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Blueprints 3.0: Progression redefined

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1:30am EST - Today is not only the first update of the month (including the forced wipe on all servers), it marks the inception of the newest form of progression in the game. On top of that, we’re seeing the first natural landmarks along with some other tweaks.

As of posting this, progression has been merged in to staging, but the builds are not yet complete. I'll be adding more specifics (item tiers, scrap costs, workbench levels, etc.) to this article over the next several hours.

Our update stream goes live at 2pm EST. Follow @Rustafied for news throughout the day. Let’s get into it...


Summary of the new progression

If you played Rust prior to July of 2016 (before XP or components were introduced), you likely already have a solid grasp on the fundamental concepts of this new progression. A hybrid of the blueprints and components, Blueprints 3.0 brings back the idea of learning a blueprint before being able to craft an item. Additionally, it introduces several tiers of workbenches, requiring you be in front of a certain workbench to make particular items.

Perhaps now more than ever, it is important to note: large changes to the game such as this require extensive testing and balance. The loot tables alone for a shift of this magnitude may require weeks of tweaking and retooling before getting to an ideal state.

The good news is Helk told me he’s improving on how the loot tables are set, providing more automation for easier tweaking going forward. With that in mind, please be patient with this new system, especially in the first week, as things are bound to need balance.


What are blueprints?

This implementation of blueprints borrows much from previous iterations. Low level items are ‘default blueprints’ - meaning everyone on the server knows how to craft them by default. Most items, however, require that a player learn the blueprint prior to being able to craft.

Once learned, blueprints are tied to each player on each server. That means if you learn a blueprint on one server and then join a different server, you will have to acquire and learn that blueprint again.

Blueprints generally don’t wipe every time the map wipes, so it is advantages of players to stick to servers which they’ve already learned blueprints on. Although server owners can choose to wipe blueprints at any time, Facepunch generally doesn't force a blueprint wipe unless a change to the game dictates a fresh start. On Rustafied servers, we plan on only wiping blueprints when forced by Facepunch.


How to get blueprints

There are several ways to obtain blueprints. Like a rock or torch, they are items in the game, meaning you can drop them on the ground, trade them with friends, or find them in loot. Unlike other items in the game, you can also use a research bench to create a blueprint.

Once you have a blueprint in your inventory, if you haven’t learned it already, you can click a button to learn the blueprint. The second you do that, the item disappears, and you are able to craft that item on the server (provided you have the required resources, components, and workbench access if needed).

Here are the main ways you’ll obtain blueprints in Rust:

Research them
Similar to repair benches, research benches can be crafted and placed around your base. Standing in front of one, you’ll be able to place an item and a specific amount of scrap to create a blueprint.

If you played Rust back during the old blueprint system, this will sound very familiar. Back then, you’d use BP Fragments along with an item to gain a certain percent chance of generating a blueprint. This new scrap system, although similar, is not a game of chance like the researching of old - a specific amount of scrap will definitely yield you a blueprint.

Trade them
Vending machines may become much more advantageous for proprietors and customers alike as Helk has added specific functionality for trading blueprints. In the administration panel, when setting your sell orders, just click on the little blueprint item (if applicable) and the vending machine will sell the blueprint instead of the item.


How workbenches work

A concept new to this version of Rust, but not entirely new (if you played Legacy), workbenches have been added. With 3 levels, workbenches not only speed up crafting, they are required to make certain tier items in the game.

Each higher level workbench requires items which can only be crafted by the previous level, meaning you can’t skip ahead by crafting a level 3 workbench without having a level 2 bench already.

You’ll also be able to find workbenches in certain rad towns, but risking all the resources to carry them into a highly contested area probably won’t be worth it more often than not.

As far as speed is concerned, bonuses on crafting times are based off the tier item versus the level workbench. An item requiring a level 1 workbench will craft much faster in the direct vicinity of a level 3 workbench - up to a 75% increase in speed.


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Ice lakes

Heading up north post-wipe, you’ll notice some changes to the surroundings. Ice lakes, the first iteration of natural landmarks, have been added to the snow biome. These lakes come in two sizes (small and large) and can be built on like normal ground.

These new sheets of ice not only provide help points of reference, they offer some of the flattest building surfaces known to Rust! They vary in characteristics; some lakes have rocks in the middle, some are just flat. Also, some large versions include a broken down truck. Although there is no loot to be found in the truck, it does appear barrels and food crates spawn around these lakes. There are several per seed and they don’t really stand out on the map, but you can find them by looking for the slight oblong indents in snowy areas.

