We are a couple of days from our first monthly wipe's midpoint and I have seen enough of how monthly wipes go to amend my plan on how to approach the game in the long-term.
First off, playing every month is off the table. It was a ridiculous idea that can only be conceived if you've never tried playing for a month. It's exhausting, in the best way possible of course (as in more engaging than any real-time game ever), but still exhausting. Moreover there'd be no point to it since after two-three months you would have got pretty close to exhausting the game's possibilities—for your level of clan size of course. Much better to spread out your wipes through the year to allow devs time to add features for you to incorporate.
Realistically, even 4 wipes per year would be too much. I would say 1-2 would be the ideal, or at most 3 if they've been adding lots of stuff you want to try AND you have lots of free time on your hands. So I see us playing at most every four months. More likely twice a year.

This is what our base looks like midwipe. I am extremely proud of it. It's the biggest and most complex we've had, with quite a sophisticated electrical system and even rudimentary automation, all set up by shubn.

Ice throne overlooking the pool area, with elevator next to it. The elevator is an endgame item. It's freakin great and I've wanted a base with an elevator for years. Couldn't do it on weekly servers but on monthly we managed it in less than two weeks with a 6-man team.
Ultimately I am happy that monthly wipes are impossible and what's more unnecessary since let's face it they would have interfered with running Battlegrounds. What's more, precisely the fact that it's impossible to play Rust continuously through the year, and would have sucked even if you could because the continual wiping of your creations would get to you, is the reason my game is so much superior to Rust.
Imagine if you could build forever without anything getting wiped all the way to entire countries and even planets! AND multiple plots and subplots and metaplots overlaying everything with no end in sight. And all of it at your own pace and schedule with no exhaustion.
That's my game, compared to which even the mighty Rust is just a minigame.
https://x.com/elonmusk/status/2099459125579071512

This is another way to arrive at my graph. The more cognitively demanding the game, the better it is for your brain health. And the most cognitively demanding games are precisely the ones I prefer, at the far-right of my graph. Clinical studies of genres ranking them by health benefits would ultimately reproduce my graph.
Of course if you can't play some genres at all, or can't enjoy them, then they won't be beneficial to you. So there is an IQ and T ceiling for every genre (therefore also racial ceilings), again exactly as in my graph.
The Game You Can't Quit
https://www.youtube.com/watch?v=Edi2YF6KJ7g
Vibe Gaming wrote:
More than a decade after release, Rust remains one of the most brutal, addictive anomalies in gaming. But its staying power isn't just about monthly updates and Twitch drops. It's built on the terrifying psychology of total loss.
In this video essay, we deconstruct the design engine behind Rust's decade-long survival. While modern games build guardrails to shield players from failure, Facepunch Studios weaponized loss aversion, risk-reward economics, and sandbox chaos to turn every server wipe into an unscripted movie.

I wrote:
The difficulty is one aspect. But even old arcade games are difficult. Difficulty doesn't tell the whole story. Complexity does. And you didn't touch on that at all. Google Alex "icycalm" Kierkegaard and Videogame Culture to study modern art theory and understand art and games. Good video though, I linked it on my frontpage.
@handlole wrote:
I've successfully quit Rust and it only took me 10 thousand hours :)
@VibeGamingChannel wrote:
getting off the video game meth
I bet you cooked with a bow in ur prime
Remember in early 2023 when the Industrial update was unveiled that I posted a lengthy two-part rant in this very thread calling it The End of Rust? That was a mistake. Yes, icycalm makes mistakes. But it's extremely rare, and they practically never make it into the books (it was just a forum post, after all).
Where was my mistake and how did I finally realize it?
My problem was that you can use the pipes in the Industrial update to move around all kinds of items including absurd stuff like fireplaces and entire freakin' guard posts, and I felt that was ridiculous and utterly destroyed the game's immersion.
But then I saw the screenshots coming out of it.






