1. Post #1
    Zacholas's Avatar
    March 2014
    3 Posts
    I've played quite a bit of Rust now, and I love it. However, I've stopped playing of late because I've run out of things to do.

    The way I see it, the evolution of playing Rust breaks down into a few phases...

    1. Newb phase
    -Mere survival is a feat to be celebrated
    -You think it's super cool (or annoying) to get murdered by people while you are minding your own business, vomiting from eating raw chicken you harvested from a wild deer.
    -You feel proud of yourself when you've set up your wooden shack, with no bearing of where you are on the map

    2. "Integrated" phase
    -You know the way of the world, so to speak. You know you're likely to get shot as you're out and about, and you know exactly where you are within a couple minutes of spawning fresh
    -The freshly-spawned ritual of hatchet-food-shelter is easy now, and you can have a "real" 1x1 up within a short period of time after spawning
    -You are beginning to either...
    a. Raid
    b. Worry about being raided

    3. "What now?" phase
    -This is the phase where you start to run out of things to do, and Rust starts to not feel like Rust. You can....
    a. Generally just amass more resources and stash them in your fortress
    b. Raid more, for fun
    c. Build a big-ass house for others to marvel at
    d. Be an asshole (griefing; KOSing fresh spawns who are suffering from food poisoning)

    What I think Rust needs
    More emphasis on survival. The feeling of not knowing WTF was going on was very cool and unique.

    However, it only lasted for a few hours.

    Once I'd played for 3 hours or so, survival was not really a problem anymore -- really, the only challenge left to conquer was fending off (or killing) the other players. But I think that mere survival should be a consistent and pressing issue.

    I'd be willing to bet that if I moved to the wilderness right now, and successfully chopped up a rabbit with a hatchet I made, only to happen upon a pile of chopped wood that I made a shelter out of, I would not instantly be free of problems. Animals migrate, die out, etc., and I'd need to be nomadic and move with them. Or maybe I'd get a splinter from my shitty hand-made hatchet that then becomes infected and makes me sick, leaving me bed-ridden and depending on the help of my neighbors to bring me remedies made from herbs that can only be found in unique parts of the world. Unless, of course, I've prepared in advance and can crawl to my stash of medicine to aid my recovery.

    I hope you get what I'm saying. If you don't, it's this:

    I want the game to be harder.

    What are your thoughts? What would keep you playing longer? More weapons to shoot people with? More ways to defend against raids? Or do you take my stance about survival being the core focus, even into "late game?"
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  2. Post #2
    mego950's Avatar
    March 2014
    27 Posts
    Only surviving part of this game is surviving the kev squads.

    I agree that the game needs more natural survival.
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  3. Post #3
    LO

    February 2014
    101 Posts
    agree; feeling the same about game.

  4. Post #4

    January 2014
    109 Posts
    I feel that some of this could be handled without arbitrary limitations. You could have the spawn area be a "safe" kind of area with common basic resources, easy animals/enemies and so on. As you move further from this area you come across more difficult environments but the rewards are also more advanced. Make it such that as you advance in the game you will want to migrate further out to more dangerous areas. None of this is enforced, and freedom of players means if anyone really wants to hang around and murder nakeds, they can - but they will be foregoing time in areas with resources that are needed for the more advanced levels of play.

    For example, the stuff that helps you learn and craft more advanced weapons, tools and so on could be outside the initial spawn area. Further afield may be even more dangerous areas containing resources needed for the most advanced stuff.

    There could even be specific locations. As an example, imagine that a certain metal could only be found on a volcano. The procedurally generated map would be made to have at least X number of volcanoes at a big distance from the spawn area. This would lead to players having to undertake a kind of "quest" to retrieve what they need. That resource might need to be combined with something only found on the sea shore, or a river, or in thick forest to make something cool that players want.
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  5. Post #5

    December 2013
    121 Posts
    when you guys will realize that survival aspect in game is only because of other players threat and only because of other players killing for their own "survival" is what makes you feel like you are surviving..

    on server where are mostly friendly players you get bored second day you play.. on server where you have some hostile players and groups you have that survival feeling because every time you leave your house for any reason there's possibility you die..

    i will not die from npc like never, as wont other players.. you cannot get threat from npc as you will be always so much clever then them.. only way you can get killed by npc is if they have guns..

    rust is tense and hard because of players, not some animals/zombies/hunger/radiation/etc..

