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Update frequency, market 'balance,' mod and dungeon progress.

It is a fresh week in Rust development and the team is off to a solid start. Before we get into that, let’s take a look at the results of the poll from the last devblog...


Update frequency

In the devblog last week, Garry posed the question: How often should we update? With over 34k total votes, the results weigh in favor of continuing the weekly update schedule, with two weeks (and a blog weekly) coming in second:

Personally, I think weekly updates keep things exciting and fresh. That said, every team and project are different. Some thrive with shorter sprints, some do not. If Garry and the other devs at Facepunch feel a two week schedule would be more effective for the overall development of the game, I could get behind giving it a go. Monthly updates though? Fuck that!

Update: Garry just announced there will be no update this week. Instead, they are trying a 2 week update schedule. 


Market 'balance'

Garry has been tinkering with the prices of items in the store, jacking them up across the board. He’s also added three items which, up till this point, have been handed out for playtime: Yellow long sleeve, blue cap and black tshirt. Here is a screen of the store from 8/27 vs. a screen of it today:

Not sure if this is still a work in progress or if the average price of items will now be $5-10 vs. the original $2.50. Either way, setting a long sleeve shirt to $10 on the store when there’s literally over 15k for sale starting at $0.03 doesn't strike me as market balance.


Mod progress

As he said in the devblog, one of Garry's main goals this week is adding more weapon mods. Starting work on the holo sight, he has fixed a couple bugs and added the scope slot. I can't freaking wait to start sniping fuckers with a holo sight on a bolt!


Bolt changes

Helk has tweaked how the new bolt action cycling works: A reload now counts as a cycle, allowing you to once again fire immediately after reloading. Nice!


Train yard dungeon

Vince is working on his first pass of the new train dungeon. We’re still a little while away from seeing any in game visuals on this, however, I can’t freaking wait to start seeing things like this around the map:


Small furnace smoke disabled

Given it was not abiding by the laws of physics (and even worse, looking weird), the smoke effects on small furnaces have been disabled by Andre.


Bow lazy aim

Alex has added independent lazy aim for the bow and reduced the deadzone, making it not feel quite so wobbly in your hand.


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