1. Post #1

    December 2013
    13 Posts
    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.
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  2. Post #2

    December 2013
    9 Posts
    Compass seems unnecessary as the sun rises in the east every morning and the moon rises in the east every night, you can just use that?
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  3. Post #3
    Gold Member
    BazzBerry's Avatar
    December 2013
    247 Posts
    Excellent posts and some great suggestions. I like where this thread is going!
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  4. Post #4

    December 2013
    13 Posts
    Compass seems unnecessary as the sun rises in the east every morning and the moon rises in the east every night, you can just use that?
    Yes you can use the sun definately but I guess you could look at the compass as a reward/upgrade to find later on making things easier and more precise. Just an idea.
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  5. Post #5
    Gold Member
    BazzBerry's Avatar
    December 2013
    247 Posts
    Yes you can use the sun definately but I guess you could look at the compass as a reward/upgrade to find later on making things easier and more precise. Just an idea.
    Compass is convenient to have, still. There's a time period where I don't know if the sun is rising or setting and that makes it difficult to use them as directions.
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  6. Post #6

    December 2013
    13 Posts
    Compass is convenient to have, still. There's a time period where I don't know if the sun is rising or setting and that makes it difficult to use them as directions.
    Agreed, when moon or sun is high i have no idea. This mostly only comes into play when far away from the road because after a few hours playing most people know where everything is around the middle of the map.

  7. Post #7

    December 2013
    75 Posts
    okay so 40 hours or 400 doesnt matter the game is in early alpha so most of the systems are frameworks etc. so using gameplay as a way to say you know what is up is pretty silly imo that said

    1. bad idea, the # of items needed to craft basic stuff makes this one further step to make it hard to survive the first night and adds nothing but making it harder for a new spawn

    2. bad idea, makes hunting players easier and makes killing noobs with loads of wood/stone easier still since some one hunting people is going to be carrying minimal supplies in case they die, this ends up penalizing farmers and making them easier to gank

    3. again just rewards gankers farming other players, no one will farm when they always lose it to a gank squad it just encouraged griefing other players and never gathering yourself

    4/5. i dont see how your suggestion changes this at all, and when combined with 5 means one group who takes it first can basically camp or rush every other air drop after that with M4's while everyone else has garbage

    6. permanent resource spawns make it easy to macro farm an area

    7. sounds like a bug at night but an arrow is a fuck ton bigger than a bullet and you do see them travel in the air

    8. if you want to gather special stuff go play monster hunter or something. this game is about conflict the resources don't need to be complex just for the sake of being complex

    B
    1. packs? are you kidding im sure new players would love to have 4-5 chase them at once...

    2. why?

    3. again why? pretty sure this isnt a pve centric game why do you think it needs more dumb ai animals we have plenty as is

    4. they've said zombies are going away and im sick of zomibes go play dayZ or the other million zombie games

    5. we have players for that

    6. its alpha there is no difference in mechanics game wise between this and a bow, its just a dif skin and projectile

    7. why? we have mp5s ffs what difference would a wood/stone/iron arrow make?

    8. the point of the drop is to cause a king of the hill moment and stir up conflict, it does that by being a big reward, take that away and people wont bother fighting over them

    9. we have these they are called spike walls

    10. why this isnt a pve centric game its a means to an end

    11. oh great plan you want to reduce inventory sizes but add a bunch of pointless items that do the same thing but wont stack makes total sense

    12. its not an rpg go play fable

    13. a compass, how bout we jut give you a minimap ffs

    14. again we have arrows and silencers and its no different in mechancis from a bow
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  8. Post #8

    December 2013
    13 Posts
    okay so 40 hours or 400 doesnt matter the game is in early alpha so most of the systems are frameworks etc. so using gameplay as a way to say you know what is up is pretty silly imo that said

    1. bad idea, the # of items needed to craft basic stuff makes this one further step to make it hard to survive the first night and adds nothing but making it harder for a new spawn

    2. bad idea, makes hunting players easier and makes killing noobs with loads of wood/stone easier still since some one hunting people is going to be carrying minimal supplies in case they die, this ends up penalizing farmers and making them easier to gank

    3. again just rewards gankers farming other players, no one will farm when they always lose it to a gank squad it just encouraged griefing other players and never gathering yourself

    4/5. i dont see how your suggestion changes this at all, and when combined with 5 means one group who takes it first can basically camp or rush every other air drop after that with M4's while everyone else has garbage

    6. permanent resource spawns make it easy to macro farm an area

    7. sounds like a bug at night but an arrow is a fuck ton bigger than a bullet and you do see them travel in the air

    8. if you want to gather special stuff go play monster hunter or something. this game is about conflict the resources don't need to be complex just for the sake of being complex

    B
    1. packs? are you kidding im sure new players would love to have 4-5 chase them at once...

