Bows
There has been a lot of public outcry regarding my recent bow changes. Let me explain my thought process regarding changing the bow to behave as the early game weapon it is supposed to be, and some of the good points brought up by the community that lead to a few changes coming down the pipe.
The bow was never meant to be a super strong PvP weapon; it was supposed to be for hunting animals and having a ranged advantage over other new-ish players. In Legacy Rust, no-one even considered using a bow in PvP. I think everyone is used to it how it is because no attention has been paid to it for 6 months.
When implementing the bow, I made it extremely noob-friendly by giving arrows a very large hit radius. This means there is a large ‘grace’ area you can miss a target by. Here is a comparison of the arrow vs a bullet:
Check that out! The arrow is the large circle on the right, so you can miss by half a foot and it’ll still count as a hit. This was intended because the bow wasn’t supposed to do high damage. I envisioned people firing a few arrows off to soften a target up at range (and
perhaps kill), and then have to switch to melee if they got too close. It was never, ever intended to be as good or better than a firearm. Even with the nerfs, people prefer a bow over a revolver. The bow does 50 damage with a large grace area, has a 1.25s repeat rate, and is a default blueprint that takes 5 minutes to gather the ingredients to craft it. It’s overpowered, but if you’re picking a bow over a revolver the game is broken. Maybe this is indicative of a larger gameplay problem regarding difficulties obtaining mid-tier items. We’ll have to investigate
That being said...
The changes didn’t pan out exactly how I wanted them to. It was nerfed a
little too much. I’m going to amp up the headshot multiplier for the arrow so it kills true naked people with one shot to the head regardless, but I’m also going to decrease the grace radius so you have to actually be more accurate with it. This should be a good middle ground until we add a compound bow and take another hard look at the bow gameplay.
Auto Turret
I’ve been working on an auto turret, which should help defend your base from offline raiders. As with everything we change or add, I’m sure there will be 50 reddit threads talking about how we’re a bunch of morons who fuck the game up and it’s ruined now and everyone is uninstalling. Let me give you some information to hopefully mitigate that response:
- 180 degree firing arc, back is vulnerable.
- Short range, 20-30m.
- Vulnerable to bullets, melee, explosions.
- Needs to be loaded with ammunition.
- Can only be crafted with parts found in the world/from events - not raw resources.
This is a long time coming and I really hope it improves raiding for defenders and attackers, as well as making offline raiding require a bit more thought. I hope it modifies how people decide to build bases, with corridors and overhangs, difficult places to attack turrets from, etc. Only time will tell though, and as with everything we add or change, nothing is set in stone and we will adjust it until it’s fun.
[embed]http://files.facepunch.com/buck/2015/October/08/scaled.mp4[/embed]
Next Week
This will be my last foray into the endgame content for a little while. It’s time to take a hard look at the early-to-mid game. We need to fix it so early/mid game lasts quite a bit longer, and those players have more options and things to do. We also need to look at why there are so many encounters between endgamers and new players and try and make the maps a little more geographically important to spread tiers of players out a little bit more. Lots to do!