So it's realistic when you can carry metal foundations, pillars and whatnot in your tinyass invisible backpack?![]()
So it's realistic when you can carry metal foundations, pillars and whatnot in your tinyass invisible backpack?![]()
I really like your system, a progress-bar would make a bit more suspense when taking stuff. But not 10 seconds long that's way too long! Anyways, let's hope it will be an "option" for servers. The more they add the better it is as long it stays an "option".
Other valid reasons to not like it:
1 - Mass backpacks cluttering up an area after a scenario like you gave.
2 - Lag caused by over abundance of backpacks generated in an area.
3 - your backpack getting "buried" by other backpacks dropped in same location.
4 - griefers placing storage crates, foundations, etc. on backpacks they dont want to wait for.
Need I go on or is that enough examples of things you didn't consider?
1-3 are mostly the same scenario, which would be alittle unlikely since the backpacks have small render range (or could) and the despawn rate of the backpacks currently is like 10mins.
The changes of backpacks pilling in the same exact spot when defending a backpack in unlikely or they could make it so backpacks can't stack.
4. they could code that crates can't be placed on top of backpacks.
You're absolutely right to point out that there has to be testing and bugfixing :)
You should be able to pick up the bag, but it would take up a lot of space in your inventory (in my opinion items should based of size) and the lock is something you must craft. It should not have a timer either it should be permanent until it is picked.
In regards to number 4, they'd have to make it so items couldn't be placed near it either, but with a situation like that, there would be problems with backpacks dropping near other items that wouldn't allow items placed near them. Backpacks would end up spawning in the air, beneath the ground, inside other objects, etc. These could be sorted out depending on the complexity of the engine, but my belief right now is that objects can be placed close enough to cover them up.
Omg.... What a stupid idea....so much for finally having a good game. That would be the death of rust for me.
Shitty idea.
If the problem is that it's too easy to kill people for minimal reward, then they need to prioritize the difficulty curve of getting military weapons. Don't add artificial blocks to killing people.
would take even less than 5 seconds, i dont know why you think a padlock is going to make a difference on a cloth/polyester/leather backpack ffs you can tear most of them apart with you bare hands in less time than that.
this makes no sense in realism, as you dont respawn when some one murders you for your shit, i have no clue why you think you should have time to run back and get your stuff, you forfeit what your carrying the minute you step outside and can't defend yourself
the whole idea of a preventing some one from looting you seems completely counter to whats been said in the story of rust and on the blog.
Edited:
its not that its too easy but on an new server with no established player rule of law there is no dis-incentive to do it.
everyone is in scramble mode right now to aquire materials, that 100 wood you have will build me 2 walls so your damn right im going to shoot a freshie whos whacking a wood pile.
a better way to address killing freshies is make players start in an area where they can get established but that an established player has little reason to go to. best way to do that is via resource spawns.
if say stone/sulphur/metal were split up a noobie area could lack wood piles and be high in stone, trees, and easy animals, while very low in metal and sulphur, giving players a reason to migrate as they progress, incentiveizing high level players to move to areas where larger wood piles and metal spawn to craft the more advanced items etc.
youd still get noobie hunters but the pay offs would be pretty pale by comparison, but you would still see raids between players at roughly the same stages in the game
so iff i kill a kevelar guy in a base he has a easy change off geting his stuff becose i have to wait ther for 5-10mins thats just wrong
Not if you have a lockpick.
Srsly why are people trying to shoot down a dev idea before anyone even gets a chance to try it out?
Because we can already tell it's a bad idea from here. Why waste the devs time on something that is doomed to fail when they could be working on spreading resources around the map or something else more productive.
I just wanna be able to run back to my bag,after being killed by a zombie, and it still be there. Right now i'll make it back within 5 mins and the bag is gone. It's very annoying.
Retarded idea. Anyone who thinks otherwise is most likely stupid.
Hi, I really don't like it. I hope it is a server option that can be turned off.
I believe this is a bad idea as well, especially when raiding ones base if you kill him outside of it you have to sit there for 10 minutes protecting it while he has multiple tries to kill you?
EDIT: We should stop trying to make it easier for victims in this game, it's supposed to be a FFA survival game if you die it's your fault, you lose your shit.
Locked backpacks worst idea in rust
I mean when you are on a raid wait 5 min till you can loot?
Even dead naked guys with only a rock 5 min till someone can access the backpack
Stupid idea
This is no freedom I hope they will remove this feature
I like the idea to carry the backpack (locked or not) maybe remove running while carrying a backpack. This could be used for a couple of ideas.
