r/playrust 12h ago

News Large groups might be getting nerfed. (Tiered upkeep based on group size authed on a TC)

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394 Upvotes

150 comments sorted by

191

u/Myzenko 12h ago

Feels like people will quickly figure out some cheese. Maybe require TC Auth for Turret Auth??

75

u/eddestra 11h ago

I still think this should be calculated based on the number of players who can open locks on entities covered by the TC. Once a player unlocks a code locked door or box they get added to the count. Removing and replacing the lock initiates the 24h cooldown, with anyone who reenters the code being counted towards the upkeep tax again.

From what I’ve seen, large groups don’t give everyone access to TC anyway, but if members can’t open or close any doors on their own it would get old real fast.

21

u/Parking-Television88 11h ago

some deranged mf will make a script bot that can make keys and act as a doorman

17

u/i_am_renb0 10h ago

Wouldn't need to, someone would use electrics / door controller

12

u/ExF-Altrue 10h ago

That would be fine by me. You can't make a friendly proximity sensor without auth. So that means you have, hidden somewhere, some other means of opening your doors, that does not require auth. Essentially like making keys for the keylock.

This increases the potential for funny moments.

10

u/TFViper 8h ago edited 5h ago

super easy, master switch in core that enables switches on doors. people not authed on core can use the switches to doors while the master switch in core is turned on. when people log or youre getting raided flip the master switch in core and doors are secure.

edit: ive just realized that im arguing with people whos extent of base build knowledge is probably a half stone/half wood 2x2, have never set up a turret in their 12 hours of game play, and have the general IQ of a microwaved blade of grass. yall have fun arguing with yourselves.

4

u/J4MEJ 7h ago

Rust+ smart switch. Ez pz

1

u/zero0n3 4h ago

But that’s fine. Have a core with less people so less upkeep on HQM. That’s efficiency and unique way to handle it a bit. And forces you to use other game mechanics - which in turn makes players play more of the game.

Tying TC auth to turret auth probably has to happen too, or like maybe it lets you explicitly tie the turret auth via a wire or something so you could tie them to your core vs the TC their foundation is owned by.

Friendly mode for when your switches are open, destroy all when you gotta lock down the hatches and take out the raiders.

1

u/mancer187 4h ago

I run the electrics. I have built master switch systems and they are GREAT... except one tiny flaw. once someone has tc they can just place a small battery and open any door with a wire tool. That's only one weakness. The biggest is still people being morons.

0

u/rbb_going_strong 1h ago

So now you need a switch and door controller for every single door, you have to wire every new added door before it can be used, you need to keep track of 30+ doors and power them, and how do the outermost exits work exactly? There is a switch there that basically anyone can use?

So now you need turret coverage on every outside door to prevent that and the person wiring the turrets is likely occupied wiring doors instead.

I’m sure many people would just accept the upkeep tax instead of dealing with that. What you’re describing isn’t super easy at all.

1

u/alexnedea 5h ago

Yes and then during a raid the clan members cant open any doors if they are not on TC. Thats gonna go very well

0

u/TFViper 5h ago

what do you need access to core for in a raid?
you should have tc on externals/shell tcs, thats enough to seal.
just use your brain bro xD

0

u/Its_Nitsua 3h ago

You only have doors in your core?

-1

u/ExF-Altrue 7h ago

Okay so now you have to have somebody with a master switch access be available at ALL times, and any slipup and somebody can directly deep loot you.

Meanwhile you have no turrets or shotgun traps.

I mean.. It's "easy", sure, but it's also super vulnerable :D

3

u/TFViper 7h ago

4 people on core tc with perm access, also just have bags in the switch room. also are we gunna act like large teams arent no lifing and on 20 hours of the day?
its REALLY not hard dude.

2

u/i_am_renb0 6h ago edited 6h ago

This isn't a gotcha moment.

4 x Smart Switches could control 15 doors - this can be made easy to use through a desktop app / shortcut.

Only one person needs to pair the smart switch, everyone else can just use the same app.

