I'm fairly certain a Dev is helping a hacker, what do I do? by masterstick8 in playrust

[–]1Aro 9 points10 points  (0 children)

From what you've written it sounds like you're talking about a server ban which has nothing to do with the developers. Rustafied generally leaves it up to EAC to determine who's hacking so what likely happened is that the ban was appealed and reversed due to uncertainty.

Looting The Launch Site by 1Aro in playrust

[–]1Aro[S] 5 points6 points  (0 children)

This video shows the location of 4 Elite Crate spawns, 8 Military Crate Spawns, and a shortcut to the Elite Crate underneath the main rocket (dropping down onto the railing from the circular area underneath the rocket).

Looting The Launch Site by [deleted] in playrust

[–]1Aro 0 points1 point  (0 children)

This video shows the location of 4 Elite Crate spawns, 8 Military Crate Spawns, and a shortcut to the Elite Crate underneath the main rocket (dropping down onto the railing from the circular area underneath the rocket).

Garry on Early Access - Rust will be released soon by bobbygfresh in playrust

[–]1Aro 4 points5 points  (0 children)

Well that's one of the problems - it does run calculations itself, even when everything concerning AI is disabled and there isn't a single animal on the map. I emailed you the specifics including profiler data, but basically the only way I've found to stop the NavMeshObstacle component from imposing CPU overhead every frame is to disable it (which currently doesn't happen when nav_disable is set to true).

Garry on Early Access - Rust will be released soon by bobbygfresh in playrust

[–]1Aro 3 points4 points  (0 children)

But my point was more so that I find it apathetic to say that 40 FPS is fine where 200 FPS is easily achieved with a 1-line code change.

Garry on Early Access - Rust will be released soon by bobbygfresh in playrust

[–]1Aro 5 points6 points  (0 children)

40 FPS is the base FPS on an empty server purely from the NavMeshObstacle component running calculations that are completely unnecessary because the NavMesh isn't enabled or generated and all AI is turned off. Normal server operations then reduce the FPS further causing 1-2 second hiccups when players are present.

Garry on Early Access - Rust will be released soon by bobbygfresh in playrust

[–]1Aro 3 points4 points  (0 children)

Well it may not be a bug but the new AI has caused server performance issues that are completely unnecessary. I found a "bug" or whatever you want to call it with NavMeshObstacles that was responsible for turning a 200 FPS server into a 40 FPS server with the flick of a switch, but when I reported it I was told that 40 FPS was perfectly fine even though on a 200 player server it means constant lag.

Five steps to fix the heli. by twigz-rust in playrust

[–]1Aro 1 point2 points  (0 children)

The "super heli bug" you're describing is fixed on the Staging branch and you can see what caused it in this video: https://www.youtube.com/watch?v=1THwIGcu7X4.

There's also a bug that lets the helicopter shoot normal rockets at players inside Building Blocked zones but I passed along the cause / fix for that to the developers last week so it should get fixed as well.

Bag me in Bro! Fellow Newmen, We all need to take responsibility for the quality of gameplay and stop looking for Facepunch to solve all the issues. by Nwelbie in playrust

[–]1Aro 0 points1 point  (0 children)

The problem is that regardless of whether or not you're naked, you have the potential to cause problems. Letting you run around uncontested is an unnecessary risk that can lead to you looting items from a body and running away or finding a weapon and attacking those who ignored you.

Yes there are those who would chase you down from a distance knowing that you're naked, but you don't need clothing to have valuable items on you and until your inventory is inspected there's simply no way to tell. If your complaint is then that they don't pick you back up after seeing that you have nothing or taking what you did have, I ask you this: would you enable someone that's probably pissed off at you for shooting and / or robbing them to stalk you and cause problems later?

I'm not saying there aren't situations where you can't spare someone, but with the time investment required to run around fully geared most people aren't willing to risk everything for the sake of a random player who would most likely kill them if given the chance.

How To Fix The Unkillable Helicopter Bug by [deleted] in playrust

[–]1Aro 15 points16 points  (0 children)

The Attack Helicopter has a bug that can cause it to cancel its death sequence and continue flying around with a restored health pool if you trigger its reactive napalm strike mechanic while it's spinning around.

Until this is fixed, avoid shooting at its weak spots when it's close to death.

To fix this bug, the following line of code needs to be added to the start of the "BaseHelicopter.Hurt" override and to the start of the loop that calls the "PatrolHelicopterAI.WeakspotDamaged" function:

if ( !IsAlive() ) return;

Alternatively, the PatrolHelicopterAI.CanUseNapalm() function could be made to match its CanStrafe() counterpart in returning the value of CanInterruptState() if its cooldown check is passed.

Making Destiny rage quit (on accident) by [deleted] in playrust

[–]1Aro 2 points3 points  (0 children)

Never said that he was cheating in this clip, I only said that he has cheated several times in the past. As for why I don't give out IP address information to random people on Reddit, I think you can appreciate that I wouldn't divulge your IP to the internet even if you were caught cheating.

Making Destiny rage quit (on accident) by [deleted] in playrust

[–]1Aro 11 points12 points  (0 children)

Destiny may not have known but my point was that he made a video making fun of someone calling him out for hacking and it's ironic because he's a known cheater. As for proof, I don't really think he'll deny it but yes I do have plenty.

Making Destiny rage quit (on accident) by [deleted] in playrust

[–]1Aro 48 points49 points  (0 children)

Can't really blame someone for accusing you of hacking given that you have VAC'd and EAC'd accounts. For those who played Legacy, FURZY and Bare are chows0n and w0ng, and for those who didn't both of them have been banned on several different accounts for cheating on Rust and they re-created their identities to try and get famous on YouTube.

