The component system is now live. This represents a fundamental shift into how Rust will be played. The XP system is gone. Congratulations to everyone who bitched and complained about how awful it was. You’ve succeeded! Just kidding. We knew the XP system was shitty about a week after releasing it, and funnily enough, not for the reasons everyone was attempting to illustrate.
The XP system mainly sucked because it completely changed the feel of Rust as a sandbox. It was no longer about new encounters and enjoying your time in the game world, but instead about how to level up as quickly as you can. And when that finally happened, the game immediately became boring. It was also unsustainable going forward. New items we haven’t even thought of yet would need to be hacked into certain levels, which would cause a never ending balance nightmare and item bloat (it was already ridiculous when you’d reach a level and have 12 things unlocked). Eventually we’d like to never have to wipe and just have decay and resource management take care of the server, and XP was not compatible with this goal without all kinds of workarounds and hacks forced in like some sort of prestige system. And lastly, it removed the “making lemonade out of lemons” feel Rust had, where you’d stumble across a bucket helmet and crossbow blueprint and that would be your load-out for the foreseeable future.
tl;dr: Blueprints were too random, XP was too linear and took Rust in the wrong direction.
So I’ve done my best to combine the best of both worlds with the component system. Here’s what you need to know:
- No more locked items, no more blueprints, everything craftable from the start
- Items beyond basics (bow/burlap/furnace/eoka etc) require some kind of component
- Components are items which are uncraftable and only found in the world
- Radiation is back (albeit in a minor fashion)
- North/South division is NOT a thing (yet)
When you first spawn in, you’ll be able to play the game like you have in the past: getting a spear and a bow, setting up a 1x1, etc. When you’re ready to move on to bigger and better things, you’re going to have to search for components for more complicated items. This means going to Radtowns, barrels on the roadside, or, if you’re lucky, encountering the newly added junkpiles while harvesting resources. Virtually all of the components you find are going to be used in a great deal of recipes, meaning you’ll have to make choices. Do I make a better axe or a sword? Do I make a crossbow or a ladder hatch? Combat armor or radiation protection? Bolt-action or AK? I’m hoping this proves to be a sort of best of both worlds scenario. where you can go out and keep stockpiling components for your linear progression, but also based on the components you’re finding have a bit of emergent gameplay based on what you decide to do with them.
I feel it necessary to point out that, even though we’re launching this onto Main, it’s still a work-in-progress. Not all components are implemented yet, and there’s going to be too much or too little loot. Radiation will be unbalanced, though I’m sure for some it’ll be perfectly balanced. The game will be a grind, or maybe it won’t? Maybe clans will hoard everything and we’ll have to add North/South after all? Maybe the penalty from dying will feel too much as there won’t be any progression between deaths/raids. We’ve done our best to mitigate all of these issues preemptively, but things change after 20,000 people play it vs the feedback we get from 200. Just know that we’re quite obviously going to be monitoring the responses, playing the game ourselves, and adjusting everything until it’s perfect. I sincerely hope this is the last time we have to revisit item distribution so we can move on to adding more fun or desperately needed things to the game, like rideable horses, or pooping.