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DragonCoffee

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Everything posted by DragonCoffee

  1. Put very succinctly. Some of the changes to the servers have felt like the idea is to get back to a more 'normal and balanced' state, but isn't the point that these servers are distinctly not normal? Things like trade cooldown and vendor cooldown get in the way of players wanting to play how they want: with less restriction and more freedom than other servers. As I mentioned before in my request to remove trade cooldown, had there been documented reasoning behind these changes (such as: players were heavily abusing the mechanic and were gaining an unfair advantage over others) than adjustments like these would be easier to understand, even if they get in the way of how others would prefer to play. Thank you for considering these points!
  2. Yes, I can agree with this statement. I play as a duo (though a part of a larger team) and the person I duo with has personally purchased and thrown 60 air drops. From those 60 he has gotten 2 quarries. The drop rate simply is not 30%
  3. A level one quarry based on the way levels are set up already, or a different method of measurement? If the former does that mean people will need a minimum of two quarries (one in snow, one in desert) to mine all the different resources? Will there still be a level cap, or will this be changed? If these questions will be answered in the future update than no need to answer! I was just curious about what direction the changes were headed.
  4. Not shown: Pool, Lounge, and Helipad Swing by anytime you like! All visitors are welcome and appreciated. Located in O6, in the north section of the map.
  5. I've had this issue, but not on the receiving end. When I tried to trade with player "Hont" both today and yesterday on (EU) Survival he never got a trade popup, though I would receive them just fine from him.
  6. Attempted to replicate. Put exactly 1921 scrap into machine and had 38 springs on me. Buying springs for 20 scrap each. No issue Also attempted reverse: 38 springs in machine selling for 20 scrap each. No issue Technically I have 'reproduced' the issue by filling all vending machine slots with scrap. Selling springs to the machine the springs fall out the back instead of replacing the empty slots that would be produced by giving the scrap to the player. @MercedesCLA45AMG Was your vending machine nearly full, or entirely empty when you tried this?
  7. Thank you for your input @Death! If this is the vision you wish to have going forward than so be it. I appreciate you taking the time to read over these points and consider this from a different angle, but as your decision remains the same I will not press the issue further. I enjoyed the lack of a cooldown while it existed, but it seems I will simply have to get used to the new change. I appreciate you communicating your reasoning, and I hope this change has the desired effect!
  8. I can understand this perspective, and I do see your point, however: when it comes to me looking to craft items for someone, give freebies to a newbie, or just trade more than 12 items the 5-minute cooldown is an active deterrent to /trade. Sidepoint: if /trade is advertised as a part of the rich economy when looking at the server connect screen, but then adding a cooldown to discourage use, is that not at least slightly counter-intuitive..? I think shops are great for when players are offline and need a way to get help or resources when there are not others that are online to assist, but (again, from my perspective on EU survival) when players are online, having a cooldown makes long-distance trading/assistance a hassle rather than a inherent component of gameplay. I have made well over 30 vending machines in a shop every wipe I have played and all of them have seen use without /trade cooldown. Vending machines are not irrelevant, but a method of offline trading or trading for players that would prefer to avoid the social component of gameplay. Allowing players to spam /trade is a method for players to have a different approach to gameplay. Those that would prefer to focus on economy rather than material gathering. Why punish players that enjoy that playstyle? Why is this such a bad thing? Different people have different ways of playing the game and allowing players to do what they wish, rather than only allowing a specific approach, limits gameplay audience and may drive away some players. Again, I see your point here, but taking the viewpoint that trading favors teams is irrelevant to trade cooldown. Whether or not /trade existed has no impact on this advantage. If there were only vending machines on the map this advantage would still exist and as such I do not follow why /trade should have these associated costs. At the end of the day adding a cooldown to /trade is a mechanic designed to limit use. If this is the intention as this mod is providing unfair advantages or going against Death's vision for the server, than so be it. However, if this is giving no specific advantages over other players (as in, only a select few players are able to abuse these mechanics while others have no such ability), than my request remains the same: Please consider removing/reducing trade cooldown. Sorry for the long post! I just wanted to comment on a few points
  9. While I am certain there are reasons for adding this cooldown, I am unsure what they could be and have been frustrated ever since this was added. It was mentioned in discord that trade was being abused, though abuse is using a mechanic in an unintended way that is giving others an unfair advantage. An example of this is players using helis to get onto dome: it is not intended, and not everyone can utilize the heli in the same way, providing some players with an unfair advantage. Trade, as far as I know, does no such thing. While, sure there may be unintended uses of trade, but since every player has access to them it is not giving others an unfair advantage since everyone has the same access to trade. Having to wait 5 minutes in-between each trade is such a long period it simply discourages any trading. If you mess up a trade or forget an item in the trade you have to wait 5 minutes. If you want to trade with two people there's a 5 minute delay. If you want to craft something for someone they have to wait 5 minutes to get the item back after sending you materials. If there is serious abuse that is going on allowing players to gain an unfair advantage over others by using no trade cooldown, than please communicate this so we understand the reason behind the cooldown implementation. If this is not the case than can cooldown be reduced or removed entirely? I do a lot of trading in (EU) Survival since I am typically giving materials away or crafting items for people that need them, but since adding this cooldown it has seriously discouraged me from giving back to the community as I did before. If a cooldown is a must, can there be a way to bypass the cooldown by paying points? Or have a reduction in cooldown for buying VIP? Or even have a separate item in the shop for removing this cooldown? Thank you for reading, and feedback on this would be appreciated!
