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Posted: Wed Mar 19, 2014 2:46 pm
by TheCatt
That's an amazingly high view to like ratio:
246 views
Like 236 Dislike 1
Posted: Wed Mar 19, 2014 2:56 pm
by Cakedaddy
Seems like the QoL update REALLY improved the graphics.
Posted: Wed Mar 19, 2014 4:40 pm
by Leisher
It's too bad the cheating is just ridiculously out of control.
I've been playing on a server where the admins are banning folks once an hour. Players killing with rocks while running full speed, speed hackers, players shooting and walking though doors, etc.
Posted: Wed Mar 19, 2014 5:52 pm
by Cakedaddy
I was kidding about the update. Implying that the video was in game footage. Have not played with the new update yet.
Posted: Thu Mar 20, 2014 1:30 pm
by Leisher
PC Gamer has a guy doing a Rust diary.
Rust Diary 1
Rust Diary 2
Apparently, there is more coming.
Posted: Fri Mar 21, 2014 12:14 pm
by Troy
Has anyone bought 7 Days to Die yet?
I understand that it's more about crafting/killing zombies/minecraft. Less pvp and survival.
It's not as pretty as Rust but has a deeper crafting system right now.
But guess what? Hackers are somehow MORE of a problem, because the game doesn't have any form of anti-cheat. At least VAC waves still go out on Rust.
Speaking of which, apparently a VAC ban wave went out this week in Rust - that and Rustify wiping will make for a good last gaming day before my vacation!
Posted: Fri Mar 21, 2014 8:29 pm
by GORDON
Does VAC ban everything they do multi, if they are caught cheating in any game? Because it seems insane that hoards of people keep getting banned every day and there's no end to it.
Posted: Fri Mar 21, 2014 9:23 pm
by Troy
GORDON wrote:Does VAC ban everything they do multi, if they are caught cheating in any game? Because it seems insane that hoards of people keep getting banned every day and there's no end to it.
No, just that game. And it does it every 2-3 weeks in batches. Cheating is insane though, and it seems pretty bad in most of the competitive games nowadays.
Posted: Sun Mar 23, 2014 6:46 pm
by GORDON
They need to ban them across all games, make it a real punishment. A cheater is a cheater.
Posted: Sun Mar 23, 2014 9:51 pm
by Leisher
I agree somewhat.
Banning them from that game is a good start. Publicly shaming them with a "VAC ban" stat that they can't hide is cool too.
However, it seems too easy to get around the bans.
Posted: Sun Mar 23, 2014 10:41 pm
by Cakedaddy
I don't think it so much that it's easy to get around the bans. It's that kids don't care and they'll just spend another $20 to play the game. Or, they don't and are done playing but 15 others take their place.
Posted: Sun Mar 23, 2014 10:42 pm
by GORDON
Cakedaddy wrote:I don't think it so much that it's easy to get around the bans. It's that kids don't care and they'll just spend another $20 to play the game. Or, they don't and are done playing but 15 others take their place.
A blanket ban, though, keeps them out of the next 15.
Posted: Wed Mar 26, 2014 5:01 pm
by Leisher
There was a minor, and I believe unannounced change made that spawns you close to where you died.
Posted: Fri Mar 28, 2014 10:21 am
by Leisher
Rust devs posted a really good statement today.
the best part of it is that they admit that Rust was nothing more than a prototype when it was being sold on Rust.
It's a pretty interesting read.
Posted: Fri Mar 28, 2014 11:08 am
by Malcolm
I think the important thing for people to realise is that when we launched Rust it was still pretty much a prototype. Most (if not all) of the code is terrible. I’m sure people have decompiled rust and thought that their decompiler was broken. It isn’t – that’s the code. Replacing this code isn’t a matter of programmer pride. It’s something that we need to do to push forward. The code is very limiting right now. It’s hard to understand and there’s too much of it. Once it’s all cleaned out we’ll be able to push on and iterate faster. If we try to do that now we’ll end up spinning ourselves into a web.
Sounds like every project at every programming job for every company I've ever worked for. But I'm sure these dudes have the magic formula.
Posted: Fri Mar 28, 2014 11:21 am
by TheCatt
Well, I understand what they are saying. There have been many times I've gotten stuff out fast, and left it ugly, because I didn't know where I or the product was going. That's excusable. And now that they know better, they should clean up. I get it.
Good for them. I think in my experience, I've fixed up about 33% of those projects, 33% died, and 33% remained ugly.
Posted: Tue Apr 08, 2014 12:20 pm
by Leisher
Gary updated again. The important bits are:
-They've rewritten the code for items.
Gary is hinting that you can put items inside items. His examples are putting a key in an apple and then feeding it to a pig, and putting poison in some chicken.
-They're making some items "deployable". That means you'll be able to pick them back up.
-He has an idea about nerfing weapons that involves more realistic reloading. That includes the "fun" part of loading ammo into clips...
-The building system seems to be the one that will get the biggest revamp in the next update.
-It'll be a few more weeks until the next update.
