1. Post #41

    December 2013
    315 Posts
    I solo, i manage to harvest 95% of the time unmolested. My warehouse is nigh impossible to find and hasn't been touched in the 3 weeks since I built it. My server is max pop 50 and averages 14-20 throughout the day. I've been hunting down a group of bandits that recently appeared on the server. Sleepers is activated. Inshort, alone or in a group, if you are a dumbass, this game will be hard for you. If you lack resourcefulness and problem solving skills, this game will be hard for you. If your expectation is that a game that is hard for you needs to be dumbed down, no matter how much they take away, it will remain hard for you.

    L2P isn't enough here. Common sense would better apply.

    Solo is possible, and quite a bit more interesting for those up for the challenge. For those that aren't, there are always clans looking to get larger, servers with low populations, PvE, or whatever else that can help provide you with the experience you are looking for. But like an airdrop, your going to have to go find it if you want it that much.
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  2. Post #42
    Dennab
    December 2013
    58 Posts
    it is easy mode shit right now.

    also:

    the colony is a tv show. this is a video game. quit trying to compare this product to a "real world survival sim". it's not. it's not gonna be cuz it appears the codbois don't want it to be. and that's the final irony: the folks who are against any of the ops ideas ARE the ez mode cod players, they just don't have any real opposition yet because the game isn't retail. most of these "bandips" will go to the next flavor of the month game when this goes retail because REAL clans will show up and dominate.

    but again, it's not a real survival sim, so stop trying to pitch it as one.
    you guys sound like the kids on the nether forums.

    Peace
    B

  3. Post #43

    December 2013
    315 Posts
    it is easy mode shit right now.

    also:

    the colony is a tv show. this is a video game. quit trying to compare this product to a "real world survival sim". it's not. it's not gonna be cuz it appears the codbois don't want it to be. and that's the final irony: the folks who are against any of the ops ideas ARE the ez mode cod players, they just don't have any real opposition yet because the game isn't retail. most of these "bandips" will go to the next flavor of the month game when this goes retail because REAL clans will show up and dominate.

    but again, it's not a real survival sim, so stop trying to pitch it as one.
    you guys sound like the kids on the nether forums.

    Peace
    B
    Not necessarily true. If you ever saw my K/D on CoD, you'd see that I suck at it. But I don't have to play Rust like CoD. On here, I can achieve my goals without having to gun people down, or race against a timer. I can be undergeared and outmatched, but still win if their goal is to take my shit. I just have to be more clever, or more cautious, or too damn far out to find. Right now, the risk of going near a strange base to harvest is exciting. Following a group of bandits to find their base is rewarding. And meeting someone you don't know and walking away alive feels like an accomplishment.
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  4. Post #44

    December 2013
    76 Posts
    it is easy mode shit right now.

    also:

    the colony is a tv show. this is a video game. quit trying to compare this product to a "real world survival sim". it's not. it's not gonna be cuz it appears the codbois don't want it to be. and that's the final irony: the folks who are against any of the ops ideas ARE the ez mode cod players, they just don't have any real opposition yet because the game isn't retail. most of these "bandips" will go to the next flavor of the month game when this goes retail because REAL clans will show up and dominate.

    but again, it's not a real survival sim, so stop trying to pitch it as one.
    you guys sound like the kids on the nether forums.

    Peace
    B
    meh.
    That's a fairly narrow view.

    I for one hate firefights, I avoid them wherever I can.
    Doesn't stop me being one of the most geared people on the server.
    I pick my fights carefully, run when I can and attempt to avoid combat.
    If you can blow up a sleeping guy's door and steal a mountain of stuff, why not take that option when the alternatives are farming for a month or trying to fight of three other guys.


    As for rust's direction...
    I can't think about it without getting sad.
    Look at it's potential... but it's never going to reach it.
    There is a good chance that this is more or less what the final game looks like, sans a few enemies, weapons and a tech tree.
    I don't expect a style change, but who knows.

  5. Post #45

    December 2013
    150 Posts
    You talk like it is absolutely impossible to kill someone with full kevlar and a shotgun.. this is bullshit man. Even a bow hits half health of someone with full kevlar.. You can set up a trap with a friend and if you play it right you will kill him. Ofcourse this will take alot of skill, but yeah it's supposed to be that way because he is stronger than both of you. And everyone makes mistakes sometimes.
    And yes I have done it myself before.

    thing is all the people on my server are seasoned fps players.
    not one of them is dumb enough to fall into traps.

    and there are 9 of them and 3 of us

    either you have the same gear they have and have a chance at beating them. or they steam roll you hard with superior fire power.

    the thing is that m4s are vastly more tactically flexible then any other weapon in the game,
    at long range , sure you might get a lucky bow hit if you use cover , but they use cover too


    i can out skill 5 smucks with shotguns and pistols with a bow or a m9.

    but the dps of 5 dudes with m4s is simply not practical.

    its like giving an aimbotter a mini gun in a game like chivalry

  6. Post #46

    December 2013
    13 Posts
    So I actually have a team. We regularly demolish folks. And I'd like to agree with the OP: it's way too hard to get up and off the ground at the moment.

