1. Post #1
    TheMightyElo's Avatar
    July 2011
    63 Posts
    I know it is a very silly question. But after reading Garry's latest articles, I am a little confused on what it is.

    I remember on the playrust website that he wanted Rust to be a cross between Wasteland, DayZ, and Minecraft. But that was almost a year ago. On the articles I have read (I have not read all of them mind you), Garry often talks about his vision of the game. But lately I have been asking "What is his vision?"

    While I having a "Big Picture" vision is nice and all, I began asking myself, what is garry's vision on other things in the game?

    One thing I have heard is that he is not too happy on how people keep on killing each other on site. It almost sounds like he wants people to corporate more, without forcing them at least.

    I understand Garry and his team are still working on the "how are we going to make this." But I (and I believe others) am still struggling to figure out What he wants players to do in the game. How does he want them to behave? What is the player's objective in the game?

    I apologize if it does not make sense what I am looking for. I am not really looking for answers regarding the technicalities of game mechanics. I kind of wish I could sit down in a room with Garry and his team and ask them these sorts of questions.

  2. Post #2

    November 2014
    81 Posts
    I know it is a very silly question. But after reading Garry's latest articles, I am a little confused on what it is.

    I remember on the playrust website that he wanted Rust to be a cross between Wasteland, DayZ, and Minecraft. But that was almost a year ago. On the articles I have read (I have not read all of them mind you), Garry often talks about his vision of the game. But lately I have been asking "What is his vision?"

    While I having a "Big Picture" vision is nice and all, I began asking myself, what is garry's vision on other things in the game?

    One thing I have heard is that he is not too happy on how people keep on killing each other on site. It almost sounds like he wants people to corporate more, without forcing them at least.

    I understand Garry and his team are still working on the "how are we going to make this." But I (and I believe others) am still struggling to figure out What he wants players to do in the game. How does he want them to behave? What is the player's objective in the game?

    I apologize if it does not make sense what I am looking for. I am not really looking for answers regarding the technicalities of game mechanics. I kind of wish I could sit down in a room with Garry and his team and ask them these sorts of questions.
    Perhaps you missed the "mind map"...?

    Enjoy!
    http://mind42.com/mindmap/7abd1334-d...9-f74010b9b143
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  3. Post #3
    TheMightyElo's Avatar
    July 2011
    63 Posts
    Huh thanks a lot! I did miss this. It is really funny, but this almost looks exactly like the type of chart my student advisor had me work on when working on large projects and tasks!

    The only difference is that I would have started from the player and branched off from there. One of the questions I would have asked Garry would have been something like...

    Q - "Alright a new player to Rust spawns in for the first time. What is the first thing you want new players to be thinking about? Not what they can think about, but what you want them to?

    Answer - I need to protect myself. What do need to protect myself?

    Question - "Ok, they need to protect themselves. From what? What are the three things endanger the player?"

    Answer - "Other Players, Unfriendly NPCs, and the Environment."

    Question - "Alright, what could the player do protect themselves from these? Name at least three."

    Answer (this is where the chart comes in). "I can give you five. I need to find other players to help me. I need a shelter/base. I need weapon to protect myself. I need to gather food/water so I will not starve. I need clothing to prevent myself from getting cold."

    So yeah, I am basically going do the Who, What, When, Where, How, and Why when it comes to the development of this game :-/

    The only thing I do not like is how there is not that much in the "Better Coop Play."

    -What are the benefits to working with another player? (I know that is sort of rhetorical, but bear with me.)

    -What do you want the new player to think when he/she encounters another random player? Do you want the new player to be scared? Do you want the player to be assured the player is friendly? If so, what can the player do or see that indicates tell if the other player is friendly or hostile?

    -As for the random player that sees the new player, what do you want him/her to think? Should he/she be scared or friendly when they see a new player? What would reassure her/him?

    Do you see what I am going for?

    Don't get me wrong, thanks for showing me the chart. It helps alot and answers most of my questions, though I still have some XD
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  4. Post #4

    November 2014
    81 Posts
    Huh thanks a lot! I did miss this. It is really funny, but this almost looks exactly like the type of chart my student advisor had me work on when working on large projects and tasks!

    The only difference is that I would have started from the player and branched off from there. One of the questions I would have asked Garry would have been something like...

    Q - "Alright a new player to Rust spawns in for the first time. What is the first thing you want new players to be thinking about? Not what they can think about, but what you want them to?

    Answer - I need to protect myself. What do need to protect myself?

    Question - "Ok, they need to protect themselves. From what? What are the three things endanger the player?"

    Answer - "Other Players, Unfriendly NPCs, and the Environment."

    Question - "Alright, what could the player do protect themselves from these? Name at least three."

    Answer (this is where the chart comes in). "I can give you five. I need to find other players to help me. I need a shelter/base. I need weapon to protect myself. I need to gather food/water so I will not starve. I need clothing to prevent myself from getting cold."

    So yeah, I am basically going do the Who, What, When, Where, How, and Why when it comes to the development of this game :-/

    The only thing I do not like is how there is not that much in the "Better Coop Play."

    -What are the benefits to working with another player? (I know that is sort of rhetorical, but bear with me.)

    -What do you want the new player to think when he/she encounters another random player? Do you want the new player to be scared? Do you want the player to be assured the player is friendly? If so, what can the player do or see that indicates tell if the other player is friendly or hostile?

    -As for the random player that sees the new player, what do you want him/her to think? Should he/she be scared or friendly when they see a new player? What would reassure her/him?

