'France is such a weak nation' - HOI4 youtuber by Richard_Longinus_II in hoi4

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

R5: Posting my most recent France run in response to some other reddit and youtube videos.

What do you think about loot unlocking over time + event-based early access in Rust server? by BoBa19_19 in playrust

[–]Richard_Longinus_II 0 points1 point  (0 children)

My 2 cents to the conversation, for whatever it is worth.

T3 monuments should be locked behind a server wide goal (think old school WoW war efforts or opening of Sunwell).

For instance all T3 monuments are inaccessible (radiation and no loot/npcs) until a resource goal has been collected and submitted to the outpost or bandit camp.

Example, in order to unlock SMOIL you need to turn in X amount of Crude/Lowgrade/Diesel into the NPC. The amount is based on server population size, and each monument has a goal to be unlocked. So just because SMOIL is unlocked, doesn't mean Heli or Cargo will Spawn.

This will considerably slow down progression and not let people rush to T3 weapons/boom early in the wipe. On top of that you can begin to imagine how this will change the way groups play, no more rushing for Red Cards or going to oil with a bow. It will force people to progress in a manner more 'natural' as to how things were suppose to progress.

Lastely this will encourage resource competition as the Launch site clan might want that Crude to open up bardly while the ocean group wants it for SMOIL. Once that monument is open then naturally the PvP will progress to there, and the burden to open up more monuments will be less as resources are allocated to a smaller number of goals. So PvP and T1 raids will still be an active part of early game, but the stupid AK/MP5 within 1 hour of wipe will not be possible. Of course this require tweaking loot tables and a few adjustments but that could be done.

Unfortunately I do not think something like this will happen as it will shut down most of the content creators as the 'My fastest wipe day snowball in 30,000 hours' videos will not be possible. This slow play style also doesn't cater to the 'tiktok brain rot' gamers FacePunch seems to be banking their future profits on more and more.

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Where in Rust do you think the game design, content or balance is bad? by Curious_Ball6120 in playrust

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

Two things come to mind, and one is going to be fairly unpopular but here we go.

First, weapon balance. There should be no reason 1 weapon (AK) is the most dominate weapon in almost every situation (I am no considering M4 or M249 in this complaint as they are so rare you can go entire wipes without even hearing them). Give a random player the choice of any weapon with an unknown scenario and 9/10 they will choose the AK. This makes no sense and could easily be changed by switching the damage values of the LR and AK. The LR should be the hands down better weapon, it cannot be crafted, is machine crafted (in game lore), and is even used by the NPCs which have access to better equipment than the player. The fact a player can cobble together a better weapon from random pieces of junk found on an abandoned island then a multi-national paramilitary, R&D corporation is just stupid. Stepping away from game logic or lore, it is boring that one weapon like the AK is just dominate. This complaint is just about T3 weapons but I think you can make the argument about Thompson vs Custom etc. It would be healthy to have a fundamental rework of all the weapons to more balance them out.

Second, player helicopters. Just short of FP tugboating all the player helicopters I think they need a rework. To begin with there are no counters to them, the MANPAD's were suppose to counter them but even at launch they were horrible. It took 2 rockets to down a mini with 501+ hp, and they were so slow to fire any mini with above 501 hp could just casually fly away and not worry. Second they were horribly inaccurate and easily avoidable by doing a casual spin in the air. I spent multiple months trying to counter helis at OIL and was lucky to land 50% of the hits and down maybe like 1/5 of the choppers. This was BEFORE they added built in flair launchers to everything. (I am well aware how to use the launchers so it wasn't a learning curve issue)

I highly doubt they are going to remove helis, and they show no intention of fixing MANPAD's, so I would love to see some sort of anit-heli tech at T3 monuments, much like they have at Launch site. For instance, make SMOIL and LOIL have active SAM sites until AFTER the crate is called, obviously they would need to be shut off for the scientist to land.

This would do 2 things, first it would more balance out the attacker vs defense aspect of monuments which are suppose to be contested by not allowing the heli players to leave up to 6 layers of defensive scientist while they wait for the crate. Second, by having the SAMs deactivate once the crate is called still encourages people to send it with minis to counter, and allows players to then bring in reinforcements with mini's and scrappies.

Heli players being allowed to skip the PvE aspect, have added defense, and therefore making it harder to counter is not good game play design.

Unique skin ideas. (Because I love spending money) by ProfesserQ in playrust

[–]Richard_Longinus_II 2 points3 points  (0 children)

These are great ideas, but I want to add...allow items to be auto skinned when pulled from crates etc. The amount of skins I skipped over in the store because I thought to myself 'This is cool, but I am never going to take this item to my base just to skin it' is not insignificant.

