View Poll Results: Should the key/lock system be changed

Voters
139. You may not vote on this poll
  • Yes

    106 76.26%
  • No

    33 23.74%
  1. Post #1

    October 2014
    19 Posts
    So now the only thing someone needs to do to get into your base (apart from put a weight on their left mouse button and go do something else whilst they rock down your walls) is camp outside your house and just kill you whilst you have your keys on you.

    You could go out, lock your door, then throw the key back through the door. But then you cant get back in your house.

    You could go out and drop the key somewhere nearby and hope nobody finds it. Still useless if someone is camping you.

    Also the fact you cant even see which key is for which door is poorly thought out. What about when your base gets big and you have 10+ doors?

    Not to mention the fact you can get stuck in your own base without a key, if its level 6 you're fucked.

    Absolutely no point spending time in the game right now when theres a very good chance you wont wake up in the same house you spent hours making


    EDIT: Also whilst on the topic of broken mechanics, its possible to run up walls by holding W and spamming jump.


    EDIT: Also animals can clip through anything and hit you from meters away. I think ill just keep editing with bugs, maybe they'll see this post
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  2. Post #2

    February 2014
    48 Posts
    I havent played the new version that much but I agree that the key system doesn't seem like it will work.

    Yes it is more realistic, but the cost of ruining the game?

    imo the key system makes the game less enjoyable and should be removed
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  3. Post #3
    Dennab
    August 2014
    186 Posts
    Idiots like yourself need to remember that the new version of the game is still being worked on and has a lot that needs to be done, shit like keys and doors will most likely be changed when the game is actually done. You are the kind of person that turns developers away from early-access with your self entitlement - you pay for the game knowing good and well it isn't finished but have the audacity to have a bitch at the developer for a stupid thing like keys.
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  4. Post #4
    Raidenz's Avatar
    May 2014
    74 Posts
    locks and keys are just like wooden doors in legacy....

    once the next level of locks is out, no one will be using the key system.

    it will be a starter item, just like wooden doors.
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  5. Post #5

    October 2014
    19 Posts
    Idiots like yourself need to remember that the new version of the game is still being worked on and has a lot that needs to be done, shit like keys and doors will most likely be changed when the game is actually done. You are the kind of person that turns developers away from early-access with your self entitlement - you pay for the game knowing good and well it isn't finished but have the audacity to have a bitch at the developer for a stupid thing like keys.
    Whats with the insults? Why are you so sensitive? Im simply bringing bugs and flaws to the attention of others, would you rather nobody discussed the game at all and nothing got fixed? Am I not entitled to constructively criticise a game I paid money for? Get the fuck out with your whining

    Also I wouldnt call keys a 'stupid' thing, kind of the whole point of the game is base building so i'd say its a pretty big flaw, you understand what im saying?
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  6. Post #6

    October 2014
    2 Posts
    There is no point playing the New rust right now.Firstly,Sleeping bags do not work and cause you to lose everything you own.Won't let you wake up and creates duplicate bodies.And you will lose your keys to your hard earned built Level 6 base.Secondly the Key system.As listed above it's pretty stupid how it works at the moment and don't know why they would even add in a system like that.I think you should of just left it like the old rust,No keys just pass codes.So you can get back into your base after death.
    I know the new rust is work in progress but this is a few bugs that i have ran into whilst trying to play it.It's only in early access after all,expect all kind of bugs.
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  7. Post #7
    Dennab
    August 2014
    186 Posts
    Whats with the insults? Why are you so sensitive? Im simply bringing bugs and flaws to the attention of others, would you rather nobody discussed the game at all and nothing got fixed? Am I not entitled to constructively criticise a game I paid money for? Get the fuck out with your whining

    Also I wouldnt call keys a 'stupid' thing, kind of the whole point of the game is base building so i'd say its a pretty big flaw, you understand what im saying?
    You are not entitled to criticize a game which openly stated wherever possible that it is still in development and should not be treated as and played as a fully finished GOTY release, and criticism usually brings up a point and provides an alternative - not a poll saying 'Should keys be removed'.
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  8. Post #8