And then I played the game again after a half-decade hiatus. And I remembered something.
Rust is a game in which you're running around an island carrying fireplaces and freakin' guard posts IN YOUR POCKETS. And that has never bothered me.
Literally not once in my 500+ hours with the game have I thought "It's pretty fucking dumb to be able to carry 20 freakin' guard posts in my pocket". In fact, it is retarded.
This had never occurred to me, and it had never messed with my immersion.
And the reason for this is both aesthetic and mechanical.
Aesthetically, there is a subtle but unmistakable COMIC tone to the game. Rust doesn't play it 100% straight. Rust is part-comedy. It is incredible how this element lives side by side with the hyper-violent trailers and brilliant edgy music, without any of these aspects feeling out of place or clashing at any given time. Rust's aesthetic is utterly unique and perfectly executed. You can't argue with it from any conceivable angle. It's perfect.
Mechanically, running around a thousand-player free-for-all full-loot PVP map with insane amounts of loot on you turns even the simplest trip into a high-stakes adventure. The chance that any other player you encounter might be carrying a veritable treasure trove on them that can save you hours of work turbocharges the exploration and discovery aspect, and downright forces you to be a homicidal maniac, which feeds the lust of PVP beyond what any other game can manage. No other game has such sky-high stakes when dozens of hours of work can be riding on the outcome of every single shootout. And that can only happen when the inventory works like a bag of holding out of D&D for no apparent reason.
The fact is that the game's industrial feature functions perfectly in-line with the inventory and storage systems (you can put the fireplace and the freakin' guard post inside a box or even backpack). So unless I advocate for these systems to be replaced with a hyper-realistic one from Life is Feudal where every log you cut down must be individually transported via a wheelbarrow and then stacked on top of each other in a fully physicalized log pile and where every pound of dirt you dig up must be placed somewhere thereby forcing you to create a pile of dirt next to every ditch you dig, I have no leg to stand on when criticizing the industrial system.
Do I want Rust's inventory to be fully physicalized?
I've never thought about it until now. I'll say this much: They'd have to redesign half the game to make it work. You'd have to have vehicles from the early-game in order to carry the materials across the map to build anything more than a log cabin. It'd be a vastly different game.
And yes, that is the game I myself would have made.
It would also have territory capture as in LiF, and it'd therefore be a FP4X instead of a survival-builder.
But then... why am I playing Rust today instead of LiF?
Because though ultimately LiF is a better game, it also requires a far greater level of commitment: we're talking ANNUAL wipes instead of weekly or monthly, in order to get anything done. And though LiF's resource physicalization is vastly superior to Rust's, its base-building is vastly inferior: you're placing down ENTIRE KEEPS at a time in LiF. You aren't building them wall by wall. They're all pre-built. So the actual building aspect of Rust more than compensates in terms of complexity for the missing resource physicalization.
Of course a game that physicalized both aspects would be superior. But it doesn't exist, so I can't play it.
I am making it though, and that's exactly how the building in Alex Kierkegaard's Battlegrounds works: fully physicalized everything down to individual rocks and even tree leaves. Moreover it's turn-based and pausable, so you can play for years without needing wipes or to destroy your life. It's gaming heaven.
But it's still cooking, and I feel like playing something right now.
So for now I'll play Rust.
P.S. Once I'd accepted Rust's industrial system, its genius at last hit me: that it finally makes electrification REQUIRED instead of optional, that it pushes electrification back to the midgame instead of the endgame because now it's automation that's the endgame, and that, once you reach that stage, you can focus on war because everything back at base works automatically, and you can spend the endgame blowing up half the island and winning. It's a complete game-changer, and it's so hard that hardly anyone uses it, adding a brand-new layer of difficulty to an already hypertough game for you to master, and blowing the fuck out of lame autism simulators like Satisfactory. But I will discuss all this at length in future essay installments. Now I must play Rust.
https://x.com/AfterTheReset/status/2095859035643715950

https://x.com/profchise/status/2095747834419306955

12 years ago, Chris answered Reddit's questions, including modularity of ships like the Caterpillar
https://www.reddit.com/r/starcitizen/co ... _questions

Tokyo_Ink wrote:
10 for the Chairman was basically just Chris saying literally everything anyone imagined was going to be in the game.
Eric_Olthwaite_ wrote:
I wonder how many things he's talked about putting into the game that have never materialised?
Fritschya wrote:
That's good, dude is living breathing scope creep.
Every month I will be posting the top 2 Rust trailers in the month's War Journal thread for hype. Always the same two. They're two of the greatest game trailers of all time, very high up the list, the first unrivaled in atmosphere, and the second in action. I watch them regularly. They make me want to play the game all the time.
Console Announcement Trailer
https://www.youtube.com/watch?v=1uprAyRDZn0