    Here's why this is a problem, despite our massive advantage: whenever we raid a group about equal to our size and finally raze them to the ground, they leave the server. A server with ~30-50 pop may have 2-4 "us sized" groups, or one much larger (and usually entirely n00bish) group. So the pattern has been "amass goods >> build bases and weapons >> raid the crap out of other groups" which either ends in someone accusing of hax0rs, an admin deciding that they're suddenly PVE, or the server completely empties after we're done trashing everyone in it, at which point we move onto another server.

    I think removal of the military-grade weapons will go a long way towards helping -- it would be nice to know that if you and your buddy got the jump on someone with a pipe shotty, you'd actually have a chance to be back up and running after a major loss. The curve between "kevlar/m4" and "leather/pipe shotty" at the moment is way more severe than it should be, which means revenge, even as a group, is pretty amazingly difficult to achieve.

    And it isn't really fun after a while. I really don't like meeting new people, forming rivalries, good natured ribbing in chat, and then suddenly losing that rivalry to QQ. I also think that server dilution plays greatly into this: there's not a lot of incentive to stick with a server after you've been kicked in the teeth.
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  7. Post #47

    January 2014
    445 Posts
    All I can throw in here is that I'm a fairly new player with < 200 hours. But I know my way around, I know how to craft ideally, I know how to get up quickly.

    I start the game with nothing. I run and hide. When it's safe I run out and gather resources, running from any predator animals and avoiding anything that looks like light. I only cook by day when the fire is less obvious. I don't use night at light until I have a gun and at least SOME armor. I stay away from the drops. I sneak into a few towns at night, very slowly and indirectly, to grab supplies.

    You know what? It works. Unless there's a hacker or an abusive admin, you can get it done. It's hard, as it should be. If you could instantly power up to compete with a base of 4 guys, then the game wouldn't be any fun.

    On my server I hand out items to noobs like raw chicken and small allocations of wood. Enough to keep them from dying off but not enough to give them a big advantage. I do a giveall so the experienced players get the goods too, but 50 wood isn't nearly as helpful to them when they already have 6000 and a metal fort.

    The idea is that the game is supposed to be challenging. It's not unbeatable, just difficult. If you want a game that holds your hand and gives you tons of bonuses, this may not be the game for you. No offense, just sayin'.
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  8. Post #48

    December 2013
    150 Posts
    So I actually have a team. We regularly demolish folks. And I'd like to agree with the OP: it's way too hard to get up and off the ground at the moment.

    Here's why this is a problem, despite our massive advantage: whenever we raid a group about equal to our size and finally raze them to the ground, they leave the server. A server with ~30-50 pop may have 2-4 "us sized" groups, or one much larger (and usually entirely n00bish) group. So the pattern has been "amass goods >> build bases and weapons >> raid the crap out of other groups" which either ends in someone accusing of hax0rs, an admin deciding that they're suddenly PVE, or the server completely empties after we're done trashing everyone in it, at which point we move onto another server.

    I think removal of the military-grade weapons will go a long way towards helping -- it would be nice to know that if you and your buddy got the jump on someone with a pipe shotty, you'd actually have a chance to be back up and running after a major loss. The curve between "kevlar/m4" and "leather/pipe shotty" at the moment is way more severe than it should be, which means revenge, even as a group, is pretty amazingly difficult to achieve.

    And it isn't really fun after a while. I really don't like meeting new people, forming rivalries, good natured ribbing in chat, and then suddenly losing that rivalry to QQ. I also think that server dilution plays greatly into this: there's not a lot of incentive to stick with a server after you've been kicked in the teeth.

    that is a pretty accurate description , when i get all my stuff raided , i lose the tangible reason for staying on a server , research takes to long to have anything meaningful researched in the 1 - 2 days it takes to get raided.

    so i just move along to a new server . it is less about qq , and more about "what is keeping me here?"

    i mean once you have been raided, then the people who raided you know you are in the area. they will keep coming back if you rebuild. and having to start from a rock is not fun. plus if some one raided you , it kinda means some one already has everything on the server.

