1. Post #81

    February 2014
    393 Posts
    When Life is Feudal was announced/a thread was made on FP for it, my only real remark was "Well, they're gonna absorb a lot of the Rust community's worst. GOOD LUCK LiF devs!"
    I have no real interest in LiF beyond its engine. Looks like major grindage to me. What I have seen of it, and the fact they have a system that acts like morality that effects your skills would point to you made a very premature incorrect assumption.

    Beasts of Prey, being a owner, its gotten flooded with carebears who want a PVE game with low system specs, so PVP is suffering under the noise. Raiding a base now gets you nothing except a crafting table.

    So no, I would say the worst in Rust are still here, but in Legacy on Twitch/Youtube (you know who you are).


    LiF is going to suffer going forward unless they can deliver everything they've promised in exactly one year from now. (Considering their budget and team size, they've either got secret powers or they're going to be cutting it so close.)
    Some post in T3D site mentioned they made up for the development they had put on it so far i the first 48 hours. Remember they started building it in 2012. The cost of living being cheaper in Russia (I think they are Russian??), I would say they will have the funds to hire who they need to get it done.

  2. Post #82
    TheQuagmire's Avatar
    May 2014
    163 Posts
    When Life is Feudal was announced/a thread was made on FP for it, my only real remark was "Well, they're gonna absorb a lot of the Rust community's worst. GOOD LUCK LiF devs!"
    That's what I love about you whitetail. You always find the awesome.
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  3. Post #83

    January 2014
    177 Posts
    I'm a little confused as to why people think LiF is going to attract the LCD of Rust's playerbase. From my limited experience... it's more micromanagement, takes longer to progress, lacks a familiar run-and-jump FPS shooter experience, encourages skill concentrations (roles) and thus functional groupings/towns, and has some kind of morality system that hampers skill progression for RDMers (or so I read, not sure how that would work). Given the extensive focus on building and farming and such, I imagine it will attract a fair share of carebears, and that will in turn attract the opportunist trolls and KoS skells who can't cut it in dedicated PVP environments, but the path to mindless violence and griefing still seems a bit quicker on Rust.
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  4. Post #84
    TheQuagmire's Avatar
    May 2014
    163 Posts
    I'm a little confused as to why people think LiF is going to attract the LCD of Rust's playerbase. From my limited experience... it's more micromanagement, takes longer to progress, lacks a familiar run-and-jump FPS shooter experience, encourages skill concentrations (roles) and thus functional groupings/towns, and has some kind of morality system that hampers skill progression for RDMers (or so I read, not sure how that would work). Given the extensive focus on building and farming and such, I imagine it will attract a fair share of carebears, and that will in turn attract the opportunist trolls and KoS skells who can't cut it in dedicated PVP environments, but the path to mindless violence and griefing still seems a bit quicker on Rust.
    Because anything that's $40 Bucks must be better than rust.
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  5. Post #85
    I'm a little confused as to why people think LiF is going to attract the LCD of Rust's playerbase. From my limited experience... it's more micromanagement, takes longer to progress, lacks a familiar run-and-jump FPS shooter experience, encourages skill concentrations (roles) and thus functional groupings/towns, and has some kind of morality system that hampers skill progression for RDMers (or so I read, not sure how that would work). Given the extensive focus on building and farming and such, I imagine it will attract a fair share of carebears, and that will in turn attract the opportunist trolls and KoS skells who can't cut it in dedicated PVP environments, but the path to mindless violence and griefing still seems a bit quicker on Rust.
    You must've missed the server-clearing clans who'd come on legacy servers with 10+ guys, gear themselves up by raiding the fixed loot sites systematically, and then become an unstoppable PVP force that empty the place by KOSing everything. LiF's teamwork requirements punish lone wolfers that much more than Rust currently does. Plus, it's so early in development that I doubt the mechanics they've built are not exploitable.

    And then the hacks will show up.


    LiF does genuinely look like a neat game. It kind of looks a bit like a cross between The Forest and Rust, only with a clear decision to have artificial rules structures (where Rust doesn't) so they've got built-in progression mechanics, and the siege weapons notion is pretty cool.

