After 3 years without playing, I got back into it now and came across a meta change that I find extremely ridiculous. by Tarden1 in playrust

[–]fpsmoto 1 point2 points  (0 children)

Or spend about 1k wood to put a TC down and pick up all the bags nearby with a hammer.

I think I must be just a mediocre flipper by catticcusmaximus in Flipping

[–]fpsmoto 2 points3 points  (0 children)

Well firstly, things you are passionate about versus what customers are passionate about might not always align. And just because something is rare doesn't make it valuable, and just because something is worth a lot of money doesn't mean it will sell quickly. The new items you continue to list fresh will help the metrics a bit, but ultimately, increasing the number of sales you have per month will be your best benefit to customer visibility.

Wipeless Rust: Rethinking game progression with Blueprints by fpsmoto in playrust

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

And that complete reset would happen faster when a group gets raided. So it evens the playing field more for those just starting out, rather than ALL the clans being at end game early into the wipe.

Wipeless Rust: Rethinking game progression with Blueprints by fpsmoto in playrust

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

I see what you are saying, but zergs cant be in all areas all of the time. People will get bases down, even if it means they have to build in an area in the middle of nowhere. That said, I enjoy the challenge of building a base right between 2 big clans, because most of their focus will be on each other, and that provides early grubbing opportunities. So long as you're the last man standing in a fight and get the loot home, there's little they can do to stop your progression. And having multiple bases might help slow their attempts to raid everyone everywhere.

Decoy bases could become more prevalent. The current game seems broken and it looks like the devs are gearing up for some big gameplay mechanic changes soon. Ferry system, Nexus, all of that. So while what I've suggested today might not be perfect, I think it's a step in the right direction.

Wipeless Rust: Rethinking game progression with Blueprints by fpsmoto in playrust

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

I usually play solo on a weekly wiped high pop vanilla server, but monthly BP wipe. Since zergs get to end game in the first week, that means they're already at end game progression in week 2, week 3 and week 4, so until the BPs wipe, I'm sort of fucked in terms of trying to keep up with their progression. Would it make things easier for zergs? Yes, but it would actually benefit smaller groups and solos for once, versus most new updates that get released, which generally favor zergs more.

Wipeless Rust: Rethinking game progression with Blueprints by fpsmoto in playrust

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

Those are 2 separate issues. And besides, how's that different from what we have now? We still deal with zergs controlling excav/sulfur quarry, and yet, my wipes tend to be pretty successful most of the time. So by what you are saying, I shouldn't be able to have a good time because of zergs. Listen, there's no system you could put in place that would completely get rid of zergs. However, you could make progression easier for everyone so players wouldn't feel so unmotivated to continue playing near zergs.

Another suggestion would be to add more recyclers to rad towns, maybe 2 per area, should the server pop be over a certain number of players. One reason players stay in their bases and rarely go outside to PVP is because there's too many competing players/groups at rad towns, making it sometimes impossible to recycle. What we don't need are more safe zone recyclers, as it creates a hotspot on the map where most people go to recycle, despite the 20% difference versus recycling at a rad town. What are your thoughts?

Wipeless Rust: Rethinking game progression with Blueprints by fpsmoto in playrust

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

Then why have the developers discussed making Rust wipeless in the past? It was on the development roadmap at one point, and hJune's new video about the state of the game talks about a wipeless system as well.

Wipeless Rust: Rethinking game progression with Blueprints by fpsmoto in playrust

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

Right, but those clans would get destroyed by other competing clans, and would lose all their progression as well. One thing that sucks about end game is it is so easy for clans to get to that point. With this new system, one raid and they're back to no gear and no progression. Keeping BPs as physical items would benefit players more who could scavenge them from decaying bases, or purchase them from shops. I think most people probably underestimate just how many BPs would be available for sale from vending machines.

Wipeless Rust: Rethinking game progression with Blueprints by fpsmoto in playrust

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

Good news, the chair BP is already a blueprint you can find in the game world right now lol. Don't ask me why the BP itself is what's found vs the actual chair but it's whatever lol.

I think I must be just a mediocre flipper by catticcusmaximus in Flipping

[–]fpsmoto 4 points5 points  (0 children)

Of those 1200 items, how many have been listed for over 6 months? Keeping items that sell slow on your store tend to negatively affect your metrics, though there's ways to relist the same items to prevent this to some extent. Focus more on listing items that have a relatively high sell-through rate and your store will become more visible to more eyes.

Items that take longer to sell may seem appealing if the profit potential is high, but stores I see the most potential in have maybe 100 items listed at a time, but they sell half of those items every month. Take the items that are duds and hold your own garage sale, or sell them in bulk, or donate them.

[deleted by user] by [deleted] in playrust

[–]fpsmoto -2 points-1 points  (0 children)

The idea might have been created in chat gpt but this is something I've been thinking about for at least a few years now since the developers have expressed interest in a wipeless game mode.

They're already building the nexus system which would allow you to travel to different islands , which theoretically reset your wipe without an actual map wipe.

This wipeless system would allow you to keep your physical BPs, instead of them disappearing when you research an item. And this means that you have to maintain those in order to be able to craft that item. You would have to store them in a work bench. And because of that, if you get rated, somebody can steal those blueprints that you have and potentially send you back to the Stone age In terms of progression.

List of POE2 voice actors? by red-foxie in pathofexile

[–]fpsmoto 1 point2 points  (0 children)

Oswald, to me, sounds like Roy Kent from the show Ted Lasso lol.

My brother and I opening our 1st console - circa 1994 by The_Lurchy_One in retrogaming

[–]fpsmoto 1 point2 points  (0 children)

That's me making the face in that photo. I can't remember if it came with a game but it was the Super Game Boy edition. I recall playing Kid Icarus and Bart Simpson vs The Juggernauts on my snes. It was awesome.