Jump to content

Death

Staff
  • Posts

    14,400
  • Joined

  • Last visited

Posts posted by Death

  1. Elysium is part of a series of private servers that offers players a more chill and exclusive experience or for those seeking a more challenging experience. These servers will not have any exclusive features but will differ from our existing servers in terms of what features they do or don't have.

     

    What's a private server?

    A private server is a server that's not open to the public. We achieve this by requiring an active subscription to play. The subscription is the Subscriber membership we've had for a while now.

     

    What's the point?

    If you're looking for a more quiet and tailored experience, these servers are for you. The paywall is an added layer of protection to help fight against problematic players and serves as a way to ensure your experience is as exclusive as possible.

    These servers will get early access to new features. That's simply a way for us to live-test new features in a controlled environment to ensure they're absolutely ready to launch on our main servers. Outside of that, the servers will be running slightly modified features found on our live servers. They will not have any exclusive features.

     

    How will this affect the main servers?

    In short, it won't. We will not be adding any exclusive features as that would create a paywall over new content, which isn't something we're interested in. Our private servers are running on their own infrastructure to not cause any issues to our main servers, which is, and always will be, our priority.

    Members of our leadership team will admin the server not to divert any resources away from our live servers. Eventually, we hope to build an independent admin team of server locals to take over the privilege of destroying their social lives.

     

    How do I get started?

    All you need is an active subscription and lowered expectations to enjoy our private servers. You can connect from the server browser or from our connect page! The amount you pledge is totally optional. As long as you have the subscription you'll be able to connect!

     

    Featuring

    • Fully custom maps every month
    • Reduced QoL features to make gameplay more challenging
    • Independent infrastructure to avoid isolated issues and optimal performance
    • Early access to new features (You'll be tricked to live test new feature for our main servers)
    • Additional overhead to allow for more lax changes that's not possible on main servers, like ridiculous animal spawns, and a crackhead amount of skins in /skin
    • Like 3
    • Love 3
  2. Here are our custom monument picks for the August wipe, featuring two new large monuments for players to explore and loot!


    Vault Tec 
    An apocalyptic monument from the Fallout game. It has excellent detail and optimization with robots. Inside, you can find good loot, a puzzle with a fuse, and a red card. There is average radiation in the garbage pit. By Gruber.
    20220624193919_1.jpg.b2254d309b9821a36cc

     

    The Prison - Rustcoon City
    Find a way out... but don't do it alone. It could be a problem and you'll be there... forever! By Kaho
    200777210_2022-07-04-102624.large.nohudK

    • Like 6
  3. The 3 hours is primarily to add a time tax to the buy tab refreshing. So on wipe day the chances of you being able to purchase valuable items is greatly reduced. But it also has its benefits for the sell tab to create supply and demand which was a huge focus on the new black market.

  4. 1 hour ago, THEKRAKEN said:

    They have their own loot to begin with, they dont need access to other people's loot just by being in the team.

    Team members have always had access to your body, corpse and vehicles.

    1 hour ago, THEKRAKEN said:

    The reason why this change was not necessary is because if you wanted other players to have access to your loot you had the option to give them your code, which was an extra security step.

    This would also apply to containers with code locks, should you want that extra layer of protection.

    1 hour ago, THEKRAKEN said:

    And the fact that people spend real money to buy pumpjacks and leave it on overnight to get LGF, and at any point anyone can access it

    Anyone can't access it. Only your team mates. If you suspect your team mates to steal from you when the opportunity comes I can't imagine why you'd want them to be in your team.

     

    Benefits of this change:

    1) Allowing team members to access containers inside the base without having to give them TC so you can effectivly prevent them from being able to upgrade, remove, etc.

    2) Allow team mates to access entities deployed away from base, such as campfires, workbenches, repair tables, research tables, etc without having to drop a TC or share the container allowing anyone to access.

    3) For bases with outside deployables like PJs, team members can have access without having to run around and authorize on all the TCs surrounding them.

    • Like 1
  5. In addition to replacing hardware, we've ordered brand new server machines to replace our entire fleet. This includes US, EU and our AU servers. All of our servers will be rocking the fastest server hardware available to greatly improve server performance and stability.

