Hello, I am excalibur. Pratically nobody in here knows me because I am a new player and haven't done much to communicate with the community at all (Lone wolf).
There's gonna be a huge wall of text incoming. I urge you all to read it and tell me what you think about it, why you like/didn't like it. Thanks ^-^
I have been playing the game and analyzing every aspect I of this modded rust I could get my hands on. Tbh, this rust is fun, it is a really great spinoff from the original rust which starts to not really feel like rust at all, and for that you have my thanks.
Now let's get back to the original topic. I want to talk about many things but first things first. Progression. (And how this server is NOT meant for lone wolves)
Here's my PoV on things currently done with rust so far
Early game : All of the currently available schems, legendary weapons, kevlar sets, misc drops (flares, c4s etc) (Due to rng you can literally get any of these at your first arrival on a bandit base)
Mid game : Prot 4/XX kev sets and a shitload of bullets because these won't let you die unless they break. (This requires you to go to better places for them (the boss fights, zone etc))
Late game : Just craft stacks upon stacks of c4s and raid bases? I'm not really sure what the hell is supposed to be in the endgame.
From this we can conclude, the main objetive of this rust version is just to get yourself as OP as possible and raid everything. (Which is why servers get reset every 2 months) However, going with this way of playing means 2 things.
1: This server follows a "The rich get richer while the poor gets poorer" way of thinking.
2: Lone wolves are pratically screwed. In pvps they get bombarded and in boss fights/zone they get bombarded. Also, they can't build a giant faction base without being bombarded. Did I mention they just get bombarded?
So here comes my first bit of suggestion. Adding a progression system and overhauling unecessary mechanics from the game. This will be scattered through some suggestions marked in BOLD.
First off, armor. Having enchanted armor is a cool take on the whole defensive system, but isn't it a bit too much? I have seen videos with guys using op armors and basically the guy that got the most procs out of unbreaking won. (Again, RNG) Early game combat feels kind of nice, but late game combat does not feel nice or rewarding at all. (To me atleast, feel free to share your opinion).
So in my honest opinion, you should make armors only have up to 1 style of protection on them. (So basically, you can choose prot 4 for increased endurance against everything or projectile protection for additional protection against guns but vulnerable to melee weapons)
What will this do? For starters, it'll make the players have to choose which type of protection they want. Prot is usefull for everything but far weaker than projectile protection when facing guns. Also this means that melee weapons can actually be viable and not used exclusively as a way of knocking people back or just mob farming.
This also means that without being able to stack both protections, you can actually die in a fight while the armor is still intact. (Which means pvp battles will actually mean something lmao)
Next up, the values of protection. This one will be kept short, just remove XX enchants. They are pointless, provide a very OP protection that should not exist and just further gaps the space between rich and poor. And with the way I am gonna suggest to overhaul the economy you will not be needing fillers on the most dangerous zones/boss fights.
Now, C4s and base protection. C4s are being handed out like its candy in this server and because of that, bases needs to be built like a skyscrapper in order to actually survive if you are even the tiniest bit known in the community. Shouldn't this be tweaked? Incase you want to, here's my suggestion.
First off, reduce the amount of stonebrick schematics for fuck sake. Having walls that resist 6 c4s just makes an excuse for you to hand out c4s to everyone. Take away the tumor and its symptoms will be taken care off.
So basically, first you reduce the amount of stonebrick protection the game currently offers, by making the strongest one provide with 2 c4 blast protection. (I know this seems low, but bear with me on this, you'll see why at the end when I explain all of my mechanics change and how they flow together)
Next up, C4s. This one, again, will be kept simple and short. It will be easier to get c4 from end game content and ALOT MORE expensive to craft it. This one will, too, be explained later in the thread.
By making these changes, you are closing the huge gap between new players/lone wolves and veteran players/big factions. This way, it provides with a way of people to actually compete with others, as this type of game should be. You get OP doing OP runs, sure, but you still need to fear the weak people. That is what rust is all about, everyone and everything can and WILL kill or raid you.
