First off I have played 42 hours of the Rust alpha and for the most part have enjoying it fully so far, this game has HUGE potential in my opinion far surpassing that of the also recently released DayZ alpha. I've played in various ways to get a different feel for what works and what different play styles and perspectives feel like to play in-game.
I started out playing in a low pop newer server being helpful to other new players, collecting resources, learning mechanics, building a large solo base and experiencing being raided for the first time.
Next I started joining highly populated servers and trying to scratch out my own life amidst the chaos and constant killing on sight commonly experienced by many.
I moved onto joining up with randoms for survival and even tried my hand at raiding on a small scale as a team.
Lastly I joined mid to high pop servers and collected enough resources for a bow and arrows and began stealthily hunting, killing and collecting from anything in sight (zombies and humans alike) solo.
I feel I've attained a strong understanding of the way the game is played, how to be successful and what to expect overall in most situations.
This should give you a fairly clear picture of my experience within the game with which I'm basing the following suggestions, critiques and possible changes/additions on.
I think the easiest way to go about this is to just list in no specific order within these two basic categories. A) My personal critiques coupled with possible related changes to address them. B) Additions (content and mechanics).
So lets start it off.
A) Critiques and Changes
1. Inventory could be variable/upgradeable - new spawn's could start with a much smaller inventory and different kinds of backpacks etc. could be craftable or manmade ones found in airdrops.
2. Carry weight could slow down player to promote escape in newer less well-equipped players. - % based increase/decrease in move speed based on weight within certain margins.
3. Large amounts of resources to be carried slowly in arms to make it more difficult to raid and promote teams and teamwork - large amount of extra weight/inventory above max can be carried in arms effectively making carrier vulnerable and also forcing them to make decision to potentially have to drop resources and run/defend themselves instead of just getting to run off with all of someone else's loot without much difficulty.
4. blueprints and research kits make it to easy to possess strong items early and without much effort depending on RnG. - These should be replaced with studying an item you've found (only ones that are craftable) to be able to craft it yourself. This could take a moderate amount of time and cause an increase in food consumption along with requiring a workbench.
(I know this next one has been somewhat addressed by dev's for future updates but I am still listing it)
5. Factory and precision produced weapons, ammo and items should NOT be craftable in any way to make them more valuable and rare. - They should only be attainable through airdrops. and not be able to be reproduced by players.
6. Rock and wood nodes could have a much more realistic way of being implemented. - permanent rocks across entire map which have resources added to them randomly and periodically. Wood nodes replaced with fallen limbs from trees which also happens randomly and periodically.
7. Arrows should not be a giant white tracer upon being fired as is negates the stealthy purpose of using a bow in this first place - This one is just obvious when it's more clear someone's firing a bow at you during the night then it is someone firing a silenced M4.
8. Area specific loot spawns (such as those within towns, buildings and other area's of attraction and likely conflict) could spawn within openable containers that are visually permanent so as to discourage camping within vision waiting to see them spawn before moving into area of possible danger. - Also including some fully dynamic random loot spawns (possibly in the form of an assumed dead survivors backpack) that will not spawn within vision and/or a specific distance of players. This will encourage more scouting and foraging in different area's.
Now for some basic content of the top of my head I think would fit well within the game world. I would imagine most of these are or have been discussed by the dev's at some point.
B) Additions
1. Wolves in small packs.
2. Coyotes (smaller lone version of wolf basically replacing lone wolves as they are now)
3. Mountain Lions and Mountain goats (mostly in mountain areas obviously)
4. Mutated/radiated versions of most wild animals (stronger, more rare and more dangerous versions of wild animals
5. Zombies replaced with crazed/mutated survivors (Something like this may have been mentioned by dev's already iirc)
6. Slingshot (craftable - a step down from basic craftable bow)
7. Wood, stone, iron arrows (also may have been hinted at/mentioned in Trello notes)
8. Smaller plane drops at more regular intervals with accordingly smaller, less rare loot.
9. Traps (for humans and ones for smaller animals.
10. Make large animals harder to catch/kill with hand tools.
11. Berry bushes, wild carrots, apple trees etc.
12. Proficiency levels for some aspects of the game that decrease without use and decrease faster the higher level of proficiency acquired. (say 5 levels for basic things like archery, building, crafting, etc.) This may be to RPG like for the games direction/goals the dev's have.
13. A basic compass (uncraftable)
14. Ability to throw stones (decoy, attention, aggro and light damage/screen blur usages)
This is all I have time for and can think of at this moment. I may edit and add more later on depending on the response and whether or not I remember some other things I'd thought about for this earlier.
I hope this gets some discussions going and would like to hear other peoples idea's, feedback etc.
Also I have purposely left out any and all technical, desync, lag, connection, bug related topics and issues as I'm sure the dev's are very aware of those things already. Many commonly discussed things like ease of C4 raiding/nerf to C4 etc are also being skipped over in my lists as they are being discussed constantly.
I strongly agree with the first 3.
I would like to see dedicated weapon slots and have the amount increase with each armor tier. The same would apply to inventory and the rest of the quickbar or "belt." Everything in the weapon slots would be visible on the enemy no matter what. When the player is looking in his inventory you would have a visual indicator, he would be looking in a bag. A naked would only have 1 weapon slot and a few inventory slots. It's silly having a naked who is carrying a bunch of wood and other shit pull a shotgun out of his ass and kill you.
These changes would add more incentive to wear good armor along with making it not really worth it to kill nakeds.