is there a reason you don't about this on the original post and/or give the original pic instead of cut this out of it and don't make it clear it's not yours?
Yeah devblogs 104 & 107 mentioned them and the game had the stone version implemented but it was very large, and obscured the view for aiming.
Community went aggro as a result of the huge stone arrowhead, devs removed it, and seemingly was scrapped or fell into limbo^o^^o^^^o^^^o akin to the other several dozen things that would make rust more unique and enjoyable.
This was planned long ago, https://playrust.com/devblog-135/ https://playrust.com/wp-content/uploads/2016/11/FieldscrapRuinedmilitarytruck2.jpg . I just takes time to implement and get into the game, we need to give them that time they obviously have plans for the component system other then hitting barrels BUT it takes time.
Hm im too stupid to make a proper post, ill just copy the text here as a comment lol.
So I did some research because I remebered something that was mentioned a little while ago and I think it can be used to solve one of the major problems of Rust. I found it in Devblog 113, posted on 2 June 2016.
Let me introduce once again: The Ration Box!
"I’ve finished off ration box art! Rations include beans, chicken dinner and mashed potato, water, and fuel. The essentials for surviving Rust, especially the mashed potato (all will be available individually). Have spin with the preview above and below is a pic of how it’ll look when added to the game." - Butters
So it looked like it was about to being finished and implemented and now, over 2 months later, it's not even being talked about. Am I missing something? Do you really feel like the current food-boxes that we have are satisfying enough?
So here I am and I can't help but say it again: Fix the goddamn LOOTTABLES already and implement this Ration Box as another tool to spread loot across the map (and dont put them in momuments or im gonna rage and shit my panties, spread them across the world or add some special places for them so people get rewarded for running around. And with running around I dont mean circling the Satelite for 3 hours straight to grind that delicous XP). I'm so sick of throwing away 90% of the stuff that I find just to get some XP for it (or blueprints).
I like that you finally removed the torch from weaponcrates but seriously, thats all you can do about the loottables in like a year? I cant imagine its hard to change a number from 1 to 10 or 20 (referring to the possible 1 item dropss of cloth, bones, lgf, pistol bullet...) and add different kind of boxes as mentioned in this post.
Funny part is in Devblog 85, Gooseman said that he had "I also made some changes to the shotgun and the bolt rifle reloads so that if their partially full they won’t play the entire reload animation. It will play an animation according to how many bullets actually need to be put into the gun (like in most FPS games). I did the animations and wrote some preliminary code, but it still needs more testing and love from Helk."
https://playrust.com/devblog-85/
Yet it hasn't been mentioned at all after that blog post.
See https://playrust.com/community-update-71/ "Bus Stop Base". Quote "I love seeing the things people build when they use the landscape’s features". Then see https://playrust.com/devblog-120/ "Procgen Art". Quote "I made a new bus-stop model to replace the temporary one and tried to keep it on the building blocks grid to make it easy to build around since some of you love to do this." So yeah, who the fuck knows why.
In case you're interested in seeing a few of the color/camo variants for that new jacket, I uploaded some stuff here: http://www.artstation.com/artwork/more-rust-clothing
I'm working on a bunch of other clothing for future updates, including some based on these concepts, so stay tuned! :)
If you research for a while you will learn that guns where just a test for the game and will be removed from game on the long run. Adding to that, they will improve the bows on near-future patch as per trello. (https://trello.com/b/lG8jtz6v/rust)
Source: Garry
Check the rust pivotal tracker: https://www.pivotaltracker.com/n/projects/1371850
"Pillars should block wall placement"
I'm pretty sure soon they'll be blocking the ability of placing a wall between pillars, as that's not what pillars are meant for..
Pillars are only meant to be used as a support to hold a roof/ceiling in place stronger. If a wall is already in place why would you possibly need a pillar in there too? That makes no sense.
Definitely not running rust on an integrated GPU. You'll need at least 8gb of ram and I would recommend a GTX 1060. you might be able to get by with a 1050 on potato quality. For a gaming laptop I would recommend the Acer Helios 300. Probably the single best bang-for-your-buck gaming laptop.
Last spring I found a deal on r/buildapcsales for a micro-center sale on EVGA SC GTX 980 (http://www.evga.com/products/product.aspx?pn=04g-p4-2983-kr).
The listed price on Microcenters website was $236.99 for a card that retailed around $679.99. Obviously they were out of stock, I'm pretty sure they were just trying to clear their inventory so they only had like two anyway.
I was however, able to take a screenshot of the deal and take it to Office Depot and price match it. I made a deal with my parents that essentially gave me a loan of around $2000 that I had to pay back in a month. I used that money to buy 8 980s from Office Depot, knowing I could resell them at nearly double the price.