Now comes the BIG PART. How to make these changes work on the current setup? By doing the following.
Let's break the game down by 3 pieces again. (Again, this is my speculation. I have no idea what you guys consider what, but to me this is what makes sense to me)
Early game: Resource gathering. This is where new people stand in. New people shouldnt be able to tackle on bandits or zombie infested places until they are strong enough to do so. Giving them tools to do so this early all while encouraging them to do so because RNG favours the fools is just wrong.
Mid game: Bandit and Infested zones. This one is pretty self explanatory. Anyway, you can encourage these zones as mid game farm fests by doing the following.
Changing aton of schematics to not drop on these zones (Namely, explosives,c4s, rockets Iron plated stonebrick, titanium stonebrick etc)
This is where most people will spend their lives on. It only makes sense to prepare them for the real world. This is where they'll get the weapons needed, the armor, etc. This shouldn't be the place to gather c4s at all, as that makes even newbies able to just cheese their way into an inventory filled with c4s. This is why the current economy favours stacks upon stacks of c4s, they're just being handed out.
Late game: Zone, Boss fights, Supply flares.
This is where the fun really begins. Instead of being rewarded with a shitload of OP armor, in this one, you'll be rewarded with the now almost extinct usefull SCHEMATICS (c4s, explosives, etc), ACTUAL c4s and rockets, decent armor (Up to prot 4 with ONLY 1 ENCHANT AS MENTIONED PREVIOUSLY). By making these items scarce in other environments, you have made them valuable, and since they are balanced by themselves, you can add these to the endgame dungeons without needing to add OP equipment like XX protection. Also, this will be the main source of c4s for the community.
Important Note : C4 recipe should be changed to include titanium and increase most material requirements to 2x the price. Make it actually hard to craft but not impossible. Due to base defense being reduced by a tremendous amount, c4s are no longer required to be handed out. This will increase their worth and actually reward players who can farm them all while not leaving new players with no way of raiding seen as most bases will now be more vulnerable.
What will these changes do to the current server and how do they work together?
Simple. Lets start off with the change to bases defense. ALL SCHEMATICS GIVE 1 C4 PROTECTION BASE DEFENSE. ONLY TITANIUM PLATED STONE BRICK GIVES 2 C4 BLAST PROTECTION. ALSO, C4 NOW BLOWS THROUGH 4 LAYERS INSTEAD OF 2.
How does this work? With the scarcity of c4s, your base will now be much more vulnerable in order to balance it out. You can build a huge base if you want to, but really, c4 now blowing up alot more than just 2 layers will just mean that even the huge factions will be easily raided. So yeah, knock yourselves out.
Titanium plated stonebricks can resist 2 of the most valuable c4s now, which means they are a top priority aswell, however, because of all the previous available schematics (Reinforced stonebricks, Iron plated stonebricks, etc), you're gonna need ATON OF IRON and SCHEMATICS in order to build them. Because all of those reinforced, iron plated stonebricks ONLY PROVIDE WITH 1 DEFENSE EACH, they are used as a filler to add progression to your base defenses, all while giving big factions the opportunity to invest into their base and make it last TWICE AS LONG.
Because pvp is now balanced by the fact that even the top players are vulnerable to something (Protection 4 means they can be hit with anything and take some damage, projectile protection 4 means they can be hit with melee weapons hard), you can now actually secure your base by killing them and not depend on a huge 200x256x200 skyscrapper.
The server has been tuned to be more fight oriented and less OP-ness required. Its still the same thing, more c4s will be handed out than what most bases can keep up (considering the fact that c4 has now twice the radius too) so there won't be any unraidable bases, but because of the way the economy has been made, you don't have to depend on OP shit like protection XX for the endgame dungeons, meaning you also have more freedom to add more content and add or remove more walls into the progression.
Also, lone wolves finally have a shot at playing the game. (They're still at a heavy disadvantage, but atleast they can raid and kill people now). And new players will not be discouraged when they see stacks of c4s flying around all while seeing ginormous sky scrappers impossible to raid.
Hope you liked my suggestion and I'll be here waiting for arguments on whether or not this could work!
