1. Post #41

    December 2013
    130 Posts
    Backpacks are a bad idea. What you're trying to do is substitute survival skills with restrictions. Stop and think for a minute. How do you get a fresh start? Do you go to rad areas for quick loot? Do you run around on the road like a mad streaker? NO!!!! You hide. You gather resources in a hidden valley or at dusk and dawn. You make a bow, which takes all of 5 minutes of gathering a few nodes. You make arrows. You fade into the background and you survive. You take opportunities as they present themselves and you work your way up. THEN, when the time is right, you hit the rad facilities for loot. Kill zombies. Kill other players.

    There are plenty of methods to stay alive. You just have to be patient and use your head. Nothing comes easy and everything is earned. THINK!
    actually, i DO farm rad towns naked, because i lose nothing if i die and its easy enough to do. I can stay in rad towns for a decent amount of time before i have to leave.

    I have no problem starting out. I'm just trying to add suggestions to improve overall gameplay. Backpacks are a great idea, in my own and many others' opinion.

  2. Post #42

    December 2013
    56 Posts
    I'll leave you with this: Chance favors the prepared mind.

  3. Post #43

    December 2013
    10 Posts
    well after i killed a naked guy with my homemade handcannon ( homemade hancannon is so fun to shot) and realised that he had more stuff than me i started to kill all the naked ppl that i come across i just ignore the ones that are near spawn areas. also the naked ppl usually have good loot, cause they go running to the radiation areas when they respawn to the point u get swarmed by naked ppl at the radiation areas near spawn points and u never get the crates cause some naked dude always sprints by it.

  4. Post #44

    December 2013
    130 Posts
    well after i killed a naked guy with my homemade handcannon ( homemade hancannon is so fun to shot) and realised that he had more stuff than me i started to kill all the naked ppl that i come across i just ignore the ones that are near spawn areas. also the naked ppl usually have good loot, cause they go running to the radiation areas when they respawn to the point u get swarmed by naked ppl at the radiation areas near spawn points and u never get the crates cause some naked dude always sprints by it.
    exactly. so if there were a way to tell if someone had the capability of carrying items, then we could kill them, rather than the fresh spawns.

    Also, they need to increase the effect of radiation on naked people lol. maybe lower the amount of radiation you could take if you're completely naked. Armor should increase the amount of radiation you can take. Maybe start being able to accumulate 250 RAD naked.. and increase with each piece of gear you put on

  5. Post #45

    December 2013
    23 Posts
    exactly. so if there were a way to tell if someone had the capability of carrying items, then we could kill them, rather than the fresh spawns.

    Also, they need to increase the effect of radiation on naked people lol. maybe lower the amount of radiation you could take if you're completely naked. Armor should increase the amount of radiation you can take. Maybe start being able to accumulate 250 RAD naked.. and increase with each piece of gear you put on
    Armor does increase how much rad you can take.

  6. Post #46

    December 2013
    130 Posts
    Armor does increase how much rad you can take.
    Armor increases your Resistance. I'm talking about the threshold. Currently its 500 RAD, even if youre naked. I'm saying that if you're naked you should start being effected by radiation at a much lower RAD level.. 200-250 or so to discourage completely naked people from farming RAD areas. Equip armor to increase the threshold.
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  7. Post #47

    December 2013
    9 Posts
    I love how peoples think a lot about "how to prevent", you can't always fix the human nature by ingenious mechanics. There will always be douchebag to kill "3minutesnakedmad" but hey: there is guys who will give them clothes, hatchet and free food too. To finish a large majority of players who just don't care about them and continue their business because it's simply useless to waste an ammo and take the risk to be spot for 30 woods and 7 ore. I personaly keep my time and ammos for the fuckers who tried to raid my house last night .

  8. Post #48

    December 2013
    75 Posts
    Backpacks. If backpacks were implemented, and you were not given one at spawn, people would then mostly kill people with backpacks, as naked people should only have the slots on your item bar(6 slots) so people would be less likely to waste their now hard earned ammo on a completely naked person because they'd be able to tell at a glance that that person has little to nothing. It will also add another element of customization. Cloth backpacks having fewer slots than leather, leather having fewer than kevlar or some other material, so on and so forth. Also, you could implement different sizes, and maybe limit the sizes to material type. small for cloth, small/medium for leather, small/medium/large for kevlar. maybe even make the stack sizes vary by backpack type. Naked ~30, cloth ~75, leather ~150, other material ~250+.

