1. Post #1

    November 2014
    86 Posts
    So last night I had one of my most memorable Rust experiences to date.

    Started off on a hill with several small clusters of shelters with a large tower dominating the hill; I normally wouldn't have put my shack down with that many other buildings nearby, but it was dark and I needed to get a campfire going.

    Next day after finally finding a deer to kill (animals scarce or just me?), I had a bow and was going to start gathering up some resources... was just starting to pound some rocks when I was ambushed by two bears that seemed to have spawned really close out of nowhere. They fucked me up real good-like. Repeatedly. Like, probably 4 times in a row as I tried desperately to snag my gear back from my corpses.

    Anyways, finally retrieved my stone hatchet and a bow and began to gather resources once again, started cooking food, and smelting metal in the furnace until the sun rose.

    "It's going to be glorious day today, I can feel it" as I took a deep breath and opened up the door to bask in the sunshi --- BOOM. Dead. Totally deaded. Respawn in sleeping bag, surrounded by wang... BOOM. Respawn again. BOOM. Respawn again, arm rock, hit a couple crotchless wonders, BANG. Sleeping bag destroyed.

    See, I didn't put in any windows in my 4x8x1 shit shack; had no idea, and obviously couldn't close the door before they done shootie me.

    I wasn't even mad bro, I just laughed and thought, "yup, dumbass, you were asking for it".

    To me, this is how raiding should work: that first bang scared the shit out of me; I mean, I actually yelled out. And then my heart was pounding trying to kill the sonsabitches in my shitty little house, obviously a pointless endeavour but it was great nonetheless.

    Compare that with some pimply youth (who doesn't have to get up in the morning) spends all of 10 minutes building a salvaged hammer and busting through a stone wall in a matter of minutes when the server is empty... yes, I know the building hit point/healing is a little wacky, but up until these last two updates, it was comical how easy it was to raid someone: case in point, all the threads of people bitching and wanting to change it back.
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  2. Post #2

    August 2014
    243 Posts
    Agree 100% a far more realistic raid.

  3. Post #3

    March 2014
    206 Posts
    Enjoyed the read thanks :)

    However, the way they raided you was completely caused by your errors (no offence!).
    One people get good at this game people won't make the same mistakes.
    I think raiding should be possible even if the victim hasn't made mistakes such as leaving a door open or not putting windows in ^^

  4. Post #4

    November 2014
    86 Posts
    Enjoyed the read thanks :)

    However, the way they raided you was completely caused by your errors (no offence!).
    One people get good at this game people won't make the same mistakes.
    I think raiding should be possible even if the victim hasn't made mistakes such as leaving a door open or not putting windows in ^^
    It's going to come down to what kind of a game the developer's want this to be: gamey, PvE, or immersive PvP.

    There's nothing particularly fun about some guy breaking into your hard-earned fortress expending a fraction of the effort to do it.

    Plus, there will always be blindspots, there will always be opportunities to ambush because a player needs to eat, gather resources, and they can't do that from within their fort. Sure, they can hole up for a while, but eventually they'll come out.

    And I like the idea of C4, siege weapons, really anything that encourages PvP and cooperation/alliances. I said it in another thread, I'd like it if later stage structure upgrades required two players (i.e. metal doors require two players to upgrade to simulate the weight factor).

  5. Post #5
    frank_walls's Avatar
    October 2014
    651 Posts
    Raiding should be hard, and your base should be fairly secure from all but the smartest and craftiest, and most dilligent thieves. I spent 30 mins last night climbing aroung on rocks trying to get in someone's base. I finally scrambled up a cliff at just the right spot and got into an open floor. I stole a few pieces of meat and authorized myself on the cupboard. I'll be back tonight.

    That experience was way more rewarding than pounding on a wall for 15 mins.
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  6. Post #6

    March 2014
    206 Posts
    Well yeah raiding something should cost a loooooooooooot of effort/resources. Like you'd need to know exactly where to raid and how and when for it to be worth it, assuming the target has loot.

    I liked the balance in most legacy Rust servers where there wouldn't really be explosives the first day or two so you'd need to craft grenades which were incredibly incredibly expensive and not even easy to raid with. Then the first explosives would be very rare due to only dropping 2-3 airdrops a day.

    That way you would be able to raid if you really really wanted to yet usually it wouldn't be worth it except if you're actually going to raid a big big group with your big big group

  7. Post #7

    November 2014
    86 Posts
    Well yeah raiding something should cost a loooooooooooot of effort/resources. Like you'd need to know exactly where to raid and how and when for it to be worth it, assuming the target has loot.

    I liked the balance in most legacy Rust servers where there wouldn't really be explosives the first day or two so you'd need to craft grenades which were incredibly incredibly expensive and not even easy to raid with. Then the first explosives would be very rare due to only dropping 2-3 airdrops a day.

    That way you would be able to raid if you really really wanted to yet usually it wouldn't be worth it except if you're actually going to raid a big big group with your big big group
    I'd like C4 or (powder kegs actually) be craftable, but have them unpredictable in nature: you can vary the amount of gunpowder, stones for shrapnel, size and placement, but it could have negative consequences, like demolishing any loot that's in there or blowing up in the raider's face.