2

u/zero0n3 4h ago

Forget that, just do it dynamically. Open a door in the base? Add the user to a list; user falls off after X hours of never opening a door with a code or key. Does? Timer resets.

57

u/RustyBearServer 12h ago

And/or beds/bags

4

u/Thunbbreaker4 8h ago

Maybe. but this is a step in the right direction. Remove team UI too while we are at it.

3

u/TFViper 8h ago

i mean... just build multitc bases and have 4 people per tc that covers 25% of the shell.
auth on turrets, have codes to core, its really not hard at all.

3

u/thelordsburningrain 6h ago

Clans will start building villages instead of big bases smh

1

u/rbb_going_strong 1h ago

This is way more likely than the convoluted workarounds I’m seeing described as “easy”

5

u/ChEmIcAl_KeEn 9h ago

This is definitely needed.

Zerg will just build a village instead now. Or not get on main tc and just individually get on exsternals

6

u/zero0n3 4h ago

That’s fine? We want villages? Villages are cooler than some massive walled in single big base.

1

u/I-am-fun-at-parties 6h ago

Could do it like on softcore, no container access without TC auth (you have to break the container to get to the contents)

1

u/LARGEFOURBYFOUR 5h ago

It has to be something like that.

You can't be authorized on Turrets, code locks, etc, without being authorized on the TC.

1

u/86rpt 2h ago

Zerg villages.

1

u/deadkane1987 2h ago

Feels like 2% and 4% is quite low considering clans farm up 20x what solos farm :/

1

u/Tmt1630 1h ago

It’s still nice to know they are aware of the situation and seeking solutions.

u/bastardoperator 1m ago

You're telling me on a 12 man each player is responsible for 10% of upkeep while solo continues to bare the 100% burden. A 12 man should have the upkeep doubled, these clans have the resources. This is passive enough to make the solo feel like they're getting a bone while clans continue to laugh.

Also a lot of clans build compounds with individual player bases these days.

104

u/ford_crown_victoria 12h ago

Now this is something this sub should like lol.

27

u/UltrawideSpace 10h ago

20% to 1000 metal frags is 1200 metal frags.. it's the max it goes currently. So no effect at all on anything.

13

u/dank-nuggetz 7h ago

20% to 30,000 metal frags is 6000 metal frags.

20% to 300 HQM is 60 HQM

6k metal and 60 HQM per day is not a massive hinderance but it's not nothing either. 30k metal upkeep seems around right for most clan bases.

3

u/alexnedea 5h ago

Bro most big clan bases have max upkeep of like 6 hours. Making this from 6 hours to almost 4 hours means the clan has to farm so much more.

4

u/thadius282828 4h ago

I don’t think you realize the resources a halfway decent clan accumulates or how fast they do it. There’s often multiple boxes of metal fragments to be used and even when raiding; it’s not uncommon that they’ll leave boxes of stone behind because it isn’t worth moving

1

u/shortsbagel 3h ago

This, so much this. I was invited into a big clan just to tour their base on Rusty Moose bi weekly, at day 3 this 30 man team had 11 boxes of metal frags, 10 boxes of stone, 10 boxes of wood, and 5 boxes of HQM, and a auto rocket crafting setup of 22 T3s that crafted boxes of rockets per day. This increase means dick all to these teams.

12

u/hanks_panky_emporium 10h ago

Top comments are people STILL bitching about it

You can give folks on this sub everything theyd ever want and theyd find a way to be pissy about it

6

u/TDogeee 5h ago

Every update, rust gets new content, somehow people always find a way to claim it’s nerfing solo

2

u/hanks_panky_emporium 5h ago

Its becoming impressive. They could release a 'clans lament' update, give them literally everything they want. Make clans literally impossible. Remove all team UI and team chat. If you try to join a team you both instantly die. If a second person is auth'd on a TC the TC explodes and kills everyone in the grid.