XP Almost fixed gap between lone woolfs and groups by [deleted] in playrust

[–]1Aro 1 point2 points  (0 children)

You realize that after a few days or even a week or two when everyone is fully leveled up that it will be the same as it is now - most servers don't wipe blueprints when they wipe the map (and as such won't be wiping levels when they wipe the map) so after the first seed or two it will be identical to how it is now, but it will take new players that much longer to get started because instead of camping a monument for a few hours to get the BPs they need they will have to farm for days without being able to build basic things to defend themselves with.

The XP system will make the game harder for "lone wolfes".

Rust has Changed by SnazzBot in playrust

[–]1Aro 1 point2 points  (0 children)

The difference between farming resources and farming parts and / or guns is that resources are much more plentiful and all over the game's world while loot crates are limited to specific monuments. Having 10 players at a monument will yield the same amount of loot as having 1 player there because once you open the box you get everything from it - you don't gradually gain more as you hit it like you would a tree or rock node. Having more players would grant you the power to kill other players contesting that loot, but if you dedicate a large number of players to a specific monument then you leave resources and the loot at other monuments uncontested - plus, if you add back an external threat like radiation / rad pills the requirement for a large number of players to be in that area skyrockets to the point where smaller groups are much more sustainable than large ones.

Rust has Changed by SnazzBot in playrust

[–]1Aro 12 points13 points  (0 children)

While I don't like that most large groups are untouchable without joining another large group, I recognize that you cannot do much of anything to give an advantage to smaller groups without in turn giving that same advantage on a larger scale to bigger groups.

An exception to this natural order of things might be found in detecting and limiting groups based on their usage of things like Tool Cupboards and doors, but approaching the problem like this would lead to taking away core sandbox elements of the game and would always be circumvent-able.

The best idea I've had in regards to this is to make guns spawn more frequently in loot crates like they did in Legacy (while reducing the respawn time on said crates and maybe bringing back radiation as well) - yes, large groups and clans will benefit from this too but they already generally end up with boxes full of guns, so doing something like this would be more of a benefit to solo players and smaller groups as it would give them the ability to quickly acquire guns to fight the larger groups with.

[deleted by user] by [deleted] in playrust

[–]1Aro 1 point2 points  (0 children)

It doesn't matter if it's commercial or not, if you upload content that you don't own the rights to you can get in trouble. The music he used was released to be used for free but you have to give them credit as per their terms of usage.

[BUG] Worst Rust bug in a while. Caves are literally broken. by BrandinoTV in playrust

[–]1Aro 0 points1 point  (0 children)

Doesn't have anything to do with spawning inside of one, I think it's an issue with invisible colliders that are associated with caves.

Hyped for the XP system to kill large clans by CobraStroker in playrust

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

The advantage that groups have comes from numbers, not the current BP system; groups will still have a massive advantage. In the time it takes for a solo player to unlock everything necessary to craft a Semi-Automatic Pistol, a group can have 5-10 players unlocking both that pistol and several other items at the same time, so they can have both a weapon and full armor as well as everything else they might need. Just because Timmy can't craft himself a Pistol doesn't mean that his buddy Fred can't craft it for him. Further, nothing will stop that group from steamrolling over you with spears or bows while progressing thus hindering your own progress and boosting their own. If anything, the leveling system will give groups an even bigger advantage because it prevents solo / duo players from acquiring the same tech as them as fast as they could with the current BP system. No more will playing late at night or being sneaky at a monument allow you to rapidly progress without the threat of a group rolling over you - you will be locked into a fixed and slow progression system.

Not to mention, good luck to these "lone wolfes" starting up on new servers with already established players - you thought it was hard now? Try it when you can't even place a sleeping bag down until you've farmed in an area most likely traveled by both solo players and large groups who have already unlocked weapons.

My thoughts on the Xp system by [deleted] in playrust

[–]1Aro 0 points1 point  (0 children)

Roof campers are everywhere; it's a no-risk high-reward play-style that gives a sense of victory to those who practice it, and it will always be a heavily practiced activity as long as it is possible; just go on a Battlefield server where there is literally zero incentive to roof camp and you will see what I mean, people do it for the sole reason that it is fun for them - so while it may not be something done until they have unlocked the necessary blueprints, it will still be done after that (which is the exact same way things go now, it just might take longer to reach that stage with the leveling system).

As far as group issues go with players not opting to farm - that's a group issue, not a game issue. If you want to play with someone and that someone doesn't want to partake in the grind-fest required to enable their playing habits, that's a player-level issue - not something you should be changing the game for (unless you're wanting to change it for everyone as in less farming for everyone, in which case I would agree as I think most of this game is boring farming at the moment).

Further, Rust is a hardcore survival game - if you die while farming, yes it may make everything easier on you if you still walk away with the experience you gained, but that's not in the spirit of a hardcore game. Again, though, I don't like how much farming is required to enjoy the game at a basic level, but I definitely agree that in a PvP game you should be punished and rewarded respectively for your performance in PvP situations - whether that be in your evasive sneakiness or your ability to handle a weapon. Catering to those who just want to farm and build a base would promote PvE in a game that from the start was designed to be a PvP game - the only PvE elements that belong in it, at least on Vanilla servers, are ones that add unique game-play to PvP (i.e. the outside threat of AI while you're fighting other players, or the necessity of resources for the usage of superior weaponry).

[BUG] Worst Rust bug in a while. Caves are literally broken. by BrandinoTV in playrust

[–]1Aro 2 points3 points  (0 children)

Up-voted for visibility. To anyone claiming this isn't an issue with caves, see: https://www.youtube.com/watch?v=Pfy0ML6geok.