    Another siege "weapon" that seems to get ignored is fire: that's really as primitive as it gets for attacking wooden structures. Should be fairly cheap to craft and really be only effective against wooden forts, but it's a nice "early" siege attack/defend scenario where the home owner would have to put out the fire(s) and possibly suffer smoke "damage" (using the same effects as radiation, just with smoke effects/graphics).
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  8. Post #8
    rbZero says I'm the Troll King
    mrknifey's Avatar
    April 2014
    1,824 Posts
    i've suggested it elsewhere, but i'd love the explosive potential to be randomised for the powder keg; so it always costs the same, but the range and damage of the explosion can be anywhere from a small bang to a base demolishing boom;)
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  9. Post #9

    November 2014
    86 Posts
    i've suggested it elsewhere, but i'd love the explosive potential to be randomised for the powder keg; so it always costs the same, but the range and damage of the explosion can be anywhere from a small bang to a base demolishing boom;)
    Yeah, I like a randomness factor: I'd like misfires on all firearms, potentially blowing up in your hand with a jam. I mean, these are not precision, machine-lathed weapons we're talking about here.
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  10. Post #10

    November 2014
    19 Posts
    My biggest issue with most of these games is when someone breaks into your base you rarely get to know who did it, there is a certain thrill about planning revenge sadly most games of this sort fail to find a way to capitalize on it.

  11. Post #11

    November 2014
    86 Posts
    My biggest issue with most of these games is when someone breaks into your base you rarely get to know who did it, there is a certain thrill about planning revenge sadly most games of this sort fail to find a way to capitalize on it.
    That doesn't really bother me. And if you kill one of them, you'll see their name/tags (if in a clan I guess).

    Plus I suspect that there will be ways of modifying fabric colours and combos, so you'll know who's wearing what.

  12. Post #12

    November 2014
    19 Posts
    That doesn't really bother me. And if you kill one of them, you'll see their name/tags (if in a clan I guess).

    Plus I suspect that there will be ways of modifying fabric colours and combos, so you'll know who's wearing what.
    Sorry my bad i should have said i hate the mechanic of getting raided when offline and never knowing who did it, the whole anonymity of it all depersonalizes and sucks fun out of the game.
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  13. Post #13

    November 2014
    86 Posts
    Sorry my bad i should have said i hate the mechanic of getting raided when offline and never knowing who did it, the whole anonymity of it all depersonalizes and sucks fun out of the game.
    That I agree with.

  14. Post #14

    November 2014
    5 Posts
    While I support the idea of raiding being difficult, there is still that baseline lowest-level structures that shouldn't require so much effort to break into. I.E. lowest level wooden doors, walls, etc. You want your base to not be easy to raid? Put more than the minimum amount of work possible building it. Simple as that. When I'm sitting here hitting a lowest-level wooden door with a metal hatchet and can't even do ANY sustainable damage to it, something is wrong there.

    TL;DR: C4/Explosives/etc. for level 2 structures and up, melee deconstruction possible for level 1. Let's do this people.
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  15. Post #15
    GrymThor's Avatar
    May 2014
    561 Posts
    Should've built an airlock doorway security system, good story though, and agree with your point

  16. Post #16

    November 2014
    86 Posts
    Should've built an airlock doorway security system, good story though, and agree with your point
    I don't even know what that is.

  17. Post #17

    February 2014
    61 Posts
    I don't even know what that is.

    A hallway with a door at each end .. go out one lock it open the one to the outside. If your shot when opening the outside door, they can't get in.
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  18. Post #18
    rbZero says I'm the Troll King
    mrknifey's Avatar
    April 2014
    1,824 Posts
    A hallway with a door at each end .. go out one lock it open the one to the outside. If your shot when opening the outside door, they can't get in.
    have a window to the side so you can shoot anyone who gets in through the first door., or so you can trade through it:)

  19. Post #19

    February 2014
    61 Posts
    have a window to the side so you can shoot anyone who gets in through the first door., or so you can trade through it:)

    I've never traded with anybody in the game, that's an odd thought. What to stop them from shooting you in the face and taking whatever they want?

  20. Post #20

    November 2014
    86 Posts
    A hallway with a door at each end .. go out one lock it open the one to the outside. If your shot when opening the outside door, they can't get in.
    Ah.
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  21. Post #21
    rbZero says I'm the Troll King
    mrknifey's Avatar
    April 2014
    1,824 Posts
    I've never traded with anybody in the game, that's an odd thought. What to stop them from shooting you in the face and taking whatever they want?
    well, the 2 locked doors, and you coming back to shoot them if they play up. or i suppose a firing squad if you have mates. but that's rust, there is literally nothing to stop them killing you other than some imaginative wall placement and the threat of violent reprisal XD

  22. Post #22

    February 2014
    61 Posts
    well, the 2 locked doors, and you coming back to shoot them if they play up. or i suppose a firing squad if you have mates. but that's rust, there is literally nothing to stop them killing you other than some imaginative wall placement and the threat of violent reprisal XD

    I was thinking more along the lines of What's the point in trading? At least now what's the point. I can gather everything needed in like 40 min.. what would I need in a trade?

  23. Post #23
    withnail's Avatar
    May 2014
    370 Posts
    I was thinking more along the lines of What's the point in trading? At least now what's the point. I can gather everything needed in like 40 min.. what would I need in a trade?
    This is where blueprints come in. But that will only be feasible when there are less server wipes.

  24. Post #24
    rbZero says I'm the Troll King
    mrknifey's Avatar
    April 2014
    1,824 Posts
    I was thinking more along the lines of What's the point in trading? At least now what's the point. I can gather everything needed in like 40 min.. what would I need in a trade?
    well, whats the point in raiding? we can make anything anyone else has, but that shit has become the core gameplay for some people testing experimental build;)

    it's mostly just thinking outside of the box for now; there's nothing to trade, but it makes for an interesting house design where you can act as though there is. had a guy trading meat with us, for no other reason than being a semi functional "trader village" of sorts. but as withnail said, once blueprints are in, the dynamic will change a lot.