1) locked backpacks that can be picked (carry them away to a safe spot)
2) fallen allies (carry their backpack away to a safe spot)
3) moving backpacks back to an easier looting position behind a barricade etc.
The idea of picking up backpacks is a good idea, with shooting/movement impairing effects, but even with the carrying of loot - locking backpacks not only makes no sense, but it's hard enough to loot all the shit on someones body already without the need to protect it for 5-10 mins and giving them time to re-gear and come kill you while looking into it.
No! I meant to click agree! Damn it.
Edited:
This backpack lock sounds like a stupid idea. Who the hell walks around with a padlock on their backpack? Do soldiers even have padlocks on their backpacks? This idea... Well it sounds like the dev team is trying to soften us up to each other. What ever happened to "allowing players freedom"?.
Like lots of people are saying.. If they allow locks on backpacks in this game... Then at least let us cary the bag away... Oh and show us actually carrying backpacks too. No more of this running around naked carrying tones of wood up our backsides. Maybe without backpack you can carry 1 weapon in hands, tool on side of hip with sidearm. Inside your pockets ammo and food, meds. Add all that why you're at it.
Edited:
Because we are the people that PLAY the game and PAID for a game that was guaranteed freedom of choice. I don't need to try this to know it is a dumb idea. But seeing Gary's team is good, they will probably remove it after release due to the 1000s of complaints from players.
you should have to craft it. 30 leather, 10 cloth, 20 low qual metal?
It should at the very least be optional per server.
If you are a hardcore mlg player, you have locked packs off.
If you are a filthy casual, have it on.
With all honesty there are worse features to choose from that could ruin the game.
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Everyone keeps using the example of a player with better gear killing a player with less gear/newspawn, but what about the reversal? If I just snuck up on a full leather guy with my trusty stone hachet or bow, I don't want to wait 5 minutes to get the loot. Chances are, he respawns in his house 12 feet away from where he died, gets more weapons and armor, and then he comes back and wrecks me.
This system doesn't have place in this game, if you bring gear out of your house, it's a pretty high chance you're going to die and lose it (that's why you bring a minimum of gear when you leave your house). There shouldn't be some handicap for anyone that kills you or someone that just finds your corpse-bag. I thought it was said the game was to be community-driven with no penalties for doing whatever you want (besides hacking of course, which still plagues the game, I'd rather not have someone Jesus into my house and steal all my items that were otherwise safe over getting killed outside of it and losing whatever I have on me).
I find the idea interesting and I support for adding it.
Sure it does have downsides as mentioned.
I support it because it would extend the gameplay adding a lockpick for backpacks.
It would also makes it less valuable to kill fresh spawns and stops those random scavengers that appears after a battles. xD
So what I suggest is make in configurable by the server owners. If servers want it or not, is up to the owner. Therefor players have the right to choose.
Are most of you born with this shallow thinking? Most of the best exciting pvp is when you are raiding and guys are dying, gear up and fights can go on for a long time. Now imagine if u kill 3 guys and know u have to defend there bodies from other ppl and them returning fully geared. It adds a whole other dynamic to pvp. Yes for you newbs who get lucky kills it won't be beneficial but for ppl who are skilled it will be another fun variable to rust.
Locked backpacks make me feel like not fighting them 1v1 with a pistol and no gear. There's no point if I can't loot. Why am I punished for having good aim? also I can just drop a shack/door ontop of the bag.
this is already on the next version
Calm down, we're going to give it a try and see how it changes the game.
When you die your backpack is locked for 5 minutes and only you can access it.
However, everyone starts with the blueprint to craft a lockpick which bypasses this time (but consumes the lockpick item) This means when you kill someone you have 2 options :
1. Wait 5 minutes to open it
2. Use the lockpick item to gain access which is a bit of a gamble because the cost of the lockpick may be higher than what you get (if its a noob)
The thought process was this : right now, there is zero incentive *not* to kill someone, you will *always* get good stuff, even if its a noob, most players view this as a conversion of 3 bullets into 50 wood.
If anything I think it will add to the game, and give people some more interesting encounters and add to the risk/reward element of the game. Just trust us and give it a try when it goes live (or try it on the dev servers)
I could be totally wrong, maybe its the worst idea in the world and it will suck and ruin the game, But I doubt it. If it has problems, we will adjust, adapt, and experiment, If it ends up being totally game crippling and ruins everyones fun and is just so, so terrible then we will remove it. This is the entire point of early access.
Just always keep in mind we are trying to make the most fun game we can, we play it too. Give it a try before judging it! Thanks guys.
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Fun Fact : This feature was the third highest voted task to complete on trello by the community