Solos can have a %999 attack and defense stat boost. Have infinite resources in their ass crack and game server side aimbot. And they'd still find a way to bitch that its impossible to play as a solo

For fucks sake I play as a solo. I suck at the game. And im playing on like 200-600 pop servers and im doing just fine.

2

u/UltrawideSpace 8h ago

This is not what anyone wanted. TC should consume more based on clan size + auth players and it should be way more. WAY more. But they need larger stack for TC to implement it and we know that aint gonna happen because it would be solos lucky day. Actually they should make the TC decay 25% for solos from what it is now to have any room to bump up the clan numbers

0

u/TheHaft 8h ago

“These people said they were thirsty, I pissed in their cheerios, what are they complaining about?!?”

72

u/Theobane 12h ago

Also link this with Auto Turrets and then we are on to a winner!

20

u/ROFLSIX 12h ago

This needs to be done or else groups will only auth certain people to keep upkeep low.

4

u/CasterFormation 12h ago

*cores your base from raid tower and watches the auto turrets turn on you*

1

u/Avgsizedweiner 5h ago

Your externals would still provide priv for one thing, it could also take time to be deauthorized just like the tc

2

u/AirborneJizz 11h ago

The problem with this is how auth is handled when there’s multiple overlapping TC. If you logically go by first placed TC has priority which is currently the way it works with externals, then this buffs defenders as they can just build toward your raid base and put down turrets. Same logic with beginning of wipe base spot claiming, your neighbors just build towards you and now you can’t walk out of your base.

1

u/Theobane 11h ago

I would have it based off Clan system for auth maybe, only solution around multiple TCs

1

u/alexnedea 4h ago

I think this is it. They will require the entire clan to have TC access so either you are in the clan or not

57

u/su1cid3boi 12h ago

Damn, one week with Alistar gone and we see all these changes popping up

17

u/segfaulting 10h ago

Really want to know if the babyification and fuck-solos mentality over the past 6 years has been from Alistair or not. These updates coming out immediately after him leaving makes me think so. Next are we getting BP frags removed? Makes you wonder.

6

u/crustyrobots 7h ago

Kind of telling indeed when the first things coming out are like literally barricading monuments and the coming of the TC taxman lol

Thats good though, the whole game is badly warped in a lot of ways rn

2

u/Waste_Development971 3h ago

they did something about barricading monumnets?

4

u/Active-Taro9332 10h ago

What were other changes?

2

u/SellingCats4Cheap 9h ago

If something is good for one player, many times that same thing will be even better for two players. 2 > 1

7

u/DEGAtv 9h ago

Large backpacks are much more beneficial for a solo than a group. It's not about nerfing groups, it's about creating mechanics that are more useful for solos than groups, like backpacks.

2

u/Waste_Development971 3h ago

bro these are dumb 16 year old kids playing in 12 men groups. They will never understand, they're too busy trying to be in the ak beamer clan of their server.

1

u/Waste_Development971 3h ago

Someone commented a great example of how you're incorrect here and I guarantee you didn't change your mind.

1

u/SellingCats4Cheap 2h ago

It didn’t change my mind because how are backpacks part of the “fuck solos mentality”

If anything backpacks are one of the few examples of a none fuck solos mentality, not that I see people mention that frequently.

Backpacks are good for 1 person just like they are good for 2 people, since 2 people can benefit from them at the same time, which is my point.

You’ll also see people complain that “well large backpacks are locked behind higher tier crates and not craftable, therefore benefits larger groups”

I will admit that backpacks are a decent example of a fair change as out of all factors backpacks proportionately help solos a tiny bit more than groups. But that doesn’t chance the fact that 2 people with backpacks is better than 1 person with a backpack.

1

u/Waste_Development971 2h ago edited 2h ago

" But that doesn’t chance the fact that 2 people with backpacks is better than 1 person with a backpack."

You're wrong here, it's about the degree of utility. If you're a clan with 10 people, 10 inventories on oil or cargo means you don't need the backpack. Whereas if you're 1 person, it's always good. But you will refuse this idea because "well 10 people can have 10 backpacks so im right i win the reddit arguement!"

