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A Review of Rust - Failures and Shortcomings
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"Rust" is a video game by Facepunch Studios.
Rust is also a colossal waste of time, emotion, energy, and passion.

This review assumes the reader is familiar with the game play and game systems of open-world survival based video games. For example, topics such as “resources,” “materials,” “base,” and “raiding,” will be discussed, but not wholly detailed.

>There has been a general trend in PC gaming over the last ten years or so, one that has started since the release of titular titles such as Roblox, 2006, and Minecraft, 2009. This trend has resulted in the success and proliferation of video games with a heavy gameplay focus on building in a sandbox, having an open-world with multiplayer (sometimes in the numbers of hundreds of clients on a single server), and allowing players to destroy others creations. Arguably, this type of game really came to a break-through with the release of the mod, DayZ, in 2012. Featuring a heavy focus on survival, kill-or-be-killed gameplay, and hosting a harsh, huge island for players to get lost on, DayZ was an immediate success. This success was not unnoticed by other developers, young and old, who would go on to make dozens of “DayZ-like” video games, each with their own quirks, qualities, and failings.
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>Rust, released on Steam Early Access in 2013, is a game that is not recommended in this genre of game. The development team behind Rust is a team of passionate, hard-working programmers, designers, and artists, who have made a tremendous effort in making this game come to fruition, still in Early Access as of writing. Years of work have gone into Rust, and millions of hours have been spent by the gaming community on this game. Hundreds of thousands of people have played Rust, and thousands have created content for this game; a plethora of art work, game-mods, music, YouTube videos, Twitch channels, and most importantly, player experiences, have been birthed because of this game. Many circles of gamers consider Rust the most presentable and exceptional game in this new genre of video games.

>It is unfortunate, however, that the developers have no idea of how to make Rust a fulfilling, endearingly enjoyable, or recommendable game.

2/8
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just post a link to pastebin you fucking retard
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>Upon initial release of the game, up to the current release, Rust has seen many changes, additions, and subtractions from the game, all while keeping the core gameplay and game systems in place: players will harvest materials in an open world setting, survive in this setting with said materials, and engage in Player-versus-Player interactions with other clients on the server. This is a simple enough formula for gameplay, but it is one that has been made into a cycle of ruin and abuse in Rust.

>The largest and most observable flaw with the game, and it's most interesting feature, is that the world of Rust is truly “kill or be killed.” Once you die in Rust, you lose everything on your person, and assuming you are unable to defend your base that you have built, as a consequence of player death, you can lose everything you have spent hours on acquiring. This includes all land, items, materials, and the unique base of the player, all of which can require dozens (if not hundreds) of in-game hours to amass. There is no recourse when you have been killed and raided, and no foundation to start from anew (besides blueprint recipes). You are entirely at the mercy of your attackers, and their decision to make use of your base/materials. Being that this is a game of collecting and growing, an endless hunt for more materials, resources, and land, players will more than likely take everything another player has, or simply ruin it, so the defeated player cannot become a competitor in land or materials. The developers of Rust have not implemented any features for showing mercy, camaraderie, or friendship between a player who has, and a player who has-not. Players in Rust have little more to do than create a large base, use this base a means of securing and defending their resources, and attacking and taking from weaker players in an effort to make their own base stronger, be it through stolen resources, or simply by eliminating a competitor.

3/8
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>>340516149
http://pastebin.com/B2UcEwr1

>Trade and market sharing is unfeasible in Rust. There is no non-hostile way to trade with other players: every player risks losing everything they carry when giving and receiving items from another player. More often then not, a player will eventually want to trade with another. Either for new materials, blueprints, or needed resources, trading is an interaction that is necessary in Rust to advance. However, the developers have not added any reason for players not to simply kill a trader and take everything they have. There is no mortality or penalty system for killing players, other than ones made and maintained by players themselves. A stronger player will always be able to safely kill and take from a weaker player at any time in the game. An objectors argument would be to say something like, “the stronger player would then be a target for vigilantes, and players wishing to protect the attacked weaker player.” This is blatantly not realistic in Rust, ever. A stronger player likely has better weapons, more allies, and a better base than the weaker players, and players wishing to contest the stronger ones are always a target for stronger players anyways. Competition breeds destruction in Rust. A stronger player will want to kill or hinder a weaker player in order to ensure their own security. Essentially, there is no cooperation, and no reason to cooperate in Rust, other to get stronger with established allies.