    much easier to just go to a freshly wiped server than have to struggle all the way back to where i was avoiding m4 + Kevlar groups of 10. fuck that noise.


    i mean sure i could build a house with 10 metal doors, but such an obstacle is completely inconsequential to a group of established players.
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  9. Post #49

    December 2013
    315 Posts
    that is a pretty accurate description , when i get all my stuff raided , i lose the tangible reason for staying on a server , research takes to long to have anything meaningful researched in the 1 - 2 days it takes to get raided.

    so i just move along to a new server . it is less about qq , and more about "what is keeping me here?"

    i mean once you have been raided, then the people who raided you know you are in the area. they will keep coming back if you rebuild. and having to start from a rock is not fun. plus if some one raided you , it kinda means some one already has everything on the server.

    much easier to just go to a freshly wiped server than have to struggle all the way back to where i was avoiding m4 + Kevlar groups of 10. fuck that noise.


    i mean sure i could build a house with 10 metal doors, but such an obstacle is completely inconsequential to a group of established players.
    Except you are giving up your recipes you have already learned. If being raided once is that devastating to you, feel free to continue jumping servers. I for one don't give up at the first wrench in the engine. But then again, one base getting raided doesn't completely wipe me out. This is a game of strategy and tactics, if yours aren't working, it's time to come up with new ones.
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  10. Post #50

    January 2014
    338 Posts
    I think people need to be made aware of this site, i wish it was posted on rusts site in and obvious place and maybe a sticky at the top of this forum that says "VISIT HERE BEFORE POSTING"

    https://trello.com/b/lG8jtz6v/rust


    At this link you can see what they are working on during development, what their priorities are and future ideas. On the site you will see a "card" as they call them listed under the PRIORITY section (its near the bottom, scroll down) it says "Major Balance Pass" If you click on this card it pulls up more details and comments by the developer one of these comments is "There is a bit of a rich getting richer poor getting poorer problem that needs to be addressed on high pop servers" which is followed up by "sounds like we need robin hood to make an appearance" If you just take the time to look around and read you'll find many of your complaints.. most everyone's complaints are being worked on and they are already aware of the issues.

  11. Post #51

    December 2013
    150 Posts
    Except you are giving up your recipes you have already learned. If being raided once is that devastating to you, feel free to continue jumping servers. I for one don't give up at the first wrench in the engine. But then again, one base getting raided doesn't completely wipe me out. This is a game of strategy and tactics, if yours aren't working, it's time to come up with new ones.

    research, is inconsequential one can unlock everything of value in 1 day of play time.
    all you need is full kevlar ( from zombies)
    the 556 ammo (from zombies)
    the m4 (from zombies)
    the holo sight (from zombies)

    done research of relevant items .

    hell you can do that without needing a house , just build some shack to store some crap and , spend every waking hour outside killing zombies , who gives a crap if you die , respawn kill more zombies .

    it takes no time to get blue prints , it take 1200 seconds to craft 16 foundations . yeah...........

  12. Post #52

    January 2014
    77 Posts
    I solo, i manage to harvest 95% of the time unmolested. If you lack resourcefulness and problem solving skills, this game will be hard for you. If your expectation is that a game that is hard for you needs to be dumbed down, no matter how much they take away, it will remain hard for you.

    L2P isn't enough here. Common sense would better apply.

    Solo is possible, and quite a bit more interesting for those up for the challenge. For those that aren't, there are always clans looking to get larger, servers with low populations, PvE, or whatever else that can help provide you with the experience you are looking for. But like an airdrop, your going to have to go find it if you want it that much.
    I agree completely.

  13. Post #53

    December 2013
    150 Posts
    find them? , it is never a question of finding them , it is a question of surviving them. it is much more prudent to avoid them on established servers , and if one drops near your house ... you are kinda doomed.

    that is kind of what happened to a mate on my server, he built this ultra low profile house in the mountains , then an air drop happened near it , a group of 5 came for the drop and killed everyone , and then followed and gunned people down in the neighboring areas, they then combed the surrounding mountains thoroughly and , guess what that hidden house that no one would have any reason to find? found , looted , player left the server , in the space of 5 minutes. and there was nothing he could do about it,

    the group of five killed 40 people in 15 minutes entirely because they were the first players on the server and had been monopolizing ever since .

    the gap in power between the m4/Kevlar combo and everything else is too vast

  14. Post #54

    December 2013
    7 Posts
    Game is pretty much a burglary and robbery simulator at the moment. Which is fine, though I personally see no reason to even build anything. Hackers and glitchers aside, building a base and storing supplies does nothing but provide for someone else while you're sleeping or at work.