    October 2014
    19 Posts
    You are not entitled to criticize a game which openly stated wherever possible that it is still in development and should not be treated as and played as a fully finished GOTY release, and criticism usually brings up a point and provides an alternative - not a poll saying 'Should keys be removed'.
    I am entitled to criticize and point out flaws for a game I have purchased in hoping the devs see it and fix the flaws, yes

    Also you might wanna read the poll again, it doesnt say that

    We are consumers. We have the right to discuss the product we bought. If you dont like it, get out and go hang around with some other nazi buddies of yours
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  9. Post #9
    Dennab
    August 2014
    186 Posts
    I am entitled to criticize and point out flaws for a game I have purchased in hoping the devs see it and fix the flaws, yes

    Also you might wanna read the poll again, it doesnt say that

    We are consumers. We have the right to discuss the product we bought. If you dont like it, get out and go hang around with some other nazi buddies of yours
    Id rather associate with nazis than idiots like yourself bobo
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  10. Post #10
    Dennab
    June 2014
    255 Posts
    I dont like either but if garry wants that stuff so it should be like
    someone mentioned it before its definetly going to be first tier

    So the Second tier could be a Keycard
    and the third tier a hand scanner or some stuff

    I dont know , let the devs go for it
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  11. Post #11

    October 2014
    19 Posts
    Id rather associate with nazis than idiots like yourself bobo
    So instead of presenting a counter argument you go straight for the insults. My name doesnt say bobo either.

    You see what you have done to the thread? Instead of actually having a discussion about the problems and maybe coming up with solutions all you do is shit the thread up by being a wannabe moderator. Fuck off.
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  12. Post #12
    Bui

    October 2014
    27 Posts
    I don't really agree. I hoped to share my thoughts so I hope no one takes offense, it's my first time posting on the forums.

    The only way a player could get stuck outside their own building is if that player dropped their key in some far place, died far away, or lost it to another player. There should be risks and consequences for venturing far from your own home to explore a place that might cause your death and not just by players but also the environment. It adds excitement and a sense of accomplishment for success, highlighting on and bringing to the forefront the survival aspect of the game. The idea that players would rather explore carefree by leaving their items at a base, die, and waltz back in the home, doesn't seem enjoyable, just routine.

    Why would a player intentionally place their key within their own structures and then put up a wall? Unless there is a strategy to this, such a player would have to be careless or masochistic to do so. With the implementation of wall upgrades and other new fortifying features to come in the future, why would anyone need to construct such large or elaborate buildings that require layers of doors and walls inside one's home? Isn't it a flaw in Legacy Rust that buildings were so insecure it needed to be built in such over-elaborate and time consuming ways? That tells me it needed to be changed.

    In addition, we don't even know if they're implement other methods to gaining access to bases yet. The keys might add personalized tags to name, label and match your doors. They might upgrade the locks into more advanced systems in a series of tiers, as explained in the devblog, from simple wood barricades, basic locks, and finally advanced number pad systems.

    I think it's way too premature for making such decisions because players aren't used to these changes in game play. I rather focus on improving functional aspects of the game instead of removing valuable features and concepts that adds a new layer to game play politics and planning entirely, where as before was a mere afterthought.

    If your building was recently robbed because you decided to log out of the game for a night, then I would suggest to the developers that walls need to be adjusted to last longer for offline players. That way we don't have to return too frequently.

    I agree that wall jumping needs to be changed, no one should hop on a roof so easily.
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  13. Post #13

    October 2014
    19 Posts
    I don't really agree. I hoped to share my thoughts so I hope no one takes offense, it's my first time posting on the forums.

    The only way a player could get stuck outside their own building is if that player dropped their key in some far place, died far away, or lost it to another player. There should be risks and consequences for venturing far from your own home to explore a place that might cause your death and not just by players but also the environment. It adds excitement and a sense of accomplishment for success, highlighting on and bringing to the forefront the survival aspect of the game. The idea that players would rather explore carefree by leaving their items at a base, die, and waltz back in the home, doesn't seem enjoyable, just routine.

