1. Post #41

    February 2014
    19 Posts
    The problem with Rust is that the developers are trying to emulate a real life situation. They want bandits but they also want people cooperating by developing towns and such. The problem is that there are no consequences for any actions a player takes against other players except death and respawn. In real life, people would gain reputations for any choice they make. There's also extremely serious consequences when you kill someone in real life. This game isn't really a "survival" game. You just respawn. Usually right back in your base with all of your stuff and knowledge. This removes all potential empathy we might have for each other.

    There's no way to identify people from distances. There's no way to tell if another person is equipped or truly naked. There's no tools to let a community build and report things. A reputation system shouldn't be forced but there should certainly be tools available to let the players choose if they want to use a reputation system so some sense of morality and standards can form. This exists in MMORPGs. It can exist in Rust as well.

    The problem with Rust is that there is ZERO incentive to engage in cooperative behavior. There's ZERO incentive to be nice. That's not survival. Survival involves working together to overcome difficulties. This game, at the moment, is just Trollville HQ.
    I find this varies wildly based on server.

    I play on a server where I am known as the "Server Asshole", now its a title I totally deserve; however I'm also a part of the community who runs the server, and to those people; well.. we build cities. Right now we have a town established of around 30 Buildings (houses and community) as well as a full 3-deep Barricade/Spike wall, and gatehouses. Without cooperation this would NEVER have gotten off the ground.

    Outside of that city though, and back in the normal zone (our town is slightly out in the wastelands), Im pretty well labelled as kill on sight, and anyone who finds me hunts me to the end of time. It makes it fun and interesting to keep a couple little sniper huts around. But it also takes me a lot of time to farm for new sets of Kevlar/Bolt-Actions.

  2. Post #42
    Dennab
    February 2014
    264 Posts
    I find this varies wildly based on server.

    I play on a server where I am known as the "Server Asshole", now its a title I totally deserve; however I'm also a part of the community who runs the server, and to those people; well.. we build cities. Right now we have a town established of around 30 Buildings (houses and community) as well as a full 3-deep Barricade/Spike wall, and gatehouses. Without cooperation this would NEVER have gotten off the ground.

    Outside of that city though, and back in the normal zone (our town is slightly out in the wastelands), Im pretty well labelled as kill on sight, and anyone who finds me hunts me to the end of time. It makes it fun and interesting to keep a couple little sniper huts around. But it also takes me a lot of time to farm for new sets of Kevlar/Bolt-Actions.


    One problem I have with the current system is the lack of risk (just like the OP said)

    example of what I am currently facing:

    We have about 11 people in our "clan" we all live in the same compound, we are the largest group on the server and are geared to the teeth. (should be pretty OP right?)


    Well 2 guys joined the server yesterday, first thing they did was get wood and scale our house.. we caught them 3/4 the way to the top (its like 15 stories) and we killed them.

    12 minutes later, they were back, and started to ladder up the side again... we killed them again..

    15 minutes later they were back again.. same thing, we killed them..


    finally after about 2 hours of this (and now we have f'kn stairs all over our base) they decided to give up (for a little while) and they must have raided a rad town, because one of them had a bolt action. And he killed 1 of our guys (me) walking around gathering stuff. So we armed up to the hilt, and headed out to find them and kill them (again).. after killing 1 of them 4-6 times, we finally caught up to the guy who had the bolt action and he must have been using aimbot.. because he downed us within 2 seconds..

    so great, now they have all this gear. We were pretty frustrated and decided to log off, (we were going on hour 4 or 5 now)

    I log on this morning, 3 new sets of stairs up our base.. and a couple of us had been looted. (not me, but a couple friends)








    SO conclusion: 2 guys joined server, and within 4-5 hours had stolen a large portion of what we had been building and collecting over a week and a half to get.

    "But Dewm! your retarded and built a base that could have stairs!"

