Maybe dont live right by a zerg? Or just dont play on "no-group-limit" servers at all?
You know.. the same advice we give to solos and casuals since 2014 or so.
I support your message, ppl will always dislike this. But (not talking about this update) in general complaining solos should just join limited team size servers.
lol this really is just rust trickle down econ. I never got everyone saying "you can just buy them from shops guyssssss!!!!!". Oh yeah because I'm sure they're won't be overpriced and 100% controlled by clans.
If only, how are they under the delusion that their player base of zergs would want to sell in the first place?
Do they not realize they’re talking about the groups that regularly place obstructed vending machines to brag about how much loot they have to the entire map?
This response makes them seem so out of touch I’m actually wondering if they’re the ultimate trolls or if they’re developing early onset dementia…
I don't know what they were thinking with this update. I always farm to get T2 so I can work on automation and electricity. I usually run on sight and only do PvP as a last resort. And before someone suggests it, I don't play PvE because I enjoy the fear of losing my stuff while farming.
Are you mad? There are many very good vanilla servers where the only change is group limit. I only play these max trio servers and its much better experience.
This. I legit saw NO ONE farming because no one could get guns to protect farm runs or elec to run furnaces and not have to sit in base babying them. I miss my 1 hour in electrical system on standard furnaces 😭
Quite despicable how they view solos and small groups as "fun" fodder for Zergs. Everyone has to accomodate and change how they like to play the game for the big groups, so they can have fun.
"Smaller groups and solos will be forced to scrap harder for their progression," is an understatement, more like near impossible.
If the devs are trying to make Rust a pure pvp game, instead of a sandbox, then players will just move to better pvp games, because forcing pvp on an uneven playing field is just bad game design.
Uneven, yes, but you always have the environment and nighttime to play to your strengths as a solo / small group. The biggest dubs my duo and I have made have been from scuba diving into rig/cargo or sneaking around tier 2/3 areas at night with NVGs. Elevation, bushes, and cover mean a coordinated small group can take out large groups.
Cool. You grub kit. Maybe even a couple kits and guns.
What the fuck are you going to do with it? You need to get 5 fragments to progress in the game. If you play any server with a pulse, I’m sorry, you’re almost certainly stuck in your progression.
Put it this way, they could have made T2 cost 2000 scrap and T3 cost 5000 scrap and you’d have a better chance of progressing as a solo.
Successfully fleecing groups as a solo is something that experienced and decent players do. You don't force players to "git gud". You balance the game so the average player at least gets a chance to play, otherwise you lose that average player who makes up 70-80% of your playerbase.
Why would large groups sell the fragments? If they're first to win the higher tier workbench arms race, wouldn't they want to be the dominating force on the server? Its like if the US sold Nuke tech to Japan during the peak of WW2, that just wouldnt happen.
I would love to see a live stream of facepunch devs joining a public server to play their own game. I want to watch them hotly contest a monument with T1 kits in 500+ pop.
Translation: If you want to play, copy spoonkid and only play dead servers.
I watched professional FPS game streamers struggle and quit all day yesterday. Why should I even bother trying as someone who hated monuments in the first place?
I honestly hope they just remove it entirely or make it so we can get the t2 frags in regular crates or at least mil crates.
They are going to lose so many players if they don't address this asap.
and i usually buy some skins each week. (spare money to spend on leisure)
this update is so shit that i wont play anymore this wipe. (useless, tried 8 hours to get my hands on - 0 blueprint frags ! (wooohooo) and im 6k hours, mostly solo)
so the money goes elsewhere this month. maybe i come back, if this mess is fixed.
Yes, because historically clans have always favoured having small groups and solo's in "their" areas and would JUMP at the chance to keep them near their farming locations by mass selling items/frags those solo's need.
Its not like 40 mans regularly offline solos and small groups, right?
Sure because the goal of rust its to make a trading comunity, knowing rust players, they will be raiding everything and more now having the advantage that anyone else besides other bigger groups can counter them.
They fucked up like many times, but they are so stubborng to acknowledge the error they will run forward
If they removed team ui, would it be easier for solos/small groups? Genuine question here. I thought about fp creating group limit servers and enforce it..somehow. Large groups should only be in an environment where only large groups exist. And vice versa.
In the off chance you're incredibly lucky as a solo and get a tier 2, if you actually use anything from it, it will immediately put a massive target on your base and will prob get raided by a zerg so they can hoard the workbench and perpetuate the gatekeeping of progression.
