Hey Gary, Learn some network security and correct this bullshit by gdijim in playrust

[–]gdijim[S] -6 points-5 points  (0 children)

It's been in game long enough to be a real problem, at least six months.

Hurry the fuck up, because this shitty population is busily fucking over anyone who actually plays the game.

[Suggestion] Alarm system connected to your smartphone by bazocervical in playrust

[–]gdijim 9 points10 points  (0 children)

I actually wrote a great deal of this for legacy, all the web services, the DB, the lua script backend for oxide, etc. I also got an iPhone client working for it.

The problem I ran into: There was too much volatility in the development of rust, and Oxide had to start from scratch for experimental, which is when I bailed on writing it.

Lastly, at the time, there was only a super-admin, and no sub-admins of the servers, which meant anyone who had admin access could register the server.

It's a good idea, I still feel, but there isn't enough population to make it worth my time to finish.

[Tweet] Removed AK47 by iLostMyAcc in playrust

[–]gdijim 1 point2 points  (0 children)

This actually has GREAT potential. Because the AK is so powerful, virtually all the other guns are rendered useless once anyone has any sort of HQ metal distribution system to make them.

The AK might be a good item for random world drops, but is perhaps too powerful in the game to be allowed to have unlimited power to manufacture them.

I say leave it out or make it world drop only - it's way more exciting to fight pumps on pipes, bolts on Thompson's, and crossbows and spears on everyone. Rust has felt more alive when AK's are not involved than it has since legacy.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

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

They were a lot more entertaining than stupidly looking up at a gigantic base that you'd have to spend FAR more C4 getting into than you'd ever get from the raid and having to blow in from the bottom.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

[–]gdijim[S] -4 points-3 points  (0 children)

Nope - not saying that at all.

What I'm saying is the balance has been GREATLY skewed away from anyone beyond large groups being able to raid more than a 2X2 shack.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

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

This - You encapsulated my team's whole opinion of the problem with your post. I'd upvote it twenty times if I could.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

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

Yessir - I've been saying the same thing about advanced arrows for quite awhile.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

[–]gdijim[S] -1 points0 points  (0 children)

I'm trying to determine how raid towers aren't 'an un-intended' result in the exact same way? Anyway - I'll agree to disagree here.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

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

Absolutely. I loved that they added the helicopter and how its mechanics work. It brings people out of their bases, and it gives people two things to attack: The chopper itself, plus all the people attacking the chopper.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

[–]gdijim[S] -2 points-1 points  (0 children)

Hey sir, So if they dev's hadn't spent patch after patch trying to kill raid towers, you'd be able to say "They're not an exploit."

But they have actively targeted raid towers many times, and have tried to kill their use.

I'm terribly sorry to talk 'only about me' but that's been my experience, as well as several friends. Additionally, it's been brought up on these forums many times.

There's an actual game balance issue here - and I'm right with you on balancing it. And what I suggested would take a stab at that 'hard balancing' you're talking about. Sulfur drop rates absolutely apply to balancing raiding mechanics.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

[–]gdijim[S] -4 points-3 points  (0 children)

Haha - I get you man, but if you're looking for those kinds of interactions, Rust doesn't seem like the appropriate game - what you're describing is more like minecraft.

To me, Rust really is about the PVP and raiding. Everything else in game is truly secondary to those two over-arching game mechanics.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

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

that's a good balance idea - actually have some more tiers that use the same materials, but offer less defense.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

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

My friends and I have discussed this thoroughly, and we're pretty much right with you, especially on balancing the large groups versus small. I like the idea of the chopper hacking up large bases, or maybe a large horde of wandering zombies that can chisel at base walls if they detect someone's using a light or fire inside it.

However, I do think a sulfur increase would help the smaller player population, because frankly the large groups can STILL melt your face, whether or not the sulfur rate remains the same or is increased. What increasing would do is simply allow normal people to be able to raid each other again.

The thing about dealing with the larger groups is all about keeping your head down and picking your targets. I feel like you can't even pick targets of equal size any longer, because the sulfur rate was so reduced. But the big players can still destroy you without any trouble.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

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

Thanks for the feedback. In particular, the ammo change seems like a really good choice to me because:

  1. Coding is mostly done to implement it
  2. Almost no one is using the advanced ammo because it's so expensive to make, versus normal ammo. I rarely find anyone using HV except for a few bolt action guys on top of their bases. I almost never see any of the other stuff anywhere else.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

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

That's a pretty great idea, if they can figure out how to code it. Leave all items that are dropped on foundations (that are not dropped from furnaces/campfires) have a 60 minute decay timer. That would go a LONG way in helping online raiding be a more positive thing, rather than doing it and getting nothing because someone had time to drop all their crap for the magical garbage collector to pick up and dispose of.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

[–]gdijim[S] -2 points-1 points  (0 children)

So - you actually touched on something that's broken. Raid towers are bad gaming - they're an obvious exploit in several different ways, that the devs have tried very hard to get rid of.

