Showing posts with label updates. Show all posts
Showing posts with label updates. Show all posts

Wednesday, August 21, 2019

Rust After Five Years


By Bixyl Shuftan

It's been over five years since my friend Nydia and I found the survival MMO "Rust." And over the years, the game has evolved and changed much as we've had our share of adventures and misadventures. Long gone are the game's first days when all the structures were on a circular road and you had to watch out for zombies and mutant animals. While much has changed, the objective remains much the same, starting with nothing but a rock and a torch in a place where so much wants to kill you from the animals to the weather to other players, you build tools, weapons, clothes to survive and a base to protect your stuff and yourself when not playing, and as the game goes on you improve what you have. In PvP areas, you also have to defend yourself from raiders. Timid players tend to miss out on opportunities. Aggressive but sensible players tend to do well. And reckless players tend to have a hard time keeping the loot they gathered before making it to a place of safety.

When we last looked at the game in Dec 2016, they had just introduced it's "component system" and introduced junkpiles which you find along the roads and at places such as the metal towers. It was about a year later in January 2018 that the development team announced they were leaving "early access," which basically stated they had determined the general course of the game and while they would continue to make updates there would be no more greatly radical changes such as the short-lived XP system. Still, a lot has changed.

Starting up is much like before. Upon appearing on the map, always on the beach as if having washed up on shore, the first thing to go is gauge your surroundings, and if there's nothing threatening nearby, look around nearby for some materials such as hemp to make some basic clothes, stone rocks for stone, and trees for wood. You'll need to make a stone hatchet, stone pickaxe, wood or stone spear, bow and arrow, floorplan, and hammer. Check the map with the "G" button to see where nearby roads, mountains, rivers, and permanent buildings are. As before, you'll need to make a base. But different locations have different advantages and disadvantages, especially in PvP servers. Ideally, you'll want a place not far away from places where you can get scrap, components, food and water, and mineable rocks. But in a PvP server, you'll generally want a somewhat out of the way location that won't be found too quickly, generally. Some players like the challenge of frustrating raiders (more on that later). And unless the server is modded, all builds are taken down at least once a month in what's become known as the "wipe."

Going back to the component system, going through the boxes and barrels, besides finding complete items, you'll also find scrap and components, such as empty propane tanks, gears, metal pipes, metal blades, springs, and more. Some items need just one of these components, such as salvaged hammers which need one metal pipe. A few need two or three kinds of components. Components can also be broken down at the recyclers at a number of locations, such as the mining outposts and supermarkets, into raw materials and scrap.

From the start you'll be able to make a number of items, such as sheet metal doors, code locks, small furnaces, primitive one-shot pistols, leather boots, and a few other things if you have the materials. When going through crates and barrels, you'll occasionally find blueprints for items such as water storage barrels, planters, and furniture. But for many items, the only way you'll be able to build them is to find the item and research it. This means finding the item to begin with, putting in in a research table, which you can either build or use the one at a few locations such as the Satelite Dish monument, and use the amount of scrap needed, which you find in small amounts going about smashing junkpiles and looting boxes. Some items need a small amount, such as leather gloves which require 20. Most will require more, such as the metal hatchets and pickaxes and the pistol bullets which need 75 scrap to learn how to build. Some items need a lot, such as armored doors, demolition charges and assault riles which take 500 scrap to research. Once an item is researched, it's used up whether it's in good condition or poor (I haven't tried researching a broken item). One can also use an amount of scrap to experiment to create a blueprint, though the results are random.

While many items you can just make anywhere if you have the materials and items handy, some need you to be next to a workbench. A level one workbench cost some wood, metal, and a little scrap, and are needed to make things such as metal hatchets and pickaxes, gunpowder, and pistol bullets. For some items such as basic rifle bullets and automatic pistols, you'll need a level two workbench which needs 500 metal, 20 high quality metal, and 500 scrap. Plus you need to be at a level one workbench. The most powerful items need a level three workbench, which needs 1000 metal, 100 high quality metal, and 1250 scrap, plus being near a level two workbench.

There's another reason to research items besides building them. With a few exceptions, unless you know how to build an item, you can't repair one in a repair bench, even if you have all the materials.