    Why would a player intentionally place their key within their own structures and then put up a wall? Unless there is a strategy to this, such a player would have to be careless or masochistic to do so. With the implementation of wall upgrades and other new fortifying features to come in the future, why would anyone need to construct such large or elaborate buildings that require layers of doors and walls inside one's home? Isn't it a flaw in Legacy Rust that buildings were so insecure it needed to be built in such over-elaborate and time consuming ways? That tells me it needed to be changed.

    In addition, we don't even know if they're implement other methods to gaining access to bases yet. The keys might add personalized tags to name, label and match your doors. They might upgrade the locks into more advanced systems in a series of tiers, as explained in the devblog, from simple wood barricades, basic locks, and finally advanced number pad systems.

    I think it's way too premature for making such decisions because players aren't used to these changes in game play. I rather focus on improving functional aspects of the game instead of removing valuable features and concepts that adds a new layer to game play politics and planning entirely, where as before was a mere afterthought.

    If your building was recently robbed because you decided to log out of the game for a night, then I would suggest to the developers that walls need to be adjusted to last longer for offline players. That way we don't have to return too frequently.

    I agree that wall jumping needs to be changed, no one should hop on a roof so easily.
    I agree that there needs to be a sense of danger and risk when venturing out. But doesnt the PVP element sort that already? No need to complicate it even further by giving someone the keys to the house you just spent hours building

    People enjoy being creative and building large and extravagant houses. When you are capable of building cool big structures it seems stupid to then deter people from doing just that by having a crappy key system. And yes I suppose we dont know which direction they're going with it. Just wanted to voice my opinion that its not good at the moment

    I think being able to destroy walls/anything with just melee weapons is dumb. You could get a gang of 5+ people and break into every house without even setting up your own base first or gathering resources for C4 etc
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  14. Post #14

    February 2014
    34 Posts
    You are not entitled to criticize a game which openly stated wherever possible that it is still in development and should not be treated as and played as a fully finished GOTY release, and criticism usually brings up a point and provides an alternative - not a poll saying 'Should keys be removed'.
    If people dont comment on things they wont have any feedback on whats working and what isnt. Theres nothing wrong with saying the current implimentation of something is bad.
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  15. Post #15

    February 2014
    21 Posts
    I got a bug where my locks just didnt do anything anymore. i crashed, came back into the game and couldnt open the lock anymore. i had all my keys and there was no change someone could of destroyed the door and put up a new lock. because it was on my second floor inside + i was only gone for like 1 min. any fixes to this? i try'd relogging and didnt work.

  16. Post #16
    Bui

    October 2014
    27 Posts
    I agree that there needs to be a sense of danger and risk when venturing out. But doesnt the PVP element sort that already? No need to complicate it even further by giving someone the keys to the house you just spent hours building

    People enjoy being creative and building large and extravagant houses. When you are capable of building cool big structures it seems stupid to then deter people from doing just that by having a crappy key system. And yes I suppose we dont know which direction they're going with it. Just wanted to voice my opinion that its not good at the moment

    I think being able to destroy walls/anything with just melee weapons is dumb. You could get a gang of 5+ people and break into every house without even setting up your own base first or gathering resources for C4 etc
    True, there needs more tweaking done between the time it takes to gather resources, amounts required, construction time vs the demolition. For large construction, I think the game needs a balance between enthusiast builders (who love making pyramids and towers) and modest house making, but should lean more toward the latter for individual players. I'm not sure if a guy should be able to make a life size pyramid of Giza in 4 hours lol but it definitely needs to be possible in a relatively fair time.

    Regarding locks and keys, I'd suggest to the devs some sort of duplication system. A player creates an original lock and key, from this a replica of the original item can be made applied it to other doors. That way you only need 1 key for many doors or make some keys for some doors. You might still have to hold multiple keys, but it should reduce the amount per door drastically and they can be labeled something.

