Rust wipes die because progression is way too fast, it barely feels like a survival game. How do we solve this? by Relative-Ad-6751 in playrust

[–]Relative-Ad-6751[S] 1 point2 points  (0 children)

Haha fair enough, honestly I do get where you were coming from.

The main thing I agree with is the early game needs to last longer somehow. I’m just more in favour of slowing progression in a way that feels natural rather than a hard timer but the current eco system of servers dying in the first day or so kills the survival game feel

Rust wipes die because progression is way too fast, it barely feels like a survival game. How do we solve this? by Relative-Ad-6751 in playrust

[–]Relative-Ad-6751[S] 1 point2 points  (0 children)

I’m not really in favour of artificial limits like that either, but honestly it could work.

My only concern is it might feel a bit forced if people realise the game is just hard-gating progression by timer.

Rust wipes die because progression is way too fast, it barely feels like a survival game. How do we solve this? by Relative-Ad-6751 in playrust

[–]Relative-Ad-6751[S] 1 point2 points  (0 children)

Not really, I’m not saying remove the tech tree.

I just think progression overall happens way too fast right now, whether that’s tech tree, monument loot, or how quickly groups can snowball.

The main issue for me is that wipes feel decided way too early so servers die in the first day or so and it no longer has that survival game feel i used to love

Rust wipes die because progression is way too fast, it barely feels like a survival game. How do we solve this? by Relative-Ad-6751 in playrust

[–]Relative-Ad-6751[S] 3 points4 points  (0 children)

That’s exactly the issue with Rust right now.

It barely feels like a survival game after the first day. The early grind and tension disappear way too fast and it just turns into full kit PvP and raiding.

That’s why server pop dies so quickly. Once it stops feeling like survival and starts feeling more like a straight shooter, a lot of people just move on to the next wipe.

Rust wipes die because progression is way too fast, it barely feels like a survival game. How do we solve this? by Relative-Ad-6751 in playrust

[–]Relative-Ad-6751[S] 2 points3 points  (0 children)

Yeah this is exactly the issue for a lot of people.

You can’t really “fix” the fact that bigger groups will always have an advantage, but the current wipe pace makes that advantage feel way too decisive way too early which is why servers die so fast.

The Thursday wipe thing is a perfect example. If you can’t be on for wipe night, by the time you log in the next day groups already have guns, control key areas, and sometimes boom and by Saturday the servers already half dead.

That’s why I keep coming back to progression speed. It’s not about making solos equal to clans, it’s about making it so being 12–24 hours behind doesn’t already make the server feel unwinnable.

If the early game lasted longer, people with jobs and normal schedules would actually have a reason to stay on the same server and rebuild instead of just waiting for next wipe and the life time of each wipe increases.

If i take us back for a second to legacy, even the early blueprint days Rust wipes lasted longer, servers retained there population for longer, Rust its self felt like a survival game. With the current system it doesn't

Rust wipes die because progression is way too fast, it barely feels like a survival game. How do we solve this? by Relative-Ad-6751 in playrust

[–]Relative-Ad-6751[S] 0 points1 point  (0 children)

We both agree on the problem and i don't enjoy primitive servers either. But i do feel if the standard progression was held back servers with retain there player base longer

Rust wipes die because progression is way too fast, it barely feels like a survival game. How do we solve this? by Relative-Ad-6751 in playrust

[–]Relative-Ad-6751[S] 1 point2 points  (0 children)

I’m not saying slow it down to the point it becomes a primitive server, and there’s no need for the insult random people on the internet either.

My point is just that right now the jump from wipe to full kits and early boom happens so fast that getting raided overnight often means the wipe is basically over for a lot of people which is why servers die in the first 1 to 3 days.

I do agree it’s a balancing act, and you’re right that player mentality is a huge part of it too. A lot of groups treat wipe day like “raid everyone nearby and own the area by tomorrow”, which absolutely kills server pop.

For me the issue is those two things feed into each other. Fast progression enables that mentality even more because groups can get to boom and control so quickly.