    Do you see what I am going for?

    Don't get me wrong, thanks for showing me the chart. It helps alot and answers most of my questions, though I still have some XD
    I understand what you are saying... but at the same time... I don't think Garry wants things to be that linear... emergent game-play is the heartbeat of Rust.
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  5. Post #5
    utilitron's Avatar
    December 2013
    766 Posts
    You are getting too granular in your questions, right now they want to make the general outline of the game before getting to such specifics.

    From what I have gathered from the AMAs and other places Garry has talked about the game, he is not making a sandbox survival game. He is making a sandbox game that requires you to eat and stay warm and dry to survive.

    Right now Rust is in the stage of development where the game is to get the basic necessities in order to survive. In future releases , once basic necessities are taken care of the next level of the game is growth and production.

    Garry has talked about players building towns, factories, electronics, vehicles, ect...
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  6. Post #6
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  7. Post #7

    February 2014
    61 Posts
    That sounds like a total KOS, raiding game. Be fearful of other players.
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  8. Post #8
    That sounds like a total KOS, raiding game. Be fearful of other players.
    It's only KOS if you decide to be KOS and don't make any effort to trust anyone at all. Plus, when customization is further along, you'll be able to get a better idea of how capable someone is of killing you based on their appearance. Everyone being a naked bald guy right now isn't helping.
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  9. Post #9

    February 2014
    61 Posts
    It's only KOS if you decide to be KOS and don't make any effort to trust anyone at all. Plus, when customization is further along, you'll be able to get a better idea of how capable someone is of killing you based on their appearance. Everyone being a naked bald guy right now isn't helping.
    If I see somebody with pants on holding a rifle I know not to trust them. My point was this started as a KOS, game you weren't supposed to be fearful of the rain or the cold, you were supposed to be afraid of other players.
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  10. Post #10
    rbZero says I'm the Troll King
    mrknifey's Avatar
    April 2014
    1,824 Posts
    If I see somebody with pants on holding a rifle I know not to trust them. My point was this started as a KOS, game you weren't supposed to be fearful of the rain or the cold, you were supposed to be afraid of other players.
    not really. there are weather systems in place in legacy, they just don't work. legacy was a really basic prototype, and the reason people KOS in it is because there are no other threats than people when you get a ranged weapon, and nothing else to do but raid and PVP in it's current form. because most people shoot each other, it stops being a game where you talk, and both sides presume it's fair game to open fire. i don't fear other players, i just realize that most of the time they will shoot me on sight because that's how they are playing the game, unless i have had discussions in chat, or i walk up in a non-hostile way and they take a chance.

    yesterday i was hunting rad animals with a bow from a foundation placed right at their spawn because i know they cannot get up. doesn't mean that is what they want from the game. you can't make assumptions about the final product like that.
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  11. Post #11

    January 2015
    16 Posts
    Not sure anyone knows. In legacy it was a pvp game. Not sure what experimental will be
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  12. Post #12
    spiritchill's Avatar
    November 2014
    197 Posts
    If I see somebody with pants on holding a rifle I know not to trust them. My point was this started as a KOS, game you weren't supposed to be fearful of the rain or the cold, you were supposed to be afraid of other players.
    I run around with pants, a metal chest plate and helmet. I don't kill anyone, and only wear this to protect from gunshots. Sometimes it actually protects me. If I get shot, I sprint off like a scared rabbit :)

  13. Post #13

    January 2014
    572 Posts
    dildos. big, huge, dildos.
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  14. Post #14
    Clandestina's Avatar
    July 2014
    67 Posts
    not really. there are weather systems in place in legacy, they just don't work.
    The same weather system exists in the active branch: TOD_Sky. As in Legacy, the active branch is only using it for day/night cycle and moon phase.
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  15. Post #15

    February 2014
    61 Posts
    It's only KOS if you decide to be KOS and don't make any effort to trust anyone at all. Plus, when customization is further along, you'll be able to get a better idea of how capable someone is of killing you based on their appearance. Everyone being a naked bald guy right now isn't helping.

    When the creator of the games says his intention is for you to be fearful of other players, that to sounds like a collaboration game? Or a KOS game?
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  16. Post #16
    utilitron's Avatar
    December 2013
    766 Posts
    When the creator of the games says his intention is for you to be fearful of other players, that to sounds like a collaboration game? Or a KOS game?
    Death is not the only fear in the world. Why should we be fearful of other players? Because they can kill us? Because they can rob us? Because they can trick us and gain our trust and stab us in the back?

    Being fearful doesn't make it a KOS, it makes it a ROS (run on sight).
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  17. Post #17
    TheMightyElo's Avatar
    July 2011
    63 Posts
    Death is not the only fear in the world. Why should we be fearful of other players? Because they can kill us? Because they can rob us? Because they can trick us and gain our trust and stab us in the back?

    Being fearful doesn't make it a KOS, it makes it a ROS (run on sight).
    Hmm...you raise a good point.

    A BIG part of reason why players are scare of meeting other players is that they all look the same. You can not tell friend from foe. Skirmishes or battles become a large mess, because players can't tell each other apart. Friendly fire is a common occurrence. Yes, I know there are name tags above players heads, but when people are running around shooting each other it is difficult to hold still and read peoples names.

    Once Garry and his team implement a system where players can change the way they look we can get a better idea of how players will behave to each other. It will be much easier to spot players whom you already spoken with.
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