wym, its impossible to do normal online raid right now without incendiary rockets because you can just seal to hqm wall in one second, that would be such a great update
That voxel raiding seems a little op for raiders, 2 rockets and you have a hole big enough to take loot out through and for defenders it would be much harder to repair without being shot through the now huge hole in the wall.
@@arcticbob829 Not being able to completely destroy a wall would prevent raiders from physically getting in as fast, but repairing the wall would be treacherous for the defenders. Give it a shot. Games die if stagnant.
For years I have requested something very simple, and also to help make greater sense as to why an already existing item is in the game: Apple Trees. When berries seemed to stand out as a swore thumb as to why they were in the game - we were given berry bushes and teas to make sense of them. Why not Apple trees? I'd locate them in the ranches [as horses love apples I hear, though I would appreciate a Horses point of view there @Shadowfrax ], where you can pick an apple - eat it - and get seeds. Plant the seeds, and it'll grow an apple tree in 3 phases: sappling, young tree, fruiting tree. If you wanted to add a meat smoker in the game, you could literally have apple wood to smoke your pork brisket! Though, instead of a smoker - if you're gonna add extra apparatus for us to use: include farming/agriculture/chicken-wire fencing to be able to farm animals. Chicken/Barbed wire could have multiple uses - potentially a component to build barriers/externals or to help increase defenses [like window embraisers but for external walls] or to make a perimeter for farming. Throw in a Chicken coup to farm chickens/eggs and you'll keep the roleplayers happy for sometime. Though this Frontier DLC can just take my money already! Cadw i fyny'r waith dda Shadowfrax! Cariad fawr o Gymru! Keep up the good work Shadowfrax! Much love from Cymru [Wales]!
@@dalgaard2324 You're right, its not a cooking simulator [and nor did I insinuate to make it as such], but is there not the ability to make food in game at present? Are you calling Rust a cooking simulator already [as theres berry and tea brewing] or that it would become one for introducing chicken wire fencing!? ... Where [feel free to correct me here buddy], but Rust is a survival game... Where being self sustaining with food is a kind of a matter of survival, is it not? Do you think food just comes from the shop? I guess you're the kind of knuckle dragger that thinks that anything more than 'pew pew pew' is roleplaying to you? Stick to COD kid.
It seems like a cool idea, but would dramatically change raiding and raid defense for the game. If the first 1/16 disappears after half health or less, raiders (especially offliners can look in and redirect their remaining boom. Not to mention sealing a base mid raid becomes 20x harder if the wall can be shot through without actually breaking.
@@agrijag7536yeah, try playing a server that has tons of bases and get back to me on that one. They should be optimizing building not adding a shitload of build dlcs, and voxel raiding I can only assume would make this problem worse.
Somewhat worried that people would only have to partially damage a wall on my starter base to be able to loot my boxes or gain TC access if making a tiny hole to loot through is gonna be a thing
I could be wrong, but I think it works like: the voxal damage would only start having effect once the wall is "gone"/completely destroyed, so they'd use the same resources, and possibly have a tighter hole to fit in, than no wall at all.
Idk, its iffy, if you are solo, for power you have to run to both corners of the monument to flip switches, then hit the center, airfield you have to run to put in fuse/switch, then hit the card, its faster at airfield. If you have 2 people at powerplant, you can each hit a switch and go straight to the middle, airfield you can have one person go straight to card swipe, one puts in fuse. With 2 people you can do airfield with just 1 fuse too. In the aspect of looting time i think they are about the same
Adding the destructible walls will probably be a huge performance hit for major servers, because its basically 16x the amount of walls, each having there own data.
They'd probably only be in that state once damaged, so it wouldn't be every wall on the server but when bases started to decay performance could go down. The game just isn't optimized the best and that's hard to get right on procedural generation. My rust maxed out runs better than Minecraft lol
Youd be stupid to make them start off at that state. Only once destruction has begun will they need to render all 16 parts. before that you can have 16 points with all their own health, which isnt taxing since the players dont need the info until damage has begun
Even if I mostly watch Rust content more than I play, I love this game and the amount of work the devs are putting into it. I very much appreciate your updates, especially with the IT Crowd reference.
there are a few things i would love to be implemented: -animated neon signs getting another function to display only one of their pictures, depending on the input used -more colored industrial lights -a component that replaces the old functionality of the switch (beeing able to switch between power inputs in one component) -a capacitor component, now that the nih capacitor got patched
@@Fokziu RGB lights would be really nice, but i think they would put too much strain on the servers (considering that the mirrors are already too much) besides, i might need around 208 of them for the project im working on...