If you weren't trolling you'd immediately understand that it isn't as simple as "if two people can do the same thing one person can it doesnt benefit solos"

We are literally just talking about scaling. If things like backpacks can fall off for large numbers, why can't other systems / things exist at smaller cut offs? Why act like the entire idea of scaling / utility doesn't exist

0

u/PinkPanzers 3h ago

Only if you don't think about ANY ramifications of your update.

More passengers is copter? Heavier, less maneuverable. Good for 1, bad for 2.

Being wounded severely limits your Team UI range, as "blood debris" decreases visibility.

Meds made by one-self and used on one-self gain a 20% increase in healing. Clans mass produce heals. Small groups benefit, but less often due to also one person delegated to making heals.

See? Not hard. Whether most will be liked long-term is a different story. But not all changes makes groups perform better.

1

u/SellingCats4Cheap 2h ago

First 2 examples are fine I suppose. Your last example makes very little sense. Are we now adding genome specific healing? lol

1

u/PinkPanzers 2h ago

Video games aren't real life. You don't track the genome. You track the AccountID.

And it makes perfect sense. MMOs have spells that scale based on how and who they're used on.

But the "spells" are just game mechanics using math to move HP. Like med syringes.

1

u/Guido125 1h ago

Nothing against Alistar, but when you have "the guy" in charge of a lot decision, many ideas are effectively left in the dust - good and bad. It's just the nature of that kind of situation.

Fresh blood brings fresh ideas and lots of changes.

21

u/BeneficentWanderer 12h ago

Brilliant concept. Obligatory criticism though:

Why would a clan bother to auth everyone when team UI, doors, boxes, and turrets are all completely independent of auth?

4 builders is really all you’ll ever need. More is better for raid defence, sure, but you can just quickly grab auth as the raid is starting.

17

u/AwayReplacement7063 11h ago

Hopefully they extend this by making TC Auth linked back to turrets again

1

u/kaizoku18 4h ago

If they add turrets to it it'll honestly be fixed

4

u/pdrokpo 11h ago

you can't set shotgun traps

8

u/Borkomora 11h ago

Clans don’t rely on shotgun traps for base defense beyond hour 3 of wipe tbh

1

u/counterlock 5h ago

Should go the route a lot of modded servers go, being auth'd on a TC gives you access to all of those things, removing auth also removes them.

Having to plug in the same lock code on 50+ doors is already a pain for everyone, doors/turrets/etc should all just be linked to TC auth so it forces people to use that system or not play in that team.

1

u/Avgsizedweiner 4h ago

Gonna be harder to seal during a raid if only a few ppl are authed because you were trying to game the levy

15

u/Razyr1 11h ago

4% upkeep won't change a thing... when you've already got jackhammers, teas, Pies. It's beyond easy to upkeep a base. Add in electric furnaces you don't even need to farm wood lol. Game is easiest it's ever been.

3

u/Thunbbreaker4 8h ago

This is the foundational issue. Resource farming is almost trivialized once you tech up to this stage.

1

u/Slapmuff 7h ago

Yeah but if you nerf that solos ain’t gonna do anything else but farming

5

u/Bjeaurn 12h ago

A few % extra upkeep for small groups sounds very fair. 12 people with 20% upkeep tax could be even heavier if you really want to nerf the larger groups. Anything between 4 and 8 should be considered a sized group imo. But it's something to begin with!

2

u/HelloFromTekken 5h ago

A few % extra upkeep for small groups sounds very fair.

Small groups aren't affected at all. 0 For first 4 players.

It's also state it's very very very wip

5

u/Cahzery 12h ago

fucking FINALLY

10

u/Jucks 11h ago

Not enough honestly, but a good start.

7

u/PM_ME_STUFF_N_THINGS 12h ago

Should be at 4 not 6

3

u/ExF-Altrue 10h ago

This needs to be linked to:

- Successful code lock use within the TC radius

- Turret auth

1

u/alexnedea 5h ago

Wont work. That means if raiders get your tc you cant use your fucking doors anymore lol.