With best regards,
Excalibur.
There's gonna be a huge wall of text incoming. I urge you all to read it and tell me what you think about it, why you like/didn't like it. Thanks ^-^
I have been playing the game and analyzing every aspect I of this modded rust I could get my hands on. Tbh, this rust is fun, it is a really great spinoff from the original rust which starts to not really feel like rust at all, and for that you have my thanks.
Now let's get back to the original topic. I want to talk about many things but first things first. Progression. (And how this server is NOT meant for lone wolves)
Here's my PoV on things currently done with rust so far
Early game : All of the currently available schems, legendary weapons, kevlar sets, misc drops (flares, c4s etc) (Due to rng you can literally get any of these at your first arrival on a bandit base)
Mid game : Prot 4/XX kev sets and a shitload of bullets because these won't let you die unless they break. (This requires you to go to better places for them (the boss fights, zone etc))
Late game : Just craft stacks upon stacks of c4s and raid bases? I'm not really sure what the hell is supposed to be in the endgame.
From this we can conclude, the main objetive of this rust version is just to get yourself as OP as possible and raid everything. (Which is why servers get reset every 2 months) However, going with this way of playing means 2 things.
1: This server follows a "The rich get richer while the poor gets poorer" way of thinking.
2: Lone wolves are pratically screwed. In pvps they get bombarded and in boss fights/zone they get bombarded. Also, they can't build a giant faction base without being bombarded. Did I mention they just get bombarded?
So here comes my first bit of suggestion. Adding a progression system and overhauling unecessary mechanics from the game. This will be scattered through some suggestions marked in BOLD.
First off, armor. Having enchanted armor is a cool take on the whole defensive system, but isn't it a bit too much? I have seen videos with guys using op armors and basically the guy that got the most procs out of unbreaking won. (Again, RNG) Early game combat feels kind of nice, but late game combat does not feel nice or rewarding at all. (To me atleast, feel free to share your opinion).
So in my honest opinion, you should make armors only have up to 1 style of protection on them. (So basically, you can choose prot 4 for increased endurance against everything or projectile protection for additional protection against guns but vulnerable to melee weapons)
What will this do? For starters, it'll make the players have to choose which type of protection they want. Prot is usefull for everything but far weaker than projectile protection when facing guns. Also this means that melee weapons can actually be viable and not used exclusively as a way of knocking people back or just mob farming.
This also means that without being able to stack both protections, you can actually die in a fight while the armor is still intact. (Which means pvp battles will actually mean something lmao)
Next up, the values of protection. This one will be kept short, just remove XX enchants. They are pointless, provide a very OP protection that should not exist and just further gaps the space between rich and poor. And with the way I am gonna suggest to overhaul the economy you will not be needing fillers on the most dangerous zones/boss fights.
Now, C4s and base protection. C4s are being handed out like its candy in this server and because of that, bases needs to be built like a skyscrapper in order to actually survive if you are even the tiniest bit known in the community. Shouldn't this be tweaked? Incase you want to, here's my suggestion.
First off, reduce the amount of stonebrick schematics for fuck sake. Having walls that resist 6 c4s just makes an excuse for you to hand out c4s to everyone. Take away the tumor and its symptoms will be taken care off.
So basically, first you reduce the amount of stonebrick protection the game currently offers, by making the strongest one provide with 2 c4 blast protection. (I know this seems low, but bear with me on this, you'll see why at the end when I explain all of my mechanics change and how they flow together)
Next up, C4s. This one, again, will be kept simple and short. It will be easier to get c4 from end game content and ALOT MORE expensive to craft it. This one will, too, be explained later in the thread.
By making these changes, you are closing the huge gap between new players/lone wolves and veteran players/big factions. This way, it provides with a way of people to actually compete with others, as this type of game should be. You get OP doing OP runs, sure, but you still need to fear the weak people. That is what rust is all about, everyone and everything can and WILL kill or raid you.
Now comes the BIG PART. How to make these changes work on the current setup? By doing the following.