Official Trailer
https://www.youtube.com/watch?v=LGcECozNXEw


Official Page: https://rust.facepunch.com/news/breach-and-clear
Facepunch wrote:
This month's update brings you Monument Blockers, Breakable Attack Heli Armour, HQM Nodes, Upkeep Group Scaling, various item buffs, and QoL and balance changes, as well as many performance updates and much more!


https://garry.net/posts/in-the-shit
Garry Newman wrote:
In The Shit
1 Year Ago, 182,344 views
When I was a kid my dad was always doing home improvements. Redecorating, moving a wall, replacing the doors, installing radiators, re-laying a driveway.
I remember this phrase he used. He'd have the water off, re-plumb a bunch of radiators, turn the water back on and there were leaks everywhere... and then my mom would nag him that dinner was ready - and then he'd shout "I'M IN THE SHIT HERE!".
To me, what it means is you've tried something, it's backfired and you're in over your head, you're drowning, and you've got to fight your way back to the surface.
Garry's Mod
I remember multiple times I've got myself in the shit. When I first made Garry's Mod I knew C++, but not well enough. I got myself into a position where it was crashing and I couldn't figure out why. I didn't use source control - so I couldn't just roll back to a version that wasn't crashing and figure out the delta.
So I deleted the whole thing, downloaded a fresh copy of the SDK and made it again from scratch. I did this at least twice in the very early versions before I started using source control.
I ended up adding Lua support as a shield from these crashes. I didn't understand the C++ code enough to stop it from crashing, but I could be really careful in my Lua implementation to protect against it.
Rust
When we released Rust and it got mega popular, we were immediately launched into the shit. The code was all janky and impossible to iterate on. It was basically a proof of concept that we ended up releasing. I didn't even know C# at that point, so I couldn't get involved beyond simple UI stuff. The community was HUGE and was desperate for bug fixes and new features.
So we were right in the shit.
We debated what to do. Is the code fucked or are we just idiots that don't understand it. Eventually we decided that the code was fucked.
I started rewriting the engine from scratch. I had to learn C# on the job. The community fucking hated the idea. They wanted Legacy, but we knew that we had to suffer for a bit right now so we could flourish more later on.
I didn't fully know what I was doing, but it was coherent and modular. Eventually it got feasible enough that other people could work on it. And then eventually it got feasible enough to play.
People still ask for Legacy, but there's no doubt in my mind that we made the right decision back then.
The Message
To grow, to improve and to achieve anything - you have to enjoy getting yourself out of the shit. You can't avoid getting in the shit. You have to see a pile of shit and jump in it.
Tommy Jääskeläinen wrote:
1.000.000% made the right decision to scrap Legacy Rust and start over with Experimental if the code was pasta. People just ask for Legacy because of nostalgia, they wanna relive Rust Legacy with real player counts again.
Cool. I just realized there are also spearguns, so we can have a rack of them at the boathouse. So basically pretty much every base module can use these racks, plus a dedicated armory and tool shed.
I confirm that I have it and that I will be playing this month's wipe.
Since we've been talking about gun racks today over at the Star Citizen forum [ > ], let's make it gun rack day and talk about them in Rust too: https://rust.facepunch.com/store/pack/weaponracks
Facepunch wrote:
Weapon racks introduce a quick, versatile and functional weapon and tool storage solution. With a Weapon Rack, you can efficiently organize, store and display your tools and weapons like a true survivor.






https://www.reddit.com/r/starcitizen/co ... nt/p793q8k
Parking-Confidence72 wrote:
On placing a rifle on the rack a light at the top comes on and lights up the weapons. Each rifle slot (and pistol slot) also has a light that is red when empty and green when a rifle or weapon is placed on it.
The pistol storage section enables placement of medguns and multi-tools as well as pistols (doesn't allow placement of knives). It also tilts to the 45-degree angle when you approach it.
There is a drawer on the left that enables you to store ammo.
As far as flair goes this is one of the best I've seen to date. It's a little pricey (if like me you want to build multiple loadouts to speed up org activities and therefore want several).
I placed mine in the alcoves of my hangar and I haven't had any issues with them jumping around after initial placement. I have loaded them up with guns and they were all still there after a relog to switch servers.
I have no doubt that any jetwash from flying a ship near them will launch them everywhere but with just one individual near them they should be good to remain where they are placed (I did notice some very slight movement when both a friend and I stood up close to the same rack).
https://www.reddit.com/r/starcitizen/co ... nt/p793q8k

