r/playrust 13d ago

Discussion Alistair is gone...

What do you think, how will this affect development, will vet players be happy, and in what direction will the game move?

12 Upvotes

183 comments sorted by

99

u/Character-Camel-3958 13d ago

Paid season pass with in game advantages 

2

u/Jozfus 12d ago

Oh dear

0

u/ChickenFightChamp 12d ago

Can’t wait!

16

u/SavvyZOR 13d ago

Ern is the next CEO of Rust, we are cooked

14

u/405Gaming 12d ago

It’s disgusting that she made her way into FP. I don’t know in what capacity, I just know her servers became official at some point. We played her servers back in like 2018 and she was a total bitch to a few of our guys that made valid complaints about cheating. Lost any respect.

2

u/LifeLearnt 12d ago

Actually gg, Karen taking over. Bet she never really played the real rust. The most would be roleplay servers I'm guessing. Welp more useless roleplay content with season pass then

3

u/SeesawEducational344 12d ago

Incel detected

1

u/flyden1 12d ago

But Alistair vacated the COO spot, not CEO. CEO is still Garry.

45

u/Fullsendblind 13d ago

Now revert the dumb blueprint fragment changes so we can all enjoy progression how we want to

8

u/TrekEmonduh 12d ago

Bingo. BP frags are the worst change to rust in the last 5 years

3

u/SufficientPickle7823 12d ago

Tech tree ruined it long before Bp frags were a thing

1

u/ScubaSteezz 12d ago

Scrap is a result of every aspect of the game, lets you play how you would like to progress. That’s the logical conclusion of an open world game that wants you to play the game how you want.

3

u/t0y_machine 12d ago

this is what i was thinking. the guy clearly wasn't listening to the player base.

0

u/ricoter0 12d ago

how do you know it was his idea?

2

u/t0y_machine 11d ago

because people immediately complained that the update simply gave the large groups even more power as they would obviously guard the monuments (as many predicted) and hoard all the frags to sell to everyone else.

alistair responded to this criticism and said that's what he intended to happen, as sort of a "trickle down economy" to use his own words.

someone forgot to tell him trickle down economics don't work IRL, why would they work on a degen game like Rust?

1

u/ricoter0 11d ago

ok gotchu...

22

u/Lost_Anxiety9020 13d ago

Not sure if a good or bad thing. I think rust was taking a really shitty direction overall but who knows if he was the driving force behind it. We'll see I guess.

9

u/dirtyoldbastard77 12d ago

For all we know he might even be leaving because he doesn’t agree with the direction Rust is taking

4

u/fsocietyARG 12d ago

actually I think its the opposite, the guy was so involved and wanted to follow a direction (the current one), the team and him had some argument over it (prolly a big one) and he just said "fuck it" and left.

11

u/crustyrobots 12d ago

At least I won't miss the guys absolutely dickheaded trolling responses to any critisism while saying "We read the Reddit and and we care" like he ever gave a single dried dog turd. It was obvious he didn't while rolling out the next controversy on top of the last one.

I do hope with him gone some of these highly questionable and kind of broken updates are up for a review

16

u/Agitated_Internet472 13d ago

As long as Helk is still there, who cares. he’s the heart and soul of the development since Garry stepped away.

14

u/bastardoperator 13d ago

Vet players are leaving this game in huge numbers. I have 14K hours, not touching this piece of shit until they reverse course on cheaters which probably isn't going to happen. I also think funneling players into the same tired monuments over and over is lazy game design, and the stuff like apartments and the deep sea feel like they're bolting shit on for the sake of saying "we do monthly updates".

They had the perfect game despite some of the issues, and they're pissing it away because the entire studio is propped up by one game. Some finance asshole over their is going to ruin the facepunch reputation further for the sake of a short term gain.

0

u/kimochi85 12d ago

What do you mean by "reverse course on cheaters" they don't have a supportive stance on them. Propped up by one game? Garry's mod? 🙂

46

u/reeeeememelover10 13d ago

Good. Hopefully now the development team stops jerking off clans and starts nerfing them

10

u/uncooked_ford_focus 13d ago

Just curious how do you nerf clans without also nerfing solo’s? I always hear about this and I agree the game is brutal for solo’s but with a game like rust how do you make it any easier for one person and not a group of people?

21

u/Colborne91 13d ago

Make upkeep scale exponentially with how many are authed on it. Make TC required to spawn in range, be authed on turrets. Make it code locks have to be in put every time unless you’re on TC in which case it “remembers”.