    However, the LiF team is small and their budget is five digits, and the game has a long way to go yet (the trailer is pre-alpha footage). They've got a big task ahead of them, but if they can pull it off, I'll probably be looking at buying a copy when it's further down the path in development. Even if they somehow manage to avoid getting the attention of most of the idiots that came from DayZ/The Scam Z to Rust, they're still going to need luck and a lot of hard work to make it happen.
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  6. Post #86
    Dennab
    February 2014
    264 Posts
    You must've missed the server-clearing clans who'd come on legacy servers with 10+ guys, gear themselves up by raiding the fixed loot sites systematically, and then become an unstoppable PVP force that empty the place by KOSing everything. LiF's teamwork requirements punish lone wolfers that much more than Rust currently does. Plus, it's so early in development that I doubt the mechanics they've built are not exploitable.

    And then the hacks will show up.


    LiF does genuinely look like a neat game. It kind of looks a bit like a cross between The Forest and Rust, only with a clear decision to have artificial rules structures (where Rust doesn't) so they've got built-in progression mechanics, and the siege weapons notion is pretty cool.

    However, the LiF team is small and their budget is five digits, and the game has a long way to go yet (the trailer is pre-alpha footage). They've got a big task ahead of them, but if they can pull it off, I'll probably be looking at buying a copy when it's further down the path in development. Even if they somehow manage to avoid getting the attention of most of the idiots that came from DayZ/The Scam Z to Rust, they're still going to need luck and a lot of hard work to make it happen.
    I bought it, and I've been having a blast so far..

    Run into a few small glitches... but NOTHING compared to rust legacy or experimental. (Actually TBH I've never played a game as glitchy as rust)

    But to each his own.

  7. Post #87

    January 2014
    201 Posts

    Run into a few small glitches... but NOTHING compared to rust legacy or experimental. (Actually TBH I've never played a game as glitchy as rust)

    But to each his own.
    What are the glitches in Rust Legacy? It seems pretty playable and to me at this point - just has some hackers. I never run into bugs playing it. Can you explain?

  8. Post #88

    January 2014
    177 Posts
    You must've missed the server-clearing clans who'd come on legacy servers with 10+ guys, gear themselves up by raiding the fixed loot sites systematically, and then become an unstoppable PVP force that empty the place by KOSing everything.
    Most sandbox games, 10+ guys who set their mind to griefing a server will ruin the experiences of most small groups or solo players... it's the nature of the beast. You can't protect people from the insecure gank-squads without taking away some of the freedom from a free-roam sandbox game. But Rust Legacy's ability to control and pillage a loot drop spot meant you could go from naked to Kev/M4 in a few hours. The vibe I get from LiF is that you need to invest a bit and settle before you can engage in war and pillage buildings. That time investment, and the borderline obnoxious $40 price tag, seems like it would discourage that element.

    (BTW, that is in no way an endorsement or validation of developers' decision to charge almost AAA prices for early access playtesting on a game that may never see beta)

    LiF's teamwork requirements punish lone wolfers that much more than Rust currently does. Plus, it's so early in development that I doubt the mechanics they've built are not exploitable.
    Aside from the influx of maladjusted children after the first few months of Rust, part of the reason the concept of "towns" and progressive player organization failed (except some awkward and inexplicably pseudo-sexual instances of voluntary "slavery") is because all avatars are the same. There was no incentive to band together outside your clan except mutual defense or gangbang offense. Other people added very little to your endeavors except in terms of having another gun firing during a raid. If games with more RPG elements allow for specialization without losing that open sandbox feel, solo players might have more of a reason to join towns early on until they're ready to expand.


    Given the terraforming and potential crafting complexity, I'm just looking forward to the 2015 mod: Dwarf Fortress is Feudal.