    I want the game to be harder.
    you find the game easy? i find that hard to believe..

    ofc is easy if you play with your 4 friends on server which have 20 players at peak and there is not one big group..

    challenge yourself or your group, play "against" equal groups, basic things like gather enough resources or looting the town/animals to find that bolt/m4/c4 whatever you missing while others do the same and will shoot you if you don't shoot them it's hard as fuck..
    and lifetime of a player on a server is very low, because it's hard to survive for long..

    ofc we all agree that game needs more stuff, ofc it does as it's early days, but not so much stupid ai (as good ai is hard to make even on singleplayer game, on massive open world is that much harder if not "impossible") as things for attacking/defending/trading vs other people..
    i would much rather want some i don't know - spray in game so we can write "NAME OF GROUP" was here in someone bedroom, i want some different clothes or ways for team to be different from others, etc, then have 10 different types of food, or some goals in game..
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  6. Post #6

    January 2014
    48 Posts
    I disagrees with about nearly everything about this, i fucking hate this KOS mentality, Rust can be so much more, If we get a better map maybe we get more stuff to do
    except ruining the experince for other players i would love to see better incentives for cooperation, like craftsmanship, different profession, skills, leveling many players do
    want the role playing survival experience and not don't care for all this pvp and raiding.

    Edit: if i misunderstood your ideas im sorry, i agree that the nature needs to be more dynamic.

  7. Post #7
    Zacholas's Avatar
    March 2014
    3 Posts
    when you guys will realize that survival aspect in game is only because of other players threat and only because of other players killing for their own "survival" is what makes you feel like you are surviving..

    on server where are mostly friendly players you get bored second day you play.. on server where you have some hostile players and groups you have that survival feeling because every time you leave your house for any reason there's possibility you die..

    i will not die from npc like never, as wont other players.. you cannot get threat from npc as you will be always so much clever then them.. only way you can get killed by npc is if they have guns..

    rust is tense and hard because of players, not some animals/zombies/hunger/radiation/etc..



    you find the game easy? i find that hard to believe..

    ofc is easy if you play with your 4 friends on server which have 20 players at peak and there is not one big group..

    challenge yourself or your group, play "against" equal groups, basic things like gather enough resources or looting the town/animals to find that bolt/m4/c4 whatever you missing while others do the same and will shoot you if you don't shoot them it's hard as fuck..
    and lifetime of a player on a server is very low, because it's hard to survive for long..

    ofc we all agree that game needs more stuff, ofc it does as it's early days, but not so much stupid ai (as good ai is hard to make even on singleplayer game, on massive open world is that much harder if not "impossible") as things for attacking/defending/trading vs other people..
    i would much rather want some i don't know - spray in game so we can write "NAME OF GROUP" was here in someone bedroom, i want some different clothes or ways for team to be different from others, etc, then have 10 different types of food, or some goals in game..

    I agree that the other players in the game are what make it dynamic and fun, and also add another element to it -- it's cool when you're on a server for a bit and start to know the different players, how they play, etc.

    And I'm not really saying I want harder-to-kill NPCs, I am just saying I want it to be a little harder to survive. I feel like killing NPCs falls into the category of "things to do when you're not busy just trying not to die." If that makes sense.

    Edited:

    I disagrees with about nearly everything about this, i fucking hate this KOS mentality, Rust can be so much more, If we get a better map maybe we get more stuff to do
    except ruining the experince for other players i would love to see better incentives for cooperation, like craftsmanship, different profession, skills, leveling many players do
    want the role playing survival experience and not don't care for all this pvp and raiding.

    Edit: if i misunderstood your ideas im sorry, i agree that the nature needs to be more dynamic.
    I think you did indeed misunderstand.

    Edited:

    I feel that some of this could be handled without arbitrary limitations. You could have the spawn area be a "safe" kind of area with common basic resources, easy animals/enemies and so on. As you move further from this area you come across more difficult environments but the rewards are also more advanced. Make it such that as you advance in the game you will want to migrate further out to more dangerous areas. None of this is enforced, and freedom of players means if anyone really wants to hang around and murder nakeds, they can - but they will be foregoing time in areas with resources that are needed for the more advanced levels of play.

    For example, the stuff that helps you learn and craft more advanced weapons, tools and so on could be outside the initial spawn area. Further afield may be even more dangerous areas containing resources needed for the most advanced stuff.

    There could even be specific locations. As an example, imagine that a certain metal could only be found on a volcano. The procedurally generated map would be made to have at least X number of volcanoes at a big distance from the spawn area. This would lead to players having to undertake a kind of "quest" to retrieve what they need. That resource might need to be combined with something only found on the sea shore, or a river, or in thick forest to make something cool that players want.
    I think those are cool ideas!