re Rust - well we do essentially have door knocking in Conan - blowing the big warnhorns that can be placed outside the base. Itâd be pretty redundant knocking on a door in Conan given the entry door is usually a fair distance from where any players would be inside.
re Animals - i donât agree that theyâre cut and paste of each other - for example using a cat pet is very different to using a wolf, or a crocodile etc. But they have become a serious nuisance in the way theyâre easily spammable and thereâs bases with literally hundreds of them around them, plus half the pets are absolutely pathetic. Like try going into combat with a rhino or crocodile - theyâre utterly useless. My preference are the cats, sabretooths in particular, but their use is random and often unresponsive when you really need them. There might be physical stats/armour thatâs similar across the board but given how many varieties of pets there are, i can see why they do this or balancing would become a nightmare.
re thrall ai - this is a biggy. At the very least thralls need to be able to be given an attack this target command, or a stop attacking option. In addition, they need to be able to be set to passive. Even giving the player a handheld warhorn to bellow these commands, ARK style. Itâs almost inconcievable to have thralls in the game lacking these basics.
re buildings and temperature - temperature as a whole really bothers me in this game. You are basically punished for wearing epic armour because the extra weather resistance means unless yourâe carrying two sets on you at all times, good luck if you cross from the desert to the north biomes. Thereâs food that helps with it, but seriously, who wants to be gobbling down continual food (let alone preparing it) because of this. I run around in flawless non epic armour because i honestly cbfâd dealing with the temperature system. With buildings - it was a good idea initially having things like black ice protect frm the cold but given people use it wherever, it shouldnt matter. Temperature control in bases should come frm placeable objects like coolers and fires rather than the material itself. Or the game should recognise when youâre indoors and offer automatic protection, similar to the way youâre safe frm sandstorms inside.
re siege/raid balance - well if thereâs one huge difference between Rust and Conan itâs the way the bases are in the game, and how raidable they are. You can make a base thatâs considerably more raid resistant yet still small in Rust - due to the balance based around the availability of raid materials. In conan, thereâs no limitation to raid materials and can farm up ridiculous quantities effectively nullifying anything resembling a secure base. Moreso - the tiny hp of t3 doors means the only way to actually use them is to build a huge number of airlocks which leads to these stupidly designed massive basses or no other reason than to layer doors and walls - all of which are easily trebbed or godded anyway.
If you ask me - things like dragonpowder need to have their resources seperated from steel as a building material. Make dragon powder a LOT harder to obtain material wise, and the key mats taken from a highly contestable area (similar to the shattered basin). Restore door HP to original if not higher and reduce the amount of damage a trebuchet can dish out. Maybe not these exactly changes, but shifting the balance so people arent literally swimming in raid materials but being more precise about how they use them.
One of the things that strikes me about Rust is - when people raid, theyâre using their valuable materials very purposely. Theyâre calculating approximately where the loot is and using it intelligently to get to it. In conan they just mindlessly blow the hell out of a base to get to the locked areas - dragonpowder is so easily obtained in such huge quantities that itâs really spiraled out of control.
At least if someone is trebbing you, you can counter them with a defensive treb or explosive arrows. A treb can do massive damage but only has 5k hp which is very easy to destroy with explosive & gas arrows. This means in order to use one, you really need to think about what seige tower youâre putting it on, element of surprise and defending.
Now planting jars can be tricky on a base thatâs hard to get to, but you have so many of them and they do so much damage that itâs just a case of finding a foothold really.
ON THE FLIP SIDE - if base defences are made too strong and raid capability too weak, itâs making raiding impossible for smaller clans and solos. This is the tricky part.
Iâve thought about things like - clans having a single strongbox which can hold a very limited number of very important items and is near on indestructible. So thereâs a strategy as to what you keep in it - ie do you store precious building materials for base repair? do you keep your best thralls? Do you keep your best gear and tools so if youâre raided you have access to those things right away?
I dont know what the answer is, but i do agree that raiding needs an overhaul, bigtime. Raiders are smashing bases because theyâre bored and those who are losing their bases are leaving the server/game because theyâre so frustrated at having to start over. With so many of these raids taking place when clans are offline, itâs not overly surprising either.