  9. Post #89

    March 2014
    2 Posts
    glitches in rust legacy are plentiful. you can crouch in a bear and your invincible. you can shoot yourself into the air with wood gates. you can place barricades on pillars to climb as high as you please, which belittles any large structure someone spent days on, you can be on any floor you want with a foundation, some pillars, barricades, and 2 c4 to blow right into the loot room. I've done this numerous times. you can place a furnace ontop of yourself, and stand inside of it almost completely hidden and invincible. BUT atleast in legacy, the animals will only SOMETIMES run through a rock or hill, while in experimental they will 100% of the time disappear into a rock. come on guys.. id much rather my bullets not spout blood, wood, or sparks depending on what i hit. id rather the animals no walk through walls. id rather the crafting menu stop crashing, leaving me in a game with no pause menu or crafting menu, forcing me to open task manager and end the process manually. id rather the core of the game be solid, then the new physics they added with dead bodies, which still makes for some pretty funny positions and 75% of the bodies move until they disappear, even when on a flat surface body parts will wiggle and shake..

    point is, your polishing something that isnt even ready to be polished. lets make the animals solid objects not only for players (I was happy to see that addition) but for rock formations too, before we start changing their color, texture, sound.. or anything else. why make something look good if its broken?

    And there no options menu? i cant change basic options like various volume settings, controls, sensitivity? how hard is that to pull off?

    garry made a comment about segways? how about something of substance to the people that are paying to keep the lights on in your office to make games for them to enjoy with their friends?
    and dont point me to your devblog, thats besides the fact. its you (and your teams) JOB to post updates and what they are changing and bringing to the game.

    sorry for the slight rant, but ive been patiently waiting for the new rust, and im pretty irritated that it seems more broken then legacy, and facepunch themselves have already deemed it ready to go live and BE rust, that was a mistake. there wont be any towns showing up on servers full of hackers or exploiters, so id say that should be pretty high on your list too. i wouldnt want everyone rage quitting before the games even completed because of some hackers when i could just stop the hacks and save the fan base. but facepunch doesnt seem to care much about their fans, or their opinions. and i might even be banned for this post.

    I'm ok with it. I take that ban as I take grief on rust (legacy)
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  10. Post #90
    Dennab
    February 2014
    264 Posts
    What are the glitches in Rust Legacy? It seems pretty playable and to me at this point - just has some hackers. I never run into bugs playing it. Can you explain?
    I have not played legacy in about 4 months...but my understanding is that it hasn't been updated.


    Anyways, uhmm let me think of a few..

    Well there was the sleeping bag glitch.
    into walls
    through doors
    foundations

    There were several times I saw wolfs glitching around and "flying"

    there was the glitch where you could hold doors open by hitting E and not entering a code.

    You could walk up to trees and see through them, so you could have vision of people that could not see you.

    After you glitched into the rocks, you could shoot out. I dunno how many time I got killed by "invisible people in rocks"



    Just a couple I could remember, some of them aren't actual glitches... but really really poor programming. and some are just straight up glitches.

    And something like sleeping back into a rock, is downright game breaking.

    Edited:

    glitches in rust legacy are plentiful. you can crouch in a bear and your invincible. you can shoot yourself into the air with wood gates. you can place barricades on pillars to climb as high as you please, which belittles any large structure someone spent days on, you can be on any floor you want with a foundation, some pillars, barricades, and 2 c4 to blow right into the loot room. I've done this numerous times. you can place a furnace ontop of yourself, and stand inside of it almost completely hidden and invincible. BUT atleast in legacy, the animals will only SOMETIMES run through a rock or hill, while in experimental they will 100% of the time disappear into a rock. come on guys.. id much rather my bullets not spout blood, wood, or sparks depending on what i hit. id rather the animals no walk through walls. id rather the crafting menu stop crashing, leaving me in a game with no pause menu or crafting menu, forcing me to open task manager and end the process manually. id rather the core of the game be solid, then the new physics they added with dead bodies, which still makes for some pretty funny positions and 75% of the bodies move until they disappear, even when on a flat surface body parts will wiggle and shake..

    point is, your polishing something that isnt even ready to be polished. lets make the animals solid objects not only for players (I was happy to see that addition) but for rock formations too, before we start changing their color, texture, sound.. or anything else. why make something look good if its broken?