An arsenal with close to a hundred guns (could have been thousands, he just "only" bought 20 racks at $10 each).
Do you know any other game that can do this? That's what physicalized everything can do. That's the metaverse genre. Only in Star Citizen. And of course, even better in Alex Kierkegaard's Battlegrounds with entire castles that can be customized brick by brick and therefore also entire armories that can be customized brick by brick, which Star Citizen's can't.
This guy is doing it right: https://www.reddit.com/r/starcitizen/co ... t_loadouts

multiple_iterations wrote:
This is actually useful for swapping out loadouts, and makes me hyped for suit lockers. Storage is convenient to store ammo/medpens/Cruz/etc. Pistol stands also hold multi-tools, which is awesome.
multiple_iterations wrote:
Gun rack for three long guns, four sidearms. The pistol racks take multi-tools also, the long gun racks won't take a MaxLift, so I think they're guns-only. There's a little storage bin on the left where you can drop your inventory while swapping stuff out.
kst8er wrote:
Just be careful who you group with. I had a box setup in my personal hangar for this purpose, was doing some PUG TSG runs when it came out from the r/sc Discord, and someone went into my hangar while we were in transit to the site and cleaned out my and one other guy's personal hangars for the decorations and things we had set up at Levski.
I remember some rando from the group still being back in Levski while we were doing the trench runs, and one of the times I died in the trench and went back I noticed it was cleared out.
Strange-Scarcity wrote:
Always lie about where you home out of and if you are doing things with randos? Always put your home hangar stuff away. It sucks, but until more social tools and the ability to "LOCK" things in place? Gotta be careful.
https://www.reddit.com/r/starcitizen/co ... nt/p75nc60
Falcon3333 wrote:
I got a 10 year ban for criticising SQ42s development and delays, that ban expired this year, my decade ban was finished before SQ42 was.
50calPeephole wrote:
Oh, I'd post up and necro thread that for sure!
RPK74 wrote:
10 more years!!!
netcode101 wrote:
That's the funniest thing I've read today, thank you for sharing :)
September 2026 Subscriber Promotions
https://robertsspaceindustries.com/en/c ... Promotions

Bosco wrote:
Showcase your favorite firearms with this sturdy display rack. Features display shelves for your favorite guns, as well as storage space for spare ammo and accessories.
https://www.reddit.com/r/starcitizen/co ... nt/p6yzky3
AgonizingSquid wrote:
Honestly I never thought about trying to repair the IKTI with the multi-tool.
Darthm42 wrote:
Yeah same here, I never knew it was a thing until mine went down to 18% and I thought "Well, I really wish I could keep this going... I wonder if the repair tool works..." and turns out that it does!
https://orgyofthewill.net/discuss/viewtopic.php?t=2531
I wrote:
§2084. Extinct art
The essentially all-brown GTA6 debacle where even the White protagonist is only there to assuage the brown ego (that Whites find them attractive and are interested in them and their cultures) raises a fundamental question: Why can't brown sales replace the White ones? There are many more of them than there are of us, so why can't they pick up the slack when brown aesthetics turn us off and we stop paying for them?
The easy response is that they are poor, and that is certainly a factor. But it goes much deeper than that, and ultimately it is this deeper factor that's the reason they are poor, so it all starts there. And the "there" is, as always, psychology.
Art works through the faculty of empathy. We empathize with the characters portrayed to us, and thus get closer to them and ultimately we become them in imagination, and we therefore feel what's happening to them as happening to us. That's how art works its magic. But browns have piss-poor empathy! They abandon their families, they sell their children into slavery, they eat household pets! They brutalize even medics and aid agents sent to help them! Just the other day I saw a video on Twitter of dozens of arabs stoning a dog. A completely harmless, defenseless dog. Dozens of arabs lobbing rocks at it for no reason, out of sheer brutality.
They have no empathy and come to us straight from the Stone Age when empathy hadn't even been evolved yet. Of course they can't appreciate art! It just doesn't work for them, and only catches their attention momentarily when they see a shiny bauble in it, exactly like animals (google dogs watching TV). Art simply doesn't speak to them beyond the most superficial effects, therefore they wouldn't pay for it even if they could afford it. But they can't even afford it because without empathy they are next to useless in the modern world. And that's why they're going extinct, and soon, like the garbage art that liberals make for them.
https://x.com/QwertdUp/status/2093520059079811470

