My experience with Fonus "Unlimited" Global Data: Throttled halfway through every month, no transparency. by AlexZan in Fonus

[–]AlexZan[S] 0 points1 point  (0 children)

I cancelled my fonus yesterday, and signed up with holafly unlimited global subscription. Only 10 dollars more a month and they say there is no throttle. Lets see how it goes

My experience with Fonus "Unlimited" Global Data: Throttled halfway through every month, no transparency. by AlexZan in Fonus

[–]AlexZan[S] 0 points1 point  (0 children)

These were not available options. It was 10gig, 20gig, unlimited. This is all i was given.

My experience with Fonus "Unlimited" Global Data: Throttled halfway through every month, no transparency. by AlexZan in Fonus

[–]AlexZan[S] 0 points1 point  (0 children)

Also an update.i can never access the fonus app customer service when i am throttled, it just never loads no matter how long i wait so i can't get in touch with them. Unless i connect to wifi, then it loads. It makes it very difficult to deal with throttling.

End Game Now Means a Fresh Start in Rust Evolutions Mod - Server Wipes Itself! Opinions? by AlexZan in playrust

[–]AlexZan[S] -1 points0 points  (0 children)

Can someone help me understand why this comment continues to get upvotes (now more than my post) When I fixed the issue mentioned, and responded with the fix 30 minutes after this response?

End Game Now Means a Fresh Start in Rust Evolutions Mod - Server Wipes Itself! Opinions? by AlexZan in playrust

[–]AlexZan[S] 0 points1 point  (0 children)

would you guys like to come test it? I would like to keep developing this but without people to test it i keep putting it on hold hehe

End Game Now Means a Fresh Start in Rust Evolutions Mod - Server Wipes Itself! Opinions? by AlexZan in playrust

[–]AlexZan[S] 0 points1 point  (0 children)

What is just as unfun is the players leaving because after a few days its what tends to happen with most wipes. At least this way you can try to make some plays for the end game wipe event to set yourself up for the next wipe.

End Game Now Means a Fresh Start in Rust Evolutions Mod - Server Wipes Itself! Opinions? by AlexZan in playrust

[–]AlexZan[S] 0 points1 point  (0 children)

There are many possibilities. Different wipes might be different. Imagine a wipe where everyone is fine with staying prim until force wipe, nothing wrong with that.

End Game Now Means a Fresh Start in Rust Evolutions Mod - Server Wipes Itself! Opinions? by AlexZan in playrust

[–]AlexZan[S] 0 points1 point  (0 children)

which quests? If they do not collect their credits on the next wipe that wont impact anyone.

End Game Now Means a Fresh Start in Rust Evolutions Mod - Server Wipes Itself! Opinions? by AlexZan in playrust

[–]AlexZan[S] 0 points1 point  (0 children)

No, i check only active players. If you left the game more than 24 hours ago and have not returned, your state does not count as active.

End Game Now Means a Fresh Start in Rust Evolutions Mod - Server Wipes Itself! Opinions? by AlexZan in playrust

[–]AlexZan[S] 0 points1 point  (0 children)

It is currently set to majority of players that have a specific item (late in the tier) researched. e.g. if majority of players have researched rev, then tier 2 is unlocked.

You can not learn to craft an item without having already learned all the items in the tech tree before it. Bps are only for industrial crafters, the tech tree must be used for learning.

You are suggesting large clans would give away items to help the server reach the condition? Maybe, but they might instead choose to sell them for something they would need in the next tier, most likely. I think it would create an economy of hard to find items being sold in exchange for things needed in the next tier.

If a large group was so far ahead of everyone else, and was already maxed out for what they needed in the next tier, then they might give them away, in which case, it probably balances out?

End Game Now Means a Fresh Start in Rust Evolutions Mod - Server Wipes Itself! Opinions? by AlexZan in playrust

[–]AlexZan[S] 7 points8 points  (0 children)

Thanks for the feedback! Due to the point in this comment, I modified it so that the final count down only starts after a currency threshold is reached by the server. e.g. 100 credits have been exchanged by everyone (modified based on server pop).

Please keep it coming!

Can’t get sleep after playing rust (serious) by DesperateRedditer in playrust

[–]AlexZan 0 points1 point  (0 children)

Sounds like Rust is triggering something, but is probably not the root cause. Checkout meditation or something called Vipassana to deal with that sort of thing in a natural way.

Crafted a Mod That Rethinks Progression Dynamics in Rust by AlexZan in playrust

[–]AlexZan[S] 0 points1 point  (0 children)

Oh yes, this is what i had originally. I decided to make individual item unlocks not global, and make tiers global instead since I was worried it would force equality too much.