    Yes, thats true.. but its not about getting raided that bothers me.. its the fact that we killed both of them 20+ times, and there were ZERO consequences for them. THATS what bothers me....

    So maybe the answer is you can only spawn so many times in a hour? or only have so many beds?

    (as it is now, you build 4 sleeping bags and you can respawn for ever)

  3. Post #43

    February 2014
    19 Posts
    One problem I have with the current system is the lack of risk (just like the OP said)

    example of what I am currently facing:

    We have about 11 people in our "clan" we all live in the same compound, we are the largest group on the server and are geared to the teeth. (should be pretty OP right?)


    Well 2 guys joined the server yesterday, first thing they did was get wood and scale our house.. we caught them 3/4 the way to the top (its like 15 stories) and we killed them.

    12 minutes later, they were back, and started to ladder up the side again... we killed them again..

    15 minutes later they were back again.. same thing, we killed them..


    finally after about 2 hours of this (and now we have f'kn stairs all over our base) they decided to give up (for a little while) and they must have raided a rad town, because one of them had a bolt action. And he killed 1 of our guys (me) walking around gathering stuff. So we armed up to the hilt, and headed out to find them and kill them (again).. after killing 1 of them 4-6 times, we finally caught up to the guy who had the bolt action and he must have been using aimbot.. because he downed us within 2 seconds..

    so great, now they have all this gear. We were pretty frustrated and decided to log off, (we were going on hour 4 or 5 now)

    I log on this morning, 3 new sets of stairs up our base.. and a couple of us had been looted. (not me, but a couple friends)








    SO conclusion: 2 guys joined server, and within 4-5 hours had stolen a large portion of what we had been building and collecting over a week and a half to get.

    "But Dewm! your retarded and built a base that could have stairs!"

    Yes, thats true.. but its not about getting raided that bothers me.. its the fact that we killed both of them 20+ times, and there were ZERO consequences for them. THATS what bothers me....

    So maybe the answer is you can only spawn so many times in a hour? or only have so many beds?

    (as it is now, you build 4 sleeping bags and you can respawn for ever)
    I can understand that, and I think perhaps having some form of a punishment for a bunch of deaths could work; but It can also work in the reverse. Imagine a poor newbie whom, rock in hand, just keeps getting eaten by bears, or picked off on the road. That would affect them as well. Having a punishment system be game-wide wont work because of this.

    However, extending the game through a Mod? Thats possible. Making it harder to raid people? Thats possible too. The C4 "nerf" today will help a little (2 C4 to a wood wall), but its just a start.

    Think though, how would you do what your asking so that it doesnt affect people it shouldnt?

  4. Post #44
    RustyGuy's Avatar
    January 2014
    32 Posts
    no, no. there is a negative consequence already. let's say I slaughter 100s of naked guys people on the server would start swearing at me and people would assume if they see me I will kill them so they KOS me. if I were to help people, they would say thanks in a chat and I would gain positive rep, and form allies. it all unofficial and I love it like that.
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  5. Post #45

    February 2014
    48 Posts
    I always thought that the consequences is if the player who got raided and his friends put a bounty on your head and retaliate raid/kill you.

    The problem with Rust is that there is ZERO incentive to engage in cooperative behavior

    I don't find this to be true at all. I am part of a group on a server who cooperate. The benefit is that if you need something, you might be able to trade or even have someone give it to you. The other benefit is looking out for each other. If someone kills one of your friends, then you can go after them and their structures.

    Maybe this can be improved, sure, the game is still early Alpha. But saying there is no incentive to cooperate, I don't buy into that at all.
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  6. Post #46

    February 2014
    19 Posts
    no, no. there is a negative consequence already. let's say I slaughter 100s of naked guys people on the server would start swearing at me and people would assume if they see me I will kill them so they KOS me. if I were to help people, they would say thanks in a chat and I would gain positive rep, and form allies. it all unofficial and I love it like that.
    So, interesting story.