I decided to keep two of them and just upgrade my PC, as I didn't really need money for anything else. I ended up pulling around $300 dollars after all of Ebay's fees and shipping costs, plus a heavily upgraded computer.
No, im not annoyed and i must disagree with ur post. The team that works on the game visual, its not the same team that works on the coding branch of the game.
Hope it helps you to change your view point.
~~If you find any bugs then please reply to this comment and report them.~~
For all bugs and feature requests please USE THIS TRELLO to report/request them. It's getting difficult to sift through all of the comments and message I'm getting.
And also thanks /u/valiantiam and hello everyone else!
Military Tunnel, Military Crates with Military Guns, Military Attack Helicopter, Military Airfield.
Why not a Military APC NPC roaming around the roads?
Y'all fucks cried for more PVE NPCs... you wanted SCI-FI AI ROBOTS instead? APC seems more fitting than not.
people should keep the rust trello page bookmarked(https://trello.com/b/lG8jtz6v/rust-main) that way they won't be caught by surprise and get disappointed. i check it every day to see what's in the 'next version' tab, to know what may be coming next.
To those claiming wall stacking is not an exploit, please see an old devblog: https://playrust.com/devblog-113/
"Building block entities now store a building identifier that’s identical for all building blocks that belong to the same building. This is used to enforce a distance of two world units between building blocks that don’t belong to the same building. We know that this won’t fix wall stacking base designs given that various combinations of triangle foundations can be used to achieve the same thing within a single building, but it’s an important step for future improvements. I wanted to get the baseline done with this wipe in case I decide to continue working on it later this month."
Bold emphasis mine. It won't fix it, i.e., they think it's broken therefore it's an exploit.
> We had to revert the Unity update we applied earlier this month because we ran into a problem with the physics engine that prevented certain servers from starting up. This downgrade sadly also reintroduces the alt tabbing issues when running the game in fullscreen exclusive mode. We’re sorry for any inconveniences this may cause and we’ll try to upgrade to a version that fixes this as soon as possible.
"Misaligned loot panels. Unity’s UI is erroring out at weird times. I’ve got a bug submitted with Unity. As usual it looks like they’re not going to do anything until we deliver a minimal reproducible project, so we haven’t got a patch for this yet." -Devblog 93
Rain's actually a planned feature, including systems to capture rain water for drinking water.
I would also love some really good sound effects of rain hitting different types of shelters. I may just leave my roof wooden if I can hear that amazingly satisfying sound.
EDIT: Or this sound of a sheet metal roof. mmmm
It's nice, but I don't really understand why they're not following the Trello Building Components. Any word on it /u/garryjnewmann ?
I loved the rusty direction the game was following, this concept was awesome.
Btw this is still a great job, I love the new models and textures, it's clean and the houses are pretty cozy.
Im actually apart of this, but its really annoying because i just wanted to be respected as an artist by own merit. Xtab actually approached and said if i give him 70% of my earnings, he'll reccomend my skin, that green roadsign set is actually mine. Its why he also wrote a friendly comment, but im sick of being his puppet. https://trello.com/c/JEJO1SgR/145-chernobyl-set-roadsign-pants
I agree with you here too, it's just a lot of people think the complete opposite and don't think that there should be any random factor, what so ever because it makes for unfair gameplay. I agree with that to a certain extent but BP's are the right idea for making the game fair for solos and clans.
But anyway it seems like they are trying to make a "location-based component system" as mentioned in Devblog 127: https://playrust.com/devblog-127/
Trello Rust Account was shut down due to millions of comments and trolling. It turned to shit as garry said.
I consider the mind map complete i dont think there really needs to be any more done to it unless they intend to do things different from what has been posted there.
They do have a new site that indicates their progress towards ideas etc.
Except for the secret stuff.
The mind map should be up to date, so you can see some stuff there. Thing is, I remember almost everyone wanting them to work on the performance. And working on/fixig performance is not something that is done overnight.
Oh really? He made a shit ton of stuff and people who don't follow the project at all come to bitch on Reddit or Facepunch about him taking a week vacation. Here you go: https://trello.com/b/1iXNdiYw/rust-art/member/tombutters and https://trello.com/b/lG8jtz6v/rust-main/member/tombutters
time will tell but probably :https://trello.com/b/lG8jtz6v/rust-main
new skybox
durability
limited chat
New Fire
New storage box
New furnace (edit: seems like this did not make it in.)
new cloth sack
bugfixes
Absolute nonsense! Rust is the very model of EA games and how EA should be done. You can't even get the player numbers right as there are more players now than 1 year ago https://steamdb.info/app/252490/graphs/
Agreed, it's not an IP ban though.
Check back in one of the dev blogs, all linked accounts to cheating are now banned.
People are so quick to judge FP and EAC but they're actually taking quite a hard stance on cheaters.
