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?
What are you guys doing to... fix your game?
Seriously, tell us what you guys are doing. There is a huge gap in communication between updates. The community is losing faith in Daybreak. Many feel like you guys don't really give a shit about the game or the community. Tell us about progress, setbacks, ideas... It is clear that behind all the angry messages directed at you or your team, there are people who love this game. So tell us what you are doing and tell us in a clear way. I shouldn't have to watch Community Outbreak and hope that someone says something useful.
Check out https://playrust.com/ for a good example of communication. There are YEARS of WEEKLY devblogs featuring bug fixes, concept art, reasons for doing things..
Thanks for doing these Q&As, they're a good start but we need more.
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.
Yeah, I was expecting a link, too.
>We understand that you may now be a gender that you don’t identify with in real-life. We understand this causes you distress and makes you not want to play the game anymore. Technically nothing has changed, since half the population was already living with those feelings.
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.
> Who implemented an XP system that no one wanted
Except that in the playrust subreddit, many people wanted the XP system. So much in fact, that many people said they weren't playing until it was implemented.
> Who keeps making huge promises about vehicles
IIRC, he said his plans are to implement them after leaving Early Access
> I'm going to be laughing when he never finishes the game and just abandons it
Facepunch is a studio, you know. Just because Garry turns his attention to another project doesn't mean Rust won't still have attention. Just look at any of their dev blogs (here). You can clearly see how much work is done by Garry himself
I know I'm in somewhat of a biased position, as I really like Rust (and visit the playrust sub often), but it really does seem like they are making progress to the game they want, but ultimately it comes down to prioritizing time. Sure, your points are (somewhat) valid, but a lot of stuff comes down to the devs putting time into making the community happy. Proof of this is seen in recent updates, where they took a lot of community feed back, especially with the XP system, and worked on it to make the community happy. Bit hard to add vehicles when you have to find the perfect balance between the Blueprint and XP systems (that both had fans and haters) to make the community happy.
^^Sorry ^^for ^^the ^^rant, ^^but ^^I ^^had ^^a ^^lot ^^to ^^say ^^:)
Rust's devblogs are much more disciplined. Just detailed release notes/commentary (for each weekly release) and some recently completed concept art.
Meanwhile, cig's monthly report feels like they go to each department and have them write a couple paragraphs. It's a sluggish "bureaucratic" document and rarely shows new content/info for the first time.
Like, go read the "liveops" section of the Nov 16 report and tell me that's useful info. It's basically, "We helped on the releases that you're already aware of, so thank all these people." Player Relations is the same way. The whole thing starts to read as a very "me too!" document.
Now go read the dev blog 143. There's agonizing detail about the game. No self-congratulatory bullshit or filler. Just content.
>https://playrust.com/devblog-140/
>https://playrust.com/devblog-139/
>https://playrust.com/devblog-138/
To be fair, the changelogs rarely if ever come out with the patch, they're always much later (besides community put together ones). Dev information is scattered across their site, the official forums, trello, twitter, reddit, youtube and who knows where else. The "biweekly" status report has changed its frequency constantly, being weekly, monthly, biweekly. And to further add to that one, it's been late at least 50% of the time, which is being generous, it's probably more.
Gathering information about the SA is a pain in the ass for the consumer, and I say that as some one who tries to constantly keep on top of all those sources. Communication is by far the worst aspect of the SA's development. Even when information is put across it is often vague or worded bad, causing more confusion. I can only fault people so much for not keeping up.
Look at Rust for a game in development that does communication right. Their devblogs are outstanding, with a lot of information that you don't need to glean 5 sources to get. I don't keep up with Rust, but I can check out their blogs from time to time and see their progress in one place. For a casual fan of the game that's a lot better than what people have to deal with for the SA. https://playrust.com/devblog-97/
All that said, there is an extreme amount of ignorance towards the project that isn't really excusable. The OP's picture being one of those cases.
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.
The dev said half the population did feel that way (misrepresented) https://playrust.com/devblog-105/
But not half the population suffers from gender dysphoria. Half the population is female and was only able to play as a man before.
But since when you expect cold headed discussion when someone points at "SJW" on a gaming discussion forum. It must be an agenda.