    If you disagree, please state your reasoning. Any input is appreciated.
    the thing you guys dont seem to get is that as a server matures the naked rushes end, right now no one has horded anything and most people haves little its not worth it to run around in the currently rare gear. once its common chances are naked player hunters will end

    if you have ever played open pvp full loot games (Ex. Darkfall) then you have seen this play out on very fresh server in very other pvp game thats ever been made

    it seems broken now but its because most servers are only a few weeks old and no one has stock piled blueprints etc yet

    starting out is always hard but a month from now when people are giving leather away to every noob they meet any fixes you push now will be irrelevant or counter productive

    tl:dr this is a server maturity issue that will fix itself

  9. Post #49
    R R E R R R
    01271's Avatar
    October 2009
    5,555 Posts
    Armor increases your Resistance. I'm talking about the threshold. Currently its 500 RAD, even if youre naked. I'm saying that if you're naked you should start being effected by radiation at a much lower RAD level.. 200-250 or so to discourage completely naked people from farming RAD areas. Equip armor to increase the threshold.
    Armor on the outside will not change your physiology, you will still be affected by the same amount of absorbed radiation in the same way.
    Also changing the rate at which you take rads like armors do currently is the same as increasing your rad threshold and has the added bonus of not letting players just swap out armor to survive an otherwise lethal dose.

    Also instead of rads, the game should measure it all in sieverts and/or grays.
    With grays (pretty much the metric equivalent of rads), you can see the flat radiation exposure you've taken and with sieverts you can see how much radiation you've absorbed.

  10. Post #50

    December 2013
    62 Posts
    bambi killing will never stop on my server the bigg raiding groups use forward scouts that have no items to find targets

  11. Post #51

    December 2013
    50 Posts
    I would still kill everyone i see because a person could carry no backpack or cloth one for a normal day and when i go raid i would equip a bigger on

  12. Post #52

    December 2013
    150 Posts
    or you get 10 friends and form a crazed mob and hatchet bandits using your mates as human sheilds .. muahahahahahahaa

  13. Post #53

    December 2013
    15 Posts
    Backpacks are a bad idea. What you're trying to do is substitute survival skills with restrictions. Stop and think for a minute. How do you get a fresh start? Do you go to rad areas for quick loot? Do you run around on the road like a mad streaker? NO!!!! You hide. You gather resources in a hidden valley or at dusk and dawn. You make a bow, which takes all of 5 minutes of gathering a few nodes. You make arrows. You fade into the background and you survive. You take opportunities as they present themselves and you work your way up. THEN, when the time is right, you hit the rad facilities for loot. Kill zombies. Kill other players.

    There are plenty of methods to stay alive. You just have to be patient and use your head. Nothing comes easy and everything is earned. THINK!
    guns should be visible to players. I dont give a shit about backpacks, as i'm not a player killer (unless i am shot at)

  14. Post #54

    December 2013
    130 Posts
    Armor on the outside will not change your physiology, you will still be affected by the same amount of absorbed radiation in the same way.
    Also changing the rate at which you take rads like armors do currently is the same as increasing your rad threshold and has the added bonus of not letting players just swap out armor to survive an otherwise lethal dose.

    Also instead of rads, the game should measure it all in sieverts and/or grays.
    With grays (pretty much the metric equivalent of rads), you can see the flat radiation exposure you've taken and with sieverts you can see how much radiation you've absorbed.
    My point is that people DON'T have to change gear to go into the rad zones, which makes it easy to be completely geared in Kevlar and farm rad zones. They can even go naked into a lot of the zones, which means the rad zone poses no threat at all. I don't care how realistic it is.. this is a video game. The mechanics need to be balanced or else people are going to continue to exploit them and not play the game the way the creators intended it to be created.