    And there no options menu? i cant change basic options like various volume settings, controls, sensitivity? how hard is that to pull off?

    garry made a comment about segways? how about something of substance to the people that are paying to keep the lights on in your office to make games for them to enjoy with their friends?
    and dont point me to your devblog, thats besides the fact. its you (and your teams) JOB to post updates and what they are changing and bringing to the game.

    sorry for the slight rant, but ive been patiently waiting for the new rust, and im pretty irritated that it seems more broken then legacy, and facepunch themselves have already deemed it ready to go live and BE rust, that was a mistake. there wont be any towns showing up on servers full of hackers or exploiters, so id say that should be pretty high on your list too. i wouldnt want everyone rage quitting before the games even completed because of some hackers when i could just stop the hacks and save the fan base. but facepunch doesnt seem to care much about their fans, or their opinions. and i might even be banned for this post.

    I'm ok with it. I take that ban as I take grief on rust (legacy)
    And a lot of stuff in the "new" rust, may not be actual glitches (as in unintended consequences from the code)


    But there are A LOT of poor gameplay choices.

    I won't play the new rust right now just because of the lock system, and the building system.

    "fuck off dewm, no one cares about you"

    its true.. my one opinion doesn't count for much, but i'm not alone.
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  11. Post #91

    January 2014
    201 Posts
    The bold are my comments.

    I have not played legacy in about 4 months...but my understanding is that it hasn't been updated.
    Yes it has nothing new in it - but it works almost flawlessly and has great performance (on Mac's also).

    There were several times I saw wolfs glitching around and "flying"
    Never happens. Have not seen it once on over 30 servers - although possibly it did happen at one time before. But must be incredibly rare if it still happens.

    there was the glitch where you could hold doors open by hitting E

    You could walk up to trees and see through them

    After you glitched into the rocks, you could shoot out.


    But there are A LOT of poor gameplay choices.

    Oh, I get it. Yes there are lots of ways to cheat or hack in Legacy Rust. I just see it as running very well. But it's unfinished. I thought you meant game-breaking bugs.

    I won't play the new rust right now just because of the lock system, and the building system.

    its true.. my one opinion doesn't count for much, but i'm not alone.
    Actually, some of us care. People's views of the game are important feedback for FP.

  12. Post #92
    Aside from the influx of maladjusted children after the first few months of Rust, part of the reason the concept of "towns" and progressive player organization failed (except some awkward and inexplicably pseudo-sexual instances of voluntary "slavery") is because all avatars are the same. There was no incentive to band together outside your clan except mutual defense or gangbang offense. Other people added very little to your endeavors except in terms of having another gun firing during a raid. If games with more RPG elements allow for specialization without losing that open sandbox feel, solo players might have more of a reason to join towns early on until they're ready to expand.
    I'd argue that, so far, the concept of towns and organized player cooperation has not emerged because there aren't enough tools to make it worth it. No traps, walls are either made of paper or near-impossible to break down, no signs, no placeable lights (campfires/ovens don't count), and no compelling reason to go beyond low-level deathmatching. You know, things that are still missing because it's early days.

    The fact that everyone the same makes them harder to identify, and that does have a certain effect on group cohesion. However, customization and clothing options are also slated.

    I don't think specialization, making you incapable of being able to do certain things, is the answer. Instead, examine the current building mechanic in experimental. The length of time it takes to put something up and upgrade it, the cost of materials, and the durability to pull walls down is in flux and will almost certainly change again, but no matter what those values are set to, experimental building has a huge change over legacy: Multiple people can join in building, and that makes walls go up so much faster. One person attempting to build a complex will need a lot more time than a group, and until the building's ground level is secured, it's vulnerable.

    Plus, Rust's raw unfinishedness means most players aren't playing and are waiting for it to improve, so most of the playerbase doesn't even hang around long enough to form a community. The constant wipes most servers had to go through before the collider limit was uncapped (bow down before 64-bit Unity 5) were another huge source of player churn/burnout, because progress was being reset frequently, or the server was risking massive performance issues if you approached areas with lots of building. (And decay did a number on hurting towns as well; decay was a workaround to prevent hitting the collider limit, even after fudging colliders into bunched colliders.)
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  13. Post #93
    TheQuagmire's Avatar
    May 2014
    163 Posts
    Built up a reasonably large clan in the early days of rust. Went from 5-6 guys to well over 20. Banding together really changed the playing field drastically, and most importantly allowed us to experience a lot more content, and encounters than a solo or small group would have.