    On my server, I'm known as the server asshole; Kill on sight, raid people etc. A new player joins our server last night, and one of the other regulars goes ahead and tells him "Hey, you need to watch out for Ayka, he's well known to X, Y and Z."

    They become quick friends, the other regular gives the new kid some Kevlar, DIY Kits, a Bolt Action etc.

    I decide that since he took the quick-path to getting geared, that he's now "old" enough to enter PVP, and take up a nice spot in the rocks near his house to start harassing him. Knock on his door a couple of times with some Bolt-Action rounds, and just wait. He comes out, I take a shot to his chest, as to not kill him. He runs back inside... repeat a couple of times.

    Eventually, the kid Steam-friends me. Against my better judgement, I accept his friend request. The FIRST THING the kid types to me? "Hey, Lets go raid <insert other regulars name>, I know where his house is."

    Moral of the story: Informal systems are chaotic; and are never Black & White.

  7. Post #47

    February 2014
    48 Posts
    Let me put it another way about how coop can work on a server.

    Let's say as a server admin, PVP is on, but I make it clear that KOS new spawns is frowned upon. So some player then joins the server and immediately starts KOS new spawns. So now this person is going to be a lone wolf because no one will trust them and try to help them. After a while of this, the community might even band together and go hunt this person down.

    On servers that I have played on, including my current one, Cooperating is a big part of the game play.

  8. Post #48
    Dennab
    February 2014
    264 Posts
    I can understand that, and I think perhaps having some form of a punishment for a bunch of deaths could work; but It can also work in the reverse. Imagine a poor newbie whom, rock in hand, just keeps getting eaten by bears, or picked off on the road. That would affect them as well. Having a punishment system be game-wide wont work because of this.

    However, extending the game through a Mod? Thats possible. Making it harder to raid people? Thats possible too. The C4 "nerf" today will help a little (2 C4 to a wood wall), but its just a start.

    Think though, how would you do what your asking so that it doesnt affect people it shouldnt?

    I agree there isn't a simple answer. and having a certain amount of deaths per hour would hurt newbs. (I myself have died 4+ times on a server as a noob)

    But something needs to be done.

    I mean in essence this game is about Survival, right? how is it surviving if you just respawn next to your sleeping bag over and over and over? thats not survival.

    I do like the fact they nerfed C4. Hopefully they can address this death spamming in some manner.

    Maybe one option would be this: When you respawn at a sleeping bag, the bag gets deleted. So you'd have to craft another one.. at least this way the spammers would have to make a shitton of sleeping bags. And it wouldn't effect noobs at all, they could just respawn out in the open again.

    I dunno... there is a good solution, somewhere....

    Edited:

    So, interesting story.

    On my server, I'm known as the server asshole; Kill on sight, raid people etc. A new player joins our server last night, and one of the other regulars goes ahead and tells him "Hey, you need to watch out for Ayka, he's well known to X, Y and Z."

    They become quick friends, the other regular gives the new kid some Kevlar, DIY Kits, a Bolt Action etc.

    I decide that since he took the quick-path to getting geared, that he's now "old" enough to enter PVP, and take up a nice spot in the rocks near his house to start harassing him. Knock on his door a couple of times with some Bolt-Action rounds, and just wait. He comes out, I take a shot to his chest, as to not kill him. He runs back inside... repeat a couple of times.

    Eventually, the kid Steam-friends me. Against my better judgement, I accept his friend request. The FIRST THING the kid types to me? "Hey, Lets go raid <insert other regulars name>, I know where his house is."

    Moral of the story: Informal systems are chaotic; and are never Black & White.
    HAHAHA nice.

    I raided a town a couple of times, and the people had no clue who it was..and in chat we were friending them up.. they ended up joining our cause.

    Sick twisted sht happens in Rust.

  9. Post #49

    February 2014
    19 Posts
    I dunno... there is a good solution, somewhere....
    There currently is one, and that is good Admins. It takes time, and effort to cull a server of poor players/personalities that don't "jive" with the ethos of a server, but its worth it in the end. Add to this the new Whitelist feature for servers currently patched in today, and you can have gated communities for people whom fit in to your overall view of what RUST should be.