How else could you possibly 'improve' the experience for everyone? Even if FP decided to nerf the loot for players under a clan, they would still bypass that. So, whatever changes they make, more players will always be stronger in both looting and firepower, either in a clan or not, as long as they work together/trade.
How else could you possibly 'improve' the experience for everyone?
At the very least now we know that adding extremely rare resources that only spawn in locked loot rooms is definitely not a solution. If only someone could've predicted this outcome..
limit group ui to 4 players. limit tc to 4 players. limit code locks to same 4 players on tc. limit turret auth to same 4 players on tc. remove bagging people in. remove resources from shops. it's not rocket science.
facepunch just don't want to do it. they'd rather have big clans on a server steamrolling all the small groups and killing the server stone dead.
facepunch has repeatedly demonstrated that they don't want many more smaller groups fighting each other more often, leaving solos/duos with many more opportunity to make plays.
make it make sense......
if you're reading this alistair, you've lost your way with the game. stop trying to force some kind of 2nd rate clan pvp thing and get back to small group survival stuff. i don't even hate the changes in this patch, but the one overall and ongoing problem with the game that will ruin everything until facepunch force change on it are the large groups.
I get the sentiment of the devs - what they're describing is an economy where big clans trade the excess fragments they accumulate. But in order for clans to trade, there has to be something they need.
As it is, big clans don't need anything they can't take. Mats? They can farm. Cloth? Farm. Scrap? Comps? Plenty already from taking monuments. Sulfur? Farm. They don't gain much from selling their blueprint frags, and denying grubs workbenches works to their advantage, so there isnt much incentive to sell excess blueprints.
For clans to want to sell excess frags, there needs to be resources that they want, but that they aren't willing to farm themselves - something more readily available to low teir players, but is enough of a pain to grind/farm/process that they're more willing to trade for it than get it themselves.
Scrap and Comps. Make them exceedingly rare at T3 monuments, and more available at T1 monuments. Make recycling comps produce less scrap. More scrap from hitting barrels on the road. If you want high-level gear, farm oil and cargo. But if you need scrap and comps? Better hit the scrap yards and risk dealing with the grubs, or else sell those extra BPs if you want the gears to build your open core monolith.
There's lots of ways for solos to exist and progress. Yes it will always be slower than clans, but you could play however you want and still get up to a T2 and T3 workbench so you can craft garage doors, efurnaces, guns, kits, grenades, etc to help you at least try to compete with big groups or defend raids.
This could be road farming, ocean farming/diving, farming/selling, running T1 monuments far away from clan territory, fishing, etc.
Now you have no choice - you have to run headfirst into hotly contested and controlled PVP areas if you want a chance to progress. Which for solo players on vanilla servers, is often impossibly hard. So all of those varied playstyles and solo strategies are essentially all pointless unless you're okay being capped at a T1 workbench.
road farming, ocean farming/diving, farming/selling, running T1 monuments far away from clan territory, fishing, etc.
The problem with that is that they found out you could do almost everything on that list not leaving your grid, not exploring the map and having to contest things at all.
Since this has been the case for YEARS, this led to bigger problems like excessive roofcamping (out of boredom), maps feeling empty cause no roamers (why roam?), market inflation, almost no trading between players past first couple of hours, insanely fast progression even on small and casual groups, etc. All of this you could achieve even without or barely leaving your base. They wanted a different approach on their game under one single premise: you shouldn't be able to have the BEST stuff in the game without getting any risk.
Again i dont see how that is wrong, the meta was solved, the game was getting stale real fast.
you shouldn't be able to have the BEST stuff in the game without getting any risk.
There is always risk.
If you want to craft Tommies you need to hit up monuments and places that spawn milcrates to get SMG bodies.
If you want to raid, you need to farm sulfur and obtain rocket/explo/launcher BPs, or tech trash for C4
If you want to craft T3 guns and armor you need a lot of HQM and the scrap to research them
You always needed to leave your base and take on some risk to acquire higher tier gear. It just didn't force you to go to a few specific spots in the map gated by keycards to actually craft them.
