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    Sunday, November 29, 2020

    Rust Was on a Utah server today and I saw this mysterious monolith. Anyone know what it is?

    Rust Was on a Utah server today and I saw this mysterious monolith. Anyone know what it is?


    Was on a Utah server today and I saw this mysterious monolith. Anyone know what it is?

    Posted: 29 Nov 2020 06:00 PM PST

    rust fanart

    Posted: 29 Nov 2020 08:15 AM PST

    We did a new intro to our video! Rust Telemarketer Sales

    Posted: 29 Nov 2020 10:29 AM PST

    I made a Tier 1 workbench

    Posted: 29 Nov 2020 03:50 PM PST

    My most insane flick (accused of cheating)

    Posted: 29 Nov 2020 07:30 PM PST

    A nice view

    Posted: 29 Nov 2020 01:37 PM PST

    November really is QoL month

    Posted: 29 Nov 2020 04:43 PM PST

    The most Rust thing I've seen on Rust

    Posted: 29 Nov 2020 07:24 PM PST

    Primmies when they finally research the beancan

    Posted: 29 Nov 2020 08:03 PM PST

    Developing my own little "rust" for fun part 2! Let me know your ideas or feedback ;)

    Posted: 29 Nov 2020 05:03 PM PST

    My latest base Art

    Posted: 29 Nov 2020 02:16 PM PST

    the ultimate rust experience...

    Posted: 29 Nov 2020 12:41 PM PST

    This guy has never been outside before...

    Posted: 29 Nov 2020 01:36 PM PST

    Suggested Cost Changes For Recipes - Ideas for the Tech Tree, Crafting UI and Scrap Cost

    Posted: 29 Nov 2020 07:44 PM PST

    Hi all.

    I've been playing Rust since legacy and am still active, mostly playing in small groups and have discussed this idea in discord a couple dozen times. Most of the feedback has been positive, so I figured I'd put a little polish on it and bring it to /r/playrust to kick around and see if Facepunch could use it as idea fuel.

    The way that I contribute to my Rust group is mostly farming resources, farming plants, building a complex electrical system and generally doing silly shit in and around our base. I like the fun/strange side of Rust and I'm an okay shot in PVP - mostly and extra target with a few great plays up my sleeves. Where this idea and eventually this post was born from is that come wipe day, most of the FUN for me in Rust is on hold until my group gets the required necessities setup - Tier 3, Guns/Ammo, etc. I totally understand that too - we can't have nice things if we don't have combat capability. I can't help but wince a little though when I spend scrap to research something and someone else is asking if we have enough scrap for them to learn SAR since the only guy with it logged off for the night and we only have four left - tough choice, do we get solar panels and lights or do we learn SAR BP again?

    I don't like the illusion of choice between combat progression and "fun" progression; you have to survive in Rust and spending 500 scrap learning recipes that aren't core to the PVP/PVE/Base Building/Raiding mechanics can get you into trouble with your team. They want to have fun shooting people [nakeds, amright?] and I want to have fun building a complex system of electrical components [xmas lights that read "COCK" and flash on a wall]. Guess which one is the priority in a scrap-based economy? So I made this post.

    I've got one large suggestion broken into four points and you can find the whole thing here. (Yes I misspelled, Separate but I'm too lazy to go back and fix it.)

    Here's a zoom in on the UI Menu example from the third point.


    For mobile users or anyone who can't clearly see the image, here's the text:

    Idea for Rust Tech Tree: Separate research costs between functionality.

    Four Discussion Points Related To Suggestion Changes For Recipe Cost In Rust

    1. The need for Scrap (Base Building/PVE/PVP/Raiding) is too DAMN HIGH Scrap is currently the sole currency for progression and the key resource for PVE/PVP combat, base building content; as well as farming, artistic and design items - everything in Rust. By having scrap be the sole currency for progression, players are forced to choose between these items as priorities and when sharing scrap, players may have to wait for other, higher priorities to be achieved before they are allowed to use scrap to research items that are the most fun for them in Rust. An example would be a player interested in farming or setting up electrical systems - most groups won't invest scrap into researching these items before weapons, ammunition or workbench upgrades. Spending scrap to research non-combat recipes impacts gameplay.