Let's break the game down by 3 pieces again. (Again, this is my speculation. I have no idea what you guys consider what, but to me this is what makes sense to me)
Early game: Resource gathering. This is where new people stand in. New people shouldnt be able to tackle on bandits or zombie infested places until they are strong enough to do so. Giving them tools to do so this early all while encouraging them to do so because RNG favours the fools is just wrong.
Mid game: Bandit and Infested zones. This one is pretty self explanatory. Anyway, you can encourage these zones as mid game farm fests by doing the following.
Changing aton of schematics to not drop on these zones (Namely, explosives,c4s, rockets Iron plated stonebrick, titanium stonebrick etc)
This is where most people will spend their lives on. It only makes sense to prepare them for the real world. This is where they'll get the weapons needed, the armor, etc. This shouldn't be the place to gather c4s at all, as that makes even newbies able to just cheese their way into an inventory filled with c4s. This is why the current economy favours stacks upon stacks of c4s, they're just being handed out.
Late game: Zone, Boss fights, Supply flares.
This is where the fun really begins. Instead of being rewarded with a shitload of OP armor, in this one, you'll be rewarded with the now almost extinct usefull SCHEMATICS (c4s, explosives, etc), ACTUAL c4s and rockets, decent armor (Up to prot 4 with ONLY 1 ENCHANT AS MENTIONED PREVIOUSLY). By making these items scarce in other environments, you have made them valuable, and since they are balanced by themselves, you can add these to the endgame dungeons without needing to add OP equipment like XX protection. Also, this will be the main source of c4s for the community.
Important Note : C4 recipe should be changed to include titanium and increase most material requirements to 2x the price. Make it actually hard to craft but not impossible. Due to base defense being reduced by a tremendous amount, c4s are no longer required to be handed out. This will increase their worth and actually reward players who can farm them all while not leaving new players with no way of raiding seen as most bases will now be more vulnerable.
What will these changes do to the current server and how do they work together?
Simple. Lets start off with the change to bases defense. ALL SCHEMATICS GIVE 1 C4 PROTECTION BASE DEFENSE. ONLY TITANIUM PLATED STONE BRICK GIVES 2 C4 BLAST PROTECTION. ALSO, C4 NOW BLOWS THROUGH 4 LAYERS INSTEAD OF 2.
How does this work? With the scarcity of c4s, your base will now be much more vulnerable in order to balance it out. You can build a huge base if you want to, but really, c4 now blowing up alot more than just 2 layers will just mean that even the huge factions will be easily raided. So yeah, knock yourselves out.
Titanium plated stonebricks can resist 2 of the most valuable c4s now, which means they are a top priority aswell, however, because of all the previous available schematics (Reinforced stonebricks, Iron plated stonebricks, etc), you're gonna need ATON OF IRON and SCHEMATICS in order to build them. Because all of those reinforced, iron plated stonebricks ONLY PROVIDE WITH 1 DEFENSE EACH, they are used as a filler to add progression to your base defenses, all while giving big factions the opportunity to invest into their base and make it last TWICE AS LONG.
Because pvp is now balanced by the fact that even the top players are vulnerable to something (Protection 4 means they can be hit with anything and take some damage, projectile protection 4 means they can be hit with melee weapons hard), you can now actually secure your base by killing them and not depend on a huge 200x256x200 skyscrapper.
The server has been tuned to be more fight oriented and less OP-ness required. Its still the same thing, more c4s will be handed out than what most bases can keep up (considering the fact that c4 has now twice the radius too) so there won't be any unraidable bases, but because of the way the economy has been made, you don't have to depend on OP shit like protection XX for the endgame dungeons, meaning you also have more freedom to add more content and add or remove more walls into the progression.
Also, lone wolves finally have a shot at playing the game. (They're still at a heavy disadvantage, but atleast they can raid and kill people now). And new players will not be discouraged when they see stacks of c4s flying around all while seeing ginormous sky scrappers impossible to raid.
Hope you liked my suggestion and I'll be here waiting for arguments on whether or not this could work!
With best regards,
Excalibur.