Sep 22, 2016
Rust - Buck Sexington


See (and hear) inside the new caves, plus details on the component system, grass displacement returns, building notification is nerfed, there's a new Hazmat suit, and more.

  • Added new grass displacement option (experimental, disabled by default)
  • Made revive line of sight check more forgiving (easier to hold)
  • Building blocked message is only shown when in building mode or holding a hammer
  • Building privilege is also checked at the construction placement position
  • Fixed server side player rotation getting corrupted from sleeping bags on slopes
  • Fixed a situation where building privilege would randomly be incorrect
  • Optimized terrain carving tests slightly
  • Fixed surface dimensions mismatch error when resizing window
  • Fixed crash when switching servers
  • Fixed DX9 white player preview
  • Fixed water system performance on riverless maps
  • Added contact shadows to view model when ambient occlusion is enabled
  • Terrain Quality no longer affects shader lod; use Shader Level instead
Sep 22, 2016
Rust - Buck Sexington


See (and hear) inside the new caves, plus details on the component system, grass displacement returns, building notification is nerfed, there's a new Hazmat suit, and more.

  • Added new grass displacement option (experimental, disabled by default)
  • Made revive line of sight check more forgiving (easier to hold)
  • Building blocked message is only shown when in building mode or holding a hammer
  • Building privilege is also checked at the construction placement position
  • Fixed server side player rotation getting corrupted from sleeping bags on slopes
  • Fixed a situation where building privilege would randomly be incorrect
  • Optimized terrain carving tests slightly
  • Fixed surface dimensions mismatch error when resizing window
  • Fixed crash when switching servers
  • Fixed DX9 white player preview
  • Fixed water system performance on riverless maps
  • Added contact shadows to view model when ambient occlusion is enabled
  • Terrain Quality no longer affects shader lod; use Shader Level instead
Sep 20, 2016
Rust - Buck Sexington


Rust Conquest, what drawbridges would look like in the game, Ser Winter’s best moment, and more.
Sep 20, 2016
Rust - Buck Sexington


Rust Conquest, what drawbridges would look like in the game, Ser Winter’s best moment, and more.
Rust

SURVIVOR SERIES

In survivor series we drop in on some of PC gaming's most promising survival games. Today, Holly Nielsen takes her finest killing rock into Rust.

I woke up naked on an empty beach, with nothing but a rock in my hands and an unlit torch. Before I d even had a chance to stand up, someone had bashed my head in. Just before my assailant finished me off, two naked people approached, killed my attacker and stood staring at me. While I waited for them to attack me too they looked down, dropped a rock at my feet, and ran away into the distance. My first minute of Rust was violent, brutal and oddly human.

You ve probably heard of Rust as the game that people were outraged about as it randomly assigns the gender, race and sizing of your character. This online multiplayer survival game has built a huge following and has developed wonderfully bizarre communities. I ve heard stories of warring factions who meet in a neutral ground ruled by a character who roleplays as the Swedish Chef from The Muppets, and people who wake up only to find themselves in a prison built by another player. It s like a social experiment with added nudity.

As with most survival games the formula of gather, build, die, repeat is found here. The difference that you start stark naked with only a rock creates an added vulnerability, and a feeling that you're trapped in the embryonic stages of technology. Resource gathering of course involves a lot of hitting trees and rocks and wandering about in search of food and materials. Unlike many of its contemporaries Rust's tree-chopping and rock-bashing has a sense of weight. This is a welcome change to the plethora of Minecraft-meets-DayZ clones on Steam, where gathering involves little more than pawing at various objects.

By gathering resources, crafting objects and killing either your fellow humans or wild animals you gain experience points which can be spent on new items to craft. Eventually you ll advance from the Stone Age to automatic rifles. Progress is slow but satisfying. However, once you die you can wave goodbye to your inventory and progress. Unless you ve managed to build a storage, ideally behind locked doors and defences, your stash is either lost with you or looted by your fellow players. Death can come quickly from starvation, dehydration, hypothermia, falling, radiation or being attacked and it s surprisingly brutal when it happens. Your character screams and writhes in pain in prolonged death throes.

While playing I have met almost just as many friendly players as those intent on murdering me, which can feel like a rarity in online survival games. While there s no singleplayer mode, there is still plenty of opportunity to focus on your own survival and settlement building. Of course there are still battle royale deathmatch servers if you fancy a spot of human-hunting. The lack of lumbering zombies (often a mainstay of survival games), puts the focus on human interaction and all the potential for friendship/betrayal that entails. Do you run and hide, or risk exposing yourself in the hope that other players will help you out?

There s an eeriness to Rust's world. Sprinkled throughout the green and often pretty environment there s abandoned industrial buildings that house valuable materials. From time to time an airplane will fly overhead and drop supply crates. These crates become a focus point leading to interactions between players that often end in death.

