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SpitefulBatman

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Posts posted by SpitefulBatman

  1. On 12/12/2024 at 5:42 PM, epopp said:

    I believe the skin favorites should be fixed as of this update on the 6th  https://discord.com/channels/333343032328060939/1061923305512247296/1314674756951216240
    I agree with the size for preview maybe right click to preview a bigger image? probably better than hovering over as that might generate too many requests.

    If your favorite skins are still resetting please put a bug report in under forums>bug reports

     

    Thank you 🙂

    Can confirm that the favorites reset between selecting favorites yesterday and entering the game today 😞

  2. Perhaps a question during checkout would help? It doesn't need to affect how the item is delivered, but it could block the transaction.

    What Server do you play on?
    [Dropdown] = Pure, Survival, Scourge, Elysium

    If the user selects Pure it can block the form from submitting and show an error similar to:
    "Unfortunately the item you have selected is not available on the server you play on. Only items within the Events tab may be claimed on Pure servers."

    Alternately you could have a store filter (defaulted to 'All Servers') on the right side, that you select the server you play on and it limits what it shows you to the ones available on that server, making it far more concise.

    • Like 1
  3. On 11/18/2024 at 12:33 PM, Death said:

    More skins will be added soon once we finish AI to help us remove the junk.

    This implies some active work on the skins section, any way you can make the previews a bit larger while you're at it, they are tiny! Also favorites don't work between sessions, once I logout they are all gone for good. This would be great to resolve 🙂

    I appreciate it's a lot of work, so no pressure, just additional recommendations to tack on while looking at the skins section.

  4. On 10/18/2024 at 5:29 AM, BadgerB said:

    not too sure about quarrys

    I can confirm (AU Survival) that the two requirements are:

    A) The original user can start/stop/open containers on a placed quarry
    or
    B) If covered by a TC, users with auth can start/stop/open containers.

    As an example, we have a quarry that has a small corner not covered by TC as we are unable to place another TC, if I stand there I cannot start the Quarry as I didn't place it (My teammate did). If I take 2 steps towards the control and enter the TC field I can then turn on the quarry. Despite being in range to interact with both scenarios, one I am just a stranger and cannot, the other I am authed and can.

  5. They can be replaced with "Multiple Backpacks" - which is able to be done on Survival but not on vanilla Rust.

    Same with automation connecting into many additional items that is not supported in Vanilla.

    These two things technically make those entries valid, but would require a little... clarification.

  6. Power output was increased specifically so people could use less. I'd recommend reporting in with your server admins to see if they are able to do anything about users with excessive placements before setting up hard rules. More rules = more difficult for everyone.

  7. On 3/4/2021 at 3:15 PM, Death said:

    Having a recycler in your pocket is pretty over-powered as is, and I don't think I'd ever make it instant. It's the same speed as a regular recycler just to keep things fair.

    As annoying as it is to sit there and wait for it... its much much much much much less annoying that saying "Oh I cant carry that, let me run to the nearest monument to recycle and I'll come back". So I begrudgingly agree that instant would be OP and would give far too great a benefit to VIPs on scrap runs vs anyone else.

    • Like 1
  8. On 3/7/2021 at 11:57 AM, Death said:

    There was an update to address this. Please double check and confirm if this is fixed. Thanks!

    We purchased pickles yesterday on AU Pure. It allowed us to purchase the amount we had of scrap as opposed to free inventory space. This caused an explosion of dropped pickles (many of which fell into the shopkeepers area and despawned). I am guessing this is not intended as it allowed us to purchase 59 stacks (of 10) of pickles in total which obviously players dont have even with an empty inventory.

  9. 4 minutes ago, KingOfWolfSt said:

    Would like to go back to how it was before (us scourge server)

    I have a feeling that scourge is the one of the main economies that Death is referring to as being hurt by the overstacking. If anything Pure is the economy that is unaffected by it (At least largely)

  10. 4 minutes ago, Angie said:

    I think the removal of the stacking-higher-than-normal was a great  idea, but with most things there's now a wait time to buy things that don't make a full stack. (i.e diesel barrels - only having 10 in stock at outpost when a  stack of barrels is 20) And that's if nobody else is waiting to buy them also.  

    If there was a way to make it so you could only sell/buy enough to make a stack it might be better.

    For example it's currently sell 80 cloth for 10 scrap, and there's only 10 in stock. If it could be changed to stock of 100 then the max stack would be 1,000 scrap meaning no higher-than-normal stack of scrap  

    300 Low Grade Fuel for 1 diesel barrel, 10 in stock. Change it to 20 in stock and you have a full stack of barrels.

    There would still be a wait time for restock, but it would be quicker to sell/buy higher quantities and full stacks.

    Just to counter this, lets keep in mind that the vanilla game does stack on occasions (Although cant remember if the stores are part of it) - ie pay-out at the wheel. But understand why it can be seen as a good thing that most things have preventative measures to stop them from overstacking.

    • Love 1
  11. I know that for the most part we want a vanilla experience (especially on the Pure servers) but the way that the restocking works make buying large quantities incredibly mundane and slow.

    Furthermore, the pickles specifically was something pretty important, horses aren't well optimized by Facepunch in many respects - especially how much food they need to stay alive while a user is offline (Especially if the user needs more than 1 day away from RUST). As such the larger stacks of pickles helped players have confidence to leave their horse safely hitched.

    FYI: I use a car, not a horse. So it doesn't affect me directly, but I know a lot of players have been sad/upset/frustrated by that part of the update.

  12. A no PvP RUST experience comes with some fairly major drawbacks. Many of these are already brought up and the team here has been pretty good at implimenting countermeasures to fix those issues. Is it all perfect? No - but what is?

    We play on AU Pure and until this week, light towers have luckily been an issue experienced by players on the other side of the map. But we recently got new neighbours who have literally boxed us in with light towers facing the road. I understand that some of the players who build these towers legitimately believe they are helping, but at the same time they also don't care to ask anyone if they even want it. In fact quite a few players suffer lag when faced with light towers and have to start avoiding areas with them. (Note that each tower has a wind turbine, battery and at least 4 spotlights in this scenario)

    On a 'traditional' server, players can just blow them up and move on. That's the win with PvP, ugly builds and lag builds dont last. But here we are faced with rules that protect these builds. Despite them being built on our doorstep, the rules say I cannot bring them down yet these light towers ruin the ambience of our area (which until these guys moved in, was relatively empty and quiet).

    My recommendation is some sort of a light pollution rule. A rule that prevents players from putting down unwanted towers of spotlights in public areas (Unless the residents of that area all discuss it I guess?) and to ensure the rule makes sense, also prevents players setting up spotlights facing other players bases (As they can be VERY annoying).

    I'm quite hesitant to ask for more rules as I think there are already so many that we all need to play by, but also feel this is a quality of gameplay rule that many of our community, and maybe other servers, would like to see in play. Currently, our hands are tied. Two weeks of building and now we're surrounded and aren't allowed to exact revenge. Hopefully passing of a rule here will prevent this from happening in the future to others (and us!)

    Thanks for reading.

    • Like 7
    • Love 1
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