    Why even do it?

    Better to just take everything from others. The sooner everyone learns this, the better.

  15. Post #55

    December 2013
    241 Posts
    I agree with this to an extent I got my friend to play and we were trying to meet up so we could try to start a base. I have large bases on other servers but I wanted to start from the beginning so he could learn the basics of crafting, gathering food, hiding a shack, staying away from other people, etc.


    After spending several hours getting killed trying to sprint to the same place hidden location. After dying several more times trying to get enough cloth to make sleeping bags we managed to get a hidden shack, with sleeping bags. We put a furnace in one of our shacks because we needed wooden walls/metal doors asap.


    After several hours we had one foundation down with 4 pillars and 2 walls. we didn't want to put up the doorways yet so someone wouldn't just run up and put doors on our doorways.

    Then 5 people in full kevlar and modded m4's come pickaxe our shacks, and destroy everything. When we made our way back to that area they had put pillars up on our foundation so we could not use it.

    We decided to try again. this time opting for an even more hidden location and, instead of two shacks, we would share one in the hopes it would draw less attention.


    This time it was 3 people in full kevlar used c4 on our shack and destroyed everything. We were still working on a furnace to make a pistol. It would have been futile because cloth + pistol < kevlar + m4.

    we tried again in a different location but a few naked people came and kept taking all of our stuff through the doors. We used all our ammo on them but they kept coming back and we ran out of shots so we left that base.


    We went to a different server with less people and scouted an even more out of the way area. We did much better we got up a foundation + metal doors, we even crafted some pistols and were getting blueprints off zombies. But we are very far away from the zombies so we die trying to rush our items back to the base before we die.



    We wound up getting raided again by people with c4, kevlar, and mods. There were 4 this time and we killed 2 because we found a shotgun before we died and everything we had was destroyed. After farming zombies for several hours we were able to craft one piece of kevlar.

    My friend decided that this game sucked mostly because, without ever getting a chance to get cool stuff, he was getting outnumbered, outgunned, and killed by people with cool stuff.
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  16. Post #56
    Dennab
    December 2013
    58 Posts
    i think there is a HUGE misunderstanding here: this is to all those who think the op is asking for more water to be added to the code. that's not the issue. the game should not be made easier. it should be made harder.

    the game foundation is solid. ditch the zeds, increase the wolves to about 10 per pack, open the map up, make food and temp and water count more, include sleep and infection issues, boom you got your survival sim. throw in snow to clean out the weak links.



    but this is not what's going on and this is not the probelm:

    everything you guys ("gearheadz") are doing is legit for post retail.

    if you REALLY wanna help em test the servers, then killing people over and over isn't going to do that. you've done it. it's been tested.

    what IS going to do that is letting all of the people on the server build what they are trying to build to see how it stresses the server. if there are problems as it is now, how bad will it get POST retail when 300 people are on a server and the map is now large enough to support ALL of their fortresses?

    will the game suddenly bog down because we actually never tested that. we never had a FULL server with all the players actually achieving full builds because the players that got to a certain point gear wise went COD on everyone else, thus not only limiting the amount of resource testing that could actually take place but also eroding the potential future player base by driving out people who weren't gearheadz?

    you guys have tested the kevlar and c4 ad naseum. i think the feedback is there. cool, well done. it works. prolly too well.




    what hasn't been tested is 60-200 some odd people all working together to build 1 mega structure that actually manages to push the limits of the server and y'know... help the devs test?
    if killin people is so fun, then you guys should all get together to build some disgustingly large monstrousity of a fortress and then fight in it. think outside the box.

    your play style is not being called into question.
    your timing is.

    "So I actually have a team. We regularly demolish folks. And I'd like to agree with the OP: it's way too hard to get up and off the ground at the moment." thank you for at least being honest about it.


    Peace
    B
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  17. Post #57
    Dennab
    December 2013
    285 Posts
    i think there is a HUGE misunderstanding here:

    the game foundation is solid. ditch the zeds, increase the wolves to about 10 per pack, open the map up, make food and temp and water count more, boom you got your survival sim.

    but this is not what's going on and this is not the probelm:

    everything you guys are doing is legit for post retail.

    if you REALLY wanna help em test the servers, then killing people over and over isn't going to do that.

    what IS going to do that is letting all of the people on the server build what they are trying to build to see how it stresses the server. if there are problems as it is, how bad will it get POST retail when 300 people are on a server and the map is now large enough to support ALL of their fortresses?

    will the game suddenly bog down because we actually never tested that. we never had a FULL server with all the players actually achieving full builds because the players that got to a certain point gear wise went COD on everyone else, thus not only limiting the amount of resource testing that could actually take place but also eroding the potential future player base by driving out people who weren't gearheadz?

    you guys have tested the kevlar and c4 ad naseum. i think the feedback is there.

    what hasn't been tested is 60 some odd people all working together to build 1 mega structure that actually manages to push the limits of the server and y'know... help the devs test?

    your play style is not being called into question.
    your timing is.

