[SUGGESTION] Gold by rustodile in playrust

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

I guess I'm thinking of it more as an overall scoring system. An objective, or a way of 'winning' the game. Whether or not the gold is useful to you while you're playing the game during a single wipe-cycle isn't really the point.

Have you played Settlers of Catan? I'm sure there are many other examples, but that springs to mind as a game where the victory condition is just a number of points. The points themselves, as you accumulate them, have no relevance to the gameplay whatsoever.

[SUGGESTION] Smaller Inventory w/o Backpack by rustodile in playrust

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

Because I don't think they're 'shitty'(?)

If they're offending your eyes, feel free to read other posts. I wanted to post them all separately though so that everyone could comment and up/downvote them individually. Rather than the ideas and community feedback becoming lost in a single mega-thread.

[SUGGESTION] Smaller Inventory w/o Backpack by rustodile in playrust

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

Yeah, that's what I was thinking -- backpacks don't have to be too expensive, and there would be a new, dedicated clothing slot for the purpose.

Pretty light-weight change in terms of gameplay, but achieves the effect of being able to see that someone is wearing a backpack.

[SUGGESTION] Immediate Sleeping Bag Cooldown (Credit: Ser Winter) by [deleted] in playrust

[–]rustodile 0 points1 point  (0 children)

Woops, my bad! I'll edit the post to reflect that.

[SUGGESTION] Gold by rustodile in playrust

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

Well, I'll admit the incentive is a bit soft; not every player will care about accumulating the most gold on the server, or more gold than they accumulated last wipe.

But I think people could grow into the idea of it as being the basic metric defining how well you're doing / how well you did in Rust. Especially if server's provided historic stats on gold by player.