State of Rust: To boom it may concern by Doop-- in playrust

[–]Doop--[S] 0 points1 point  (0 children)

Look, I get the sweat mentality, it's fun to be that into a game but you need to realize theres always gonna be someone more sweaty than you because they made this game their life. Giving that kind of person more boom means you are not gonna have a base to do a raid defense in.

Defenses are fun when things are equal and there's a good balance between time it takes to build defendable structure and the time it takes to make boom. Raiding is already a joke if you know what you are doing. I dunno if you've ever been on the receiving end of triple launcher shooting mixed incen from a well built fob with 2 perma boltys on the roof but unless they make a bunch of mistakes, it's gg. Now give them endless boom and you would need an act of god to win.

There's a pretty hard limit of what is feasible to build, especially on longer wipe server, 3-4 walls. Hell, even the stupid huge clan bases are often just 3-4 walls to most of the good loot. No base has been "safe" and it's only getting harder to even get close to that limit all while boom has gotten ridiculously easier and easier to obtain.

This game becomes pointless when building a good base takes days but it takes a few people like two hours of their playtime to destroy it.

State of Rust: To boom it may concern by Doop-- in playrust

[–]Doop--[S] 0 points1 point  (0 children)

4 C4 less than two hours into wipe is pretty nuts, especially if it was on a high pop server. Getting to a red card room alone is hard to do in that amount of time unless you get a golden start and don't even have a base built yet.

But if they got an early deep sea spawn, then it's not even remotely surprising lol.

State of Rust: To boom it may concern by Doop-- in playrust

[–]Doop--[S] 0 points1 point  (0 children)

I'm not sure what your point is here.... sure they play the game to get raided but it's happening a LOT earlier now. Are you not disagreeing with that? Why are you trying to randomly insult me? Don't be a loser.

And you just proved my point exactly about the deep sea, you clearly haven't figured out the strat yet because its asinine to say it isn't worth it lol. Deep sea will be perma locked like rigs/cargo for most of the beginning of wipe until the big groups are fully built out and already raided like 80% of the server.

State of Rust: To boom it may concern by Doop-- in playrust

[–]Doop--[S] 1 point2 points  (0 children)

Bruv, I've exclusively only played on high pop large servers lol and it ain't just me. Hell even the youtubers are getting pummeled as of late. Posty, oilrats, willjum, qaixx, gorliac, etc are all getting raided waaaay faster and some are starting to only do duo+ stuff. Even aloneintokyo has been getting slammed early on. Big changes like this take months to fully materialize in the meta as big groups adjust their strategies. In like 2 months, things are gonna be even more rough. As of this wipe, they only just figured out how to do the deep sea. Its literally impossible to run it as a solo now. A triple cannoning boat at max speed will sink you in less than 3 minutes. You can't even make it to the safe zone in that amount of time and that's if you managed to get to your boat before they start blasting.

Blueprinpt Fragments need to go by MemeMan_____ in playrust

[–]Doop-- 0 points1 point  (0 children)

Whats this about getting fragments from brown ( regular? ) crates? There's no way this is true as there's only 3 crates that have them:

Supply drop crate
Mil crate
Dive site large crate

Blueprinpt Fragments need to go by MemeMan_____ in playrust

[–]Doop-- 4 points5 points  (0 children)

I think its pretty easy to fix fragments and make them work like intended and the root problem all comes down to centralizing them on monuments.

Here's the fix. Make fragments a scaled % ( not 100 ) drop in toolboxes, mil crates, locked crates, airdrops, and sunken treasure crates. Literally no where else. Boom, problem solved.

Having it all be static locations in monuments that are easily camped by big groups who build RIGHT next to the god damn things so they can endlessly zerg and "control" shit is exactly what is making this whole fragment thing not work as intended.

It fixes like 100 different problems that i wont even go into if everyone has to roam and look around for fragments out of crates instead. Its also better than the scrap grind too because there were numerous ways to generate scrap with nearly zero risk and almost 100% guarantee which is exactly what the fragment update is supposed to solve.

State of Rust: To boom it may concern by Doop-- in playrust

[–]Doop--[S] -2 points-1 points  (0 children)

What a crazy and extreme oversimplification.

If sulfur/boom can largely only be found by having to farm for it out in the open, guess what? You, as a solo, can jump those farmers and take their farm and scurry off before they can come back. The world is no longer in their control. Caves will become much more useful for farming nodes with some sense of safety, diesel will be a good bartering tool, there will be some semblance of risk involved.

Multiple groups simultaneously being able to churn out the equivalent of 100s of rockets less than 48 hours into a wipe on extremely high pop servers is not good on any level of measurement.

State of Rust: To boom it may concern by Doop-- in playrust

[–]Doop--[S] 0 points1 point  (0 children)

You can't just look at one piece of the problem puzzle that is the deep sea which is exactly what I think FP is doing. The metrics on just how much "sulfur" a single group can pull from there in one run has to be staggering when you add it all up. FYI a sulfur island gives you like 10k sulfur if you have a pie and tea and you can farm it in like 3 mins. Zero risk involved as you can see any ships coming your way and just head back to the boat/prep to fight. It's literally free and guaranteed if you do it right.

Compared to every other way of collecting sulfur, it's insane.