> 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
Rust.
They've been posting them every week or two since mid-2014, without fail, giving insight into the changes they're making and future vision for the game. Not just that, but each devblog coincides with a new release of the game.
They frequently go into detail about issues they've had with Unity bugs, shader glitches, memory leaks, and they way they've implemented things and improved them. They also have community posts where the devs take a look at fun content that people created in the game.
The tone of the blog varies from technical to hilarious to directly ripping on the community subreddit for being whiney arseholes. Always a fun read.
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/
Facepunch can ban you from Rust for any reason whatsoever. Did you read the terms of service?
> We reserve the right to stop you using all or some of Rust if we catch you using any kind of malicious software to degrade the experience of other players.
You can argue with them about whether simply having a cheat tool open constitutes degrading the experience of other players, but the bottom line is that it's at Facepunch's discretion as to whether to continue service to you.
An EULA grants you permission to have copies of EasyAntiCheat in your possession, but does not govern what that software may legally do. You have no recourse against them, either.
Edit: EasyAntiCheat explicitly tells you they will monitor your whole machine.
From the EULA:
> Unit: Computer or any other game play device on which the Game is used.
Later:
> When you are using the Software Product on your Unit EasyAntiCheat is monitoring the Unit, analyzing the Game binaries and scanning the memory of the Unit for the purpose of detecting and preventing cheating in the Game (“Purpose”).
Emphasis mine. They're explicit that they monitor the whole computer. You knew, or should have known, that they would do so. Your recourse is to remove the software and accept that you cannot play games that require its use.
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
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/
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.
I am thoroughly floored by the number of people upvoting it. I have a tendency to simply speak my mind on Reddit and it's often met with severe opposition / downvotes for not running with the popular opinion. I don't care - I care more about saying what I want to say than fake internet points.
I'm glad people agree with this. I don't want to incite riots against KSH because I know they're working hard on something but every week I see their list of updates, small fixes here and there and my heart just drops. SE is in severe need of big changes. Not as big as planets, but bigger than "fixed rifle clipping".
They appear to be spending a lot of time fixing non-game-breaking bugs. I won't pretend to know exactly what they're up to or working on and I'm absolutely not an expert on the software development cycle but it seems to me that they're trying to polish an unfinished product. Alpha is the time for big changes. Gutting features completely, adding new ones to see how they work then fixing them up so they don't blow up the game. Why bother fixing rifle clipping until you're certain that's the final model you're going to use for it?
Maybe it only seems like the above is happening because KSH feels pressured to come up with a large list of things they fixed every week so they do as many things as they can to make it look good. I would rather they report in like Facepunch does with Rust with each dev team putting in a brief blurb about what they're working on or things they're considering. SE doesn't need to update every week. I'd be fine with a monthly update cycle (and maybe the option for nightly build opt-in?) if they just told us more specifically what they were working on. And they don't need to bother with a video - that's just more time taken out of their schedules.
I can dream.
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.
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."
you said he only had admin rights to film videos
yank his rights or I quit the game
also update the fucking rules when you change them like you said you would, I don't read every reply you post to reddit dunkass
"We reserve the right to change these rules at any time as we think necessary. If we do – we’ll put the updated version here."
[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.
Its ok, all the BR/H1Z1 Fangays will downvote any sensible truth because they are too butthurt cough Hani
I just joined Rust, hell of a community :) Reminded me of the old times of H1Z1 where there was cool videos to watch. But Rust has been a million times better.
Heres there recent update which is weekly and they are always quick to hotfix anything. And all the things a core game should be, yet they are still constantly improving!
https://playrust.com/devblog-107/
There Thoughts on Microtranscations especially via Early Access.: https://www.reddit.com/r/playrust/comments/1w6cqy/so_gary_is_already_planning_microtransactions_in/
Rust Communitys Thoughts on H1Z1 Devs/Community: https://www.reddit.com/r/playrust/comments/3rntr4/for_all_you_that_bitched_last_week_wanna_see_what/
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.