  10. Purchasing from a vending machine will occasionally result in the message "You're not authorized to administrate this vending machine." This typically happens to me with multiple purchases in a row (happens at least once or twice per 1-2 vends). Additional info: I type in the number of items I want to buy in the number box (spam 9 until vending machine defaults to max number), select 'vend', then every one to two vends this message ends up in my chat. I have not had this message pop up when just selecting 'vend' (not changing the value), or by using the '+' button to increase the value. It is only when I type in 9's to get to the vend cap as far as I can tell. Not a huge problem, just a nuisance to have only this message in my chat sometimes.
  11. If the old design was clunky enough to require fixes than this is definitely a great step forward! In the connect tab, it seems none of the options can be selected since I think the image is loading over-top of the server selectors. Refreshing the page did not fix it so maybe this is another bug that needs to be looked at?
  12. As much as I like the new banner, is there any way it can be removed from areas outside the home page? It seems to take up a lot of unnecessary space and will be frustrating for users to scroll past for every new thread/category they wish to browse. I like the new dark theme, but is there a way for others to revert to the old one if they so choose? Very cool update overall and very minor nitpicks compared to the awesome changes!
  13. When having quarries in inventory and selecting 'upgrade' instead a chat message appears: "You cannot afford this upgrade. Requires 1 [Mining Quarry]!"
  14. To start things off I have no experience with staff myself, but this gives me the chance to see from the outside in. Right now it seems like staff juggle a lot of balls with trying to help out in many different ways. Why not have varied staff ranks denoted to specific tasks? (This may already be implemented, and if so please ignore this post!) Some examples could be event staff (staff that are more on the creative side that only assist with events), support staff (for tickets), in-game staff (specifically for in-server issues), etc. The benefit to this is that staff such as event staff could have less permissions and training while also being more heavily involved in their specialty, making these tasks more efficient/impactful than having all staff being more spread out. More people may decide to apply for certain positions as well since there may be those that do not want to deal with players, but want to contribute to events (or vice-versa). As previously mentioned, I have no experience in the way staff are trained or how roles are split, but if this is not in consideration than perhaps it may be helpful to give it a shot!
  15. This is the typical issue on Survival as well, but the current situation is different from those normal issues. Trades will not 'sometimes' work with the "No One" glitch, trades always fail. No one on the entire server can trade with anyone else right now.
  16. As the title says, trading is broken on (EU) Survival. Trading can be initiated, but the person receiving the request never sees the UI for the trade. They are 'in' the trade (as their name appears if you trade them) when they hit accept, but they cannot put anything into the trade or hit accept. This has happened with multiple people, and is not limited to one or two individuals.
  17. I believe this was not added due to the excessive lag it produces in large numbers. If that is the case we will just have to wait for new light sources from Facepunch (like the electric searchlight!) See the reply from Death on this topic:
  18. Since Rust names are synced over from Steam if you think their name is inappropriate you can report their profile on steam. I don't think anything needs to be changed within the server to accommodate this request.
  19. This suggestion is fairly straightforward: I would love to see the transaction cap raised for NPC trades. I am not sure how frustrating this is for others, but having to do 50+ transactions simply because of the low number of materials you are able to trade at any one time is painstakingly arduous. I am not sure if this is even possible to change, but it would be an absolute lifesaver being able to do one or two transactions to sell off my cloth or convert my stone to wood!
  20. Can't add a quote to an edit, so sorry for the double-post! To branch off of this, why not have a material 'buy' section? The costs could be massively different from the sell section (at like, a 100% overcharge rate or something similar), but this could help eliminate some excess caps while also giving some players a way to purchase mats in a tick when needed. An example would be as such: Wood is sold to the server right now for 20,000 for 50 points, but a 'buy' section would sell you something like 2,000 wood for 500 caps. This crazy high price would deter players from abusing it, but would be invaluable to those that just need a bit more wood/stone/whatever to finish something they're working on in game.