    2. why?

    3. again why? pretty sure this isnt a pve centric game why do you think it needs more dumb ai animals we have plenty as is

    4. they've said zombies are going away and im sick of zomibes go play dayZ or the other million zombie games

    5. we have players for that

    6. its alpha there is no difference in mechanics game wise between this and a bow, its just a dif skin and projectile

    7. why? we have mp5s ffs what difference would a wood/stone/iron arrow make?

    8. the point of the drop is to cause a king of the hill moment and stir up conflict, it does that by being a big reward, take that away and people wont bother fighting over them

    9. we have these they are called spike walls

    10. why this isnt a pve centric game its a means to an end

    11. oh great plan you want to reduce inventory sizes but add a bunch of pointless items that do the same thing but wont stack makes total sense

    12. its not an rpg go play fable

    13. a compass, how bout we jut give you a minimap ffs

    14. again we have arrows and silencers and its no different in mechancis from a bow
    I was going to reply intelligently and thoroughly with a response to each and all of your obviously well thought out and mature answers to why EVERY one of my suggestions/changes is so clearly wrong in your eyes such as "its not an rpg go play fable", "if you want to gather special stuff go play monster hunter or something.", "im sick of zomibes go play dayZ" and "why?" but then I remembered George Carlin's quote "Never argue with an idiot. They will only bring you down to their level and beat you with experience."

    I can say after reading everything you wrote you had maybe three points against why some of these idea's for changes/additions may not be beneficial to the game and/or players in certain aspects.

    Your post also showed me that I may have needed to elaborate a bit more on some of the topics in my list as its clear for many of them you didn't even understand what I was proposing, yet you argued against what you somehow incorrectly came to the conclusion was my idea/position.

    Either way this is about as much attention as I feel your post deserves, but we can let others be the judge.
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  9. Post #9

    December 2013
    38 Posts
    Most if not all of your ideas were good. I completely agree with players being encumbered depending on how much stuff they are carrying. Kevlar etc slowing players down. Gives the little guys a much better chance of getting away.
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  10. Post #10
    The Cold Wind Of France
    Dennab
    November 2008
    18,680 Posts
    if you wanna know what we're working on you can check out https://trello.com/b/lG8jtz6v/rust
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  11. Post #11

    December 2013
    13 Posts
    Most if not all of your ideas were good. I completely agree with players being encumbered depending on how much stuff they are carrying. Kevlar etc slowing players down. Gives the little guys a much better chance of getting away.
    Yes this is exactly what I mean't, carrying an M4 with attachments, a bunch of ammo, med kits and full kevlar armor would be much heavier/slower compared to the new player with a stone axe and a cloth shirt he found. No player runs around with a full inventory unless they are raiding, moving or farming loot and being risky by not making frequent enough drops at their shack/stash. The whole idea is to make the overall weight of a well equipped player higher then the lightly equipped player (in terms of weapons and armor)

    Edited:

    if you wanna know what we're working on you can check out https://trello.com/b/lG8jtz6v/rust
    Hello Max, I keep up to date on the team's progress daily through trello.

    This is one of those games where I wish I had programming/technical skills that I could somehow donate to your cause. I've idea crafted a few games quite similar to rust over the years but unfortunately idea's are a dime a dozen.

    Keep up the great work! Give me a way to donate and I'd be glad to throw the team money in support. I wouldn't care if you bought red bull and pizza with it :).

  12. Post #12

    December 2013
    4 Posts
    can you possibly add a chat log so that we can see chat we may have missed...? With this like other mmorpgs we can whisper people or form gangs that can only talk to each other in the chat and worry less about what we may say in general world chat. This could also be used to whisper admins to report bad behaviour, if the server admins allow whispers from everyone or only start private chats with players like a GM chat in some other games.
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  13. Post #13

    December 2013
    1 Posts
    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.

  14. Post #14
    ExcessEvil's Avatar
    December 2013
    23 Posts
    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.
    They might as well just implement an EXP system where you get exp from wildlife and level up and as you level up you gain additional weapon/armor slots or will be able to equip better and better armor/weapons/bags.

    While they're at it, they should add a skill tree system (1 skill point every 2nd level up) that gives you access to skills for survival/crafting/exploring/combat. Scale the exp gained starting from level 1 (400 exp to reach level 2) then add 2.5% needed ontop of the 400 to reach level 3, increasing the percentage by 1.5% every level.

    /brainstorming

    Edited:

    can you possibly add a chat log so that we can see chat we may have missed...? With this like other mmorpgs we can whisper people or form gangs that can only talk to each other in the chat and worry less about what we may say in general world chat. This could also be used to whisper admins to report bad behaviour, if the server admins allow whispers from everyone or only start private chats with players like a GM chat in some other games.
    That would only create chaos if you allowed whispers to admins. Admins are players as well and don't need beggars begging for materials/weapons/you name it 24/7...