    I think the main problem is using the key and lock. It goes like this, clicking door or the lock, clicking lock or unlock, then clicking to open or close, then repeat on the other side. This is an arduous task that I think stresses most players

    To address this, there should be a universal button for doors with a UI icon that times the lock and unlock duration depending on the amount of keys you hold. The process goes like this: The player walks to a closed and locked door, presses the button on their keyboard, an icon in the UI appears showing a quick count down of the locking time (like 1 second or 2), the timer completes and an unlocking sound also notifies you. Clicking the button again will repeat this process but the icon shows locking (counting upward?) and makes a locking sound. This will automatically go through all your keys. If you hold say 10 keys, then the timer could increase by a bit, like 3-5 seconds, or you can just open your inventory and pick the right one as the alternative way.

    I think this way is more convenient process to dealing with multiple items, you don't have to use up a slot on hotkey as it can be universally configured, alternatively you can hotkey the one of many and shortcut the lock, and the risk of losing the item remains.

  17. Post #17
    Dennab
    August 2014
    65 Posts
    I like the key system, it's been confirmed that it is still it progression and is going to change eventually, But the fact that you would have to have 30 keys in one base and get confused, forget what belonged to what door would never change no matter what. I thing I heard somewhere that you would put up code lock to protect your house and not have to use keys, which is good cause it won't be that way forever, but
    people could just destroy your lock with a lockpick then what? You would always need to hide your keys somewhere in case someone destroyed your upgraded lock and that would be confusing as fuck. You would either need to hide all the keys at some other crate or put all of them in one to not get lost and both ways, you're fucked over. If someone finds your keys crate, you're fucked. If you get lost in your house and forget what key fits in what door, then you're fucked again.
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  18. Post #18

    December 2012
    1,113 Posts
    The key thing turns all those naked Rust guys into a janitor with a 10 pound key chain.

    One key per door isn't fun irl, and doesn't seem like it would be a fun element for a game.

    A jingle sound of all those keys added to walking and running would make sense.

  19. Post #19
    Leon Garoux's Avatar
    February 2014
    244 Posts
    I love the key system. The only thing I do not currently like, which is an understandable problem because the game is still being worked on, is how quickly bodies disappear. I was ambushed a lot at my house, and so I only took my front-door key out, which led to an empty room, and used a window on the top-floor to shoot them down.

    Problem is, I had ran out of spare keys (I was specifically heading out to get more wood), and needed the key off of that last bandit's corpse, yet the corpse disappeared about 5 minutes later as I was taking a pickax to my front-door. -.-

    Once they fix that, I will have no issues with even the current WIP key system.
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  20. Post #20

    January 2014
    177 Posts
    Keys aren't a viable option for multi-door bases, unless they're on a keychain. Keychains aren't a viable option for PVP servers, unless you stash them in a bush near your base... in which case your entire base accessibility hangs entirely upon the mild luck of a wandering naked newbie, item-disappearing glitches, or tomorrow's ESP hacks.

    Having a keyless combination lock system would solve the keychain problem and provide a low-tech alternative to a keypad, but it doesn't solve the problem of having to solve a puzzle for each door in your base. And bases will have to be large and multi-layered if 5 guys can break through any wall with a stone hatchet and 5 minutes with an auto-click macro.

    We all want something better, more realistic and more inventive than the magical "I know it's you, please come in" shared doors of Legacy. But every option I've seen proposed so far has a hefty price in terms of time, frustration, security and functionality.
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  21. Post #21

    February 2014
    30 Posts
    I think the key system is a good idea. Just make a extra pair of keys and hide them in your house. When u die u can use the keys again to get out :)

  22. Post #22
    PrinceChawmin's Avatar
    June 2013
    198 Posts
    If you have a idea on how the key system should be, by all means lets hear it.
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  23. Post #23

    February 2014
    147 Posts
    The key system is only going to be a low-tier system right? As the game progresses and tech increases, there will be better locks.