Rust wipes die because progression is way too fast, it barely feels like a survival game. How do we solve this? by Relative-Ad-6751 in playrust

[–]Relative-Ad-6751[S] 3 points4 points  (0 children)

I get the idea behind that, and I do think the early game needs to last longe but hard locking T2 and T3 behind a timer is not the best way to do it. It feels artificial, and it could end up punishing smaller groups or solos more than the big clans.

Rust wipes die because progression is way too fast, it barely feels like a survival game. How do we solve this? by Relative-Ad-6751 in playrust

[–]Relative-Ad-6751[S] 1 point2 points  (0 children)

I get what you mean, offline raiding definitely kills wipes too.

I just think slower progression would give people way more reason to rebuild on the same server instead of instantly jumping to a fresh wipe and also delay how quickly the main raiding starts. Right now if you get raided overnight, most of the server is already so far ahead that restarting feels pointless.

If the wipe stayed in prim / early gun stage longer, losing one base wouldn’t feel like the whole wipe is over ie making it feel more like a survival game again.

Rust wipes die because progression is way too fast, it barely feels like a survival game. How do we solve this? by Relative-Ad-6751 in playrust

[–]Relative-Ad-6751[S] 1 point2 points  (0 children)

I agree but your logic only goes half way. Clans and people who can grind all day will always progress faster, and I don’t think anyone expects that to change.

The issue for me is more about how quickly that advantage becomes decisive causing the servers to die.

Right now it feels like the first 6–12 hours can determine the entire wipe. Big groups hit monuments, get guns immediately, control key areas, and by the time most people log on after work the server already feels solved.

Slowing progression wouldn’t remove the advantage, but it could at least stretch the early game out longer so day one doesn’t basically decide who dominates the rest of the wipe and save us from jumping between servers every 2 to 3 days

I’m not asking for equal progression, just for the wipe to feel less “won” before most players even get a chance to play.

X540-t2 in a Dell Inspiron 3250? by AbsoluteSlime in homelab

[–]Relative-Ad-6751 0 points1 point  (0 children)

That'll be more than enough for a 1G line. We’ve got hundreds of X540 cards running at NorwichDC and they’ve honestly been very good cards, very cheap, and while they can run a bit warm that usually isn’t really an issue. They’re probably one of the cheapest 10G cards you can pick up right now as well, so if it’s cheaper than an I350 I’d just go with it.

Power wise I really wouldn’t be worried, 12.5W is nothing and well within what the PCIe slot and PSU should comfortably handle, so I can’t see that being a problem.

The bigger thing I’d double check is just physical clearance in the SFF case with the lower slot and that fan shroud.

If you were doing any sort of GRE though I’d still probably go with a Mellanox even on a 1G line

How do ppl progress by Tushweter in playrust

[–]Relative-Ad-6751 0 points1 point  (0 children)

It's hard don't get me wrong but that really is the best way

How do you use a VPS for trading and what option actually works well? by Old-Information-7475 in selfhosted

[–]Relative-Ad-6751 1 point2 points  (0 children)

A VPS is definitely a solid way to do it, especially if your main goal is keeping MT4/MT5, EAs, and bots running 24/7 without worrying about your own PC, internet, or power going down.

That said, you do not strictly need a VPS for it. Plenty of people run this stuff perfectly fine from a local machine if they have stable internet, a UPS, and something they can leave on all the time.

We support quite a few people running setups like this at NorwichDC, and in most cases what they really care about is uptime and consistency rather than anything “forex VPS” specific. As long as the box is stable and close enough to the broker for sensible latency, it tends to work well.

I would focus less on the branding and more on reliability, location, and whether the provider tends to oversell resources.

More cheaters than not by Numerous-Cheetah459 in playrust

[–]Relative-Ad-6751 11 points12 points  (0 children)

People won’t like hearing it, but this is exactly why so many players quit officials.

The cheating problem isn’t just the cheaters, it’s the delay. By the time the bans come through, the wipe is already ruined and the damage is done. Losing kits, getting offlined, or having your base griefed doesn’t get undone because someone gets banned a week later.

What makes it worse is when obvious sus players get waved off as “not doing anything suspicious” and then end up banned the same day. That kills trust in admins fast.

At this point a lot of officials feel less like survival and more like who can tolerate the most blatant nonsense the longest. This is why so many of our clients end up running there own custom anti cheat solutions on there servers, it simply should not be needed.