EDIT: found it devblog 115
Rust has a trello for its art now.
On which can be found this, also this.
xtab only suggests skins, Helk is the one who approves them.
There are a lot of nice looking skins being suggested which you can see here https://trello.com/b/vFDxcF1D/skin-approval (check out the Jaeger set, it's my personal fav). From what I've seen any decent looking skins that get put on the workshop normally end up in that suggested list quite quickly.
A lot of skins people make are no doubt inspired by ones already accepted to the game, which is why we keep seeing similar ones get added. The one that bothers me the most are the hazard tape skins. It feels like someone at Facepunch has a serious hard-on for them (another one was added this week, see the devourer).
Yeah, I think the devblog 139 changes to component spawns were too much.
We have too many road signs and too few gears.
For context:
> I noticed a disproportionate amount of gears and springs spawning in tier2 loot, like over the top amounts, so I went through and adjusted some of the spawn weights to make the tier2 loot crate have a slightly more even distribution. You should find roadsigns and stuff slightly more often now.
"The intention is to push it to main as soon as it’s feature complete. We don’t want to push it half done, we think it’s better to have the main branch relatively stable right now. We have also got to wait for Unity 5.4 to stable up too. So right now it’s unlikely it will be released for the April 7th wipe; it will more likely be released nearer the start of May." -DevBlog 103 https://playrust.com/devblog-103/
I have hit 40 hours, I believe if i get 1 hour for every dollar i spend it is worth it. I will continue playing this game, and i will probably play it more frequently when it's complete. You can even follow what the devs are working on and see whats going into it Link. The game is currently in Alpha so expect it to change. (Hopefully for the better)
Almost anyone with any experience in software projects knows hiring more people usually doesn't work (see: The Mythical Man-Month).
An "alpha" is just a fancy way for a developer to say they're iterating on their MVP. It's common in web applications, but game developers are only just getting on board. The thing that matters most during this period is focus, and that's what they need to do – not hire more people.
Facepunch, you do a great job, but please focus in this order:
Stability and performance. Make sure each update works, and each update does not hinder performance greatly. Make sure you refactor your code over time to increase the easy of maintenance and performance you're able to get.
Iterating over existing features. Improve building, improve gunplay, improve harvesting resources. You're already doing this pretty well.
Features. Slowly add features, and make sure the ones you do add are quality. It's OK to add something small in, but don't half ass it.
If you are using an hdd with like 8 GB of ram then I could see this causing 40 fps. If you don't have at least 16 GB of ram then rip performance. I personally have an SSD and 2 16 GB dims of memory clocked at 3200 mhz. Also you should make sure your graphics driver is up to date if you are using an nvidia gpu. Obviously make sure your video cable whether its Hdmi, Display Port, or Dvi is plugged into your gpu. Check your temps under load as well, could be thermal throttling. You can check temps using a program call CPUID HWMonitor . If all else fails then verify integrity of game files and restart your game. Your hardware should be suffice to run rust if you have good memory. Hopefully this will help you somewhat. Cheers and have a good wipe.
According to FP, radiation will be increased in the future. The current iteration is sort of testing the waters.
edit: Devblog 134, which discusses the latest iteration, says that the "High" RadsPerSec haven't been implemented, which is 45 rads per second.
No one knows how they're going to do it :( even though they're more open than other devs, they generally keep stuff to the devblogs. Every Thursday they update the game and release a devblog to go with it, their website is https://playrust.com/
https://playrust.com/devblog-46/
Movement Changes
There’s been a couple of changes to movement. You can no longer sprint sidewards, diagonally or backwards. And you can’t use your weapons while sprinting.
This brings the movement in line with Legacy and it makes melee fights more feasible and interesting. It also gives you an opportunity to bitch about how the movement in Legacy was terrible and this is a step backwards, even though you’d posted the exact opposite thing a month ago.
Well, most texturing is a little more involved than that...
BUT! I'm trying to make it so that we have the ability for people to do things like create camouflage patterns and other fun stuff like you might see on weapons in Counter Strike:GO.
Another system I'm currently looking into actually involves a lot of automated texturing based on procedural materials from Substance Designer. In this case, people really could just put together a simple texture that has solid blocks of very specific colors, and then the system would automatically apply the appropriate materials to those blocks of color. If a system like that were implemented, enterprising content creators could even release 'blank' items that could be modified very quickly to produce very different results. A cloth tunic could be almost instantly reskinned into one made of rubber and leather, for example.
I'm really excited to start implementing some of these ideas, but there's still a lot of R&D that needs to happen before any of it is ready for production, let alone public consumption.
You're TOTALLY the first one to come up with this idea!!1! NOT.
If you guys would bother 5min and look at the f***ing mindmap you would find out that it has been on there for MONTHS.