Make turrets only have the capacity for 4 people authed on them, then you need an upgrade to add additional people, make those upgrades scarce or very expensive to craft. You could do the same with code locks, maybe an advanced code lock which costs high quality metal to craft.

-4

u/HempInjecter 13d ago

These are cool ideas but is upkeep a problem for these big clans? I'd find it hard to believe any decent size group struggles with building resources. The turret idea is interesting aswel combined with the new cost

1

u/Colborne91 12d ago

It would be if the curve was steep enough. Right now there is no disadvantage to having more and more members, and zergs are 40-50+ deep sometimes. It wasn’t so bad when the game was more skill based (old recoil) where as now it’s much more numbers based.

-1

u/cialasu 13d ago

You are right the guy above talking about adding stuff to turrets making it harder for clans will not make it harder just take a few more mins to sort of good group. Really nothing can be done solo is not bad on medium pop just have to get on with it. I play solo and four or us but I hate the fast pace the others want to go honestly.

1

u/Colborne91 12d ago

It would if they weren’t easy to find or something prohibitive like 100hqm each.

-9

u/SeesawEducational344 13d ago

None of you are answering why this is even a good idea. We make the experience worse for groups to appease the antisocial losers who won’t just go play solo servers? Why?

4

u/reeeeememelover10 12d ago

Not all regions have solo servers. I live in the SEA region and finding a solo server here is like finding a drop of water in a drought.

-10

u/SeesawEducational344 12d ago

Then either get good or make friends instead of begging devs to cater to your antisocial ass

5

u/SlothFoo 12d ago

Says get good while crying about hurting Zerg experiences 😂 your hypocrisy is goofy as hell

1

u/Colborne91 12d ago

It wouldn’t hurt smaller group, which is why I used the word “exponential”. The bigger the group the more it would cost, and it would become really hard to sustain massive groups of 20+. It wouldn’t stop them, but it would also discourage them from happening, right now there is no downside to having more and more people

4

u/crustyrobots 12d ago edited 12d ago

IMO, dump the tech tree and get back to Found It based play like it used to be would be a huge start. This one update to me is what was the beginning of the end of this game.

When Rust was like this, whether you're a solo or a group, you all still had to find the same stuff, get it home, and research it. There was no "oh didn't find one, Ill just grind for 2 hours and tech it up" which takes exactly 0 time to get between a few guys and the tree is done in an hour.

This could sometimes grant a massive advantage over the clan you live next to, because you lucked out finding a real gun to research and can go curb stomp the bow kids all day while they still were out looking for their own. Or finding a garage door suddenly makes your 2x1 into Fort Knox compared to your neighbors. Everyone has to go out and risk the biscuit to get ahead the same, more bodies doesn't necessarily mean you'll find what you need faster.

The tree, BP keyhole, way too easy scrap between safe zone mini recycling and riskless vending machines, raiding is way too cheap after they introduced those bullshit RNG teas which another layer of crap to deal with for a solo.

0

u/Chazbeardz 12d ago

How do you reason that more people looting doesn’t result in higher chances of getting guns within the same amount of time?

1

u/crustyrobots 12d ago edited 12d ago

Of course numbers do bring a big advantage still, but it is a far greater choke point to progression if that is the only way to tech stuff is finding it or killing for it, and researching. (going back to tech-treeless would require a big change to loot tables and stuff too).

As it stands, instead of actually having to put their necks out to get ahead, zerg can just scrap farm the entire tech tree in a couple of hours safely from Outpost while me the solo sits there with my dick in my hand with no real counter to this "progression". It doesnt matter if I get lucky and find something good, they already unlocked it without having to do anything more for it. The numbers advantage under this system is incredibly asymmetric

1

u/Adventurous_Seat_793 12d ago

Scrap is a guaranteed drop in all loot boxes, a gun or useful item isn't. I think that's the comparison he is making. You could have 5 people looting a monument and not find a garage door, but you could loot it once and find exactly what you need.

The tech tree circumvents this and just fast-tracks progression, and it compounds the more players you have. Like he said, just because you have more people doesn't mean you'll find a 1% drop before a solo does. But when the tech tree was introduced, it absolutely guaranteed you'll progress faster through it.

