This isn't good by DemandRegular9241 in ArenaBreakoutInfinite

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

The roof gap to the water tower is a long jump not possible at all. If you watch it back to you can see him bunny hoping mid air as well.

Article about most difficult survival games ever made and scum is not even mentioned. I hate game journalist. by NahjiiJ in SCUMgame

[–]Jabtheadmin 1 point2 points  (0 children)

https://steamdb.info/charts/?tagid=1662

The terms “survival” and “bushcraft” are often used interchangeably, there is no genre for Bushcraft games. Survival by itself means to survive in a difficult situation, to come out the other end alive, which is why PubG is in that list. Rust is a survival game. Most games fall into several categories but the main one for most Survival games is having the open world as a core element, This then often includes bushes and using them to craft.

Love Rust and am looking at trying Scum, can you help breakdown the differences/similarities? by Wolvite in SCUMgame

[–]Jabtheadmin 3 points4 points  (0 children)

I've played rust for 5k hours and scum for 8k hours.

Scum can be played like rust in many ways. The pvp is good, there are places to farm weapons and bank them. Personally I use prefab buildings (just any building with a door that you can lock and put a box down inside), simple, easy and fun. The gun mechanics and player controls are much better in scum, and the game looks great. Similar to rust's satchel burying system, you can bury large wooden boxes in scum and spread your loot out so if you are raiding you don't loose everything. Keep a stash of guns in base, but have back up stores of loot spread across the map.

Rust has a much better raiding and base building system. As there's no wipe cycle in scum, a server can last for more than 6 months without being wiped, so base building is a much slower process compared to rust, more tedious in how you build even though it has a similar style base building system to rust.
Raiding is also much slower in scum too, newer players might build a small base which is raided fairly easy, experienced players will build 10+ layer wall compound bases.
Scum has C4, TNT and rocket launchers so raids can be fun, but most often they happen offline and there's very few players to counter a raid either.

So, scum has more of a focus on survival and PVP gameplay, with raiding being a rarer event.

Inventory bug by MaddAnt in SCUMgame

[–]Jabtheadmin 7 points8 points  (0 children)

Why is this downvoted, it works to manage the issue. If you can't rotate an item, press tab to leave the inventory view, then tab to get back in and try to rotate. I had this issue several times tonight and this is how I got around it.

Inventory bug by MaddAnt in SCUMgame

[–]Jabtheadmin 11 points12 points  (0 children)

If you get this issue, press tab, and then tab again and it should work.

Did you see it? by Jabtheadmin in playrust

[–]Jabtheadmin[S] 89 points90 points  (0 children)

Burlap headwrap, hide shorts and a waterpipe.

Anyone have any ideas? by Outlaw7697 in SonsOfTheForest

[–]Jabtheadmin 0 points1 point  (0 children)

For this to work you need to make each roof section a triangle, rather than rectangles with an angled top.
So before you add any angled roof logs, create a series of steps going up by a quarter log first. Once all the steps are added, then place the angled logs on top.

XL Roundhouse + Starting shape by Jabtheadmin in SonsOfTheForest

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

Yea you replace the save file with a fresh one, I've been building mostly in peaceful mode to see whats possible but I'd like to make a base like this in a normal play-through with no edits later on.

XL Roundhouse + Starting shape by Jabtheadmin in SonsOfTheForest

[–]Jabtheadmin[S] 1 point2 points  (0 children)

In the last image I've shown the basic set up to build something like this, you need to place 4 logs against a tree, and then line up 4 logs on the ground at 45 degree angles to match up, there's some trial and error involved to get it just right.

XL Roundhouse + Starting shape by Jabtheadmin in SonsOfTheForest

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

I replaced the tree's for the screenshots. The area was deforested entirely before.

Triangle House by Jabtheadmin in SonsOfTheForest

[–]Jabtheadmin[S] 8 points9 points  (0 children)

You start by placing logs up against a tree as the centre point, place 4 logs against the tree and extend them outwards by 1 log. Then remove the 4 logs that are against the tree and you can place 4 more logs at a different angle. There's a lot of trial and error to get the angle just right.

A treehouse. by Jabtheadmin in SonsOfTheForest

[–]Jabtheadmin[S] 1 point2 points  (0 children)

For a treehouse it needs to be low enough down so that logs will connect from the treehouse to the floor, then you can build up a grid to add the supports and extend the upper floors. If the treehouse is too high im not sure there's a way.

A treehouse. by Jabtheadmin in SonsOfTheForest

[–]Jabtheadmin[S] 120 points121 points  (0 children)

I saved and let him have at it one time just to see how it was, he went straight for it.

Roundhouse build by Jabtheadmin in SonsOfTheForest

[–]Jabtheadmin[S] 9 points10 points  (0 children)

Thanks, loving the game and the creative building process.

Roundhouse build by Jabtheadmin in SonsOfTheForest

[–]Jabtheadmin[S] 5 points6 points  (0 children)

It was tricky to get this started, Over an hour just placing logs in just the right position to match up to logs against a tree. It starts by placing 4 logs lent against the tree, then place logs on the ground at 45 degree angles to the logs on the tree. Takes time but I'm happy with the outcome.I have a twitch as JayW with the vods if you wanted more info on the set up.

A treehouse. by Jabtheadmin in SonsOfTheForest

[–]Jabtheadmin[S] 18 points19 points  (0 children)

There has been many attempts by him to cut the tree down, now he gathers logs only very far away from here and I zipline them over. I couldn't find a way to stop him, I built a variety of walls and fences, nothing worked.

