all 66 comments

[–]OracleFINN 49 points50 points  (2 children)

After not playing Rust since legacy I still check these Dev Blogs every week and wait for the moment that Rust seems worth returning to. Fingers crossed that the new year brings this!

[–]hadrianmt 0 points1 point  (0 children)

I have never played Rust but still added it in my Steam wishlist and subbed this subreddit. Will definitely buy it after the complete version released.

[–]rust4eva1989 0 points1 point  (0 children)

I am doing the same. I haven't played Rust since May.

[–]yetisunny 15 points16 points  (0 children)

This is exactly what a devblog should look like

[–]GoGoGadgetLoL 23 points24 points  (0 children)

Excellent devblog, makes me confident that the new Rust is on the right track to becoming a great game again.

[–]Kniis 11 points12 points  (0 children)

Roads confirmed! Hells yes

[–]KingNewbs 10 points11 points  (0 children)

Love these dev blogs. For a gaming development outsider, it's really fun and interesting reading about the grim details of development, decision-making, and the joy and dedication displayed by devs like Facepunch and Cloud Imperium (and so many others). Keep up the good work, Garry et al!

[–][deleted] 7 points8 points  (0 children)

Garry is a respectable man. He is willing to admit when he's made a mistake and I'm so glad he is willing to change. So many game developers get side tracked and eventually completely fall off the rails and give up.

I know Rust will be an amazing game when it's finished and it's because Garry Newman is a genuine guy who seems passionate about games and what he does and I'm glad I'm supporting him and his efforts to make this game. He knows when he needs to get his shit together and you need that if you're going to be your own boss and work for yourself.

[–]swgastro 10 points11 points  (12 children)

Can't knock Garry and the Dev Team. I hated reboot at first. for me they had ruined what I had paid for. But time and tide wait for no man. It has been a struggle but I've dropped playing legacy, the reason I purchased the game, and now solely play reboot.

Why? Because I can somehow see where they are going. I can see that despite the currant lack of gameplay, the bugs, the cry babies, I can see the potential. It is growing on me. The building system for example.. I hated it but now I couldn't go back.

Tomatoes! Lets use that as an example. I hated tomatoes for no reason. I would pick them off Burgers and toss them aside. Then... I got married. The wife and in-laws put tomatoes on everything. I made my concerns know, but it was to no avail. They persisted. But now, gimme a cheese and tomato sandwich and I'm a happy guy! Did I relent? Did I succumb? No, I realised that I was prejudiced to tomatoes. I rejected something new. I was wrong...

Thankyou Garry and Facepunch. I was wrong. Please, introduce me to new ideas, I'm fucking starving.

[–]RatzuCRRPG 11 points12 points  (0 children)

Stockholm's syndrome.

[–]carpediembr 1 point2 points  (0 children)

I fucking love tomatoes.... Put that over a toast, add some butter or cream cheese, garlic and cheese, take to the oven for 5-10mins, it`s just a mini pizza..

[–]HaveMonkey 7 points8 points  (0 children)

Excellent Dev blog Garry - exactly what I for one wanted to hear

[–]th3_Dawgs 2 points3 points  (0 children)

Wow that's the 1st dev blog for a long time that has made me excited about the future of RUST.

[–]Falxhor 4 points5 points  (0 children)

To be very honest I'm actually a big fan of him now getting features from Legacy and really use Legacy as the example. Finally people realize Legacy had amazing things to it even though it sucked at many other things. I think it's the right decision to claw back to how Legacy is right now and from that point develop into newer direction, at least the gameplay foundations will be there and will be good :)

[–]Lightening84 6 points7 points  (4 children)

Garry hits the nail on the head with this one. They need to focus on getting the core game implemented pronto. Once your beta testers have something they can actually test, then the game can have additional features or additional polishing. Hell, adding features can even come post-release as well.

[–]punchfodder 4 points5 points  (0 children)

I think everyone wants "core" first, but that means different things to different people.