The reasons he lists for not purchasing it are dumb, it's not a finished product so telling people not to buy it because of that doesn't make any sense. It could be any early access game, they're all buggy and NOT FINISHED. It's still in alpha, not even beta yet. There is no confusion about this, why bitch about it? They even post a weekly blog update explaining all the updates and what they're working on. How is that slow even? The game has changed so much in the past few months, Garry and his team are fucking rocking it.
Advice from someone who has played 242 hours of this game: purchase it.
It's incredibly fun, especially if you bring a couple friends with you. Buy it. Buy it for $6.79, buy it for $20 -- less than the cost of going to the movies. You'll have it forever, checkout the roadmap they've outlined for what's coming
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)"
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."
Well, I seemed to be remembering things wrong (not mentioned as much as I thought), but Garry's twitter has a bunch of videos of him working on the bear AI. EDIT: here
Devblog 140 mentions how the bear model is being remade "In the preparation for the updated AI."
Devblog 139 more importantly discusses the future of AI and the unity update.
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
FALSE. "Rust is an Early Access survival game." "Rust was inspired by games like DayZ, Minecraft and Stalker. It is a massive multiplayer game (currently up to 300 players per server) where you and other players are attempting to survive through the awful conditions, where humanity has been reduced to cavemen. " CITATION: - https://playrust.com/about/
This is WHY I invested into Rust to begin with. The way Rust is now, I would NOT buy it, and at this point DO NOT RECOMMEND it to anyone.
In fact, I don't really talk to anyone about it, since everyone I know who originally joined me in Rust have already come and gone. We all enjoyed Rust far more when it was closer to the original description, but now that it's just n00b-friendly PVP barrel-looting deathmatch, we just sit back and laugh at how stupid it has become, while at the same time sighing at the lost potential it had.
Running with no shadows gave you an advantage. Players with high end PC shouldn't need to turn settings off in order to be on an even playing field. I also have a pretty modest build and run the game on low settings, but I understand that I shouldn't have an inherent advantage.
From Devblog 141 ( https://playrust.com/devblog-141/ ) - Shadow Exploits
People play Rust with shit quality because it turns shadows off and you get a lot more light. When it comes to fairness vs performance we’ve got to side with fairness. It’s not fair that people with capable PCs feel the need to turn their settings down to be on a level playing field.
So to avoid this bullshit we’re forcing a minimum shadow distance in this patch. Sorry if this negatively affects your framerate but we feel like it’s the fair thing to do.
did you read the Devblog? https://playrust.com/devblog-139/
> We’ve been playing with AI. I’ve got nothing I want to show right now, but I will explain something about timelines to help you all relax.
> Unity has a special NavMesh build of Unity 5.5 which has a preview of the new realtime navmesh stuff they’re working on. Over the last 3 years all we’ve really seen Unity work on is graphics. Every time they add something it takes another 2 minor versions until it’s anything like usable in an actual game. So, after not paying much attention and being cynical about it for a while, seeing how great this new navmesh stuff works really restored some faith. Good work Unity guys who don’t work on graphics stuff: you help us make games!
>In terms of timescale, we need this navmesh stuff for our new AI to work. So we won’t be shipping until it’s released properly. Which is great because our new AI isn’t done yet. Find out when Unity 5.6 is out, that’s when you’ll be able to reliably lock bears in your friend’s base.
Yeah just use radpills which reduce 25 points of rad and also go there with actual gear/clothes, the radiation indicator in the inventory will tell you the rad resistance of said clothe, normally, as long as you have a rad resistance >25 you should be good to enter any radtown, in the future it will become >45 though
it's indicated here.
Sorry for the crappy MS Paint drawing of this concept, but I think this would be cool to see in the game. I saw some other suggestions using explosves erlier and I thought that you could have a bomb belt aswell.
https://playrust.com/wp-content/uploads/2016/08/2issh.jpg It could work like the barrel of explosives, but it would be weaker, and you would run much faster using it.
EDIT: The actual 'bombs' are beancans.
Edit again: I forgot to go over how this concept could work: If you get shot down, beat down in close combat, you could light the fuse and blow yourself up, with a chance of killing your enemies, but in doing so all of your items gets destroyed. If one of your bean can bombs gets shot by a bullet, your bomb belt detonates all the rest of the bean cans so you die. You could use this in suicide missions, say running into an enemies base and try to destroy as much as possible.