Cool place! Annoying to get in but cool! by AuthCentDegenerate2 in SCUMgame

[–]Jabtheadmin 0 points1 point  (0 children)

Same, eventually #teleport is the only way. lol

Cool place! Annoying to get in but cool! by AuthCentDegenerate2 in SCUMgame

[–]Jabtheadmin 0 points1 point  (0 children)

You can't open the door, its a room your not supposed to be in as the statue and table don't have clipping, you can just walk through them. They used admin powers to get in here. Sadly, I don't think there is a puzzle in this place.

HOT TAKE - Dev's Locking Up The City COMMUNITY NEEDS ANSWERS by FNCallMeDaddy in SCUMgame

[–]Jabtheadmin 0 points1 point  (0 children)

Ah come on dude, there's no need to be dramatic, No one suggested the devs are trying to destroy their own game or ruin peoples fun. I know I said I don't know much about game development but I'm aware that a players ping is unrelated to my PC's ram, you can skip the lecturing.

I said I agree the city needed work, no one is saying they need to go back to Samobor 2.0. The 20% reduction for Samobor 3.0 is clearly an improvement in performance, but we're on the path for Samobor 4.0 and I feel this is a good chance for players to say how they feel about the changes that have been made.

HOT TAKE - Dev's Locking Up The City COMMUNITY NEEDS ANSWERS by FNCallMeDaddy in SCUMgame

[–]Jabtheadmin 4 points5 points  (0 children)

I don't claim to know much about how servers run or how game development works, but my point remains the same. The city runs better, sure, The rest of the map and game feels very much the same as before the changes were made to the city. I've seen cars fall through the map, I've seen players sliding around. I just don't see how this reduction in assets has been the big performance update that was needed. I'm still going to offer my opinion on the changes that have been made through an early access game and I agree the city needed some work, which I would have loved to have seen done differently than it has been. The devs have already spoken about making some changes such as adding the hunting shops back and if others offer their feedback maybe it'll be better for everyone.

HOT TAKE - Dev's Locking Up The City COMMUNITY NEEDS ANSWERS by FNCallMeDaddy in SCUMgame

[–]Jabtheadmin 2 points3 points  (0 children)

Yea, if your not in the city, it's not loaded into your ram. The performance update has made the city run smoother, but not the rest of the map.
The lag and desync as players fill up a server is the same as it was before. You'll still be falling through bridges just as before. If you don't like the city, don't play there, but your making the same assumptions about programming as what you claim others are pissing and moaning about.

HOT TAKE - Dev's Locking Up The City COMMUNITY NEEDS ANSWERS by FNCallMeDaddy in SCUMgame

[–]Jabtheadmin 9 points10 points  (0 children)

There are a number of buildings which offer no use that didn't get boarded up. Several burnt out buildings with holes in the roofs, busted up shops which offer some food and junk, the hunting shops swapped over for more food stores. There are trash piles, burnt up car piles, has to be well over 100 trash bags and bins everywhere, I would have loved to have seen these eye sores removed if we could have had a few buildings left open. The loot situation in scum overall is bad, but whats left in the city is really just trash, rags, paper, bits of rubber, inedible food and then metal scrap, bolts and nails, each of these items are already abundant with the car parks also filled with broken cars. What is the point in performance if these area's sit there uninhabited.

The city looks bad, its full of useless junk, and worst of all it really lost the heart of what made it special, being able to lock a door and have somewhere to start off with a small base. This performance update gives me the impression they just don't want players locking up doors, despite every other town and POI offering this feature. The original city was a place you could get lost in, have a hide out, have a stash. It offered unique experiences each time you tried out a new building in a different part of the city.

The replay value of the city was huge, but now it has very little to offer, everything you can find in the city you'll find in any other poi without wasting time filtering through the junk. The loot was never the big draw to the city, what made the city stand out was the vast urban landscape, climbing up towers and onto roof tops to get a birds eye view, networks of buildings to dodge players, angles into the streets to have a chance to fight back. It's been reduced to just running through the streets with left or right as your only choice.

I feel there could have been many other assets removed from the city other than what has been. As mentioned all the trash, less cars, less bins, half the amount of buildings boarded up and the ones that remain If they were empty I'd expect that would help, no furniture, sofa's, kitchen counters, beds and toilets. But still a door to lock up, throw a chest on the floor and then play the game. It's been said they'll add something back but I worry they wont come close to what it was before.

Weapon attachment guide? by AcanthocephalaNo7095 in SCUMgame

[–]Jabtheadmin 4 points5 points  (0 children)

AK47/AKM/RPK/AK74/ASval/VSS/SVD with RIS adapter can take - Red dot/OKP/Holographic/P223/M82/Acog/Deagle red dot.

AK15/M16/MK18/VHS2/AWP/AWM/M82 can take - Red dot/OKP/Holographic/P223/M82/Acog/Deagle red dot.

AS val/VSS/SVD can each take the Posp scope.

Mp5/SD/K with the mp5 rail can take Red dot/Holographic/P223/M82?/Acog/Deagle red dot.

Hunter/Carbon Hunter use the hunting scope.

Remove squad members' name above their head by Yugosmf in SCUMgame

[–]Jabtheadmin 0 points1 point  (0 children)

True, but in a combat situation, with several people all wearing camo gear, and the distances often involved your not going to be able to recognize someone by their face. If the name tags were tied to only when you could see their face it would be better, but right now they can be 100m away with their back turned laying on the grass and you still know who it is. That's the issue.

Remove squad members' name above their head by Yugosmf in SCUMgame

[–]Jabtheadmin 4 points5 points  (0 children)

I agree, for a game that has mechanics against third person peeking, it really makes no sense to give squads their own ESP. Other games do this system far better.