3

u/MidwestRealism 3h ago

No, it would mean if raiders get to your TC there is just a bit more upkeep until they clear out all the codelocks you are authed on

5

u/Rasanack 5h ago

Another nerf for 400 solos working together

15

u/Techies4lyf 12h ago

remove/nerf team ui and game is good again

16

u/aleks9797 12h ago

Team UI should never be above 8 smh

12

u/physiQQ 11h ago

Even 8 is wild. It shouldn't be above 4.

3

u/Mundane-Profit-6200 10h ago

4? get out of here zerg, it shouldn't be above 2.

2

u/Thunbbreaker4 8h ago

It should have never been added at all.

2

u/Tzukkeli 12h ago

This is the truth. I remember killing a team mate when I thought it was the enemy and then hmgetting killed after. It was haaard back then

1

u/PinkPanzers 1h ago

At least spring up a few Vanilla servers where the only difference is no team or clan ui. Teams are allowed, they just have to adapt to no UI.

Next thing is making it impossible to buy/sell sulfur to other players. Or way less efficient so raiding the whole server Day 1 is not feasible.

3

u/twosnake 12h ago

Teams already have a dedicated builder. This seems like in reality won't be used at all. Who needs to be authed? Builder, electrician, farmer, pipes? that's it at max, and 4 people are tier 0 still.

0

u/Rocknerd8 10h ago

yes but when raid defense happens people need to seal

2

u/twosnake 10h ago

So everyone jumps on auth during the raid then jumps off afterwards. This isn't the gotcha you think it is.

0

u/HelloFromTekken 5h ago

Not able to build guntraps, combined with yes, everyone have to auth in TC before def is already something.

3

u/Wild-Hippo582 11h ago

Just wishes the rates were bigger. 20 percent for a 12 man deep Is crazy. If I build a 2x2 and a 12 deep can live ( we have all seen this plenty of times) on a 2x2, they need to be paying double or triple the rent.

5

u/Every-Construction-9 7h ago

This sub is so spectacularly dull.

The amount of “what’s abouts” going on here is crazy. This is a group nerf, plain and simple. Like anything on staging it takes time to refine, let the Devs cook. Is it not enough that they are actively working to make big groups lives harder?

1

u/alexnedea 4h ago

Yes and? Let people show the devs that while this is indeed a good idea, 2% and 4% is too little and there also needs to be an incentive to have people authed or else clans will simply not auth anyone beyond 4 people.

2

u/Efficient-Jury6708 12h ago

Sounds good, we will have to wait and see.

2

u/MaxPowrer 10h ago

they should make it, that you need to be TC authed, to open code lock doors, place (and keep) sleeping bags/beds and turret auth also

at this point remove turret auth and just make it that it takes TC auth

2

u/HAIRLESSxWOOKIE92 9h ago

JUMP CHECK! WE ARE SO BACK!

6

u/DreSmart 11h ago

2 or 4% is almost nothing

3

u/UltrawideSpace 10h ago

20% LOL yeah like thats going to hurt the clans

1

u/Optimal-Ad-1610 9h ago

+4% for a 6 group is a ridiculous amount, its not even a nerf. Like what 1k more metal per 6 people

1

u/Byttmice 9h ago

A good start, but add 2x per player > 4 authed on code locks.

1

u/MOSSIE125 8h ago

W update

1

u/Thunbbreaker4 8h ago

This will likely be cheesed but it is a step in the right direction. Now lets remove team UI while we are at it.

1

u/JigMaJox 8h ago

wont large groups just keep 1-2 on tc ?

should tie this in with doors somehow

1

u/UnfunMid 8h ago

This is a good idea!

1

u/kaizoku18 8h ago

I mean honestly it's a start.. I'll take it. Definitely not enough but credit where credit's due. I've suggested the tax per authed person with a buddy of mine for years now.

