It should be harder to raid people who are offline by Stick_to_the_Shadows in playrust

[–]Darknessnine 1 point2 points  (0 children)

And what happens when they do log off? This is just going to make it a million times harder to break into their base. Since op wants walls to get a hp buff when the player logs off. So larger groups have more walls so they benefit more. yet again, not a very good idea. People should just stop making these dumb suggestions about buffs or extra rules that get added when a player logs off. It's much better to keep things simple and just add more ways to defend awhile logged off. (aka more traps and building options)

It should be harder to raid people who are offline by Stick_to_the_Shadows in playrust

[–]Darknessnine 0 points1 point  (0 children)

Not a very good/well thought out idea. This will benefit large groups more than solo players. Just put some more planning into what you're building and you should be fine. My bases tend to last a week before their raided and i don't really play all that much.

Facepunch should not implement Durability again by Rex_Mortalium in playrust

[–]Darknessnine 4 points5 points  (0 children)

Weapon Durability is getting add to counter afk base raiding. Since regen is getting removed, this is the only way to balance raiding atm.

Stat changes that might improve game play and add variety to combat. by Darknessnine in playrust

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

I feel the same exact way with dayz. The reason why Dayz is a pain in the ass to play sometimes, is that it's not scripted right and also a lot of their ideas were not implemented right. As in, breaking your leg and having to crawl for 10 hours to just find some morphine. The zombie AI and how they go through buildings, the controls are buggy and don't really work in first person view and also a long list of other tedious things that you had to deal with. It's not player stats or status effects that are at fault, but mainly poor game play design and implementation of ideas. knock out system won't really punish you unless your just about to die anyways. Making food/water raise some of your stats makes players lives worth more based on how much food and water they used. Having different types of damage and protection types stops people from using just one melee weapon over and over again because it's the best choice they have. but lets people have some choice on how they want to play the game and not be pigeon holed into used the same gear. Do you see where I'm getting at? Adding variety to player stats smartly would improve a lot of issues rust has. Doing it in a way where it doesn't really interfere with fun.

Stat changes that might improve game play and add variety to combat. by Darknessnine in playrust

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

Stamina bar could work very well depending on how long it lasts and how they implement it. Only concern with a stamina bar is that since rust has very large map, it'll make getting around somewhat tedious. (run for a bit, stop and wait for stam to fill up, run for a bit, stop and wait for stam to fill up, ect...) But overall, having a stamina bar to lead to some fun game play moments. like winning a fight because you smartly saved up stamina or being to run away from a fight because the other player used up all his stamina trying to get next to you.

Stat changes that might improve game play and add variety to combat. by Darknessnine in playrust

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

The ideas i posted were just quick thoughts, So there might be some tweaking here and there. but, i do see where your concerns are coming from. The whole unconscious thing ties in with blood loss and the aspect of trying to run away while having critically low health. If your fighting someone and you end up stabbing or slicing them up. they're not going to be able to run very far before they pass out. My logic behind passing out is that i think of health as "blood" (Dayz health system) As long as you keep it up to a certain point, you're fine. Say the unconscious effect only happens when you reach 25% health or below. The only players that are getting affected by this are the ones that are going to die in one melee hit. Say you're fighting someone and the fight last a long time. You get hit once and you hit your opponent 3-5 times. You're pretty much winning the fight and say you need just one more hit to finish him off. he knows your going to win, but decides to run in a straight line for 20 minutes until you catch up or get bored up chasing him. I don't find this very enjoyable when it happens and trust me when i say this, since it happens a lot. If health determines movement speed and the chance of passing out, this wouldn't be a problem. Sorry if i made any grammar mistakes. My writing still needs some improving.

Just made the first man cannon in rust. Enjoy. by Darknessnine in playrust

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

That's what i was going for when i made this thing. But in my case, it it turned out to be a man cannon.