Feel free to make your own suggestions how this could work.
From Rust Devblog #85:
>Doors and Windows
>Doors and windows are no longer on the building planner. They’re now items that need to be crafted and deployed.
>This was something we’ve wanted to do for about six months. The problem with having these kinds of items on the building planner is that it limits the scope. For example, if we want to add different types of doors, there’s no way to do that beyond the three tiers. So if we want a submarine door, or a cage door, it can’t be done. It limits the scope in that way. Another thing to consider is if we add a second, wider doorway, or a different shaped window to the building blocks, we’d then need to add a new entry for the windows and doors, so it doesn’t scale in that way.
>The good news is that this already comes with some benefits. Because the doors aren’t upgradable or rotatable you need a way to easily do those things. So we’ve made it so you can pick the door up. The door has to be open and have no lock on it to do this.
Hey folks,
A couple of weeks ago, I posted An Extensive Rust Survival Guide for Solo Players on High Population Servers for /u/QuitCryingAboutIt after he asked for advice on playing as a solo player on the high population servers like Rustopia. I've got 1300 hours and three years of experience in Rust, so I started writing and came up with a pretty long guide that went over well on /r/playrust, and only earned me a small amount of hatemail. My guide was also picked up on Rust Devblog Community Update 73.
Since then I've become a contributing editor on Rusthub.net and have rewritten the guide to be more accessible, detailed, and updated. I've split up gameplay into the first 10 minutes, basic survival, settlement, combat, and metagame. I hope this new version helps new folks out, as I really enjoyed writing it.
Thanks to /u/QuitCryingAboutIt, /u/narwhalbaconguy, /u/audigex, /u/mcbarrett, /u/legendarysoldier, /u/fozyane, /u/kogoshi, /u/m-p-3, /u/drunken_consent, /u/d4rkstag, /u/ze_xaus, /u/josungs, and the many other members of the Rust community who provided feedback.
Cheers,
/u/John_Strange
Search for PvE servers. There are a few good ones. If you want to just build in creative mode the Bob the builder server is good for that. Also try this for a private server: https://playrust.com/dedicated-server/
Already being considered, Devblog 146 on the flame turret:
> We’re also doing something a little different with this turret as an experiment: instead of authorizing with it, instead it won’t attack people with Building Privileges...Eventually this should work with pressure pads and stuff like that, but let’s just see how this goes.
The devblogs are posted weekly at playrust.com around the same time as they release their weekly patch.
Devblog 139 has a section on the AI, but it's mentioned in a few other devblogs. If all goes well we should be seeing new AI very soon fingers crossed
Something similar to how Rust gives such detailed and frequent feedback on it's patches. Each dev contributes to a weekly blog post that talks about the changes in the new patch, the intentions, and ideas about future changes and the reasons why they might be looked at in the future.
The current "patch notes" system is awful at communicating to users:
The development is in parallel rather than series. Take this for an example : Devblog 137 Each developer works in an area they are more experienced in/specialised. Optimisation is still being worked upon.
It says that you're not doing research yourself and here to join the hate bandwagon.
I mean like componentsystem wise, Garry has said he wanted wrecked cars and things where you could get certain components and tool sheds for other components. Have you forgotten this picture? https://playrust.com/wp-content/uploads/2016/11/RUSTjunkpile3.jpg . YOu can read about it here; https://playrust.com/devblog-135/ | "At the moment, we only have Helk’s beautiful barrel clusters. Ideally we want the components to be found naturally in the world, from things like old vehicles and discarded electrical junk; you want player’s natural intuition to work, where if you see something like an old vehicle you can expect to find thing like gears/cogs springs etc." To me this doesnt sound anything at all like hitting barrels.
You are aware this change was made already, bar the MP5, which wasn't only because they're finding a way to allow non-craftable items to be skinned right?
Found here https://playrust.com/devblog-138/
> I'm pretty sure the number of people who play Rust and don't even have a whiff of this subreddit are enjoying the game how it is.