    That's the point though, this isn't an mmorpg. It's a survival game. You've got an ingame voice chat, use it. If not, get on a TS3 server with your buddies. Most servers have their own TS3/Ventrilo/Mumble server as well.
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  15. Post #15

    November 2013
    311 Posts
    I would be highly disappointed if none of these ideas were implemented.
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  16. Post #16

    December 2013
    75 Posts
    I was going to reply intelligently and thoroughly with a response to each and all of your obviously well thought out and mature answers to why EVERY one of my suggestions/changes is so clearly wrong in your eyes such as "its not an rpg go play fable", "if you want to gather special stuff go play monster hunter or something.", "im sick of zomibes go play dayZ" and "why?" but then I remembered George Carlin's quote "Never argue with an idiot. They will only bring you down to their level and beat you with experience."

    I can say after reading everything you wrote you had maybe three points against why some of these idea's for changes/additions may not be beneficial to the game and/or players in certain aspects.

    Your post also showed me that I may have needed to elaborate a bit more on some of the topics in my list as its clear for many of them you didn't even understand what I was proposing, yet you argued against what you somehow incorrectly came to the conclusion was my idea/position.

    Either way this is about as much attention as I feel your post deserves, but we can let others be the judge.
    i'm sorry you have to resort to insults, you posted ideas i gave a critique of them.

    they arent all bad ideas just that they dont acomplish what you want with them.

    all of the weight ones actually penalize new players who are gathering and carrying items like stacks of wood. would those not be the heaviest items? a new player is carrying 1000s of lbs worth of wood, unless you plan on making and m4 and kevlar ridiculously weighted this will only be slowing down the people they are preying on. you dont attack some one when your carrying a ton of loot, you attack some one who is full when you have bare bones combat gear you dont mind losing on.

    it wont help new players, it will make them that much easier for advanced players to farm.

    a lot of the ideas i shot down are beta features cloning weapons and re skinning them is not the point of alpha, the sling shot example its a great idea i want one too, but from the code side of things its exactly the same as a bow an arrow just a different skin and some tweaked values so adding it now is just bloating things that dont need to be tested, same goes for a lot of the animals. it adds nothing in terms of gameplay its just content, something to save for beta when its just a matter of cloning it and changing skins/ values.

    the rest of your ideas only add the PVE aspect of the game when the focus is pvp your trying to add a bunch of fluff that brings nothing to the core mechanics or alters them in a way that is more rpg like.
    rpg elements will only make a death that much more frustrating if it is wiped on death or meaningless if its not

  17. Post #17
    Nitro836's Avatar
    June 2010
    5,897 Posts
    Inventory weight sounds good, minimalists may be less prepared but they are more agile than cumbersome rambo engineers.

  18. Post #18

    December 2013
    152 Posts
    tl;dr but arrows need tracers atm. IRL it is very easy to tell where an arrow was shot from, but in-game like Rust where the arrows are damn fast if there's no tracer then it's really hard to tell.
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  19. Post #19

    December 2013
    9 Posts
    [QUOTE=The_Haminator;43309092]



    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.

    It could be a good idea, but the advanced player should have a new transport mechanic to compensate from my POV (like horses or other mountable animals).

    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.

    Totally against, after few hours the "farming" become a pain so if in addition you are vulnerable as fuck... About the looting I don't see the problem, actually you can't empty a big fortress if you are alone or few, you have to choose the most valuable things and let other stuff in place.

    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.
    Against, I still spend a lot of time doing nothing when I wait to build a wall, I don't want to spend more time to research something.

    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.

    Against, there is only advantages to stack with about ten of friends without any drawback, if the few big groups are the only one with big stuff it will be just unplayable for lonewolves/little groups. I actually play with approx 10 mates, we simply stomp the server and the other guys are well equiped, but there is always tension when we raid a house because the guys inside have the same guns and can defend, if we are the only one with big guns there will be absolutely no interest. However I think guns/C4 should not be the "only" center of the game but I think everybody should have the opportunity craft a good Shotgun to defend his house.


    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.

    Totally against, I like RPG but the interesting thing in Rust is everything is concrete, there is no artificial abilities which are determined by numbers or any XP system. Your skill come from your experience, not from an artificial rule. Actually I find the system very simple, add things on it will just make it more complex or frustrating without any plus.


    I agree with other propositions, I definitely support a more hostile world with more dangerous monsters or climatic conditions (Stalker Emissions <3).

  20. Post #20
    maxibon11's Avatar
    December 2013
    4 Posts
    I agree with most d think you have a very valid point for most, while i do agree with being weighed down from different items like wood, minerals etc it would be hard to out run a player with their mind set to killing you when you've just been banging trees with a rock for an hour just to get a house up and running. But still very good points I would like to see more of your ideas.