Probably the biggest change to the game since our last review is the addition of NPCs, the scientists. Identifiable in their blue radiation suits, they're found patrolling near certain junkpiles, or a few certain places like the Military Tunnels, and will shoot any player who gets too close. This means even in Player vs Environment servers the most dangerous thing out there are no longer "ninja bears" and wolves. And armed with automatic weapons, they can make short work of a poorly-prepared player. Probably the best way to take them out is a bolt-action rifle with a scope, though quick players with meds and some armor can engage them closer up. But not every NPC is hostile, at least not always. There's a Bandit Camp and a Scientist Compound that will let you in, *BUT*, you need to keep your hands free of weapons or tools that can be used as one. So much as showing a hatchet for more than a few seconds near either location will get you shot at. The Bandit camp has a gambling area in which you can wager some scrap in a chance to get more (though possibly lose what you have). The scientist camp has a vending matching in which you can trade various amount of scrap for various items.

Besides the infamous chopper, there's also a Bradley Armored Personnel Carrier. But not everyone sees it as it supposedly stays close to the Rocket Launch area and possibly the new Excavator Pit. Like the chopper, it will attack anyone in sight, and besides it's rockets and machine gun has a cannon. But it has blind spots, and a sneaky (or lucky) player can take it out with two demo charges.

Also after our last review, a new aspect to the game was introduced: maintenance. No longer will bases decay only because you're not logging on every day. They will slowly start to degrade shortly after being set up. They way to stop this is to put a certain amount of wood, stone, metal, and hi-quality metal if there are any armored parts, in the tool cabinet. The amount used up every so often depends on how big the base is and how much wood, stone and metal were used in making the floors, walls, and doors. This means that a build-minded player can't just simply keep making the base bigger and taller, or keep adding "honeycombing" to discourage raiders, but has to keep in mind much raw materials he or she can keep getting. There are of course modded servers with no decay or low decay enabled. But for most, you're going to have to keep maintaining what you build. Otherwise the place will soon decay to the point people will be able to sneak in and get your stuff, and eventually it collapses, or "rusts," away. On the plus side, if you need to be gone for several days, you can just load your tool cabinet with the needed materials to keep it going.

There are some ways of getting around besides on foot. There are motorboats that can be found about on shore. They can be pushed into the water, and require low-grade fuel to operate. Once the fuel runs out, the boat stops. They can also be used to store a few items. Boats are not indestructible, and after taking some damage will be destroyed. There are also small one-man choppers that can be found in places. They also require low grade fuel to operate. I personally found them tricky to fly, and from what I've heard can only take a few hits before they explode and the player plummets to his death. But a skilled player can use them to get to places that would otherwise be difficult. It should be noted that unless used, small helicopters will gradually decline in hitpoints until they hit zero and explode. I've had one go off just behind me when going about. While I haven't heard of anyone being hurt by a small chopper exploding this way, what can happen in a PvP area with a number of armed and nervous players nearby is obvious.

Another option for air travel are the hot air balloons lying around. They take 15 fuel to fill, and more to keep going. They also have a limited storage capacity. Once the fuel is gone, they float down. But be careful where you land as coming down on a place full of razor wire or NPC scientists will end you. For those planning on using the latter two to raid bases, there are now Surface to Air Missile batteries that can fire at player-controlled aircraft. In unmoded public servers, it won't fire on the NPC chopper, though.

The more recent way to get around is on horseback. While horses have been in the game for years, only recently could they be ridden. As of the writing of this article, all horses are approachable and have saddles. Press "E" to mount up, and spacebar to dismount. You can speed them up for a gallop, but this drains their stamina bar. If they're low on health, you can feed them pumpkins and corn for them to regain it.  For the fun of it, you can press "control" for the steed to neigh and rear up. Like boats, horses despawn after a few hours of nonuse, but you can build a hitch to keep one around. Do not put a horse indoors as it will soon die. Don't expect things to stay things this way for too long as the developers are working on a way to capture wild horses, and presumably you'll need to craft the saddles.