    Peace
    B
    NOTE: I am only focusing on your topic regarding pvp and killing people. Not about the other shit contained within... so please, don't attempt to retaliate with anything relating to the other content in the post, just the pvp selection.

    How can you say that doesn't help test rust by pvping? It certainly does. They know there's a balance issue and a learning curve.

    If you really believe that, then no offense... you really don't know what testing games is. PVP is a portion of the game, killing people just to kill them or to engage in pvp activity is part of testing the game. They can make suggestions, they can offer advice, they can portray bugs or glitches, improper firing patterns, absolutely horrid aim while shooting (if that ever happens, as far as I've seen I can hit 9/10 bullets rapid-firing), etc. So you sir, are wrong. Hate to tell you, but it's true.

  18. Post #58
    Dennab
    December 2013
    58 Posts
    what more do you need to test about the weapons at this point? that's balance stuff that comes after core mechanics. otherwise you end up chasing your tail and releasing patch after patch of nerfs and buffs. you do all the balancing at the final open beta. not at the alpha when the core stuff is wonky, the guns won't matter.

    Peace
    B

  19. Post #59
    Dennab
    December 2013
    285 Posts
    You're focus firing a dead horse here Bass. The point is that people pvping each other is still testing the game, unless that happens to be an opinion. In which case, I'll accept it for what it is.

    I'm not telling you you're an idiot or that you're wrong for having a different opinion. I'm merely stating that your statement regarding pvp is rather faulty. Everything else: sure. But I'm not going to say you're correct on the pvp aspect. Not at all. But as you and I are entitled to our opinions... I respect yours, and I kindly agree to disagree regarding it.

  20. Post #60
    Dennab
    December 2013
    58 Posts
    none of this comes with any aggro, bro. please don't mistake any of my posts for that.
    i dig that some of you have been on this for a while, a longer while then some of the cats who just jumped in. i'm not hating on pvp. i love it. i notice that even dayz is full of servers that have all gone pve only, which is sad.

    my only thing, and i've seen this in so many other alpha/betas in both similar and different ways, is that certain groups who tend toward a certain element do so at the exclusion of all else. in their love for the game, they become blind to how some of the very things they love end up killing the overall thing in the long run. that's all i'm tryin to push here. and again, until i've actually seen it, i don't think everything has been tested. i don't think anyone has had the chance to find the key number to what it takes to break a server with regards to building assets.

    but respect for your last post.

    Peace
    B

  21. Post #61
    Dennab
    December 2013
    285 Posts
    none of this comes with any aggro, bro. please don't mistake any of my posts for that.
    i dig that some of you have been on this for a while, a longer while then some of the cats who just jumped in. i'm not hating on pvp. i love it. i notice that even dayz is full of servers that have all gone pve only, which is sad.

    my only thing, and i've seen this in so many other alpha/betas in both similar and different ways, is that certain groups who tend toward a certain element do so at the exclusion of all else. in their love for the game, they become blind to how some of the very things they love end up killing the overall thing in the long run. that's all i'm tryin to push here. and again, until i've actually seen it, i don't think everything has been tested. i don't think anyone has had the chance to find the key number to what it takes to break a server with regards to building assets.

    but respect for your last post.

    Peace
    B
    Thats just patterns of linear progression within games. People get good, or they get terrible. DayZ has some PVE garbage as well going on, this is known. The only difference is that the PVE servers are reported quite fast because they discourage you from PVPing in a SURVIVAL GAME that allows you to kill others, rob them, snipe them, etc.

    I mean the same literally goes for Rust. It's linear progression. Oh you've fortified a base for yourself? What else is left? PVE content and killing zombies while avoiding the PVP scene? Nah... It's going to be PVP or PVE, or both. Most of the time, even while I've achieved rising to the top, I tend to engage in PVP that I know will get me killed. Why? It's fun. And it provides me the fun that I need to continually play, and push for restarting rather than a wiped server. Now don't get me wrong... that's a form of linear progression, but changing it often and frequently turns it around and you have a parabola of events instead of a stagnate set of events.