    The server that we run in our community is based off a forum, and long-standing Clan/Guild/whatever that has played a lot of games; so we pretty well self-moderate. Players who randomly pop into our server, we pretty well moderate/let them know what is expected to be able to continue to play on the server.

    Its worked out fairly well. Im trying to figure out an automated system to deal with the example situation given; and I cant come up with a fair way of doing so without punishing players who dont deserve it, or violating the "freedom" of RUST.

  10. Post #50

    January 2014
    218 Posts
    One of the big problems with the game I have right now is there are no negative consequences when killing a player. It has basically turned every player into a murdering bastard and very rarely do you ever group up unless you do so off server.

    With the introduction of new NPCs I think it would be a good idea if NPC aggression was a direct result of a murdering or raiding player.

    I mean the logistics are up to the devs but if you kill a player you would draw NPC aggro for 10 minutes and if you blow up a wall or chop down a wooden door you draw aggro for 20 minutes.

    Then group resources and NPCs together that would essentially create safe zones for players trying to build up and a challenge for well developed players to get resources.

    Once you are ready you can take on NPCs and players.

    As it is right now the rich are getting too rich and the poor get KOS.
    If you think there aren't consequences, you're not staying on servers long enough. My group is one of, if not the top groups on our server. We do not see immediate consequences to raiding and being KOS to nearly everyone, but we sure as hell do long term. We get attacked, we have people coordinating in chat on where to find us, we get ambushed, we get attacked while raiding, etc. We have to constantly raid our enemies, so that we don't get raided by them. If we sat on our hands for a day, we'd most definitely be raided. It's only a matter of time until we get raided. One group is constantly farming. I fully expect to see them come and use like 50 charges on one of our buildings.

  11. Post #51
    E s

    February 2014
    34 Posts
    i see only one solution: backpack weight with items and resources.. If backapck weight has ~20kg (resources/weapons/armor etc... ). then you can attack him, if weight is to small - its new player who whant find cloth/meat or only spy ^_^ .
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  12. Post #52

    February 2014
    19 Posts
    i see only one solution: backpack weight with items and resources.. If backapck weight has ~20kg (resources/weapons/armor etc... ). then you can attack him, if weight is to small - its new player who whant find cloth/meat or only spy ^_^ .

    + we need players reputation (murder/trader/foreverAlone ^_^... )

    Reputation wont happen; its already been stated by the Dev Team.

    As for the weight thing, perhaps an "Invulnerable to PVP Period" of 2 In-game days for players who just spawned on the server. Indicated by perhaps a Halo around their head, or a faint glow? They can still die to Wolves/Bears/Environment, but not to players? After 2 Days of in-game time, the flag is set to off on the character, and they're thrown into the world.


    Edit:

    Players in the invulnerability window cannot damage other players or structures. Perhaps if they do act in a PVP manor, the invulnerability is removed immediately.
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  13. Post #53

    February 2014
    10 Posts
    The consequences are social. When there are guilds involved, then people can hunt down the bandits. I'm a solo player, and I get killed but only when I venture into certain areas. It's fine the way it is.
    This starts to hit on the aspect of this game that most cannot grasp. If you over kill you will lose server pop fast. An analogy may be the fattening of a nice beef cow.

  14. Post #54

    January 2014
    218 Posts
    This starts to hit on the aspect of this game that most cannot grasp. If you over kill you will lose server pop fast. An analogy may be the fattening of a nice beef cow.
    Rust rewards you for being stealthy early on when you are new. You have to scavenge until you can stand on your own. It makes it rewarding when you do this. If you want an easier experience, play on a lower pop server. Once you have some experience in the game, the servers that don't attack you are super boring. Half the fun is when it's brutally hard to get a foothold, because when you do, it's a big accomplishment.