    We could gather larger amounts of resources faster, hit loot spawns, and hold them down. Gave us the complete paradise to build whatever structures we wanted, and experiment with what worked instead of guessing what might work.

    After awhile building bases all over the resources area's to have a local base to dump gear, resources, and have a spawn point gave us the opportunity to be raided. After a short time we realized a lot of things. Some I might share to everyone, but not everything. Eventually our bases were so well built that raiding us was more of us using our own base as a death trap instead of an actual base. Raiders would come in, and we would trap them inside.. and we would wreck them. Quite hilarious tactic. Anyways eventually that thrill dies off, and you want to actually horde gear just in-case. Well since there wasn't any traps, and keeping a base anywhere near any of the resources valley's was a guarantee your base being discovered, and raided. Well we did the ridiculous. We built our main fortress literally 10 minutes of sprinting just to reach certain area's of the map where people thought they were being clever in base planting (plus we raided those people into the ground). Having no vehicles, no transportation I had a gut feeling no group would recon so far... or have the desire to run for such insane lengths to raid. So we never got raided EVER again. PLUS! we never told the admin/mods of the server we were up there.

    In fact the bases we raided.. we would take them over... well the ones that suited us, and it gave everyone an idea that that was our actual base. Eventually two things either happen. We would all get slowly banned from the server cause people would get butthurt that we "took over" their shacks... or they got tired of us raiding the server population into the ground. Eventually we would just from server to server, and raid people into the ground.. including the admin bases.. oh those were great.

    But yea I can't stress enough about the issue with taking others bases and using it as your own. "Griefing" was what all the admins/mods would say, and the ban would soon come after. In my personal opinion those carebears had no idea what griefing was.
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  14. Post #94
    Dennab
    February 2014
    264 Posts
    The bold are my comments.



    Actually, some of us care. People's views of the game are important feedback for FP.


    Well IMO being able to glitch into rocks and kill people without them being able to do ANYTHING I would consider game breaking.


    So to each his own..

    But I know I quit at least 4 different servers because of the "rock" bug.

  15. Post #95

    February 2014
    147 Posts
    It doesn't help that a lot of players don't seem to even try to survive in Legacy. They would spawn, go into rad town/loot areas, get shot immediately, then complain. I mean, no offense, but what do they honestly think is going to happen? It's like going to the NW Airfield in DayZ; you basically go there to die, unless you are with a big group with good gear, or are very lucky and careful. If you are solo player on a high pop server, the best thing to do is hide, be content with having low tier gear for the most part (don't wear kev alone, just puts a bullseye on you), and make friends with as many players on the server as possible.
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  16. Post #96

    January 2014
    201 Posts
    Well IMO being able to glitch into rocks and kill people without them being able to do ANYTHING I would consider game breaking.

    So to each his own..

    But I know I quit at least 4 different servers because of the "rock" bug.
    Funny, I never saw anyone do this. Maybe they fixed this later. Anyway, the hacking was clearly a big problem. I played mainly on smaller servers located near me physically.

  17. Post #97

    January 2014
    177 Posts
    Funny, I never saw anyone do this. Maybe they fixed this later. Anyway, the hacking was clearly a big problem. I played mainly on smaller servers located near me physically.
    It was never fixed to my knowledge. It was one of the largest exploits in Legacy months after the legacy build stopped being updated. It's not just people building inside rocks and shooting out from the middle of mountains... active admins and veteran players usually sniffed them out. The other problem was that small, hidden bases build up against rocks or in crevices were that much more vulnerable if they weren't built with symmetrical defenses. You could raid straight to the rear loot room with no trace.
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  18. Post #98

    October 2013
    860 Posts
    [Removed because previous poster said exactly what I was going to say]

  19. Post #99
    RustGameRocks's Avatar
    December 2013
    131 Posts
    Rust will always get better. I like the new rust and freakin cannot wait till the next coming weeks. Keep the updates coming along.
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