  21. Post #21

    December 2013
    3 Posts
    Firstly, Haminator, if you can't take negative critiques about your own I don't know why you're giving them to the devs.

    Secondly:

    1 - The inventory idea, to me, sounds purely awful. People who suggest it and even praise the idea for it are simply deluded (no offense). I have played games that try to be realistic and it's terrible.

    2 - How shitty. So what, you want us to build wheelbarrows to carry 30 planks of wood? ... Surely we couldn't carry that much ourselves. So wood is fine, but an M4 with ammo would be heavier? The progress level for every person in this game needs to be on equal value. If things had a weight to them, with inventory space, new spawns would barely be able to progress without high-end players coming in and killing them.

    3 - LOL. Same as what I said above.

    4 - I truly don't know about this one to be honest.

    5 - So what... You're expecting modern weapons to only be dropped via the airdrops? What happens then when the first person gets the first airdrop, how are people suppose to compete against them in the next airdrop when he's the only one with the weapons. No.

    6 - I don't like the suggestion.

    7 - This is probably the one thing that I agree with.

    8 - This isn't Day Z --- XD
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  22. Post #22
    This title is totally OVERKILL™!
    Coyoteze's Avatar
    November 2011
    9,311 Posts
    Wolves in small packs? Only if they have a harder time noticing you - or if you could outrun them. Because right now - holy fuck, if a wolf finds you and you have nowhere to go, you might as well give up.

  23. Post #23

    December 2013
    9 Posts
    Wolves in small packs? Only if they have a harder time noticing you - or if you could outrun them. Because right now - holy fuck, if a wolf finds you and you have nowhere to go, you might as well give up.
    Stuck it in a node or mountain ?

  24. Post #24
    Dennab
    December 2013
    69 Posts
    Loin Cloth
    Player made tattoo's (your friend or you can tattoo your character using his mouse
    Players being able to remove there walls without having to blow it up (even if it removes the wall from the game)
    Ability to look far out
    Getting shot in the leg gives like 5% chance to break your leg
    More guns
    Spears
    Jeeps (I heard they are anti transportation for normal players but we should at least have jeeps just make them very hard to craft/fix) and easily breakable by guns.
    Rain,Snow on map (hopefully rare but happens)
    Swords
    Axes
    AK47
    Longer day time
    More zombie types/Models
    Tigers
    Hair, and it grows over time. (Able to cut it)
    Lanterns
    Ability to go in the none deep part of the lakes and fill water bottles
    Temperature displayed on the screen
    Ability to wave
    Compass
    Paper that you can draw on with mouse
    Messeges you can drop and leave places
    More armors
    Cocktail
    Magnum
    Cow Boy hat
    If somone kills you while you are near your door and sleeping bag it gives you the option to place a bounty on there head for a reward (bounty hunter vigilantes)
    Wild dogs that will attack wolfs/bears with you if you feed it
    Wall Paper
    Ability to see players names when they are really close instead of only if you aim at them. (in real life you can see a face without pointing your gun at them)
    Female characters (booooobs)
    Chairs and the ability to sit (slows down hunger)
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  25. Post #25

    December 2013
    75 Posts
    Loin Cloth
    Player made tattoo's (your friend or you can tattoo your character using his mouse) - this would require some weird stuff with textures etc. easier would be arm or head bands and a variety of colors to id friends (same goal different method)

    Players being able to remove there walls without having to blow it up (even if it removes the wall from the game) - this is probably in the works

    Ability to look far out - binoculars?

    Getting shot in the leg gives like 5% chance to break your leg - this would be brutal and i think a little op and frustrating for the breakee

    More guns - its only alpha once the basics of a gun are programmed 100s can be added with art and some tweaks to values so those will come eventually

    Spears - if it would work like arrows in terms of coding they can easily do this they just need a new model for it, i like the idea of more low level weapons once we hit beta phase

    Jeeps (I heard they are anti transportation for normal players but we should at least have jeeps just make them very hard to craft/fix) and easily breakable by guns. - car is being added now so obviously vehicles are incoming

    Rain,Snow on map (hopefully rare but happens) - dunno if we will get snow that sticks, this would result in the cold stat effect being a bit more important though and is imo something to look in to

    Swords
    Axes
    AK47
    - more weapons easy to do once its out of alpha and features are decided on

    Longer day time - i really like the current model any longer and it would be too much down time imho
    More zombie types/Models - they are apparently removing zombies in the next build or so
    Tigers - fuck no we do not need murder machines in game lol bears are bad enough


    Hair, and it grows over time. (Able to cut it) you cant even see yourself why would this ever matter?
    Lanterns -mechanics wise same as a torch, again alpha is to get the skeleton, re skinned and tweaked weapons will come i the beta phase

