icycalm - 07/22/2017
Don't worry, every game will be better than the last, the way we are refining it etc.
If we can get some cool leaderboard up, perhaps with kills per player and team wins, it could get big
Proper competitive Rust
All I need is a few clan wins to put in a leaderboard, and then I can have a blog up that we can advertise
And by "clan" I mean "squad" -- Alfa, Bravo, etc.
I want to call the game "Alex Kierkegaard's Uberust", though I will mention it is a team effort
Without NighAligned's idea we would be in a pretty bad state, I think, but without my idea of a true episodic format we wouldn't even have rented a server (edited)
I think, so far, these are the two key concepts of the design: A true episodic format, so that the players are never absent, and no respawns, as in Siege and PUBG and every good PVP game ever
I just wasn't bold enough to think of the no respawns, because ever since PlanetSide I have struggled to imagine how a game of that scale could work without them
The trick in Rust, is that, the way we play the game currently at least, it is nowhere as big as PlanetSide, so getting kicked out for an hour or two is not such a big deal
Even in Rust, in the public servers, it wouldn't work
The only reason it can work in our server, is because of the episodic format + small number of players, so games are over quickly
It might still work when we have say 300 players, but the players will need dicipline to tolerate being kicked out of the game for weeks
I guess in that case you'd need several servers running Uberust, so that if one player dies in one server, he can join another one that is starting in a few days
But at the scale of PlanetSide, you get to the point where people would be treating every firefight almost like a real firefight, and they would just be sitting behind cover for hours blindfiring
I think a mod that nerfs the hit points of walls and doors would also be helpful at some point down the line
Defences are way OP in this game, and it has to be addressed (edited)