1. Post #1

    February 2014
    25 Posts
    I don't mind waiting for the game to update but I think their priorities are wrong.
    They should not focus on making textures look better, making a better sky and all of that..
    what they need to do instead is ADD actual NEW content in the game, forget the pretty looks for now.

    Add new content first then once you've got most content sorted out, add textures.
    This is Alpha not Beta.
    In beta you do all the tweaks to the current content.
    Alpha you add content.
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  2. Post #2
    WHY WHEN WHY
    Krizzu's Avatar
    June 2011
    176 Posts
    Garry knows what to do :3
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  3. Post #3

    February 2014
    209 Posts
    I don't mind waiting for the game to update but I think their priorities are wrong.
    They should not focus on making textures look better, making a better sky and all of that..
    what they need to do instead is ADD actual NEW content in the game, forget the pretty looks for now.

    Add new content first then once you've got most content sorted out, add textures.
    This is Alpha not Beta.
    In beta you do all the tweaks to the current content.
    Alpha you add content.
    I agree, they should get their art department to start coding new gameplay mechanics.
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  4. Post #4
    utilitron's Avatar
    December 2013
    766 Posts
    I don't mind waiting for the game to update but I think their priorities are wrong.
    They should not focus on making textures look better, making a better sky and all of that..
    what they need to do instead is ADD actual NEW content in the game, forget the pretty looks for now.

    Add new content first then once you've got most content sorted out, add textures.
    This is Alpha not Beta.
    In beta you do all the tweaks to the current content.
    Alpha you add content.
    You mean like farming that Helk is currently working on?

    The sky had more to do with performance then it did looks.
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  5. Post #5

    March 2014
    157 Posts
    games take years to develop

    we were allowed to play alpha too early I think

    but if we had a choice most of us would most likely choose to play the game rather than to wait for it to be nearly done

  6. Post #6

    February 2014
    25 Posts
    games take years to develop

    we were allowed to play alpha too early I think

    but if we had a choice most of us would most likely choose to play the game rather than to wait for it to be nearly done
    They do take long yes.

    I agree partially with the alpha too early but I still do enjoy the game as it is.

    Well yeah, the game started off as a massive hit.
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  7. Post #7

    October 2013
    147 Posts
    I dont see any new content coming until unity 5, speed tree thingy is out

  8. Post #8

    January 2014
    20 Posts
    "Garry knows what to do :3" He will do nothing more :)
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  9. Post #9
    Kneon's Avatar
    February 2014
    157 Posts
    I don't mind waiting for the game to update but I think their priorities are wrong.
    They should not focus on making textures look better, making a better sky and all of that..
    what they need to do instead is ADD actual NEW content in the game, forget the pretty looks for now.

    Add new content first then once you've got most content sorted out, add textures.
    This is Alpha not Beta.
    In beta you do all the tweaks to the current content.
    Alpha you add content.
    OP is 100% sincere, but will get 75 "dumb" ratings in no time. Whether you agree with him or not, the whole point of the forums during development is to discuss this sort of thing. So think before you rage please.

    And I agree. I do really like the things they have added, like new sky, but I also think that core mechanics should be added before the beta-level updates we've been seeing.

    Things like environmental/survival mechanics should be happening at this stage. I'm pretty sure we are not seeing that happen, because they don't have a plan yet.
    If you don't have a plan, you just do minor fixes and add-on that don't affect game play.
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  10. Post #10

    February 2014
    25 Posts
    Garry knows what to do :3
    I think they're focusing on too many aspects of the game at once, they need to do one thing at a time.

  11. Post #11

    October 2013
    860 Posts
    You mean like farming that Helk is currently working on?

    The sky had more to do with performance then it did looks.
    Oh goody, farming. Thoughts I've never had while playing rust:
    "I don't have enough to try to protect while I am offline"
    "Food is scarce, I wish I could make my own"
    "Hunger mechanics has real untapped potential, I wish it could become a bigger part of gameplay."
    "Tuna, candy bars, ration packs, chicken breast, granola bars -- man I wish there were more random food items taking up stack space in my inventory."

    Maybe there is something I am missing.

    Does anyone think the player-building mechanics aren't the differentiator for Rust? There is so much untapped potential with building. Stym's building parts thread provides a ton of examples. There is also a huge amount of creativity that are untapped because right now, all the items are focused on functionality. Adding more consumables and loot just gives you more things to lose when you get raided.