    Ability to go in the none deep part of the lakes and fill water bottles - im not sure we need to add thirst the hunger stat seems to do its job pretty well, and having water be a factor would make any noobs who spawn inland screwed that much worse (remember thirst kills faster than hunger) adding this in to the hunger system could be a good idea though


    Temperature displayed on the screen - will only matter if variable weather is added since dark = cold currently

    Ability to wave - gestures are definitely needed

    Compass - a big maybe here, i think this would over simplify what you can already do by looking at the sun and tree shadows


    Paper that you can draw on with mouse - this is almost impossible to do with out the server getting bloated by the textures they would need to save to do this

    Messeges you can drop and leave places - im hoping for sign post like minecraft where you could type out a message or label

    More armors - again content that will come by beta
    Cocktail - moltov? they need a system for fire and burning if they go that route

    If somone kills you while you are near your door and sleeping bag it gives you the option to place a bounty on there head for a reward (bounty hunter vigilantes) - devs have made it quite clear they will not be doing anything to dissuade player killing what so ever

    Wild dogs that will attack wolfs/bears with you if you feed it - guard dogs? i like these for houses just a wold that aggros people who hit your buildings (this needs an ownership system but they are working on one now)

    Wall Paper - this isnt the sims

    Ability to see players names when they are really close instead of only if you aim at them. (in real life you can see a face without pointing your gun at them) - use voice chat and communicate with them names from far removes the threat of surprises

    Female characters (booooobs) - what are you 12....

    Chairs and the ability to sit (slows down hunger) - again not the sims, if you want to stop hunger log out

  26. Post #26

    December 2013
    1 Posts
    Loin Cloth
    Player made tattoo's (your friend or you can tattoo your character using his mouse
    Players being able to remove there walls without having to blow it up (even if it removes the wall from the game)
    Ability to look far out
    Getting shot in the leg gives like 5% chance to break your leg
    More guns
    Spears
    Jeeps (I heard they are anti transportation for normal players but we should at least have jeeps just make them very hard to craft/fix) and easily breakable by guns.
    Rain,Snow on map (hopefully rare but happens)
    Swords
    Axes
    AK47
    Longer day time
    More zombie types/Models
    Tigers
    Hair, and it grows over time. (Able to cut it)
    Lanterns
    Ability to go in the none deep part of the lakes and fill water bottles
    Temperature displayed on the screen
    Ability to wave
    Compass
    Paper that you can draw on with mouse
    Messeges you can drop and leave places
    More armors
    Cocktail
    Magnum
    Cow Boy hat
    If somone kills you while you are near your door and sleeping bag it gives you the option to place a bounty on there head for a reward (bounty hunter vigilantes)
    Wild dogs that will attack wolfs/bears with you if you feed it
    Wall Paper
    Ability to see players names when they are really close instead of only if you aim at them. (in real life you can see a face without pointing your gun at them)
    Female characters (booooobs)
    Chairs and the ability to sit (slows down hunger)


    agree to all of that

    -boobs/ females are important, i am not 12
    -more weapons but you need more resources to built a rifle.Also the damage from a rifle must be higher as the damage from a pistol
    -more modifications for weapons, telescope, bayonet,
    -mod limit for each weapon 2
    -with bionuculars you can see the name

  27. Post #27
    Maxinn16's Avatar
    December 2013
    58 Posts
    Loin Cloth

    If somone kills you while you are near your door and sleeping bag it gives you the option to place a bounty on there head for a reward (bounty hunter vigilantes)

    Bounties would be bad, your friend could just kill you and receive a free bounty. You'll respawn and have your stuff back without any problem. You need to loose something else then your gear if you are going to implement a bounty system.

  28. Post #28

    December 2013
    13 Posts
    can you possibly add a chat log so that we can see chat we may have missed...? With this like other mmorpgs we can whisper people or form gangs that can only talk to each other in the chat and worry less about what we may say in general world chat. This could also be used to whisper admins to report bad behaviour, if the server admins allow whispers from everyone or only start private chats with players like a GM chat in some other games.
    I like this idea

    Edited:

    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.
    Agreed here as well, great idea's, maybe almost take a page from Last of Us back pack interactions

  29. Post #29

    December 2013
    15 Posts
    in game Friend request, that turns of the Player damage.