    Stagnation is the main killer of games. When things become too easy, or boring, or lackluster... you tend to continually do them. Those that want more out of their games own't let it become a stalemate. They'll change it up and involve others, do other things as well... maybe show some courtesy to a fresh spawn because they're so bored and the idea of dying, as diluted as it sounds, becomes something they seek so they have to do something else... There's always a lust for power somewhere.

  22. Post #62

    December 2013
    315 Posts
    I also disagree with Bass. I've looked on some of the PvE servers and there were huge structures -everywhere-. There are servers where the build capacity is being pushed harder than PvP. I'm not interested in those kind of servers in the slightest, but they are out there.

  23. Post #63

    May 2011
    66 Posts
    I really like the PvP aspect, the only thing I don't like about the higher tiers is that typically once you're fully geared with Kevlar and weapons a couple of people can shut down a major portion of the map with practically no risk to themselves. It's the carefree manner that people get once entrenched, and it basically becomes "everyone needs to play survival, except for those guys".

    Though I'm not really sure what the proper balancing methods for that would be to continue making the game challenging for the higher tiers without just decking everyone out, because the climb is fun too. I heard a comment was made by Garry about this as if he has a plan, but I haven't read the source first hand and can't find the post...

    Additionally I wish I saw at least one battle with the really crude weapons, it's always immediately pistols, SMGs and rifles.

  24. Post #64
    KOT9KA's Avatar
    January 2014
    253 Posts
    A core problem with the gameplay in Rust - hackers
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  25. Post #65
    Dennab
    December 2013
    58 Posts
    "and there were huge structures -everywhere-. "

    i have not seen a megastructure anywhere. i have seen "big" buildings and stuff, but i don't think "huge" means the same to you as to me.
    i've been on a lotta servers and have never seen any bog down because of builds, which is prolly something that should be happening because if it doesn't happen now, it would be bad for it to happen post retail.

    in re: pvp

    i think the best pvp will happen when you have REAL clans, not groups of 4 or 6 players with gear. once you have 2 groups of 30 or 40 going at it, that should take this game to a whole other level.


    what i realized recently is that this is not a dayz mod mod.

    this is a wasteland mod. they are taking the better parts of wasteland and upping the ante.
    totally different way of looking at it, knowing that.


    Peace
    B

  26. Post #66

    December 2013
    315 Posts
    "and there were huge structures -everywhere-. "

    i have not seen a megastructure anywhere. i have seen "big" buildings and stuff, but i don't think "huge" means the same to you as to me.
    i've been on a lotta servers and have never seen any bog down because of builds, which is prolly something that should be happening because if it doesn't happen now, it would be bad for it to happen post retail.

    in re: pvp

    i think the best pvp will happen when you have REAL clans, not groups of 4 or 6 players with gear. once you have 2 groups of 30 or 40 going at it, that should take this game to a whole other level.


    what i realized recently is that this is not a dayz mod mod.

    this is a wasteland mod. they are taking the better parts of wasteland and upping the ante.
    totally different way of looking at it, knowing that.


    Peace
    B
    As far as huge vs really big builds, you're right. It might mean something different to you than it means to me. It's further hard to gauge considering I don't know what servers and buildings you have seen, and am sure the opposite is true. To avoid a pointless pissing contest though, the point is that whether its one big building or several smaller buildings built close together, its the amount of dynamic player placed structures that will create the load on the server. I have not yet seen any issues regarding this.

    I agree with your opinion that this is a wasteland themed game, in fact that was the biggest attraction I had to it.

  27. Post #67

    December 2013
    137 Posts
    players being dicks to you in game?

    don't complain on the forums , because those people tend to also be on the forums , simple logic really .

    the op has a vaild point , there is very little incentive to play on an established populated server ,
    the map is too small and the resource nods easily monopolized ,

    but tba all they need to do to fix it is :
    remove m4
    remove shotgun
    remove m9
    remove p250.
    remove mp5

    game is fixed.

    you would be surprised how easy it is to escape confrontations when your opponents don't have freaking machine guns.

    if those weapons are removed then naked actually have a chance , a chance to fight with things like bows , or a chance to escape .

    regardless of how the game should be played , that intention is ultimately perverted by the presence of game and atmosphere breaking items.


    and with the addition of the revolver , we dont need those items anymore

    we have a shotgun
    we will have a pistol
    we have a rifle
    we have a bow
    we have melee weapons

    why the hell do we STILL need m4s? we dont , there is no justifiable reason for them.

    The military hardware is being tested and because of that they need to be obtainable by larger ammounts of people than in the finished product.