  15. Post #55

    December 2013
    86 Posts
    I personally have seen quite a few nakeds running around with a rock saying friendly in local then pulling out a M4. Kill or be killed, simple as that.
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  16. Post #56

    December 2013
    130 Posts
    Backpacks are a bad idea. What you're trying to do is substitute survival skills with restrictions. Stop and think for a minute. How do you get a fresh start? Do you go to rad areas for quick loot? Do you run around on the road like a mad streaker? NO!!!! You hide. You gather resources in a hidden valley or at dusk and dawn. You make a bow, which takes all of 5 minutes of gathering a few nodes. You make arrows. You fade into the background and you survive. You take opportunities as they present themselves and you work your way up. THEN, when the time is right, you hit the rad facilities for loot. Kill zombies. Kill other players.

    There are plenty of methods to stay alive. You just have to be patient and use your head. Nothing comes easy and everything is earned. THINK!
    i mean, if i was trying to survive, i'd try and make any devices that I could that would make carrying items around with me easier. Like a backpack.
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  17. Post #57

    January 2014
    234 Posts
    I personally have seen quite a few nakeds running around with a rock saying friendly in local then pulling out a M4. Kill or be killed, simple as that.
    And a backpack wouldn't change this one tiny bit. Backpacks should probably be in the game at some point, but to argue that it needs to be in right now is absurd. Fresh spawns just complain too much, regardless of how much loot they actually had.

  18. Post #58

    February 2014
    474 Posts
    Well I don't like the idea as I've stated before as some are trigger happy and will happily blast a persons head off. Caves move the bandits elsewhere and gives them better things to do.
    I am a bandit and wouldn't use a cave.

    Edited:

    Backpacks are a bad idea. What you're trying to do is substitute survival skills with restrictions. Stop and think for a minute. How do you get a fresh start? Do you go to rad areas for quick loot? Do you run around on the road like a mad streaker? NO!!!! You hide. You gather resources in a hidden valley or at dusk and dawn. You make a bow, which takes all of 5 minutes of gathering a few nodes. You make arrows. You fade into the background and you survive. You take opportunities as they present themselves and you work your way up. THEN, when the time is right, you hit the rad facilities for loot. Kill zombies. Kill other players.

    There are plenty of methods to stay alive. You just have to be patient and use your head. Nothing comes easy and everything is earned. THINK!
    The first thing I do when I join a fresh server is hit the nearest rad area first for loot then kill an animal and make a bow. Gather and build from there. I never "hide".

  19. Post #59
    Dennab
    March 2014
    2,555 Posts
    Question: If you had a backpack on you already, and you killed another person who had a backpack, would you only be able to search their pack, or would you have the option of swapping your pack for theirs and moving on? I think it'd be neat to have both those options available if backpacks were implemented. Say you just get outside and a group is gunning for you. you kill one of the dudes, but the others are now coming for you. You search the dead dudes' bag and he's got a lot of goodies, and your bag is mostly empty. why not drop your bag, grab his and book it? Or even just drop your stuff from your bag into his (if he has any available space) then grab his pack and run?

    Even without the bag swap options, I still agree that equippable backpacks would be a plus, for the same reasons OP stated. Will it curb all bambikills? No, but it'd probably curb some of them, same with the weapon models being shown on players if they have weapons on their belt.

  20. Post #60

    March 2014
    53 Posts
    I check out houses I want to raid naked. So I kill all nakeds near my house since they are most likely doing the same thing. Nakeds are always up to something maybe the player model could age more based on how ling the persons been on the server. That way I know if its a fresh spawn or a guy up to no good.

  21. Post #61

    December 2013
    130 Posts
    Question: If you had a backpack on you already, and you killed another person who had a backpack, would you only be able to search their pack, or would you have the option of swapping your pack for theirs and moving on? I think it'd be neat to have both those options available if backpacks were implemented. Say you just get outside and a group is gunning for you. you kill one of the dudes, but the others are now coming for you. You search the dead dudes' bag and he's got a lot of goodies, and your bag is mostly empty. why not drop your bag, grab his and book it? Or even just drop your stuff from your bag into his (if he has any available space) then grab his pack and run?