The kids will be alright.
https://robertsspaceindustries.com/spec ... on/9103205
Searil @Searil wrote:
I wish that, after completing the instanced Siege, there was a better way of getting loot out. Like, you spend time in the verse crafting guns and armor to go do Siege of Orison, you run all the way through, kill the boss, and then you can't get the super heavy armor out without leaving your crafted gear behind? It'd be nice to have an elevator at the end or something so I'm not losing all this stuff that I've worked hard for.
https://x.com/PseudoKatabasis/status/20 ... 4390621672

It's the dreaded DIA!
Here's the plan: I'll be going as SupCom wearing the BUL-H4 SteelTek Super Heavy armor, with two bodyguards wearing the GCD-Army armor [ > ] and a Medic Master Chief. The GCD-Army armor sets will be left in my Orison HQ so that anyone will be able to use them in future runs. The bodyguards' gear is the same as Inquisitors apart from the armor, and they can also get a Quartz 'GCD-Army' SMG from myself or icy as secondary if they desire.

Everyone should bring as much ammo as they can carry, a few extra HMG mags for me, and a second multi-tool in their backpack with tractor beam and salvage attachments plus SRT canister. The tractor beam I believe is needed to reload the HMG. Why a second multi-tool? So you don't get caught with your pants down switching out the medical attachment on your main multi-tool. That doesn't apply to the medic since he has a medgun and should already have a multi-tool with tractor beam.
For optics, get at least a Gamma Duo unless you have a better idea. For barrel attachments, I wouldn't bother with suppressors, and I'd get a comp or flash hider instead.
This is a 4-player mission and we have 5, so the plan is to do a first run without ysignal, since he's in the US, so he doesn't have to get up too early, and then a second run with ysignal replacing whoever drops out.
The plan might change if more people drop in, and we could also try recruiting from global chat if needed to complete a squad.
As for the mission itself, it should be pretty straightforward. As poet and philosopher Manowar once said: "hail, hail, hail and kill".
https://x.com/madcap412/status/2093373501420003554

Wait till this mod drops. brown status is crashing so badly it will end up in Australia. They're practically teaching us eugenics.
https://x.com/jondelarroz/status/2093355046721421467

Bell-shaped lol. She's the opposite of everything Whites like, and everyone will be needing my racial aesthetics essay soon to make sense of the world. Look at that negro Kaida salivating over her. Of course for him she's an upgrade.
https://x.com/Fernan1393/status/2093360399676473580
Brian nice @Fernan1393 wrote:
Antiwoke influencer: "Did you guys see that brown 6 in current thing? They hate us and we shouldn't give them our money."
"LonelyFaggit85 -$5: I love brown 6 in current thing"
"SadQueer92 -$10: I simp for brown sixes"
Antiwoke influencer: "I love brown 6 in current thing."
https://x.com/jondelarroz/status/2093341247520010642


Oooh latina 5, spicy. Not even a German Nazi "latina". Pure native. Can't wait to not hear the spicy dialogue with the spicy accent she'll definitely have. Her 10 White boyfriend will deliver the game to the pure science-fiction theme. First sci-fi GTA!
https://x.com/RobertsSpaceInd/status/20 ... 3593937021

Cool promo and confirmation of the colors. The default is the darkest so perfect for the Master Chief, but it must be looted from somewhere, I think bunkers? The SteelTek of course as aforesaid for the SupComs [ > ] and I think the Stronghold is the purple Nine Tails one so perfect for the Emperor. And as for the Snow Camo that you can get from Wikelo, it can go to the Master Chiefs of a future white Commander.

We're tackling Siege of Orison 2.0 tomorrow Saturday, August 29 @ 2 PM UTC. No briefing's up yet. shubn is working on it, and he'll post the tactics at the last moment if need be. Keep an eye on the thread!
This is a Crusader emergency and Supreme Commander shubn will be personally in charge. Don't let him down, soldiers O7.
Alpha 4.10: Siege of Orison
Official Page: https://robertsspaceindustries.com/en/c ... -Of-Orison

Note that they've made all-new music for this, with its own Siege of Orison theme in the tradition that was started by Dark Territory, brand-new and very striking Nine Tails armor variants plus new armor pieces like the Yakuza masks. The enemies now have new weapons like the heavy machine gun plus the super heavy armor and IKTIs. On the downside there are no vehicles anymore. In 1.0 there were ship and ground vehicle segments. So the infantry combat should be more complex with all the new toys and more careful setup, but the combined arms segments are gone. It has to be said though that those weren't extensive, so I am guessing overall the mission will be superior. We'll see. I personally expect a much improved experience overall.
Trailer: https://www.youtube.com/watch?v=Jn7yM2d ... XVyolQO3wj
Cloud Imperium Games wrote:
Crusader is calling. Breathtaking views, incredible dining, and potential death lurking around every corner. Come reclaim the city in the clouds. What are you waiting for?