    2. Create a second Currency. Bring back Blueprint Scraps for all non-combat related recipes. Remove items that do not impact Rust combat gameplay (Base Building/PVE/PVP/Raiding) from the Scrap economy and re-introduce Blueprint (BP) fragments as the research currency for non-combat gameplay items. Use the simple design rule that if it impacts any combat gameplay, then it goes in the scrap category. New gun? Scrap. New base protection? Scrap. Farming? BPs. Electrical? BPs. Better memes? BPs. This change allows fun without impacting the cost of progression for core Rust gameplay. It also expands the Rust economy by adding another trade element and can be used to remove passive players from competing for Scrap that combative players want. Vending machines may arise that buy BP Scraps for Scrap and vice versa. To keep the loot table changes simple, just replace existing BP drops with a chance for scraps and allow us to recycle blueprints that drop for BP scraps.

    3. Keep it simple. Align crafting menu categories to functionality and cost. The crafting menu doesn't really make sense for the categorization; it might be tied to something on the back end, like flags for objects but the current User Interface (UI) organization doesn't really let you know what recipe to find. If Scrap, Blueprints become a thing, it would be great to organize the crafting menu UI around the game currency used to research the recipes to guide new players. Even if Blueprints aren't introduced as currency, this could certainly be a change implemented and tied to the Tech Tree progression. I've provided a very basic first pass of a categorization of items into a combat versus non-combat role in the crafting UI and have tied the Tech Tree example below tied to the difference in those UI menus. The idea is the suggestion, not these menus.

    4. Setup the Tech Tree to support a dual resource progression chain. Below I provided an example Tech Tree to display the difference between Scrap and Blueprint recipes. *THIS IS NOT A SUGGESTED TECH TREE OR PROGRESSION OF ANY KIND. *It's just a visual aid to show the suggested recipes that would fall into the Scrap cost category versus the Blueprint (BP) cost category. Please do not tell me that the Tech Tree is not in the right order or the wrong style of progression - that's not the point of this placeholder. Please do consider which recipes I've put into each category and if you think it would be a meaningful impact to the game to be able to not impede combat progression with non-combat recipe costs. My overall suggestion is taking the opportunity of implementing the Tech Tree to overhaul the recipe system in Rust, and un-block the avenues of fun for some players that currently compete for Scrap.


    Thanks for reading my concept and idea all, looking forward to discussion and feedback!

    submitted by /u/Limiate
    [link] [comments]

    Just got the RUST chair BABYY!!

    Posted: 29 Nov 2020 04:35 PM PST

    What do you gamers think of my rust poster?

    Posted: 29 Nov 2020 05:43 PM PST

    A tiny blast from the past

    Posted: 29 Nov 2020 10:31 PM PST

    How to modify NPC shops?

    Posted: 29 Nov 2020 07:30 PM PST

    I want to modify the npc shops on my server. Mostly removing buy limits and making stock infinite.

    How do I do this? Is there a way to to it without mods?

    submitted by /u/Susceptance88
    [link] [comments]

    Will BPs for Facepunch servers be wiping this upcoming force?

    Posted: 29 Nov 2020 04:33 PM PST

    I know that bps have not been wiped since the bp update, and that bps only wipe if there is a major change to the bp system (so I've heard). Does this new tech tree update count as a significant enough change to reset bps on facepunch servers?

    submitted by /u/FatPotat1313
    [link] [comments]

    do you think the tech tree system will reduce traffic at some monuments?

    Posted: 29 Nov 2020 09:19 PM PST

    overall, i like the concept behind the tech tree. im glad its being added for a bunch of reasons.

    at the same time, there will be side effects and meta will change. i can imagine some players finding an isolated spermket or gas, and trying to farm the same 4 junk piles repeatedly to unlock ak/bolt/rockets and everything else.

    will there even be a need to go to places like oil rigs or military tunnels anymore? sure, you may want to, to get some stuff faster but its not necessary. you can get rifle bodies and similar items from spermket.

    do you think loot tables, and crate spawns at monuments should be adjusted? what would you change? i could see that being the december test branch/jan update.

    submitted by /u/fight_for_anything
    [link] [comments]

    Noob player here. What do you guys do when the server first wipes?

    Posted: 29 Nov 2020 11:09 PM PST

    Idk if I should be trying to go base then farm monuments or just try to snowball. and where can i find guns without having to pvp im not the best. thank u in advance

    submitted by /u/Noble2003
    [link] [comments]

    In-Depth Tech Tree Analysis

    Posted: 29 Nov 2020 11:05 PM PST

    Where should I build on this map?

    Posted: 29 Nov 2020 02:18 PM PST

    Seaplane from waterworld at fishing village cuz y not ?

    Posted: 29 Nov 2020 05:29 AM PST

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