    Even without the bag swap options, I still agree that equippable backpacks would be a plus, for the same reasons OP stated. Will it curb all bambikills? No, but it'd probably curb some of them, same with the weapon models being shown on players if they have weapons on their belt.
    exactly. Honestly, I dont even care if it saved any bambi's at all. I just think it'd be a neat feature to add
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  22. Post #62
    thelionnessa's Avatar
    March 2014
    275 Posts
    It would save a few new spawns no matter what people say about others always KOSing. Yes, KOSing happens, but there are also a lot of people who KOS a naked because they think he is hiding inventory. With no backpack, some people just won't waste their time.

    It won't stop the naked killing, nothing will. However, it will stop some. Plus it's just a better idea.
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  23. Post #63
    jaberus's Avatar
    January 2014
    166 Posts
    Backpacks. If backpacks were implemented, and you were not given one at spawn, people would then mostly kill people with backpacks, as naked people should only have the slots on your item bar(6 slots) so people would be less likely to waste their now hard earned ammo on a completely naked person because they'd be able to tell at a glance that that person has little to nothing. It will also add another element of customization. Cloth backpacks having fewer slots than leather, leather having fewer than kevlar or some other material, so on and so forth. Also, you could implement different sizes, and maybe limit the sizes to material type. small for cloth, small/medium for leather, small/medium/large for kevlar. maybe even make the stack sizes vary by backpack type. Naked ~30, cloth ~75, leather ~150, other material ~250+.

    If you disagree, please state your reasoning. Any input is appreciated.
    I kill bambis to protect my lands, not so much for their resources.
    I had a group of guys we pretty much started out, we were building stuff gearing.
    We had Revolvers and Pipe Shotguns. We let two people resource our land they were naked.
    Few hours into the server those two people came back at night.
    We were all on, and then they started to murder us, of course they scouted the area before attacking. They pinned our weak spots and focused purely on that. Then we had lost everything because we allowed bambi's to run around our area.

    You cannot trust anyone.

  24. Post #64

    January 2014
    179 Posts
    I don't think this helps. I don't care being killed as a fresh spawn, I have nothing to lose and its possible the tide can be turned with my rock especially if others join in. It's all reward no risk. With such limited storage I would lose my ability to farm rad towns and thus I would be stuck farming fields with no way to defend myself.

  25. Post #65

    April 2014
    39 Posts
    I like the concept presented by the OP. Even regardless of the effect it may have on kills, I think it would be a good idea to implement simply for the realism it adds to the game.

    If you've been keeping up with the devblogs, you've probably noticed they are looking to add things like gun holsters so you can tell just by looking at someone whether they have a gun on them or not. I think this is just as crucial as the backpack concept because it allows you to better assess how much of a threat a potential target may be to you.

    If realism was what we were going for here, it would work something like this: Players would have an "equipment" GUI that includes not only armor, but slots for things like a backpack, belt, holsters, tools, etc. Then, instead of serving as inventory slots as they currently do, spaces in the hotbar would instead "link" to items the player currently has equipped, kind of like a shortcut. Think of how hotbars work on MMORPGs like AO or WOW.

    In order to expand their inventory spaces beyond those in their equipment GUI, players would need to either start with or obtain a backpack, which they would have to "equip" in a backpack "slot" in order to carry. They could access its inventory with the same hotkey used to pull up the equipment GUI, then swap items as desired. I like the idea of a hierarchy of backpacks with space and benefits relative to their crafting cost. Maybe it could even provide some protection akin to armor. Small items and raw materials would be able to fit in a backpack, but large weapons and tools like pickaxes, bows, shotguns, M4, MP5, and rifles would not, and they would appear on loops, straps, or holsters outside the backpack if not "in hand" as they would be carried in special slots in the equipment GUI. For small weapons and tools like hatchets and pistols, they could be carried in the backpack, but would need to be moved into the equipment GUI in order to be used, as items stored in a backpack would not be allowed to "link" to the hotbar.

    If a player wanted to "link" small tools and weapons to the hotbar for easy access, these items would have to be equipped in holster "slots," made available only by equipping a belt.