    Also, friends, make friends, safety in numbers.

    Edited:

    One problem I have with the current system is the lack of risk (just like the OP said)

    example of what I am currently facing:

    We have about 11 people in our "clan" we all live in the same compound, we are the largest group on the server and are geared to the teeth. (should be pretty OP right?)


    Well 2 guys joined the server yesterday, first thing they did was get wood and scale our house.. we caught them 3/4 the way to the top (its like 15 stories) and we killed them.

    12 minutes later, they were back, and started to ladder up the side again... we killed them again..

    15 minutes later they were back again.. same thing, we killed them..


    finally after about 2 hours of this (and now we have f'kn stairs all over our base) they decided to give up (for a little while) and they must have raided a rad town, because one of them had a bolt action. And he killed 1 of our guys (me) walking around gathering stuff. So we armed up to the hilt, and headed out to find them and kill them (again).. after killing 1 of them 4-6 times, we finally caught up to the guy who had the bolt action and he must have been using aimbot.. because he downed us within 2 seconds..

    so great, now they have all this gear. We were pretty frustrated and decided to log off, (we were going on hour 4 or 5 now)

    I log on this morning, 3 new sets of stairs up our base.. and a couple of us had been looted. (not me, but a couple friends)








    SO conclusion: 2 guys joined server, and within 4-5 hours had stolen a large portion of what we had been building and collecting over a week and a half to get.

    "But Dewm! your retarded and built a base that could have stairs!"

    Yes, thats true.. but its not about getting raided that bothers me.. its the fact that we killed both of them 20+ times, and there were ZERO consequences for them. THATS what bothers me....

    So maybe the answer is you can only spawn so many times in a hour? or only have so many beds?

    (as it is now, you build 4 sleeping bags and you can respawn for ever)
    I'm going to sound like a jerk, but, you need a better house design. Nobody should be able to "scale up your building" if you design it properly. The fault here lies 100% on you and your friends for a lazy design. What I take away from this is these guys are better than you and your friends, and were able to gear up via banditry. So after fighting them for hours, all of a sudden they are using aimbots? No offense, but your story doesn't add up.
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  15. Post #55
    Dennab
    February 2014
    264 Posts
    Rust rewards you for being stealthy early on when you are new. You have to scavenge until you can stand on your own. It makes it rewarding when you do this. If you want an easier experience, play on a lower pop server. Once you have some experience in the game, the servers that don't attack you are super boring. Half the fun is when it's brutally hard to get a foothold, because when you do, it's a big accomplishment.

    Also, friends, make friends, safety in numbers.

    Edited:



    I'm going to sound like a jerk, but, you need a better house design. Nobody should be able to "scale up your building" if you design it properly. The fault here lies 100% on you and your friends for a lazy design. What I take away from this is these guys are better than you and your friends, and were able to gear up via banditry. So after fighting them for hours, all of a sudden they are using aimbots? No offense, but your story doesn't add up.


    I'm going to sound like a bigger jerk here... but you must not be able to read.

    I'll help you sound out the big words "I didn't have a problem with getting raided, I had a problem with the fact that we killed them 20+ times with ZERO consequences"


    Besides, like many others have pointed out, this is a survival game... not a base building game.


    I killed them 20 times...so I survived better, but the fault is mine because of base design... Is that a base building game? or a survival game?

  16. Post #56

    February 2014
    30 Posts
    We're still posting in the Rust subforum, about a video game, right? I just want to make sure this hasn't slid over into Sensationalist Headlines or something.
    Fair point. Did manage to shut him up though. ;)
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  17. Post #57
    Shackledfrog's Avatar
    January 2014
    217 Posts
    Maybe one option would be this: When you respawn at a sleeping bag, the bag gets deleted. So you'd have to craft another one.
    I like this, great idea. This would work even better when the maps get bigger.
    You should only be aloud to have 1 active sleeping bag at a time though.