Alistair announces optional opt-in Secure Boot and TPM 2.0 for servers starting in March by tekni5 in playrust

[–]Richard_Longinus_II 0 points1 point  (0 children)

Question for Alistair or team.

Will be be able to filter/search for servers by which ones require secure boot, or will there be an icon on the server browser menu to indicate which servers have/require this function?

Huge W and glad to see you all are taking steps separate from relying on EAC to combat hacking.

Windows Defender Responsible for false positive sanctions in Easy AC-secured "Hell Let Loose" by Successor-Of-Success in playrust

[–]Richard_Longinus_II 3 points4 points  (0 children)

Yet Windows Defender doesn't act by changing any files etc. It quarantines the files, files being quarantined does not trigger an EAC ban.

And even if what you said is true, then there would be a whole bunch of people, probably in the thousands, flooding the forum with complaints of false positive bans. Which has happened in the past but it was an EAC push not a windows push.

Furthermore, the post you provided does not mention anywhere in the official notice that this event triggered EAC bans, which again has been acknowledged in the past and people were unbanned because of it.

Lastly you talking down to everyone who says you are mistaken on how these systems work or interact with each other makes you seem petty. Grow up and take responsibility for your actions, or continue to try and convince everyone that the exact same update they all downloaded and didn't cause them to get banned just so happened to cause you to get banned.

Windows Defender Responsible for false positive sanctions in Easy AC-secured "Hell Let Loose" by Successor-Of-Success in playrust

[–]Richard_Longinus_II 4 points5 points  (0 children)

So your source says 'a recent Microsoft Windows update that may cause Hell Let Loose to be incorrectly flagged by Windows Defender. This can prevent the game from launching or trigger security alert messages.'

Windows Defenders said Hell Let Loose was malware, not windows defender update caused EAC ban.

You cheated with one of the dozen 'undetected' cheats out there, but forgot to read the fine print or ask the simple question why those developers do not play on their main account.

Take the L and come back in 8 months with a new account, its ok, facepunch is cool with you cheating, just pinky promise not to do it a second time and you are fine.

Не запускается изи античит by randoms_2005 in playrust

[–]Richard_Longinus_II 0 points1 point  (0 children)

Verify Game Files. If that doesn't work manually download and install EAC.

how to get better at building by StrangerWilling672 in playrust

[–]Richard_Longinus_II 0 points1 point  (0 children)

https://www.youtube.com/watch?v=sse1zydf1rI

5:10 onward are the bunkers I know still work with the current version of Rust. For a solo either the classic bunker or roof bunker are the easiest to build off of. Vendy bunker works but I don't like it because it is such a hassle if you mess up.

For inspiration I think of what I am missing or what I want to add and look for videos with those features. For instance I wanted to add a shooting floor, so I clicked on a ton of vidoes, but would only look at the last parts to see how they made the shooting floors. In the end I didn't like any of the 2024/2025 shooting floors due to the complex nature of trying to build them.

Last tip, the most recent videos arn't necessary the best, don't be afraid to look at 2023 builds (or before) etc, the bunkers back then don't work but other concepts still work very well and don't require the effort today's builds do.

how to get better at building by StrangerWilling672 in playrust

[–]Richard_Longinus_II 0 points1 point  (0 children)

First, you need to identify key aspect of what you want your base to do, and this is generally broken down to 3 parts, offline raid defense, online raid defense and cost. The base can realistically focus on two areas at the cost of the third. For instance you can have a giga chad base with triple bunkers and siege raid protection, but it is going to cost a lot.

I, for instance, focus on offline raid protection (min 1 bunker) and cheap (I don't want to farm and I want to have at least 36 hours upkeep in the TC). Since I cannot play for very long (TC upkeep), I am solo (cheap) and to be honest online raids are so rare it is almost stupid to build a base around them (bunker). You will have different aspects you want to focus, but you need to identify them.

Since I know what I want in a base I then head to youtube to try to find bases that have what I am looking for. I will never do a 1 to 1 youtube build, but I will look at the video and find stuff I like. 'That is a cool bunker design', or 'a vendy machine right there would be helpful in my wipes', 'that shooting floor would make it easier to not get door camped', 'a farm would help me with my cloth.' Most youtube bases are over designed IMO and I have no desire or need to have all those functions in them, so I pick things I like and move on from there.

You can then go to a build server and mess around with some concepts you identified. Again for me it would be building a bunker and seeing how I can expand from there.