1. Post #41
    Gold Member
    Sievers808's Avatar
    December 2013
    2,322 Posts
    The game Minecraft alone proves you wrong in your assessment. And Rust servers are much easier to understand compared to Minecraft servers.
    Not so sure I agree... setting up a remote server for Rust is something that a lot of people (including myself, not too long ago) have never done...

    Setting up a Minecraft server is as simple as running an executable java... boom, server is ready lol.

  2. Post #42

    January 2014
    125 Posts
    ...Every time I select official I only find official servers. The existence of stupid people should not hinder progress, so I fail to see how a confused noob somehow makes a point in favor of removing modded servers from the browser altogether.
    You're missing the point here... The vast majority of the "community" servers are modded in some way away from the baseline; via loot tables, airdrops, whatever, even if they are not using a "mod"!

    The only variable should be PvP versus PvE, and that one is pretty easy to understand!
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  3. Post #43
    Gold Member
    Sievers808's Avatar
    December 2013
    2,322 Posts
    You're missing the point here... The vast majority of the "community" servers are modded in some way away from the baseline; via loot tables, airdrops, whatever, even if they are not using a "mod"!

    The only variable should be PvP versus PvE, and that one is pretty easy to understand!
    I totally agree... I think mods are severely hampering development and testing. A majority of people playing Rust are playing a slightly different version of the game than everyone else... A new player that hops onto a modded server without realizing it might think that the mods are actually a part of the official game when they aren't.
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  4. Post #44
    Leon Garoux's Avatar
    February 2014
    244 Posts
    Minecraft isn't an MMO, it's a completely playable stand-alone game, with multiplayer aspects. Completely different paradigm, utterly incomparable in execution.

    Also, you have to manually add -all- servers to Minecraft, which is exactly what I suggest for anything beyond "vanilla"; the browser shows all the verified baseline servers, and adds the option to add modded/customized servers to a uniquer list (just like Minecraft)
    Yes, yes it is. Even single-player worlds have the option to open up as a multiplayer server at any given time, rendering that argument null.

    And manually add servers to where, exactly? Rust is actually easier to run a server off of, because there is a single concise server list implemented within the vanilla game. In Minecraft, you simply create or purchase a server, and then you have to advertise like mad just as one has to in Rust.
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  5. Post #45

    February 2014
    36 Posts
    Yes, yes it is. Even single-player worlds have the option to open up as a multiplayer server at any given time, rendering that argument null.

    And manually add servers to where, exactly? Rust is actually easier to run a server off of, because there is a single concise server list implemented within the vanilla game. In Minecraft, you simply create or purchase a server, and then you have to advertise like mad just as one has to in Rust.
    You know, server advertising is exactly what I was thinking when I considered the pro's and con's of item durability.

  6. Post #46

    February 2014
    3 Posts
    I find it hard to believe in a real world situation you would harvest the gasses needed to weld on a remote island. I think if anything, if we're speaking real world situation here. Nobody would get further then a bow an arrow if they're lucky. I'm a machinist at a multi-billion dollar company (you can probably guess which one) and I'm calling bullshit on you being able to make a reliable AK47 out of the things we currently have provided on this island.
    lol well in that case there would not be anything being crafted on this island at all... no forge no anvil etc wow it really doesn't matter what I would do because I already have plenty to survive anything.... but decay in this game needs to be adjusted according to the objects being used

  7. Post #47
    Leon Garoux's Avatar
    February 2014
    244 Posts
    Not so sure I agree... setting up a remote server for Rust is something that a lot of people (including myself, not too long ago) have never done...

    Setting up a Minecraft server is as simple as running an executable java... boom, server is ready lol.
    Setting up a server in Rust is as easy as being hand-held to the final destination. In Minecraft, when you set up a server, which is not as easy as you made it sound, your server is created in an unknown void where it is impossible to find without advertising like a crazy person on multiple websites and communities daily.

    But that is not really the original topic, so I digress.
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  8. Post #48

    January 2014
    125 Posts
    Yes, yes it is. Even single-player worlds have the option to open up as a multiplayer server at any given time, rendering that argument null.
    Oh God... Can you play Rust without an Internet connection, or server to connect to? No, end of comparison...
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  9. Post #49
    Leon Garoux's Avatar
    February 2014
    244 Posts
    Oh God... Can you play Rust without an Internet connection, or server to connect to? No, end of comparison...
    Red herring fallacy. The fact of the matter is that both are MMOs, and both utilize servers, which legitimizes my argument that modded servers outside of an official capacity do not distill the overall experience, nor do constant updates dissuade mod authors.

