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* DeployableCover. The building system lets players instantly plop down full-health structures on any unused terrain, so it is very common to ambush a player, only for them to deploy cover and heal. There are structures clearly meant to be cover, like waist-high barricades, but the walls used to ring compounds are also popular, and scrappy players will use whatever they've scavenged, like repair benches and water barrels.
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* AluminumChristmasTrees: Unlike several of the other primitive weapons, the Eoka Pistol, a low-tier shotgun type weapon, actually existed. A single example was created by the EOKA guerrillas in the 1950's.
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* MasterOfNone: The Semi-Auto rifle is this in spades:
** It's cheap but not as cheap as a pistol and uses more expensive ammo.
** It's effective at short range but not as much as a shotgun.
** It's effective at mid range but not as much as a Thompson or custom SMG.
** It's effective at long range but not as much as a bolt action.
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Examples should stand on their own without relying on other examples for context.


* VideoGameCaringPotential: If there was ever a game where you could honestly help people out, this is definitely one. From simple things as killing a wolf/bear/scientist chasing you or handing a newbie some clothes or a couple of tools. Any measure of help can be provided. That being said however...
* VideoGameCrueltyPotential: ... you can also be an absolute ''asshole'' to people. From picking you off at a distance for no reason, holding you up for your items and then killing you anyway, or finding yourself waking up in the middle of nowhere instead of where you signed off safely ''because your shelter just got ruined, all your hard-earned stuff taken away and your respawn point destroyed.'' Also, you can raid bases of users who are offline, steal their stuff, kill them and destroy their sleeping bag (used as a spawn point), as well as destroy their TC/take over their TC, empty it and then lock it to allow the base to decay if you so choose to. Doing so turns this trope into a certainty than a potential.

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* VideoGameCaringPotential: If there was ever a game where you could honestly help people out, this is definitely one. From simple things as killing a wolf/bear/scientist chasing you or handing a newbie some clothes or a couple of tools. Any measure of help can be provided. That being said however...
provided.
* VideoGameCrueltyPotential: ... you can also VideoGameCrueltyPotential: You be an absolute ''asshole'' to people. From picking you off at a distance for no reason, holding you up for your items and then killing you anyway, or finding yourself waking up in the middle of nowhere instead of where you signed off safely ''because your shelter just got ruined, all your hard-earned stuff taken away and your respawn point destroyed.'' Also, you can raid bases of users who are offline, steal their stuff, kill them and destroy their sleeping bag (used as a spawn point), as well as destroy their TC/take over their TC, empty it and then lock it to allow the base to decay if you so choose to. Doing so turns this trope into a certainty than a potential.
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* ArtificialStupidity: Animals, before the big navmesh update, were... bugged, to say the least. If idle, they were generally simply walking around in circles, ignored each other (even when wolves and bears are near potential prey), and not only did they easily scale slopes and ''rocks'' effortlessly when players couldn't, they also ''went through player-created structures like they weren't even there''. It wasn't not uncommon for wolves or bears to wander into a player's home and kill them in their sleep if they were foolish enough to sleep on the ground floor. Wolves and bears also tended to get stuck on the outside or inside of build structures and objects (making them easy targets for ranged weapons, but they immediately became ''unstuck'' if a player moved into melee range), and pigs, deer and horses could easily be cornered at shorelines if pursued right, allowing players without a ranged weapon to kill them with a spear. Fortunately, this is now mostly in the past.

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* ArtificialStupidity: Animals, before the big navmesh update, were... bugged, to say the least. If idle, they were generally simply walking around in circles, ignored each other (even when wolves and bears are near potential prey), and not only did they easily scale slopes and ''rocks'' effortlessly when players couldn't, they also ''went through player-created structures like they weren't even there''. It wasn't not uncommon for wolves or bears to wander into a player's home and kill them in their sleep if they were foolish enough to sleep on the ground floor. Wolves and bears also tended to get stuck on the outside or inside of build built structures and objects (making them easy targets for ranged weapons, but they immediately became ''unstuck'' if a player moved into melee range), and pigs, deer and horses could easily be cornered at shorelines if pursued right, allowing players without a ranged weapon to kill them with a spear. Fortunately, this is now mostly in the past.

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* RealityEnsues: You will eventually die in the cold environment if you don't wear any clothes or stay near any places of warmth.
** Likewise, walking around in the desert while wearing bulky clothing isn't good for your health either.
** The chainsaw that was recently added attacks very fast and tears through trees like it’s almost nothing. It’s also loud, needs fuel and can take multiple attempts to start.


