, it's up to you if you want to rp and change your lore. Eventually there will be RP servers with political/lore crap. But that's up to you to make them/find them
    12) They're working on it. There is a lot of coding to do, a lot of 3-d models to work on, and et cetera. Just make a list of stuff to suggest, and I'm sure they'd check it out
    13) I find this just another reason for people to kill eachother. People work hard for leather, cloth, et cetera. Perhaps a break/repair system, but otherwise, again, it's just another way people to find and slaughter noobs that do not have it, or that just broke their stuff over a bear fight.
    14) I agree with this, but don't treat the developers like dogs. It's a difficult job, and they're not here to make you happy. Apologies for sounding like a bitch, but if I was in Facepunch's shoes, I'd most likely be snarling for treating us like your hound.
    15) I think the players should be NPCs, though perhaps a simple merchant that travels and is immune to attacks would be cool. But nobody wants to rely on NPCs, especially in a survival game where co-op and PvP are heavy. And because people can just camp NPC's and shoot anyone who steps up.

    All in all, what your recommending (as PoppinPhresh said perfectly) is great for A game, but not THIS game. This game is already in motion, it's got a plan, it's got devs working on it, but simply put it'd be a lot of work to satisfy one out of fifteen people. Your best bet to get your wish granted is to make or join a group of Roleplayers in a role playing server with minimal pvp. Keep in mind this game is supposed to be knitty-gritty, getting your hands dirty, scavenging, just trying to get by. Adding those sorts of major changes would take years, even with the strong base they have now.

    And again, don't treat developers like dogs. They're not dogs.

  35. Post #35
    flyYOUf00ls's Avatar
    July 2013
    43 Posts
    skill trees?... no ty.

  36. Post #36

    December 2013
    5 Posts
    Would be nice if fuckers couldn't crawl through a damn window.
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  37. Post #37
    MorbidWolfess's Avatar
    December 2013
    77 Posts
    Would be nice if fuckers couldn't crawl through a damn window.
    Put wooden spikes outside the window in question, they deal 25 damage per second. ^_^ See if that helps the problem! <3
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  38. Post #38
    Dennab
    December 2013
    58 Posts
    " The map is huge. I don't know if you noticed."


    I think this right here is the main problem=

    what you consider huge, I consider small.
    what I consider standard, you guys would probably think is too big.

    Arma3 = Altis map = the smallest any map on any FPS game like this should be.

    Enrtopia = the only game with a REAL gameworld that matches in size and content what it claims to be.


    if you never played Entropia and you think Rust has a shot, go check out entropia. in fact, I dare any of the rust players to TRY to walk across the entropia map just so you can see what size is and also how the world should be harder to exist in.

    if you haven't played the arma3 altis map, you REALLY need to. it will be the first time you feel a sense of "ahhh, THIS is what a game should feel like".

    Peace
    B

  39. Post #39
    Shitposting Pro
    Wyvyrias's Avatar
    January 2014
    1,623 Posts
    " The map is huge. I don't know if you noticed."


    I think this right here is the main problem=
    what you consider huge, I consider small.

    what I consider standard, you guys would probably think is too big.
    Arma3 = Altis map = the smallest any map on any FPS game like this should be.
    Enrtopia = the only game with a REAL gameworld that matches in size and content what it claims to be.


    if you never played Entropia and you think Rust has a shot, go check out entropia. in fact, I dare any of the rust players to TRY to walk across the entropia map just so you can see what size is and also how the world should be harder to exist in.

    if you haven't played the arma3 altis map, you REALLY need to. it will be the first time you feel a sense of "ahhh, THIS is what a game should feel like".
    The first picture I found of Entropia is kinda weird.

  40. Post #40
    Dennab
    December 2013
    58 Posts
    hey I don't play entropia for the "genre"

    I play it because it's the ONLY game in existence of it's kind=

    no other game has a "withdraw funds" button that actually puts money back IN to your bank account.

    REAL money.


    but that's besides the point=

    take a couple hours to create a character and try to walk outside of calypso.

    you'll see.

    you'll come back to rust and laugh about how ez it is.

    Peace
    B
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