    And before you blatantly argue with me again that Minecraft is not a MMO, how about you look at the literal definition of what a MMO even is: "A massively multiplayer online game (also called MMO and MMOG) is a multiplayer video game which is capable of supporting large numbers of players simultaneously." - You going to seriously suggest to me that Minecraft does not fit that definition?
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  10. Post #50

    February 2014
    36 Posts
    Red herring fallacy. The fact of the matter is that both are MMOs, and both utilize servers, which legitimizes my argument that modded servers outside of an official capacity do not distill the overall experience, nor do constant updates dissuade mod authors.

    And before you blatantly argue with me again that Minecraft is not a MMO, how about you look at the literal definition of what a MMO even is: "A massively multiplayer online game (also called MMO and MMOG) is a multiplayer video game which is capable of supporting large numbers of players simultaneously." - You going to seriously suggest to me that Minecraft does not fit that definition?
    please shut the fuck up or make a new thread. I want to see people's input on item durability, as my thoughts on the matter are that it adversely affects gameplay in its current state. I don't want your posts detracting from the issue.

    EDIT: RustBubba too.
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  11. Post #51
    Gold Member
    Sievers808's Avatar
    December 2013
    2,322 Posts
    Why are we arguing about Minecraft in the first place?
    There's a subforum for that.

  12. Post #52

    February 2014
    133 Posts
    +1

  13. Post #53
    Gold Member
    Sievers808's Avatar
    December 2013
    2,322 Posts
    I haven't tested durability yet, and I'm sure that it will get a lot of tweaking.

    For now, however, I like the idea of it... Makes (some) people think twice about shooting, seems more realistic (even if it's a bit "overkill" compared to real life), and forces even veteran players to gather materials for replacements.

  14. Post #54
    Leon Garoux's Avatar
    February 2014
    244 Posts
    please shut the fuck up or make a new thread. I want to see people's input on item durability, as my thoughts on the matter are that it adversely affects gameplay in its current state. I don't want your posts detracting from the issue.

    EDIT: RustBubba too.
    The fact of the matter is, Internet foras are for the express purpose of debate and the sharing of ideas/ideals. If your thread, which no longer is your thread after a single person comments on it, brings in a person or people that decides to focus on a single or multiple aspects of the original article which splits the thread up into multiple subjects, then I will damn well become interested in whichever subject I please.

    Edited:

    Why are we arguing about Minecraft in the first place?
    There's a subforum for that.
    The argument is over servers in general and how modding communities influence them. Minecraft just happens to be the best example to use, but is not the actual argument in itself.
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  15. Post #55

    January 2014
    125 Posts
    Why are we arguing about Minecraft in the first place?
    There's a subforum for that.
    Sorry 'bout that... Someone stated that they'll just "turn off" durability with a mod, and I suggested that was a stupid idea in general. Connected to that, I mused that maybe it was time to remove the non-vanilla servers from the in-game browser, making more like Minecraft, where you add servers manually (over and above the proven "baseline" ones).

    From there, it went downhill rapidly!

  16. Post #56
    Gold Member
    Sievers808's Avatar
    December 2013
    2,322 Posts
    Sorry 'bout that... Someone stated that they'll just "turn off" durability with a mod, and I suggested that was a stupid idea in general. Connected to that, I mused that maybe it was time to remove the non-vanilla servers from the in-game browser, making more like Minecraft, where you add servers manually (over and above the proven "baseline" ones).

    From there, it went downhill rapidly!
    Don't have to apologize to me, I'm certainly not anyone important lol.

    For what it's worth, I agree with you on all fronts. Durability is an obvious step in the right direction for overall gameplay balance. It will bring down some of the "Rust overlords" a bit, maybe to a level that a newbie group could swoop in and take over.

  17. Post #57

    December 2013
    76 Posts
    Durability is awesome, it's going to reduce the kosing and pointless raids.. Stuff degrades too fast right now, but, it's alpha.

  18. Post #58

    February 2014
    22 Posts
    I don't like durability. Many people won't agree with me, but I feel like there is no fun in having durability. Think about it. It doesn't add any fun to the experience of playing the game. It is just a dumb feature of the game that makes you use up even more of your resources. I guess I understand why many people wouldn't feel the same way, but this is just my opinion.
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  19. Post #59
    Gold Member
    The_Unruly's Avatar
    February 2014
    58 Posts
    As stated on many threads, there is a way to disable durability loss.

    conditionloss.damagemultiplier "0"
    conditionloss.armorhealthmult "0"

    Setting those values to 0 would turn off the durability system.

    I personally have them set to 0.25 for testing, because I personally like the idea of having to repair your items, I just don't like how quickly the items were breaking.

    After my tests I concluded that the value "1" is default, so .025 would be 1/4 durability loss.

    I have a test server up with these modifications, go ahead and see if it is good, or needs to be nerfed a bit more. "I am not advertising, this is API DEV server, we are not launched yet and are not trying to get players currently."

    rust.avalon-gaming:28015
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  20. Post #60

    February 2014
    27 Posts
    A gun you made out of metal fragments with the crappy equipment you're given on this island would probably be lucky to fire one shot. Maybe the air dropped guns should have higher durability then the ones we find/craft?
    I really like that idea actually.