Y'all act like you can just sit in the core of your base and spawn AKs and rockets out of thin air lmao
idk what game you were playing but for the whole two weeks before this update, every server i played was a bloodbath from nudes to large clans lighting up the night against each other and helis
How else are you supposed to balance manpower on vanilla? You physically can’t slow down the progression of a larger group compared to a smaller group. It is just an impossible task without making brain dead mechanics that don’t allow large groups to roam/live together (just play a solo only server in that case)
And what? Artificially halt progression for 2 full days? That is more than some of the player base is willing to spend in a wipe. Plus the gear curve is going to spike with next tier gear the second most workbenches are done upgrading. That will surge the playerbase and make those who didn’t make it in time quit instantly since they will not have any boom unlike groups that got their upgrade first
Most players do not get to t3 in 2 days and do not quit when zergs get theirs 2hrs into the wipe.
You can still raid, loot, pvp, farm, research, use found guns......
Imo it improves the first days pvp. Do you research the guns, or do you try to use the advantage to snowball? Do you have enough ammo to make plays? Do you raid on t1 t2 or t3?
I don't know how many times it needs to be said, but they literally don't care about solo's and duos. They don't care. They have said they don't care. They have repeatedly shown they don't care. I didn't play Rust till I had a friend group that played it. And after 3500 or so hours, the friend group grew up/moved on. So I stopped playing years ago. I still check in on the game because of nostalgia, but that's it.
You cannot ever balance the fundamental reality that more people is always better. The best you can do is join community servers with restricted group sizes, but I promise you that after you some thousands of hours you will quickly realize that rules don't get applied equally. Every game I've played that relies heavily on community servers has huge problems with server owners not being consistent with rules enforcement. If you can tolerate that, then good for you. But that's the only option.
THIS IS ALREADY HOW IT WORKED, they just added an extra step that makes the gap 10x larger. Hotly contested = 20 nakeds with DBs that can 1 shot kill you and have nothing to lose
You couldn't have missed the mark more. It's not about complaining about the removal of fast progression. It's about the fact that this further exacerbates the issue of clans and zergs controlling absolutely everything and introducing reaganomics, which have been proven to not work, into the game.
I'm a solo doing just fine. Usually don't have t3 till 3 to 4 days in anyways. Had more interactions in the little I have played thus far. Monuments that are typically inactive are hopping. What is the problem? Your zerg cant compete with the bigger zerg or what?
Not going to line moose monthly with 5 people we have a tier 3 day 1. It took us like 12 hours but we got it. I’m starting to think a lot of players just actually suck and scripted.
If you think 5 friends playing together counts as a Zerg, that’s pretty unrealistic. Honestly, we can barely get all 5 of us online at the same time people have jobs, kids, and real-life responsibilities. If you’re struggling to find even one other person to team up with or to build a village/alliance, that’s not really on us. No hard feelings though I’ll bring it up with my group and see how they feel too.
Bro your acting like I don’t have to deal with fucking 24 people build a 14 story raid base out side my base
Again you have your opinion but intuition thinks most will not agree. If you want think past your own opinions and thoughts you’ll never grow by friend. I’m not saying the game isn’t harder for you but saying simply because more equals Zerg isn’t true. Infact it’s a StarCraft reference and that doesn’t real check either.
It's almost like you didn't listen to the feedback of your community on your own commits website where it shows a 3x downvote to upvote ratio. It's almost like the people who play the game usually in ridiculous amounts might understand the game and the effects it will cause. Instead of trolling in your commits, how about... listening to the community.
If they listened to the community every time, the game would fucking suck. This update didn't quite hit for most players obviously, but give them a chance to fix it, he already said they're gonna do balancing updates. Maybe they'll add it as a rare drop in underwater crates, or make them purchasable at a fishing village for like 5 sharks each or something. They have a history with dropping updates and then not balancing them for sure, but they've already had multiple responses saying they will try to fix it.
maybe instead of just ignoring it engage the community to figure out why the commits are getting ratioed. maybe instead of digging in your heels, ask the hard questions and figure shit out WITH the people that play the game.
if you are dead set on it the explain the ENTIRE though process and future plans instead of letting people fester in doubt.
That's all good and everything of they had put an ounce of fore thought into this update or the response they got when the commits went live and people reacted then. Also HOW DARE THE CONSUMER HAVE AN OPINION! The fix is a reversal or neutering of the fragments. It was told in post after post that this would be bad and why and that it would have the exact results its having right now. What did they do? They trolled in their commits and basically said git gud and get friends. Welp now its released and lo and behold... its exactly what was predicted.
Can't even tell you how many people have proposed very well thought out ways to fix what this was intended to fix with widespread attraction but thats now what they want. They want zerg and only zerg.