@HobnobbersFM wrote:
Dear Chris Roberts, who art in CIG. Thank you for these bugs we are about to receive. Through the bounty of the player base wallets. SE.
@NivisTigris wrote:
Oh, a Swiss mercenary.
@YellowFruit89 wrote:
No joke, they were totally brutal, that's why they still protect the Pope until this day.
@Umemuuli wrote:
Geneva Conventions strictly regulate the use of the Red Cross. #TodayYouLearnedSomethingNew
@Exonic wrote:
If the game would be in this state like you do video, this would be amazing. As always perfect promotion.
@nikkmann149 wrote:
Oh I get it, that glitching in the first few seconds is showing us what it'll actually be like to play.
@JaumeSabater wrote:
What happened to the influencer from the previous iteration? Was she thrown out of a cliff by Nine Tails? :)
@ninefive0 wrote:
That was a fan-made AI animation lol.

@EricVidfarne wrote:
1:00 was that a Wilhelm scream?


Crazy that even CR uses a random American pronunciation utterly divorced from even the in-game voice acting. More ammo for those saying they don't play their own game lol.
We'll stick to the traditional then. Crazy programmers lol.
The problem with the pronunciation used in the recent video is that CIG's own page on Orison [ > ] states that it's named after the English word, and the in-game voice acting and early promotional videos use the ordinary pronunciation.
https://robertsspaceindustries.com/en/c ... e-Chairman
New Letter from the Chairman just dropped. These usually appear when they're celebrating something, but in this case they're running damage control because the last couple of patches have been even more unstable than usual, plus there was a PR trainwreck from an official livestream they're trying to dampen. Plus they're announcing yet another Squadron 42 delay, this time because of GTA6. But there is some celebration too, for the billion-funding mark, plus rising player numbers. All this put Chris on the defensive, which is why he resorted to saying:
Chris Roberts wrote:
what is the most ambitious game in all of gaming
Since Siege of Orison 2.0 launched today, we'll never be able to access 1.0 again. So I thought I would sum up our experience with it.
We must have tried it 3-4 times over the space of a couple of years if I remember correctly. We have all the videos so maybe one day I'll go back and update this thread with them, and pics, and observations etc. But to sum up, the experience was always chaotic and buggy for us. It was chaotic because we never managed to be there right at the start; it was always other players who had started it, so we'd walk in while it was at the halfway point, or the one-third point, or the last third of it, and sometimes we'd even have to face players who'd gone rogue on top of the respawning Nine Tails. Indeed I think in the last occasion the developers had added a system explicitly recognizing rogue players and turning them red on radar for everyone else to shoot at. So it was chaotic because of the open-world MMO setup, with teams of players coming and going, sometimes collaborating and other times fighting; and of course it was buggy because it's Star Citizen. So I remember an entire session where we spent hours crashing through the shuttle, the floors, etc., or awful framerates, or unreliable Nine Tails spawns, and basically not getting anything done in half a day. A complete waste of an occasion, and we'd been waiting months for it!
Other times the game and the other players were cooperating reasonably, and we would make some progress. But even then, in our best run (I think it was the very last one) we managed to reach an early boss, and he wasn't at his station, and we spent a bunch of time looking for him. And then I had to go because we'd already been at it for five hours.
In all, we never got anywhere near the end, so from our perspective it was fair to assume that the end was unreachable. And yet, there were always people on Twitter posting pics of having finished it. So I think it was a matter of monitoring the start times and making sure you went in at the start instead of randomly like we did, and then ensuring you're on a well-running server, and then having expert friends to go in with, and trying the mission enough times over its running window, which was usually a week or so iirc. But this last prescription wasn't viable for us because we only had a Saturday to play when we'd assemble the troops. We couldn't play on a weekday when the crowds were thinner and the servers were running better.
So Siege of Orison 1.0 had always been the one "Dynamic"/Global Event we never managed to complete. You'd think it'd be the easiest one because it didn't feature the complexity of spaceships, yet the sheer number of players and bugs involved hurt us more than full enemy fleets in other events. Still we spent enough time fighting it that I feel we got a good grasp of how it worked, and are in a strong position now to appreciate the changes and finally reach the end of its new, more choreographed, strict PVE 4-player iteration. I don't mourn the loss of the much grander, open-world version of the event because there's already tons of that experience elsewhere in the verse and I am sure CIG is planning tons more. For the specific event parameters of Siege of Orison, I think this new approach is the most suitable, and I look forward to tackling it, and finally being able to say that we've completed it.
P.S. We've been pronouncing Orison wrong. It's not "Oreeson", it's "Oreyezon", as Chris Roberts and everyone at CIG pronounces it in Inside CIG: Siege of Orison. Actually, there's one guy in the video who pronounces it like we did. But everyone else differs.
I saw this update on Rustafied:
Rustafied wrote:
Player-maintained monuments
Player-maintained monuments continue to get more intertwined with the rest of the map. Monument blockers have been adjusted across Launch Site, Military Tunnels, Missile Silo, Large Oil Rig, and Small Oil Rig. Their health and protection have been tuned, with the current target putting a blocker at one C4 or five satchels to destroy. They also have visible health when attacked and effects as they move through their damage states, making the whole process a little less mysterious than beating on a pile of debris and hoping for the best.
Gemini wrote:
A monument blocker is an experimental feature being tested on the Rust Staging Branch designed to slow down early-game progression by barricading access to high-tier monuments on server wipe day.
How It Works
- Wipe Day Restraints: When a server wipes, debris like blast doors, collapsed corridors, barrels, tables, and wooden barricades spawn at high-tier locations. This stops players from instantly "speedrunning" keycard puzzle rooms.
- Affected Locations: The blockades primarily obstruct high-reward monuments like the Launch Site, Large Oil Rig, and Military Tunnels.
- Removal Methods: Players can bypass the blockers by destroying them using tools or weapons like rockets or a jackhammer. Breaking certain barricades down with a jackhammer also yields metal fragments.
- Decay Timer: According to developer notes shared on the Rust Discord, monument blockers are also programmed to start decaying naturally after 24 hours, opening up the monuments over time even if players don't blast through them.
Part of a Bigger System
These blockers tie into a larger, upcoming "Player-Maintained Monuments" system. Instead of monuments existing solely as static loot spawns, Facepunch is moving toward a loop where players must clear out debris, repair pipes, and restore power grids to bring the monuments back online.
If you want to plan for the next wipe, I can help you figure out which tools are most cost-effective to clear them or detail how the new player-maintained power grids work. What would you like to explore next?
Star Citizen 4.9 PTU | Super Heavy
https://www.youtube.com/watch?v=mOtgdI9aZSQ