I am sorry for being harsh, but I am sick of reading the very same suggestions week after week because people are to lazy to use the search function or have a look at the mindmap/list of suggestions...
Was suggested a gazillion times before (use the search function), is on the Mindmap as a planned vehicle and there are even Screenshots and videos of them.
The programmer trello page has its own definition of baseline
https://trello.com/b/vlKShlw3/rust-programmers
In addition they have to fix the now broken animals as well as optimizing the locks. They planned to overhaul the buildingsystem, too so there are gonna be a few major changes before baseline is reached.
All screenshots in the devblogs of the last few weeks were taken with the exact same procedural algorithm - the one that's currently running on all experimental servers. There are some seeds where literally half the map is filled with a massive mountain line, some where there are tons of smaller cliffs and some with only a few cliffs in the northern biomes.
I think people need to understand that the whole point of procedural generation is that every map has different features - there should be flatland maps and there should be maps with tons of cliffs. Ideally, there should also be maps with both of those terrain types scattered around.
I'm not trying to say that there isn't still a lot of work to be done on the terrain generation, but not every map can look like the terrain of your dreams. You just need to find a server that uses a seed you like. If it turns out that after trying dozens of seeds you didn't like any of those then feel free to complain, but doing so because you didn't like the terrain on two servers seems premature.
One thing that definitely needs to improve is the decor mesh count (rocks, bushes, ...) and the forest size and density. Both of those were greatly limited by Unity 4 and now that we're on Unity 5 we can finally address those. You can vote for the forests on the programming Trello and, while we're at it, if you feel like you want more condensed maps there's also a feature card for that.
Just saw this on the Rust Art Trello page.
I'm expecting it would be based on how long the player has been alive, but it doesn't say anything so I'm not sure.
I've also just realized that we've had no hair this whole time and it's never come up. If we get beards, why not have hair too?
Here is the idea from their trello, I think it's pretty good.
> During night (or possibly always on), perform a selective film grain + blur pass on the low color range (0-32, effect intensity gradually increasing as you get closer to 0).
>It doesn't really even have to be an effect noticeable under normal circumstances; but if someone ramps up their gamma to see clearer during the night, then they'll be met with fuzzy graininess that your eyes have in the darkness IRL.
>Crysis 1 did this (to a much smaller extent) in its night levels.
Based on the Trello cards an update is past due so it should be launching anytime now. I really hope they are figuring out anti-cheat software but it looks like a lot of cards are simply not done when they were due by. Every card that we can see that has a due date is over due...
I think about the gameplay elements in Rust as being 'compressed' at the moment. You can get a rock and an m4 and everything in between in less than a day right now. This makes sense from a dev's perspective because they want their testers to be able to test everything. As the game gets more mature though I think this range of things you can do in the game will be spread out over more time. I would hope that it won't be as easy to become a full equipped bandit without putting in some serious hours. I also hope that the PvE elements are scaled up and made more dynamic - think dragon or whatever that shows up and torches a house with well stocked crates. This would go a long way to re-balancing the PvP side of things IMO.
To speak more directly to your question, there used to be a ticket on the rust trello site (before they overhauled, gone now) that said something like 'there is a problem with the rich getting rich and the poor getting poorer on high pop servers' to which Garry responded 'it sounds like robin hood needs to make an appearance'. To make any concrete claims from this would be pure speculation on my part of course, but I think it safe to say that the dev's are aware of this problem.
I would say immersive, but definitely to be saved for the polishing stage. If you check the trello, most of the focus seems to be on fixing what's broken and adding new content. But +1 beacuse immersion is dope.
I saw one of the dev talking about using IFTTT.
I'm already using that app, it allows to connect a lot of services together. For instance, I was using it to push an event after commiting code, like run unit test, deploy an app on appstore, send messages in slack/discord.
You can do stuff like: When I arrive home, turn on the light, start coffee machine, start playing music etc..
It's pretty effective.
Gfycat: http://gfycat.com/IdleCheapGrunion
Story: Earlier in the day while out gathering resources with a group, one of my friends who was back at base told us that it was under attack. Our whole group rushed back to find a large group of full kevlars using c4 to gain entry. We managed to take out a couple of them before the rest scurried off.
Unfortunately before we scared them off, they had managed to destroy our entry staircase and replace it with a ceiling effectively ruining our base. We decided to get more resources to start a new base when one of our group spotted 3 fully kitted guys running towards us. I jumped up on the rocks and managed to get my best kill shot in RUST so far.
Thanks for your kit Einhard and to your friends that left your corpse behind in fear, we're coming for you and your base!
> rust's bucket of tears in terms of popularity.
Lol, Rust is a top-10 game on Steam's popularity charts.
