The Garnut Nutter 15,157 Posted March 7, 2022 The Garnut Share Posted March 7, 2022 Global Changes Skinbox Removed all cooldowns from Skinbox Online Player List Removed /who and /player in order to avoid players being tracked for offline raiding purposes EU Servers Wipe Kit Cooldowns Introduced 2 hour donator-kit usage cooldown on all donator kits Anarchy 1000x Clans Removed team limit to the maximum UI limit allowed by Rust (8) Enabled Allying functionality as to allow for teams of up to 16 through allying Updated all UIs to reflect these changes Sierra 2x Raid Block Players can now build and upgrade while raidblocked, albeit, only up to 33% HP Map Seeds Curated a list of smaller sized seeds (3500-3700) inclusive of all monuments as to promote more PVP 7 Quote Link to comment
MichaelMyers 161 Posted March 7, 2022 Share Posted March 7, 2022 Amazing update, garnet is goated 1 Quote Link to comment
IAreGunner 253 Posted March 7, 2022 Share Posted March 7, 2022 awesome changes. 1 1 Quote Link to comment
Honda 5 Posted March 7, 2022 Share Posted March 7, 2022 This is so hype cant wait to play Quote Link to comment
exiies 4 Posted March 7, 2022 Share Posted March 7, 2022 great additions thank you Quote Link to comment
tdizz 1,058 Posted March 7, 2022 Share Posted March 7, 2022 + working on loot tables for 1000x 2 1 Quote Link to comment
notpablo 17 Posted March 7, 2022 Share Posted March 7, 2022 Lets go amazing update. GARNET ON TOP 1 Quote Link to comment
BrainotdetecteD 40 Posted March 7, 2022 Share Posted March 7, 2022 nice big man 1 Quote Link to comment
BloodLust 96 Posted March 7, 2022 Share Posted March 7, 2022 (edited) another idea would be quicker decay for anarchy, walls should last 15 mins with no tc and bases shouldn't be standing all wipe. also smaller maps for anarchy, more pvp focused seeds Edited March 7, 2022 by BloodLust 2 Quote Link to comment
Chewy 116 Posted March 8, 2022 Share Posted March 8, 2022 Here's the current state of Anarchy, from my perspective: Server pop on Anarchy rarely goes above ~80-90 on a good wipe day, and then only for a few hours after school is out. It struggles to reach 75% of that on day 2 at peak times. Ghost town on day 3 (though that's not unique to Anarchy). I'd wager the majority of players are either solo or in duos, followed by trios. A very small percent of players run max team size. Even with the population and group sizes now, it is rare for any base larger than a 2x2 to still be intact after the first night. That's expected, it's a 1000x. A solo or duo can reasonably expect an easy restart vs a trio or even some quads. The map seeds are likely too big for the current population density and group sizes, so PVP outside of a raid or heli/bradley can be hard to find. There are frequent, recurring, and constantly reported server config and plugin issues (some that have existed for years) that can act as barriers for new players to even play. Points #4 and 5 are what I've seen as the primary limiters for pop stability and growth. Just my personal take on it from playing on Anarchy now and then. I'm trying to understand why removing the only balancing mechanism left (team size) was considered a good idea for server pop when current team limits are already infrequently met... but what is really confusing is how such a foundational change was made without any consideration given to existing quality of life and gameplay fixes first. What a crazy Rust world we live in. 3 Quote Link to comment
MrsKwan 5 Posted March 8, 2022 Share Posted March 8, 2022 Awsome update i love it. Quote Link to comment
Chewy 116 Posted March 8, 2022 Share Posted March 8, 2022 Someone might also want to consider actually updating the Rust server rules more than once a year. Just a thought. Quote Link to comment
IAreGunner 253 Posted March 8, 2022 Share Posted March 8, 2022 19 hours ago, Chewy said: Here's the current state of Anarchy, from my perspective: Server pop on Anarchy rarely goes above ~80-90 on a good wipe day, and then only for a few hours after school is out. It struggles to reach 75% of that on day 2 at peak times. Ghost town on day 3 (though that's not unique to Anarchy). I'd wager the majority of players are either solo or in duos, followed by trios. A very small percent of players run max team size. Even with the population and group sizes now, it is rare for any base larger than a 2x2 to still be intact after the first night. That's expected, it's a 1000x. A solo or duo can reasonably expect an easy restart vs a trio or even some quads. The map seeds are likely too big for the current population density and group sizes, so PVP outside of a raid or heli/bradley can be hard to find. There are frequent, recurring, and constantly reported server config and plugin issues (some that have existed for years) that can act as barriers for new players to even play. Points #4 and 5 are what I've seen as the primary limiters for pop stability and growth. Just my personal take on it from playing on Anarchy now and then. I'm trying to understand why removing the only balancing mechanism left (team size) was considered a good idea for server pop when current team limits are already infrequently met... but what is really confusing is how such a foundational change was made without any consideration given to existing quality of life and gameplay fixes first. What a crazy Rust world we live in. The major issue I saw was the point system broken and not allowing AFK. I made it known to proggy and overall hopefully it gets fixed soon. like tdizz said expect loot table changes soon Also the player count seems fine on all days , reaching 70-80 players per day. I’ll take some of these points and do my best to expand upon it for suggestions Quote Link to comment
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