    For example, imagine an equipment GUI with the following slots:
    Head, Chest, Legs, Feet - Used for helmets, vests, pants, boots, as is currently in place
    Backpack - A slot exclusively for a backpack.
    Belt - A slot exclusively for a belt, which could "activate" slots in the equipment GUI for small tools and weapons requiring holsters. Higher quality belts would open up more of these slots.
    Holster 1, Holster 2, ... etc. (I'm thinking a max of 4-6) - slots available for small tools and weapons like hatchets and pistols. Only when equipped in a holster can these items be linked to the hotbar for quick access.
    Shoulder 1, Shoulder 2, ... etc. (I'm thinking a max of 3-4) - slots available to hold large weapons and tools when not in use. Such weapons and armor would be visible on the player's back. This operates on the assumption that such weapons and tools are always accompanied by a means to strap them to one's body. Even a naked man can tote an MP5 on a shoulder strap if he so chooses. Alternatively, the number of these slots available could be dependent on the backpack a player is using.

    Further realism may even include "Pocket" slots (I'm thinking a max of 6-10), which are made available by way of pants or belt to carry food and other consumables for easy access. If Garry has his way with how reloading guns will work, you could make it extra hardcore by requiring ammo clips to be stored in these slots in order to be reload the weapon "on the fly."

    If something like this is implemented, I would hope things like belts and backpacks, especially for the lowest tier, would be either part of a newly spawned player's starting items or be incredibly easy to obtain, as they would be essential to getting so much as a stone hatchet.

    Edited:

    I kill bambis to protect my lands, not so much for their resources.
    I had a group of guys we pretty much started out, we were building stuff gearing.
    We had Revolvers and Pipe Shotguns. We let two people resource our land they were naked.
    Few hours into the server those two people came back at night.
    We were all on, and then they started to murder us, of course they scouted the area before attacking. They pinned our weak spots and focused purely on that. Then we had lost everything because we allowed bambi's to run around our area.

    You cannot trust anyone.
    I understand what you're talking about. The best solution I can think of is to develop some sort of server mod whereby it would disallow newly spawned players from dealing or receiving damage to/from other players, at least temporarily. This "PVP Timer" could be manually deactivated by the player and/or automatically deactivated after a specified time period and/or once they craft something. Alternatively, an event that would normally cause them to take damage (i.e. getting blasted with shotgun) could put them on a significantly shortened timer that would at least give them a chance to run away. I don't think most players would want to go through the work of killing a naked if it meant having to chase them several hundred meters.

    I think neither of us would prefer to see this implemented in base game, but it would be a straightforward mod for servers wanting to show more mercy to recently spawned players.

  26. Post #66

    December 2013
    130 Posts
    I like the concept presented by the OP. Even regardless of the effect it may have on kills, I think it would be a good idea to implement simply for the realism it adds to the game.

    If you've been keeping up with the devblogs, you've probably noticed they are looking to add things like gun holsters so you can tell just by looking at someone whether they have a gun on them or not. I think this is just as crucial as the backpack concept because it allows you to better assess how much of a threat a potential target may be to you.

    If realism was what we were going for here, it would work something like this: Players would have an "equipment" GUI that includes not only armor, but slots for things like a backpack, belt, holsters, tools, etc. Then, instead of serving as inventory slots as they currently do, spaces in the hotbar would instead "link" to items the player currently has equipped, kind of like a shortcut. Think of how hotbars work on MMORPGs like AO or WOW.

    In order to expand their inventory spaces beyond those in their equipment GUI, players would need to either start with or obtain a backpack, which they would have to "equip" in a backpack "slot" in order to carry. They could access its inventory with the same hotkey used to pull up the equipment GUI, then swap items as desired. I like the idea of a hierarchy of backpacks with space and benefits relative to their crafting cost. Maybe it could even provide some protection akin to armor. Small items and raw materials would be able to fit in a backpack, but large weapons and tools like pickaxes, bows, shotguns, M4, MP5, and rifles would not, and they would appear on loops, straps, or holsters outside the backpack if not "in hand" as they would be carried in special slots in the equipment GUI. For small weapons and tools like hatchets and pistols, they could be carried in the backpack, but would need to be moved into the equipment GUI in order to be used, as items stored in a backpack would not be allowed to "link" to the hotbar.

    If a player wanted to "link" small tools and weapons to the hotbar for easy access, these items would have to be equipped in holster "slots," made available only by equipping a belt.