Towards the end of this video you can see the HMG being fired. Don't miss it.
@Yuss_SID wrote:
When you walk it sounds like an Iron Man armour.
@vorpalrobot wrote:
I was thinking RoboCop.
@QuercusCorvus wrote:
Idris captain: "Why do I hear music?"
[The Rebel Path intensifies, interspersed with gunfire]
@Sentrix141 wrote:
Far...out...this...looks...sick
@gj-84 wrote:
DoW quote: Walk softly and carry a big gun!!!!! :)
@ThatKoreanGamer-r5m wrote:
This was a fun armor to play around with. I like that you can't be melee'd from behind with it.
@Cybearnaut wrote:
Hearing the sound of that armor approaching around the corner—I'm looking for decent cover.
@gorganhorn6872 wrote:
And this power armor is to light Titan armor like an undersuit is to this power armor.
Imagine Super Heavy Titan Armor :)
The future looks positively mechnificent!
@CarbonPixel78 wrote:
I imagine it will be like this suit and an ATLS had a baby :)
@ThornedLily wrote:
Listen, I don't care about this armor in any way, but wow that gun sounds amazing.
@CarbonPixel78 wrote:
At just the right angle, the head and backpack resemble a cat head (the whiskers are the lights and the two points on the backpack are the "ears").
@CarbonPixel78 wrote:
Playing around with video LUTs while taking the Super Heavy armor for a stroll around Lorville.

