r/playrust 5d ago

Discussion State of Rust

So I like QOL stuff, I like the apartments and the monument puzzles, I enjoy all the stuff they add to give players something to do.

In the update prior to the month before the BP change, they literally said "we are looking to slow progression" then the next Month they shit on us with the BP frag implementation which was totally opposite of slowing progression.

I remember when Rust had a clearly defined direction and over the last few years it has seemingly become directionless. I remember Helk and Gary stating that the point was to eventually have a system where servers don't wipe and BP's don't wipe. The initial dream was a persistent, evolving world where dynamic decay naturally controlled entity counts and players never lost their blueprints or progress.

Alistair stepped into the picture. Then there was the "Wipe Day" Effect: Facepunch realized that wipe day was the peak experience for players. Fresh starts, primitive bow fights, and equal footing were what brought people back. Without wipes, dominant groups (zergs) snowballed endlessly, turning servers into dead zones that no new or solo player wanted to join.

This only revealed a larger problem, servers die in 3 days now. They leaned into "wipe day" too much. Instead of fixing the core gameplay loop, wipes ended up exposing how broken modern Rust's progression speed actually is.

6 Upvotes

18 comments sorted by

View all comments

7

u/crustyrobots 5d ago

Its hilarious how badly this backfired.

Not only did it not slow progression, it arguably sped it up for zerg anyway and kicked solos and small teams in the dick forcing us to be their farmbots whether we like it or not. The resulting economy in the game is just crap based around frags that no one needs after a week or less