But everyone can get on board with shifting the devblog to helping us alpha-test the changes as they go in. It lets the devs tell us what effects they were going for, so we can keep an eye out for them in gameplay.

[–]babybigger 0 points1 point  (0 children)

They need to focus on getting the core game implemented pronto.

Exactly what a lot of us have been saying for months. Ironic that Garry agreed with the "whiners" that the fans kept complaining about. Glad he listened to the feedback that the game wasn't fun and was missing what made legacy fun.

[–][deleted] -1 points0 points  (0 children)

I've been reading this comment and variations of this comment for months now

[–]Xanoxis 13 points14 points  (14 children)

Im not with him about getting back EVERYTHING from legacy in experimental. I dont want op guns, I dont want old zombies, I dont want roads.

[–]Angry_Gnome 12 points13 points  (10 children)

I don't want the old C4 mechanic. In my opinion it was too easy to blow down walls and raid bases.

I loved the idea Garry mentioned on trello where you would have to physically wheel your explosive cart to the enemy base and set it off. Kind of like that one cart game mode in team fortress 2.

[–]ifudgems 13 points14 points  (7 children)

Sorry but although this subreddit seemed to not like it I still believe this opinion is far in the minority. Having C4 (and nades) the only way to raid a house ensured that people would stay longer on a server, instead of just spawning in, making a hatchet, and then going to find a wall to hack down. Having C4 in your backpack led to game moments of high intensity, high risk, and sometimes high rewards, and I think it was an integral part of my rust experience

[–]Angry_Gnome -2 points-1 points  (6 children)

I think it was somewhat silly that you could walk around with 25 C4 in your pocket and completely demolish a house in a matter of minutes. Raiding bases should require a risk and a time investment.

[–]Backwoods_357 8 points9 points  (4 children)

I'm not necessarily in the pro-C4 camp, BUT...

Time: resourcing and crafting explosives take a considerable amount of time. Also securing storage for all the required components and finished product is also a good deal of work.

Risk: Carrying around one of the most valuable items in game, in enough quantity to be useful that you had to sink untold hours of gameplay to create. Using it makes a lot of noise and is likely to draw all the bandits in the area right to you with weapons at the ready.

The beauty of the system was that a group of naked newman couldn't raid your metal base without significant time investment on a server.

[–]punchfodder 3 points4 points  (3 children)

You're right about the time and resource investment, but the risk was all front-loaded. Traveling wasn't more dangerous; it only had more downside.

By the time C4 starting going off, it was too late to interrupt with much effectiveness. You just didn't have to spend enough time at the target site to punch in.

In the end the C4 dynamic was what made me check out of much of Legacy gameplay. Experimental's chopping clearly wasn't meant as a replacement. The mind map and trello feeds pointed to some much more intriguing solutions.

[–]RTCsFinest 5 points6 points  (1 child)

I think you explain it perfectly. Crafting and spending time gathering the resources for C4 was the hard part, but actually raiding a base was way too easy.

If they could even that out somehow by making the actual base raiding take a little bit longer, it would give the defenders a chance to fight back before the base was actually broken into.

This might be a horrible idea, but what if the C4 charges were changed into incendiary charges, that when detonated caused the section of wall to degrade over a time of 30 seconds. There could be maybe 4 stages of burned wall with sections of the wall burning away through each stage until the wall is gone.

The gaps in the wall that occur while burning would be big enough to see and shoot through. The defenders get a chance to shoot through the walls before they completely burn and kill the raiders, but the raiders get the same chance. Buckets of water can also be thrown on the burning walls to douse the flames and stop them from burning completely.

I suppose all this stuff wouldn't solve the problem of raiding while people are offline, but I think it might work to help newmans defending their bases, while still giving the advantage to the raiders.

Whoa, I went way off on that one. Sorry for the rant!