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* SurprisinglyRealisticOutcome:
** Unless you are wearing clothes according to the weather, it will eventually affect your health - ranging from hypothermia to having a heat stroke.
** The chainsaw that was recently added attacks very fast and tears through trees like it’s almost nothing. It’s also loud, needs fuel and can take multiple attempts to start.
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Removed detail not relevant to the trope.


* ChainsawGood: As of Devblog 198, the Chainsaw was added into the game. It requires fuel and a bit of patience (it may take several attempts to start) and it is noisy, but it strikes very fast. Of course, it's up to you to use it as intended (cutting down trees) or not (cutting down people).

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* ChainsawGood: As of Devblog 198, the Chainsaw was added into the game. It requires fuel and a bit of patience (it may take several attempts to start) and it is noisy, but it strikes very fast. Of course, it's The chainsaw harvests wood quickly. It's up to you to use it as intended (cutting down trees) or not (cutting down people).

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It's been long enough that these are not "recently added to the game". Slimmed exaggerated description


* BossBattle: An NPC-controlled attack helicopter has recently been added to the game. The helicopter will periodically fly over the game world and will lay waste to any player it spots with machine gun fire, rockets, and napalm. It's also heavily armored and requires concentrated fire from many heavily-armed players to bring down. It's essentially a raid boss. To make things fair, the helicopter ignores players who are naked and not equipped with firearms, so it's only a threat to established players.

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* BossBattle: BossBattle:
**
An NPC-controlled attack helicopter has recently been added to the game. The helicopter will periodically fly flies over the game world and will lay waste to any player it spots with machine gun fire, rockets, and napalm. It's also heavily armored and requires concentrated It takes substantial rifle fire from many heavily-armed players to bring down. It's essentially a raid boss.down. To make things fair, the helicopter ignores players who are naked and not equipped with firearms, so it's only a threat to established players.
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With the components system, you're not quite making guns out of rocks.


* MacGyvering: With just wood, rocks and animal carcasses, the player characters can make houses, clothes, furniture, various guns and ''explosives.''

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* MacGyvering: With just wood, rocks rocks, and animal carcasses, the player characters can make houses, clothes, furniture, various and electrical circuits. Scavenge a few springs and pipes and they can make guns and ''explosives.''

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More accurate?


* ContinuingIsPainful: Watch out! When you die, all your stuff drops right where you are and you have to somehow navigate back to it if you wanna get it back. And that's if someone else hasn't already picked it up. So far the only thing you get to keep whenever you die is every blueprint you've studied. Even then, you don't keep those if you switch servers.



* FinalDeath: Watch out! When you die, all your stuff drops right where you are and you have to somehow navigate back to it if you wanna get it back. And that's if someone else hasn't already picked it up. So far the only thing you get to keep whenever you die is every blueprint you've studied. Even then, you don't keep those if you switch servers.
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Listed the ways that Rust encourages Pv P

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*AdventureFriendlyWorld: Rust is a PvP pressure cooker where even getting some firewood can be life threatening. Key activities are designed to alert other players and give them time to show up. Everybody needs resources and guns, so you will probably fight other players while:
** Mining. Why work up a sweat with a pickaxe when you can kill the guy who did and take his ore? Watch your back while making all that noise hitting rocks!
** Scavenging. A core gameplay loop is to visit "monuments" - abandoned facilities - to scavenge materials. Other players may also be scavenging... or waiting to ambush you!
*** Set the pager item to the right frequency and you'll get an alert when other players are running one of the Oil Rigs. Thus, attempting this monument tends to attract boats of bad guys!
** Fighting. Gunshots are audible from far away and tend to attract trouble. The last player standing gets to loot the fallen. But loot quickly, because more enemies might be on their way!
** Raiding. Not only will raiders fight a base's owners, the explosions and gunfire attract counter-raiders, who will fight the raiders, each other, and the defenders. Sometimes the counter-raiders are enough of a distraction for the defenders to win. Other times, the counter-raiders will wipe out the raiders, take their explosives, and finish the raid themselves.
** Boss fights. Bringing down either the helicopter or the Bradley makes a lot of noise, leaves a marker on the map, and makes you wait for the debris to stop burning before you can loot it. Hunker down and defend your kill!
** Airdrops. Planes and helicopters periodically drop off crates full of goodies. They are lucrative and thus very dangerous.

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Unlike in other games, like Ark, naked fighting is common and viable in Rust


* FullFrontalAssault: You can go around killing people and animals (and zombies before they were removed) with absolutely no clothes on and suffer nonetheless.