    For example, imagine an equipment GUI with the following slots:
    Head, Chest, Legs, Feet - Used for helmets, vests, pants, boots, as is currently in place
    Backpack - A slot exclusively for a backpack.
    Belt - A slot exclusively for a belt, which could "activate" slots in the equipment GUI for small tools and weapons requiring holsters. Higher quality belts would open up more of these slots.
    Holster 1, Holster 2, ... etc. (I'm thinking a max of 4-6) - slots available for small tools and weapons like hatchets and pistols. Only when equipped in a holster can these items be linked to the hotbar for quick access.
    Shoulder 1, Shoulder 2, ... etc. (I'm thinking a max of 3-4) - slots available to hold large weapons and tools when not in use. Such weapons and armor would be visible on the player's back. This operates on the assumption that such weapons and tools are always accompanied by a means to strap them to one's body. Even a naked man can tote an MP5 on a shoulder strap if he so chooses. Alternatively, the number of these slots available could be dependent on the backpack a player is using.

    Further realism may even include "Pocket" slots (I'm thinking a max of 6-10), which are made available by way of pants or belt to carry food and other consumables for easy access. If Garry has his way with how reloading guns will work, you could make it extra hardcore by requiring ammo clips to be stored in these slots in order to be reload the weapon "on the fly."

    If something like this is implemented, I would hope things like belts and backpacks, especially for the lowest tier, would be either part of a newly spawned player's starting items or be incredibly easy to obtain, as they would be essential to getting so much as a stone hatchet.

    Edited:



    I understand what you're talking about. The best solution I can think of is to develop some sort of server mod whereby it would disallow newly spawned players from dealing or receiving damage to/from other players, at least temporarily. This "PVP Timer" could be manually deactivated by the player and/or automatically deactivated after a specified time period and/or once they craft something. Alternatively, an event that would normally cause them to take damage (i.e. getting blasted with shotgun) could put them on a significantly shortened timer that would at least give them a chance to run away. I don't think most players would want to go through the work of killing a naked if it meant having to chase them several hundred meters.

    I think neither of us would prefer to see this implemented in base game, but it would be a straightforward mod for servers wanting to show more mercy to recently spawned players.
    Some servers do have a mod that makes you immune to pvp damage for a certain amount of time. It's deactivated once you shoot your weapon, i believe. No matter what the target is.. and that first shot does no damage.

    I also agree with your ideas for a more complex inventory interface. One more like DayZ's would be amazing.

  27. Post #67

    August 2006
    1 Posts
    This sounds like it would just make things much harder for people starting out, only having the active item bar when you begin means you couldn't grab any of the stuff you might find in item spawns since you would need to make sure you have enough room for wood, meat, stone, metal, sulfur, fat, cloth, tool, etc basically all the things you need before you can get a secure house. Imagine you walk into hangar and find a nice mp5, but you can't pick it up otherwise you'll need to drop one of your supplies. And besides, nakeds are killed for good reasons. Most people will lightly arm nakeds and surprise enemies with shotguns and mp5s. Nakeds are usually desperate with little or nothing to lose, they can grab a pipe shotgun or even a rock, or be scouts. The best way to solve the naked KOS would be to have player's weapons displayed on the character.
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  28. Post #68

    February 2014
    133 Posts
    We should see gun... shotgun, M4, and Bolt does not fit in a back pack, we should see them strap on shoulder or back. Hand gun could be hide in back pack but could no be throw out until placing them in there hip gun holster first.

    This way I will kill a lot less naked if I know there is no direct threat... Before I was a friendly guy trying to help other in Rust, but there is so much asshole that now I do not thrust anybody.
    Just for an example about two week ago I saw a nake running with is rock chasing by a wolf, I make a good action about killing the wolf, I tell him he can keep the wolf for food and tissus... He tanks me, I turn around to continue my path then bang... he kill me with a pipe shotgun :-/...
    This is just one example... now no more mr. nice guy's for me.

  29. Post #69
    rapefruit's Avatar
    January 2012
    65 Posts
    I disagree, not because the feature wouldn't add to the game, but because it wouldn't achieve the effect you're suggesting it would.

    People unload bullets on freshspawns because they're ridiculously cheap. People pick up so much from radtowns, crafting, and killing red animals, that someone who kills on sight will get a huge abundance of ammunition just from looting bodies and raiding houses. When they see a naked, all they see is a decent chance to get a good amount of resources and maybe something rare, for less than 10 bullets that they probably picked up after leaving the house. Reducing inventory space will not make it less profitable because they'll still be carrying the most valuable things they find.