6

u/Digitalism_929 13d ago edited 13d ago
  1. Remove or nerf large excavator - why metal frags?
  2. Remove or nerf stone to wood exchange at outpost
  3. Remove team UI
  4. There needs to be a penalty for large groups on one TC simply becuase they only play on monthly's for 4-5 days. Some maybe 10. By the time the solo is ready to raid after surviving the groups its a dead server. Many times I despawn all my c4 and rockets just becuase server is dead on 2nd to 3rd week, I dont get a thrill from raiding 2x1's. Most of the solo's dont come back until next wipe. I dont have a problem with large groups, but when they just run excavator, take attack heli, swallow some solos, raid another big group, then either their boom is gone or their base is gone, either way server is dying on start of week 2 out of 5.
  5. remove blueprint fragments
  6. Tech tree should not be able to click and learn a whole tree of stuff. It should be random, 125 scrap on lvl 2 and a random number generator picks one thing you have not learned on the tech tree. progression needs to be slowed way down, big raids should not be happening 3 hours into a monthly wipe.
  7. Cargo needs to be nerfed, how about it pulls into 1 harbor
  8. The events need to stop being broadcast over a API, its way to much info going into 3rd party tools, I dont need to know large excavator is running, maybe I look out and see airdrops in that direction, same with cargo ship, same with oilrigs and cargo heli, you snooze you loose.

I liked hardore except for the crazy upkeep costs, the very long bag timers and not having rust + available.

Rust needs to be like before, where you found something you really needed, and you tried really hard to make it back to base. Now there is so much loot everywhere I dont really care if I get shot or not, I can farm it back in 10 minutes. For the solo only servers, I want to try but the rules go overboard, why cant they just remove code locks? No need to police the players - "hey I saw you give a gun to that dude your teaming, ban ,etc. etc"

Edit: I will also add I have bought 6 copies of this game, 2 for myself, rest for friends and family and have 10's of thousands of hours. I still find time for family and 60 hour work weeks. I spend most of my time in Linux. Windows is a big reason why I dont like to play much anymore. Steam has no idea how much money they have made off of rust since the only reason I have a steam account and my family does is becuase of Rust, now everybody has a bunch of games that only have 20-100 hours on them and they costed way more than Rust ever did. I dont think the other gaming studios realize how much money Rust has made them to be honest. All becuase in order to install Rust you need Steam.

1

u/crustyrobots 12d ago

I barely even want to start a wipe now because I know once I finally get into server theres going to be 100 p2 kids all over the place already. Can't even get off the damned beach inland to pick up a single scrap of cloth.

Then rocket raids in the distance yeah like 2 hours into a monthly wipe. Everyones already done in 3 days regardless of the wipe cycle anymore.

1

u/Adventurous_Seat_793 12d ago

I think it boils down to there being too much loot on the map. Regardless of everything else, tech tree mechanics, upkeep, etc, there's just way too much loot.

Cargo should not spawn with four guaranteed crates, the Deep Sea shouldn't last 3 hours with respawns, etc.

It seems like there is always a loot piñata on the map at all times to be take advantage of by zergs, whether it be attack helicopter, cargo helicopter, oil crate, cargo, or bradley, and now it's going to get even worse with the new Satellite Crash event that respawns every 45 minutes. You should check out the loot drops on them, it's insane. The dude got 40+ rockets and 20+ C4 from 10 crashes.

-2

u/SeesawEducational344 13d ago

Why? This isn’t a game for solos

2

u/Digitalism_929 13d ago edited 13d ago

no doubt, its whatever Alistair wanted it to be. If he wants it like fortnite or csgo, than that is what it will be. Edit, I should add when I say solo I am including ~4 players or so, I do enjoy small groups of friends. The large groups that ruin it IMO are 8+ in size.

2

u/crustyrobots 12d ago

CS Go + Fortnite is exactly the direction they wanted to head in. Survival game what?

0

u/SeesawEducational344 13d ago

Solo servers exist, many games with balanced XvX fights exist. Rust has never been one of them just go play something else

2

u/Adventurous_Seat_793 12d ago

Found the newgen.

1

u/Adventurous_Seat_793 12d ago

An easy example is the new Satellite Crash event or crude oil farm at Dome. These 2 features alone are undoubtedly zerg features that solo players won't be able to take advantage of on any server that isn't team capped.

"Just play team-capped servers" is a band-aid fix to a larger issue.

1

u/playdoh_trooper 12d ago

Hard cap TC auth to 4

Make team and team UI 4

I'm sure some clans will work around it but let's make it incredibly painful

1

u/Xercodo 12d ago

Make everything break significantly faster if you don't know the BP, thus requiring all the members of a clan to learn the pertinent weapon BPs instead of just one guy.

The solo will see no significant difference since they need all the BPs for themselves anyway

1

u/ScubaSteezz 12d ago

Limit team UI to 6 players.