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* FullFrontalAssault: You can go around killing people Fighting naked is viable and animals (and zombies before they were removed) with absolutely no very common. Some reasons:
** You're too poor for
clothes (but not a crossbow!)
** You don't want to risk your good gear
on a scouting/risky/suicide mission
** You're hoping to kill somebody to take their armor
and suffer nonetheless.bigger gun
** You got back to your corpse with seconds to spare: only enough time to pick your gun back up and defend it!
** You don't have time to equip armor during a frantic base defense
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** The Semi-Auto Rifle is this for, well, rifles. It doesn't have the damage and accuracy of the Bolt Action, nor the mag size and fire rate of the Assualt Rifle, but it has a decent fire cap and magazine, it's easier to craft and it can hold its own as a marksman weapon when there's no other option.

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** The Semi-Auto Rifle is this for, well, rifles. It doesn't have the damage and accuracy of the Bolt Action, nor the mag size and fire rate of the Assualt Assault Rifle, but it has a decent fire cap and magazine, it's easier to craft and it can hold its own as a marksman weapon when there's no other option.
Willbyr MOD

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!!Provides Examples Of:

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!!Provides Examples Of:!!This game provides examples of:



* ArtificialStupidity: Animals, before the big navmesh update, were... Bugged, to say the least. If idle, they were generally simply walking around in circles, ignored each other (even when wolves and bears are near potential prey), and not only did they easily scale slopes and ''rocks'' effortlessly when players couldn't, they also ''went through player-created structures like they weren't even there''. It wasn't not uncommon for wolves or bears to wander into a player's home and kill them in their sleep if they were foolish enough to sleep on the ground floor. Wolves and bears also tended to get stuck on the outside or inside of build structures and objects (making them easy targets for ranged weapons, but they immediately became ''unstuck'' if a player moved into melee range), and pigs, deer and horses could easily be cornered at shorelines if pursued right, allowing players without a ranged weapon to kill them with a spear. Fortunately, this is now mostly in the past.

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* ArtificialStupidity: Animals, before the big navmesh update, were... Bugged, bugged, to say the least. If idle, they were generally simply walking around in circles, ignored each other (even when wolves and bears are near potential prey), and not only did they easily scale slopes and ''rocks'' effortlessly when players couldn't, they also ''went through player-created structures like they weren't even there''. It wasn't not uncommon for wolves or bears to wander into a player's home and kill them in their sleep if they were foolish enough to sleep on the ground floor. Wolves and bears also tended to get stuck on the outside or inside of build structures and objects (making them easy targets for ranged weapons, but they immediately became ''unstuck'' if a player moved into melee range), and pigs, deer and horses could easily be cornered at shorelines if pursued right, allowing players without a ranged weapon to kill them with a spear. Fortunately, this is now mostly in the past.
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* StreamerFriendlyMode: The game has a streaming mode that hides all server names and randomizes player names as a means of preventing {{griefing}}.
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Adding one thing

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* AluminumChristmasTrees: Unlike several of the other primitive weapons, the Eoka Pistol, a low-tier shotgun type weapon, actually existed. A single example was created by the EOKA guerrillas in the 1950's.
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Not to be confused with the [[UsefulNotes/{{Rust}} programming language]].

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* VideoGameCrueltyPotential: ... you can also be an absolute ''asshole'' to people. From picking you off at a distance for no reason, holding you up for your items and then killing you anyway, or finding yourself waking up in the middle of nowhere instead of where you signed off safely ''because your shelter just got ruined, all your hard-earned stuff taken away and your respawn point destroyed.'' But [[VideoGameCrueltyPunishment on the plus side]], nothing's stopping you from going back up to the top, getting better items and coming back to [[RoaringRampageOfRevenge settle the score.]]
** Also, you can raid bases of users who are offline, steal their stuff, kill them and destroy their sleeping bag (used as a spawn point), as well as destroy their TC/take over their TC, empty it and then lock it to allow the base to decay if you so choose to. Doing so turns this trope into a certainty than a potential.

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* VideoGameCrueltyPotential: ... you can also be an absolute ''asshole'' to people. From picking you off at a distance for no reason, holding you up for your items and then killing you anyway, or finding yourself waking up in the middle of nowhere instead of where you signed off safely ''because your shelter just got ruined, all your hard-earned stuff taken away and your respawn point destroyed.'' But [[VideoGameCrueltyPunishment on the plus side]], nothing's stopping you from going back up to the top, getting better items and coming back to [[RoaringRampageOfRevenge settle the score.]]
**
Also, you can raid bases of users who are offline, steal their stuff, kill them and destroy their sleeping bag (used as a spawn point), as well as destroy their TC/take over their TC, empty it and then lock it to allow the base to decay if you so choose to. Doing so turns this trope into a certainty than a potential.
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** Heavy Plate armor is certainly this. The leg and body armor reduce damage taken to about 25% of the original amount and the helmet has a whopping 90% damage resist! The armor also reduces your movement speed by 30% (originally, you had to wear the whole set for that, now only one piece is needed for the full speed penalty) and aside from the leg armor, the armor also has other drawbacks (the body armor prevents you from ADSing and the helmet narrows your view).