I'm pretty sure the number of people who play Rust and don't even have a whiff of this subreddit are leaving the game because they are not the type of person that go onto a forum or reddit and post.
Plz dont make assumptions like that, theres always two sides of a coin.
> Think about the replayability and hours that you've had for a mere £20 compared to what you'd spend on a AAA title
Rust in EA for years, you cant compare it to AAA game.
> We want the players to influence the direction we take development. Having a huge amount of people testing the game and giving us constant feedback about the things we’re adding, removing and changing is a huge deal for us.
EA description from Rust website
Complaining is a feedback, a way of telling devs that something is wrong. We paid "mere 20$" and we have every right to complain whether you like it or not. You can make a post saying everything is great, no one is stopping you.
They add new guns, new items, new art, fix hacking exploits, slowly optimize the game, and more all the time. If you want me to name some recent specifics, look at the past year. They've added countless things from maces to swords. Satchel charges, stickable grenades, they even had a graphic overhaul recently, more dungeons (i.e. really sick ones like the Train yard, Military Tunnels, and Power Plant). Like honestly, just take 5 minutes on https://playrust.com and scroll down. Even just glancing at the descriptions to each devblog and you can see they're genuine updates. Its not just like, "Oh yeh. Heres a small bug fix after a week or month of silence." xD
Finally, a considerate, self aware and thoughtful thread that takes into account what is happening in this community and doesn't dismiss issues as being 'bored' or 'bitching'.
I can't fathom that Face Punch don't have this already, but a community manager/liaison or even just reader that has proper experience in playing the game in its many facets. Perhaps you even need a PvP one and an RPer.
The more I say it, the more I believe that FP doesn't have one, check out Dev Blog 121 where they fixed not being able to run while reloading crossy.
https://playrust.com/devblog-121/ "Yeah yeah, we nerfed it too hard. You can once again sprint with the crossbow and the headshot multiplier has been increased from 1.25 to 1.5.
Anyone with ANY substantial amount rust experience could have told you straight away that run-change was ridiculous - but you need reddit to tell you.
It was devblog 119 that did the nerf. https://playrust.com/devblog-119/ And this quote from the blog reflects the sophistication of Facepunch thinking.
"The crossbow was a little bit overpowered for what it was so we went ahead and added a couple of nerfs. First, you can’t sprint while reloading, this will only be an issue when on the offense with it and less so when defending and strafing side to side."
Yeah, cause thats how combat works in rust, and that is how every must be using the crossbow! Strafing left and right while reloading, they don't need sprint!
Why doesn't have Newman body pose like this like a regular human, but has a gorilla pose.
I really prefer this first pose.
Not really sure how but they made fun of the gamma exploit too... lol
Here is the dev blog for it.
Something along the lines of what /u/mcjay posted a while back -- https://www.reddit.com/r/playrust/comments/4uw0vb/streamlined_ui_concept_dreaming_part_iii/ Or "Community UI Concept" here https://playrust.com/community-update-97/. Not necessarily exactly like this but the idea of having primary and secondary slots for weapons with quick deployment times, backpack, and a list of favorite quick crafts are the ones that interest me the most.
EDIT: also note the backpack he's wearing in that picture. Putting one on could simply add a few more rows to the inventory, maybe with a different background color to make it clear those are backpack inventory slots. Throw the backpack on the ground and it becomes a lootable object with whatever you had in those slots, etc. I don't think using one should come with any kind of penalty, like slower movement. Losing more shit if you die is enough. Just some quick thoughts on the inventory/backpack idea.
From Devblog 129:
"I had an itch to program a bit this week, so I worked on something I’ve been wanting to do for a while now: sound occlusion! Essentially this just means sounds play back differently when there’s something between you and the sound. I wanted to be able to muffle occluded sounds instead of just dropping the volume or not playing them. We will likely do those things for some sounds though, depending on what feels best for a given sound." - Alex Rehberg
https://playrust.com/devblog-105/ >Door Weak Side André Straubmeier
>Let’s talk about the melee attack weak side of doors. This was removed with last week’s patch and we’ve decided to leave it like this. Our reasoning is that the only scenario in which the weak side mechanic would actually be relevant was when someone didn’t know about it and accidentally placed a door the wrong way around. This was an easy mistake to make since for most doors both sides look basically identical. Unlike for walls where the weak side mechanic makes griefing significantly harder, it didn’t really have any purpose on doors other than fucking people over who didn’t know about it. So that’s why it’s gone.
