• A New XP System
    20 replies, posted
  • Rush: Personally, I liked every iteration that came out,including XP. But to me, what is so funny is the people who were pro xp were blueprint haters. Then components came out and people started screaming for the return of Bp's. So, they did...now everyone writes "the direction FACEPUNCH is headed is going to eventually kill the game". If I only had 10 cents for every time I have seen that written. And what is even funnier is...we are all still here. I liked the first BP system, played the shit out it and never complained once complained bout the core system of the game...Then the EXP system came out and i liked i felt FACEPUNCH was headed in the right direction, 2 days of primitive, 3 to 5 days of low to high tier fighting then finishing wipe with high tier gear... Then component system came out and i hated it felt that just adding layer complexity onto the game that didn't need to be... I tried playing component system, but eventually got bored of the game and moved on... then i decided couple month ago to start playing rust again because couple ingame friends told me they actually balanced out the system and still isn't great (like the EXP), but it was playable... so i came back... Then they said BP are coming back and all the legacy players got all excited and thinking finally it old rust with updated graphic just what we wanted... then FACEPUNCH released BARREL SMASHER 2k17/ Launch site Camping.... yay so fun can't wait to play... FACEPUNCH will realize when there game pop drop below 30k and then they try to fix it by then it will be to late and they lost all there dedicated player base and Rust will die.
  • Avatar of MalS
  • KimRomik: The XP system will never appear, because she allowed to advance through krafting of unnecessary elements. Well they could make it like Z-Levels in that leveling up one skill only affect that skill. So cooking does not affect crafting bullets. So you level up streams of logically grouped skills to get unlocks. Combine that with blueprints and components and you might have a gun just before wipe... (cackle) That said it can all be balanced so it is not a terrible grind. Hunting for Blueprints is a bit of a grind due to the random aspect. I am certain there are folks having nightmares of opening barrel after barrel and getting the water barrel blueprint, every time.
  • Avatar of mića sa taša
  • you guys are just playing wrong game. rust is all about killing, looting and raiding, and if you expect friendly envionment, you are obviously at wrong place.
  • Avatar of MalS
  • Or perhaps you are the one in the wrong place, given the changes afoot...
  • Avatar of TheGagabou
  • MalS: Or perhaps you are the one in the wrong place, given the changes afoot... *Starts playing a game with a strong pvp element where most of the player base play with KOS* You guys are playing the game wrong, here's how I like it to be played; now everyone should obviously change their playstyle according to me. So entitled, so wrong and so childish.
  • How about: The player starts with only basic stuff. Running around getting xp from killing, farming, gathering stuff to gain level. (you allso get xp from other players useing your stuff) The higher lvl, the higher tier stuff can you craft. But you allso need blueprints and scrap in the game. You need blueprints to learn new things to craft, and ofc the scrap is to pay the research table for the blueprint. You can not craft/repair stuff unless you know the blueprint and have high enough level. (still need workbench 1.2.3. aswell) Allso I`ve thought about the need of an actual blueprint to craft specific item. You find an item you want, throw it in research table and you get a spesific number of blueprint depending on item tier. ( lets say metal axe in research table + 75 scrap = 5 blueprints of that item or AK + 500 - 750 scrap = 5 AK blueprint. You must use one of the blueprint to learn the item for crafting, then you have 4 blueprints left for crafting that item. When you`r out of the spesific blueprint, throw your last (in this example) axe or AK in research table + the needed ammount of scrap and you get 5 more, but this time you dont need to learn it again so you have 5 blueprints for crafting. This idea is an effort to reduse clan/groups roaming the map, all equipped with the best armor/wepons at all times. You can only loose your stuff and have spare lying in base if you work realy hard for it. Can allso be an idea to make a type of workbench intended to copy already learned items to get new blueprints instead of useing the research table, so you dont need to spend so mutch scrap every time you`re out of a learned blueprint/item. With this system you can allso drasticaly reduse the ammount of scrap needed to make item blueprints so players dont need to go barrel running all the time. This will make items/stuff more valueble to players. It will be mutch harder to reach endgame, harder to raid bases, you need to plan better, harder to make "raidproof" bases because items like hq doors, ext.stone walls, ladderhatch, turrets, obsticle/traps and other stuff are more expensive because players need to preoritise mutch more. Players wil be more protective of their stuff. I think the game would be more balanced. But first of all Facepunch: Remove the opportunity for players to cheat/hack! It is getting insanely common!