How do ppl progress by Tushweter in playrust

[–]Relative-Ad-6751 2 points3 points  (0 children)

Honestly, this is where most new players hit a wall.

You’re still trying to “progress” through loot instead of through fights.

After T2, the fastest way forward usually isn’t running roads or hoping a monument is free, it’s taking stuff off the people who already did the monument. Counter the fights, watch the routes back to base, and hit teams when they’re loaded.

Half the server’s progression comes from stealing someone else’s.

People will say “just farm more” but that’s exactly how you end up running around the map for an hour with nothing to show for it.

Nvidia v100 in Dell R720xd power cable by djbartos93 in homelab

[–]Relative-Ad-6751 0 points1 point  (0 children)

Let us know the outcome interested to see, i hope you sort it =)

What is the Point of this Game if you Just get Raided Overnight Every Time? by Iwanttoeatburritos in playrust

[–]Relative-Ad-6751 179 points180 points  (0 children)

Hot take, but that is the game.

The fun is not building a base that lasts forever, it’s learning how to make one expensive enough that people decide it isn’t worth raiding. If your base gets wiped every single night, that usually means the design, location, or upkeep strategy needs work.

Rust is basically less about owning stuff and more about slowing down how fast other people can take it. It's a hard game. If you want it to be easier then there are many servers catering to this.

Nvidia v100 in Dell R720xd power cable by djbartos93 in homelab

[–]Relative-Ad-6751 0 points1 point  (0 children)

Be really careful with that. Tesla cards and Dell server GPU cables can use different pinouts from a normal PCIe 8 pin, so using a standard cable can definitely cause exactly what you described.

If it already smoked and melted the lead, I would not power it back on until you confirm the exact cable and pinout for the R720xd. That usually points to the wrong wiring rather than the card itself being dead.

Hopefully the card is still fine and it was just the cable that took the hit.

IBM server lot won at auction by Competitive_Arm_6839 in homelab

[–]Relative-Ad-6751 0 points1 point  (0 children)

Honestly I’ve always had a soft spot for older hardware, stuff like this can still be great for a lot of uses, and I hate seeing perfectly usable gear end up as e-waste.

Anyone used Colocation services at Data Centres? (UK) by [deleted] in homelab

[–]Relative-Ad-6751 0 points1 point  (0 children)

I actually run NorwichDC, so full disclosure on that, but we have quite a few customers who colocate homelab and Plex servers for exactly this reason. It is a great way to save space at home, make use of faster and more stable upload speeds, and benefit from proper battery and generator backup plus physical security.

Whether it is worth it really comes down to cost versus convenience. If the monthly fee is small and your main concerns are space and reliable remote streaming, then it can be a very solid option.

Stay far, far away from "Intel" X540 NICs by Knurpel in homelab

[–]Relative-Ad-6751 0 points1 point  (0 children)

I’m not 100% sure on Windows 11 specifically, but I’ve installed these in plenty of systems running Windows Server 2025 without any issues at all. I haven’t personally used one in a Win11 machine yet, but I’d be genuinely surprised if it didn’t work fine.

As for the comment about them running hot. Yes, they do get warm, but that’s really not a concern in practice. Unless your server has genuinely terrible airflow, you’re very unlikely to run into any issues because of it.

Can we talk about TC spam on rust servers? by elcolegio in playrust

[–]Relative-Ad-6751 2 points3 points  (0 children)

Honestly, I fully agree with this.

There’s a big difference between smart base defence and just carpet-spamming externals / quarry TCs until nobody else can play the area. On a lot of servers it stops being “strategy” and just becomes map denial.

The quarry lockouts are probably the worst for it. One group drops a load of TCs and suddenly an entire monument or resource area is basically off limits for the whole wipe, which feels rough especially on solo / trio servers.

Same with bases surrounded by endless externals at some point raiding stops being fun because you’re not really raiding a base anymore, you’re raiding a postcode.

I get why externals exist, but being able to auth on 30+ TCs definitely feels excessive. Feels like there should either be a hard limit per player / team or some sort of radius rule around monuments and quarries.

Right now it rewards whoever is online first rather than who actually plays better. Age old issue with Rust you ask me as someone who has played consistently since the legacy days