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Norek

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Posts posted by Norek

  1. On 1/12/2023 at 8:05 AM, Tahaw said:

    Although i can understand the want for these on the server, this would definately go against the concept of the "Pure" server. This is a more vanilla server with slight RustEZ tweaks for QOL (eg salvage hammer).

    Raiding IS a crucial part of Vanilla. 

  2. Raidable Bases plugin has all of those things you mentioned. 5 difficulty levels starting from wood which can be raided at early game using molotovs, satchels, up to full hqm bases.

    Instead of random spawning them automatically, I suggest they are bought using net worth when really needed.

    In PVE there really is no use for molotovs, rockets, c4, explo ammo so that aspect of the game is completely missing. Peacefull raiding without counters (except the NPC base guards :D) brings a similar joy to peacefull farming and would extend the game due to explosives being quite expensive to make.

    To not put that extra load on the server, simultanious base count can also be limited.

    • Like 3
  3. First of all it's not a nerf, it's an exploit which needs to be addressed. It was unintenionally created so everyone could buy anything from vendors, and you've found a way to profit from it, and profit HUGE. 

    Also no one will stand by everyone and watch if they're giving away scrap to anyone, it just needs to be dealt with from the source.

    It's the same as crying about devs fixing clipping through walls. You found a way to exploit it and now it's been taken away.

    ---- UPDATE ----

    I will copy here what I originally said on discord:

    Norek — 10/04/2022

    I was just thinking what if vendors were instanced to each player with vanilla (or modified) counts. 6x10 seems kinda low though

    Norek — 10/04/2022

    To be more clear - vendor has for example 2k pickles for each and every player independently each day instead of 1 instance of 9999999999 (so it doesn't run out and has enough for everyone). You can buy your 2k pickles, do what you wish, make the fertilizer, sell it for profit, whatever. That's all the pickles you get from the vendor today, come back tomorrow, thank you for shopping. Do other stuff .. or don't, up to you.

    Norek — 10/04/2022

    I was thinking more like a limit per player per day so everyone has an equal chance instead of the first one buying out all the shop. Adjust the count accordingly so you can't make more than Xk scrap per day. If you want more, you have to find other players who would buy and give you their share. Also that wouldn't be even close to the current scrap yield per day on pickles alone. If you want even more you'd still have to do other stuff ingame as well like quarry runs.

    -------------------

    Those who are concerned about players buying from others. Well, players have no reason to buy pickles and put them in their shops because it's not profitable for them. If they buy 12 pickles for 2 scrap and sell for 3 seeking profit, it's not profitable for the buyer anymore and it breakes even. 

    Also if a group is doing this together it doesn't matter as it would be the same as individuals doing it. It all comes down to everyone wanting to increase their net worth so the groups income is split anyways.

    I'm not familiar with Oxide but looked at hooks and asume that vendors are actually NPC like vending machines as they share the same UI. The only vendors which are different, and which may have their own hooks are the air wolves and quest givers which are not relevant atm.

    So the hook I'm talking about is OnVendingShopOpened(VendingMachine machine, BasePlayer player) where a Dictionary (or whatever game devs use) can be managed containing available pickles (or even other items) for each player

    However if this is not the case and the only hook for NPC guys is OnNpcGiveSoldItem(NPCVendingMachine machine, Item soldItem, BasePlayer buyer) then this might actually not work and other solutions would be needed like placing an actual vending machine for pickles and hooking that one.

    The OnVendingShopOpened hook works on NPC vending machines, just tested it.

    • Like 1
  4. This is a peacefull PVE server, there are rules. 

    No LOOTING other players, no STEALING from other players, which all you did. Hitting other player mini's, stealing other players mini's, looting their bodies, getting into other bases and looting scrap from research tables, looting furnaces. None of that is OK. This is exactly the type of server people come to when they don't want to play together with guys like you.

  5. This would greatly reduce the need for an admin to be involved in theft from bases and players. Maybe we'd also see less objects being built around large furnaces and refineries. I don't know about this wipe as I haven't been on Pure a lot, but on the last ones the admin activity on EU Pure has been extremely low due to beeing busy in their real lives which is understandable of course. The protection policy would benefit [almost] everyone. 

    The only downside I see is helping other players get their items back from places they cannot get to anymore themselves. There have been multiple instances where we have retrieved loot from players who have gone underground or oil, died multiple times untill they had to log off, so we have retrieved and stored those items until a player gets back online. This however happens very rarely. Stolen items ... well ... might as well happen multiple times per day.

  6. Do it a few times in a group, you'll learn the locations of the NPC's, and then you'll be able to solo it after. I built a tower for the first 2 tower guards on N14, use it, it will help. There are only 6-7 towers with heavies with L96's which require 3 headshots (been nerfed to 2 it seems) from a L96 or bolty.

    The launch site now needs to be approached with caution instead of "go, kill brad, loot, go home". But I had the same reaction on my first encounter while flying over launch and then trying to recover my gear countless times 😄 .. until we did it in a group of 3, learned what's going on there, where's everyone, and we actually enjoyed it so much that we did it again, and then just went on with different groups until everyone on server was familiar with it.