The mysterious planes and dilapidated buildings made me reflect on the chaos happening around and how bizarre the whole thing must look from above. Rust doesn't take itself too seriously. Before too long my character was running about the place with mismatching wellington boots and a pumpkin on his head. Thanks to a pleasant environment design and little humorous touches (like the pumpkin) Rust doesn t suffer from the brown overbearing barrenness that some other survival games do.

The environment isn t perfect however. I have seen quite a few trees, rocks and dead bodies floating in mid-air, and textures pop in and out as you run about. Slow progression can be frustrating as you can find yourself starting again from scratch regularly. Early levelling up follows a similar line each time so you ll be repeating yourself a lot in the early stages of character growth.

Fortunately the developer of Rust, Facepunch Studios, is regularly patching and updating the game. There are weekly developer blogs on the website that outline updates as well as what the team are currently working on. There are also regular blogs to keep players up to date on the rest off the very active Rust community. It feels like an actively growing product, rather than an unfinished game that the developer occasionally patches. For that reason, and the solid amount of interesting features already currently available in its alpha state it s one of the most fascinating online survival games available.

Disclosure: Facepunch writer Craig Pearson used to write for PCG up until about five years ago.

Sep 15, 2016
Rust - Buck Sexington


Semi-auto pistol changes, optimisations, what we're doing with recoil, and more.


  • Better explosion sounds
  • Misc sound polish
  • Old bone armor no longer drops( will be removed next wipe)
  • Projectile CPU optimizations
  • Semi-auto pistol damage nerfed to 40 (was 50)
  • Pistol ammo effective distance nerfed to 60 (was 80)
  • Fixed players sometimes appearing with wrong name, gender or skin tone
  • Fixed various small client side network interpolation issues on respawn
  • Added stabilityqueue server convar (building stability update time per frame)
  • Added surroundingsqueue server convar (surroundings refresh time per frame)
  • Fixed various issues with player model pooling
  • Enabled player model pooling by default on 64bit systems (pool.players convar)
  • Drastically improved entity destruction performance (less stuttering)
  • Optimized player mesh building and refreshing (less stuttering)
  • Fixed exception when trying to upgrade building block after it was destroyed
  • Fixed exception when trying to rotate building block after it was destroyed
Sep 15, 2016
Rust - Buck Sexington


Semi-auto pistol changes, optimisations, what we're doing with recoil, and more.


  • Better explosion sounds
  • Misc sound polish
  • Old bone armor no longer drops( will be removed next wipe)
  • Projectile CPU optimizations
  • Semi-auto pistol damage nerfed to 40 (was 50)
  • Pistol ammo effective distance nerfed to 60 (was 80)
  • Fixed players sometimes appearing with wrong name, gender or skin tone
  • Fixed various small client side network interpolation issues on respawn
  • Added stabilityqueue server convar (building stability update time per frame)
  • Added surroundingsqueue server convar (surroundings refresh time per frame)
  • Fixed various issues with player model pooling
  • Enabled player model pooling by default on 64bit systems (pool.players convar)
  • Drastically improved entity destruction performance (less stuttering)
  • Optimized player mesh building and refreshing (less stuttering)
  • Fixed exception when trying to upgrade building block after it was destroyed
  • Fixed exception when trying to rotate building block after it was destroyed
Sep 13, 2016
Rust - Buck Sexington


The AK in real-life (again!), a really dark machinima, the greatest grenade kill of all time, and more.
Sep 13, 2016
Rust - Buck Sexington


The AK in real-life (again!), a really dark machinima, the greatest grenade kill of all time, and more.
Rust

As far as Early Access survival games go, Rust is among the most loved. Although Garry Newman isn't currently working on the project, Facepunch continues to chip away at it under the supervision of lead developer Maurino Berry. One of Berry's recent additions was XP, which introduced a little bit of structure (ie, the permanent short term goal of grinding). Although the system was welcomed pre-launch, it appears to be conflicting with the studio's and the fanbase's longterm vision for the game.

As spotted by PCGamesN, Berry wrote on reddit recently that, in the future, Rust would not have XP at all. Fans on reddit and in the game's Steam review section have been vocal about how the system doesn't quite work, and Berry has recently offered his own thoughts. Basically, the system appears to mute the chaos that arises from Rust's previously more freeform and less quantitative sense of progress.

"As I ve said before, the XP system had huge praise until it was released, and then lots of people hated it," Berry wrote in August. "I m not deaf nor blind to this, and I m leaning towards the whole thing needing a rethink.

"In some ways the XP system is the antithesis of what Rust was all about: it forces players to do things in a certain order and takes away from the sandbox feeling of the game. We added this because people were bitching about how grindy hitting barrels and hoping for blueprints was, but I neglected to realize that the randomness could actually lead to some interesting situations and forced you to work with what you had."

Berry's suggestion that XP will be removed entirely seems a little informal, and the studio might opt to revamp it instead, but the fact that it's a concern is good news for anyone whose recent falling out with the game is a result of the grind.

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