    Edited:

    Fair point. Did manage to shut him up though. ;)
    Not really, we had to log off, but before we did we made up.

    Silly place for that discussion though.

  18. Post #58

    December 2013
    10 Posts
    Coercing players into conforming to a certain style is completely against the developers' stated intentions. It's foolish to think that not only is YOUR playstyle to RIGHT one, but that the devs should enforce your chosen path.

  19. Post #59

    April 2010
    7 Posts
    There is already a penalty for playing in an anti-social manner, but it's going to require some explaining.

    Take it as read that each player on a Rust server can generate 1 unit of productive work a day (PW).

    Working alone, you can produce at maximum 1 PW. A certain amount of your maximum PW each day is spent doing things you have to do to survive (mostly, getting food). Even if you burn an entire day of PW getting food and then don't have to do it for a week, you're still out that amount of PW.

    Now a player playing cooperatively has access to a portion of the PW of all the other players in his group. In addition less time is spent watching their own backs because they know that the odds of any particular player in their area being hostile are lower than if they were working alone (where all players would be hostile.)

    The hostile player not only loses access to the PW of everyone else on the server, but he also has to expend more effort remaining well armed and armored and watching his back because any player (or the allies of any player) he has killed in the past will take any opportunity to return the favor.

    Basically, the consequences are there. They just aren't very obvious.
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  20. Post #60

    February 2014
    13 Posts
    I call it the "One man army problem"

    There is currently nothing in game that cannot be done by a single player. Carry a base worth of wood and metal, check! Craft military grade hardware 1 hour in with sticks and stones? Check!

    Take a look here for my ideas http://facepunch.com/showthread.php?t=1365654

  21. Post #61

    February 2014
    55 Posts
    The problem with Rust is that there is ZERO incentive to engage in cooperative behavior. There's ZERO incentive to be nice...
    You had a good post, but this part is utterly wrong IMO. Maybe on pve it's true. On pvp, the biggest groups prevail. That's a huge incentive, right there.

    Although, while the incentive is there, some tools are missing (eg. same colour/texture of clothing for everyone in the group)
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  22. Post #62

    April 2010
    7 Posts
    You had a good post, but this part is utterly wrong IMO. Maybe on pve it's true. On pvp, the biggest groups prevail. That's a huge incentive, right there.

    Although, while the incentive is there, some tools are missing (eg. same colour/texture of clothing for everyone in the group)
    This! It's so friggin hard to tell people apart that you've got to get pretty danged close to someone (well within firing range) before you can identify them.

    Maybe head/armbands?

  23. Post #63

    February 2014
    7 Posts
    Worst part us when admin hack and you loose everything you worked for.
    Taco Cave admin Beaver caught teleporting and killing unfortunate players

  24. Post #64

    November 2013
    311 Posts
    I totally disagree with this idea, because of the fact that it removes freedom and that it basically means no one can be a bandit without being hassled by A.I or aspect that make playing the bandit not worth it. What we need to think about are ways that could make the powerful players try to go for the ones that look like they are worth killing for. Right now, all the people that kos would only identify what is worth killing for is from their clothes.

  25. Post #65
    EXILE [HCPVP]'s Avatar
    January 2014
    37 Posts
    The consequence to killing another player is quite simple: you make an enemy.

    This can be further compounded if your new enemy has friends, welcome to the jungle.

  26. Post #66

    February 2014
    64 Posts
    The consequence to killing another player is quite simple: you make an enemy.

    This can be further compounded if your new enemy has friends, welcome to the jungle.
    exactly. kill the wrong person and their whole crew will hunt you mercilessly and save their c4 for your base. this is the beauty of rust.