    I personally don't have a problem with it because I played a bit of DayZ epoch, where all it takes for somebody to steal you car is shoot you and take your keys. If somebody is camping outside of your base, don't leave; yes I know they can be sneaking, but if you think that's what is happening, then just wait it out for a bit. Most people get bored too quickly unless they really think you have something worthwhile.

  24. Post #24
    MordecaiW's Avatar
    February 2014
    112 Posts
    Absolutely no point spending time in the game right now when theres a very good chance you wont wake up in the same house you spent hours making


    EDIT: Also whilst on the topic of broken mechanics, its possible to run up walls by holding W and spamming jump.


    EDIT: Also animals can clip through anything and hit you from meters away. I think ill just keep editing with bugs, maybe they'll see this post

    There is a bug report forum. Use that if you wish to help see change to issues that you deem most important.
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  25. Post #25

    October 2014
    19 Posts
    There is a bug report forum. Use that if you wish to help see change to issues that you deem most important.
    God forbid we just wanna have a chat about it

    why are there so many wannabe mods here
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  26. Post #26
    Evil Joe's Avatar
    August 2005
    137 Posts
    You are not entitled to criticize a game which openly stated wherever possible that it is still in development and should not be treated as and played as a fully finished GOTY release, and criticism usually brings up a point and provides an alternative - not a poll saying 'Should keys be removed'.
    Criticism of a specific aspect of the game that is disliked is important. It gives developers feedback on what is working and what isn't. Providing an alternative would be nice (such as going back to the legacy solution, or adding a key ring), but isn't necessary when pointing out a flaw in the game.

    You're correct - it is an alpha. No one should expect everything to be working or as good as it will be when the game is finally released. That doesn't mean that no one should ever criticize its flaws. If anything, it's more important to be critical of specific aspects of an alpha so developers can get feedback on how the playerbase feels about the game.
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  27. Post #27

    December 2013
    60 Posts
    I agree to the poster. The key system really sucks. But if the second tier lock would be a combination lock, I would be happy with that.

  28. Post #28
    utilitron's Avatar
    December 2013
    766 Posts
    I think you are looking at the situation too shortsightedly. Keys work perfectly well in the real world, why would there be an issue in game? Why?

    When you figure out the answer, do that in the game and keys will work.
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  29. Post #29

    January 2014
    234 Posts
    Whats with the insults? Why are you so sensitive? Im simply bringing bugs and flaws to the attention of others, would you rather nobody discussed the game at all and nothing got fixed? Am I not entitled to constructively criticise a game I paid money for? Get the fuck out with your whining

    Also I wouldnt call keys a 'stupid' thing, kind of the whole point of the game is base building so i'd say its a pretty big flaw, you understand what im saying?
    The problem with the beginning of your thread is that you don't come off as constructively criticizing anything. In fact, all you managed to do in your OP was demand that the key system be removed, which is less criticism and more whining. If you want to discuss what can be changed to improve the key system, then you need to rephrase your OP.

    That being said, the only problem with the key system is that there needs to be a key ring or something to simplify holding them once you get more than 1-2 doors up at once. Once they add more small storage items it'll become easier (hopefully) to hide those keys while you're out and about, at least until you can afford to upgrade to the next level lock which most likely won't even use keys.

  30. Post #30

    January 2014
    177 Posts
    I think you are looking at the situation too shortsightedly. Keys work perfectly well in the real world, why would there be an issue in game? Why?

    When you figure out the answer, do that in the game and keys will work.
    In the real world, I find it much easier to avoid life-ending PVP. If my keys are stolen, I also have the option of contacting an objective and relatively trustworthy law enforcement agency, and I still have a high-tech central security system which keys don't address.

    I'm not sure where you were planning on going with your analogy.

  31. Post #31

    January 2014
    201 Posts
    I think you are looking at the situation too shortsightedly. Keys work perfectly well in the real world, why would there be an issue in game? Why?
    Cause there are lots of naked men outside your house waiting to kill you and get into your house? I think I would trouble with keys in real life too if it were like that.