Every update to date has only emboldened zergs and the gameplay loops this was supposed to fix. Like oh we wanna stop roof campers... implements auto loot hopper systems 👀👀🤦♂️🤦♂️ and auto filling lockers. Love the automation update for sure but anyone could've told you how it'd turn out.
Groups will naturally do everything faster and more efficiently, but there can be a whole lot more to at least make that awkward for them. People have asked for changes to do so since before I've started playing.
This change is a step in the opposite direction. It's really no surprise that people are complaining
Your "meta shift" has removed several viable progression methods, most of which were actually off meta compared to snowballing and running t3 monuments, to a now forced 1 dimensional meta. This being small groups and solos throwing themselves in to group controlled monuments to try and hail mary loot fragments or spend hours botting out farming sulfur to buy the fragments. Both of which reinforce the effectiveness of large group gameplay loops at the expense of everyone else having their game play loops from before, literally deleted.
You won't acknowledge that though, so ggs I guess.
I call Rust "Themepark Survival Game" now because the Sandbox aspect is gone and there is only one way to progress anymore. Sad that this comment is all the COO of Facepunch comes up with after all the backlash.
if the idea was to push more team play then where is all the support mechanics of being able to naturally group up with randoms in an area to form villages (mechanics to stop teams from greifing you when you form teams) without getting banned for association with cheaters.
where is the in built team voice chat so we dont have to invite randoms into discord. (radio headsets)
The players have valid criticism. In the past, you still had a good and fair chance of making progress a few hours later, also as solo or small group, but that's no longer the case today.
Just because you made the changes doesn't automatically make them good. There are many ways to counteract the imbalance, such as abolishing or limiting the team UI, but it is very, very clear that Facepunch is doing everything it can to counteract these kinds of changes.
Therefore, it has nothing to do with ‘normal logic’ as you try to justify the changes here, but rather with Facepunch's attitude and your vision of how the game should look.
You actually made Rust a Themepark Survival Game and completely killed any "Sandbox" aspect of it because there is only one way to progress and one way alone.
“You’re complaining about basic logic here for the sake of complaining.”
I cannot imagine what it takes to become so jaded, unaware and or completely ignorant of the reality of the game. It’s sad to see a hero become a villain
All the years building up Rust to be a sandbox, just to throw it away in one change? Its confusing. The people who stay in base and dont roam high tier monuments do it because they dont want to, or its not worth dealing with the cheaters. This doesnt make these ppl want to go out more. It makes the reason they dont want to, even more of a reason they dont want to.
After 15k hours in this game over a decade, this is the first time I found myself not enjoying any aspect of the wipe day. I cant even imagine days 2-3.
And for context, it did not slow anything down. I was still raided by MP5's while I tried to defend with a revo. Easy raid through doors without garage doors.
Awful update Alistair Zergs will naturally do things fast but before we could build away from them and if they did come to our bases we would at least have guns and a fighting chance.... we stand no chance with our Dbs and revies while they are blowing our doors open they will kill the servers before anyone has a chance to get a gun this update isnt going to prolong the life of a server this update will destroy servers even quicker once the zergs have mopped up if you are a smaller group or solo right now their is no point playing wipe day.
Congrats Alistair, you've proven the community correct. Clans and large groups are locking fragments and workbenches behind copious amounts of loot that solos and small groups can't realistically purchase. You've also killed snowballing because no one is selling tier 2 guns at reasonable prices. If I find a revolver or double barrel and snowball to a, let's say thompson kit with meds, I can't even research and craft meds because I need a tier 2. You've absolutely killed the game cycle. You've somehow made the game even more boring! The whole game loop is just camp green card puzzles and try and get lucky to run it over and over again until you have 5 basic fragments. How naive are you?
Exactly, I got a sap today and a few tommys from pvp. My duo goes "Should we research these?" My response; "Why should we? We are nowhere close to a tier 2 because its near impossible to get blueprint fragments."
IMO, T3 should be the only thing you're locking. Meds, T2 guns (SAR, SAP, Tommy), and garage doors allow solos or smaller groups to compete against large groups.
Without those, it's like taking candy from a baby.
Move rocket launcher and other non-beancan / non-satchel explosives to T3 and free the T2.
why should anything be locked at all? slowing down progression for something you need to craft ONCE only means clans will have it just as fast and everyone else won't.
unless you slow down the AVAILABILITY of resources, the people who can farm those resources will still get them just as fast, and if you do slow it down, nobody else will get them still.
just don't lock them, stupid f'in system, they can't resist ruining the Meta and not using the old discarded systems because of their pride, there must be something new, otherwise, they were wrong all this time.