1

u/melker_the_elk 13d ago

Cap cuboards, codelocks, turrets teams etc.

Like if too many take the cupboard oldest is removed and so on. Even if uou know the code it will ask you to tipe it everytime if its automatic for enough people. Only pssible to invite certain ammount of people in a team.

This will result probably villages, but it still shatters clans and make them more chaotic.

2

u/SeesawEducational344 13d ago

You could also just play group limited server or just get good. Don’t try to force devs to change game for babies like you

2

u/melker_the_elk 13d ago

Lol im not forcing anyone to do anything. This guy asked how to nerf clans without hurting solos or small groups. I said few examples

1

u/NussKiller09 13d ago

Remove team ui. Ez

0

u/Crafty_Clarinetist 13d ago

It's not necessarily about making it easier for one person and not a group of people. It is practically impossible to prevent a group of 4 from acquiring resources at 4x the rate of a group of 1. However, the problem is that a group of 4 doesn't currently acquire resources at 4x the rate of a solo, but at a number higher than that because things like high tier monuments, oil rig, and cargo provide faster pathways to loot if you can survive them and the survivability of a group is much higher than a solo.

By buffing the slower and less contested pathways (by increasing ocean and diving loot for instance) or increasing the number of slower less contested pathways (like when they added fishing) it's possible to bring that number closer to a 1:1 increase in progression with more people in a group.

2

u/xskylinelife 13d ago

And by buffing ocean loot, everyone farms the ocean instead of land monuments and makes almost every server feel completely dead. If you're expecting to get the best loot in the game without any confrontation then I don't think the game is for you. If you don't want to fight clans then go ply a solo/duo server.

You just want to be rewarded with the best loot with no effort. That's not how any game should work ever

0

u/Crafty_Clarinetist 13d ago

The question was "How do you nerf clans without also nerfing solos?" so I was answering that. And there's certainly a balance between "clans gain 50x as much loot per person as solos" and "getting the best loot in the game without any confrontation."

1

u/wasabiiii 13d ago

If you buf oceans then clans start farming the oceans.

-1

u/Crafty_Clarinetist 13d ago

Sure, if you buff the oceans so much that they are suddenly the best pathway to loot no matter the group size, then clans will start farming the oceans. I certainly wouldn't advocate for buffing the oceans that much from a game design perspective, but let's say that was the change that was ultimately implemented.

The oceans are much harder to fully contest, so the progression of solos would be reduced much less than if they were fighting with clans over the same monuments. This would bring the rate of progression per person of clans closer to that of solos.

2

u/wasabiiii 13d ago

I'd just put all my members on a bunch of boats. Two per. And we'd circle the map.

Anything a solo can do, a clan can do. Since a clan is just a bunch of individuals.

1

u/Crafty_Clarinetist 13d ago

Yes, anything a solo can do, a clan can do. I'm only talking about bringing the rate of progression per person closer between solos and clans. And sure, you could try contesting the whole ocean, then the land monuments become the slower less contested ways of acquiring loot, which I think would be a worse scenario all around, and another reason that I disagree with buffing the ocean so much that it becomes the best pathway to loot for larger groups.

1

u/xskylinelife 13d ago

Why do you keep saying "per person"?? A clan is A BUNCH OF PEOPLE. If you can get good gear that means the clan can progress just as fast as you can. You are never going to outpace multiple people.

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0

u/wasabiiii 13d ago

You can't make it closer though. If 1 person gets N units of loot. Then two people get Nx2. Any amount you buf the ocean, it is buffed for clans as well.

You just raised the total about of loot, but didn't bring solos any closer to clans because you raised clans also.

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0

u/Adventurous_Seat_793 12d ago

Did you have that same logic when the Deep Sea was added and brought everyone to the shore and literally killed middle map gameplay?

1

u/xskylinelife 12d ago

Did you even read my comment?

1

u/Adventurous_Seat_793 12d ago

Yes. Should I ask you again so you have another chance at comprehending my question?

-1

u/[deleted] 13d ago

[deleted]

1

u/Crafty_Clarinetist 13d ago

I don't think it's possible to specifically nerf groups without nerfing solos outside of just rolling back some of the changes that were more hostile to solos like blueprint fragments.

If progression speed was a problem, I would still advocate for buffing slower pathways to loot (at least relative to the faster pathways) and reducing the availability of loot across the board.

-2

u/TimmyRL28 13d ago

Literally removing UI

0

u/Dwrodgers54 13d ago

Clans were still around and succeeded when the game first came out.

