Not all realism is fun realism.
Thats IMO.
Not all realism is fun realism.
Thats IMO.
Weight limits will turn out just like weapon decay did, completely disabled on 90% of servers.
And locked backpacks.
True, but you also need to consider that the devs are only testing features right now. Ultimately everything will be entirely configurable so Server owners can make either pansy servers where you barely do anything for your loot, or ultra-hardcore servers where life is hell. That is part of any survival game's goals, to make it to the point where everyone can find a server or setup an environment that suits their play styles.
id rather have it where weapons and heavier items just take up more slots, if you have most the slots filled up you cant run for as long or some shiat.
yea i think a whole weight system/carry system like skyrim is very unneeded. people are all for making this a survival game, but adding realism takes away from some of the fun/convenience of just being a fun game.
yeah sure its super realistic to be able to carry over 16,000 wooden logs.
I can see the lure to a weight system, however running around in Rust is painful enough as it is. If I have to run back to base more often its just going to be even more of a piss off. Especially if your in a higher populated server where it isn't wise to build bases remotely close to main areas.
Something that I thought might be cool was rather than shrinking the inventory size or the weight limit, change the number of tiles certain items take up. Maybe a shotgun takes up a couple tiles in an L shape, logs take up multiple tiles, that way you can still have the ease of stacking items, but give the simulation of organizing things in your backpack. You could still have the stack limits, but need to play sort of backpack tetris to get away with a lot of stuff skillfully. If you just throw stuff in there willy nilly, you might not be able to fit everything in. But if you hide somewhere for a minute and shuffle things around, you might be able to make more room for different items.
And what would it now be? 5k wooden logs? It's a game..
Idk how you think about it but i'd rather not walk 100 times, if i can do it in 50.
So modded server here we go..
Hit it on the head.... If the goal is to have Rust be a %100 private hosted game, then these are the changes that will facilitate that. Along with backpacks, durability, ect.
Crude illustration of multi tile idea
i don't mind the current system. if i want realism there's dayz for that. rust is fun because you can go on epic raiding/farming/gathering runs without having to run back to base every two minutes or be fucked in a firefight by weight. the shapes idea is ok, but thinking back to diablo 2, the tetris minigame gets old and annoying after a while. i can't imagine trying to deal with that while hurriedly looting a kevlar i just killed with a pipe shotgun.
the current system isn't broken at all from a gameplay perspective, so why change it when the only people who want it are using realism as the main argument. rust is a fun game because it remembers it is a game and removes a lot of mindless boring chores. does anyone actually think its fun in bethesda games to be crippling slow because you have 15 swords on you instead of 14?
The thing is: we got enough grinding in game already. I think that's it.
I'm usually on board with most of the realism changes, but I don't want to see them half-ass the realism changes when they do them. I can see this weight limit option becoming that. For instance, how much ore + wood could one person really carry? I mean.. 1 log, 1 ore, 1 pickaxe... you're talking max load for a person the size of the Rust characters. So, I'm not really in favor of changing to a weight limit as doing it correctly would make a terrible game. The Diablo style of inventory I could get behind.
A huge hell no! to tiled inventory like Diablo games. Why would you want to be playing inventory Tetris in a game where someone can so easily shoot you in the face?
That adds to the intensity and simulates having to fit things in your backpack. Was just an idea, not for everyone of course :) That way if you're worried about getting shot, you'll only take what you need and move on quickly.
I really dont understand th desperation for realism. Its a game for a reason. Weight limits are shit. You'll craft one foundation and you'll get crushed. Stop with the shitty ideas.
The idea is to change the rate of which a player may travel encumbered by weighted items.
Personally it's a good idea, nakeds will have more of a chance to escape & evade the full kev spawn killers.
qft
Lol I had to google "qft" because I didn't know what it means. My first thought was "quit fucking talking" but I was wrong.
For anyone else who's not as well-versed in internet lingo (like myself) it means "quoted for truth".
So basically... you agree. Lol you know there's an "agree" rating, right?![]()
Related: I think building parts should be constructed on the spot. Should someone really be able to run over to your base with an entire raiding tower prebuilt in their pocket?
I so also think a minor speed difference between encumbered and not is a good idea too.
I suspect most of the complaints about mechanics that lean more towards survival and realism are from raiders and bandits who are currently enjoying all the holes in the game which they are exploiting.
You play rust. You are a raider. Again dont think of the game as a team based game. Think of it as a solo game. If you were playing solo and wanted to raid a base and this realism stuff was implemented, how much wood, charges, ammo, food and medkits do you think you can hold to perform the raid and then how the hell do you plan to make it back with loot? If you loot a base which has say 2k metal fragments in the fire, how much should you hold before it becomes a joke walkng back to your base? How much anything can you hold? Stupid.
This is coming. Sort of. There is a Trello card showing building parts in multiple stages of construction https://trello.com/c/iuQaND2y. I think you'll have to place the part and then stick around while it "builds".
Have you ever played Baldur's Gate?
I get your point but it all has to be balanced. It isn't necessarily about realism, but balance and fun. You don't want common things to be annoying, but you also don't want to make it such that the expenditure in c4 to raid a base is way more expensive than just building a tower up and hitting the side. It makes the solo builder player not able to defend. i don't think that making the raiding tower should be more expensive in resources, but making it more difficult in execution would probably work. Right now you can prebuild a whole tower, run over, and put it up very quickly.
Also, why should a single person be able to load up an entire base full of stuff in one trip? I am not saying complete realism in weight, but some limitations seem reasonable. You want to be able to reward a raider for a successful raid but also protect a person who has built a base to protect their stuff.
Lets say you were monitoring raids on servers and balancing the game. I would think that if raiders tended to get 1/4 to 1/2 of the stuff in a typical successful raid it would be a reasonable balance. I mean there are going to be multiple factors in final game balance. If building a full tower was nerfed then ladders, ropes with hooks, and other more portable raiding tools might be introduced.
Raiders and defenders need to be balanced. That is my main point, really. Every role in the game, from carebear to heartless murdering bastard should be viable, and every one should be challenging. Each one should capture the element of survival. The raider and the farmer are two different approaches, neither should be a walk in the park and groups or solo players of any approach should be able to have a fair chance.