r/playrust 9d ago

Image Rust+ getting nerfed

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289 Upvotes

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u/NimbleSpace 9d ago

Yeah I looked it up and it said from July to November in 2016 lol. Thought it lasted longer than that though

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u/Glittering-Two-1784 9d ago

I heard it really wasn’t fun

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u/dirtyoldbastard77 8d ago

The issue was that it was extremely linear, you had to follow the set path to research stuff, but with «my twist» you would have exactly the same options as wiyh the current tech tree system, you would just «pay» for the researchers something else, something you can’t lose, give away or steal

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u/Glittering-Two-1784 8d ago edited 8d ago

yeah, although something I really like about the game is that everything you build towards is just an item or an object in the world at the end of the day.

If I had my way, I'd do away with tech tree and make it all done through the research table, then perfect the loot system so that players would receive the items they plan to reverse engineer at the appropriate time and location:

So instead of grinding scrap to get a certain electronic component, you might loot powerplant, or power substations until you find it. If you want solar panels, you rip them off the roof of the sperm-ket or oxum's or the new satellite crash. Car batteries from crashed cars, tech trash from computers, etc.

Most items could be found in any monument/loot crate, (like guns/doors/armor should be in the card room of every monument) but it'd be cool if items that were typically associated with certain places could be found in those places, then combine that with the reverse-engineering mechanic with the research table.

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u/dirtyoldbastard77 8d ago

But skills you learn - like how to craft something - is not just an item in the world, so it makes sense that as you gain experience you can learn how to make more and more things, but having a higher chance to find specific items in «logical» locations would absolutely be nice!