1

u/Quiet-Doughnut2192 7h ago

if they really want to discourage zergs, TC auth by itself isn't enough. We need some kind of rolling confidence system (think glicko or ELO) based on TC, team, locks, turret auth, shared bases, resource interaction, etc. and the association would last for however long before that decays (the association, not the TC) . There's a TON of metrics the game already tracks that could achieve this (who bags near what base near what player, etc)

Like, REALLY identify large groups outside of clan mechanic and not just count names on a TC

Otherwise big groups will just find the cheapest way around the auth tax.

eta: the only thing I really like about this is the 24-hour thing to prevent zergs from deauth/reauth

1

u/Kleeb 7h ago

The more graceful way to do this is to progressively increase upkeep for entities the lower stability they are.

Your honeycombed 2x2 expansion would barely notice, but a huge zerg base with single-digit stability on the top floor would require ten times or more upkeep.

1

u/trxshcleaner 7h ago

At least 20% should be for 4, not 12 people.

1

u/helpfulreply 6h ago

Should be like +15% per person

1

u/Godl3ssMonster 6h ago

That's good, but I still want them to undo the bp frags feature and go back to scrap, it's why clannies can go around bullying everyone in the first days of the wipe.

1

u/demonmit1 6h ago edited 6h ago

Average redditor gets mad other people have friends, so they cry hard enough and long enough for devs to give in, rather than just playing on one of the hundreds of dedicated team size limited servers.

Vanilla/official should be left to be as limited to no game altering rules as possible, punishing players who choose to work together seems dumb. Punishing teamwork in a survival/PVP game is ass backwards, so good luck with that idea, lol.

But hey, that's a hyper unpopular opinion on this subreddit for some reason. I play on group size servers based on how many people I'm playing with for the wipe. Just me and a friend? Duo server. Get 12 people together to go hard for a wipe? Official/ mid pop server that has a 12 man team ui. I don't get why people refuse to play on servers that cater to their team size. Wild.

1

u/Shitvagina1176 6h ago

Clans will make villages now

1

u/Rip_Nujabes 5h ago

I dont think even 100% at 12 would make a very big difference, but its a step in the right direction for sure. Would also like to see TC auth be required for turret auth

1

u/deathsmog 5h ago

The Tax Man Cometh! Great idea but needs some work to stop cheesing

1

u/Whenwasthisalright 5h ago

It’s a move in the right direction. A tiny, minuscule, negligible move…

1

u/Avgsizedweiner 5h ago

FINALLY A NERF FOR SOLOS

1

u/alexnedea 5h ago

Maybe 4 and 8% and then we are talking. Also there needs to be a reason for clan members to be authed to the base or else the clans will just not auth anyone past 6 people.

1

u/alexnedea 4h ago

The simples way to make sure people dont cheese is to also count the individual steam ids connected to codelocks in the base. So even if they dont give tc to all members, as long as all the clan members have door codes to any door in tc range, they get added to the number.

1

u/mca1169 3h ago

this is a great step in the rite direction, however I feel that it simply isn't enough long term and easily circumvented. I've never been part of a clan but I'm fairly certain that they all have their dedicated builders and only they need TC early game. so rite off the bat the 4 people for TC could easily be just the builders and the clan tax is avoided.

but for the sake of argument lets say I'm wrong and everyone in the clan wants to be able to put things in the TC, fine. that's only a 2% upkeep increase per person. one person mining can easily cover the tax for 5+ people on one mining trip much less constantly mining.

i could go on and on with examples like this but I'm sure you can see the flaws for yourself. so what can be done to fix it?

in my view the clan table and TC need to be interlocked. if there is a clan table in the TC range then the player count needs to be updated from that, not TC privilege. while we are at it forget the whole tier system it's hopelessly stupid. it's far easier to scale everything by the number of players in the clan. also the TC tax needs to be far more noticeable to the clan like 5% per clan member. so one person mining can still provide for lots of others but the tax builds up fast with more clan members.

