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Death

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  1. For our July monument picks, we're revisiting some player favorites as we continue to work on expanding our library of custom monuments. Enjoy some familiar challenges as you explore and loot!

    Island Recovery Center
    Dive into the intrigue of Recovery Island, where a clandestine asylum holds secrets to unravel, puzzles to solve, and rare loot to uncover, all under the thrill of stealth and danger.

     

    Abandoned Apartments
    Immerse yourself in 'Abandoned Apartments', a captivating hub of individually designed rooms, secret treasures, and interactive excitement awaiting discovery.

    5.png.fe93dd062f2043661efb9ce5cf31b1e8.p

    • Like 2
  2. 6 hours ago, Darylarn said:

    Not a fan of upkeep. Was one of the first mods I used on my server. I am getting larger in my builds and if out of a 5 hour session I need to farm for 1 - 2 hours just to upkeep the base, I think I would lose interest. Farming because I want to, not because I have to. I can work with either, so, meh.

    If you need to farm 2 hours per day to upkeep your base, you may be the problem 😛

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  3. One final argument on this topic as the poll wraps up, I see a lot of players exaggerate the implication of upkeep, implying it would add too much tedium. Even with vanilla upkeep, you can cover an entire wipe with less than a day of farming.

    Another argument is players unable to build large community centers. I disagree. If it's community-oriented, you can utilize drop boxes to receive donations from players who utilize your space. You should have no problem covering upkeep on a large community center when you've got several players contributing.

    The key takeaway from upkeep would be the elimination of random empty bases, randomly placed foundations deployable throughout the map, and the natural limit to the player's ability to build outside of their means. I understand a lot of people play this way, but in this case, you'd either need to put in an effort to maintain your large base or try a more creative-oriented server.

     

    So consider your vote and ask yourself if adding a couple of days of farming to cover upkeep is worth the elimination of thousands of useless entities and abandoned bases cluttering the map. Also, for our more survival-oriented players, the lack of massive buildings tanking their fps as they go around the map.

    It's important to understand that if you're on the fence about this change, this is something that can easily be retracted if it has adverse effects on the server. So if you're learning over, I'd recommend giving it a chance vs. playing it safe.

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  4. Here are our monument picks for the June wipe! We're introducing two new monuments full of surprises, challenges, and loot for players to loot and explore!
     

    Shuttle Factory
    Hidden within the mountains, this integrated factory and tunnel system features various puzzles and loot rooms offering a variety of rewards for players as they explore!


    Nuclear Attack Submarine
    Featuring two large decks for you to explore and battle on as you make your way through the tight and twisting corridors, finding mid-to-high loot along the way and solving puzzles that require green, blue, and red cards to go deeper into the sub and eventually escape with your life and loot.

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  5. If upkeep is implemented, it will be below vanilla, likely what our Scourge servers used to be, which was 70%. So the cost would not be as much as you'd expect. Also, if we do decide to implement upkeep, it wouldn't be something we'd do overnight. There would be, at minimum, a month's heads up in advance.

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  6. 3 minutes ago, Annoyed Grunt said:

    I feel the change to implement upkeep is a dangerous change to make. 😭

    So lets say i am away for a week - My base is gone. Let's say I have a busy few days at work - My base will start despawning. It is all good for the people that may not work but I feel that adding upkeep just adds another layer of things to remember about. Just build a base for 2 or 3 players. You require a moderately sized base which the stack size of 1k does not allow you to keep a large amount in.

    Solutions? - Limit the amount of tc's users can place - Reduce the removal timer to 5 days - Certain enforced limits for only twig bases.

    I see Pure PVE as a way to relax and get away from work - Adding such a requirement would be the opposite and I could not see myself actively playing nearly as much.

     

    You can add enough resources to your cupboard to offset decay for the entire wipe, assuming your base isn't massive. Even then, you can use pipes to pipe in additional storage. The underlying argument is a bit invalid since we already have the 1 week inactive purge, so that would get you long before vanilla upkeep would. 😛

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  7. 2 hours ago, Deathmated said:

    I feel the doing it is good and should be, however as long as Pumpjacks are instanced, there are many on the map to use, plus ones you can buy, it is RUSTEZ. The mats are endless in this way which means building mega structures is still ok and will be easy to maintain. One person can horde thousands of mats with no help using this method. You could turn it up x2 decay and it would not matter either. If RUST has changed and the server must to, then make it harder to get rich quickly. Turning in cloth every hour is overpowered for Scrap. Makes it for no economy either in this way. More needs to be changed here then just the decay.

    Absolutely. This change is not a fix-all, rather a step in the right direction. Balancing requires time and isn't something we like to do all at once as it can be a bit overwhelming to players.

    • Like 4
  8. 7 minutes ago, Postanou said:

    Not on Pure.

    Pure is a server for more laid-back gameplay, and less active members of the community. Reactivating decay won't solve any issues; we already have a purge system that removes inactive players and their bases.

     

    Large farm bases are more of a problem for Survival and Scourge servers, where players build monstrosities just to generate networth.

     

    I just don't see the point of decay on Pure.

    The concept of Pure is to be a vanilla PvE with a few adaptions to counter PvP mechanics. Rust has greatly evolved since then, and I think it's time we do the same. The server has suffered quite a significant dip in player base, and the numbers dwindle only a week after the wipe.

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  9. The inception of no decay on our Pure server came about long before the new upkeep system, when players had to open a door on their base every 24 hours to prevent the base from decaying.

    With the new upkeep system and the ability to stash resources in your cupboard to prevent decay, I feel it's time we reconsider this "perk" being removed in favor of a more vanilla experience.

    This change would work to naturally keep the base size more moderate without imposing any hard restrictions on doing so. That's the best approach in my opinion. But that's mine, and I'd like to know yours!

    If you vote on the poll and have a minute or two to explain why it would be greatly appreciated ❤️

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  10. 3 hours ago, SHANE said:

    I completely agree with what both are saying as I have asked if pumpjacks had been nurfed. I knew I was not wrong. Unfortunately I did not know of any notes regarding this going around. I have just bought 2 - 20x pumpjacks and the out put is a very noticible compared to the 2- 10 x ones I had around the time of this original post. I couldn't keep up with the output and farming . So could there please be a compromise to adding more ticks per hour. 

    Pumpjacks were not nerfed. I'm not sure what the OP is referring to other than a slight nerf to processing rate of public quarries/pjs made in December.

  11. 4 minutes ago, teterine said:

    Hello! Will the servers wipe during the switch to Carbon?

    No, it will be switched during the server's normal maintenance window and take about 10 minutes. It'll be seamless! We're currently live testing it on our Elysium server.

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  12. Sometime during the May wipe, we'll be switching our servers from Oxide over to Carbon, a modding framework we've been working on to achieve better performance and stability running rust pluginsThis does not require a wipe.

    Carbon will greatly improve server performance by leveraging the latest C# libraries, runtime patching, and dynamic hooks to reduce the number of redundant method calls which will not only greatly improve server performance but allow us to scale our AI to be more complex without the fear of degradation.

    During this process, we'll be rewriting all of our plugins to utilize the latest improvements offered in C#11 and the built-in systems Carbon provides to implement features more efficiently and, most importantly, more reliably.


    TL;DR

    We understand the vast majority of you may not understand any of this, nor the implications of the switch. So to make it easier, everything mentioned above will greatly improve server performance and reliability and allow us to implement more complex features and mechanics down the road.

    We'll also be rewriting our existing plugins utilizing all of the advantages mentioned above to improve server performance further.

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