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Suggestion: Adjust Networth Costs for Teleport and Revive


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Posted

I have been really enjoying the experience on JP RustEz Survival and Scourge, but I think there is an imbalance between the networth costs of the black market shop (/shop) and other features like teleport (/tp), home (/home), and revive. This makes the game become too easy and cheesy.

For example, in vanilla Rust, a 4-module car is very valuable because it provides a good amount of storage space, and a camper module can be used as a respawn point. On Survival and Scourge, barely anyone uses it because of the increased stack size and the additional backpack that can be placed in the clothing slot. Instead, people prefer to use minicopters or attack helis.

Personally, I don’t even use either of them much. I only use a minicopter occasionally because I can just use /home instead. The cost for teleporting is initially 100 networth and capped at 500 networth, which is really cheap.

Another example is that a large med kit on the black market costs around 1200 networth, while the revive function initially costs only 100 networth. Even though it has no maximum cap, with enough networth that would not really be a problem.

My suggestion is to increase the initial cost to 1000 networth and increase it by 100 every time you repeat the action. The teleport and home features would initially cost 1000 and increase by 100 each time you use them, capped at 5000, while the revive feature would have no maximum cap.

I know this is a controversial suggestion, so I would love to hear opinions about it. My aim is to make the experience less punishing than vanilla, while still keeping some challenge. Every time you want to fast travel or revive, you should have to think carefully about it.

Posted
On 3/11/2026 at 4:19 AM, legiakhoi963 said:

I have been really enjoying the experience on JP RustEz Survival and Scourge, but I think there is an imbalance between the networth costs of the black market shop (/shop) and other features like teleport (/tp), home (/home), and revive. This makes the game become too easy and cheesy.

For example, in vanilla Rust, a 4-module car is very valuable because it provides a good amount of storage space, and a camper module can be used as a respawn point. On Survival and Scourge, barely anyone uses it because of the increased stack size and the additional backpack that can be placed in the clothing slot. Instead, people prefer to use minicopters or attack helis.

Personally, I don’t even use either of them much. I only use a minicopter occasionally because I can just use /home instead. The cost for teleporting is initially 100 networth and capped at 500 networth, which is really cheap.

Another example is that a large med kit on the black market costs around 1200 networth, while the revive function initially costs only 100 networth. Even though it has no maximum cap, with enough networth that would not really be a problem.

My suggestion is to increase the initial cost to 1000 networth and increase it by 100 every time you repeat the action. The teleport and home features would initially cost 1000 and increase by 100 each time you use them, capped at 5000, while the revive feature would have no maximum cap.

I know this is a controversial suggestion, so I would love to hear opinions about it. My aim is to make the experience less punishing than vanilla, while still keeping some challenge. Every time you want to fast travel or revive, you should have to think carefully about it.

From my experience, most people aren't playing the modded servers for the challenge and I suspect it would be an unpopular change.

I personally would love to see an Elysium without revive and teleport at all, more like a pure with the extra NPCs, but I doubt that would happen either and that's fair enough because that's not what the majority want.

In the meantime, if you personally want the challenge, just self impose limits on the things you think are overpowered. That way you get the challenge you want and everyone else gets the convenience that they want.

Posted

Fair point. I’ve tried some modded servers before, and they often feel kind of bloated with an insane number of mods, even though not all of them are actually useful. What I really like about RustEZ is that the experience feels pretty close to vanilla while still having a lot of useful QoL changes that don’t make the game feel like a cheap RPG.

That’s why I thought some people might also like the idea of adjusting the networth cost. But if it’s not what the majority wants, I’m still okay with that. It would be great if we could have a poll about it.

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