Posted: Thu May 08, 2014 11:45 am
by Leisher
Started elsewhere...
As far as Rust. You just don't know. You were never on a hard server. So, you are talking about something you don't know about.
You were never on a server where you couldn't rebuild easily. For you to say you could rebuild easily, on a full server, is incorrect. If you are really good at the game, or cheating, yes, it's easier. But we were neither of those, so it was hard and a challenge. Alpha game mechanics aside, Rust on a full server when you know how to play is WAY different from an empty one. And being on a full server when you don't know what you are doing doesn't count because you are just lost. Like we were when we were all on one. Once you learn how to play, it's completely different. I'm not arguing that the game is done and perfect. I'm saying that you didn't experience the same Rust me and Troy did. And Troy even more than me. There were a ton of times we were out hunting with home made revolvers instead of shot guns because that's all we could do at the time. I'm not comparing the alpha version of Rust to the complete (debatable) version of UO. I'm saying combat, encounters, etc are comparable. I see someone, and my heart start beating in anticipation to how the encounter is going to play out. Friend or foe? Can I take him? Does he have something I need? Does he want my stuff? Does he have backup? etc. Every encounter mattered because someone was going home with someone else's stuff. Sure, the mechanics of that playing out were alpha. But, I still wanted to win the encounter, or at least leave with my own stuff. There are few things more satisfying that taking someone's virtual goods.
This is pure ignorance of the facts. You're making assumptions and they're wrong.
I have over 100 more hours in Rust than you do. I've played on more servers. I've played on a server with a population of me, a server with 100+ people, and everything in between. I've lived on servers where everyone got an M4, kevlar, and grenades as their starter kit. I've done everything there is to do: built everything, fought everyone, raided everything, lived as a bandit, lived as a farmer, made enemies, made allies, etc.
So yeah, YOU just don't know.
When we first started playing, I didn't want to do the PK thing, and let's face it, that's all you and Troy were doing. You were everything that we can't stand in games. If you argue this point, and say some stupid shit like "That's Rust", then you're admitting that it's death match with crafting (it is).
Anyway, during that time I got good at crafting and resource hunting. You know how you figured out the build pattern in TA and SC? That's what I was perfecting in Rust. I can log onto a server, adn quickly figure out where the "hot zones" are, and then start farming and building based on that. I learned a lot of different tactics to protect what was mine with a massive, elaborate base. Although, I built many of those as well.
I played on multiple servers to get a feel for what worked, and what didn't. 15 or so players online at any time was too few. 40+ online at any time was too many. I found the perfect zone to be 25-35 online. It's enough that all resources are challenge, but not so many that it eliminates crafting from the game.
That last part is an important distinction. Once you get too many players, it effectively removes crafting as it's more efficient to just get your items from killing. At that point Rust moves from "death match with crafting" (and closer to UO) to just "death match".
I did all the running around killing random people with that shitty ass combat engine just like you did, and I gotta tell you. I felt dirty. Just not my thing. I don't think it's fun to ruin someone else's experience. Sure, a lot of people sign up for the killing in Rust, because honestly, they're fucking retards who haven't figured out that there are FAR better combat games elsewhere. However, they are also people who either just want to craft or want the combat, but not the KOS it is in Rust (what else is KOS? oh yeah, death matches...).
I also did the raiding thing, and while it was interesting getting into people's bases, I again felt dirty. Oddly enough, I found it less "evil" to raid someone who left a hole in their defenses that could be exploited without explosives. That's my quirk though.
To me, the most fun I had was on Mike the Vike's server that had a constant population between 35-45 players with multiple large groups trying to dominate. Yeah, there was a lot of action, and constant raiding, but the most fun, for me, was manipulating the groups. I made friends with folks in two of the bigger groups to give myself breathing room, and then went out and got away with things without suspicion.
And seriously, losing shit didn't matter. Once you can actually craft everything, losing stuff was pointless unless you simply didn't know how to play.
Posted: Mon May 19, 2014 10:16 am
by Leisher
Jumped on a new server for giggles at 2:30 a.m. Saturday. This server has small towns, a bank, stores, police, etc.
There were 66 people online when I got on, and yet I was able to farm the north valley without issue. As it turns out, most folks were in the towns.
I was climbing the mountains towards resource valley, and heard footsteps following me. I didn't see anything though, and kept moving. The footsteps followed. Eventually, the person got close enough that their name appeared, which was great because they were invisible. They started making good noises over chat, and I said "cute" and kept moving. Eventually, they got around in front of me and materialized with an MP5. He sprinted towards me firing full auto all around me. I never moved. He said, "Nice dude. Not a trace of fear in your eyes." and left. He then left and apparently went and shot up a slum town. As I was putting the finishing touches on my house, the denizens of the server were meeting at court (a safe zone) and putting him on trial.
Very interesting server.
Posted: Mon May 19, 2014 10:50 am
by Troy
Seems like they are completely re-writing the code on the dev blog. Hopefully it puts a dent in the cheaters.
I like the idea of RnG maps, too.