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  1. Today
  2. Aurora

    Oil Rig Night Shot

    (US-Scourge) Senor Spice, Theodore Baggins & Vin Dizzle taking the rig.
  3. Full PvP with offline raid protection, and 2x gather/harvest and stacks. With a revised vip and store purchases.
  4. 2 weeks is considered inactive.
  5. So, I'm assuming that this forum is about this server? https://www.battlemetrics.com/servers/rust/1285908 The description says "No Decay - Decay and upkeep disabled for active players" How long can you go without logging in before you become an inactive player? 1 day? 1 week? 1 month? 1 year? It's not really defined anywhere.
  6. Yesterday
  7. J_Sno

    Decay question

    After a little study, that seems to be very correlated to (if not exactly) the decay rates. I think this is may indeed be where the rates are coming from, good to know
  8. Hello everyone, Suggestion; if killed by a zombie you become a zombie, you become infected - for a set period of time or until you kill another player. Wouldn't be able to access your base... is that possible?
  9. Changelog Teleport cooldowns now properly reset Added additional checks to prevent players from being stuck in a teleport loop Bug causing some players to lose all dropped items fixed Bug preventing certain groups from using mentions fixed Bug causing shared containers to revert to unshared fixed New items added to kill feed Easter event added to event scheduler Improved garbage collection when pulling player data from the database Cleaned up a big portion of the back end for better server performance Several NRE fixes
  10. Changelog Teleport cooldowns now properly reset Added additional checks to prevent players from being stuck in a teleport loop Bug preventing certain groups from using mentions fixed Bug causing shared containers to revert to unshared fixed New items added to kill feed Easter event added to event scheduler Improved garbage collection when pulling player data from the database Cleaned up a big portion of the back end for better server performance Several NRE fixes
  11. Changelog Bug preventing certain groups from using mentions fixed Easter event added to event scheduler Improved garbage collection when pulling player data from the database Cleaned up a big portion of the back end for better server performance Several NRE fixes
  12. Death

    TP Max Reached

    Changed Status to Fixed Changed Version to 4.21.19
  13. Changed Status to Fixed Changed Version to 4.21.19
  14. Changed Status to Fixed Changed Version to 4.21.19
  15. Changed Status to Fixed Changed Version to 4.21.19
  16. Last week
  17. Aurora

    Egg Hunting on Scourge

    Damn zombies want my Eggs. :(
  18. Simuuun

    Decay question

    I know Warlord Ubba already posted his numbers but I'd just like to say that upkeep is based on material invested. twig and armored structures require the lowest quantity of mats to build and therefore take less to upkeep. Wooden, stone, and sheet metal require a relatively higher quantity of materials to build, therefore have a higher requirement of mats for upkeep.
  19. Here is my entry, zombunny in progress - SuburbCommander
  20. Big bunny Easter Build He has eyes, ears, a tail and some cute lil' paws. Location: X14 PS: You will never guess where the entrance is! 😜
  21. lol done.... thank you! do you need pics? i have some.. i think im done if you wanna stop by and check it out.
  22. Aurora

    Rabid Rabbmins

    Have a nice holiday, all! =D
  23. A suggestion related to this thread: The current decay system doesn't really fit well with PvE. To summarize: The Problem: Upkeep on stronger structures vs twig is about ~3-5x as expensive. This makes sense in PvP because it forces players to compete and kill each other for more resources to upkeep their stronger bases. This doesn't make sense in PvE because this basically forces players to use weaker materials/build smaller homes when much of the focus for many people is the building aspect of the game.The fact that player structures are invincible against other players also gives no technical reason for players to upgrade their twig homes when twig provides invulnerability with a dramatically longer upkeep time than stronger material. The Solution: Individually tweak the decay on the materials so that metal takes on the twig decay rate - have metal take on the twig's upkeep/decay rate, and twig take on metal/stone decay rate (but decrease the decay rate a little, since twig is used to lay down the foundation of a home before upgrading it) This would also reward players who put in time to upgrade their homes so their homes don't decay as quickly. Those who don't put enough effort in, has their homes decay faster. It's a bit ironic, and quite awful (personal experience), how a player can build a quick home from twig, put in 500 wood, stop playing/abandon it and it'll be there for the next 40 days taking up real estate with their cupboard, whereas a player who put in time to upgrade their base materials has to do so much more work to upkeep it. I hope you take this into consideration! Thanks!
  24. Don't forget to ask an admin for a contest kit. It's a few build and decorative items that you may use. You can request it once you post your contest entry screen + map grid ID in here!
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