nope, Facepunch is a company that doesn't suck dick and they do it the old way things used to be done back when things were done properly. You can still rent a server from a hosting company if you want to but the Rust developers provide the binaries for you to do it yourself. I don't know shit about windows but here's the zip file you need:
https://playrust.com/dedicated-server/
this page hasn't been updated since before they released the linux server I guess cause it says there's no linux server
From Devblog 121 "Also we have been neglecting to fix Savas Island for a long time now, so you’ll see that too when the graphics update goes live. More meds, more guns, more good stuff."
Please go follow the updates before posting <3
We've already went over this, both Dev 1, Content creator 1, and content creator 2 broke the Rust TOS Rule n.2 They obtained gear that was "tainted", and was obtained from the use of illegal software, and that's final. Does anyone actually care they they broke TOS, no.
This is the community suggested bone helmet (top of the page): https://playrust.com/community-update-91/
This is the facepunch bone armor rework a few weeks later: https://i2.wp.com/files.facepunch.com/taylor/2016/07/BoneArmourReworkHP.jpg?resize=1200%2C620
Notice any similarities?
https://playrust.com/devblog-100/ https://www.youtube.com/watch?v=w-Tvs6AdH0k
Try this.
XP and Ownership are in. Blueprints are out. Everything else is balance changes, minor additions-subtractions for the game.
If you go to the Devblog 116 you'll see what helk meant by 'Shared XP', he also mentioned that the idea behind 'shared XP' is to encourage people to help newmans, by giving them tools and things. About the farming, I personally think that it is fine the way it is, if you're in a group you will be learning things slower, but on the other hand you will have much more resources than the solo/duo guys.
In Devblog 116, mr. Peter August said that he is working on some major outdoor graphics updates ( including a redesign from scratch of all day/night lights ), you can take a look at a 'preview' of his work here.
If you say so. But whatever it is, it's been that way since at the latest July 16 last year.
Just like with your ethnicity and penis size. There was never a suggestion that you had a choice over how you looked or that you ever would. (Hilariously, the penis size randomisation wasn't even an intentional feature. It was a happy accident of a general limb/etc size randomiser using your steam key as the seed. It just happened that schlongs had a bone on the skeleton that the randomiser worked with).
It's a common misconception that keeps spreading is what it is.
> Also please keep in mind that just because it exists now, it doesn’t mean it always will. We might come up with something else in the future that makes it completely redundant.
Source: Devblog 33
>Devs have apparently expressed their dislike of honeycombing (correct me if I'm wrong here)
well, its not clear if they think negatively of it or not. from the devblog:
>[...] a building technique called ‘Honeycombing’. I’d better toss out a disclaimer that I’ve no idea if this sort of technique will stay in the game, and that some of the more extreme variants of this might be capped off, but it’s fascinating to see what people can figure out with our building system.
You can cut out a few steps, as this file from Facepunch official has SteamCMD and a script to update the Rust Server & start it all at once. It's all the same though!
This is a very old suggestion harking back to the very early dev blog days(Dev Blog#12), they have a fishing rod and a fish model already complete, the reason why it is not in yet is that they have since been working on getting the water finished. I suspect they may put them in this year because the water is almost finished i would say.
The Fish Model https://files.facepunch.com/minhle/2014-11-03_14-30-22.mp4
The Fishing Rod https://playrust.com/friday-devblog-12/
Thanks - I'll check that out! Do you know if they have a Discord for their servers? Couldn't find one on playrust.com. (I can obviously log on and ask on the server, so no big deal if you don't know the answer to that question :-) ).
At the moment it looks like they don't have a US server, although they do have a CAN. Pop peak ranges from 100 after forced wipe to around 40 late in wipe, which I could work with. I spent far too much of my 2000 hours so far on low-pop servers, and it made me soft. I suck at pvp and have bad game sense. Trying to get good, but I also want to get some kind of long-term return on the time I spend grinding BPs. Cheers mate.