  27. Post #67

    January 2014
    35 Posts
    why exactly do we need consequences? as a punishment for the people that raided YOU?

    what do you expect from the world or a very simplified game with real people? the big fish will eat the small ones.

    you're just a small fish. it's not anyone's fault. it's just the way it is and this is what you need to accept.

    your attitude just doesn't fit in the game. you are crying and demanding a solution instead of fighting your way up and becoming a big fish yourself. you
    want the devs give you an easy mode...

    find a solution yourself! that is what the game is about. go naked when farming. if you get KOS, who cares? you've lost nothing with value.

    and what you don't understand is, that having power (having a huge tower, big group, many resources) is very dangerous because you will be a primary target for other people. you live
    in wealth but you have to defend it every day.

    as someone said before: the consequences are social.

    a "GOOD" player rebuilds after a raid and will retaliate later. this is when it starts getting interesting. but crybabies like you just leave the server, which leaves the big fish without any potential challenger. so
    yes, the rich are getting richer because of noobs leaving the server after a raid.

    what is the point of leaving a server anyway? if there is no abusing admin or technical problems, they all look the same. every server switch is a mistake! you need to start all over again anyway but
    you will have different people which you need to get to know.

    you waste the information (who lives where, how do they play) every time you switch!
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  28. Post #68
    IGotWorms's Avatar
    September 2013
    676 Posts
    One of the big problems with the game I have right now is there are no negative consequences when killing a player.
    There are consequences for killing players. They call you mean names, complain and create threads on the forums about it.
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  29. Post #69
    Dennab
    December 2013
    252 Posts
    Please explain me what the use of killing caveman (without them actually comming to you so don't give me shit that he felt threathened) that has nothing? :3
    Free bandages and torchs! Always worth a well placed bullet.

  30. Post #70
    GimmeChicken's Avatar
    January 2014
    113 Posts
    There is already a penalty for playing in an anti-social manner, but it's going to require some explaining.

    Take it as read that each player on a Rust server can generate 1 unit of productive work a day (PW).

    Working alone, you can produce at maximum 1 PW. A certain amount of your maximum PW each day is spent doing things you have to do to survive (mostly, getting food). Even if you burn an entire day of PW getting food and then don't have to do it for a week, you're still out that amount of PW.

    Now a player playing cooperatively has access to a portion of the PW of all the other players in his group. In addition less time is spent watching their own backs because they know that the odds of any particular player in their area being hostile are lower than if they were working alone (where all players would be hostile.)

    The hostile player not only loses access to the PW of everyone else on the server, but he also has to expend more effort remaining well armed and armored and watching his back because any player (or the allies of any player) he has killed in the past will take any opportunity to return the favor.

    Basically, the consequences are there. They just aren't very obvious.
    productive work a day hmhm.
    thats so pve'ish.
    the truth is, i will kill 20 guys and have everything in under an hour.

  31. Post #71

    February 2014
    3 Posts
    It seems really hard for some people in the Rust community to make friends. Maybe work on your social skills a bit so that you have some companions to help you fend off bandits?

    If you stay on the same server for more than a day you can get to know the regulars. Find someone you get along with and play together.

    People keep saying there is zero incentive or benefit of being nice, and that's simply not true. If you aren't completely socially inept it's easy to get a group of people together and dominate an area. Meet people, make Steam friends, work together.

    A group is always going to be stronger than an individual. And groups only exist as far as people are willing to cooperate/be nice.
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  32. Post #72

    February 2014
    10 Posts
    i've only just gone PK after being the noob helping hippy everybody liked to hose down. I brought half a dozen of my mates with whom i've been playing fps games since '98 and now we've got soo much gear it's not even funny anymore :p
    The game puts the nice guy at such an disadvantage there's only one way to play without being frustrated. Some sort of incentive to be nice should balance out the fact the bad guy does finish first.
    Having said that, being evil is sort of fun and exciting :p

  33. Post #73

    February 2014
    18 Posts
    Mainly because if you turn your back on said naked, they could run up and shotgun you in the back, or put a 556 bullet in the back of your head with a bolt action, all because you thought you'd be nice to a noob. Looks can be deceiving.
    Every time I read this post I cant help but think of the scene in "This is the End." When James Franco gives Danny McBride his gun as a parting gift and Danny McBride says "Thank you......you stupid mother @#$@ers!" and turns it on them and starts shooting.