  • Avatar of brewergamer
  • Simply Put: An XP point system to replace scrap would make the progression system PERFECT.
  • Avatar of Dradiinmmo
  • PinkOxy: But first of all Facepunch: Remove the opportunity for players to cheat/hack! It is getting insanely common! Are you new to online multiplayer games ?
  • Dradiinmmo: PinkOxy: But first of all Facepunch: Remove the opportunity for players to cheat/hack! It is getting insanely common! Are you new to online multiplayer games ? No I have played some, I admit I dont know shit about programming and stuff, how to fight cheaters. I know there will allways be cheaters in such games. But it`s just that I feel cheating in Rust is a lot more common now than it was just a couple months ago... You even see other players tend to react the same. You cant kill anyone without someone rageing in chat accusing you for cheating. Players stream on yt, promoting their cheats... I dont know, just that it`s extremely frustrating when playing this great game without the same advantages the cheaters have.
  • Avatar of Dradiinmmo
  • PinkOxy: Dradiinmmo: PinkOxy: But first of all Facepunch: Remove the opportunity for players to cheat/hack! It is getting insanely common! Are you new to online multiplayer games ? No I have played some, I admit I dont know shit about programming and stuff, how to fight cheaters. I know there will allways be cheaters in such games. But it`s just that I feel cheating in Rust is a lot more common now than it was just a couple months ago... You even see other players tend to react the same. You cant kill anyone without someone rageing in chat accusing you for cheating. Players stream on yt, promoting their cheats... I dont know, just that it`s extremely frustrating when playing this great game without the same advantages the cheaters have. Just take great pleasure at all the cheaters who go on the forums (here and steam) complaining about getting banned. I smile at every post.
  • brewergamer: Simply Put: An XP point system to replace scrap would make the progression system PERFECT. Dont have to replase scrap with XP system. It works for itself, encouraging players to reach higher level, so they can learn/craft better items. Scrap is more an ingredient for learning those items --> makeing blueprints for better items. And I think the game needs blueprint to get a balanced progression. Rust is not only pvp, - get AK, hq metal gear, c4/rockets, it`s a survival game aswell, explore, farme, gather stuff for base, defence and offence. To live, increse your loot and protect it! You have to work and put in hours to learn the best items. And you have to prioritice what to spend the scrap you collect.. I think that is some of the basic principle of the game.
  • Avatar of mića sa taša
  • guys, problem with your attitude is that you think that only your opinion worth. it does, just as mine does. this game is not new one, it is here for almost 4 years, and i must remind you that rust has always been a survival game, but PVP survival game, not pve survival game. xp system has shown it's ability to kill all the fun in game, and i hope that we will never EVER seen it in rust again. this game is sandbox game with NO STRUCTURE that can support expirience/leveling based on pvp. if you make a system of progression that is based on pve, you are making pvp game boooring as floop, and history has shown that there is no future for rust in that direction. adding supportive structure that would enable pvp xp progression like clans, gangs and similar shit, would kill sandboxness of rust, and would totally change basics of this game, and i hope that it will never happen too. this game has it's own direction. if you like it - play it, if you don't like it - play another games. there is so many survival games around, and some of them have leveling.
  • Simply put i would rather play a two year old version of this game then play this game in its current state. Take out components, makes only monuments and road useful and there so much more to the game then living by a road spread everyone out again that fun and gave the "Solo Player" more a chance. All components are is another layer of farming that doesn't need to be in the game. Everyone will says FACEPUNCH will never do that because no will never go to monuments... well if you have good crates that doesn't spawn shit loot table then there be plenty of action around monuments still. The work bench idea is awesome, they finally introduce something reduces craft time only took 4 years to start balancing that lawl.
  • Avatar of mića sa taša
  • i would rather play 4 years old version of this game, but there are no servers or players to play with.