The recoil/gunplay is going to get a re-work (eventually). Helk talked about it in Devblog 127 from this past September:
> I’ve been working on adjusting how recoil works in Rust to bring it in line with traditional first-person shooters and make it less annoying. This ended up being a lot more work than I expected, so it won’t make it in this week. Basically I’ve changed it so when you stop firing your weapon, the vertical recoil is compensated for (brings it back down to where you were aiming). Instead of that annoying horizontal recoil, I’m increasing the conefire/randomness of the bullet paths with each successive shot. All-in-all you’ll get the same kind of groupings you would before, but the weapon won’t randomly fly around on your screen. This ended up being a lot more difficult to implement than I thought, because we have to take into account that people will be adjusting their aim while trying to stay on target and the vertical compensation cannot ever be noticed by players, i.e. when pulling your mouse down to compensate, ceasing firing should not lower your view by much. This is something that will need a lot of testing to get right because it will be a large departure from how the weapons currently work and I want to make sure it’s headed in the right direction and not another XP system.
From Devblog 75, after ladders were nerfed and made to obey building privilege:
> Our intention is to bring them back as a raiding tool, but in a different way. The idea is that instead of pulling them out of your inventory and placing them, when you craft them they’ll be on some kind of crafting mat – and you’ll have to physically carry them and lean them up against a wall. Which means the height they’ll reach will be limited too.
After you "break down" skins you can use the resources you aquire from breaking down said skins to make those crates and or bags down the bottom to try get a better skin that you don't instead of paying for the skins. I'm sure there is a link somewhere to explain better.
https://playrust.com/devblog-135/
This is when they first added it I believe.
(Edit added link)
https://playrust.com/devblog-142/
"You can also see other problems further down, like five visible torches are 12k vertices. Even though one of them is 330 meters away. Which leads us to find that a bunch of these held and world models don’t have LOD models, or have abnormally high vertex counts."
> We have talked about overgrowth in the past when speaking of the decaying player bases, and while it’s not what I am focusing on right now this isn’t out of the picture.
From Devblog 140 (16 Dec 2016): > You may notice that the virtual texturing performance option is gone this week. Terrain shader optimizations, in the past couple of months, have made the regular shader efficient enough to make virtual texturing not worth the runtime cost. We also save development and maintenance time that will be useful for other, more critical, features.
a) Yes surviving, but some things I spend my time doing is making my base bigger/stronger, getting materials and components to craft new toys, and roaming around with friends/raiding with friends. b) This game used to be a different game now known as Rust Legacy, but since then has been remade into what you are playing, there are updates every week as of right now (on thursday). But if you want to go through all of the stuff from the past, check the Dev Blog https://playrust.com/ c) Roof campers, unbalanced stuff right now such as guns and loot, and there is a bit of a cheating problem, depends on the server though. d) Raiding, raid defending, and trolling, lots of trolling.
I recommend for your sanity though, stay off this sub, people here get a little toxic, and can discourage you from playing this game. I also recommend playing with some friends, solo is hard in Rust.
This was mentioned in devblog 82. Haven't heard anything about it since.
You're right about it changing the look of the game, maybe too much in the eyes of the developers. It really depends on which skins would get approved. Many people already hate some of the skins we have for guns and stuff.
This is a bad idea. Why should we decentivise wearing armor? Why should PvPing while risking nothing give you any advantage over someone in full armor? I just don't get why anyone would want this.
What I AM all for is more complexity in combat. If they were to add an additional, expensive heavy armor that slowed you down (just as they described in their heavy armour concept...), I think that would be great.
Just putting this link here for visibility regarding the AI. It's not the most satisfying answer in the world and I'm not sure if it's the only reference to the AI but here it is about halfway down the page.
I would assume so. But my primary concern is stated towards the middle of the official Rust ToS and could be considered a bit subjective.
Say, if I have a mod to keep track of statistics, say high externals placed on the map, while it does not mod the gameplay I am still applying modifications to the game. I wouldn't consider it a problem and would mod it back to appear as a Community server, but how would I know someone won't throw a tantrum?