  30. Post #30

    December 2013
    150 Posts
    why dont they just remove wood piles and buff how much and fast you gather wood from trees


    like 3 per hit instead of 1 with 30 wood per tree instead of like 11 , why the hell is wood in random piles anyway.
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  31. Post #31

    December 2013
    13 Posts
    i'm sorry you have to resort to insults, you posted ideas i gave a critique of them.

    they arent all bad ideas just that they dont acomplish what you want with them.

    all of the weight ones actually penalize new players who are gathering and carrying items like stacks of wood. would those not be the heaviest items? a new player is carrying 1000s of lbs worth of wood, unless you plan on making and m4 and kevlar ridiculously weighted this will only be slowing down the people they are preying on. you dont attack some one when your carrying a ton of loot, you attack some one who is full when you have bare bones combat gear you dont mind losing on.

    it wont help new players, it will make them that much easier for advanced players to farm.

    a lot of the ideas i shot down are beta features cloning weapons and re skinning them is not the point of alpha, the sling shot example its a great idea i want one too, but from the code side of things its exactly the same as a bow an arrow just a different skin and some tweaked values so adding it now is just bloating things that dont need to be tested, same goes for a lot of the animals. it adds nothing in terms of gameplay its just content, something to save for beta when its just a matter of cloning it and changing skins/ values.

    the rest of your ideas only add the PVE aspect of the game when the focus is pvp your trying to add a bunch of fluff that brings nothing to the core mechanics or alters them in a way that is more rpg like.
    rpg elements will only make a death that much more frustrating if it is wiped on death or meaningless if its not
    I'm fairly sure most of your "critiques" were pointless insults and seemingly confused unrelated attacks at points I wasn't even trying to make.

    Most of the idea's DO accomplish what I think would be good for the game and player's but they obviously DO NOT accomplish what YOU think would be good for the game and player's. It all comes down to whether the dev's and player's feeling's on these subjects has more common with my idea's and point's of view or yours regarding what will be implemented into the game down the road.

    So you're telling me raiders run around with "bare bones" combat gear and have the attitude "don't mind losing", I'm not sure were playing the same game. Raider's run around with full kev, M4, enough ammo, Med kits and usually C4 and a bunch of planks or wood to make entry structure's into other bases and barricades if in an unfavorable position during a firefight. And you also think most newer players are running around with TONS of wood? the average 5 min in, new player in a med-high pop server still has what he started with and maybe 10-30 pieces of wood he rocked a few tree's to get. I'm talking about making it easier for brand new players to get started and learn the game without being chased down easily by everyone else including raiders and other semi successful players with handguns and clothing, not make it easy for semi advanced progress players to farm up tons of items. Make the brand new's faster, and the highly equipped slower, simple as that. No one that's played for more then 2 hours should be dumb enough to run around naked with 1000's of lb's of wood on them in dangerous area's learning from past deaths.

    Did you read the title of my post? It say's "Rust's Future" not "add these to alpha or it's a daed gaem", Hence the FUTURE additions and content being mentioned and discussed.

    I'm fairly sure the "focus" you mention of this game is NOT PvP, or PvE, it is SURVIVAL in any way possible/necessary, the idea is to leave it up to each individual player what they want to or are willing to do to survive, which can and will include options for all types of survival play not just players killing players, contrary to what you might think many people enjoy the building/exploring/cooperative game play involved in Rust just as much if not more then the PvP aspects of course depending on mood/goals/personal interactions within a server etc.

    I didn't mention any RPG-like idea's besides proficiency - which would just make the game more rewarding for players who choose to focus on a certain way of survival and reward them for doing tasks over them killing every person they see and stealing their stuff.

    I'm fairly disappointed in myself that I just HAD to respond and explain some of this.

  32. Post #32

    November 2013
    79 Posts
    Compass seems unnecessary as the sun rises in the east every morning and the moon rises in the east every night, you can just use that?
    This makes no sense. The sun and moon have always existed, and yet people have been using compasses for over 2000 years.
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  33. Post #33

    December 2013
    13 Posts
    [QUOTE=Okxyd;43312871]



    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.

    It could be a good idea, but the advanced player should have a new transport mechanic to compensate from my POV (like horses or other mountable animals).

    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.

    Totally against, after few hours the "farming" become a pain so if in addition you are vulnerable as fuck... About the looting I don't see the problem, actually you can't empty a big fortress if you are alone or few, you have to choose the most valuable things and let other stuff in place.

    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.
    Against, I still spend a lot of time doing nothing when I wait to build a wall, I don't want to spend more time to research something.

    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.

    Against, there is only advantages to stack with about ten of friends without any drawback, if the few big groups are the only one with big stuff it will be just unplayable for lonewolves/little groups. I actually play with approx 10 mates, we simply stomp the server and the other guys are well equiped, but there is always tension when we raid a house because the guys inside have the same guns and can defend, if we are the only one with big guns there will be absolutely no interest. However I think guns/C4 should not be the "only" center of the game but I think everybody should have the opportunity craft a good Shotgun to defend his house.


    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.

    Totally against, I like RPG but the interesting thing in Rust is everything is concrete, there is no artificial abilities which are determined by numbers or any XP system. Your skill come from your experience, not from an artificial rule. Actually I find the system very simple, add things on it will just make it more complex or frustrating without any plus.