The voxel thing looks awesome. I hope it applies to decay too. Would be a great effect having small bits of walls falling off instead of the whole thing
Like it or not, keeping the game stagnant and unchanged is a better way to kill off the player base than adding new game changing content. More people will be drawn to see what's new than people leaving cause they're salty the game isn't the exact same as on the release date.
I like the voxel raiding, although I think repair wait time after damage would need to be drastically shortened or done away with for balance. But I'm just imagining decaying bases actually looking like ruins with pieces of their roofs and walls missing and I think it would be absolutely cool.
A few suggestions: Half wall doors @various tiers. Half circle foundations/ceilings. Cylindrical wall and one with a place for a curved window. Trap door. Draw bridge. Motorcycle. Mortar launcher. A new Fort monument that is heavily guarded w/new NPCs and has action event that has a electrical puzzle while being ambushed. Loot could include transport heli and rockets unlocked after opening blast ceiling.
The wall slowly opening up is a very bad idea. The whole idea of raiding is that you really dont know what you will find. You use your best guess based on the base design, and then you go for it. If they are going to let you peek into the base half way through one wall, it kind of ruins the gamble/experience side of it, and really only makes it easier to lose your base. If you cant jump through the holes in the side of the base, you should not be showing the holes in the first place. If they made a cracking animation that you CANT look through, that might work.
@@bullfrog521 Not really. If you are raiding wrong wall, you can find out half way though, and you dont waste the full amount to find out you raided the wrong wall. Or if you start raiding honeycomb, and you see there is armored wall, you can switch to doors.
Voxel raiding looks like it will be taken advantage of for offlines. Looks like it actually took less rockets to open up the wall enough to either climb through or to loot through. Seems like a good concept though
Having the wall sustain a certain amount of damage before starting to break would be a solution, maybe half? Larger rocket collision boxes could also prevent rockets flying through a tiny voxel hole, so the amount of effort to bring down a base is not significantly affected.
...well hello old friend. Dear Shadow I just wanted to say thanks for all the information. I have been on a 3 years Rust hiatus. I bag in, looked around, and realized it's not what it was. Then I remembered my old pal Shadow and 2 days later, I was all caught up ;). You're the best brother.
that's the #1 problem in the game... I was playing on a modded server with a leaderboard and I'm pretty sure all of the top 10 were cheating because they were like 16-1 looool. 3 tapped @ 150m within 0.2 seconds of having a visual on me every single time. game is basically unplayable until this is fixed.
Voxel raiding is a MUST. Rust is 11 years old now, we NEED a change to the raid meta desperately. It would completely change RUST in its most fundamental way.
If raiding voxels are well made they should not cause any large issues with performance. Walls should stay a 1x1 voxel with points storing damage (16 points, not rendered), and once they break you can then divide the wall into 16 parts, with optimizations lowering these parts depending on the amount of wall broken (if you broke exactly half in a straight line you wouldnt need to render 8 blocks, but just 1 voxel the size of 8 blocks).
@@1degRazz Lol only accounts that are blatantly made by a child think this, all 16 hitboxes of a wall will have the same health as a normal wall, a stone wall will still be 4 rockets, you are just more precisely damaging where the rocket hits, if you hit in between 4 walls, after the 4th rocket, a radius around the explosion will break, instead of 4 whole walls
The voxel raiding would def be a game changer. Raiding an online player as is, is difficult but...for the raiders especially 2 or more would make for a challenge for the base defender.
For the clan point system instead of it being “naked” it’s should be “hostile” Because you can be raiding someone and going to your body naked and if someone doesn’t want you looting a body then that’s considered equal on the point system. Probably an easier work around that also encourages not killing naked while also keeping it fair
I've played HC server almost exclusively for the year IMHO the main problem is very low player count usually, US HC 1 usually tops out at 40 players on a high pop day. The mode itself is very fun.
Agreed - really nothing I'd change. I love not having a map and the lack of a team/ui system for players. Also love the limited bags. Real shame it wasn't pushed more. Honestly I didn't even mind the lower player counts most of the time as the maps were usually small and I never had a hard time running into other people (whether I wanted to or not).
@@1degRazz Braindead take to think the hp of a wall will be divided into 16 hitboxes, and not all 16 hitboxes having the same hp as a full wall. Stone wall will still be 4 rockets, it just wont break 4 full walls (if u hit in the middle of 4), it will create a whole in a radius around the rocket, the only issue is how c4/satchels will work, they'd have to splash.
@@1degRazz Theres 3 rocket launchers in inventory, one is already empty, either the original video or shadowfrax could of cut out the first 2 rockets for retention sake. Regardless, if it was 2 rockets to break in, that would only be because the devs had 1 week to work on what they wanted to. Rust has always provided the best balance in terms of base building and raiding compared to any game like it, there is no way they'd make such an insane change when there doesnt have to be. So my point still stands, they can do voxel raiding by having the 16 tiles all the normal hp of the given quality of upgrade, and not divide the health of the wall into 16 tiles.