I went through the devblogs and didn't have far to go. It was listed as fixed in the last devblog. Listed under the heading "Explosive Damage Through Walls". It was apparently introduced in the patch before that.
Unless you triggered one of those random bugs it only could have been barren. Barren is a 'type' of map that removes all grass, bushes and those random rocks.
Back in the day you used to be able to remove the grass in normal gameplay using console commands but they got rid of that a while ago due to balance concerns.
edit: they talk about it in this dev blog: https://playrust.com/devblog-115/
Its best explained in Devblog 126: https://playrust.com/devblog-126/
> If there’s one thing Rust is missing, it’s beauty pageants. I’ve made a cloth sash so you can finally have some recognition as Miss Rust 2016… Helk wanted something to potentially represent when a player has something other than a rock and a torch in their inventory, so I guess he could use it for that too. I’ve finished up the bake, so all that’s left to do is a texture pass before Helk can have a play with it.
Yeah defiantly gives it a more sorrow and a sad feel, and if they added ai and if i was running through the fog and saw enemies, i would shit myself.
Like this by the way https://playrust.com/community-update-114/ when you watch "MikeTheVike" and read "He has some amazing builders on that server.". And you see that he has a huge fanbase, it's just ridiculous, but maybe it explain a big part of the reddit.
Ps: In the video you can watch a simple-minded guy commenting on some low base design.
did i say i came up with it? learn to read.
here is the thread. read garrys comment. then devblog a few days later mentioning the component system for the first time.
https://www.reddit.com/r/playrust/comments/4xciye/this_is_what_rust_needs_please_support_no_xp_no/
Oh and a lasso! 50ft of Rope, super long time to wind it up, so nearly useless in PvP, but lets us easily move those jerk group member who go afk while in a chest. Edit: https://playrust.com/devblog-62/
If this new system has enough positive reviews, we can get excited for riding horses and more shit
"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." https://playrust.com/devblog-134/#more-8132
I'm sorry I triggered you so hard man.
Yes, the weapon in Rust is an 'Assault Rifle', and > there's literally nothing in game that suggest the gun is supposed to be the same as the real life Automated Kalashnikov rifle...
That's not to say that the connection isn't implied by the devs, with them drawing inspiration heavily from the AK47 when designing the in-game weapon. Then there's also numerous references to the 'AK' in devblogs. Here's the couple that I could be bothered to find for you:
Devblog 101 / Devblog 119 / Devblog 127
I have fired many bursts of full-auto, and rapid semi-auto, from numerous weapons, and it really is not that hard to maintain the general point of aim. Yes, grouping suffers, but effectiveness doesn't suffer that much.
EDIT: On further reflection, I found maintaining point of aim firing something like a Browning GP-35 Mk III (9mm pistol) at rapid semi-auto, with a two-handed stance, was much more difficult than any 5.56 or 7.62 that I've fired.
I commented that "they should try firing a 5.56mm round from an AK47" specifically because of the fact that the AK is 7.62 calibre.
Anyway, I was just having fun and didn't mean to hurt anyone's feels. I hope you're having a great day man. Stay happy!
It's not really a set time, mainly whenever the developers think the patch is ready. Generally, it's anywhere between 5PM-11PM (London Time).
The website will release a new "Devblog" when the update hits. https://playrust.com/
Dude, I play Rust.
>Even if the playerbase didn't like it and they've switched to a hybrid researching XP system, it was still a major overhaul that changed the way the game is played.
now imagine that this system is getting scrapped and they replace it with a locational component system. which is a major step back in the game development - once again after the blueprints.
In both legacy and the current version of the game you spawn anywhere and the same loot spawns on any side of the map. And the loot mechanics aren't even the same, you've always collected resources and crafted items or found items in boxes/barrels.
which is true at the moment but wrong.
as they announced in one of the recent dev blogs, this system is scrapped and changed, with the addition of the component system you will spawn at the bottom borders, while the loot will be on the top half of the map.
>At the end of the day, I enjoy both games very much, but you can probably guess which one I and my friends end up playing much more often.
definitely not rust as it seems since you are so misinformed about it.