Temperature can be a complication as overheating means you'll dehydrate faster, being cold means you'll burn up more food, and really cold can start to lower your health. Being wet will make you even colder, and it cold areas wet clothes don't dry so quickly unless you make a campfire. Temperatures also drop at night, so if you're going through a cold area when it's sunset, you may need to stop soon and make camp. Oh, and if your swim out into deep water, temperatures will drop so you'll start to take cold damage if you're in there too long.

Speaking of water, there's now scuba gear available, facemasks, flippers, wetsuits, and the air tank. You'll need at least the air tank to go down deep without starting to drown while the masks help you see underwater, the flippers help you swim faster, and the suit helps you keep from getting too cold in the water. With the suit, you can dive down to wrecks and loosen up crates there to float to the surface and get the loot from them. There's also floating debris which you can go out either on a boat or swim out with the wetsuit, and get the loot from any boxes or barrels there.

Some of the changes are for Player versus Player aspects. In the past, the only way a raider could sneak on top was to be able to make a raid tower close enough a base, which couldn't always be done. Now there are ladders than a player without build permissions within a tool cabinet's zone can place and climb up to the top of a base and break in from the top down. No longer can builders just build high and assume their stuff stored above will be relatively safe.

Fortunately, defensive minded-players now have a defense against players: more and better traps. In the past the only traps available were wooded spikes, bear traps, and land mines that could be evaded by raiders and could end up activating on their builder. Now there are shotgun traps, flamethrower turrets, and auto turrets. The shotgun trap requires 125 scrap to learn the blueprint and 500 wood, 250 metal, two gears (less in some servers), and two ropes to make near a level one workbench. It uses the makeshift handmade shells that before were used for the simple waterpipe shotgun and eoka pistol. While it fires only directly forward, it can be placed on walls and over doorways. Flamethrower turrets use low grade fuel to spew fire within a short range, which means you can't place them in a wooden part of a base. They need 75 scrap to research and 10 hi quality metal, two pipes, two gears, and five empty propane tanks. They do make a noise when active, so a raider can hear them nearby.

Of the three shooting traps, the auto-turret is the hardest to make and research of the three, requiring 500 scrap to learn to make and needing a level three workbench to assemble the 40 hi quality metal, 1 tv camera and 1 targeting computer. But these are the deadliest and most versitile of the traps, with a long range and a 180 degree field of fire that players can use as outside defenses. They also have a "peacekeeper" mode that keeps them from firing on players without weapons showing, showing a green beam instead of a red one when this is so. While deadly, it does have some weaknesses. Close up, they also make a distinctive noise, potentially alerting raiders .With it's high rate of fire, it can run out of ammo quickly, and if a raider manages to get behind and up to it, they can just turn it off. With 1000 hit points, raiders may need rockets or explosive ammo to take them out.

Also to help slow down raiders is a new kind of door, the garage door. It takes twice as much metal to make than a sheet metal door plus two gears. But at 600 HP it has more than twice the hitpoints.

To help you get some raw materials faster, a couple tools have been added to the game. The chainsaw, when it works, will rapidly turn trees and fallen logs into wood for you.  And for anyone even remotely familiar with a few slasher movies, it's use in PvP combat is obvious. I imagine it could also be used to scare enemies away, especially if you're wearing a facemask. I say "when it works" as I have yet to get one of the darn things to work for me. What I have gotten to work is the jackhammer. This handy tool will rapidly chip away a mineable rock into ore or stone, and automatically finding the weak spots as if you were hitting the shinny spot. In places where there's a lot of rocks such as caves, a player can get a lot of material in a short time, which can come in handy in building up a base faster, or getting the material to maintain one. Players can't research jackhammers yet, but they can be repaired.

One of the more recent changes to the game is electricity, or rather electrical components such as switches, batteries, timers, pressure plates, etc. Players can keep their system powered with windmills or solar panels. While they can just be used to allow doors to automatically open, and in the future there may be sorting systems for storage. In PvP servers, a more obvious use of this is making elaborate traps. One example is a pressure plate that when stepped on opens a nearby door with a shotgun or flame trap behind it. I've seen videos made by players luring raiders to a trap base, watch as the raider realizes he's been tricked, then delivering the finishing blow. Sometimes the results are hilarious as it's pretty satisfying to see a "salty" or "toxic" player get his due. For more information on electricity in Rust, you can read this page: https://www.rustafied.com/electricity-in-rust .