    I agree with other propositions, I definitely support a more hostile world with more dangerous monsters or climatic conditions (Stalker Emissions <3).
    You make well explained and intelligent arguments against some of these idea's so I will respond at an equal level to your reasons against

    3. I think your mention of a horse for advanced players would fix the issue you see with a mechanic like this, and currently most smart raiders will only raid other large groups when they know they're offline so leaving behind stuff isn't that common due to inventory space, they just make more trips and slowing them down if they choose to carry more would be a tradeoff, Slow and vunerable for the ability to carry say 75% more stuff then your inventory can hold vs not so slow and being able to defend yourself but having to make more trips, again just a rough idea.

    4. Besides the idea that a naked guy could end up with an M4 before he even has clothes and a shack is kind of unusual. I also think this is necessary to make progress into "end tier" stuff more gradual. I do agree that most crafting right now takes to long and obviously many agree as most community server's are instacraft or 1/2, 1/4 craft speeds so we are not alone in that regard.

    5. I had made mention about other smaller plane drops as sort of a way to make "factory built" uncraftable stuff potentially more available for less advanced and lone survivor's. I large group of raiders may not make a small plane drop 2 km away a priority especially if they happen somewhat more frequently. the large groups are much more likely to go after the large current plane drops. We both know it's not as simple as one large group getting every plane drop as the map is large. It would not be worth it for a crew of 10 to run 2km in hopes of finding a singular small crate with say - a compass, helmet, 9mm handgun and 40 rounds of ammo. Do you see what I mean? It would be a way to make those "civilized man made potentially uncraftable" items available to everyone regardless of whether they are solo/naked, etc.

    12. I do agree the proficiency levels idea may not be needed or necessary but it would add a feeling of progress/reward to the game for doing certain things more often. As of now there is not much reason if you find a handgun early to NOT just kill someone and take there stuff instead of farming/hunting on your own. this would be a way to make it worth hunting with a bow, mining metals and rocks, rather then just killing for everything constantly. I don't think these levels should make large changes, for example. say for the bow. level 1= 10% faster bow draw speed, level 2= 10% faster firing rate, level 3 = 20% harder shot (faster arrow speed), level 4 = 10% faster walking speed while aiming, level 5= a small extra bonus to the past 4 levels increases say 5%, 5%, 10% and 5% respectively. and again these levels could diminish without using that particular item/action.

    Thank you for the well put critiques.

  34. Post #34

    December 2013
    31 Posts
    Suggestions:

    Clothing Dyes - Red, Blue, Black, White, Yellow (purple, green are examples of mixed colors)
    crafted by picking appropriated berries. Red from cherry/strawberry, blue from blueberry, yellow from sunflowers. Mix colors like red + blue = purple, yellow + blue = green, etc.

    Safe
    - used to store away important items. Only unlock-able with a combination (ex . 123456 or 000000)

    Horses - can kill for food, hide, etc. Or to tame use craft a saddle and horseshoes.

    Gloves/Gauntlets (new armor slots) - we have helmet, armor, pants and boots, no gloves at the moment.

    Additional resources - Iron, bronze, silver, gold, coal, platinum, diamond, sapphire, ruby, emerald, etc. ( smelt iron + coal = steel). Use these new resources to make new sets of armor pieces. Ex. Gold Gloves or Gold Armor

    Character Customization - ability to adjust how characters look and female player models.

    Emotes
    - like bow, wave, dance, cheer, etc

    Weaponry and Armory
    - more guns and melee weapons like falchion, scimitar, blade, swords, daggers, knives, etc. More armor like bronze chest plate, silver gauntlets, etc.

    Bags and Backpack - Bags/backpacks to increase inventory sizes. Which can be looted as well. Cloth bag (6 slots), Leather Bag (9 slots), Silk bag (12 slots), etc.

  35. Post #35

    December 2013
    13 Posts
    Firstly, Haminator, if you can't take negative critiques about your own I don't know why you're giving them to the devs.

    Secondly:

    1 - The inventory idea, to me, sounds purely awful. People who suggest it and even praise the idea for it are simply deluded (no offense). I have played games that try to be realistic and it's terrible.

    2 - How shitty. So what, you want us to build wheelbarrows to carry 30 planks of wood? ... Surely we couldn't carry that much ourselves. So wood is fine, but an M4 with ammo would be heavier? The progress level for every person in this game needs to be on equal value. If things had a weight to them, with inventory space, new spawns would barely be able to progress without high-end players coming in and killing them.

    3 - LOL. Same as what I said above.

    4 - I truly don't know about this one to be honest.

    5 - So what... You're expecting modern weapons to only be dropped via the airdrops? What happens then when the first person gets the first airdrop, how are people suppose to compete against them in the next airdrop when he's the only one with the weapons. No.

    6 - I don't like the suggestion.

    7 - This is probably the one thing that I agree with.