  32. Post #32
    IMF2000's Avatar
    November 2013
    53 Posts
    Keys are great. I raised a level6 base as they left a key in a box near a window on a second floor room...

  33. Post #33
    Leon Garoux's Avatar
    February 2014
    244 Posts
    Keys are great. I raised a level6 base as they left a key in a box near a window on a second floor room...
    Never had a similar situation with lvl 6 bases, but God knows I have raided a ton of bases because of dumbasses that leave crates near their windows.

  34. Post #34
    Bui

    October 2014
    27 Posts
    They're not dumb for trying, players are just trying to figure out the game.

    I agree to the poster. The key system really sucks. But if the second tier lock would be a combination lock, I would be happy with that.
    I can imagine a new lock that is combination lock but you can't just type in the numbers, you'd have to twist dials or a nob to input the code. It's much safer but more cumbersome to access than lock and key. Of course, such a lock would only work on one side, the interior might require a wood barricade or chain lock.
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  35. Post #35

    December 2013
    60 Posts
    Just think about all the fun we used to have in legacy by locking people in rooms or just barely escaping attackers into your house. The longer it takes to open a door, the more boring it will get.
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  36. Post #36
    utilitron's Avatar
    December 2013
    766 Posts
    In the real world, I find it much easier to avoid life-ending PVP. If my keys are stolen, I also have the option of contacting an objective and relatively trustworthy law enforcement agency, and I still have a high-tech central security system which keys don't address.

    I'm not sure where you were planning on going with your analogy.
    Like I said, find why it works IRL and do that. Sounds like you need to create law enforcement to patrol your neighborhood.

    Cause there are lots of naked men outside your house waiting to kill you and get into your house? I think I would trouble with keys in real life too if it were like that.
    So why aren't there naked men trying to kill you in real life? Once you figure out how to reduce the amount of naked people trying to kill you outside of your house your problem goes away.
    Truth is that, robbery and burglary are happening at alarming rates in the real world. However the rates can be reduced by law enforcement.

    The idea of creating law enforcement sounds like it might also help you in this.


    -----------
    The real issue is you don't want to take care of your own problems. You want a game mechanic to be added/removed to solve it. You can deal with these things yourself, but its not easy.

  37. Post #37

    January 2014
    177 Posts
    So why aren't there naked men trying to kill you in real life? Once you figure out how to reduce the amount of naked people trying to kill you outside of your house your problem goes away.

    The real issue is you don't want to take care of your own problems. You want a game mechanic to be added/removed to solve it. You can deal with these things yourself, but its not easy.
    Interesting. So we shouldn't address a feature of core gameplay that needs improvement, we should instead blame ourselves for not converting our server of a post-apocalyptic wasteland (whose community is heavily comprised of trolls, griefers and asshats) into an ordered society with a neighborhood watch and a 24/7 guarded repository for community keys?

    How about this... some people in this world live in little communes where there are no locks... no theft, no violence. Is your lock bugged? Does your gun not work? Once you figure out how to reduce the number of Rust players who want to commit violence and theft, you won't need either. Then we can get around to playing the game we all really want to play... procedural running lumberjack sim.



    -----

    For the record, having to use keys to open your own locks is realistic. If FP codes a system whereby you can "bury" your keychain in the dirt as opposed to something that's way too easy to spot, then I'd be willing to deal with people camping outside my door. But you still have to deal with the incredible chore of locking/unlocking internal doors, and there's a point at which realism fails gameplay by stunting enjoyment. You're aware of that principle every time you go from holding a rock to crafting a 4-story house, body armor and automatic weapons in the span of two days.
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  38. Post #38
    utilitron's Avatar
    December 2013
    766 Posts
    Interesting. So we shouldn't address a feature of core gameplay that needs improvement, we should instead blame ourselves for not converting our server of a post-apocalyptic wasteland (whose community is heavily comprised of trolls, griefers and asshats) into an ordered society with a neighborhood watch and a 24/7 guarded repository for community keys?