  12. Post #12
    Cheesy and delicious.
    Snickerdoodle's Avatar
    August 2010
    7,037 Posts
    "Garry knows what to do :3" He will do nothing more :)
    Dude nobody(develepers) cares about your ideias, they dont put a single shit on the game why they would put a new monster? they already have enougth money, try send your game to a noob because the game already gone :)
    Problably never! Put that in your mind and next time think before waste money for nothing. I DONT WANT AN UPDATE, JUST NOTICES ABOUT THE DEVELOPMENT, but we get nothing from them so fuk it!
    Rust have no direction. LoL, they already have enougth money to live 4ever, fuck we they live well :)
    Rust: Unactive Dev Team
    DayZ: Active Dev Team
    Stop spamming the forums with your garbage.
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  13. Post #13
    Hozzie's Avatar
    January 2014
    30 Posts
    I'm only gonna refer to sky update mentioned by OP - it wasn't only estetic update. Previous sky was causing fps loss. New sky not only looks better but makes the game work smoother. Before that update many ppl had fps isssues. I didn't experience it on my pc but I've noticed big fps increase on my laptop.

    Conclusion: Not everything is what u think it is. Sometimes small update can be a really big improvement.

  14. Post #14
    utilitron's Avatar
    December 2013
    766 Posts
    Maybe there is something I am missing.
    Quite.

    There is a huge paradigm shift on the horizon, and it is based in the fact that the current gameplay styles that dominate Rust are greatly exaggerated by the close proximity of bases caused by the ersatz map. Right now we use less than 25% of the actual map size, but have some servers that are close to capacity. Once the map/resource system overhaul is done, the full map will be utilized.

    Part of the changes that have been coming are more steps to the crafting process. So it would be easy to guess that the farming system will tie into the crafting system in some way.

    Or it could be used in another totally unforeseen way like using apples to tame horses.

    And although food may be in abundance right now, it may not be in future updates.

  15. Post #15

    February 2014
    25 Posts
    I'm only gonna refer to sky update mentioned by OP - it wasn't only estetic update. Previous sky was causing fps loss. New sky not only looks better but makes the game work smoother. Before that update many ppl had fps isssues. I didn't experience it on my pc but I've noticed big fps increase on my laptop.

    Conclusion: Not everything is what u think it is. Sometimes small update can be a really big improvement.
    You make a fair point there.
    I wasn't trying to say that I do not like the sky because in fact I do like how it is.

  16. Post #16
    And I agree. I do really like the things they have added, like new sky, but I also think that core mechanics should be added before the beta-level updates we've been seeing.
    I know you've seen me say this before, but apparently I have to say it again.

    The new sky system was nothing like a beta-level content update. It was a total overhaul of the sky and atmosphere system, which freed up the second render camera for them. This is a fundamental mechanic of the technical system underlying the gameplay mechanics you're asking for.

    If Rust's development was Inception, you're not going deep enough. It's time to go deeper.

    The sky was not a "minor" fix, it was a fundamental foundation that brought performance improvements as well as additional capability for water and lighting. This allows water to be used in what you'd consider gameplay mechanics.

    The item editor makes adding new items (e.g. gameplay content) to the game many times more efficient over the old way, so that's another bottleneck taken out.

    The new UI is another major foundational cornerstone. The old NGUI interface was shit, but the devs were holding back other gameplay elements from Rust because they didn't want to code it up knowing they'd be throwing a lot of their work out when they replace the UI code. NGUI has been thrown out, so that's another bottleneck removed from the progress pipeline.


    You're still expecting this to be chapter 2 while the devs are still working away on chapter 1.

  17. Post #17

    January 2014
    503 Posts
    Isn't Alpha the stage where they try to make everything functional?

    And beta to actually add content?

    Could be wrong, but i'm pretty sure it's true though.

    Don't forget that they're creating a new system so players can create content.

    Once that's fully finished, there could be a big and easy wave of new content being added

    But we'll see.

  18. Post #18
    utilitron's Avatar
    December 2013
    766 Posts
    http://en.wikipedia.org/wiki/Software_testing

    Alpha testing is the development stage. Where you are adding core features and content.
    Beta testing is where you have a close to finished product and are testing all the features/content and fixing bugs.
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  19. Post #19

    October 2013
    860 Posts
    Quite.