@doraxil wrote:
One more step closer to Titan suits O7
@pterodacton wrote:
Apparently this has replaced Titan suits, development was dropped in favour of the Super Heavy armour, and what was left of the code got re-used for the ATLS. I hope to god I'm wrong, but that's what I heard.
@Desrtfox71 wrote:
Titan suits are still a thing. They have not been replaced.
@pterodacton wrote:
God I hope so.
@rayjay8148 wrote:
Can you equip a different backpack to the suit and can you carry a standard weapon if you lose the heavy gun?
@CarbonPixel78 wrote:
Hmm doesn't look like I can equip a non-HMG backpack. But I can carry a non-HMG weapon with the Super Heavy.
@StillnessInMotion88 wrote:
Wait, it can sit? Does it mean it can be used in a ship to pilot it? Damn. Also, the one thing that bothers me with this armor design is the two scrawny metal connector rods connecting the shoulders to the elbows. The whole bulky armor really falls flat when it comes to broad shoulders, plus, no manufacturer would leave such a critical joint so exposed.
@CarbonPixel78 wrote:
When you're not carrying the Vendetta HMG you can jog, jump, crouch, pilot, drive, etc.
@StillnessInMotion88 wrote:
Damn, now I want it even more. The first armor that might make me wanna take off my Palatino Necropolis.
@Bland-79 wrote:
Do any of the gun racks hold that weopon?
@StillnessInMotion88 wrote:
Maybe the Perseus can hold it as it has multiple special weapon racks.
https://www.youtube.com/watch?v=1wStKk8AAJY
Cloud Imperium Games wrote:
In this episode of "Inside CIG" we follow the anticipated release of Alpha 4.10: Siege of Orison, dive into instancing technology, and take a look at all the challenges that come with bringing new experiences to the Star Citizen Live environment. How did Alpha 4.10 get to the finish line? Let's find out.
"Inside CIG" is a series where we further uncover the realities of game development, show the journey of delivering a patch to the Star Citizen universe and its community. We meet the developers, listen in on critical conversations, learn more about the complexities of building the most ambitious space game ever and what it means as we head to 1.0.

@Lx-yd2ev wrote:
Do the elevators work in the CIG HQ? ¿?
@HotWheels1776 wrote:
There's a 50% chance you just fall through the floor on your way to work. That's where all the devs that left went, they didn't move on to other companies they just fell through the planet.
@TecHippy wrote:
Why do you think they have such trouble retaining talent? Got nothing to do with 10 years of crunch, pay that makes Subway competitive or management that couldn't code their way out of a hello world. It's because the elevators just kill people at random.
https://starcitizen.tools/Category:Super_Heavy_armor
Only one Super Heavy armor in the game yet, the BUL-H4 that was just released. But it's wild to think they might add more. They're certainly adding more guns to it, I think I heard a flamethrower might be next.
SteelTek Super Heavy Armor
https://www.youtube.com/watch?v=Rzc4s9LC0gQ

@Spezies wrote:
Reminds me of Dune 2 RTS Game - Intro - Harkonnen :D
@TrashBandicooot wrote:
Baller! Heckin' epic trailer for the battle about to commence. Boss fight vibes like woah!
Here's a pic of Battaglia's location in Levski from the 4.9 feedback thread: https://robertsspaceindustries.com/spec ... -battaglia

Shark-CIG @Shark-CIG wrote:
Recco Battaglia is back as one of the new in-person mission givers with three story missions that introduce players to Nyx, followed by repeatable contracts. She is located in Levski inside of her workshop acting as a new instanced location. Recco's story missions take you through industrial mining, missing person boarding, FPS gameplay, and locating special people for her, and we'd love to hear what you think!

Evinco @Evinco wrote:
What happened to the old Recco, why does she now look like a man, terrible change, what was wrong with the original Recco, this looks nothing like her?
Monty M. Montgomery @Monty_M_Montgomery wrote:
The new one looks like an NPC from Fallout 3...
QuantumHive @quantumhive wrote:
- Physicalized Mission Giver: Interacting with Recco in person is fantastic for immersing new players in the universe, lore, and foundational mechanics.
- Mining Opportunity: The Titanium contract serves as an excellent introduction to mining, and providing a loaner ship is a great touch.
- Blinding Hope: A solid addition to the mission line, though it triggers a bit too soon after the initial Titanium run.
What do you think about my interiors?
https://www.reddit.com/r/playrust/comme ... _interiors






shubn wrote:
Completely next-level. You've inspired me.
A thread for third-party screenshots.
https://www.reddit.com/r/playrust/comme ... /code_lock

Qwen7 wrote:
Upkeep costs will be tied in future updates to the number of players authenticated on code locks and TC (nerf for clans). With this, no need for usual code locks to open doors, so no increased upkeep costs.