    How about this... some people in this world live in little communes where there are no locks... no theft, no violence. Is your lock bugged? Does your gun not work? Once you figure out how to reduce the number of Rust players who want to commit violence and theft, you won't need either. Then we can get around to playing the game we all really want to play... procedural running lumberjack sim.

    What exactly needs improving for a key? It is a technology that works. The issue at hand is "OMG I can die with my key!" So yes, as a member of the community, you need to blame yourself for not dealing with the problem directly. Its not a bug. Its not an over site. Its working as intended. In fact my solution is the solution of record by garry.


    http://garry.tv/2013/06/21/the-story-of-rust/
    garry posted:
    Freedom
    One of our main aims with Rust is to not control how people behave directly. For example some people want us to implement something to discourage people killing each other. Some kind of rating. Or turn killers red to warm you they can’t be trusted.

    I hate that. It’s not giving the players freedom. The players should decide how they play the game. You should be fearful of others. That is the whole point. This is a game where the player makes their own story.. and emotion plays into it a lot. If you see another guy in game.. – you’re going to be scared of him at first. But then you sniff around each other and decide to go on an adventure together. You begin to trust each other. That means so much more if you both had the ability to kill the other at any time and didn’t. And you weren’t just doing it for a green +1.

    So what’s to stop you from going around killing anyone you want and taking their shit and becoming more powerful? Nothing. What’s stopping it from becoming a PVP killfest? You. Our job should be to give the players the tools they need. If you’re sick of getting killed – start a town. Build town walls. Give all the town members red clothes. Put warning signs up outside the town. Set up trip wires and alarms. Watch each others back.

    Our job is to give you the tools to allow you to protect yourself.

    What’s stopping someone from dressing up in red, sneaking into your town and stealing form you? Nothing. That’s emergent gameplay. Find a solution. A secret handshake. Traps that the town-people know not to trigger.

    What’s to stop one town invading and killing everyone in another town? Nothing. Build stronger defences. Don’t let them get powerful enough to take you down.

    For the record, having to use keys to open your own locks is realistic. If FP codes a system whereby you can "bury" your keychain in the dirt as opposed to something that's way too easy to spot, then I'd be willing to deal with people camping outside my door. But you still have to deal with the incredible chore of locking/unlocking internal doors, and there's a point at which realism fails gameplay by stunting enjoyment. You're aware of that principle every time you go from holding a rock to crafting a 4-story house, body armor and automatic weapons in the span of two days.
    Again this is asking for a game mechanic to solve a problem that if you just thought hard enough you might be able to figure out your own solution that doesn't require all that.

  39. Post #39

    January 2014
    177 Posts
    What exactly needs improving for a key? It is a technology that works.
    It's an issue of disproportionate risk vs. reward. You know, you can claim ANY balance issue or half-baked feature can be "solved" with evolving player solutions. On Legacy, I saw a server where a group of people had walled off the loot spots (in some cases covering them with foundations) and camped the zombie spawn sites with sniper towers. In response to complaints, the admins said "get 50 of your friends to log in and make bows". The all-powerful chaos magic of emergent gameplay is fine, but it doesn't invalidate the fact that design and balance can make a game better and improve the emergent gameplay opportunities.

    I know plenty of tricks for stashing a key or entering/exiting a house with minimal danger... I could easily mitigate the danger presented by a keychain without extra code. I just think there's room for something more reasonable, rather than the usual Legacy method of oldbies plying tricks to get around gaps in design while newbies either get pissed and leave or learn to use those same exact tricks. And I'm assuming you agree with the presence of a "chain", because there's virtually nothing emergent about having to carry 20 unmarked keys in your inventory, or withdraw/deposit them in sequence as you spend 20 minutes walking through your base.
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  40. Post #40
    TheBimmer231's Avatar
    September 2014
    33 Posts
    I dont think the key lock should be first tier :



    The wood plank or the other locking mechanism should be best for a first tier !
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