Flotschgee
7.1K posts





ACTUAL meta changes I'd like to see in @playrust with explanations on why: TLDR: Nerf Outpost, Change Tech Tree, Rework Monuments, Adjust respawns, Expand building, New Guns, Team UI 1. Rework outpost, it has the biggest effect on meta with safe recycle, drones to buy guns for dirt cheap, ability to buy any resource with scrap. a) Remove recyclers from safezones, add recyclers back to every monument without one like dome, oilrigs (can't camp anymore with rads), desert military base etc. Why does powerplant have 3 but dome has 0? Somewhere within the flow of progression, if you want the game to feel rewarding, there needs to be some kind of risk. Loot t1 in front of tower for infinite scrap > Fly to outpost > Drone it back to base > Continue to roof camp is not engaging gameplay for everyone involved. The meta should reward players that create tactics to survive and win, instead of the players that play to not lose. b) Drones need to be removed completely. The convenience is great but the impact it has on progression is devastating with T2 guns selling for <300 sulfur on Day 2, and 0 risk loot transfer. Instead, have stalls in outpost players can rent for a fee to sell items if you want a "safer" shop, otherwise make players go to accessible player shops by foot. This will greatly increase foot traffic on land, make the importance of monuments greater and increase player interaction which isn't just shooting each other in the head. c) Remove any shops in outpost that sell for raw resources. Scrap shouldn't be the universal resource that can buy anything. Instead, selling items that get you one step closer to getting your desired resource is better. Example: Scrap to buy Fuel = Bad Scrap to buy Oil Refinery = Good Scrap to buy Tac Gloves and recycle in safe = Bad Scrap to buy Hemp Seeds, Planters etc = Good 2) Tech Tree made it so that you no longer need to go to any specific place on the map for anything, allowing players to progress from T0 to T3 from camping one grid. Putting a tax on this will not change anything, it'll just make it more annoying the smaller your group is. Items that have a high impact on your ability to strengthen your own base for survival or allow you to hinder another player's progress should not have a linear path to it. These items are Garage Doors, Explosives, Guns, Turrets etc. Items for quality of life, efficiency, decoractions are all fine to be on the tech tree - like electric furnaces, better tools, bear rugs, electricity. I'm not sure what the obsession with keeping tech tree is as it clearly had a less than ideal effect on the health of the game, but if it can't be removed for whatever reason - the compromise would be to make it so you can't just research everything from your T2/T3 workbench, but rather you have to go to a monument with your scrap to research it at a high tech center that requires time like a minute per item or so. Would love to see RNG based researches back again too, sacrifice the item for a 30%~ chance of researching it without scrap. 3) Restore balance in the monuments by giving an unique advantage to each one and nerfing/buffing certain areas. Right now, there is no identity between each monument, and the difference between T0 and T3 is minimal. With the pop-based insane respawn timers, you see 20 man clans live next to supermarket, and see places like launch site completely dead unless someone takes bradley. Why do any T3 card puzzles when you can just go take oilrig first 30 minutes of wipe with bows, or take cargo by sneaking in naked without a weapon and loot 3-4 locked crates + elites? Why build T3 when you can get just as much scrap from mining outpost? This is a wild idea so I don't know if it will work, but could try so the OP monuments don't get accessible until certain conditions are met throughout the map. Cargo ship timer only starts spawning after both harbours' puzzle is completed. Outpost is only safezoned after Sattelites, Desert military base, arctic research base (all random examples) is opened and switch turned on, this will at least force players to do the lower tier monuments first. If tech tree is gone, maybe we can rework each monument to have better chances of giving certain themed items, so you have a reason to go to multiple different monuments not just the closest one to your base. Go to satellite for a better chance to get electrical items. Go to Military tunnels for better chance to get guns, junkyard for car parts, missile silo for explosives etc. While I think every monument should be VIABLE to progress to give groups of all sizes a chance to get their blueprints, we have way too many overpowered ones right now. When launch site was the best monument in the game by far, 3-5 clans every wipe would actually FIGHT for it on all sides. Right now, since EVERY monument gives more than enough scrap to progress and scrap is all you need, clans don't contest each other but just claim one monument each, even T1 monuments, leaving no room for smaller groups. 4) 15 sleeping bag limit. This was honestly going one step forward and two steps back in hindsight. The idea of limiting the "zombie" meta of nakeds instant spawning on their bodies after they die in fights was great - but players just chose to do the same thing as before but just within their 1 grid. Easy solution is to just remove the 15 bag limit and increase the range in which you can put bags together. If you die, force a 30 second timer no matter what to spawn on a sleeping bag. You can still spawn randomly or on a bed instantly. This will fix the zombie meta, allow players to have multiple spawns in their base without feeling bad about clogging their 15 bag limit, deaths matter more (which is pretty important in a survival game lol). At the VERY LEAST please let bags that are in the same spawn radius (for example having 5 bedrooms in your base) count as one bag. 5) Building in this game used to be so unique and fun - BROKEN but creative. As building got nerfed and nerfed, and designs get more "solved" every base ends up looking the same now with the limitations. There's no guessing when you raid, bases are no longer puzzles you must solve when raiding but rather you know exactly how many rockets you need for core or it's just bunker or spam turrets meta. I'm honestly not sure what to change exactly since this is a hard topic but I'd love to see more bold experiments. Perhaps try adding new building blocks, or different variations of current ones like different shaped windows, doorways etc. Could mess around with upkeep multipliers to allow players to build bigger, introduce more terrain-integrated bases like the rock bases, rivermouth bases, anvil rock bases from before. 6) Please add more T1 or T2 guns. The game already has enough military grade weapons, it has enough shotguns. I'd love to see more guns like slingshots, wooden shields, slightly weaker T2 sniper like a Winchester you can't put attachments on etc. Even reworking things like slugs could make things refreshing - when it was buffed before it was only a problem because grubs used it on waterpipes. Make it effective again and allow only pump shotguns use it. You could also try to add "makeshift" versions of certain guns to make it more accessible. Find unique item components in monuments that you can put together to make a weaker damage, less stable, lower durability version of an existing gun. Semi auto rifle vs Makeshift one that you put monument-exclusive components together to craft without the blueprint. Another wild idea but could try introducing a T3 ammo for snipers. It doesn't really make sense to me that an L96 uses the same ammo as a semi. Maybe there are downsides to doing this, but to me, I think making roof camping less accessible would make the map feel a lot better. Sure, bigger or more established groups that have T3 would still roof camp with snipers in their massive empire state buildings, but jimmy living in his 2x1 tower with a T2 that happened to grub a bolt won't be sitting there all day now. 7) Zergs and numbers always dominate Rust and actually, that's how it should be. But the huge advantages shouldn't come with 0 downsides. Team UI made it great for casual players to come in to Rust with their friends and play together which is great, but it also led the game further away from the survival genre. Gunplay isn't the only thing that is skill based, communication, teamwork, coordination and spacial awareness was also once an integral part of Rust that separated great groups from the rest. It's apparent that Team UI will never be removed, and countless official servers have moved the 8 player limit to higher and higher caps. So all I ask is that we remove the green dots above players from afar, you can still check on the map where everyone in your 32 man group is, or if you're close enough (range you can see names) you can see the dot, but groups will still have a moment of hesitation before shooting and would have to be aware of each other's position. I'm sure a lot of casual players / zerg members will disagree with this one which is fair, but I believe it will change the game for the better and make the game more immersive again.





















