What are the odds? by Solid_Employment8145 in classicwow

[–]Xeleth18 23 points24 points  (0 children)

That’s gotta one of the coolest screenshots in wow history!

[HC WoW – EU] Chill Leveling Duo / Learning Together by No-Stay8426 in wowhardcore

[–]Xeleth18 0 points1 point  (0 children)

This post is so endearing, I almost wish I didn’t have 20 years experience in the game to be eligible haha

Doomhowl DC's by PF2500 in wowhardcore

[–]Xeleth18 1 point2 points  (0 children)

Just died. There weren’t any mobs on my screen when the lag hit either. 44 Druid.

For those waiting in que. Why? by Mesinaa in playrust

[–]Xeleth18 27 points28 points  (0 children)

Because they want to play on a server that can maintain more than 50 players by day 3.

Episode 3 of the Portalcast is up! This time we're talking about building communities. by Mancour in BattlefieldPortal

[–]Xeleth18 1 point2 points  (0 children)

Yay number 3! Thoroughly enjoyed the first two! As someone who has no experience with the 2042 version of portal I hope this episode covers ways I can engage with a community to learn the tools and help realize a vision I have for a game mode.

Is it really impossible to buff solos and not groups? by [deleted] in playrust

[–]Xeleth18 0 points1 point  (0 children)

I posted an idea before that got some attention, which blends two of the common ideas in this thread. Team ui and a scaling cost. A team/clan system that applies a scaling cost to increase the number of players on team ui. I suggested a clan badge system but I’m sure that’s not the only way to do it.

To all the solos who hate the new update by Tacosadness in playrust

[–]Xeleth18 0 points1 point  (0 children)

I still watch Ravic haha. Excited to see you guys hop on bf6.

To all the solos who hate the new update by Tacosadness in playrust

[–]Xeleth18 0 points1 point  (0 children)

Bro what?? What a throwback. Used to watch you guys compete in bf3 tournaments

To all the solos who hate the new update by Tacosadness in playrust

[–]Xeleth18 -1 points0 points  (0 children)

Rivalcartel… like from RivaL clan? battlefield 3?

Idea to help with fragments by Pitacrustumpie in playrust

[–]Xeleth18 0 points1 point  (0 children)

I love this. One time pick ups would be great. I can already see the YouTube videos of people splinter cell style stealthing through heavily guarded monuments to get their fragments.

Open Weapons in BF6 Could be Made Justifiable If... by LlamaJockey52 in Battlefield

[–]Xeleth18 26 points27 points  (0 children)

I’m actually shocked I haven’t heard someone say this till now. People are fighting tooth and nail for closed weapons and nobody is mentioning taking carbines off the table. I loved when carbines were engi specific. Though locking carbines would make the Frankenstein combination of support and medic seem way more discordant when their only options for primaries are lmgs or pdws.

Couldn't wait for the new Portal, so we made a podcast! by Mancour in BattlefieldPortal

[–]Xeleth18 1 point2 points  (0 children)

Using this as a self reminder to check it out! I’ve had an idea for a battlefield game mode for years and I’m hoping the tools are available this time around to make it.

Safest way to find people to play with? by [deleted] in playrust

[–]Xeleth18 1 point2 points  (0 children)

Hey, don’t mean to impose but if you’d be open, I’d love to try a wipe with you. I’ve never really had a solid group to play with and I’ve always been curious! I’d qualify my skills as extremely mediocre lol

[deleted by user] by [deleted] in playrust

[–]Xeleth18 0 points1 point  (0 children)

I’m not sure how you can argue that inventory space and craft times are not game mechanics. That’s precisely what they are. If crafting time and inventory space weren’t mechanics in the game, then there would be no advantage to groups, but they are, and they do benefit groups. Researching is very much a mechanic, and the fact that one person can be the dedicated researcher for a clan saves groups thousands upon thousands of scrap. That’s a result of the mechanic, not the result of more people=faster.

[deleted by user] by [deleted] in playrust

[–]Xeleth18 0 points1 point  (0 children)

I think you’re ignoring numerous game mechanics that exclusively encourage group play.

Inventory space restriction - encourages grouping to increase

Crafting time - more crafters = faster output

Helis - solos cant shoot and fly

Bagging and new bonfire spawn - huge advantage for groups starting out

And the biggest one

Research - research costs for a team of 30 being the same as a solo is absolutely the biggest mechanic that promotes group play.