    8 - This isn't Day Z --- XD
    Cheesemachine - I am happy to receive well explained and justified critiques over ones like "go play such and such if you don't like this". that is not an intelligent response let alone a critique.

    1. To which games are you referring? Ever played the Stalker games? I feel an upgradable inventory would add a deeper level of progress, I'm not looking so much for a realism like idea here, because that would be ridiculous and make the game unplayable if a character could only carry say 50 lb's of wood at once, but there could be some way to penalize (by loss of move speed for example) a player wearing heavy/stronger armor and weapons and make newer players carrying smaller/weaker equipment faster as a trade off and help for their survival.

    2. Again I'm not talking about REALISM here, weights etc could be balanced to favor common new player item's/loot. you have to remember the goal of these suggestions are made to help newer players, use your imagination, Equipped items could effect move speed and inventory could stay the way it is. So equipping kevlar would slow a player down more then equipping cloth, but inventory could be controlled only by stack amount and available space. Get what I mean? This does not have to be realistic I'm just looking for ways to make it easier for the new guys

    3. I addressed this in a past reply

    4. I also addressed this in the same past reply. Basically some smaller plane drops more often along with the normal major drops right now. This would make it much harder for strong and over powered groups to control the flow of manmade stuff coming onto the island. And don't try and tell me just cause another player got an M4 they are an unstoppable force I've killed many players 1v1 and even 1v2 with my bow when they had modern weapons and better armor, this is where the variable of tactics and skill comes into play not just strength of weapons and armor being the only factor for success.

    6. May I ask you to elaborate on way you don't like this idea?

    8. Actually this IS like DayZ's items spawns. Currently they spawn in permanent locations and not within permanent containers like Rust's items do so I'm confused with your response.

    Edited:

    Wolves in small packs? Only if they have a harder time noticing you - or if you could outrun them. Because right now - holy fuck, if a wolf finds you and you have nowhere to go, you might as well give up.
    Currently you can outrun wolves without issue, and to make it even easier and quicker you can just juke them across some boulders. There is no reason for a new player to die from wolves right now unless they try to fight them or they stop moving. Fast (Bright Red) zombies on the other hand can be a bit more troublesome although you can run from them indefinitely and again can easily juke them out on boulders .

    Edited:

    why dont they just remove wood piles and buff how much and fast you gather wood from trees


    like 3 per hit instead of 1 with 30 wood per tree instead of like 11 , why the hell is wood in random piles anyway.
    This is likely just a product of it being in alpha, I'm sure they will come up with something better by release.

  36. Post #36
    Nekyz's Avatar
    December 2013
    36 Posts
    "Giant"

  37. Post #37

    December 2013
    26 Posts
    - knife, wooden stick, poisoned arrows (bleed effect), catapult (shoots small rocks), Crossbow (better aim then normal bow)
    - Keys for friends
    - Weather Seasons
    - Making own designed clothes (diffrent colors)
    - Compas to find ONLY your OWN house/stack (without a map.. just North East South West) share it with friends so friends can find your house or stack you have hidden somewhere:)
    - small wooden trailer to carry some more stuff (visible to others that u carry the trailer behind you)
    - player voice emotes
    - able to build on 90 degrees hills like in the mountains
    - better display of player names
    - party system (so you cant harm your friends by accident)
    - maybe a whisper system, so you talk to friends in private without 3rth party software
    - maybe stone walls so people need more c4 then for metal walls
    - more house building options like bridges between 2 buildings
    - parachute for jumping of cliffs or high towers

  38. Post #38
    ochie's Avatar
    December 2013
    53 Posts
    Compass seems unnecessary as the sun rises in the east every morning and the moon rises in the east every night, you can just use that?
    IF I CAN CONSTRUCT A DAMN M4 then I want a DAMN COMPASS =)

    Come on...its laughable to argue against a compass. If we can construct something developed in the 1960's (i think if I recall correctly) then I want something they had previous to Jesus Christ walking the earth (NOT A RELIGIOUS COMMENT!!! He was a real person....its up to you to think who and why he was here).

    Those are my thoughts!

    -Dan
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  39. Post #39
    sithdemonic's Avatar
    December 2013
    6 Posts
    A simple compass would be a good idea.

    Land Nav Baby!

  40. Post #40

    December 2013
    13 Posts
    IF I CAN CONSTRUCT A DAMN M4 then I want a DAMN COMPASS =)

    Come on...its laughable to argue against a compass. If we can construct something developed in the 1960's (i think if I recall correctly) then I want something they had previous to Jesus Christ walking the earth (NOT A RELIGIOUS COMMENT!!! He was a real person....its up to you to think who and why he was here).

    Those are my thoughts!

    -Dan
    I agree with your argument for a compass here but the weapons being easily craftable is only in the alpha for testing purposes AFAIK.