It's a niche game. Of course it won't be as popular as mainstream esports titles like DOTA or CS.
by the time they fix the game its going to be dead. cant believe this fool is replying to his fan base crying about weekly updates after SAYING they would deliver weekly updates. what a joke. how about this. DONT SAY YOU ARE GOING TO DELIVER WEEKLY UPDATES IF YOU ARENT GOING TO DO SHIT.
By the time they fix this game there will be better options for games to play under this engine.
https://www.kickstarter.com/projects/960282592/the-survival-games
there is one. looks like rust but 100x better on the same engine.
here is another http://steamcommunity.com/sharedfiles/filedetails/?id=143803558
looks like rust but 100x better on the same engine.
while we are stuck with some bullshit some real devs are going to make a better game while this company and its millions of dollars and 2 coders do nothing.
I'd really like the idea behind the sentry gun to hook into the 'Caretakers' concept art that was produced last year.
The idea being you have to destroy one of these robots roaming a radtown (which would be hard to take down), harvest it's CPU/Mainboard/sensors/head/whatever and use that for the Automation part of the sentry.
You wouldn't be able to research this component either, it'd have to be harvested.
Don't worry - they officially stated they would port over the Legacy map itself, back in 2014.
I'm sure they wouldn't just not do something they confirmed, or change it into something else without any future explanation / statement as to why.
Or pretend they never confirmed it, and it was 'some other people' spreading a rumour. That would never happen.
..Maybe we'll see it in 2017?
https://playrust.com/devblog-118/
"Please note that TSSAA is a work in progress. You may expect the results to be a bit blurry, especially in motion. It’s based on Unity’s implementation and certainly will improve over time. If you see a black sludge spreading through the screen until it all becomes dark, don’t panic, just disable TSSAA. This is a known issue and should be mitigated over the coming weeks."
[BUG] As I understood from devblog 106 https://playrust.com/devblog-106/ “you need to unlock the wooden spear before you can unlock the stone spear” it's impossible to unlock stone spear without having wooden spear unlocked, right? well now on pre-release u can skip wooden spear and go straight for stone one. (and after unlocking stone spear it will automatically unlock wooden one). Is this how it's supposed to be? or is it a bug? skipping like this doesn't make any sense to me...
I'd recommend downloading the dedicated server directly from Facepunch:
https://playrust.com/dedicated-server/
Give yourself owner or moderator permissions as stated and then just use the regular server command ("heli.calltome" or "heli.drop") in game. No need to make this more complicated than it needs to be. You do not need Oxide for Rust or mods to call in a helicopter.
That's what Rust currently is and I respect your opinion but this game has gone as far in the direction of "gun-fps" as it should for now.
We have an extensive variety of firearms and ammunition, guns that offer different playstyles and an okay-curve from early to late (gun wise, gameplay wise not at all since there is a massive lack of content).
Take a look at the mindmap http://mind42.com/mindmap/7abd1334-d170-42e7-b869-f74010b9b143
The "Better Weapons" part looks pretty good by now, yet things of the "Priority" list are lackluster at best.
Also, the weapons part doesn't even make quarter of the mindmap while things like farming (which in its current state is a farce. I grew up on a farm and I can tell you that much, the farming in rust is as close to reality as russia is to a civilized country. Hint: Extremely far away) makes a pretty chunk just as a feature itself.
Rust is and can be so much more than just your generic survival shooter game and in my opinion it should be! because why not? There are so many shooters out there, if I want to go marry round and round and shoot people I play CoD. If I want to play a survival game in which you don't just kill people mindlessly all the time I want to play Rust.
I run with a decent size group and I'm definitely not bashing on groups anywhere in my post and I didn't mention lone wolves at all either.
Also on the mind map passive defenses are already planned.
http://mind42.com/mindmap/7abd1334-d170-42e7-b869-f74010b9b143
It'd be cool to see an updated 'future rust' plan (http://mind42.com/mindmap/7abd1334-d170-42e7-b869-f74010b9b143). The first iteration was seriously awesome and got me really pumped for what was to come. I'm sure your plans have evolved over the weeks- would love to hear about the evolved far out and not-so-far-out ideas!! :D
It's also great to see all the progress you've made on it. Wow
This door is pretty, but I don't understand why they're not following the Trello Production Design : https://trello.com/c/Ey1clwyd/6-wood-door
It's the same for the wall and stairs. Btw they are really nice, but I'm just wondering...
What exactly are everybody's issues? I know about most of the problems on OS X and Linux since I do all my work on OS X.
However, it's hard to keep track and a lot of those bugs have to be fixed by Unity or even Apple - e.g. the horribly outdated OpenGL version on OS X.
I created a Trello card for all those bugs. Please reply to this post with any issues you encounter that are not mentioned on there.