With PvP servers pitting tactics of raiding versus strategies of defense, I've seen some designs of bases made to be good at resisting raiders, or at least make the cost of doing so much more effort than what's in the storage crates. Deception has also become a strategy. I've heard of players building over a hollow spot in the ground, storing stuff underneath, and making the top part look like an abandoned and decaying base. Another strategy is making a large and visible base that isn't difficult to find while making a tiny base in a more remote area hidden by trees or rocks to stash the more valuable items in. Not much is more frustrating to a raider than having spent dozens of rockets and/or demo charges and hundreds to thousands or rounds of ammo, possibly dying once or twice, only to find a loot room that's practically empty (and possibly with a note that says "Sucker!"). Raiders sometimes call these "troll bases," though more defensive players have a different idea who the trolls are.

For those wanting to know more about the game, there are plenty of youtubes about various aspects of gaming from how to build a better base to solo raiding a clan building to which server to choose (some PvP ones have somewhat less aggressive ones than others) to various details such as the monuments. You can also check out the blog at https://rust.facepunch.com/blog/ for both the latest updates as well as a glance at how the game has changed over time. You can also check out the Rust Wiki at https://rust.fandom.com/wiki/Rust_Wiki . While Rust isn't for everyone, over time it's emerged as one of the more popular and distinctive survival MMOs.

Some pictures by Spooked Dreamscape

Bixyl Shuftan

Friday, December 30, 2016

This And That: WoT's "Tankmas" and Swedish Tanks, War Thunder's Official Release, Rust Junks XP System, WarFrame, and Astroneer


By Bixyl Shuftan


Although my focus has been on Second Life, I've been hearing about a few developments in gaming. Some of my Second Life friends have been playing a new MMO game a lot, a new one in development caught the attention of a few, and there's been some developments in a few old favorites."World of Tanks" is going through it's yearly "Tankmas," with some goodies for it's players. For fun, this includes a tree and a snow tank players can decorate. They can get decorations by performing missions, and can level up their trees and snow tanks, getting a reward for doing so such as discounts on certain tanks or female crew members. There's also a new nation available: Sweden.

The Swedes were neutral in World War Two as neither Nazi Germany or Soviet Russia felt the risks of trying to conquer them were worth the rewards. The nation had it's own line of tanks, originally inspired by German designs but eventually finding it's own path in armor. Players have two lines of tech research: tank destroyers and a mix of light, medium, and heavy tanks. Rita mariner, one of the top tankers that I know of in Second Life, called the Swede tanks a mixed bag, some great, some okay, and some that she felt were just target practice for the opposition. But in addition to the Czech tanks that were introduced a few months ago, they do add to the variety of tanks (and spending more money for garage space).

Source: worldoftanks.com 


War Thunder hasn't gotten quite as much attention among my Second Life friends as it's more difficult to team up, but I've still been hearing about developments. Some months ago, they introduced then expanded the list of, British Combat vehicles. This left Japan as the only nation in the game with airplanes only, but not for long. Japanese tanks are currently in development, currently available to those as part of the "testers team." An update in the mechanics in the game now allows for hydrolic suspension in certain vehicles. Also in development, naval combat. The first vessels won't be the destroyers, cruisers, and battleships of "World of Warships," but small craft such as PT boats. This means the game will eventually cover land, sea, and air.

With these developments, on December 21 the director of the game announced that "we have completed all the goals we set for ourselves in the early stages of development" and the open beta testing of the game was concluding after four years as the game was being officially released.

The road to release for War Thunder has been a fantastic journey, packed with development,  we have from the outset been active in development and content heavy in regular updates to the game. Our commitment to the game has provided players with millions of hours of passion filled gameplay and we have gained many, many players as well as the veterans who have been with us from the very beginning. To all our fans, we sincerely thank you, we are so grateful for the continued support of our project and look forward to your continued support into the release.