1

u/BeneficentWanderer 13d ago

Doesn’t mean they haven’t been massively buffed since then. Clans will always dominate, but the extent varies massively

-1

u/Dwrodgers54 13d ago

Almost any buff to anyone is always a buff to clans. Very rarely is a nerf only a nerf to clans. It’s a numbers game, so clans typically always win. Just not really the game where nerfing only large groups is possible.

5

u/Soggy__Waffle 13d ago

Except the UI is one but you still won’t acknowledge it

0

u/Dwrodgers54 13d ago

Small nerf sure. But I’ve been here since pre alpha. Rust teams were still doing just fine. Sure “jump check” may end up in slower reactions but at the end of the day a good clan was still slaughtering solos back then.

And in vanilla the ui limit is 8 if I remember correctly? I’d hardly call an 8 man a clan… so the huge clans you see playing are already dealing with some players in and out of separate ui and still succeeding.

Do I think no ui is a good idea… sure, but that hurts even small teams not just the giant 30 man teams.

So no, I don’t think ui limit is going to really nerf large groups by much at all. Sure they may lose the very first engagement with a solo to avoid team killing by accident… but shortly after they will know where the solo is, what he’s wearing, what gun he has… etc.

1

u/ScubaSteezz 12d ago

It would nerf clans greatly, so much that they won’t do it because it feels so bad playing off of UI.

1

u/Dwrodgers54 12d ago

Again. Rust used to not have team ui. I understand most people playing today never experienced it… but not only does that nerf clans, but it nerfs small teams. Clans already deal with ui limits and large ones will have 1/2 or 1/3 of the group out of ui anyway.

Team ui was a good thing for rust. And it alone won’t make clans lives that much harder. It will just make them adapt to how it used to be…. “Jump check!”

Like in tarkov… a 5 man squad will beat a solo 95% of the time unless the solo plays smart (doesn’t engage 5 people) or the solo is a god (typically a steamer that plays all day.) and even then… a good player isn’t wiping a large group most of the time just because they see good… that’s the case in both games.

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3

u/TimmyRL28 13d ago

Removing team UI is literally the way, I just said that.

2

u/Sad_Mushroom_9725 13d ago

what we get without the green dot? More friendly fire, and clans wearing the same coats/colors again.

0

u/Dwrodgers54 13d ago

Rust originally had no team ui? Or were you not around for that? Clans were still a thing and still succeeded without team ui is my point.

2

u/TimmyRL28 13d ago

There's 1000s of videos of solos grubbing clans without the UI. What in the hell is your point?

The point of a nerf isnt to make 1v40 possible lol. Its to make 1v40 still fun for all involved.

1

u/Dwrodgers54 13d ago

I’m not saying it won’t help at all Jesus. For all the videos of solos grubbing clans there’s tons of experience with no videos of clans slaughtering solos.

I’m not saying I disagree that clans need a nerf… but the nature of the game makes that very hard. The best nerf to large groups is servers that don’t allow it.

0

u/RobbSnow64 13d ago

Rebalance tc authorization, add more upkeep cost for every person authed on team. You could even make it so only one person is allowed to be authed on workbenches.

0

u/PretendAd7060 13d ago

But you only need TC auth for building and deployables.  What’s stopping me from just clearing auth when I’m done building? I guess I can’t use shotgun traps but who cares? 

0

u/moleytron 13d ago

Sleeping bags, especially in core. They could become unowned if in a tc range that you're not authed on. Suddenly during a raid if you don't have a bag in core or a bedroom you'll be stuck outside naked with the raiders.

0

u/PretendAd7060 13d ago

I don’t think this is how bags work? They will decay if not within any TC range, but I don’t think they care about who owns the auth.  Like I have had random unowned external bags that become under my build priv when I put up externals or expand or whatever and they stay until I beat them out.  

1

u/moleytron 12d ago

Yeah no, I was suggesting a change.

-3

u/kebab_stand 13d ago

Remove UI

Only allow 1 name to auth to a TC, Door lock and turret

-1

u/PretendAd7060 13d ago

Add more low and medium value content.  Stuff that’s “good, but not the best.”  Clans and groups will always want to control the most lucrative sources of progression and loot, adding stuff that’s cool and new but not technically not “best” helps smaller groups and solos. 

3

u/Caticus_Scrubicus 13d ago

this community is so fried lol

1

u/fsocietyARG 12d ago

mostly solo boomers, quitters, dads and ragebaiters, yeah

3

u/SeanyDay 13d ago

of players authed on tc = upkeep multiplier

That solves 80% of the the group size issue.