  34. Post #74
    Nekyz's Avatar
    December 2013
    36 Posts
    I never read the first post of these shitpost,

    If OP read this, just explain US why your idea is different of other, why you didn't posted on their thread, and also, if you punish player killing other player, then First player who has C4 win : if you try to defend yourself you get a consequence, ban, what ever...

    Also, i recommand you to try PvE server. (Like 50% of the other guys on this thread i guess)

    I also appologize for my very bad english, i am french.

  35. Post #75

    February 2014
    1 Posts
    This is just one of the few times saying "Its in alpha" is actually relevant. The consequences are fine, everyone hates the griefers and will target them. The only problem is the game is too young/alpha to have all the tools you need to work together correctly. When weight limits, clan tags, better construction, more rare resources/BPs all come in then there will be much more reason to work together and defend each other.

    The constant server wipes are also a problem... the threat of losing all your hard earned stuff is irrelevant when your server will probably be wiped in the next couple of patches anyway. So I dont think a fake game mechanic to punish griefers is needed, just need to wait for the features that make working together more beneficial than going solo.

  36. Post #76

    January 2014
    203 Posts
    a "GOOD" player rebuilds after a raid and will retaliate later. this is when it starts getting interesting. but crybabies like you just leave the server, which leaves the big fish without any potential challenger. so
    yes, the rich are getting richer because of noobs leaving the server after a raid.
    after the wipe last week we had a few people come onto the server. then seemingly just leave. They werent even raided or anything. But one day just doing a walk around found a nice tall wooden tower, decayed to the ceilings and pillars. Replaced their stairs and looted the hell out of that place. A little while later, found another decayed house to the ceilings and pillars, looted the hell out of that. Rinse and repeat last night on 2 other decayed buildings. The players were even laying in their decayed houses logged off.

    4 raids, full loot. no explosives spents. Because people just up and leave. Now me and my friends are stronger. But unfortuantely new players arent showing up. Trying to keep them there because it gets boring at the top

  37. Post #77

    January 2014
    377 Posts
    The only thing that I think needs to be in place to help this is being able to see the names of the players a little easier. So when you see people you can decide weather you want to shoot them faster, because as it currently stands if you can't see the name you will shoot first and ask questions later. Nothing else really needs to be done.

  38. Post #78

    December 2013
    19 Posts
    If you think there aren't consequences, you're not staying on servers long enough. My group is one of, if not the top groups on our server. We do not see immediate consequences to raiding and being KOS to nearly everyone, but we sure as hell do long term. We get attacked, we have people coordinating in chat on where to find us, we get ambushed, we get attacked while raiding, etc. We have to constantly raid our enemies, so that we don't get raided by them. If we sat on our hands for a day, we'd most definitely be raided. It's only a matter of time until we get raided. One group is constantly farming. I fully expect to see them come and use like 50 charges on one of our buildings.
    You are kind of proving my point here being a rust player should not be an absolute obsession. With you scribbling notes on a pad regarding everyone that has screwed you over and requiring a day of footwork to seek revenge. These are the extreme players and they have their place, but some people have Jobs and school and still want to enjoy PVP on some level.

  39. Post #79

    January 2014
    218 Posts
    You are kind of proving my point here being a rust player should not be an absolute obsession. With you scribbling notes on a pad regarding everyone that has screwed you over and requiring a day of footwork to seek revenge. These are the extreme players and they have their place, but some people have Jobs and school and still want to enjoy PVP on some level.
    I have a job, a real job, am married, but that doesn't stop me from being able to craft full kev, M4s, and usually explosives within the first 12 hours after a wipe. I couldn't do that when I first started, but you get good at starting over when you've done it 50 times.

    As far as the game being an obsession, all games will reward time invested, until UNICEF makes a game, you have to work to get stuff