  21. Unless you're like me and spend all your caps on mini's because you keep crashing them! ahaha In all seriousness though I would also love more things to buy with caps. The current market is very limiting and right now it feels like the main objective behind having caps is to just be on a leaderboard. The difference in speed between these and the other tools for gaining xp is too massive. There would be no point to using any other tool. As it stands right now I feel it's a nice balance between using lower-tier tools to get xp, then using these tools to farm the materials after having a decent level. Alternatively: greatly reduced xp gain per hit on these tools to make it so it is balanced in comparison, though I see no reason to fix what 'ain't broke =P
  22. Sorry to comment on an old thread, but I wanted to potentially expand further on this idea. Gift cards are a great implementation to help resolve this issue, but I feel it takes away some of the personalization and feel of some gifts. What I mean by that is the following (as an example): You are playing with a friend, and they are relatively new, and ask 'is there a way to get lots of fuel really fast?'. They get a little downcast knowing they have to either buy a pumpjack or use a public monument, so you decide to lift their spirits with a gift. The current solution is to send them a gift card, to which they would then need to open up their browser and figure out how to redeem and check out with their goods. What if instead you could just send them the item? They need a pumpjack, and a minute later they just have one in their inventory? I've had 'gift wars' with friends on other games, just because having the item delivered right to the person you're gifting to feels so much more satisfying than a gift card. Now, I don't know how easy (or even possible) this is to implement, but if it were an option it may be much more enticing than a gift card!
  23. I do not play scourge because, well... I'm actually scared of zombies... but I have some input on this topic nonetheless. Anything that can be abused will be abused. If this mechanic is added in a way that allows players to get an edge it might ruin the standard scourge experience for those who choose not to abuse it. With that said, if implemented correctly it sounds like a very fun mechanic, though it may require a decent amount of balancing which may make it not worth the effort. Just my two cents on the topic anyways!
  24. Really excited to see some conversation going on this topic! I feel that it's necessary to bring up one of my points again though: I do not want a way to obtain pumpjacks for free quickly, and I think that may be the disconnect there. Based on my suggestion the idea is to have at most 2 pumpjacks given per wipe. Meaning 1 level 2 should you choose to use them immediately, or a level 5 after 2.5 months of gameplay, and this number could be taken down further if it is still considered too generous. Yes, I agree that pumpjacks can give a lot of resources fairly quickly, but then that advantage that other players have by spending money that other players may not be able to afford feels that much more frustrating. The reason behind this suggestion is to give other casual players, those that simply cannot be as invested as others through whatever reason, have an opportunity to reach similar levels but at a slower pace. The additional point behind this suggestion is that it would not negatively effect pumpjack sales (for those who are concerned about server maintenance). Having such a heavily timegated resource would give more players the opportunity to 'skip the wait', or incentivise purchasing the last pumpjack needed for a level 5 after having earned 4, or even simply make players more aware of this tool as a purchase option in the store. I look forward to seeing more feedback on this suggestion, negative or positive!
  25. Hello! Actually, splitters already exist in the game! This isn't really known very well but furnaces are perfect splitters ^-^ Here's how it works: have a pipe go to a small or large furnace and change the # of stacks you want to split into and turn stack splitting ON. If you want, upgrade the pipe to add a filter! When the items reach the furnace they will be split. Now the key past this point is depending on when you MAKE the JPipe to the next component (or when you turn it from OFF to ON) will determine how the items get pulled out of the furnace (Details below). From there, your items can be split into any number of refineries/quarries/storage/whatever of your choosing! You can even have a splitter go to more splitters to reduce the stack size if needed! I hope this helps Technical details: Pipe transfer rate is 15s. When you switch ON (or connect) the first JPipe to the splitter you have a 15s window with which to add the rest of your pipes to take from that stack. If you want a certain item (or certain amount) to go to a specific place before the rest of the stack make sure it was turned on as close in time as the first pipe that you made to the splitter! (IE. Turn on the pipe to the splitter, and then the priority pipe right after!) Depending on the pipe tier and the furnace size splitting will be different. For example: splitting a twig pipe into a small furnace in 3 stacks will give you 5 items in 3 slots, but a wood pipe into a large furnace with a 5-split would give you 30 in each slot (etc, etc.). Again, these splitters can be fed into other splitters which will allow you to customize any amount of items that you wish to transfer! Feel free to reach out to me on discord at DragonCoffee#9172 if you want/need more info on how this works as I would be more than happy to help!
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