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** Heavy Plate armor is certainly this. The leg and body armor reduce damage taken to about 25% of the original amount and the helmet has a whopping 90% damage resist! The armor also reduces your movement speed by 30% (originally, you had to wear the whole set for that, now only one piece is needed for the full speed penalty) and aside from the leg armor, the armor also has other drawbacks (the body armor prevents you from ADSing aiming down sights and the helmet narrows your view).
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** Averted with the APC and Transport heli, who will attack anyone regardless.

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** Averted with the APC and Transport heli, who will attack anyone regardless.regardless.
----
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* {{Griefer}} - Like most other games in the genre, the primary appeal for most players seems to be dicking with other players.

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* {{Griefer}} - {{Griefer}}: Like most other games in the genre, the primary appeal for most players seems to be dicking with other players.
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* Chainsaw Good: As of Devblog 198, the Chainsaw was added into the game. It requires fuel and a bit of patience (it may take several attempts to start) and it is noisy, but it strikes very fast. Of course, it's up to you to use it as intended (cutting down trees) or not (cutting down people).

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* Chainsaw Good: ChainsawGood: As of Devblog 198, the Chainsaw was added into the game. It requires fuel and a bit of patience (it may take several attempts to start) and it is noisy, but it strikes very fast. Of course, it's up to you to use it as intended (cutting down trees) or not (cutting down people).
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Neither of those two examples are cases of Reality Ensues. Velocity has far less to do with overpenetration than the design of the bullet, and modern weapons (aside from some pistols) don't use gas blowback, but pistons.


** High Velocity ammo travels faster than standard ammo, reducing bullet drop over longer distances. The same speed also leads to overpenetration and less time to leave a large injury, reducing its damage.
** There are military weapons that are powerful...but they run on a gas blowback system instead of the (presumably) piston system that the handmade weapons use, noting also that the environment is ill-suited for the former, making military weapons more fragile as a result.
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''Rust'' is a first-person, multiplayer-only, persistent-world, SurvivalSandbox game. Perhaps unsurprisingly from that description, it started (by the creators' admission) as a ''VideoGame/DayZ'' clone, complete with zombies. It would end up developing into its own game, though. (Without zombies.) Even though UsefulNotes/{{Steam}} "Early Access" sales have made it one of the most popular indie games around, its makers considered it to still be in an ''early alpha'' stage years after it's debut. After years of being in Early access however, the game would finally see a full release on February 2018.

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''Rust'' is a first-person, multiplayer-only, persistent-world, SurvivalSandbox game. Perhaps unsurprisingly from that description, it started (by the creators' admission) as a ''VideoGame/DayZ'' clone, complete with zombies. It would end up developing into its own game, though. (Without zombies.) though (without zombies). Even though UsefulNotes/{{Steam}} "Early Access" sales have made it one of the most popular indie games around, its makers considered it to still be in an ''early alpha'' stage years after it's its debut. After years of being in Early access Access, however, the game would finally see a full release on February 2018.
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** Also, you can raid bases of users who are offline, steal their stuff, kill them and destroy their sleeping bag (used as a spawn point) if you so choose to. Doing so turns this trope into a certainty than a potential.

to:

** Also, you can raid bases of users who are offline, steal their stuff, kill them and destroy their sleeping bag (used as a spawn point) point), as well as destroy their TC/take over their TC, empty it and then lock it to allow the base to decay if you so choose to. Doing so turns this trope into a certainty than a potential.
Is there an issue? Send a MessageReason:
None


''Rust'' is a first-person, multiplayer-only, persistent-world, SurvivalSandbox game. Perhaps unsurprisingly from that description, it started (by the creators' admission) as a ''VideoGame/DayZ'' clone, complete with zombies. It's developed into its own thing, though. (Without zombies.) Rather, maybe one should say it is develop''ing'' into its own thing; even though UsefulNotes/{{Steam}} "Early Access" sales have made it one of the most popular indie games around, its makers consider it to still be in an ''early alpha'' stage.

to:

''Rust'' is a first-person, multiplayer-only, persistent-world, SurvivalSandbox game. Perhaps unsurprisingly from that description, it started (by the creators' admission) as a ''VideoGame/DayZ'' clone, complete with zombies. It's developed It would end up developing into its own thing, game, though. (Without zombies.) Rather, maybe one should say it is develop''ing'' into its own thing; even Even though UsefulNotes/{{Steam}} "Early Access" sales have made it one of the most popular indie games around, its makers consider considered it to still be in an ''early alpha'' stage.
stage years after it's debut. After years of being in Early access however, the game would finally see a full release on February 2018.