4/8
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>All players have the ability to be present in any location of the map at any stage of gameplay; meaning, there is no separation from new players to players with lots of time invested in the server. A player who has spent 48 hours of gametime can interact with players with 48 seconds of gametime. While a novel concept of creating a real, open-world, this creates gameplay issues that have not been addressed by the developers. Players with an established and secure base, amassment of items and weapons, and dozens of allies can easily interact with players who are insecure in the early stages of the game, with few items, resources, and few allies. Again, a novel concept of freedom in player interaction. However, in practice, this allows players with large time investments to harvest the resources and time of players who have not yet invested copious amounts of time into their base or character. New players and new bases, essentially, are nothing more than human steered resource deposits for stronger players to reap. Protecting oneself from a stronger player is almost impossible.

5/8
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>The prevalence of players who use malicious and unfair software (cheats) in Rust is notoriously high. A legitimate player will likely be attacked and raided at least once by such players, or know of someone who has. Cheaters are a problem in any online game, but the issue in Rust is that the cheaters are taking much than a cheater in nearly any other game. If you were to be aimbotted in Counter-Strike, for example, you would simply be losing the single match to the cheater. In Rust, however, a cheater is able to take hours and hours of invested time away from a player. The strongest base, the largest arsenal of weapons, the most beautiful castle, is all at the mercy of a single cheater. Any player at any stage in the game can be victim to this. The frustration of losing a base time after time, is only made more bitter by the fact that you can lose it all to a player who you cannot defeat in any reality.

>There is very little to do in Rust besides attacking weaker players, and growing stronger in resources. There is no end-game gameplay in Rust besides destroying competitors who can contest you, and assembling/securing the arsenal to do so. The developers have not created any game systems that reward players from excelling past the stage of resource aggression and hording. Even if a player has the largest base and best weapons, they will still have little to do in game besides kill all competitors who may be a threat to their base.
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>Rust is game that is horribly optimized for its players, to the point where the game is unplayable in situations. No one expects a well programmed game from indie-developers, especially if it is multiplayer based, but everyone can notice when more development resources are spent on making new ways for players to attack each other, rather than fixing a game engine that barely runs. Rust takes ages for a client to load into a server, for non-SSD users. Rust is plagued with memory leaks and stuttering. The screen will freeze for moments whenever a new sound or model is loaded and used, making fire fights and defending oneself against ambushes almost impossible. Animals will scale 100 foot mountains instantly, and clip right though buildings. Players will be killed by silent or unseen bears and wolves as often as by players in their first 10 hours of gameplay. Physic objects, ragdolls, and gibs slow even strong computers down to a crawl, making defending a base or attacking a game of framerates: the players with the stronger computer will be able to aim and attack faster, making the players with weaker computers always at a severe disadvantage. The frustration of losing a base simply because the game stutters when equipping and firing a weapon is immense. The developers have not made a game that is fair to its player's computers.
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>There is much good to say about Rust, but this is not the time. Rust is a game that obsessively demands time and energy of its players for them to progress. It demands love and attention, but it gives none back to the player. Rust is a game where one can play for 100 hours, and have nothing but game knowledge to show for it. Rust is a game for players who want to invest time into, with no other reason to do so than to steal time and energy from other people.

>Rust is not recommended to anyone without masochism. Rust is an anti-game. You will put time and energy into Rust to only have everything you've worked for taken away in an instant. Rust can be made into a recommendable and enjoyable game, but with the developers saying themselves that the game is nearly completion, there is doubt that the game will get any better.

>Play a game that was made by developers who appreciate the player, instead.

8/8
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>play open-world survival game
>get killed and robbed
>WAAH WHY ARE THESE SHITLORDS ALLOWED TO DO THAT TO ME

shit review
reads like the ramblings of a butthurt noob who just got podkilled for the first time in EVE
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>>340516975
Thank you for the feedback.

My sediments are hardly isolated. I don't question why players do the things they do. It's perfectly reasonable and justifiable in Rust to prey on weaker players at any time.

My beef with the game is that there is no other option but to get a super huge base and attack everyone, only to have it destroyed when you log off. The game requires hundreds of hours to get good, but then takes it all away in moments. It's fun and rewarding on the way up, but then it allows for everything to be taken away, with nothing to show for it. It is a frustrating game, that is not worth the effort.
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