  21. Post #61
    Evil Joe's Avatar
    August 2005
    137 Posts
    Finally something which removes the stage of 'got everything, nothing else to do'.
    Not really - if you're rich, you can afford a repair bench and to repair all of the time, making the change less impactful. The people who have a harder time are those that don't have extras of everything, and can't afford to repair them when it takes so many resources to do so.

    This is the opposite of a balancing change - it just makes the game harder for the poor, without affecting the rich much at all.

    As it stands, I agree with those saying the durability goes down too rapidly.
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  22. Post #62

    December 2013
    18 Posts
    Numbers need tweaked pretty badly. I shouldn't go from x/100 durability to x/77 after one repair. I shouldn't be losing durability on armor as fast as I am either.
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  23. Post #63

    February 2014
    1 Posts
    The rate of decay on weapons, armor, and tools is way to unforgiving. I like the idea but so far its implemented very poorly. Oh well back to Starbound.

  24. Post #64

    February 2014
    7 Posts
    For weapon durability, I would suggest looking at my suggestion that details the problems with current weapons and ideas that incorporate features of durability and how it would work. I personally think durability should stay the way it is to pave the way for bigger things and longer gameplay progression.

    Thread link- http://facepunch.com/showthread.php?...8#post44026928

  25. Post #65
    Ebrim's Avatar
    December 2013
    284 Posts
    Dura loss is nice. But not that way.

    1 Mag with the M4 = ~10% Dura-loss !

    ~40 ores of Sulfur and Metall + 100 Wood ...= ~40% Dura-loss

    How many Axes should i carry with me for an nice farmround ? 10 ?

    A wolf bite me once ... all my Kevlar looses ~10% Dura !

    I like the loss of Dura but not as fast as this. I think a little bit adjustment could be nice.

    Farming around , getting home and all the things u farmed goes in your gear which u weared. And all the new , farmed ressources are gone ...!

    Back to work Garry ;)
    Avoid fights more and you won't be having this same expense. Play smarter, more cautiously.

  26. Post #66

    September 2013
    279 Posts
    Dont mind it but atm it is far too quick. One large resource run and your standard pick & axe is dead before you're done

  27. Post #67

    February 2014
    2 Posts
    Basicly I like the change to the item durability from the last update. What I don't like is the speed in witch the item durability decreases. I think it is to fast. When I go on a ressource trip I need now several Pick Axes and Machetes. I would propose a possible solution as:
    1. Raise the decrasing rate
    2. Implement for tools a stockable and craftable "sharpening kit" which would restore the durability
    3. Implement for weapons a stockable and craftable "weapon repair kit" wich would restore the durability
    4. The "weapon repair kit" shouldn't be craftable from the begining. Instead it could be found as bluekit.
    5. I think also it shouldn't be that a 9mm Pistol requires the same amount of "weapon repair kits" as e.g. a M4. E.g. a 9mm Pistol requires 1 kit and a M4 would require 3 kits

    I must admit that I also think that the max. item durability score of a repaired weapon or tool after it has been repaired ist to low.
    My poposal for possible solutions are:
    1. Make the max. item duraibilty score after a repair higer (e.g. minus 5 per repair process)
    2. Implement a "large weapon repair kit" to restore 100 duraibilty scores. I woud propose that the crafting of such a kit is quite expensive.
    3. The " large weapon repair kit" shouldn't be craftable from the begining. Instead it could be found as bluekit or by airdrop only.

    Now I would like to thank you for the improovments regarding the Frame Rate. What a change!!! I just love it how fluent Rust works now. You have done a great job on this.

  28. Post #68

    June 2006
    121 Posts
    I have a hatchet at home. Been using the thing for about 12 years. Its never needed to be repaired. Ive got half a crate of hatchets which are near rubbish in my boxes. Do not like. I also think the loss of 25 points per repair is too much. Essentially 4 uses from a hatchet...

  29. Post #69

    January 2014
    291 Posts
    i like th eidea, i think it needs tweaking, the durability degrades to fast at the moment, after 10 m4 rounds ur m4 is down to 74% durability. when repaired its stuck at 80% after.......

  30. Post #70

    February 2014
    1 Posts
    I've never liked item durability stuff in games, and in Rust, currently I hate it.
    The items break way too quickly. I was playing on a Battlefield server and my M4 went from 100 to 75 in about 5 kills. That's way too quick.

  31. Post #71

    February 2014
    7 Posts
    the ONLY thing I dislike is when i'm hunting mutants & they smack me once or twice, it gets annoying having damaged cloth/leather gear so easily, maybe slightly reduce how much damage wolves and bears do to gear? other than that i'm all for it. It does indeed make people choose to shoot or not.