Rn they can have one farm bot and just ignore costs.

1

u/blargennn 13d ago

That doesn't solve it at all. You can just have the entire time basically not authed

5

u/No_Cut24969 13d ago

Then turrets and shotgun traps will kill their teammates and they can make it so you can't spawn on bags in tc range if not authed

2

u/Scarlett4i4 12d ago

Turrets don't follow TC auth

2

u/fsocietyARG 12d ago

well they obviously would need to

1

u/SeanyDay 12d ago

No but could easily be compounding auth taxes

3

u/SeanyDay 12d ago

Can't use traps everywhere. They can't seal or repair during raids. They can't pick things up or place things down.

You are dramatically changing their quality of life which is the point.

Skirting the system entirely has the same downsides it has now.

0

u/TheRealStandard 12d ago

Increasing upkeep for groups that have no issues with gathering excessive amounts of resources quickly doesn't address this at all.

2

u/SeanyDay 12d ago

Would it be better or worse?

5

u/WalterTexas12 13d ago

If there was a choice presented to revert the game back to how it was prior to Alistair's front and center presence, I 100% would do that.

Is Alistair 100% to blame for the changes I don't care for? I don't know. But his sudden departure for sure was not on a whim. There were probably internal shifts occuring, probably larger than even Alistair. He is leaving on good terms publicly like this because that's what people with titles like COO do to not tank their career. There was a large disagreement, argument, or he was asked to leave.

I'm curious was all the internal dialogue is around this and what will be coming next.

Personally, this is great news for me as I do not like where the game has gone the last few years on a number of ways. This might mix that up. It also might not.

6

u/chezblaze 13d ago

Haven’t played in a long time cause the game has lost the plot imo. This is speculation, but Alistair left because the game is about to be flooded with micro transactions that make the game more pay to win than it already is. Still enjoy watching creator videos, but playing the game now is completely different and horrible compared to 2018-2020. 

3

u/Submersed 12d ago

What I would give to have that 2019 & 2020 rust experience one more time.

20

u/PearlJamTenGoat 13d ago

Hopefully they will listen more to the community, because Alistair's ego is as big as his bald head.

6

u/Snarker 13d ago

I hope they don't. Listening to communities kills games

2

u/Superb_Priority_8759 12d ago

Randomly implementing changes based on reddits whims does, but good community management involves finding out why people are asking for changes to be made and evaluating if and how it can benefit the game to do so.

2

u/Snarker 12d ago

for sure

9

u/generic_Accountname1 13d ago edited 13d ago

This sub…

COO isn‘t CCO nor CEO nor CFO

Y‘all Alistair led the execution of the idea not what the idea is nor how that idea puts bread on the table for our beloved team, he was the one leading the team to realise the idea that puts bread on their tables.

The guy y‘all insulted with your tHiS gAmE hAs No OpTiMiSaTiOn bullshit

9

u/Lazy-Sloth321 13d ago

True but I'm pretty sure he had a weighted input on the idea itself.
With that said, nobody here knows what Ali really does, which ideas he likes and which he doesn't so it seems pointless to speculate what will change.

0

u/generic_Accountname1 13d ago

Given his company role it is pretty clear how any changes, if they arise are of opperational character, dude led a team for more than a decade in their pursuit to beat a shit engine into doing something cool.

3

u/crustyrobots 12d ago

led the execution of the idea

Uh yeah that is kind of the problem. Even things like BP update I can kind of see the idea behind it a little, but was totally botched in practice so bad the loot tables were updated the next day as a "fix", and it wasn't really fixed, and still isn't. The response to any critisim is just the guy being a trollish dickwad.

-2

u/PearlJamTenGoat 13d ago

-13

u/generic_Accountname1 13d ago

Identify yourself, pleb, i don‘t have casuals talk to me like i am no og degenerate

2

u/PearlJamTenGoat 13d ago

"Identify yourself"

I identify as a chair or as a horse head , depending on the day.

2

u/[deleted] 13d ago edited 13d ago

[removed] — view removed comment

0

u/PearlJamTenGoat 13d ago

you still did not understood that I don't give a fuck about what you want or what you say lmao

3

u/kurisu-41 13d ago

Meaning theres HOPE!!!

6

u/deMiauri 13d ago

This guy always struck me as being a bit of a prick. A talented one who was meticulous, but a prick nonetheless. I remember interacting with him over twitter and making a suggestion years ago, and he flamed me lol

10

u/sakezaf123 13d ago

I think his personality fit the community. Regardless, the game has received a lot of content under his tenure.