** An extension of this to a lesser degree is sheet metal, which is much more affordable but isn't much stronger than stone (and doesn't hold up any better against C4), which you get from mining ore anyway, and stone also becomes increasingly less important for making items as you progress, making it an ideal building material. It's best to make sure your entire building is at least stone and have all your doorways have armored doors, which actually hold up slightly better than stone structures do and about as well as sheet metal, and thus become much less of a weakpoint in the overall building.

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** An extension of this to a lesser degree is sheet metal, which is much more affordable but isn't much stronger than stone (and doesn't hold up any better against C4), which you get from mining ore anyway, and stone also becomes increasingly less important for making items as you progress, making it an ideal building material. It's best to make sure your entire building is at least stone and have all your doorways have armored doors, which actually hold up slightly better than stone structures do and about as well as sheet metal, and thus become much less of a weakpoint weak point in the overall building.



** Back onto pistols, suprisingly, the M92 can be this for military weapons. It’s resistant to damage, has the best stats out of all handguns (Best mag size, second in damage only beaten by the Python) and easier to get (Scientists can drop it). Of course, the boring part is that, well, it’s a pistol.

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** Back onto pistols, suprisingly, surprisingly, the M92 can be this for military weapons. It’s resistant to damage, has the best stats out of all handguns (Best mag size, second in damage only beaten by the Python) and easier to get (Scientists can drop it). Of course, the boring part is that, well, it’s a pistol.



* SchizoTech: Weapons attachements are quite high tech compared to weapons they are arrached to. Much in the same way, there are automated turrets avaible for players.

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* SchizoTech: Weapons attachements attachments are quite high tech compared to weapons they are arrached attached to. Much in the same way, there are automated turrets avaible available for players.



** Also, you can raid bases of users who are offline, steal their stuff, kill them and destroy their sleeping bag (used as a spawn point) if you so choose to. Doing so turns this trope into a certainity than a potential.

to:

** Also, you can raid bases of users who are offline, steal their stuff, kill them and destroy their sleeping bag (used as a spawn point) if you so choose to. Doing so turns this trope into a certainity certainty than a potential.
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None

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** Also, you can raid bases of users who are offline, steal their stuff, kill them and destroy their sleeping bag (used as a spawn point) if you so choose to. Doing so turns this trope into a certainity than a potential.
Is there an issue? Send a MessageReason:
None


* ThrowingYourSwordAlwaysWorks: You can throw many tools and weapons that arent't otherwise ranged, with varied results. Both varieties of spear, of course, can be used for this purpose, especially for hunting, though prey animals that don't die immediately from the hit will just run away with the spear in their bodies, and it's generally a stupid idea against wolves and bears.

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* ThrowingYourSwordAlwaysWorks: You can throw many tools and weapons that arent't aren't otherwise ranged, with varied results. Both varieties of spear, of course, can be used for this purpose, especially for hunting, though prey animals that don't die immediately from the hit will just run away with the spear in their bodies, and it's generally a stupid idea against wolves and bears.
Is there an issue? Send a MessageReason:
None


** There are military weaponry that are powerful...but they run on a gas blowback system instead of the (presumably) piston system that the handmade weapons use, noting also that the environment is also ill-suited for the former, making military weapons more fragile as a result.

to:

** There are military weaponry weapons that are powerful...but they run on a gas blowback system instead of the (presumably) piston system that the handmade weapons use, noting also that the environment is also ill-suited for the former, making military weapons more fragile as a result.



* ScavengedPunk: Lots of equipment player crafts are based on items they need to scavenge, leading to situations where assault rifle is an AK-47 knock-off that uses slightly modified bolt-action cycler.

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* ScavengedPunk: Lots of equipment player crafts are based on items they need to scavenge, leading to situations where assault rifle is an AK-47 knock-off that uses a slightly modified bolt-action cycler.
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* BreakableWeapons: All your tools will eventually break the more you use then. They deteriorate slower if you use them for their intended purpose.

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* BreakableWeapons: All your tools will eventually break the more you use then.them. They deteriorate slower if you use them for their intended purpose.

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