Can’t believe facepunch is the only developer doing something like “hackweek” and giving devs dedicated time to work on what they want to work on, personally.
this also shows that the devs have their own ideas and actually care about the game because they want to show their ideas and when they have time they actually do it
The 16 part wall is amazing, Probably one of the biggest and most amazing things I ever saw, I saw several games during my life with a building system similar or equal to rust, ark, Conan and other but Rust I think would be the first to do that. When the wall broke, and I saw a single spot in the corner I gaze into an infinitude of possibilities
The new version of Powerplant brings up an interesting idea, in that more monuments could have more variation such as how there can be a large and small harbor or different tile sets for abandoned military base. Bringing in variety to existing monuments would most likely help with the staleness of some of them after so many people have ran them for so many years, and it would be lovely to see new iterations on previously well-known structures that could change up the game and allow for more fantastic maps and worlds.
I agree with this. I've always thought a pseudo random proc gen would be a good idea especially on the larger monuments. It would just be a bunch of smaller prefabs arranged in various ways so the monument is still recognisable but the layout would be slightly different each time, throw in some random scenery pieces and each new map will instantly more interesting
@@Carlmdb It could even be in the same way that Dead by Daylight does it, where it's both different variations *and* different tilesets, which is exactly what the abandoned military base does. Obviously tilesets are easier to manage, but having different layouts on top of that would also just really bring it all together.
I surely can't be the only one that dislikes the wall Voxels? I feel like it just makes more sense to fully replace walls when they are destroyed. At the end of the day, its not going to change a clan from just pummeling my base to core from one side, and really won't offer much in the way of new raid strategies.
"Think Minecraft command block". Ooooor, think about Garrys Mod. You know the game that Garry did before Rust. Where you could make programmable chips. That was awesome.
Voxel raiding would significantly reduce the amount of explosives required to see if something is worth continuing to blow through. And while it makes sense for something like stone, maybe even wood, how would that work on metal and armored walls? Interesting idea, but I see more negatives to it than positives, since it only really favors the raider, not the defender.
first of all during multi rocket raid its very hard to heal bases to players , this voxels raiding concept gonna destroy the game for sure . If this is brought live then i am out playing RUST .
They should make the terrain destructible. Imagine carving out your own cave and having a secret base inside it. Tool cupboards would make the surrounding terrain invincible to prevent griefing.
Imagine instead of having to do some crazy crap for a pixel gap you could just pop a voxel out to shoot out of, or even have a shotgun trap poke out the hole
The point system seems nice like a way to stop killing random nakeds but I was thinking of a bounty system the more you kill the more players will try to kill you as you get a higher bounty put on your head and maybe you can lower your score will giving scrap or something
Voxel raiding looks problamatic. Reason one being that you are going to need less rockets to enter the base, yes you will likely need the same ammount to make it unrepairable, but all you absolutely need in a raid is an entry point. Reason too being repairing the thing is gonna be way harder given that there will be a hole in the wall after the first rocket. It will make online raids easiar and offline raids even more of a joke than they already are. Although i could see some gnarly trap bases being made with this feature, that would be fun
if they edit rocket prices or wall damage along with it, It may still be balancable, partially building things would make so many cool compact rust bases be possible though, imagine what "aloneintokyo" would make!
I still want to have them revert the turret update. The whole point is to help defend offlines and grubs trying to break into your base, and save resources instead of honeycombing your base 3+ extra layers. Now I feel like any group above 3 people struggles to compound.
Turrets weren’t being used as offline defense tho. They were spammed and used in online defense as well to buy extra time. Watch any aloneintokyo base defense from the past 6 months to see why it needed to be nerfed.
A solo shouldn’t be able to defend against a 20 man in any way shape or form. i’m not advocating for 20 man groups to raid solo players, but if they do, turrets shouldn’t be 80% of the raid defense
"think minecraft command block type thing" Uh no, think garrysmod expression 2 tool type thing. That's literally where they are getting the name for it.
If anything I'm fairly certain that voxel raiding would actually improve performance. Since it would mean that not every single section of the wall would need to break all at once. Would also be WAY more interesting than the current system, raids would be less of the same.
Would have been nice if they released the Frontier skin first instead of the decor DLC. I was hoping it would be out this month, but of course I still had to buy the decor DLC. Hopefully one of the future developments is a bamboo building skin. That would be sick! Stay frosty.
Can we get an upgrade to turrets where we can put a enemy list? That way we can have it on peacekeeper mode but still have it keep out the annoying children that refuse to leave your peaceful village alone?