I already started a thread saying that I love the new building system in general. Now I would like to make some suggestions how it could get even better.
What are the main reasons raiders complain?
I think raiders in general have no problem with difficult situations, even if they might complain if raiding gets harder. The harder the more rewarding it is!
They only really get pissed, if something gets un-raidable. Like if you remove your stairs. So this should not be possible.
That is easier said than done. You have to be able to deal with edge-cases, and people that skirt the system. It would be nearly impossible to maintain a rule like that.
What are the main reasons "suddenly homeless people" complain?
I think the top reason, which really annoys you, is if you get raided because someone cheated or used an exploit. Cheating has to be eliminated as much as possible. I can handle if I got raided because of a mistake I made, but it sucks if you lost all your hard work because of cheating.
Second reason is if raiding is too easy. All your hard work, and then someone comes and takes it over with no effort.
Another thing is that you have to log-off at some point. You want to be able to put effort in your home, and know it gets really hard to raid.
I don't think cheating really is the issue here. With EAC it's really a non issue.
In Rust, you SHOULD be able to lose your home. If someone comes and breaks down the doors and changes the locks, that is just part of the game. However, most people will settle to just take your stuff and be off. But the cupboard system really takes that mechanism and breaks it. Because of the implications of a raider gaining access to the cupboard, it needs to be protected. Making a base as unraidable as possible is the main focus of nearly every base being built. But instead of using traditional methods, they revert to taking advantage of broken and exploitable mechanics. In turn, this requires people raiding to exploit the stability mechanic and just topple the entire base.
How hard should raiding be?
Where starts the basic balance? In my opinion house owners have to understand this is no single player building sim, there is always the possibility you get raided no matter how overcarefully you fortify your home. Raiders have to accept this is no dungeon crawler where you can easily get tons of loot placed there by a developer. People invested a lot of time to build and gathering something, so it has to take the raiders a lot of time to steal this from them too.
No it is a survival game, and raiding really isn't the default playstyle at all. Raiding should be used as a survival technique. When food a resources become scarce .
The question is, should raiding be easier than building yourself (=gathering resources, planning, collecting what's inside your crates, ...), harder, or equal.
I think everyone agrees, it has to be easier in total, otherwise raiding would make no sense.
I wholly disagree. Raiding is not the point of the game. Raiding should only become "easier" when gathering becomes "harder" due to drought, over-hunting, or a particular harsh winter.
The raider still has the risk to lose his raiding equipment, so he throws something in too.
I would say the reward is whats inside the crates. Only rarely raiders are interested in the house itself. So lets assume the content of the crates is the reward.
Home owner effort = building house + gathering what's inside the crates
Shouldn't raiding then at least be as hard as building the house? It would still be easier than building the house AND gathering all resources in the crates yourself.
No, because the houses are being built with the particular focus to deter raiders from successfully raiding. The advantage should be to the fortified home, every time.
I know this is theoretical, because one weak spot in a house can make it significantly easier to get inside, but that's ok. Building errors should get penalized. But if you build all perfectly correct, it should take a raider as long as it took you to build the house to get in (roughly).
In general I think that raiding is too easy in legacy and in the experimental branch. Why? Because everyone does it all the time, and people are mostly going the easy way to get what they want. Also raider parties are often the most wealthy individuals on a server (look at their houses...).
Also raiders who might want to complain: remember, the harder it is to raid a house, the more reward you will find in it if you actually are able to raid it. If houses get raided every night, you will not find a lot of loot in it, and some people might even quit playing frustrated.
Not only is it theoretical, it's also short-sighted. There is going to be way more to this game than legacy ever was. Raiding has become a pastime instead of a survival technique. Once more significant dangers are at play, I think raiding may have to die down quite a bit.
Possible solutions
Raiding equipment (helps raiders and homeowners)
What if you "are" able to build within the proximity of a strangers cabinet, but only specific raiding items (ladders, barricades, improvised staircases)? They could take much longer to build, and be much more expensive. Maybe they also stay for just an hour and disappear afterwards. You would still have a chance to raid a building, but it gets much harder. During beta you could use the same models, just different names / itemids / stats.
I guess also C4 has to come back, but it should be very, very, very hard to craft. Otherwise it will not be the same effort to raid a house, than to build it.
I doubt c4 will be back as c4. I'd like to see dynamite. It is very unstable. You might succeed... or fail and blow your face off trying to get into a house.
siege weapons are already on the mind map.
Counter measures for homeowners (helps homeowners)
Let the homeowners build something that guards their house if they are not there. With the cabinet you also have the possibility to restrict to a specific number of traps, prohibiting trap spamming.