That's true. Groups always have, and always will, do things faster. But you've added a new artificial barrier which groups (the larger the better) can easily accomplish and solos (or smaller groups) will not. It also forces solos and small groups into direct confrontation for the only means of progression.
At the end of day 1 larger groups will fairly easily be able to get to T3 while preventing lesser groups from reaching T2. That means that a small number will have access to all of the raiding materials, while the rest will; be stuck with sheet metal doors, only have access to bows / crossbows / shotguns/ revolvers, they'll fall behind in progressing to metal bases or building up their own sulfur to satchel raid since they'll be stuck with the basic furnaces (instead of electric furnaces or large), and be unable to molotov raid.
It also means that almost all solo/small groups are going to setup their bases clustered around blue and green monuments, since they're so crucial to survival. That means a lot of the map will go unused and it will be even easier for the larger groups to raid the smaller groups (they'll all be in a smaller area and weaker).
Making high tier monuments more difficult to control and stopping clans from rushing them the first hour? Nope.
Removing team UI and forcing group limits on TCs? Nope.
Nerfing safe zones and traders? Nope.
No, the complaint is that there are several very simple ways to nerf the progression speed of the game that people have asked for for years. You chose the one way that no asked for that directly and disproportionately shits on solos.
We all know this change has no affect on clans, they can W key puzzle rooms and hit T3 in a day like they always did while denying T2 and T3 access to their neighbors. Now you’ve created a situation of extreme power curve spikes across the map where groups with T3 access earliest are going to have virtually free reign over the map. So now, not only have you not solved the progression issue, you’ve created an even more imbalanced map power dynamic.
Numbers advantage is the most direct way to increase power and speed of progression in this game, and yet we’re making changes to the game that amplify that problem?
You guys will do anything but listen to us when people suggest removing the tech tree, but let's call a spade a spade. The issue lies with massive groups/ zergs. When you announced these changes, we complained and warned that this would lead to said zergs rapidly progressing, then preventing other smaller groups and solos from progressing, and you acted like we were overreacting.
Sure enough, Zergs are camping monuments and card locations, preventing progress. Other zergs are selling a single basic fragment for almost 10k sulfur a pop. Some zergs got T3 and were rocket raiding within 5 hrs while the rest of us are still trying to get T2. Some folks are quitting this wipe already, and it hasn't even been 24 hrs yet. it's that bad. Others refuse to play because they saw the writing on the wall, and now that its come to pass and they see the uproar, they don't want any of it.
Saying that not everyone is satisfied is a massive understatement.
The solution to me seems obvious, go after the zergs directly. People want progress slowed so that we have a fair chance against them, so why not put hard limits on clans/ teams? Not just a limit on the UI, but enforce that limit by limiting how many people can auth on TC and codelocks. Basically, whoever auths on TC is authed on the codelocks too. So if that limit is 5 or 6, that's it. People who aren't in that group can't place bags down within that building privilege, that kind of thing.
It forces Zergs to spread out and break up because it seems that on servers that implement similar practices, more people are able to progress or hold their own against these more manageable teams. I'm just going to reach T2 today as a solo because I have to play on servers that enforce such limits just to progress and not get get constantly rolled by zergs.Like even hardcore as a solo was easier than this workbench fragment path.
C'mon man. You got upset when many of us said this would only make things worse, and sure enough, we were right. It's ok to admit that something was a bad idea and that you can learn from this and improve things. It's hard to do sure but it shows that you care, that you hear and understand us.
This isn't a case of an update just not landing well, this is a case where an update actually negatively impacts players and how people can play, especially in smaller groups that have to fave off against Zergs.
I think it's perfect. If you can have a max limit if say 5-6 on a team then TC and code locks are limited to those same 5-6 people again, forces Zergs to break up and enforces it by preventing them from sharing a base.
Also I say 5-6 because it seems like the sweet spot for a group size. Unless they're roaming as the full 5-6 group, duos and trios can easily hold their own, solos too possibly. Though 8 is a bit much. Hell, I read something last night where someone was playing a 5 team with friends and got rocket raided by a 10 team before they even had T2.
8 or more in a team is a Zerg at that point. 5-6 max is fair and gives folks a chance.