There are so many updates, they're just not in the public version yet. Check their trello if you want to see how much they're progressing. It is actually going pretty well. No sarcasm.
I don't believe they're mutually exclusive. At the bottom of the card, they mention wanting to do mud and grass pants, implying they'll be craftable. Also, on the world models page they say
> I'm thinking we could add the eye and mouth bones, a weapon bone for each hand, a bone for the penis (for the censorship cube).
So I think the cube is here to stay.
I'm not sure.
The zombie fix is ready but depending on the change it may require a gamewide wipe for balance. If so he may want to wait until a few other features that will require a wipe are also complete such as the updates below.
https://trello.com/c/CGPSqMll/178-house-ownership-so-you-can-easily-destroy-misplaced-objects https://trello.com/c/0uKYbycD/169-modify-researching-to-extend-gameplay
Very recently I've been toying with the idea of tying radiation to components. Seems I'm not the first to do so.
Basically, the more components you have, especially high end ones, the more radiation sickness you have to confront. This would fuel demand for rad pills among more established players and especially clans.
It would also serve as a detection instrument for seeing what bases are worth raiding. Ideally though, players wouldn't even have any idea they were being irradiated unless they had a Geiger counter or a cheap DIY pin diode from tech trash.
Radiation could mostly be the hidden threat with a couple different stages of debuffs. There could be an invisible or basal stage, then a generic nausea stage which could be either regular poisoning from bad food or radiation, but you don't really know. Then of course the obvious signs like hair loss and bleeding in the eyes when it might as well let you know you are heavily irradiated.
Rather than have the objects themselves emit radiation, it would probably be better to just let boxes and stashes have an emissions multiplier that was affected by the contents. If you had a rad detector, it might enable you to find stashes if their contents were over some threshold.
Perhaps there could be a rad reduction bonus for using metal containers like lockers or refrigerators.
Finished items might as well have the rad count of the sum of their component values. Perhaps the player holding them could have the same emission calculation as other containers, enabling us to mark out who the legitimately toxic members of the community really are and medicate them accordingly.
https://trello.com/b/vFDxcF1D/skin-approval is the new forum for skin approval.
Skins are selected and voted on then approved. Devs and Xtab are the only members who can nominate skins to be voted on. Apparently xtab is in communication with some players, and it seems like the people who are the most vocal find the greatest success.
Rather than succeeding on the merit of your work you are more likely to find success if you are a kiss ass. It is just a real drag.
Facepunch have 41 people.
The factorio team has 20, or 21 if you include past employees as well.
Rust left Early Access in Feb, and Factorio in April this year.
Go ahead and tell me though how Rust is a miracle. As far as I am concerned, having been here since 2015, the only miracle is that its still going at all. How many progression systems have we been through and scrapped? How many months, years, wasted in vain while Helk changes his mind on what he wants Rust to be.
Funny, we just had a month dedicated to optimisation, half a year after the game released.
Barrels are only developer art, it was said multiple times that they'll be replaced by other "objects", check the "lootable rubbish" concepts on trello.
https://trello.com/c/UeKeLkAa/45-the-caretakers
The Caretakers are presumably ancient and sentient beings that tend to the world of Rust. Their role in the future of this game, if implemented, could be a fantastic and dynamic threat. There are some important questions I think need to be answered for this concept to make a meaningful impact on this game
How do the Caretakers interact with the world, and earn their title? Do they dwell within and purge radiated areas, to dump the radiated mess elsewhere? Do they have any relationship with the wildlife; are they protectors or indifferent to them? What about freshly spawned Newman, just trying to get his nut?
Risk vs Reward... Why bother helping someone to kill these creatures? Should there be a circumstance where leaving them to their tasks could be beneficial to the player? Clearly these creatures must present a clear and considerable threat. Are they bloodthirsty machinery, or a loot piñata that is best attacked in great numbers? How do they differentiate between a naked Newman and clan [D1ck5mash]? Do they assault bases, defend territory, wander in search of damaged lands to fix or wildlife in need?
If there are Caretakers with different needs and personalities, how do they interact with each other, and should there be ones who are on a Cleansing Crusade?
I love me some helk & friends, but helk plainly said that he was going through shadowfrax's videos to figure out what concept limbo stuff he wants to work on.
I don't think there's an elaborate multi year plan. They guy just wants to work on different stuff, so he's going into the concept limbo pool to get some stuff that's easy to get into the game. It's that simple.
> For the next few weeks I’ll be going through Shadowfrax’s Concept Limbooo and implementing what I consider low hanging fruit that was pushed aside for other, more important, reasons. I figure if I spend some time on this everyone will have a bunch of new toys to play with, rather than weeks of bugfixes and minor balance changes.
