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Good this will slow down on the base raiding problem. It always took a lot more effort to build a base and craft the locks and zappers than it did to lock pick your way through.
This is a step towards balance.
Also you should be building bases with 50-60 doors. If you're not, that's your own fault. SCUM should not be a game where you can throw down 3x dial locks on a prefab with an advanced shocker, and have it be almost unraidable. That's bad game design. SCUM is about raiding.
You want the game to be boring and safe? It will die.
You want more security and pick-proof locks? You get inconvenience in return. That's fair and balanced.
We will no longer attack the doors but the foundations, walls and roofs.
Problem solved, there will just be more tears.
Just because someone decides to engage with the tedious lockpicking mechanic and get good at it, it doesn't mean they should then just be able to offline raid any base in less than two minutes haha.
I do however feel sorry for anybody who put themselves through the pain of dealing with the atrocious lockpicking system long enough to get good at it, well, aside from the macro users.
The problem is bases are already difficult enough to raid. Players can delete their stairs in modular buildings. They nerfed C4 so it doesn't do AOE damage but still takes just over 2 C4 to destroy concrete. Concrete is still too easy to make because they still sell it in the trader.
The devs just keep pushing the game towards easier and easier base defense. The population is taking a nose dive as a direct result.
Lol, the dial locks indicate otherwise :)
I have 5800 hours in scum man I have a very good idea!
Rust is a game about raiding scum is a game geared toward survival with a pvp element. In the start it was easier for them to create the pvp part, now they are moving towards the survival aspect as it was intended.
Since you think I don't know how to play this game and don't know the lock pick requirements.
Go find a rag to dry your tears kid!
The work involved in building like that isn’t really how people want to spend game time by and large. That’s really the reason you rarely see it done.
I can totally understand your point of view here though. It does seem they’ve basically nerfed pickers into irrelevance and I agree that’s probably not the best outcome. However it’s hard to ignore the sheer volume of posts about and around picking as something people broadly have issue with.
You want to know the real problem? Cheaters. When you come back and your base was completely picked with no land mines set off, 99% chance it's a cheater. And the devs have consistently refused to acknowledge the problem or deal with it.
The insane irony is that cheaters will easily bypass combination locks. They have a hack where they cut any wire on the bomb defusal and win the mini-game, or pick anywhere on a lock to unlock it. Before long, they'll have a hack to put in any combination and unlock the lock. There is also admin tools which will allow them to simply remove the lock without putting in a code.
This dial lock system won't fix the problem of cheaters raiding bases. It only hurts legitimately skilled lockpickers that spent months to get good at that aspect of the game, and will cause entire raiding squads to quit.
TNT is rare. Pipe bombs are actually a decent option given how easy they are to farm + create, but if the player is online they can just repair.
But trust me, these padlocks are going to kill the game for good. Just wait and see.
I agree, cheaters are the problem, but I also think the lockpicking system itself is ridiculous, its not fun, its not realistic and raiding shouldn't be as easy as it is by 'skilled' lockpickers.
Either way it doesn't make much of a difference to me, I don't have the game installed anymore, I keep checking on progress because I like the idea of the game, and really enjoy alot of aspects of it but in practice there are just too many misguided design decisions that make it not fun to play.
It has potential to surpass DayZ, but every update seems to make the game worse and doesn't ever seem to tackle the actual fundamental problems with the game, it's a shame, but I still have hope that eventually they get their ♥♥♥♥ together and improve it.
It seems to have an identity crisis, at points it wants to be a realistic survival simulator, but then it has things like traders removing any need for actual survival, and unrealistic mechanics like a lockpick breaking after 3 seconds even when you don't put any pressure on it (although for some reason you can lockpick a lock whilst lying on the floor despite the character not even being able to physically reach the lock, let alone pick it from such an uncomfortable position), or cutting a backpack up destroying everything inside the backpack like some sort of fantasy game.