As you may recall from previous devblogs, this snow biome revamp also included some ice sheets and new icebergs. Unfortunately, those still need some work and have not made it in this week. That said, expect those and more natural landmarks making their way into procedural map generation in the near future!

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Other map changes

As with many first updates of the month, today's patch includes shifts to procedural map generation. Beyond the Ice Lakes mentioned above, there have been some changes to how roads generate. Using a new algorithm, road creation is now much faster and better looking. Although it isn’t 100% continuous, roads now avoid being split by monuments - instead, they prefer going around.


Other stuff

  • High external walls and gates require some space between them when placed parallel to each other (i.e. when stacking them)
  • Cooking raw deer meat now correctly turns into cooked deer meat
  • Barricade placement tweaks (concrete, stone and sandbag)
  • There is a new official site for overall Rust statistics

View the full article

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The blueprint system how it is now, is even worse than it was. For solo players its pretty much impossible right now to casually play. I seriously hope this gets redone again because of this i have seriously lost my interest in the game.

  • Getting workbenches is way to expensive.
  • Getting blueprints is also way to expensive.
  • Its starting to get like some sort of clanbased game.
  • The idea of stimulating trading is good. But right now its poorly executed.

This game has become a grind simulator. And for that to start over every month is simply not worth it for the people that dont have much time to start with anyway.

 

Edited by WildStyleZx89

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2 hours ago, WildStyleZx89 said:

The blueprint system how it is now, is even worse than it was. For solo players its pretty much impossible right now to casually play. I seriously hope this gets redone again because of this i have seriously lost my interest in the game.

  • Getting workbenches is way to expensive.
  • Getting blueprints is also way to expensive.
  • Its starting to get like some sort of clanbased game.
  • The idea of stimulating trading is good. But right now its poorly executed.

This game has become a grind simulator. And for that to start over every month is simply not worth it for the people that dont have much time to start with anyway.

 

It has to be noted that everything is subject to change. It has already been said that multiple tweaks would need to be applied over the next couple of weeks as this is only the first iteration of the new system. Plus, overall this is making clans have a lot less ability to dominate servers within just a couple of hours into the wipe. Bear in mind, that anything to make a solo's life easier usually makes it easier for clans too.

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I agree with WildStyleZx89, this update added a lot of grind into the game and very little gameplay content. I never found blueprints to be fun, grinding barrels for hours looking for scrap metal and maybe a weapon to defend yourself from the roaming groups with AKs on day 2 of the wipe is not what I play Rust for. I think this system creates a bigger divide between the players who want to experience any other sort of human interaction other than KOS. I can see players withholding a conversation just to kill another player over a petty tool or weapon they don't have researched yet. I know this is a first iteration of bringing back a blueprint system, but Rust can be so much more than a grinding first person game. /rant

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The Idea of blueprints looks good on paper but is not executed in the real game. Like said before the grind is too much and I think the lines between where you find weapons and where you find components is too blurry. I seriously hope they fix this because I love rust as a game. 

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This is what Helk is going to be resolving in the not too distant future. It should be said however, he does intend for progression to take longer than a week to fully complete... so there is an element of the community's mindset changing to realise it's no longer that "48h PUBG with building" that people often referred it to as.

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This blueprint update made the game much worse for solo/small groups. Tired of the KOS, Tired of the PVPers, tired of the roamers, tired of always getting ganked and being so behind I can't even get past a level 1 workbench/research table due to all the PVP around roads and recyclers. I liked components better because all the PVPers would move on after a few days to a week, and Low pop would still have 50 people on and my 2 man team (Wife and I) could have fun raiding people. Raiding is impossible with the BP/Scrap grind and all the KOS'ers. Thanks Facepunch for ruining the game for the casuals like me and my wife.

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5 hours ago, Cyrus said:

This blueprint update made the game much worse for solo/small groups. Tired of the KOS, Tired of the PVPers, tired of the roamers, tired of always getting ganked and being so behind I can't even get past a level 1 workbench/research table due to all the PVP around roads and recyclers. I liked components better because all the PVPers would move on after a few days to a week, and Low pop would still have 50 people on and my 2 man team (Wife and I) could have fun raiding people. Raiding is impossible with the BP/Scrap grind and all the KOS'ers. Thanks Facepunch for ruining the game for the casuals like me and my wife.

It is on the roadmap to have higher tier players with the milspec weapons away from the starters and low/mid tier weaponry, possibly via some north/south divide in loot quality. That should probably help you out because then the odds would be evened out a little.

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