    High-tier items are easily obtainable for this reason, TESTING. If they were hard to find, not a lot people would have them because of frequent wipes.
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  28. Post #68

    December 2013
    150 Posts
    i think we have enough feed back on the high tier guns , now turn them the fuck off. that is my opinion.

    need to find a no m4 server.
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  29. Post #69

    January 2014
    203 Posts
    One solution to this problem would be to just look for a server with a recent wipe instead of one that hasnt been cleared in several weeks or months. It doesnt take too long to come back from a raid. The biggest thing is you can still craft everything you've learned. taking a lot of that time you spent prior back. Playing quietly and smart are the best ways to play this game. midnight farming is a little risky, but even dawn or dusk farming can be profitable where most players are either heading back home or havent gone out yet and you can still see. Setting up shop in a well hidden, off the beaten path is a must, unless you do have a team and you can pool your resources into a larger, better defended base. On the server im on there is the added benefit of having most of the server population as friends, but we still respect each other territories and know our own limits. after the first major sweep of raids we all experienced some of us relocated, and/or paired off. Strength in numbers. Find a friend and work together. When me and my partner went to our new location it was so well hidden we lost it and had to search for it for like a half hour before we found it again. Its a bit of a hike but putting your home in the mountains and hidden between the rocks helps alot. Hard to see and unless you are follow typically only explorers are going to find you. This game is actually very balanced and realistic in the way of what the game is playing out. a group of people move into a resource rich valley after the world burns itself to the ground. they set themselves up. A short time later new people move into the valley. they can either stay quite and avoid those who have been there longer and thus are better armed, or they can try to join them, or they can try to fight them. Either way new people moving into an area in this fashion is pretty true to expectations. Newcomers should not have an advantage, the advantage you gain in this game comes from time played and skill(be it intelligent planning, or your skill at aiming). whether or not they stay there is based on there experiences there. You could always find another server if the one you are on sucks. There are something like 3000 servers, you can find one that works for you
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  30. Post #70

    December 2013
    150 Posts
    looking for recently wiped servers is not reliable.

    due to the nature of the alpha and how everything is made way to available. the first people on a wiped server can gain access to end game items in less than 1 day of game play.

    no the real answer to find servers in which the ability to acquire the raid enabling items is significantly delayed .


    like servers that say, out right remove the ability to get m4s and explosives for the first 3 days after a reset to give people a chance to build up adequate defenses . and then enables the restricted spawn rate of said items.

  31. Post #71

    December 2013
    249 Posts
    looking for recently wiped servers is not reliable.

    due to the nature of the alpha and how everything is made way to available. the first people on a wiped server can gain access to end game items in less than 1 day of game play.

    no the real answer to find servers in which the ability to acquire the raid enabling items is significantly delayed .


    like servers that say, out right remove the ability to get m4s and explosives for the first 3 days after a reset to give people a chance to build up adequate defenses . and then enables the restricted spawn rate of said items.
    Agreed. That's the kind of server I wanted to play, and there weren't any like that with decent ping for us (we're Aussie), so my housemates and I started our own...

    - Only 1-3 airdrops per real day, at random times and locations
    - modified airdrops so they aren't ridiculously overpowered
    - about 25% chance for 1-6 C4 and 3-10 grenades from airdrops
    - about 15% chance for a factory-grade weapon from airdrops
    - about 15% chance for 1-2 weapon mods from airdrops
    - about 20% chance for 1-2 Kevlar parts from airdrops
    - about 20% chance for 25-50 of each ammo from airdrops (rare or crafted otherwise)
    - about 20% chance for 2 metal building parts from airdrops (may be identical)
    - about 1% chance for MBPs from zombies or wooden crates, 3% for wooden parts/handful of planks
    - about 1% chance for research kits from zombies
    - about 3% chance for research kits from 'medical' crates (red)
    - about 0.3% chance from zombies for 1 C4, 1-3 grenades, or FG weapon
    - about 2% chance for one of those from 'weapon' crates (white/blue)
    - only weapons that can be crafted are available to player from the start
    - so research kits are primarily useful for rad gear, leather armour, Kevlar, metal building parts, large storage, ammos, large medkits, and weapon mods.

    At the moment we have had about 100 people try (log into) the server, we have 30 or so regulars already (played more than 10hrs/2days), and usually 5-11 playing at once. After about 6 days running there exist only 1 M4, 3 MP5s, a couple of handguns, about 12 C4 and 20 grenades in the server. Spread pretty evenly amongst the players too - though there are two 'villages' and 1 clan, of about 5 players each, which have already sprung up :) Even today, in the space of an hour I saw about 4 or 5 more players join up because they'd been invited by others.