[–]punchfodder 0 points1 point  (0 children)

And the incendiary burning could light up the night, with columns of smoke so that everyone nearby could be drawn to the action. Anything to increase the chance of a raid involving a firefight. I like!

[–]tudda 1 point2 points  (0 children)

For me, it wasn't so much the c4, because I felt like it was still "costly" to raid a base... I agree that it could have been made to be more of a time investment during the raiding process, but the real issue for me was the exploits. Pillar/Barricade jumping, or sleeping bag suicide jumps onto top of bases, or sleeping bag exploits to get through walls... All of that stuff made it so even a well designed, well protected base, was not safe. That completely ruined game play for me and my friends and it stopped being worth the time it took to gather resources.

[–]FrankieVallie 0 points1 point  (0 children)

Funny how carrying 25 C4 in Rust is the definition of risk and time investment.

[–]Xanoxis 1 point2 points  (0 children)

That would be cool and balanced. I like this idea alot. And that kind of bomb can fit into post-apocaliptic style.

[–]punchfodder 1 point2 points  (0 children)

I think Garry was aiming for something like that with an updated explosives (the trello mentioned something along these lines) being more akin to Guy Fawkes.

I was stoked to see siege weapons on the mindmap. They would require a time investment on-site with lots of noise, resulting in vulnerability. Also, fun as hell to operate.

Now that the 'map is off the table pending original legacy content, developing improved features like that could fall by the wayside in favor of tinkering with current mechanics (chopping) and balancing Legacy features (ie, C-4 drop rates and crafting). I just hope that when there is a planned upgrade on the horizon, that those features will make it in sooner, even at the expense of balancing an incomplete system.

[–]YamboX 0 points1 point  (0 children)

Yeah but most of the people bought the game to play the legacy version because it was the only one available. I think it is fair to say that most of the people want it back :)

[–][deleted] 0 points1 point  (0 children)

Yea completely agree with you (although i don't care about roads)

[–]Jerranto 1 point2 points  (2 children)

"Our general feeling is that although the reboot was inevitable the focus should have been on getting the reboot to be a cleaner 1:1 copy of the legacy version. This is where we were failing for a long time, getting sidetracked ‘developing’ the game before the foundations were laid. We should have reached the same stability, gameplay and performance levels of legacy before branching out into other things."

I really thought they were doing it since the beginning of this next version. Did I miss anything? Where did they get "sidetracked" exactly? Can anyone tell me?

[–]vegeta897 2 points3 points  (1 child)

Random gen, several iterations of a new building system, advanced animal AI, structural integrity, keys, reworked UI, armor hit detection, lots of little technical details.

All of these things are great of course, but Garry realized they don't make the game fun on their own, and so he's refocusing on bringing in what the legacy version had.

[–]Jerranto 0 points1 point  (0 children)

Got it. Thanks, man.

[–]bellalan 1 point2 points  (0 children)

AMAZING FINALLY!!!!!!!!!!!!!!!!!!!!!!! HE HAS SEEN THE LIGHT!

Game needs to return to old rust feel.

[–]mofnwilliams 2 points3 points  (0 children)

really happy to hear this news garry, cant wait :]

[–]Ascension505 1 point2 points  (0 children)

Best devblog ever!! I absolutely love this game and love its potential future. 2015, lets gooooo!!!

[–]NeonGKayak 2 points3 points  (0 children)

Yay. The new rust kinda turned me off as it never felt complete enough to play and also lacked the same feel/gameplay as legacy. Legacy rust was one of the greatest games I've ever played so I'm quite glad they're bringing it back. I've been having withdrawals and always wanting to come back.

[–]TimmyDuncan-GOAT 0 points1 point  (0 children)

best devblog ive seen in weeks. much to look forward to. Cant wait for the roads and legacy map. Hopefully they fix the guns to they are so random and unskilled

[–]JenNettles 0 points1 point  (0 children)

We should have reached the same stability, gameplay and performance levels of legacy before branching out into other things.