    There is a huge paradigm shift on the horizon, and it is based in the fact that the current gameplay styles that dominate Rust are greatly exaggerated by the close proximity of bases caused by the ersatz map. Right now we use less than 25% of the actual map size, but have some servers that are close to capacity. Once the map/resource system overhaul is done, the full map will be utilized.

    Part of the changes that have been coming are more steps to the crafting process. So it would be easy to guess that the farming system will tie into the crafting system in some way.

    Or it could be used in another totally unforeseen way like using apples to tame horses.

    And although food may be in abundance right now, it may not be in future updates.
    All highly speculative but very interesting ideas.

    My thoughts are more about timing and priorities (although re-reading my post, that wasn't terribly clear and maybe wasn't even clear to me until you made your point). It might make sense down the road based on a whole lot of mechanisms yet to be put in place or even thought of at this point, but it's hard to see how it moves the ball forward right now more than other areas that clearly would. Sure, you can make contrived hurdles to jump through (cotton now has to be grown, for example) but if it they are only hurdles, and no incentives, it might actually detract instead of add (in the cotton example, you might find a lot less people wearing cloth and fewer folks using bows rather than a whole lot of people farming).

    "So it would be easy to guess that the farming system will tie into the crafting system in some way."

    Cotton, herbs for medkits maybe, sure. It'll be interesting to see what incentives versus just hurdles they come up with.

    It is a bit confusing to me because the building mechanism seems like such a differentiator -- so ripe with potential, but doesn't seem to be a focus. After a handful of false starts or bombs (helicopters, backpack lockpicks, red animal 'zombie replacements') in with some of the good, I don't understand why more focus wouldn't be on the feature set that is so clearly very popular, has tons of potential to be realized, and has a whole number of ideas all ready to choose from. I suspect that the team knows its a good thing so they are focused on trying to find other 'good things', but it doesn't mean you can't do both in parallel.

    I guess I am guilty here of speculating as well, but without a roadmap, we only have what little we know and the past to guess at where it is going next.

    The thing that bothers me the most is that after they add it, when people say they are farming, people will have to clarify by asking 'farming farming, or resource farming'? :)

    Edited:

    The new sky system was nothing like a beta-level content update. It was a total overhaul of the sky and atmosphere system, which freed up the second render camera for them. This is a fundamental mechanic of the technical system underlying the gameplay mechanics you're asking for.
    What? What does replacing the sky have to do with the 'technical system' that is key to the 'gameplay mechanics' you are talking about?


    The sky was not a "minor" fix, it was a fundamental foundation that brought performance improvements as well as additional capability for water and lighting. This allows water to be used in what you'd consider gameplay mechanics.
    How so? What additional capabilities? What gameplay mechanics? The water was made better looking. That doesn't add 'additional capabilities' to allow 'water to be used' for new gameplay mechanics. Garry was simply saying that eventually water will be important, and so that's why it's good that it was made to look better.


    The item editor makes adding new items (e.g. gameplay content) to the game many times more efficient over the old way, so that's another bottleneck taken out.
    Many more times? You know this how? The up front process is still easier, but other than just making it easier to add fluff items, it doesn't remove the need to actually develop the code that would perform the 'gameplay mechanics' you keep talking about.


    The new UI is another major foundational cornerstone. The old NGUI interface was shit, but the devs were holding back other gameplay elements from Rust because they didn't want to code it up knowing they'd be throwing a lot of their work out when they replace the UI code. NGUI has been thrown out, so that's another bottleneck removed from the progress pipeline.
    I won't comment on what it means for a design if you have to throw out lots of code later because you change one pluggable UI system for another. This, however, is a self imposed roadblock, not something that once fixed means that content code will suddenly flow more freely from the developers typing fingers.

    Can I ask why you wouldn't just post a link to the playrust.com post instead of trying to regurgitate what was said there and adding your own mostly faulty comments or analysis? It would be faster and you wouldn't come across looking like you don't even really understand what is being communicated in them.