    It's a very different dynamic with settings like these - that M4 sure makes people a target (in the space of a day it prompted a couple of raids back and forth lol!), and at least one of the MP5s has changed hands in exchange for building materials. There's almost no KoS since it's not easy to one-hit people with the makeshift weapons (though as I learned the hard way, a point blank blast from the pipe shotty will down you).. And in case you're wondering, I started out as a fresh spawn myself with nothing but a Hatchet to help me. Just how I roll (admin commands are only used for events, or to help rectify people's building mistakes, griefing etc).

    If anyone would like to try it out, or would like my drop list config in order to make their own server (with better ping if you're not Aussie), then just let me know and I'll help you out.

  32. Post #72

    January 2014
    54 Posts
    I think the OP makes a fair point. However, I don't think the game should turn into "Oh, I just bought this game and I should now just be able to get weapons easily." I've seen a few servers with starter kits and although that's fair for that server, it kinda takes away from the experience of trying to go from nothing to having a good amount of resources.

    I'm not on my own so it's not a case of needing to be with a group or anything, but it does require a bit of luck to get even close to those with C4, shotguns and M4's. I wouldn't say there's anything that should be done about it though. It wouldn't be fair to those that have managed to get their resources and if it was easy to keep them, the game wouldn't have much longevity.

    I find that getting off the ground isn't as hard as staying there. I've been raided so many times regardless of if I have metal doors, spike walls etc. I think C4 should be more difficult to obtain because the main issue with the game is that it's far too difficult to defend your inventory.

  33. Post #73

    January 2014
    3 Posts
    The OP makes a good point about a frustration felt by 70% of the community. There are good points on both sides to be sure... and logic flaws all over the place. I'll re-iterrate what I heard from the OP and add my own thoughts:

    - People are extremely brutal in this game.
    - The balance of this game is currently out of whack in that it incintivizes KOS and noob farming.
    - Solo players are at a severe disadvantage.
    - Solo players have no chance to "win" against large groups and this is appropriate.
    - Solo players have no chance to even establish their own niche and enjoy being a participant. (not the winner)
    - Running every new player out of the game early isn't good for the long-term viability of this game.

    On the flip side... here are some valid points:
    - if you're playing on a high-pop server... it comes with some downsides.
    - If you're playing on a pvp server... it comes with some downsides.
    - solo players should NEVER be able to adequately compete long term with groups... especially established groups.


    I freaking love this game. I love the PVP aspect. I love the challenge of survival. I love the hard-knocks, "sorry kid" gameplay. I do however think its terribly imbalanced. Don't mistake a claim of imbalance as whining that its too hard.

    Luckily... I think much better balance can be achieved with current mods. Two in particular. the loot tables modification and the crafting restrictions. Here is what we're modifying on the new server my crew and I are setting up.

    - C4 pattern only drops from supply drops
    - Explosives are uncraftable. so no one can ever make a C4 production line only needing field resources. explosives come from supply drops and rarely from zombies.
    - Ammo is much more rare. The goal here is to make noobs "not worth the ammo" when you may need it to defend against a raid or to raid yourself.
    - debating making military-grade ammo uncraftable.
    - M4 is uncraftable.. only found. and very rare. (less than 1% from weapons crates) (may be widening this to include other military-grade weapons)
    - weapons and armor broken in to tiers with much increased rarity. (kevlar, MP5A4, M4, etc)
    - extremely rare research kits. Only from zombie drops. This means you must be thoughtful about what you want craftable. and if that research kit will be around if you save it.
    - Rad pills only from supply drops and extremely rarely from zombies. This reduces rad-town farming's overwhelming success rate right now and reduces the success of rad-farm camping/sniping.
    - Increased food drop from zombies. This encourages zombie killing to allow rad-farming.
    - wood and sulfur only available from field resources.
    - more higher tier weapons in supply drops. radpill drops from them in high numbers.

    Net effect hopefully is this:
    - all four sources must be used to advance yourself or your group. (rad towns, zombies, supply drops, and field resources)
    - reduced importance of rad sites. particularly zombie-dodging chest grabs. Big Civilian has MUCH lessened appeal.
    - attacks and raids are more strategic and less willie-nillie.
    - large, protected bases are more secure, but not invulnerable. Attacking them becomes strategic.
    - new players have a "chance" due to not being worth attacking. Until they are established.
    - solo players likely wont be able to "win", but they can and will participate without being steamrolled by groups with C4 and guns in abundance.
    - increased pvp at supply drops due to their increased importance.
    - a longer game.
    - a clear winner that will be dubbed by the admins before a re-wipe.


    TLDR:
    I agree completely with the OP and with many of the comments afterwards. I feel we can achieve a better balance through mods and a private server, which we're doing.