We will continue to develop the game we all know and love but you won’t be seeing the same major changes in direction we have all been part of throughout the testing, gameplay and core mechanics can now settle down and we can at last concentrate on giving the game the polish and content it deserves. Additions will continue, there are still many military vehicles that can be included, our mapmakers will still create wonderful vistas and beautiful scenery to wage war in, of course there are still exciting features yet to be added - such as World War mode, new nations, new tournaments and more.

It’s been a pleasure to provide you, our players, with such an already filled out  battle simulator and we look forward to even more happy times together as we continue to tread the path of the warrior.


Source: warthunder.com

When we last looked at the survival game "Rust," they had just introduced their experience, or XP, system. But not only did a number of players complain about it, the development team soon came to the conclusion the system wrecked the feel of the game as an open sandbox with exploring and random encounters and turned it into a grinding slog. So they got rid of it and put in it's place a "component system."

Players are able to build all items from the start. But some things require additional items to make. So when you go around smashing barrels and opening crates, you'll find items such as road signs, pipes, used propane tanks, tarps, and sewing kits. The sewing kits are needed to make clothes beyond the basic burlap coverings, such as pants and t-shirts. For the shoddy armor made from road signs, naturally you'll need a few of the road signs. Pipes are one of the items needed for shotguns, and so on.

You can also recycle the metal and cloth items you find in the recyclers, that one can find in the warehouses across the island. Just put in the items and a little wood, and press the green button. Tarps are made into cloth, metal parts into low quality and high quality metal. It you throw in tools and clothes, you'll get back half the metal it takes to make it.

While you can still find lone barrels around the island, you can also find them, along with crates and food boxes, on new junkpiles, which appear around the landscape. You can also find oil-bearing barrels on them sometimes, which means you don't have to make long treks to the oil storage facility or airport or kill a critter to make a little fuel, or make a trip to and use an oil rig which in itself uses up fuel. 

With players able to get metal and oil easier, I wondered what the catch was. As it turns out, an old nemesis from Rust's earlier days is around a lot more: radiation. It had appeared earlier, but was in a few small areas that could be easily avoided. This time, it's encountered more frequently. While the oil storage area is still rad-free, other places I've been in so far will start the Geiger-counter ticks. At least the water treatment plant was only half-contaminated. There are also small power stations around which while having oil drums around also have radiation hazards. This means the radiation pills you occasionally come across are going to come in handy to avoid poisoning, in addition to the radiation suits you'll occasionally find. The downside, they're not going to provide much protection against bullets and blows. Plus most players will prefer wearing something else. You're going to need to save space in your inventory for your clothes when switching to the suit. Which means your forrays into the ruins have gotten more complicated and less rewarding. On the plus side, in servers with more and hostile players, you may have less competition.

Source: Rust Devblog

So what's new that's gotten the attention of my Second Life friends lately? Two games come to mind. One is Warframe, a first person sci-fi combat MMO game. In the game, the player takes the part of a "Teno," a warrior in a faceless biomechanical suit or "Warframe" whom has been reawoken after ages in hibernation to combat the Grineer, an army of clone soldiers trying to take over the Solar System. Players have a choice of what kind of fighter to be, as well as a choice of ranged and melee weapons. Beyond the turorial mission, from what I have heard missions are all multiplayer with no solo fighting, with some story and plot involved as one goes on.

I personally haven't had much experience with the game as I found it difficult to "get," and before I could meet up with Skylark Lefavre and Pagan Sunburn whom are fans of the game, the game fouled up while updating. My friends have had similar trouble, to the point of occasionally calling the game "Glitchframe." So unless someone does a reader submission, there may not be much more to say about Warframe.

Another game that's gotten attention of my friends is "Astroneer." This game, still in Alpha, is in it's very early stages. Players take the part of an astronaut stranded on an alien planet trying to build a base, trying not to run out of oxygen. The game is somewhat similar to "Space Engineers," but is more cartoony, simpler, and no PvP option so far. Players can get together to work on a single base. Thankfully, some needed materials are slowly renewable, but things are complicated by occasional sandstorms.

"Astroneer" is very new, so if you get it, expect some changes as the game goes on. The game is currently available on Steam.

That's all for now in gaming.

Bixyl Shuftan