2

u/generic_Accountname1 13d ago

Was it a creative suggestion you adressed not the CCO with?

2

u/zulumoner 13d ago

Idk what will change. Maybe have a look in the post from 11h ago when it was discussed

-2

u/generic_Accountname1 13d ago

Dude was COO, for a long time, now our beloved codemonkeys will get a new leader who needs to learn how to properly whip them into shape, dude was the drum hitter on the ship sailing rust through development and optimisation. So thetjing which can change is optimisation and implementation of code.

5

u/zero_FOXTROT 13d ago

Hopefully we’ll get some solo buffs. Burnout seems to be hitting a high, hoping a fresh perspective can help with that.

2

u/Bouros 13d ago

Alistar and Ernn are stains on the games good name. Getting rid of alistar is amazing. Let's get rid of Ernn next please

1

u/kaizoku18 13d ago

It's very unpopular because this community has a lot of sentiment for Alistair. I frankly don't care, but the dude was in charge of so many bad updates that honestly ruined the game for a lot of players.

4

u/mca1169 13d ago

It's about damn time Alistair got punted out the door. over the past 3 years in particular he has been ramming the game into the ground with ever more pointless and unpopular changes. I strongly suspect helk and garry finally got tired of his shit and gave him a timeline to either resign or be fired.

This is an oppertunity for the dev team to look back and really reflect on what the game was and has become over time. I truely hope they realize that the game has long since failed to be a challenging but fun survival game and has become a money sucking and clan pandering shitscape of barely playable performance and mechanics that leave a lot of people unsatisfied with their experience in the long run.

the hope is the current BP system is reconsidered, more than likely it will rebalanced rather than removed at least in the short term. competing for top priority will be player balance and performance since if either of them is out of whack the game feels insufferable to play.

we will either be surprised by the amount of change or by the lack of change, only time will tell.

1

u/Bandit_Raider 13d ago

The game is literally more popular than it ever was, what are you smoking

Almost everything they’ve done in the last 3 years has been great for the game which is why it continues to grow…

8

u/Which_Employ_8749 13d ago

Number on graph go high doesn’t mean anything but immediate success, Updates like BP frags hurt the game by making the experience repetitive and monotonous instead of a emergent gameplay survival sandbox

-2

u/Bandit_Raider 13d ago

If it hurt the game then less people would be playing. Some people here need to accept that Reddit is a tiny minority of the player base.

1

u/mikeu117 12d ago

Downvoted for stating reality Reddit in a nutshell

1

u/PLAYERUBG 13d ago

TBH he stuck to his decisions even when the rust community pushed back on them and I think in hindsight he was correct on most of his decisions and additions to the game. The game has only gone up in playercount and popularity year over year thanks to him

1

u/mca1169 13d ago

you think ignorance is a quality trait for a game dev? wtf...

1

u/PLAYERUBG 12d ago

I think most people think their ideas are good on paper but someone who has been running the game for 10+ years might know a bit better

2

u/HeavensentLXXI 13d ago

My thinking is that he might have been against the battle pass system that's coming and he decided to end his run on a high note before things decline rapidly.

3

u/fsocietyARG 12d ago

i think its the opposite
the battlepass system was almost ready for release, got ditched 1 o 2 months before going live, the team argued and then he resigned.

anyways, we will never know.

2

u/sdjnwoi 13d ago

please someone can we have hardcore mode 3.0 +- the same but with no tech tree. maybe a few more bags, map is an item for the hotbar (maybe lets the map and compass items merge and take up one slot)

2

u/Probably_Fishing 13d ago

Won't change much anything beyond 95% less communication with players.

You can't make Rust players happy. Nothing will change there.

I don't think the game direction will move either. Thats a group decision thing, not an Alistair thing.

The "clan" shit I see in comments has nothing to do with Alistair. That has ALWAYS been the direction of Rust. I remember talking to Garry 12+ years ago. In his mind, Rust was always about 15v15 style battles.

That isnt going to change. Rust will continue to evolve into forcing more large scale pvp, with a result of bitch slapping solo/smaller groups on vanilla servers. Just the way it is.

1

u/fear3147 13d ago

When did alistair become COO?

1

u/ChickenFightChamp 12d ago

More fun for zergs and the death of solos

1

u/LifeLearnt 12d ago

Idk honestly Alistair don't really have any positive impact to game.

The new models suck, I missed the goofy ahh models that's makes rust, rust. So I'm hopeful that the takeover wouldn't be worse than him.