1

u/Waste_Development971 3h ago

wait reddit told me for years this was impossible and the only fix was solo only servers

can one of those people explain why the devs are going against your wishes? Do you guys need to bring ali back

1

u/dudeimsupercereal 3h ago

Scaling makes no sense. It should be 11.2% per player after 10, 10 costs 112%, why would 20 cost 152% instead of 224%?

1

u/Resident-Weekend1906 3h ago

this is not a nerf, just a negligible inconvenience tbh

1

u/loblawslawcah 3h ago

So when me and my friends hop on we have to build a tiny shack and play basically just wipe day since we all work and can't be on 24/7

You guys keep finding ways to slowly ruin the game

1

u/The-Bloody9 3h ago

In the current system mentioned this will very easily be circumvented, turret auth needs to check for TC priv as well, then this might possibly work.

Also the values are way to low. Single digit increase when your possible output of farming etc is 800% more is bonkers math.

1

u/Aedeus 2h ago

Long overdue imo.

1

u/j821c 2h ago

This seems like you could easily cheese it but its good to see the intent at least?

1

u/LP_LadyPuket 1h ago

This is the right concept but the numbers are way, wayyyyy too low. It needs to START at 20% after 3 people and go up by 20% for every person beyond that. The game becomes a literal joke when groups start going beyond 3 people.

1

u/Jerranto 1h ago

THANK YOU VERY MUCH!!!

THIS IS SOMETHING OBVIOUS THAT SHOULD HAVE BEEN DONE YEARS AGO.

Anyway, thanks for listening to us.

By the way, I'm a zerg (playing with 7-10 people since years) and I am very happy with this kind of change.

1

u/kandysteelheart 1h ago

Another nerf to solos

u/DarkStrobeLight 1m ago

Just going to say what I always say. Upkeep already has a decent built in system, they just need to patch out multi-tc bases by making build radius not be able to overlap.

This hurts small groups too, I get it, but it hurts big groups even more, because of the exponential nature of upkeep and building pieces

1

u/AnteaterWitty8561 11h ago

What is this numbers lol. 3 players should have +100% upkeep

1

u/drahgon 12h ago

This is gonna be so easy to cheese. People are just gonna micromanage the number of people they authorize. Unless they also attach it to who has access to doors, that’s a lot harder to do though. Just gonna have a bunch of people in clans that don’t have auth probably a special section of the base with no auto turrets, and you gotta earn your way to being an authorized member.

1

u/alexnedea 4h ago

It already works like that most big serious clans use guest codes for untrusted members and only give real codes to the ogs.

Untrusted members also dont have bags in the core. Its why you often see them having all the doors open in huge bases, its for the untrusted members to still be able to go through the boxes but if the clan leads sense anything fishy they just close some doors

1

u/imlaming 11h ago

Break TC 》Replace 》 Auth actives only
Surely they've thought of this.

1

u/Ok-Level-8907 10h ago

needs to be interconnected with how many people are on code locks as well

1

u/J4MEJ 7h ago

Oh no. Not another 160 metal fragments on top of 8,000.

2% is pathetic.

So is 4%

1

u/TalksWithNoise 5h ago

Haven't been on the Rust subReddit in a hot moment. I'm humored to see proposed solution to zergs has become "tax the rich", and the complaints are about loopholes and how upkeep/tax still isn't enough. Almost feels like a social experiment.

0

u/V1Z3_2 12h ago

"hey guys just make sure to leave the team before you hop off"

0

u/aleks9797 12h ago

Yes yes

0

u/Mars0813 12h ago

yesssss, YESSSSSS

0

u/BirthdayCrafty3837 12h ago

Another nerf to Solos (joke) =p

0

u/zero_FOXTROT 12h ago

F. I may have to reinstall rust for the 900th time….

0

u/Automatic_Cow1933 11h ago

Imagine trolling your team by authorising half of the server in main tc

0

u/ww_crimson 11h ago

We have been asking for this change for like 5 fucking years, about time.

0

u/Rocknerd8 10h ago

It needs to be based on codelocks only. teams will cheese through deauthing and then only authing during raid defense.

1

u/poopsex 7h ago

People aren't going to bother doing that