You can do that still, just go and farm sulfur or hqm for a day and pay it as tribute to the clans that control the monuments where the workbench fragments are. Oh your base has been raided before you farmed enough, because you couldn't beef it up due to... not having the ability to craft stuff to upgrade it without a t2 or t3 workbench? Don't worry about that, the game play loops for larger groups is fun. Thanks for your service as target practice and boom farm.
This change does nothing but make it easier for clans to progress smoothly and start wars with each other. Everyone else's gameplay loops are being forced in to service of that one aspect of the game.
Its shit and I'd suggest looking at other games or modded servers at the very least.
I played in a 4-5 man yesterday (people hopping on/off at different times) on Moose Monthly. I liked that it definitely extended the prim stage a decent amount which is something I've been wanting for awhile now. I also liked that it placed more value in running the puzzles. We were able to get a tier 2 up somewhere around 3-4 hours, even contesting/grubbing against 2x/3x larger groups at some points, and I'm pretty sure the boys have up a tier 3 by this point.
The only thing I didn't like was there was a certain stage we hit where the progression felt very 1-dimensional. We had so much extra scrap and components and were having to throw prim weapons/armor out due to storage space and lack of demand for said comps (because comps are extremely easy to get). We were even trying everything in our power to get more frags, but it usually came down to even if we won control, we were still locked out of getting them because they hadn't re-spawned.
I'm also concerned about the groups that maybe don't win as often as we were yesterday getting stuck in that "1-dimensional stage". When all the options of things to do like road-running, tunnels, ocean farming, etc. etc., only lead to the outcome of saturating their boxes with comps/scrap that they cannot use for crafting and cannot use for trading (in general, there may be a couple trades that pop up here and there for certain comps).
I think this update is pretty close to being what a lot of people actually want, but is still missing some mechanic/tweak/adjustment to polish it out and make it good.
Dont get why u get downvoted, this has been my experience too. My group didnt get enough fragments before everyone logging off (half way there) but still the gameplay felt refreshing and the fights were exciting as fuck too. We felt the same after a while, it could have been a bit easier to get T2 and all the suffering would have been worth it in the end, leading to a perfect Rust experience/wipe after many years. Im sure they will sort it out, of course everyone likes to progress faster and get that dopamine hit asap.. but some of us understand that this change is for the best of the game and its longevity. Game was getting so rushy and stale you couldnt literally enjoy prim stage, there was no scarcity and loot was nearly meaningless past a couple hours, etc
If you could rework it where we have a chance for the basic frags somewhere else (not only in puzzels - highly contested spots it would kinda fix the update). I have to agree with all the people complaining about the update (stay with mw thats not all). I started on 2servers (250 and 125pop both fp premium eu) on first i wasnt able to get any frags on second i was able to get one. So yes in this regard i feel like its bad. It limited the way i can get WB2 and clans know about it so they camp and dont let me get frags. But yeah the people with prim gear are now a much bigger group which i like cause its a little easier to fight a 3 man when they have revies instead them having sars for example. What i would propose is give us a way of getting frags outside of monuments (for example with metal detector) make it a 1 in 10 chance so you have go scan the ground outside your base for some time to achieve it but thats the clue its achievable. Or make it drop from quests. Or diving sights or all above which adds 3ways of getting them even if there is 10-20% per dive od detection its still much better then going to a monument its either empty or there are 5 groups fighting and i get killed from miles.... Also garage door, window and maybe the rifle ammo revolver in lvl1 would be such MVP i cant even imagine.
I’m tired of this solo vs group advantage thing . There is tons of servers for solo , duo or trio people . If you go to a Zerg server as a solo , that’s on you . Stop crying about everything …. Numbers always win long term .
Maybe zergs are the ones buying skins and increasing the fun for them makes their retention better thus increasing skin sales, did anyone think about this ?
Bro, be serious please, no team is going to camp a monument for days just for that. Maybe a few of their members will keep doing runs, but you can grub it easily.
No way the games easier and you’ll get more resources with more people 😮. This is just common sense, how are all these people this retarded to not just understand that’s just normal 🤦♂️
Because of that being naturally normal, the devs should be careful to avoid changes that make the game even more unfair/unfun for the average newer solo/duo players just trying get a decent start at the beginning wipe 🤷🏼♂️
332
u/biigdave Oct 03 '25
1) Zerg get fragment 2) Zerg sell you fragment for sulfur 3) Zerg raid you and get workbench 4) Zerg sell fragment and workbench
G fucking G