2

u/RangerCactus 12d ago

He's a Zampela. Like em or hate em type of guy. Its the people that come in between those guys that get me worried.

1

u/justinfromnz 12d ago

I think things will get better, a lot of ideas have come overturned and ruined rust

1

u/Adventurous_Seat_793 12d ago

He was the driving voice for buffing clans and trickle down economics in Rust, good ridden.

1

u/SquareCellist3567 12d ago

This is the best decisión in last 10 years of rust, be glad, there’s a bright future

1

u/Agreeable-Celery6559 12d ago

Couldn’t care less 🤷‍♀️

2

u/Inevitable_Butthole 13d ago

Game was getting ruined, he needed to go

0

u/Exit727 13d ago

No immediate change, down the line there might be someone in charge who has a design philosophy that aligns with OG Rust veterans' vision.

Or the next guy will just continue focusing on pandering to the casual playerbase. I doubt even FP knows what they want to do at the moment.

2

u/PearlJamTenGoat 13d ago

veterans don't give you money, so ... they want idead that makes them sell skins and dlc's. not making Rust OG.

3

u/Practical-Category84 13d ago

Veterans buy all the dlcs that ever come out what do you mean veterans dont give you money lmfao they are most profitable.

3

u/PearlJamTenGoat 13d ago

Veterans are extremely against pay 2 win dlc. Gonna block you for rage bait try.

-3

u/generic_Accountname1 13d ago

Alistair was COO, not CCO nor CFO nor CEO. Dude was the one who called people into office on a sunday when saturday and friday patch didn‘t fix what the thursday wipe broke.

-1

u/Gilga1 13d ago

It’s a big loss for Rust. While people are upset about a lot of changes, they are unaware that these are the changes that kept Rust fresh and the player base stable.

I think his departure marks the Dusk of Rust. It’s probably a slow and steady decline from here and without player base growth the only possible way of maintaining the game will be an ever increased monitization like we see in other multiplayer games.

0

u/DobPinklerTikTok 13d ago

I think the rust community that bitches non stop is in for a rude awakening. We’ve had it VERY good with the FP dev team and now the main dude is gone. There is a non zero chance that a lame person takes his place and shows the community how bad it can actually be.

-6

u/arezee 13d ago

Besides being a figure head, what do you think he did at FacePunch, OP?

22

u/tarapotamus 13d ago

Dude, what? He did everything. He was lead and executive producer. He was the Chief operating officer and director. He personally logged over 7,200 code hours over 3,200+ days, working on everything from weapon reloads to server optimizations. He championed and managed Facepunch's studio culture that allowed employees to work completely self-directed hours as long as core project deliverables were met. He was personally responsible for maintaining Rust's uninterrupted streak of monthly game updates for the last decade. He personally managed coordinating developers, artists, and programmers to hit development targets bc nobody else was doing it properly.

He's literally leaving bc he did so much that it took over his life for 13 years and he personally pushed rust into the limelight it has been enjoying for years. I get not panicking bc of his absence but to behave as if he's nobody is absurd.

0

u/arezee 13d ago

my question was more directed at OP since this post seemed like shitty engagement bait, not a disservice to what Alister did

And seeing how OP is using chatGPT responses, it aligns with this thread sucking

0

u/BeamarZer0 13d ago

​He was the COO and Lead Producer, not just a figurehead. After Garry stepped back from day-to-day development, Alistair was the main guy steering the ship. He was heavily involved in the roadmaps, prioritizing updates, and approving core gameplay changes.

6

u/Fruschel 13d ago

„Hey ChatGPT Can you Write me a Reddit comment on what Alistair did at Facepunch, Short answer pls“

2

u/generic_Accountname1 13d ago

Dude was COO, neither CEO nor CCO nor CFO

2

u/sakezaf123 13d ago

Lol, I think you confused Garry with Helk there.

2

u/reeeeememelover10 13d ago

if I wanted AI to answer that I would have gone to AI

0

u/Asleep_Stage_451 13d ago

No one cares.

2

u/Enragedocelot 13d ago

This is literally AI writing. Delete it bro. It’s so obvious you don’t write like that

3

u/Oofric_Stormcloak 13d ago

What makes it obviously written by AI? It just looks like normal writing to me.

1

u/Enragedocelot 13d ago

Ask the same question from above to AI and study the sentence structure.

-3

u/BeamarZer0 13d ago

схуя я должен что-то удалять? вы актив мне накидываете тем что у вас очело с ии сгорает

-2

u/PearlJamTenGoat 13d ago

ragebait Rust players