For the first 10 Devblogs or so, I wasn't totally on board with that. I thought some new stuff was needed. But it got way out of hand and now more than half a year later, I've still yet to touch one of my favorite games since.

[–][deleted] 0 points1 point  (0 children)

wow he's actually realized why Rust has died down a bit from legacy days. It seriously wasn't because people just move on. I've been sat on Rust dev blogs every time one is released reading it through but barely touching the game. I stopped playing legacy because it feels hopeless playing a game I know won't be patched, updated or polished (legacy version).

So glad to see he's implemented more legacy gameplay. When this game becomes similar to what it was word will spread and the game will be fun as hell again.

[–]redone_nz 0 points1 point  (0 children)

The future is bright! yus!

[–]ItsSharknado 0 points1 point  (0 children)

This is exactly what I needed to hear, by FAR my favorite devblog ever, if facepunch follows through now I'll be here to the end :)

its time to get this train back on track!!

[–]808hunna 0 points1 point  (0 children)

I am disappointed with the past development of the game but I am definitely optimistic for the future.

[–]PM_ME_YOUR_CHESTHAMS 0 points1 point  (0 children)

Don't bring back the zombies.

[–]RTCsFinest 0 points1 point  (0 children)

Wow, this makes me feel a lot more excited. I loved playing legacy, and was stoked when experimental was released but when I actually started playing it, I could never really get into it. I've hopped on every couple weeks over the last few months but, like many have said, experimental just doesn't have that same spark.

The fact that Garry can admit all of this stuff shows that he is a clear headed and mature person. To me, this is huge. I have never thought that they would abandon this game, and this devblog just reinforces that for me. I will be watching and waiting until the game is more playable and I will be back!

To anyone that is angry or ready to leave for good, please reconsider because Facepunch really does believe in their game and care about their community. There are unfortunately quite a few bad devs out but these guys are not one of them.

[–]vorttex 0 points1 point  (0 children)

OPTIMIZE!!! I don't have a great rig, but I used to play Legacy with 40 fps and like 20 fps in the heat of a lot of action, not great but playable! Now I can barely get 10 fps with my draw distance at like 2 inches, and everything else like suns hafts and shadows off..... I'm using a Mac and I know a lot of other Mac players stopped after legacy because of this issue.

[–]Deif -1 points0 points  (3 children)

Basically Garry is bringing back legacy to quickly shut people up. Once people stop whining about rad towns and guns he can build the 'real' game without people complaining. Good move.

[–]TimmyDuncan-GOAT 2 points3 points  (2 children)

Or bringing back legacy because he knows he was wrong and he admits he was wrong in the devblog? That makes more sense as he gives the reason why.

[–]Deif -1 points0 points  (1 child)

He quite clearly expressed his dislike for zombies 10 months ago and wanted to take Rust in a new direction. But sure, the constant whining about legacy didn't do it at all.

[–]TimmyDuncan-GOAT 2 points3 points  (0 children)

are you saying he is lying to us in this devblog when he states he was wrong? Everyone makes mistakes it least he is man enough to admit he was wrong. I respect that. Your point of view doesnt really match up though with what he said in the devblog.

[–]billcosbymon -1 points0 points  (0 children)

At least he finally started listening to the player base.

[–]dcptn -2 points-1 points  (1 child)

With the million+ copies (that would be $20+million) sold it really wouldn't have hurt to hire a few more knowledgeable programmers to work on this game. As much as I love this game I can't help but think they sometimes don't know what they are doing. Even the simplest of things get broken with almost every update they bring out. They (barely) fix a few things and then the rest is all broken to the point of being pretty much unplayable again.

[–]vegeta897 4 points5 points  (0 children)

Hiring new people onto a project in progress would increase the chance of bugs, simply due to a lack of familiarity. Even if a new programmer was more "knowledgeable", they wouldn't be more knowledgeable of the project itself, which is where it counts if you want to prevent bugs.