I liked the one with the minimap implemented. I actually liked fog of war when looking at a map and the fact that you could see what a player had drawn on it. But for example, I think the map should work in such a way that fog of war on a minimap on the inventory screen gets removed everywhere you travel. Then, you could share your map with a friend and be able to learn the places they've traveled. That GPS tracker would be dope as fuck to have in game, so you can see nearby clan mates if they're in a battle and need your help or something.
According to FP, 4 hrs gets you to level 8:
"We’ve gathered average XP earned by players and so far I’ve balanced costs/unlocks up to level 8, (about 4 hours into the game)"
The devs restarted most of the text entries for the game some time ago (for whatever reason). I myself re-translated like 80% of the game to my own language (Spanish) until 100% translation. "Pirate English" is at 18% at the moment, that's the problem. Since translations are community driven, the community will have to recreate all the entries, or else it will stay like that. Unless the devs do it by themselves at some point, which I doubt will happen.
I'll link you to the translation projects page on Crowdin: https://crowdin.com/project/rust
flying is inside the mind map posted by garry. the ways of flying i hope will be many, hang gliders should definetly be one of those.
http://mind42.com/mindmap/7abd1334-d170-42e7-b869-f74010b9b143
Apparently, they had the idea in mind but shortly it was mysteriously archived and forgotten..
Garry says:
> I kind of like the idea of making it so we don't have separate first person, third person models. But on the other hand I think that will draw comparisons between rust and dayz that we don't want to invite. And maybe it will always look worse than real first person.
>But I won't draw any conclusions until I see what you got :)
Does this imply that the sole reason to reject this was the comparisons between DayZ and Rust? I really hope someone from the dev team elaborates on this.
Don't forget this too.
> This is now part of the terrain overlay system so that we can make snow dynamic in the future if we want to do so.
I can't wait, this is too intense.
"I love the theory of this, but I'm not sure people will enjoy dragging to exact slots. Lets wait on feedback from the forums/reddit/twitter?" -Garry.
I feel like I'd really need to try it first to get a solid opinion on it, unfortunately. Dragging to specific slots is definitely an unnecessary task, but I've been trained to do it in enough video games I don't think I'd mind too much, and it definitely allows for a nicer looking GUI.
Ideally, I would like the interface to look like this, but if you drag something to the wrong slot, it just puts it into the correct one for you.
I think it's just garry and a few other people right now. I would guess he made his alpha projections of at least a year based off of that. ALl this success has kinda thrown a wrench in his original timeline im quite sure ;). anyhow you can see progress being made here : https://trello.com/b/lG8jtz6v/rust-main
they share (most) of what they are working on there.
webdevwastaken posted the full blog in his comment already, but here's a quick summary:
Working on a solution to cheating. They want to make sure they do it right so that legitimate players don't get banned. Don't want to make players install additional anti-cheat software.
Reminds people that the game is still Early Access and only 10% finished.
Disappointed with the slow release and size of updates. Trying to shoot for weekly updates.
They have a trello up with issues for their own developmental use. Players can look at it but it is not a place to post requests, bugs, issues, etc.
Working on making servers more stable when there are 200 people playing etc. Official servers are no longer being attacked but some individual servers are but "this doesn’t seem to be any more of an issue than in a game like TF2."
Not currently looking for more server hosts.
Blown away by the game's popularity. 750k copies sold in a month and a half, #1 best seller for two weeks, has already made 2/3 of the money that Garry's Mod made in eight years. At some points Rust has been the fourth most played game on steam, hitting 50,000 online players. Says that it's an amazing blessing, but also a curse because they have "voices from all directions, ideas, bugs, cheaters.. and we’re scrambling to catch up with everything. So please don’t be offended if we’re not doing what you want us to, if we don’t respond to emails or tweets, if we’re not administrating the servers properly. We are still adjusting our trajectory, there’s still a lot we want to do."
I personally hope it stays, as I'm with you and think it looks very beautiful.
I just got an Acer vx15. The top model one. I love it. I play with 70+ fps. The only downside is it only comes with a 256 gig ssd but you can add another one. On Amazon it's 999 USD right now but the lower end one is like ~700 USD.
https://www.acer.com/ac/en/US/content/series/aspirevx15
Acer Aspire VX 15 Gaming Laptop, 7th Gen Intel Core i7, NVIDIA GeForce GTX 1050 Ti, 15.6 Full HD, 16GB DDR4, 256GB SSD, VX5-591G-75RM https://www.amazon.com/dp/B01N12YZ7B/ref=cm_sw_r_cp_apa_gPUkzbB2K5HDV
If you scroll down on your link it is there on the website.