    Specs:

    CPU: Intel Core i9-12900KS 16C / 24T 3.9 GHz / 5.7 GHz
    Memory: 128 GB DDR5 5600mhz
    Storage: 2x 1 TB NVMe

    ETA on the new machines is about 3 months. Again, the stability issues on our US servers will be fixed within the week. This is simply covering all bases and future proofing our infrastructure for years to come. ❤️

    • Like 2
    • Love 2
  6. Quick update on this, we've got the remaining US servers stable as best as we can until the new hardware arrives. Servers are saving every 5 minutes instead of every 20 minutes to prevent rollbacks, and I've adjusted a few settings to keep memory utilization as low as possible.

    Crashes shouldn't be that common, but if they occur, we've taken precautions to minimize their impact. We'll keep working non-stop until the issues are addressed for good.

    • Like 3
    • Love 2
  7. Wanted to give a quick update on the ongoing stability issues, what's the cause, and what we're doing to address the issues, as well as make it right to our players. This is completely unacceptable and is not what we've worked so hard for.



    Cause of instability

    We've identified the cause of the recent stability issues to be hardware related. We were able to finally confirm this today and have ordered new RAM to address these issues for good. We currently have no ETA but it'll be within the week.

    Faulty hardware has been replaced and stability has been restored! Thanks again for your patience and understanding ❤️

     

    What we're doing about it

    In the meantime, we've moved US Survival over to a spare dedicated machine to spread the load and avoid further crashes until the new hardware arrives. To clarify, this machine isn't a fix for the ongoing stability fix, this will be fixed within the week once we swap out RAM. This is strictly just preventing future issues.

    Additionally, we've ordered a brand new machine to replace our current US infrastructure with the latest and greatest hardware money can buy. We already do this once a year but we've decided to do it early as we cannot tolerate any more issues. We expect this machine to be built and racked in 4-6 weeks.

     

    Is it safe to play now?

    After moving US Survival over to a spare dedicated machine, we believe the load on our main machine will never exceed the potential for crashes and therefore stability should no longer be an issue. Once we replace the bad hardware within the next week we will be able to move survival back and everything should be back to normal.

    This of course is just a technical assumption and we can't be sure until we run the servers for a couple of days. In the event stability is not addressed, please consider taking a break and come back when we're back to normal in a week. 😞

     

    Compensation

    We cannot express how deeply sorry we are for this month's awful stability. So instead, we're offering refunds for any purchases made, excluding memberships, this wipe for those who have decided to stop playing this wipe due to the ongoing issues. You can submit a refund request over at https://rustez.com/help

    Additionally, we will be hosting exciting events in the last week of June for players to hang out, have fun, and win exciting rewards for the next wipe. You'll find these events posted in Discord!

    • Like 9
    • Love 7
  8. A quick little update of changes being made this month to improve client performance and most importantly players' experience. This is tackled by carefully creating maps to maximize land mass, increasing upkeep to discourage massive bases, and a few wizzard-y things map-related to reduce entity clutter.

     

    Upkeep Changes

    As farming becomes increasingly easier and resources abundant, we've decided to increase upkeep costs to help balance things and to try and get in front of massive bases. While the increase is not drastic in any way, larger builders will certainly be the most affected.

    This change only applies to our Scourge servers, since our other servers have no decay. The exact increase is 41.14% and the calculation came from the previous value, 3500, and subtracting the vanilla value of 1440. This value is not helpful for calculating upkeep on your end, but I thought I'd explain the odd % of the increase.

    The new rate is still 30% lower than vanilla and we plan to adjust as needed to help combat massive builds to preserve client performance throughout the wipe. We absolutely hate limiting your creativity but shits fucked.

     

    Map Changes

    You'll notice our maps this month look a bit off and that's because we're using a different generator where we can define the tolerance of the terrain. In this case, we've greatly reduced the number of islands to better utilize land mass and to eliminate areas players typically try to contest.

    We've also greatly trimmed down on repetitive entities that serve no purpose such as power poles, electrical boxes, and car wrecks along roads. This greatly reduces the entity count and greatly increases the density of junk piles and scientist spawns.

    Terrain under procedurally generated monuments has also been worked on to smooth jagged edges in an attempt to improve client performance. We will go at it even harder next wipe if we see any sizeable gains from this.

     

    What's In-Store

    This month, our primary focus is on performance, polishing existing features, and incorporating ideas from the community to improve said features. While the majority of this work will be on the backend, I'll be releasing a few visual and QoL updates as well to trick you into thinking that what we do on the backend is anything more than procrastinating violently.

    • Like 18
    • Love 2
  9. Medium railway won't make it. Was being stubborn and I didn't want to risk messing up the tracks. We did add an extra small and large oil rig though so technically there's 4 additional monuments still.

    • Like 2
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.