  20. Post #20
    utilitron's Avatar
    December 2013
    766 Posts
    All highly speculative but very interesting ideas.
    What? What does replacing the sky have to do with the 'technical system' that is key to the 'gameplay mechanics' you are talking about?
    http://playrust.com/25th-febuary-update/
    playrust.com posted:
    Yhy bother changing the stupid sky? Well I’m glad you asked. The old sky was a slow horrible FPS killer. It rendered using two cameras.. which induces a bug in Unity that meant we couldn’t (without a bit of hacking around) have refraction effects in game.
    The new sky increased FPS and added refraction effects.

    Many more times? You know this how? The up front process is still easier, but other than just making it easier to add fluff items, it doesn't remove the need to actually develop the code that would perform the 'gameplay mechanics' you keep talking about.
    http://facepunch.com/showthread.php?t=1371395
    The item editor just makes good sense to us. We don't need to spend time adding 40 different types of meats, then adding icons for each of those. We don't need to spend time adding 200 different types of food. The community can do that, they can enjoy doing it.

    And if they don't like it, and community contributions are shit - it doesn't matter - we don't have to add them. The system pays for itself anyway - because a few days of work enables anyone at FP to add a new item to the game in less than a minute, instead of taking a programmer that knows how to (of which there are 2) over an hour.

    We're looking at systems like this this to speed up our development, so we can add things faster in the future. So even though it looks like we're wasting time on things like this when we could be doing 'real stuff', everything will work out much much better in the end.
    To add 200 items to the game it will take 200 hours (so 100 per programmer)
    So over 2 weeks of effort to add items. Seems like their time would be better spent doing other things.

    I won't comment on what it means for a design if you have to throw out lots of code later because you change one pluggable UI system for another. This, however, is a self imposed roadblock, not something that once fixed means that content code will suddenly flow more freely from the developers typing fingers.
    What? The new UI implements new game features like weight limits, container nesting, and controller based game play that will lead to console version of the game.

    Can I ask why you wouldn't just post a link to the playrust.com post instead of trying to regurgitate what was said there and adding your own mostly faulty comments or analysis? It would be faster and you wouldn't come across looking like you don't even really understand what is being communicated in them.
    Luckily for you, I did just that.

  21. Post #21

    February 2014
    64 Posts
    I don't mind waiting for the game to update but I think their priorities are wrong.
    They should not focus on making textures look better, making a better sky and all of that..
    what they need to do instead is ADD actual NEW content in the game, forget the pretty looks for now.

    Add new content first then once you've got most content sorted out, add textures.
    This is Alpha not Beta.
    In beta you do all the tweaks to the current content.
    Alpha you add content.
    I bet you have years of Game Programming behind you that is why i trust your opinion!

  22. Post #22

    October 2013
    860 Posts
    http://playrust.com/25th-febuary-update/

    The new sky increased FPS and added refraction effects.
    And those are 'key to new gameplay mechanics' how? Performance increase and pretty visuals. Not necessary to make the helicopter fly, or to add stone building materials, or help make boats move around the ocean.


    http://facepunch.com/showthread.php?t=1371395

    To add 200 items to the game it will take 200 hours (so 100 per programmer)
    So over 2 weeks of effort to add items. Seems like their time would be better spent doing other things.
    Are you making those numbers up? Yes the item editor will make it easier to add items. Fluff items. Partial things for non fluff items. It is not going to result in a huge influx of items that have a huge gameplay mechanic impact because code has to be written. The helicopter didn't magically add itself to the game and make itself fly around just because the artist finished the model.

    What? The new UI implements new game features like weight limits, container nesting, and controller based game play that will lead to console version of the game.
    The new UI doesn't just 'implement new game features like weight limits and container nesting'. The implementation of those mechanics are mostly game logic. The UI shows weight, but it doesn't 'implement' the weight. Yes, you have to add and drop and popups or whatever to show nesting, but the there is logic behind that. Adding new building items like a palisade fence or stone building materials don't depend on a GUI change from NGUI to DFGUI. Implying that these things couldn't happen before a GUI changed is silly. This is a priority choice on FP's part, not something that is going to fundamentally impact the speed of development of new gameplay mechanics or content that elix implied.

    Luckily for you, I did just that.
    Yeah, you kind of missed the point there. We all can read. It's not the post I have issue with, it's mostly thinking that 'because Garry said so' is a great argument when you don't actually understand what Garry said or are misrepresenting what he said. Like how the sky changed somehow enabled future water mechanic changes. Not what he said.