    How you'd make people actually take notice of these backpacks is also a problem with your idea.

    I think a much simpler solution to stopping "bambi killing", is making military weapons less accurate and more unreliable to give them a chance to escape. While raising the cost, and lowering the spawn rate of their ammunition so people are more likely to save it up for a raid.

    This also makes people more likely to carry on using weapons that take homemade ammunition.

  30. Post #70

    April 2014
    39 Posts
    We should see gun... shotgun, M4, and Bolt does not fit in a back pack, we should see them strap on shoulder or back. Hand gun could be hide in back pack but could no be throw out until placing them in there hip gun holster first.

    This way I will kill a lot less naked if I know there is no direct threat... Before I was a friendly guy trying to help other in Rust, but there is so much asshole that now I do not thrust anybody.
    Just for an example about two week ago I saw a nake running with is rock chasing by a wolf, I make a good action about killing the wolf, I tell him he can keep the wolf for food and tissus... He tanks me, I turn around to continue my path then bang... he kill me with a pipe shotgun :-/...
    This is just one example... now no more mr. nice guy's for me.
    I'm glad you understand what I'm talking about. Please see the new thread I posted on this idea.
    http://www.facepunch.com/showthread.php?t=1386390

  31. Post #71

    February 2014
    133 Posts
    But I do not think that single player that KOS ruin the game right now... For me the best and most exiting parts of the games right now is surviving when I spawn in a new server, hiding and avoiding everyone because I know I could and certainly will be killed... gathering resource and setting up my place until I am more equip to face other player.
    When I am totally set up and become the predator the game became less fun for me.

    What ruin the game right now is large group that KOS everybody and totally dominate a server with there power trip until the server went to zero population... it happen all the time.

  32. Post #72
    BANJO KAZOOIE
    JiggyJinjo's Avatar
    January 2014
    128 Posts
    well you start with 3 items, u have 5 more space on hotbar right ? you have to gather 380 wood for a 1x1 house 3 slots left, metal, stone, and sulfur ores and you're done, no animal fat, no cloth, no chicken breast no loots on rads, no bow etc... this is a terrible idea
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  33. Post #73

    December 2013
    130 Posts
    well you start with 3 items, u have 5 more space on hotbar right ? you have to gather 380 wood for a 1x1 house 3 slots left, metal, stone, and sulfur ores and you're done, no animal fat, no cloth, no chicken breast no loots on rads, no bow etc... this is a terrible idea
    You're ignorant. Obviously a couple minor changes would have to be made. maybe bump it up to 8-10 slots. or have something like a 6 slot hot bar and a 4-6 slot inventory.

    Edited:

    This sounds like it would just make things much harder for people starting out, only having the active item bar when you begin means you couldn't grab any of the stuff you might find in item spawns since you would need to make sure you have enough room for wood, meat, stone, metal, sulfur, fat, cloth, tool, etc basically all the things you need before you can get a secure house. Imagine you walk into hangar and find a nice mp5, but you can't pick it up otherwise you'll need to drop one of your supplies. And besides, nakeds are killed for good reasons. Most people will lightly arm nakeds and surprise enemies with shotguns and mp5s. Nakeds are usually desperate with little or nothing to lose, they can grab a pipe shotgun or even a rock, or be scouts. The best way to solve the naked KOS would be to have player's weapons displayed on the character.
    thats pretty much exactly what this game is supposed to be like. You're not supposed to go from naked man with a rock to m4 in no time at all. thats bypassing the entire progression.
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  34. Post #74

    February 2014
    64 Posts
    I like this idea. It might help make kos a bit (not much but a bit) rarer and adds some depth to the game. It would help get rid of all that extra cloth as well. As others have said, this could work really well if we ever get the ability to see what weapons people have on them.

  35. Post #75

    December 2013
    130 Posts
    I like this idea. It might help make kos a bit (not much but a bit) rarer and adds some depth to the game. It would help get rid of all that extra cloth as well. As others have said, this could work really well if we ever get the ability to see what weapons people have on them.
    yuup