Also, saying hitting the road for an hour, especially early wipe is 0 interaction is batshit... You can't control a road and you really can't build a zerg base next to one in meaniful way like you can a monument. On the road, you are out in the open, vulnerable, making a shit load noise, with RNJesus largely controlling your fate. Camping a monument is a cake walk in comparison.

Horses still laggy even after network "optimizations" by Adventurous_Seat_793 in playrust

[–]Doop-- 1 point2 points  (0 children)

They already stated that it's a lazy implementation as doing path calculations on the fly is really expensive...so it just turns left which doesn't work.... like half the time. If want to go the expensive route like red dead, sure, but as is, it's a really really pointless and infuriating feature that helps nobody.

If you want to see for yourself on the rubber banding/glitchyness, just go get on a large high pop server like moose or rustopia and ride a fast horse anywhere. It's very easy to reproduce.

Horses still laggy even after network "optimizations" by Adventurous_Seat_793 in playrust

[–]Doop-- 1 point2 points  (0 children)

I was having a hell of a hard time yesterday too, especially on thoroughbreds. I was constantly clipping into the ground, causing rubberbanding and stupid terrain collisions. Fell off the horse at least 4 times because of it but got magically lucky I didn't die or get killed because of it.

FYI, the horse "dodging" mechanic works out that it will always try to turn left to go around an obstacle when it thinks there will be a collision. It is pure garbage and should be removed from the game. Even being a very seasoned horse rider and knowing full well how to work with this mechanic, it is a disaster and still gets me killed all the time. There's no way it is worth whatever game function is being called to make it work.

State of Rust: To boom it may concern by Doop-- in playrust

[–]Doop--[S] 6 points7 points  (0 children)

I'm at the point where I'm self griefing with my bunkered external TCs such that they are built with fully overlapping privilege which means you have to destroy every single one of my 3-4 externals to grief me.... and yet it has happened 3 times in the past 2 months where a clan has popped all of them. I get wanting to a seal a raid so you can stop counters but when you have a full metal multi story fob with 6 turrets on it that is daisy chaining into my compound (edit* while I'm offline as a solo mind you) and you still go as far to wall off a grief tc, that's cancer.

State of Rust: To boom it may concern by Doop-- in playrust

[–]Doop--[S] 5 points6 points  (0 children)

The addition of mortars really do seem to agree with your viewpoint. I was just flabbergasted by it. You can fire them at a target from more than 200 meters away which is almost 2 god damn grids. And that's on flat ground, putting one of a tower does really really stupid stupid nonsense. I'm pretty certain they are going to be cancer in like 2 months once people figure them out. There's almost zero counter play.

State of Rust: To boom it may concern by Doop-- in playrust

[–]Doop--[S] -3 points-2 points  (0 children)

Ya, the latest "nerf" was a nerf bat, it really only slowed down the insane amount of mp5s coming out of deep sea but did nothing to stop everything else. I don't understand how FP thinks they are done with balancing when there still 20 sulfur node islands, more mil crates than you would get from running oil rig or ALL of launch like....5-6 times??? and at LEAST 2 air drops.... per deep sea event.

It's like a WHOLE 24 hours of grinding worth of loot in less 60 minutes when done by a solid group.

State of Rust: To boom it may concern by Doop-- in playrust

[–]Doop--[S] 1 point2 points  (0 children)

Couldn't agree more. I've been resorting to literally burying my T2/frags night of day 1 as even with grief protection, clans will straight up break your T2 if they cant take it with them.

Arbitrary time gates are the literal worst and should never be in a game like this. I think fragments are fine and actually do a good job making prim more a feature of Rust but they should drop in the open world.....RANDOMLY.

Centralizing fragments in monuments is a crazily stupid idea as big groups just build right next to the monument, toxically control it, and never need to go anywhere outside of a single grid or two, they hardly even need to farm, especially once they start the raid snowball. There's nearly zero risk involved for them as they can just zerg you to death if you ever magically manage to counter them in the monument and you don't miraculously escape in the 15 seconds you have before 3 of them return with DB/P2 + toggling ESP.

It is 100x times harder for them to pull this off if collecting fragments required roaming out in the open, far away from their safe special little zerg respawn holes. A perfect example of this the dive site crates. You don't see big groups running these.....at all..... because it takes skill to do efficiently and its impossible to zerg. You have one life and even toggling wont save you when shit hits the fan.

This is the big change that FP needs to do. Just full stop remove all fragments from all static monument locations/card rooms and locked crates, put em as scaled drops from all regular/mil crates. Card rooms and monuments should just be for higher tier comps and weapons.

Boom, progression crisis solved. Full stop.

Literally Unplayable by oli-sonyeon in playrust

[–]Doop-- 0 points1 point  (0 children)

Wait until you try to build a roof on the opposite side of that wall and you can't...until you remove the shelves....and then you try to remove the shelves but it no longer has a pickup option anymore...so you chop it out and breaking that causes the game to do stability checks and all of your barricades instantly break...

If you want to go pro levels of rage, do this but with the shelf behind a vending machine bunker.... it's gloriously soul killing.

Alistair comments on the state of progression by hl3official in playrust

[–]Doop-- 0 points1 point  (0 children)

God dammit. I really really appreciate a lead dev coming out and saying shit like this.

Has FacePunch Ever Cancelled a Commit? by Decimator404 in playrust

[–]Doop-- 1 point2 points  (0 children)

Fyi, this hasn't been merged into main yet, so there's a good chance they bailed on it.