Edit: added links
You can lock the mouse pointer in the middle of the screen, I've seen streamers accidentally do it many times, I'm sure OP has figured out how to do it not so accidentally. Like this - https://obsproject.com/forum/threads/mouse-cursor-stuck-in-middle-of-gameplay-screen-when-i-start-streaming.14909/
There is too much AK at suggestion list at the moment. im afraid its not a good time to publish it. For some reason after a week or two no matter how good is design they ignore it and look for new ones. You can watch suggesteds > rejecteds and approveds here. https://trello.com/b/vFDxcF1D/skin-approval
EVGA GTX 970 4gb B stock for $250. This is the best bang for your buck you will get. http://www.evga.com/Products/Product.aspx?pn=04G-P4-2977-RX
If your uncomfortable with bstock then $300 with a free copy of the new MGS V is the best you will find. http://www.newegg.com/Product/Product.aspx?Item=N82E16814487086&Tpk=N82E16814487086
https://giphy.com/gifs/n4oKYFlAcv2AU
I cannot understand why anyone would think of XP as a grind. You get to unlock stuff by doing WHAT YOU WOULD BE DOING ANYWAY. BP was the grind. First farm and build a base - then grind to unlock stuff!
This is already an official concept from one and a half year ago on the rust trello board https://trello.com/c/9bvnBlbs/2-doorway-traps
Here a direct link to the image
A quick google tells me there are lots of things. Here's an example: https://atom.io/packages/pep8
But there probably are other packages you like better. The advantage of using Atom is that you can fully customize your environment! The downside is then again, you need to customize everything yourself.
Anyhow, I definitely suggest using this or a similar package for Atom if you're willing to improve your code style. It's a small thing that can make a huge difference!
I don't think prefab is the way to go. The problem is efficiency and the evolution base-building goes through to find the safest design based on the current mechanics.
I do think simple skinning would ad a lot of variety, even if structure doesn't change much.
In those examples, even the simple boxy designs start to look good with a little bit of cosmetics.
I agree zombies probably aren't the route to go because they really don't fit in with the game (hence their removal in the first place). I really wouldn't consider Rust to be medieval though considering the fully automatic rifles, rocket launchers, C4, power lines, etc... And I'm presuming that OP got the stone robot idea from some old concept art over at trello so it may not be as far-fetched.
Found it:
> Maurino Berry
Just a heads up, I'm not sure how much longer we're even going to keep the cupboard object (this) in the game... might be best not to put a lot of effort into something like this
Mar 13 at 3:37 AM
Rust thrives on its surrealism. The things like a toy snake being the boot of the radsuit, having a bucket or coffee can as a helmet are just some examples of why I love the art style.
It's also the community, it could be a serious military type Sim like Arma, what DayZ is based off of tries to be, but it's not played by that type of players. My friends and I have formed a "cult" on our rust server, we run around chanting as we hunt the newmans. The game needs things like spray cans that allows you to make graffiti, deface a rival's base, mark your gang's territory, or leave something in a radtown for another player to come across. Let us have some signs we can put up and write on, nail to walls or trees, and leave our own messages, stuff like that, it adds the more personal and somewhat absurd angle to the game, it really creates a picture of what would happen if some Internet delinquents were forces to live together on a radioactive island.
From Devblog 133:
> I figured sidearms should have more of a use beyond that of a primary weapon. I asked Minh to change the animations up so they deploy in about 0.5 seconds. It’ll always be quicker to switch to a sidearm instead of reloading now.
Of course, the sidearms are used as primary weapons now. But that's already changing, the SAR is becoming the thing.
> #Key Lock Changes
> I re-wrote a huge portion of the lock and door code this week. This has resulted in a couple of nice changes for the key system.
> Keys are now coded. Like in real life there’s now a finite amount of unique keys that can exist in the world. A key your create might end up also being able to open a lock somewhere else. This is random and there’s no way to choose these codes.. yet.
> If you have the key in your inventory and try to open a locked door, it will open. No need to unlock, open, close, lock. The lock > remains locked – so no-one without the key can interact with the door at any point during this process.
> This has all fixed that problem people were having with doors/locks not working with their keys after loading a save too.
Source: https://playrust.com/devblog-32/ ¯\_(ツ)_/¯
See "Mortar Art Model" in Devblog 114 here https://playrust.com/devblog-114/ It's just a concept and as concepts they're not guaranteed to be added to the game. I think it'd be really cool having something like that, and you could use propane tanks as shells filled with either gunpowder for explosives or low grade fuel for insane molotovs.
From most recent devblog:
"I stripped the ownership code out this week. I know: you liked it, you want it back, it was fun to see the origins of an item; but it was adding unnecessary overhead to the whole item system."
Rain was disabled sometime back between September or October iirc.
It was causing severe lag issues for some players so they disabled it while they look for a fix.
Edit: Guess I was wrong about why they disabled it, still destroyed FPS though.
Devblog 134 >Disabled rain until we can re-enable its particle collisions