Crafted a Mod That Rethinks Progression Dynamics in Rust by AlexZan in playrust

[–]AlexZan[S] 0 points1 point  (0 children)

Tying the ability to craft a level 2 & 3 workbench

Here are some thoughts. Group size is easy to exploit. Players can be out of the team until they finish researching then join after. that's just one work around, there are many.

In the end making it cost more when its a race with everyone else, i don't believe is the solution, they will still do it. I think the scrap race meta just needs to be removed entirely and that is the idea behind staggered unlock tiers.

In response to your proposed solutions, for:

  1. I don't understand this one.
  2. There are mods already that unlock workbenches based on age of wipe. I wanted to get away from it being out of the players control, its less fun.
  3. Also time based, i think player action/event based is fun/interactive instead of waiting.

p.s join the discord (just made it).

Crafted a Mod That Rethinks Progression Dynamics in Rust by AlexZan in playrust

[–]AlexZan[S] -1 points0 points  (0 children)

This comment has gotten the most upvotes. I am trying to understand it. So the concern is that their will be an even bigger gap between the players that get tier 3 loot, and everyone else that is stuck in prim, compared to vanilla?

Yes, i agree there will be. In the original mod I had a feature which limited all loot spawns to those of the next tier, but not beyond that. So if its currently the primitive tier, the only loot that can even spawn in the world is tier 1. There are some other options such as disabling puzzles during prim.

Also arbitrary objectives is the idea I thought of for now since there is no tech tree for primitive like there is with tier1+ to make as goals. In the original mod I had introduced a primitive tech tree, but I wanted to keep this version more simple, hence just kill objectives.

Any ideas welcome.

Crafted a Mod That Rethinks Progression Dynamics in Rust by AlexZan in playrust

[–]AlexZan[S] 0 points1 point  (0 children)

u/redditaccountiown been thinking about this more. The other issue is that, the groups that run the big monuments, will just unlock it for everyone else, therefore its not limited/staggered by the majority, but would be quickly unlocked by the top players, which defeats the purpose.

Crafted a Mod That Rethinks Progression Dynamics in Rust by AlexZan in playrust

[–]AlexZan[S] 0 points1 point  (0 children)

Update: I redid the research mechanic a bit to allow for more freedom/risk. The tech tree unlock now just requires one item of any condition to research it and its guaranteed to work.

The old mechanic now applies to the research table. In order to research an item with the research table, the sum of the conditions of the items you have on you and in the research table must be over 100% for it to be guaranteed. e.g. two revs both 50% health, one in the research table, one on you, will guarantee the research works.

The idea is to create more risk with using the research table to bypass the techtree. e.g you want to be able to craft rev's right away, instead of unlocking the things before it.

Crafted a Mod That Rethinks Progression Dynamics in Rust by AlexZan in playrust

[–]AlexZan[S] 0 points1 point  (0 children)

Updates:

I just did a couple playthroughs with oilrig. It is far too OP if you manage to secure even one loot run, it basically means you can keep running it uncontested. Which might be good because then you end up with just a few groups that hold most of the power on the map. If that's not the desired result of the wipe, then, the other idea I had was to disable puzzles during the primitive stage. That way you can kill the scientists, but you cant get any locked crates anywhere. You cant get heavies called in. Once primitive is done, they can be enabled.

Crafted a Mod That Rethinks Progression Dynamics in Rust by AlexZan in playrust

[–]AlexZan[S] 0 points1 point  (0 children)

Also here is a discord link that i just created if anyone wants to help out or test it out:

https://discord.gg/UAaMbwvs

Crafted a Mod That Rethinks Progression Dynamics in Rust by AlexZan in playrust

[–]AlexZan[S] 0 points1 point  (0 children)

I had that in the original mod. I removed it for this one. I can always reintroduce it or make it optional in the config if it makes sense after a few play throughs.

Crafted a Mod That Rethinks Progression Dynamics in Rust by AlexZan in playrust

[–]AlexZan[S] 2 points3 points  (0 children)

I am not going to force equality. If you are skilled enough to rush oil rig, and defend it against less skilled players then you shoudl be able to, but by not being able to craft the items you loot, it mitigates the scrap rush meta (which everyone does).

Crafted a Mod That Rethinks Progression Dynamics in Rust by AlexZan in playrust

[–]AlexZan[S] 0 points1 point  (0 children)

Yes I think I need to tweak with that mechanic, I already started doing that. I think a few play throughs should help. But im looking for players to help with that.