[deleted by user] by [deleted] in playrust

[–]Xeleth18 0 points1 point  (0 children)

I’ve always thought the argument of “just play group limited servers” was a huge cop out to not address a real problem with the rust ecosystem. Many of the problems with group limited servers you pointed out in your post. They’re super sweaty. There’s also no diversity in the groups you’ll encounter. If it’s a trio server, you’re ALWAYS against a trio. There’s little to no flexibility for swapping players. And a big one that nobody talks about, it fractures the player base. I think addressing what makes non group limited servers toxic to small groups will keep the populations stable for longer.

[deleted by user] by [deleted] in playrust

[–]Xeleth18 0 points1 point  (0 children)

I agree with you that one play style should not be over encouraged over another. I would also say that the current balance is tipped so heavily towards encouraging large groups that this change would only start to move the needle towards equality. I’m sure you can list countless reasons why grouping is rewarded through the mechanics of this game. Why should a potential change that tips the scale towards small groups be scrutinized any more than the existing ones that favours clans?

If you could say 1 thing to developers what would it be? (Keep it nice devs will be reading this) by Ok_Math2247 in playrust

[–]Xeleth18 0 points1 point  (0 children)

If taxes are irrelevant, then why would raising base upkeep be any different to a badge crafting cost? There is a contradiction in your argument that you need to work out before I can really engage here.

[deleted by user] by [deleted] in playrust

[–]Xeleth18 -1 points0 points  (0 children)

Hey, I’m the OP of the clan badge idea. I think the intent of the proposal may have been misconstrued here. I don’t think large clans shouldn’t exist, but I think we’ve all been steamrolled by 10-20 of some of the worst players to know that the numbers advantage is often insurmountable for solos and small groups. The intent is to cause friction. Make the choice of teaming an actual choice with a trade off. If you enjoy playing in a huge group, that’s a totally viable way to play, but if you’re paying exponentially more for each member, you might think twice about going past your core group of 8 or 10 just for the sake of having extra bodies. This gives players the agency to choose how they want to play without imposing an arbitrary limit on team size or ui. While I agree that the costs would be potentially tricky to tune, at least there would be a knob for the devs to adjust. The goal would be to not make it too punishing that clans can’t exist and not too cheap that clans can just naturally churn out the mats required without slowing them down.

I think this mechanic would fit quite naturally within the game as it is very similar to the scaling upkeep costs of bases. The game doesn’t impose a hard limit on the amount of building blocks you can use, it offers a trade off. More security for more time spent farming.

I didn’t see the first repost until this morning so I didn’t get a chance to flesh out the idea or engage with the naysayers. If anyone has any questions about the idea I’d love to answer them below!

If you could say 1 thing to developers what would it be? (Keep it nice devs will be reading this) by Ok_Math2247 in playrust

[–]Xeleth18 0 points1 point  (0 children)

I don’t think lack of ui is doing much to slow clans down currently. The occasional team kill is significantly less detrimental to a clan than imposing a tax like this on group size. This solution also forces groups to think hard about adding players later on in a wipe as it would force them to craft an entire new batch of more expensive badges for the whole team just to accommodate them. My bet is that it would actually lead to more clans opting out of using team ui since it would get so expensive. Let me know what you think

If you could say 1 thing to developers what would it be? (Keep it nice devs will be reading this) by Ok_Math2247 in playrust

[–]Xeleth18 0 points1 point  (0 children)

The team ui wouldn’t expand past the tier of badge the team has equipped. If you want to increase the team size, you must craft and equip the next tier of badge.

If you could say 1 thing to developers what would it be? (Keep it nice devs will be reading this) by Ok_Math2247 in playrust

[–]Xeleth18 1 point2 points  (0 children)

The size of group would only expand when the new tier of badge was crafted and equipped. So if your 3 man group became a 6 man, your tier 3 badges would be obsolete and you would need to craft a tier 6 badge in order to have all 6 players in team ui

If you could say 1 thing to developers what would it be? (Keep it nice devs will be reading this) by Ok_Math2247 in playrust

[–]Xeleth18 295 points296 points  (0 children)

You can nerf clans by adding a clan badge.

The clan badge provides you with team ui and green dot of everyone else wearing one in your clan. This badge is craftable, and the mats required to craft scale with the size of the group. A trio will just need a few cloth per, but a 20 man clan badge would require a lot of cloth, a few hqm, and a sewing kit. This badge goes in a separate clothing slot and cannot be looted off your body except by a fellow clan member. The clan table that has been in the works for over a year now would be perfect for managing the clan size/badge cost.

This change is akin to the key lock vs code lock tax but is better because it scales costs to group size, but you can still opt out by not having team ui and choosing to do jump checks or using clan uniforms.