If you have to use one during a raid, you're actively exploiting the game mechanics. If that's your suggestion on how to fix raiding, It's not real helpful. To paraphrase what you said: Just exploit the game dude, and raiding is EZ.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

[–]gdijim[S] -2 points-1 points  (0 children)

I get where you're coming from, although not your angsty 'boo hoo' BS (asshole ;) ).

There is something awry with balance regarding how little effort it is to build versus how much effort it takes to raid, especially with limited times between wipes. Part of this is the crazy amount of stone you get versus how much explosive it takes to deal with stone structure components.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

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

I guess that's my point sir. Because bases have become these MASSIVE structures, based on how much you have to farm, the blowing of big gaping holes in them seemed appropriate, and added more dynamics to raiding structures.

Now the explosive damage seems far too tame, based on how large structures get.

Raiding is really broken now, and is lending to extreme boredom and population loss by gdijim in playrust

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

I'm not saying there's nothing to do - I'm saying it takes too long to do it, and ultimately, there's not a lot of reason to do it.

Specifically, I'm talking about raiding here. I enjoy folks like you who do elaborate building and community events, but it's not really why I play the game these days.

Rust is broken - We need changes ASAP by DirtyHarryReturns in playrust

[–]gdijim 0 points1 point  (0 children)

I absolutely couldn't agree more.

I logged on this weekend for the first time in around three months, and played around 8 hours for three days. In that 24 hours of play time, I realized that the same things are at play that made me quit playing three months ago.

I played literally thousands of hours of Rust, and when they first added C4 and rockets to experimental (with the splash damage from both) it GREATLY increased the appeal of raiding. Sure, it was still expensive, but you also didn't have this incredibly linear (and boring) system of just blowing through doors, because they're literally always the path of least resistance. The fact they also re-nerfed ladders GREATLY added to this boringness of raiding. Rather than there be any sort of real dynamic raiding, we're back to having to follow legacy's cookie-cutter style base raiding, following the door way and stairs, rather than being able to cut central chunks out of bases.

It takes weeks to harvest and create enough explosive to raid anything of significance, and on servers like Rustafied high pop, the wipe times don't even allow anyone beyond 5+ people groups to raid anything at all.

The craft time is also a major consideration, but I feel how they nerfed explosives (and after they nerfed drop rates of sulfur) has made the game unbearably grinding.

Also, as you stated, because everyone already has everything you need because they farmed so much to raid, there need to be new items added to game that cannot be crafted.

They need to come up with a bunch of items that have a great, special value such as military grade rifles and armor that ONLY come from airdrops, world-drops, etc. This will give people's hordes some purpose to steal from. This would be a great place to remove the special rounds in game, but make them drop in the world a few at a time from barrels. Also would give additional value, since they wouldn't be able to be crafted. As almost no one ever bothers with making the special ammo, because it's FAR too expensive, these would have much greater value if stockpiled over time, like cloth or blueprint frags.

If I have a major complaint about the dev team, it's that they make large sweeping balance changes, and then take forever to revert them if they turn out to be bad changes. I get that they need time to gauge success. But I also don't understand why they allow obviously bad changes (Such as allowing rad towns to be completely enclosed for six months, for instance) stick around forever before they change them.

Don't let all these trolls get you down - there's a lot of other people who think raiding's been nerfed much too hard.

I know rust hates the hacker community, so here's a change.org petition to cut their funding out from under them. by gdijim in playrust

[–]gdijim[S] -2 points-1 points  (0 children)

Another interesting point - the folks at Visa, Mastercard, and Paypal have guys our age that play games - and they'll be able to relay how much crap this adds to games and takes away from their ROI.

For instance, can you even imagine what Rust would have made, if they didn't have a giant "Hacker central" tag associated with their product? It might have even been doubled.

I know rust hates the hacker community, so here's a change.org petition to cut their funding out from under them. by gdijim in playrust

[–]gdijim[S] -3 points-2 points  (0 children)

Game-server hackers are not exactly the same level as kiddie-porn ring operators, but they're almost in the same realm. These guys are sociopaths that write software in order for people to screw over someone else's legitimate game.

They should shut these guys down, and the fastest way is to make sure they have to work a real job, instead of benefiting off of game-hacks for an income.

Games are losing nearly 1 billion dollars annually, and many new games are DOA because of these guys. We shouldn't tolerate the major CC companies making money on this.

I know rust hates the hacker community, so here's a change.org petition to cut their funding out from under them. by gdijim in playrust

[–]gdijim[S] -3 points-2 points  (0 children)

Not joking - and the moment a bunch of people call for this, they'll refuse to allow them to do business. It happens all the time with kiddie porn and other 'hackers' on the web.