    So pull yourself together, wipe away those tears, and go get them.

    P.S. NPCs are awesome

    • Love 1
  7. I feel the need to post my thoughts and suggestions for a few days now, because in discord they'll all just get lost.

    It's also very hard to do because I see a lot of contraversion going on with the goal of the server. Unless I understand what the goal is, it's really hard to suggest something but I'll take it that you want to make it more harder and griendier.

    I'll start with the things I don't quite like and also try to provide some suggestions. This is all my personal point of view also taking into account what other players have said.

    THE NEGATIVES:

    1) QUARRIES - it was said by some people including admins that there are no quarries and yet all the quarries are working perfectly fine. Not only that, but also marauders base has an extra PJ, and there are additional 3 marauders quarries which produce stone/sulfur/frags/hqm all at the same time. I also understand that these extra quarries is a custom map thing. Since PJ's are not a problem and they can be bought in store, the quarries can get stuffed pretty quickly and very frequently. So the suggestion would be to tweak production output. 1/10th of what they're producing now, requiring the same amount of input would be challenging enough. So if on pure in 8 hours hqm quarry is able to produce 3k hqm, make it 300, or 500 ... it's not much, but it's with the intent to help a bit to the grinded amount instead of making you rich on the second day of wipe. The current returns work great for PVP and non-instanced quarries as they need to produce ridiculous amounts for the time given someone is actually there and is risking all his loot. That's not the case with PVE and instanced quarries however, so a reduction of output would be more balanced for PVE servers. I know I know I can just not use them but what's the point of me not using them if everyone else is.

    2) STACK SIZE - I feel like the stack sizes are too large so it's very easy to carry huge amounts of loot. If the goal is to make it harder, I'd suggest lowering those stack amounts so people would really appreaciate what's worth more to them to carry in those runs. They mostly apply to raw material like ores and wood. I guess it's ok if you want to do some deforestation. It would be ideal though if you could carry the large stacks but furnaces and pumpjacks and quarries wouldn't allow you to exceed the vanilla amounts.

    3) CH47 locked crates - locked crates also need to be nerfed a bit. If you see point 4 then there's an option to add some patrolling scientists to the crates to add some challenge. 

    4) NPCs at monuments - as I wrote already on discord, then the creator of this map has intended custom monuments to be patrolling by scientists (or marauders in this case). The plugin is called "BetterNPC" and it costs 30$ which I offered to be taken entirely from me. Scientists in these monuments are crucial and adds more to the gameplay. The scientists are totally configurable in terms of guns they have, hp and etc. It also can be used on other servers and next maps to come but I feel that it's a must have. Otherwise those monuments feel a bit empty. Also, some people have aggreed that those marauders patroling there would be an awesome addition. Also I'm aware that would cost some extra time which you may not have. But I feel like having to configure a few general groupsets is a one time thing. If you want I can explore the possibilities a little deeper.

    5) Fast crafting / recycling - well I think this needs to go. Craft times also adds to the game  - either you need a mixing table to craft large amounts of bullets, gp or you just insant craft it youself. Kinda breaks the experience a little. It's not like I need to instant craft stuff on the fly in the field nor I can do it without a workbench most of the time.

    The POSITIVES :

    1) Custom map - First and foremost THE MAP IS AMAZING. Like really really amazing, no doubt about it. Hands down the best map I've ever played. 

    2) NET WORTH a.k.a. SHOP - having the net worth is great. It adds some more possibilities to players who already have everything. It would be awesome if you could add raidable bases to the shopping list sometime in the future.

    3) BRAD/HELI LOOT - brad/heli loot is nerfed down and that's really great. I feel that that the M2 and L96 % needs to be a liiiitle bit lower though.

    4) No portable recycler - I'm totally cool with that but I suggest giving 1 recycler free for VIP's to be placed in their base. That would be fair to cover the VIP perks given that there's no portable one.

    5) DECAY - decay is a fundamental mechanic of the game. I hate to reapeat myself but PURE also must have decay 😄

    6) FUEL - there has to be a fuel requirement. I'm glad that no-fuel is not planned on this server.

    7) Subscriber only - subscriber only feature works great as there is no need for an admin to help with rule breakers. Also I'd suggest to open up the server to non-subscribers a day or two before the wipe like it was suggested and done previously as that could bring a bit more players in. 

    GENERAL:

    I was able to acquire 2 HMLMG's,  2 bolties, countless AK's with other high-tier stuff from CH47 locked crates by 6th hour in the wipe, build a tower and take down 3 patrol helis in the next few hours. So the general assumption that the crates need to be a little nerfed and have lower % of high-tier loot comes from that. OR they need to be protected by patrolling scientists, so the crates are not so easy to get to. 

    I may have forgotten a few things, but these are the main points running through my mind.

    Thank you for your work and the best community in Rust history!

    • Like 2
    • Love 1
  8. I prefer mass air drops for the server I play on to a sub. So you're saying that there's no point to test drive a car, if customer doesn't buy it?!

    I tried US Scourge (probably had to go on Pure) to figure out if US servers are playable ping wise but it was mid wipe and the huge bases, windmills and high pop may have contributed to the lag I experienced.

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