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J_Sno

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Everything posted by J_Sno

  1. A minor thing but perhaps the LGF use rate for the Search Light can be reduced? I would love to use it (as many others would too) but the vanilla LGF cost is pretty insane
  2. The zombies could use a bit of some sprucing-up to make it a more prominent feature of Scourge tbh cause ATM they are basically easy loot bags that are more of a nuisance than anything. Special zombie types like armored or quicker ones (the heavy plate armor slows movement - perhaps the reverse can be done on zombies?) with weaknesses like only taking damage to the head, or taking damage to the legs for slowed movement (I know in legacy rust you were slowed down if you fell down from above a height). Or radiation zombies that emits extremely high radiation when you're near them and can only be killed from a distance. Or "boss" zombies that are significantly harder to kill, but has better loot. Even roaming hordes of these special zombies that are much harder to deal with - an actual challenge, and something to fear. Custom skins (if possible/viable? see https://www.youtube.com/watch?v=cRoHqifX-io - seems to be possible, but this was 2 years ago) for each special type as well And during the night time, maybe borrow some ideas from Dying Light, like the Volatile zombies https://dyinglight.fandom.com/wiki/Volatile. Could dress them up as scarecrows or something to mark them special. I know options during the night are limited cause of that weird bug where you kill zombies during night time and it causes you to disconnect, so encouraging more night time kills is probably a bad idea lol Not sure how much of this is possible, but this would definitely spice up the PvE game besides the usual oil rig/military tunnels/cargo/heli/brad
  3. Being able to buy/craft personal copters (that, at the very bare minimum, can last a single night in a hanger) would be an amazing solution.
  4. (could only test the above cases cause I'm not in a position to easily test/reproduce all the different cases) Also I should clarify - when I say "some banners" I mean, some banners within TP range - not all banners within TP range. Some banners persisted their images.
  5. /sil images on large hanging banners and large banner on pole will disappear (presumably when the server restarts, according to Aurora). Aurora said that this happens if it's unlocked. I retested it, maing sure my banners were locked, but it still happened when I would log in again and the banners were wiped, *and* unlocked. This only happens to some banners, not all. I only tested this with the two aforementioned banners, and only with /sil
  6. Allow players authorized on the TC to use their salvage hammer on the items within the TC area - right now it only lets the owner and no one else (it seems). It'd make sense to let players with TC access destroy as they please, in order to build
  7. Oh yes of course, I'm not arguing about #2 - I only mentioned that fact to make my point there. #3 though is basically what I'm hoping can change with my suggestion - but that's up to you. I appreciate you taking the time to reply! (your other points are good to know, thanks)
  8. Wonderful to hear! To comment on what you said: Facepunch themselves already took steps to discourage large bases with tax brackets (https://www.corrosionhour.com/rust-decay-upkeep-variable/ as I'm sure you're aware) already set in place. But at the server's current state, a person can easily build a large twig base with little effort (compared to every other material), like this structure in my screenshot here that's been there for weeks, abandoned: But here, the exact opposite of your goals was actually achieved by setting twig to be invulnerable to other players, while keeping the inherently low decay rate of twig (this works in PvP, because no one wants their base to be made of twig that can be so easily destroyed by other players). Yes! Like what I previously said, there should be some incentive (like relatively slower decay) for players to upgrade their base materials. But right now, upgrading only has one tangible benefit for most players: it's not twig lol. To go up into further tiers past wood is just completely unreasonable for most players - the ore nodes are much scarcer than wood, and the upkeeps are the same, or even higher (in the case of stone and armored). The higher building health doesn't matter because there are only a couple ways your base can be damaged: by kamikaze minicopters (no one does because this'll get you disciplined lol), turret/trap accidental explosions (hardly ever happens), and by people leading the helicopter to your base (again, you'll get disciplined for this).
  9. J_Sno

    Decay question

    After a little study, that seems to be very correlated to (if not exactly) the decay rates. I think this is may indeed be where the rates are coming from, good to know
  10. A suggestion related to this thread: The current decay system doesn't really fit well with PvE. To summarize: The Problem: Upkeep on stronger structures vs twig is about ~3-5x as expensive. This makes sense in PvP because it forces players to compete and kill each other for more resources to upkeep their stronger bases. This doesn't make sense in PvE because this basically forces players to use weaker materials/build smaller homes when much of the focus for many people is the building aspect of the game.The fact that player structures are invincible against other players also gives no technical reason for players to upgrade their twig homes when twig provides invulnerability with a dramatically longer upkeep time than stronger material. The Solution: Individually tweak the decay on the materials so that metal takes on the twig decay rate - have metal take on the twig's upkeep/decay rate, and twig take on metal/stone decay rate (but decrease the decay rate a little, since twig is used to lay down the foundation of a home before upgrading it) This would also reward players who put in time to upgrade their homes so their homes don't decay as quickly. Those who don't put enough effort in, has their homes decay faster. It's a bit ironic, and quite awful (personal experience), how a player can build a quick home from twig, put in 500 wood, stop playing/abandon it and it'll be there for the next 40 days taking up real estate with their cupboard, whereas a player who put in time to upgrade their base materials has to do so much more work to upkeep it. I hope you take this into consideration! Thanks!
  11. Aha thank you for taking time to look into it - this would explain why my base decays so much faster when I upgraded from twig to metal. From my standpoint as a PvE player who plays the mode just to build, it really sucks to want to build something big and amazing, only to discover that the costs to upkeep it when upgraded is astronomically unfeasible - so this only leaves the possibility of very modestly sized upgraded homes. Perhaps the decay rate for each should be reversed: Twig: 10 (or 15) Wood: 15 Stone: 10 Metal: 3 (or 5?) This makes much more sense from a real-life point of view imo
  12. J_Sno

    Decay question

    (Another reply since I can't seem to edit my post) The images I uploaded seems to be broken now for some reason, but the duration decrease I was referring to was when I upgraded a floor from twig to steel plate*. After talking with Aurora, it seems to be the upkeep rate is the same as vanilla but the decay rate (after there is no more upkeep materials) is modified to be slower, but would still like some confirmation as to what the exact case is exactly in this server
  13. J_Sno

    Decay question

    Actually nevermind - the conversion rates do seem to be 1:1 I think - but the duration that it'll be protected gets decreased by 30 minutes when I upgrade from twig to armored Before: After upgrading 1 ceiling from twig to sheet metal: To be honest I can't really tell why it's so much more expensive to upkeep metal structures compared to twig, using their respective materials to maintain them. Perhaps someone can give more insight?
  14. I built myself a base first from twig to lay down the structure, and the upkeep was <10k wood (don't remember the exact number) according to the tool cupboard. I then upgraded about maybe 25-30% of it to sheet metal, and the costs to prevent decay skyrocketed! The cost is now 4650 wood and 8532 metal frags per day. Is the cost of higher tier materials to prevent decay supposed to be so much higher (I literally don't know - haven't played Rust in a while, and this was the first server I came back to)? I thought it was just a 1:1 conversion of wood:<new material> upkeep cost when you upgrade but this current conversion is pretty insane and dis-incentivizes base upgrades
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