Possible examples
- Self firing turrets, they could be really expensive but are a good way to make your home harder to raid.
- Barricades and fences (electrified?)
- Send yourself an email / SMS if a trap is triggered, something Garry suggested months ago
- Booby traps like pitfalls with spikes (The big problem with traps, is that a professional raiding team can probably avoid them too easily)
Most of this is already planned.
- Tamed wolfs which stay in the house. Player can put the wolf in guard mode or calm mode. In calm mode, other players (=friends) can register at the dog so they don't get attacked if he is in guard mode.
Tamed? Not in the sense you are talking about, but it would be interesting to befriend a wolf by offering it meat. If it accepts you into the pack, you will get a rank just like the other wolves in the pack. If it perceives you as the same rank it will attack you. If it perceives you as the a higher rank it will follow you. If it perceives you as the a lower rank it will ignore you.
You may end up fighting a few wolves for rank.
- [by Moist Cake] Shooting arrow trap hidden in wall
Yes
- [by Moist Cake] Logged of players do not sleep, but attack AI controlled if another players comes near. [my 2 cents] I think this would cause a lot of problems. First, do I even want my character to run around, should he also open doors, how does the AI know what is "within" the house, what if you share your house and don't want a friend to get attacked. Almost certainly no friend system will be implemented. Also not everyone sleeps within a house, AI controlled sleep-gladiator fights on the spawning beach?
No.
Improve cabinet (helps homeowners)
You should be able to put a lock on the cabinet like on a door.
If the cabinet gets destroyed, there is ~3 hour timer before a new one can be build, AND the authorizations of the destroyed cabinet stay active in this time.
This way the homeowner has more of a chance to at least not lose his house but just his loot.
I don't like this idea at all. Why not put energy into finding a better solutions to these god-awful things than trying to add new arbitrary rules to make their existence more polarizing.
Improving your house has to be difficult (helps raiders)
A wooden shack should still be relatively easy to raid (as to build). If you make it hard to upgrade to stone, and even harder to upgrade to metal, hobby raiders will still find raidable targets as not everyone can effort to upgrade his home in time (= before getting raided).
As improved houses should be really hard to raid, they should also be really hard to be improved.
I know this is vague, but as the building system is not even completely in place, details of balancing wouldn't make much sense.
There shouldn't be such a thing as a "hobby raider" this is a survival game, not a raiding game.
Find ways to enforce the development of societies (helps raiders and homeowners)
As I see it, Rust is currently a big deathmatch game / building sim, with rarely any people working together. Those who work together are often very small groups, and more often than not real life friends.
Everyone who gets in with good intentions, will lose those quickly after getting shot several times, and after complaining in the chat gets a response like "welcome to rust, that's how the game works. if you don't like it play something else"
If you would get people to work together, they could protect each other much better, and even the vision of big player towns would get more realistic. This would be balanced, as the same counts for bigger raiding parties. Larger scale fights might emerge, which adds to the fun.
Steps are already being taken, but a huge step back was taken when they re-enabled global chat as default.
Allowing taunting as such only emboldens the KOS/deathmatch mentality.
I think most people want to work together, but there are a few things holding them back
- General distrust. Trust nobody in rust. Best thing is to grow eyeballs at the back of your head. I think this should not be changed, it adds to the charm of the game
- No save zones. If you play a MMORPG, where do you meet people mostly and learn to like them? Mostly in peaceful towns I would say. You have the opportunity to learn the qualities of a person, where in the wild you would have ended up shooting each others heads. Would save zones fit into rust? Well I think this would be at least be a possibility, but hard too say. Maybe have towns with invincible NPC guards, who break your skull as soon as you attack another player. And put something interesting in those towns so players will get there. Maybe the possibility to trade there, like a small auction house or whatever.
- Game features which support groups/guilds/clans. Many people feel more like a group if the game tells them they are in one. You are in a guild, you have a guild chat, and you see your members on a minimap. I don't think this fits in the world of Rust.
Maybe you should build upon the idea of the cabinet. Give 10+ people the possibility to join together and build a town hall (1.000.000 wood, 100.000 stone required) which gives you much more land and let you name it. If you cross the border it says (you are now entering "Rust Lovers" territory). A common territory might forge you together, and may have other people wanting to join your village.
- You can't distinguish between persons. In real life everyone looks pretty much different. In rust everyone looks pretty much the same. I don't know if the person approaching is my friendly neighbor, or a dangerous raider. So better to shoot than to greet. There has to be a way to tell who someone is from more of a distance. Not from miles away, but to more or less safely identify someone before he shoots you in the face.
No, this completely undermines the gritty feel of rust, and is completely in contrast to Garry's vision of rust.
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.